Aerial Mage "Zenryoku Zenkai"-Nanoha Takamachi, Aerial Mage
An areal mage specialises is high speed air to air or air to ground combat. While many mages gain the ability to fly during their careers only an areal mage can be said to have truily specialised in high speed aerial combat.
MAKING AN AERIAL MAGE Abilities: Constitution and Charisma are your most important stats.
Races: Nearly every Artificial Mage is an aerial mage but there low population means that the majority of aerial mages are human.
Starting Gold: 3d4x10(average gp)
Starting Age: As Sorcerer
Class SkillsThe Class Name's class skills (and the key ability for each skill) are....
Skill Points at 1st Level: (x + int)x4
Skill Points at Each Additional Level: x + int
Hit Dice: d6
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Attack Form | Defence Form | Other Form | Focus Points |
1st | +0 | +2 | +0 | +2 | Focus Magic, Barrier Jacket | 1 | 0 | 0 | 2 |
2nd | +1 | +3 | +0 | +3 | - | 1 | 1 | 0 | 6 |
3rd | +2 | +4 | +1 | +3 | - | 1 | 1 | 1 | 11 |
4th | +3 | +4 | +1 | +4 | - | 2 | 1 | 1 | 17 |
5th | +3 | +4 | +1 | +4 | - | 2 | 2 | 1 | 25 |
6th | +4 | +5 | +2 | +5 | - | 2 | 2 | 2 | 35 |
7th | +5 | +5 | +2 | +5 | - | 3 | 2 | 2 | 46 |
8th | +6/+1 | +6 | +2 | +6 | - | 3 | 3 | 2 | 58 |
9th | +6/+1 | +6 | +3 | +6 | - | 3 | 3 | 3 | 72 |
10th | +7/+2 | +7 | +3 | +7 | Focus Form | 4 | 3 | 3 | 88 |
11th | +8/+3 | +7 | +3 | +7 | - | 4 | 4 | 3 | 106 |
12th | +9/+4 | +8 | +4 | +8 | - | 4 | 4 | 4 | 126 |
13th | +9/+4 | +8 | +4 | +8 | - | 5 | 4 | 4 | 147 |
14th | +10/+5 | +9 | +4 | +9 | - | 5 | 5 | 4 | 170 |
15th | +11/+6/+1 | +9 | +5 | +9 | - | 5 | 5 | 5 | 195 |
16th | +12/+7/+2 | +10 | +5 | +10 | - | 6 | 5 | 5 | 221 |
17th | +12/+7/+2 | +10 | +5 | +10 | - | 6 | 6 | 5 | 250 |
18th | +13/+8/+3 | +11 | +6 | +11 | - | 6 | 6 | 6 | 280 |
19th | +14/+9/+4 | +11 | +6 | +11 | - | 7 | 6 | 6 | 311 |
20th | +15/+10/+5 | +12 | +6 | +12 | - | 7 | 7 | 6 | 343 |
Weapon and Armor Proficiencies: An aerial mage is proficient with all simple weapons, light armor and Devices.
Barrier Jacket (Su): Focus Magic (Su): An aerial mage has the innate ability to manipulate their force of personality into a tangible energy, this allows them to cast Magical Techniques by expending this energy.
Focus Form (Sp): At 10th level the Aerial mage can choose one of their Forms to be permanently enhanced. Whenever the aerial mage uses that Form add up all of the FP spent by everyone within 200' during the current encounter and add 1/2 of that to the number FP spent by that form. This additional FP breaks the normal cap of FP equal to your Focus level.
PLAYING A CLASS NAME Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..
CLASS NAME IN THE WORLD"A quote of somebody else talking about your class!"-name of quote originator
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.
NPC Reaction This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
CLASS NAME IN THE GAME This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.
EPIC CLASS NAME Hit Die: dx
Skills Points at Each Level : x + int
Class Ability Class Ability.
Bonus Feats: The Epic Class Name gains a Bonus Feat every x levels higher than 20th