Rage Mage Some men seek glory, or ancient wisdom, or sometimes just peace and tranquility in the world. On the other hand, some men just want to watch the world burn. A Rage Mage channels his fury through his magic, and then into his attacks, becoming a true force to be reckoned with. Which path will he take?
BECOMING A RAGE MAGE ENTRY REQUIREMENTSAlignment: Any nonlawful
Base Attack Bonus: +4
Feats: Combat Casting
Spells: Able to cast 2nd-level arcane spells.
Special: Rage or frenzy ability
Class SkillsThe Rage Mage's class skills (and the key ability for each skill) are Concentration (Con), Profession (Wis), Spellcraft (Int), and Survival (Wis).
Skills Points at Each Level 2 + int
Hit Dice: d8
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting |
1st | +0 | +2 | +0 | +0 | Spell Rage, Rage Armor | — |
2nd | +1 | +3 | +0 | +0 | Arcane Frenzy | +1 level of existing arcane spellcasting class |
3rd | +2 | +4 | +1 | +1 | Rage +1/day | +1 level of existing arcane spellcasting class |
4th | +3 | +4 | +1 | +1 | Spell Fury | +1 level of existing arcane spellcasting class |
5th | +3 | +4 | +1 | +1 | Greater Spell Rage | +1 level of existing arcane spellcasting class |
6th | +4 | +5 | +2 | +2 | Rage +1/day, Awaken Rage | — |
7th | +5 | +5 | +2 | +2 | Outburst 1/day | +1 level of existing arcane spellcasting class |
8th | +6 | +6 | +2 | +2 | Spell Rage (improved benefits) | +1 level of existing arcane spellcasting class |
9th | +6 | +6 | +3 | +3 | Rage +1/day, All the Rage | +1 level of existing arcane spellcasting class |
10th | +7 | +7 | +3 | +3 | Outburst 2/day, Tireless Spell Rage | +1 level of existing arcane spellcasting class |
Weapon and Armor Proficiencies: Rage Mages gain no proficiency with any weapon or armor.
Spellcasting (Ex): At every level except for 1st and 6th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you has also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Rage Mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Spell Rage (Ex): A Rage Mage no longer abides the standard limitations of the Rage ability, and as such can now cast spells while in a Rage as long as the spell's casting time is no longer than 1 full round. Furthermore, while under the effects of a rage, the Rage Mage's caster level equals his character level, and he can attempt concentration checks to avoid having a spell disrupted, though he still may not use any other Charisma, Dexterity, or Intelligence-based skills other than Balance, Escape Artist, Intimidate, or Ride. Otherwise, his Rages continue to operate in the same way, except as modified below.
Rage Armor (Su): Rage Mages incur arcane spell failure chances as normal, and thus most resort to their magic as they do not tend to wear any armor. At 1st level, whenever you enter a Rage, you gain the effects of the Mage Armor spell (thus, rather than having a -2 penalty to AC from raging, you now have a +2 armor bonus from your magic). Furthermore, by etching magical tattoos into their body, a Rage Mage may enhance their Rage Armor in the same way armor may be enchanted, treating the Armor effect as masterwork armor and paying the normal costs for enchantment. However, Rage Armor cannot have a total enhancement bonus higher than your Rage Mage class level.
Arcane Frenzy (Su): At 2nd level, a Rage Mage learns to balance his time between spellcasting and melee combat, becoming deadlier at both in the process. While under the effects of a Rage, you may add +1d6 energy damage for every two class levels (round down) to your melee damage rolls for 1 round after you successfully cast a spell. This bonus damage has an energy type that you may select when you enter your Rage, and which remains chosen until the Rage ends. You may choose for this bonus damage to be fire, cold, electricity, or acid damage.
At 8th level, each die of damage from this ability gains a +1 bonus to damage and attacks and your attacks bypass the concealment miss chance of incorporeal foes while under Arcane Frenzy is active. The Rage Mage may also choose to change the bonus damage's elemental type once per round at the start of their turn.
Furthermore, while in a Rage, when you deal damage from a melee attack your spells have a +1 bonus to Caster Level and to Save DCs for 1 round. This bonus doubles at 8th level.
Rage (Ex): At 3rd level a Rage Mage can enter a Rage one additional time per day, and another additional time per day at 6th and 9th levels.
Spell Fury (Sp): At 4th level a Rage Mage can cast a spell with a range of Personal as a free action when they first enter a Rage. This ability functions once per encounter.
Greater Spell Rage (Sp): Starting at 5th level, Whenever the Rage Mage enters a Rage, they are also automatically affected as though by the Rage spell, gaining a +2 morale bonus to Strength and Constitution and a +1 morale bonus to Will saves, as well as taking a further -2 to AC. The Rage Mage may choose not to benefit from this effect if they so choose. This effect lasts until the Rage ability ends.
Awaken Rage (Sp): At 6th level, when a Rage Mage enters a Rage, they may affect a number of their allies equal to their class level with an effect similar to the
Rage spell, granting them a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saves, while also imposing a -2 penalty to AC. This bonus lasts as long as the Rage Mage remains under the effects of their Rage ability. This ability's effect does not extend to the Rage Mage.
Outburst (Su): At 7th level, 1/day while in a Rage, the Rage Mage may affect all enemies within a 30-ft. radius with a violent outburst. A ghostly illusion with the appearance of the Rage Mage appears next to each foe, and attacks with a single blow. The Rage Mage makes a melee attack against each target. Upon a successful hit, the target takes normal damage from the Rage Mage's melee attack, plus 1d4+1 bonus damage per class level, and the target must make a Reflex saving throw against a DC of 10 + 1/2 character level + primary casting ability modifier or be knocked prone. Flying enemies may fall to the ground upon being knocked prone. All damage from this ability is considered force damage, and the attacks are not subject to the concealment miss chances for an incorporeal target. The attacks made as part of this ability do not benefit from the Rage Mage's Arcane Frenzy ability.
At 10th level, the Rage Mage may use this ability one more time per day, but only once per encounter.
All the Rage (Ex): At 9th level while in a Rage, a Rage Mage doubles the effect of all Morale effects that they become subject to, or subject others to. This includes the morale bonus to will saves from their Rage ability, as well as the Awaken Rage ability or morale bonuses gained from spells.
Tireless Spell Rage (Ex): You want to know the Rage Mage's secret? He's always angry! At 10th level a Rage Mage no longer needs to be Raging to benefit from Greater Spell Rage's effects. The spell's benefits become permanent, Extraordinary effects, and thus no longer activate upon entering a Rage. This bonus can be suppressed or reactivated as a swift action. Additionally, the Rage Mage is no longer fatigued after ending his Rage ability, and the Rage Mage need no longer enter a Rage to benefit from the Rage Armor, Outburst, and All the Rage class abilities.
PLAYING A RAGE MAGE The Rage Mage is, first and foremost, all about bringing the pain. Through magic and might, the Rage Mage is capable of becoming the most fearsome combatant on the battlefield. Rage early, buff up, and paint the town with your enemies' blood.
Combat: Strangely enough, the Rage Mage is a natural party buffer, granting greater melee strength while later boosting any morale effects they impart on others. In combat, the Rage Mage will want to alternate between casting spells and melee attacks in order to keep their Arcane Frenzy ability going.
Advancement: As arcane spellcasters, Rage Mages will likely seek ways of advancing their durability while progressing spellcasting. Rage Mages should already qualify for Abjurant Champion levels, and its class abilities in particular may help offset the AC penalties incurred from Raging. Eldritch Knight also helps improve the Rage Mage's base attack bonus while further advancing spellcasting.
Resources: Though quite capable on their own, Rage Mages function best as part of a team. Regardless of whether you are functioning as an adventurer or a tribal shaman, there is no reason to turn down aid where it is available, or to provide it when it is needed.