Magician of the Library of Tothk
Prime Requisite: INT
Hit Dice: 1d4
Maximum Level: 14
700 years ago the Great Library at Tothk was sacked by the combined Blue-man tribes of the Crow Faces and the Firepit Sons. Fortunately for the community of Magicians, they were given a few hours warning due to the heroic blind flight of Markos’ Apprentice, whose name has been lost to time. Hollach the Effervescent Luminary, the Chan of the combined tribes wasn’t especially interested in the Magicians, she was after a single book within the Library, 47 Defenses Against the Presences of Demons. After discovering that the Magicians had taken the book with them, she vowed to hunt them down and retrieve the work, no matter the cost.
The Magicians transported themselves to a hold-fast a thousand leagues away. They used the time they were given wisely, fortifying both themselves and their new mountain fortress. Using some of their quickly diminishing silver reserves, they purchased the services of Alarik the Hobbled, known as Defender of Dorn’s Pride, an arms master of great renown. Having no small-folk to place in his service, they dedicated themselves to the study of arms, learning enough in the two years’ respite granted to them for it to be the deciding factor in the battle that ensued when Hollach’s forces finally arrived to retrieve the contested libram.
Fights as: Cleric/Thief
Saves as: Mage
Allowed Weapons: Flail/Hammer/Mace, Sword, Dagger (Narrow)
Allowed Armor: Chain Mail and Lighter (Broad)
Fighting Styles: Two Weapons, Two-Handed Weapons
Uses magic items restricted to usable weapons and armor, Mages
Learn and cast arcane spells as a mage of level-3
The Magicians are fierce fighters. At first level, Magicians of the Library of Tothk hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws by two points every four levels of experience. As warrior mages, Magicians are trained to wear the laminated scaled armor they are famous for, though they can wear lighter armors when the situation calls for it and may wear chain armor if they feel it necessary. The signature fighting style of Razor and Anvil illustrates their mastery of the categories of swords/daggers and flails/hammers/maces, all of which they can use in standard two weapon style or the more unusual two handed style known as Avalanche of Hatred. They may use any magic item usable by mages as well as magic versions of any weapon or armor they can use. Magicians do not use shields. A magician screaming a charge with a huge two-handed falchion after delivering a devastating fireball of flaming death has unmanned more than one stout warrior.
Level Progression & Spell Progression
Level Experience Title 1 2 3 4 5 6
1 0 Anvilman
2 2375 Hammerman
3 4750 Life-Guard
4 9500 L-G Supplicant 1
5 19000 L-G Observant 2
6 38000 L-Sergeant Puissant 2 1
7 75000 L-S Arrant 2 2
8 150000 L-S Dominant 2 2 1
9 300000 Commander Tyrant 2 2 2
10 450000 3 2 2 1
11 600000 3 3 2 2
12 750000 3 3 3 2 1
13 900000 3 3 3 3 2
14 1050000 4 3 3 3 2 1
With one exception noted below, magicians spend their first levels studying the fighting techniques passed down to them from Alarik the Hobbled. In consequence, Magicians do not begin to master the techniques required to channel arcane energy until 4th level. Thereafter, they cast spells as a mage of their class level - 3. At 8th level (Life-Sergeant Dominant), Magicians may begin to research spells, scribe magical scrolls and brew potions. When a magician reaches 9th level (Commander Tyrant), she may build a sanctum. She will then attract 1d6 apprentices of 1st-3rd level plus 2d6 normal men of every color seeking to become magicians. Their intelligence scores will be above average, but many will become discouraged from the rigorous mental and physical training and quit after 1d6 months. While in the magician’s service, apprentices must be provided food and lodging, but need not be paid wages. If the magician builds a dungeon beneath or near her tower, monsters will start to arrive to dwell within. Magicians save as mages of their level.
When a magician reaches 11th level (Commander Tyrant, 11th lvl), she is able to create more powerful magic items such as weapons, rings and staffs. At 14th level a magician may learn and cast ritual arcane spells of great power (7th, 8th and 9th level), craft magical constructs and create magical cross-breeds. If chaotic, the magician may create necromantic servants and become undead.
Due to the extreme shortage of personnel at their mountain fastness and the arduous nature of their physical training, the magicians teach even the greenest apprentices to magically relieve the minor cuts and bruises training gave them as well as to overcome the worst of the injuries they sustain on the battlefield. At 1st level, a magician may use Battlefield Chiurgery - a channeling of small amounts of arcane power into bandages, poultices and assorted medical items. Once per day, a magician may, after spending a turn binding wounds, drawing arcane symbols and concentrating, restore 2 hit points per experience level.
Magician of the Library of Tothk Proficiency List: Alchemy, Battle Magic, Blind Fighting, Combat Reflexes, Combat Trickery (disarm, force back, knock down, overrun, sunder), Command, Craft, Elementalism, Engineering, Familiar, Healing, Illusion Resistance, Knowledge, Leadership, Magical Engineering, Manual of Arms, Military Strategy, Mystic Aura, Performance, Prestidigitation, Profession, Riding, Sensing Power, Siege Engineering, Skirmishing, Unflappable Casting, Weapon Finesse, Weapon Focus
Template: Architect of War
Proficiencies: Engineering, Siege Engineering
Starting Equipment: Servicable Longsword and Warhammer, well-made scale mail armor, Sky-blue tabard depicting the raised fist of the Magicians, warm woolen shirt and pants, high boots, backpack, 1 weeks’ iron rations, surveyor’s toolkit, 30gp
Magician of the Library of Tothk
A formatted file is available here: http://ubuntuone.com/1cq1yuRzm9s9c2MQPKNxRz
I have a guild of magicians called the Trevonic League, after Trevyn, the magician who waded into combat a bit too often.
Usually on fire. Either at the beginning, or in the middle by dropping a fireball at his feet. It usually ended in fire.
18 Con and a wish. Sigh.