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Ruby Magister

There are those who spend their lives poring over ancient tomes and texts, unlocking the power of magic, and there are those who spend their time perfecting the use of individual weapons, becoming masters without equal. The ruby magister is at once a student of both philosophies, blending magical ability and martial prowess into something entirely unique, a discipline in which both spell and steel are used to devastating effect. As he grows in power, the ruby magister at the pinnacle of his art, the ruby magister becomes a blur of steel and magic, a force that few foes would dare to stand against.
Hit Die: d8.
Requirements
To qualify to become a ruby magister, a character must fulfill all the following criteria.
Spells: Able to cast 3rd-level red magic spells.
Special: Must have Weapon Bond (Red Mage) ability.
Class Skills
The ruby magister’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), and Spellcraft (Int).
Skill Points Per Level: 4 + Int modifier

Table: Ruby Magister

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+0+1+0+1Infuse Weapon, Fighter Training, Limit Break
2nd+1+1+1+1Spell Power +1, +1 level to existing spell-casting class
3rd+2+2+1+2Spellblade, +1 level to existing spell-casting class
4th+3+2+1+2Spell Power +2, Perfect Strike
5th+3+3+2+3Mettle, +1 level to existing spell-casting class
6th+4+3+2+3Spellblade, Spell Power +3, +1 level to existing spell-casting class
7th+5+4+2+4Critical Perfection
8th+6+4+3+4Spell Power +4, +1 level to existing spell-casting class
9th+6+5+3+5Spellblade, Weapon Mastery, +1 level to existing spell-casting class
10th+7+5+3+5Spell Power +5, Whirlwind Blade

Class Features

All of the following are class features of the ruby magister prestige class.

Weapon and Armor Proficiency

Ruby magisters gain no proficiency with any weapon or armor.

MP per Day / Spells Known

At each level except 1st, 4th, 7th and 10th, a ruby magister gains MP per day and spells known as if he had also gained a level in a spell-casting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of this class would have gained. If he had more than one spell-casting class before becoming a ruby magister, he must decide to which class to add each level for the purpose of determining MP per day and spells known.

Limit Break (Su)

At 1st level, the ruby magister receives the Limit Break (Chain Spell).

Chain Spell (Su): This Limit Break allows the ruby magister to unleash a flurry of spells in an instant. For a duration of 1 round + 1 round per two ruby magister levels after 1st, the ruby magister can cast up to five spells and use up to triple his maximum spell level in MP. For example, a 6 red mage/3 ruby magister can normally only use 4 MP to cast a spell, but with this limit break, he can spend up to 12 MP to be able to cast up to five spells.

Improved Fighter Training (Ex)

Beginning at 1st level, a ruby magister counts his red mage levels and his ruby magister levels combined at –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack). This ability replaces Fighter Training from the red mage class.

Infuse Weapon (Su)

A ruby magister can channel arcane energy into his chosen weapon. At 1st level and every two levels thereafter, the ruby magister may infuse a cumulative bonus to attack and damage into his weapon. The ruby magister may infuse a previously enchanted weapon as well, provided that the total bonus does not exceed half of his total character level. He can perform this ability equal to 3 + his Charisma modifier times per day. This ability lasts for a number of rounds equal to 3 + the ruby magister’s Charisma modifier.

While a ruby magister often chooses a single weapon to use this ability, he may switch weapons throughout the duration of the ability (although he cannot infuse more than one weapon in a single round). Should a ruby magister let go of a weapon (e.g. throwing or dropping it) then it loses its infusion prior to the ruby magister’s next turn.

Spell Power (Ex)

Starting at 2nd level, a ruby magister can more easily overcome the spell resistance of any opponent he successfully injures with a melee attack. If the ruby magister has injured an opponent with a melee attack, he gains a +1 bonus on his caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +2 at 4th level, to +3 at 6th level, to +4 at 8th level, and to +5 at 10th level.

Spellblade (Ex)

At 3rd, 6th, and 9th level, a ruby magister gains a spellblade ability. Each acquired ability can be used a number of times per day equal to the ruby magister’s Charisma modifier as an immediate action and only lasts for 1 round.

Arcane Endowment: This ability allows the ruby magister to expend MP up to his current spell level and gain a bonus to the attack and damage roll made with his weapon equal to the MP spent.

Critical Aim: This ability allows the ruby magister to expend MP up to his current spell level and increase the critical threat range of his weapon by +1 for every MP spent.

Magical Barrier: This ability allows the ruby magister to expend MP up to his current spell level and gain a damage reduction equal to the MP spent.

Protection Grid: This ability allows the ruby magister to expend MP up to his current spell level and gain a deflection bonus to AC equal to the MP spent.

Resistance Array: This ability allows the ruby magister to expend MP up to his current spell level and gain a bonus to all elemental resistance equal to the MP spent.

Safeguard: This ability allows the ruby magister to expend MP up to his current spell level and gain a bonus to all saving throws equal to the MP spent.

Perfect Strike (Ex)

At 4th level, when a ruby magister hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, or critical hits. If the ruby magister confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.

Mettle (Ex)

At 5th level and higher, a ruby magister can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping ruby magister does not gain the benefit of mettle.

Critical Perfection (Ex)

At 7th level, a ruby magister adds his Charisma bonus (minimum 0) on critical hit confirmation rolls with his favored weapon. In addition, the ruby magister may use his red mage levels in place of his base attack bonuses to qualify for Critical Focus and any feat for which it is a prerequisite; these feats apply only with a ruby magister’s chosen weapon.

Weapon Mastery (Ex)

At 9th level, a ruby magister gains weapon mastery with his chosen weapon, as the fighter class ability.

Whirlwind Blade (Su)

At 10th level, when wielding a one-handed weapon in one hand (and nothing in the other), a ruby magister can, using a full attack action, spin around with his weapon and send replicas of the blade, composed of magical energy, toward all foes within 30 feet. The ruby magister makes a separate melee attack roll against each foe, using his highest attack bonus. Each successful attack inflicts damage as if the ruby magister struck the foe with the weapon. The ruby magister can use this ability a number of times per day, equal to his Charisma modifier (minimum 1/day).