TEXT: 1
  
  2
  Cha mpions of Magic
  Cha mpions of Magic
  Credits
  Producer: Scott Gladstein 
  Designers: Scott Gladstein, Jeremiah Zerby, Caleb Aylsworth
  Art: Andrew “Viking” Bortniak
  Graphic Designer: Scott Gladstein
  OGL Compatible: Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more 
  information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product.
  A Product of Little Red Goblin Games, LLC
  Questions? Comments? Contact us at:
  info@littleredgoblingames.com
  http://littleredgoblingames.com/
  © 2012, All Rights Reserved
  
  3
  Not every mage wears robes, a pointy hat, and carries a 
  staff. What a colorless world it would be if everyone’s 
  color spray was the same rainbow!
  No!
  Mages are an ambitious, adventurous, imaginative, and 
  quite frankly- a vain lot.
  It’s unsurprising then that many seek to develop their 
  own unique styles of spellcraft.
  Some study the intricacies of a single spell while others 
  pioneer the magic’s of space & time. Still others attempt 
  to subjugate fell powers beyond mortal reckoning.
  Presented within the pages of this tome are various cham-
  pions of magic who have carved for themselves a unique 
  place in the history of the arcane arts.
  Happy Gaming! 
  ~Little Red
   
   
  A new base class for the Pathfinder Roleplaying Game.
  Some, who are gifted with the ability to commune with 
  the unknown, are not so concerned with the how and the 
  why, but are more interested in the applications of such 
  a gift. They are feared by many, and with good reason. A 
  wytchblade is a warrior who has given himself to the ser-
  vice of an otherworldly patron. Their ability to combine 
  spell and sword make them powerful allies, but cross one 
  and you’ll feel that very same power turned upon you.
  Role:
  Wytchblades are skilled with both spell and sword but 
  more often rely on their martial prowess. They cannot 
  cast magic in heavy armor so many are considered to be 
  light fighters who act as opportunists.
  Alignment: 
  Any non-good
  A wytchblade is a warrior who sold their soul to an 
  unknown and otherworldly being. Few truly morally 
  upstanding creatures give themselves so willingly to 
  forces unknown. The pact is a wholly selfish act and is 
  not becoming of good creature.  Most wytchblades are 
  of the chaotic alignment due to their dealings with the 
  unknown. The few truly lawful wytchblades are studious 
  about their pacts and often are aware of the creature with 
  which they make their pact.
  Hit Dice: d10
  Starting Wealth: 3d6 × 10 gp (average 105gp)
  In addition, each character begins play with an outfit 
  worth 10 gp or less.
  Class Skills:
  The wytchblade’s class skills are Craft (Int), Fly (Dex), 
  Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), 
  Knowledge (History) (Int), Knowledge (Nature) (Int), 
  Knowledge (Planes) (Int), Profession (Wis), Spellcraft 
  (Int), and Use Magic Device (Cha).
   
  Skill Points Per Level: 2 + Int modifier
  Wytchblade
  Champions of Magic
  
  4
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1st
  +1
  +2
  +0
  +2
  Hex, spell combat, spells, arcane bond (weapon)
  2nd
  +2
  +3
  +0
  +3
  Arcane resistance
  3rd
  +3
  +3
  +1
  +3
  Witchcraft (+1)
  4th
  +4
  +4
  +1
  +4
  Hex
  5th
  +5
  +4
  +1
  +4
  Bonus feat
  6th
  +6/+1
  +5
  +2
  +5
  Spell Containment
  7th
  +7/+2
  +5
  +2
  +5
  Hex, Witchcraft (+2)
  8th
  +8/+3
  +6
  +2
  +6
  Otherworldly Resilience
  9th
  +9/+4
  +6
  +3
  +6
  Powered by Spell
  10th
  +10/+5
  +7
  +3
  +7
  Hex, bonus feat, improved  arcane resistance
  11th
  +11/+6/+1
  +7
  +3
  +7
  Stalwart, Witchcraft (+3)
  12th
  +12/+7/+2
  +8
  +4
  +8
  Improved Spell Container
  13th
  +13/+8/+3
  +8
  +4
  +8
  Hex
  14th
  +14/+9/+4
  +9
  +4
  +9
  Bonus feat
  15th
  +15/+10/+5
  +9
  +5
  +9
  Improved bond, Witchcraft (+4)
  16th
  +16/+11/+6/+1
  +10
  +5
  +10
  Major hex
  17th
  +17/+12/+7/+2
  +10
  +5
  +10
  Otherworld Invulnerability
  18th
  +18/+13/+8/+3
  +11
  +6
  +11
  Greater Spell Container
  19th
  +19/+14/+9/+4
  +11
  +6
  +11
  Hex, Witchcraft (+5)
  20th
  +20/+15/+10/+5
  +12
  +6
  +12
  Spell domination, bonus feat
  Table 1-1: The Wytchblade
  Class Features
  The following are class features of the wytchblade. 
  Weapon and Armor Proficiency:
  A wytchblade is proficient with all simple and martial 
  weapons. A wytchblade is also proficient with light ar-
  mor. She can cast wytchblade spells while wearing light 
  armor without incurring the normal arcane spell failure 
  chance. Like any other arcane spellcaster, a wytchblade 
  wearing medium armor, heavy armor, or a shield incurs a 
  chance of arcane spell failure if the spell in question has a 
  somatic component. A multiclass wytchblade still incurs 
  the normal arcane spell failure chance for arcane spells 
  received from other classes.
  Spellscasting:
  Stating at 4th-level, a wytchblade casts arcane spells 
  drawn from the witch spell list. A wytchblade must 
  choose and prepare her spells ahead of time. To learn or 
  cast a spell, a wytchblade must have a Charisma score 
  equal to at least 10 + the spell level. The Difficulty Class 
  for a saving throw against a wytchblade’s spell is 10 + 
  the spell level + the wytchblade’s Charisma modifier. A 
  wytchblade can cast only a certain number of spells of 
  each spell level per day. Her base daily spell allotment is 
  given on the table above. In addition, she receives bonus 
  spells per day if she has a high Charisma score (see Table 
  1–3 of the Pathfinder RPG Core Rulebook). A wytchblade 
  may know any number of spells. She must choose and 
  prepare her spells ahead of time by getting 8 hours of 
  sleep and spending 1 hour of study. 
  Through level 3 the wytchblade has no caster level.
  Starting at level 4 her caster level is her wytchblade level 
  -3.  
  Hex:
  A wytchblade learn a number of magic tricks, called hex-
  es, that grant them powers or weaken foes. At 1st level, a 
  wytchblade gains one hex of her choice. She gains an ad-
  ditional hex every 3 levels. A wytchblade cannot select an 
  individual hex more than once. Unless otherwise noted, 
  using a hex is a standard action that does not provoke an 
  
  5
  attack of opportunity. The save to resist a hex is equal to 
  10 + 1/2 the wytchblade’s level + the wytchblade’s Charis-
  ma modifier. Other witch hexes based off Intelligence are 
  changed to Charisma. (The complete list of hexes that can 
  be selected by the wytchblade can be found in chapter 2 
  of the Pathfinder Advanced Player’s Guide in the witch’s 
  entry.)
  New Wytchblade Hexes
  Blade Shear: The wytchblade throws her bonded 
  weapon forward. It spins in an ethereal looking 
  state causing phantom slashes across anyone in 
  front of her. This attack deals weapon damage + 
  Charisma modifier to all targets in a 20 foot line. 
  A successful Reflex save halves the damage. The 
  weapon returns to him dealing the damage a second 
  time, and requiring a second save. At 12th level the 
  weapon does twice weapon damage + Charisma 
  modifier. At 18th level the weapon deals three times 
  weapon damage. The Wytchblade can use this hex a 
  number of times per day plus her Charisma modi-
  fier. This does attack deals damage as though the 
  weapon had the ghosttouch property. A wytchblade 
  must be at least 6th level  to take this hex.
  Impossible Slash: The wytchblade channels the 
  otherworldly powers of his masters into his blade. 
  On the next successful attack the enemy may go 
  insane from the tendrils of impossibility reaching 
  into their brain. If the enemy fails a Will save, they 
  are confused as the spell. Every round at the start 
  of the turn they get a new Will save until the effect 
  ends after a number of rounds equal to the wytch-
  blade’s Charsima modifier. Once they succeed the 
  save the enemy is immune to the confusion effect 
  from impossible slash for 24 hours. This is a mind 
  affecting effect.
  Magic Fists: The wytchblade imbues a portion of 
  her magical power into her fists. She may sacrifice a 
  spell slot to fuel her power. She gains an unarmed 
  damage as though she were a monk of 4 levels low-
  er, and her fists gain an enhancement bonus equal to 
  the level of spell that she sacrificed. While her fists 
  are empowered she threatens with them, and they 
  count as magic weapons. At 6th level her fists count 
  as cold iron or silver for the purposes of bypassing 
  damage reduction. At 12th level her fists count as 
  adamantine for the purposes of bypassing damage 
  reduction. At the 15th level when the wytchblade 
  sacrifices a 4th level spell to empower her fists, they 
  count as being +5 enhancement instead of a +4. At 
  18th level her fists count as one aspect of her align-
  ment for the purposes of bypassing damage reduc-
  tion, if the wytchblade is true neutral she gains no 
  benefit from this upgrade. The enhancment bonus 
  cannot go above +5.
  Twisted Muscle: The wytchblade channels bad luck. 
  With a simple touch the enemy must roll twice and 
  take the lower result on their next attack roll, caster 
  level check, or skill check. If one of those results 
  comes up a natural 1, the enemy succumbs to the 
  bad juju and takes 1d6 points of negative energy 
  damage. This damage increases by 1d6 for every 2 
  wytchblade levels after 1st. 
  Table 1-2: Wytchblade
  Spells Per Day
  Level
  1st
  2nd
  3rd
  4th
  1st
  -
  -
  -
  -
  2nd
  -
  -
  -
  -
  3rd
  -
  -
  -
  -
  4th
  0
  -
  -
  -
  5th
  1
  -
  -
  -
  6th
  1
  -
  -
  -
  7th
  1
  0
  -
  -
  8th
  1
  1
  -
  -
  9th
  2
  1
  -
  -
  10th
  2
  1
  0
  -
  11th
  2
  1
  1
  -
  12th
  2
  2
  1
  -
  13th
  3
  2
  1
  0
  14th
  3
  2
  1
  1
  15th
  3
  2
  2
  1
  16th
  3
  3
  2
  1
  17th
  4
  3
  2
  1
  18th
  4
  3
  2
  2
  19th
  4
  3
  3
  2
  20th
  4
  4
  3
  3
  
  6
  Bonded Weapon Modifiers
  These hexes grant a wytchblade a bonus to using 
  her bonded weapon. Only one of the following 
  hexes may be applied to the weapon at one time, 
  however it can be applied as a move action or as part 
  of the action of drawing the weapon. She can use 
  these abilities a number of times per day equal to 
  her Charisma modifier.
  Blazing Purity: As a standard action the wytchblade 
  can imbue her weapon with the power to burn away 
  the impurities of her own body. The weapon gains 
  the flaming quality for a number of rounds equal 
  to 3 plus her Charisma modifier. If the wytchlade is 
  under the effects of a transmutation, enchantment, 
  or necromancy effect, she can remove the effect from 
  herself by taking 1d6 fire damage per effective spell 
  level of the curse. Her next weapon attack deals 1d6 
  fire damage per effective spell level of the removed 
  effect. At 7th level this ability causes the weapon to 
  gain the flaming burst property instead.
  Crackling Bond: As a standard action the wytch-
  blade can imbue her weapon with the power to 
  link 2 creatures together by the bonds of fate, and 
  lightning. The weapon gains the shocking property 
  for a number of rounds equal to 3 plus her Charisma 
  modifier. When the weapon hits a creature it seeks 
  out another within 10 feet, if there are more than 
  one suitable target it goes for the lowest HD first. 
  Whenever the wytchblade hits the first target after 
  this, the second target suffers the same effects. Dam-
  age, or other effects are immediately transferred to 
  the other creature. That creature gets a Will save at 
  the start of its turn to suppress the effects. The effect 
  ends if the creatures are more than 30 feet apart or 
  the first creature dies. At 7th level this ability causes 
  the weapon to gain the shocking burst property. 
  Once it is subjected to the effects of this hex, a crea-
  ture can not be the secondary target of it again for 24 
  hours.
  Shielding Frost: As a standard action the wytchblade 
  can imbue her weapon with the power to deflect the 
  attacks of her enemies. Her bonded weapon gains 
  the frost property for a number of rounds equal to 
  3 plus her Charisma modifier. While this is in effect 
  she also creates armor of ice that shields her from 
  damage, granting DR/bludgeoning of 1 + 1 per 5 
  levels of wytchblade and cold and fire resist of 5. 
  This resistance goes up by 5 at 7th and 14th level for 
  a total of 15 resistance.
  Subsumation: As a standard action the wytchblade 
  can imbue her weapon with the power to eat some 
  of the life force of the enemy. The weapon gains the 
  corrosive quality for a number of rounds equal to 3 
  plus her Charisma modifier. Upon hitting an en-
  emy with her bonded weapon the weapon gains an 
  enhancement bonus of one against that enemy, this 
  bonus stacks up to 5. At 7th level this ability causes 
  the weapon to gain the corrosive burst quality in-
  stead of the corrosive quality.
  Spell Combat (Ex):
  At 1st level, a wytchblade learns to cast spells and wield 
  his weapons at the same time. This functions much like 
  two-weapon fighting, but the off-hand weapon is a spell 
  that is being cast. To use this ability, the wytchblade 
  must have one hand free (even if the spell being cast 
  does not have somatic components), while wielding a 
  light or one-handed melee weapon in the other hand. 
  As a full-round action, she can make all of her attacks 
  with her melee weapon at a –2 penalty and can also cast 
  any spell from the wytchblade spell list with a casting 
  time of 1 standard action (any attack roll made as part of 
  this spell also takes this penalty). If she casts this spell 
  defensively, she can decide to take an additional penalty 
  on her attack rolls, up to her Charisma bonus, and add the 
  same amount as a circumstance bonus on her concentra-
  tion check. If the check fails, the spell is wasted, but the 
  attacks still take the penalty. A wytchblade can choose to 
  cast the spell first or make the weapon attacks first, but 
  if she has more than one attack, she cannot cast the spell 
  between weapon attacks.
  Arcane Bond (Sp):
  At 1st level, wytchblade form a powerful bond with their 
  weapon. This bond can manifests itself as the form of a 
  bonded weapon. A bonded weapon is a weapon wytch-
  blade can use to cast additional spells. A wytchblade be-
  gins play with the bound weapon at no cost. This weapon 
  
  7
  is always of masterwork quality. Weapons acquired at 1st 
  level are not made of any special material. The weapon 
  must be wielded to have effect. If a wytchblade attempts 
  to cast a spell without his bonded weapon in hand, he 
  must make a concentration check or lose the spell. The 
  DC for this check is equal to 20 + the spell’s level. A 
  bonded object can be used once per day to cast any one 
  spell that the wytchblade is capable of casting, even if the 
  spell is not prepared. This spell is treated like any other 
  spell cast by the wytchblade, including casting time, du-
  ration, and other effects dependent on the wytchblade’s 
  level. This spell cannot be modified by metamagic feats 
  or other abilities.
  A wytchblade can add additional magic abilities to his 
  bonded weapon as if he has the required item creation 
  feats and if he meets the level prerequisites of the feat. 
  For example, a wytchblade with a bonded dagger must be 
  at least 5th level to add magic abilities to the dagger (see 
  the Craft Magic Arms and Armor feat in Chapter 5 of the 
  Pathfinder Core Rulebook).
  The magic properties of a bonded weapon, including any 
  magic abilities added to the weapon, only function for 
  the wytchblade who owns it. If a bonded weapon’s owner 
  dies, or the item is replaced, the weapon reverts to being 
  an ordinary masterwork weapon of the appropriate type. 
  If a bonded weapon is damaged, it is restored to full hit 
  points the next time the wytchblade prepares his spells. If 
  the weapon of an arcane bond is lost or destroyed, it can 
  be replaced after 1 week in a special ritual that costs 200 
  gp per wytchblade level plus the cost of the masterwork 
  item. This ritual takes 8 hours to complete. Items replaced 
  in this way do not possess any of the additional enchant-
  ments of the previous bonded weapon. A wytchblade 
  can designate an existing weapon of at least masterwork 
  quality item as his bonded weapon. This functions in the 
  same way as replacing a lost or destroyed item except that 
  the new magic item retains its abilities while gaining the 
  benefits and drawbacks of becoming a bonded weapon.
  A wytchblade’s bound weapon grants special abilities 
  to its master, as given on the table below. These special 
  abilities apply only when the master wields its bound 
  weapon. The weapons are divided in the categories 
  detailed in the fighter’s entry in the Pathfinder Core 
  Rulebook. If a weapon falls into more than one category 
  the wytchblade must decide at the time of creation what 
  weapon type that particular weapon will be considered.
  At 15th level the bonuses a wytchblade is granted by her 
  bound weapon doubles.
  Arcane Resistance (Su):
  At 2nd-level, a wytchblade gains a bonus equal to her 
  Charisma bonus (minimum of +1) on saving throws 
  against spells and spell-like effects.
  Wytchcraft:
  As 3rd level, a wytchblade adds +1 to the Difficulty Class 
  for all saving throws of spells from either the enchant-
  ment, transmutation, or necromancy schools. She must 
  select one of these schools at 3rd level. At 7th level she 
  may select another of the schools, and her previous selec-
  Table 1-3:  Wytchblade’s Bound Weapon
  Weapon Category
  Special Ability
  Axes
  +3 on Intimidate checks
  Blades, Heavy
  +3 on overrun attempts
  Blades, Light
  +3 on Stealth checks
  Close
  +3 on disarm attempts
  Crossbow
  +3 on Survival checks
  Double
  +3 on dirty fighting attempts
  Flails
  +3 on trip attempts
  Hammers
  +3 on bush rush attempts
  Monk
  +3 on feint attempts
  Pole Arms
  +3 on sunder attempts
  Spears
  +1 on attack rolls made during a charge
  Thrown
  +10 feet to your range increment with ranged attacks
  Firearms
  +3 on Intimidate checks
  
  8
  tion increases by 1. At 11th level she gains the last effect 
  at +1 and the others increase by 1. At 15th and 19th levels 
  all three increase by 1.
  Bonus Feats:
  At 5th level, and at every indicated level thereafter, a 
  wytchblade gains a bonus feat in addition to those gained 
  from normal advancement. These bonus feats must be 
  selected from those listed as combat feats. The wytch-
  blade counts as being a fighter of three levels lower for 
  the purposes of qualifying for feats.
  Spell Containment (Sp): 
  Starting at 6th level a wytchblade’s bonded weapon can 
  absorb magical energies from the area around them. Her 
  weapon can hold a spell or spell-like ability of up to 3rd 
  level, either through intentional casting of a spell into the 
  weapon, or through completely avoiding the effect of a 
  spell that targeted them, although this does not include 
  spells created from this effect.
  One a successful strike the weapon can release the pent 
  up energies, either targeting the enemy with the spell it 
  stored, or by adding 1d6 damage per level of the spell. At 
  12th level the wytchblade’s bonded weapon can store up 
  to 6th level spells, and at 18th it can store up to 9th level 
  spells. Any area of effect spells are centered on the target.
  Any spells stored in a wytchblade’s bonded weapon must 
  have a target or an area effect. Unsuccessful attempts to 
  penetrate spell resistance count as avoided effects and 
  can be absorbed provided they meet the requirement.
  Otherworldly Resilience (Su): A wytchblade’s bonded 
  weapon gains a bonus on saving throws equal to her 
  charisma modifier, even if she is not actively wielding it. 
  It also gains a bonus of 4 to its hardness and 20 to its HP. 
  These bonus increases by 2 hardness and 10 hp every four 
  levels thereafter. 
  Powered by Spell (Su):
  When it contains a spell, a wytchblade’s bonded weapon 
  gains an effect.
  •	
  1st or more: She can sacrifice the spell inside as a 
  free action to deal  1 additional damage per spell 
  level with attacks made until the beginning of your 
  next turn.
  •	
  3rd or more: In response to an enemy targeting her 
  with an attack she may sacrifice the spell therein to 
  gain a bonus to AC equal to the level of spell.
  •	
  6th or more: The wytchblade may sacrifice the spell 
  inside to treat it as dispel magic. As an immediate 
  reaction she may attempt to counterspell with it, 
  with a +2 bonus to her caster level.
  •	
  9th or more: She may sacrifice the spell inside to 
  treat is as greater dispel magic. As an immediate re-
  action she may attempt to counterspell with it, with 
  a +4 bonus to her caster level.
  Improved Arcane Resistance (Su):
  At 10th level the wytchblade learns to blot out spells 
  that would do them harm. She gains spell resistance = 11 
  + wytchblade level. The wytchblade adds 1 to the spell 
  resistance for each level of witchcraft she has against the 
  spell types they have wytchcraft in.  At 15th and 19th 
  levels the wytchblade’s general spell resistance improves 
  by one.
  Stalwart (Ex):
  At 11th level, a wytchblade can use mental and physical 
  resiliency to avoid certain attacks. If she makes a For-
  titude or Will saving throw against an attack that has a 
  reduced effect on a successful save, she instead avoids the 
  effect entirely. This ability can only be used if the wytch-
  blade is wearing light armor, medium armor, or no armor. 
  A helpless wytchblade does not gain the benefit of the 
  stalwart ability.
  Black Cat Strike (Ex):
  At 13th level a wytchblade can utilize any hexes with 
  a target with or a spell he knows with a range of touch 
  through her weapon. Instead of the free melee touch 
  attack normally allowed to deliver the spell or the stan-
  dard action used to target a hex, a wytchblade can make 
  one free melee attack with her weapon (at her highest 
  base attack bonus) as part of casting the spell or activat-
  ing the ability. If successful, this melee attack deals its 
  normal damage as well as the effects of the spell or hex. 
  If she crits with the attack, and the effect deals hit point 
  damage, the effect only deals ×2 damage on a successful 
  critical hit, while the weapon damage uses its own critical 
  modifier.
  
  9
  Otherworldly Invulnerability (Su): 
  The wytchblade’s bonded weapon counts as an artifact 
  for destruction and dispelling effects. Any spells stored 
  inside are erased if the witchblade walks into an
   anti-magic field although the weapon continues to func-
  tion.
  Spell Domination (Su):
  At 20th level a wytchblade has mastered her innate arcane 
  resistance and can channel it into a focused shield sev-
  eral times a day. Three times per day a wytchblade can 
  be treated as if they were immune to spells and spell-
  like abilities that allow spell resistance for a number 
  of rounds equal to their Charisma modifier. They can 
  activate this ability as an immediate reaction to a spell 
  targeting them or including them in the area. 
  A new prestige class for the Pathfinder Roleplaying 
  Game.
  The term “maven” refers to a person who has a wealth of 
  knowledge in a given field but in game terms a maven is 
  a man with a wealth of knowledge about a certain spells. 
  Hyper-specialized, a maven twists and warps only several 
  spell to do a great many things. In the hands of a maven, 
  a fireball could freeze an opponent, explode a building, 
  or be cast in a myriad of artistic different ways. Mavens 
  general have a very scientific and analytic mindset,
  examining magic as just another field of academic study. 
  To them a spell is nothing but a tool and innovating on 
  the design or practicality of that tool is an interesting 
  venue to a creative mind.
  Role:
  Maven can make excellent combat casters, though their 
  role is often wholly determined by what spells they chose 
  to study. A fireball maven would have a very different 
  role than a maven who specialized in the create pit spell. 
  Maven have the same HD per level as a wizard or sorcerer 
  so they are not designed to fight on the front line.
  Alignment:
  Maven can be of any alignment, though they tend to-
  wards the lawful alignments. Often times a maven is a 
  caster who studies the use of just a few specific spells. It 
  takes a very keen analytic mind to improve upon what a 
  thousand mages beforehand have studied. It also takes 
  great mental fortitude to dedicate yourself to studying a 
  microcosm of the vast selection of spells a magic user has 
  access too.
  Maven
  Table 2-1: The Maven
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day
  1st
  +0
  +0
  +0
  +1
  Primary studied spell,         
  mavenhood, metamagic feat
  +1 level of existing class
  2nd
  +1
  +0
  +0
  +1
  Aegis arcanum (light), casting 
  proficiency
  +1 level of existing class
  3rd
  +1
  +1
  +1
  +2
  Metamagic feat, secondary 
  studied Spell
  +1 level of existing class
  4th
  +2
  +1
  +1
  +2
  Aegis arcanum (medium)
  +1 level of existing class
  5th
  +2
  +1
  +1
  +3
  Metamagic feat, casting       
  proficiency
  +1 level of existing class
  6th
  +3
  +2
  +2
  +3
  Aegis arcanum (heavy), final 
  studied spell
  +1 level of existing class
  7th
  +3
  +2
  +2
  +4
  Metamagic feat
  +1 level of existing class
  8th
  +4
  +2
  +2
  +4
  Aegis arcanum (shield)
  +1 level of existing class
  9th
  +4
  +3
  +3
  +5
  Metamagic feat
  +1 level of existing class
  10th
  +5
  +3
  +3
  +5
  Master maven
  +1 level of existing class
  
  10
  Maven in Your Game:
  How does a maven fit into a campaign? Maven can rep-
  resent science’s interest in magic and players may find a 
  maven piled behind old books and scrolls in the deepest 
  corner of a library. Alternately, a maven might be a char-
  acter who has found some way to exploit a spell by some 
  fluke and had perfected the use of that spell.
  Hit Dice: d6
  Requirements:
  Spells: A maven must be able to cast 3rd level arcane 
  spells
  Knowledge: Spellcraft 6 ranks
  Feats: At least one metamagic feat
  Class Skills:
  The maven’s class skills are Appraise (Int), Craft (Int), 
  Fly (Dex), Knowledge (all) (Int), Linguistics (Int), 
  Perception(Wis), Profession (Wis), Spellcraft (Int), Use 
  Magic Device (Cha)
  Skill Points per level:  2 + Intelligence Modifier
  Studied Spell (Ex):
  At first level a maven picks an arcane spell of 3rd level or 
  lower and dedicates his study to it. This spell becomes 
  his primary tool of the arcane, the base from which he 
  manipulates the magical energies that surround the 
  worlds. At 3rd level a maven may select another spell of 
  3rd level or lower and gain that as a studied spell. When 
  casting his primary studied spell he gains 1 augmenta-
  tion point. At 6th level he gains a final studied spell, and 
  when casting his primary or secondary studied spells 
  gains an augmentation point. 2 free augmentation points 
  on primary, 1 on secondary. 
  Mavenhood (Ex):
  At 1st level a maven can sacrifice a spell of higher level to 
  cast their studied spell. If maven sacrifices a spell slot of a 
  higher level, he may use the excess arcane power to make 
  improvements his spell. For every one level higher the 
  sacrificed spell slot is than the specialized spell cast, the 
  maven earns one augmentation point. These augmenta-
  tion points can be used for many unique uses (see table 
  1-2 “Maven Spell Augmentations”). Using augmentation 
  points is considered part of the action to cast the spell. 
  A maven may spend as many augmentation points as he 
  wishes on a given spell at once (provided he has them to 
  spend). No matter what level spell slot you spend to cast 
  the spell as (when you are earning augmentation points) 
  the spell’s level effective level does not increase (I. E 
  effects like spell turning, or spell immunity, or spell-
  storing weapons).
  Desgin Note: Healing Spells & the Maven
  Attack spells are those that deal hit-point damage. Spells 
  who do not deal hit point damage should be treated as 
  debuff spells, even if they require an attack roll.
  Meta Magic Feat
  At 1st level and every odd level thereafter, a maven gains 
  a bonus feat. At each such opportunity, he can choose a 
  metamagic feat. The maven must still meet all prerequi-
  sites for a bonus feat, including caster level minimums. 
  
  11
  Table 2-2: Attack Spell Augmentations
  Table 2-3: Buff Spell Augmentations
  Augmentation
  Augmentation 
  Point Cost
  Result
  Damage Type I
  1
  Change the damage type of a spell that deals damage to fire, 
  cold, acid, or electricity damage.
  Meta Magic
  1
  Reduce the level increase of a metamagic feat applied to this 
  spell by 1 (to a minimum of 0) per augmentation point.
  Defensive
  1
  Each augmentation point spent in this way grants the caster +1 
  deflection modifier to AC. Also grants +1 on casting defen-
  sively.
  Damage Type II
  1
  Change the damage type of a spell that deals damage to sonic. 
  Alternatively you could deal bludgeoning, piercing, or slash-
  ing. Physical damage done in this way overcomes DR/magic.
  Irresistible
  1
  The save DCs of the spell are increased by 1 per augmentation 
  point.
  Caster Level
  1
  Increase the maven’s caster level by 1 for the purposes of cast-
  ing of this spell per augmentation point.
  Shape Change I
  1
  Change the shape of your spell to a 15ft cone, 10ft burst, 30ft 
  line, or a ray. Any spells that don’t have a save DC gain a 
  Reflex save. The Reflex save results in half damage if the spell 
  does half damage.
  Damage Type III
  2
  Change the damage type of a spell that deals damage to force.
  Reduced Time
  3
  A maven can cast his studied spell as a move action.
  Limitless
  3
  Any existing variable maximums (such as the maximum of 
  10d6 damage with fireball) are removed.
  Shape Change II
  3
  Change the target type to 20ft Burst, 30ft Cone, 120ft line. Any 
  spells that don’t have a save DC gain a Reflex save. The Reflex 
  save results in half damage if the spell does half damage.
  Inverse Damage
  3
  Change the damage of the spell into positive energy
  Augmentation Augmentation 
  Point Cost
  Result
  Healing
  1
  This spell heals 1d6 damage per augmentation point spent at time of 
  casting.
  Meta Magic
  1
  Reduce the level increase of a metamagic feat applied to this spell by 1 
  (to a minimum of 0) per augmentation point.
  Guiding
  1
  While the buff is in effect this character also receives a +1 competence 
  to attack rolls. It can be taken up to 4 times, and lasts a round per 
  caster level.
  Strengthening
  1
  While the buff is in effect this character also receives a +1 competence 
  bonus on damage rolls. It can be applied up to 4 times on an effect and 
  lasts a round per caster level.
  Defending
  2
  While the buff is in effect it gives a +1 deflection modifier to AC per 2 
  augmentation points spent.
  
  12
  Table 2-3: Buff Spell Augmentations (Cont.)
  Table 2-3: DeBuff Spell Augmentations (Cont.)
  Augmentation Augmentation 
  Point Cost
  Result
  Swift
  2
  While the buff is in effect it gives a +10 foot enhancement bonus to 
  movement speed per 2 augmentation points spent.
  Bolstering
  2
  While the buff is in effect it gives a +1 bonus to saves per 2 augmenta-
  tion points spent.
  Hardening
  2
  While the buff is in effect it gives a 1 DR/- per 2 augmentation points 
  spent
  Share the wealth
  2
  Changes the range from personal to touch
  Reduced Time
  3
  A maven can cast his studied spell as a move action.
  Cataclysmic
  3
  While this buff is in effect the recipient gains +1 bonus to their critical 
  multiplier. 
  Mass
  4
  This augmentation changes the target from touch or single target (not 
  personal) to one target per level, none of whom can be more than 
  thirty feet apart.
  Augmentation
  Augmentation 
  Point Cost
  Result
  Hurt
  1
  This deals 1d6 points of damage per augmentation point spent at time 
  of casting. Saving against the spell also saves against the damage, 
  saves for partial deal ½ damage.
  Distracting
  1
  While this debuff is in effect the target takes a -1 penalty on attack 
  rolls, this can be taken up to 4 times. 
  Weakening
  1
  While this debuff is in effect the target takes a -1 damage penalty, this 
  can be taken up to 4 times. 
  Meta Magic
  1
  Reduce the level increase of a metamagic feat applied to this spell by 1 
  (to a minimum of 0) per augmentation point.
  Recurring Pain
  2
  This deals 1d6 damage per 2 augmentation points spent. They take 
  this damage immediately if they suffer the effects of the debuff, then 
  again each round for four rounds at the start of their turn. If the spell 
  effect is removed, any remaining damage is negated.
  Harrying
  2
  While the debuff is in effect the target takes a -1 penalty to their AC 
  per 2 augmentation points spent.
  Crippling
  2
  While the debuff is in effect it reduces the target’s movement speed 
  by 10 feet down to a minimum of half speed.
  Vulnerable
  2
  While the debuff is in effect it reduces the target’s save by 1 per 2 
  augmentation points spent.
  Softening
  2
  While the debuff is in effect it increases damage against the target by 
  1 per 2 augmentation points. 
  Reduced Time
  3
  A maven can cast his studied spell as a move action.
  Debilitating
  3
  Once per round while the debuff is in effect you can force the target to 
  reroll one d20 roll.
  Mass
  4
  Changes target type to 1 target per level none of whom can be more 
  than thirty feet apart.
  
  13
  Aegis Arcanum (Ex):
  At 2nd level a maven learns to apply his craft in light 
  armors. He gains proficiency in light armor, and reduces 
  the arcane spell failure chance by 10%. At 4th level the 
  maven gains proficiency in medium armor and reduces 
  the arcane spell failure chance of medium armor by 15. At 
  6th level he gains proficiency in heavy armor and reduces 
  the arcane spell failure chance by 20%. When casting his 
  studied spell while wearing armor with which he is pro-
  ficient, the maven ignores the arcane spell failure chance. 
  At 8th level, the maven gains shield proficiency and 
  reduces the arcane spell failure chance by 5%, he ignores 
  this chance while casting his studied spell, provided he 
  has a free hand to cast with.
  Casting Proficiency (Ex):
  At 2nd level, a maven gets eschew materials, and may 
  choose between +1 save DC on your studied spell, 
  Weapon Focus (Ray), Spell Penetration, or a +2 bonus on 
  casting their studied spell defensively. This stacks with 
  combat casting. At 5th level a maven may select a second 
  benefit from this list.
  Master Maven (Ex):
  3 times per day a maven of 10th level may cast one of his 
  studied spells as a supernatural ability. Spells cast in this 
  fashion can’t be disrupted in combat, doesn’t provoke 
  attacks of opportunity, aren’t subject to spell resistance, 
  counterspelling, or dispel magic (This still does not allow 
  them to function in antimagic areas). When casting their 
  spell in this way the maven gains a number of augmenta-
  tion points equal to ½ their casting modifier.
  A new prestige class for the Pathfinder Roleplaying 
  Game.
  Time is constant; it’s there in the best of times and there 
  in the worst of times. For some however… time is not so 
  rigid, it has become a fluid thing that one can manipulate. 
  By bending the very laws of the timescape, they gain a 
  unique dimension of freedom.
  Role
  A time traveler is a versatile class in its own right and aug-
  ments the existing abilities of the previous class. A fighter 
  who frees himself from the time stream generally relies on 
  his “a moment in time” class feature to avoid serious dam-
  age and augments his martial prowess with his temporal 
  abilities. Spell casters gain a greater understanding of time-
  based spells (like haste, slow, and timestop) and they only 
  benefit from the unique class features of the class.
  Alignment
  Time travelers are often “out of sync” with the universe. 
  Their newfound lack of restriction generally cause them de-
  velop a sense of independence and a thirst for freedom, be 
  it personal or legal. This tends to mean that a larger percent 
  of time travelers are of the chaotic alignment. Lawful time 
  travelers are often more scientific in their approach and 
  may have stumbled upon the secret of temporal freedom 
  after years of arcane research.
  Hit Dice: d8
  Requirements:
  Knowledge: Arcana 5 ranks, the Planes 5 ranks
  Spellcasting: Must be able to cast haste or slow.
  Special: If you are unable to cast haste or slow a character 
  can qualify for this prestige class by meeting an existing 
  time traveler of at least 5th level and learning the secrets of 
  temporal freedom from them.
  Class Skills
  The time traveler’s class skills are Craft (Int), Diplomacy 
  (Cha), Disguise (Cha), Escape Artist (Dex), Knowledge (the 
  arcana) (Int), Knowledge (the planes) (Int), Linguistics (Int), 
  Perception (Wis), Spellcraft (Int), and Use Magic Device 
  (Cha).
  Skill Points: 2 + Int
  Class Features
  All of the following are class features of the time traveler.
  Weapon and Armor Proficiency:
  A time traveler does not gain any additional proficiencies.
  Time Traveler
  
  14
  A Moment in Time (Su):
  At 1st level a time traveler can bend time and space to 
  return to an earlier point in history. At any point during his 
  turn a time traveler can set a “recall point” in time as a free 
  action. When he sets a recall point the player must record 
  the time traveler’s hp, any conditions active on him, his lo-
  cation, and equipment. Any time within the next 3 rounds 
  the time traveler can return to state he was in at the time he 
  placed the recall point. Reversing his personal time like this 
  is a standard action. At 4th level this becomes a movement 
  action and at 9th levels a swift.
  Any items that are expended are still expended and any 
  piece of equipment that is no longer on his person does 
  not travel back in time with him. Abilities and spells that 
  are expended by the time traveler are still expended. Spell 
  durations active on the time traveler have their durations 
  reset or reversed if he travels back in time. A time traveler 
  retains his memory of the events that have transpired.
  This ability functions only while the time traveler is con-
  scious, not if she is unconscious or dead. If he becomes is 
  unconscious or dead the recall point is dismissed and it 
  counts as having been expended.
  At 1st level a time traveler can rewind his own personal 
  time once per day. He gains the ability to use this ability 
  one additional time per day at every odd level thereafter. A 
  time traveler can place a recall point in time three times per 
  day per time traveler level. Only one recall point can exist 
  on the time stream per time traveler, placing one erases all 
  previous ones from that time traveler (recall points exist 
  outside of time).
  Background Lore: The Timescape
  Before time was called such the timescape existed and 
  when all time ceases to be, only the timescape will remain. 
  The timescape is more a “place” removed from the timeline 
  itself. The timescape is representative of the flow of time 
  and is often visualized as a long hallway or path. Each time 
  traveler visualizes it differently but it always has a distinct 
  (but unreachable) beginning and a distinct end. Distance on 
  the path is connected to the progression of time. It has an 
  inexorably tied with the rest of the universe. Ever marching 
  forward (when time is not being manipulated) the times-
  cape is eternal.
  When a time traveler manipulates time, it almost always 
  utilizes the timescape in some fashion. Most look at time 
  manipulation in a similar way to moving (walking, run-
  ning, swimming, etc) and time travel is generally achieved 
  by moving forward or back on the timescape. The time 
  traveler’s “a moment in time” class feature marks a “loca-
  tion” on the timescape that he can easily go back to for 
  example.
  On the timescape time does not move for those on it as it 
  exists outside of the flow of time. Generally the sensation 
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day
  1st
  +0
  +0
  +0
  +1
  A moment in time (1/day)
  --
  2nd
  +1
  +0
  +0
  +1
  Time flow, temporal weapon
  +1 level of existing class
  3rd
  +2
  +1
  +1
  +2
  A moment in time (2/day), time 
  stasis
  +1 level of existing class
  4th
  +3
  +1
  +1
  +2
  Whispers of the past, precognition 
  +1 level of existing class
  5th
  +3
  +1
  +1
  +3
  The eternal self, a moment in time 
  (3/day)
  --
  6th
  +4
  +2
  +2
  +3
  Chronological distortion 
  +1 level of existing class
  7th
  +5
  +2
  +2
  +4
  A moment in time (4/day), time 
  warp 
  +1 level of existing class
  8th
  +6
  +2
  +2
  +4
  Echo strike
  +1 level of existing class
  9th
  +6
  +3
  +3
  +5
  A moment in time (5/day), fore-
  sight
  --
  10th
  +7
  +3
  +3
  +5
  Lord temporal
  +1 level of existing class
  Table 3-1: The Time Traveler
  
  15
  of having done something on the timescape is similar to 
  suddenly having the memory of what you did there rather 
  than actually experiencing it.
  Time Flow (Sp):
  A time traveler of 2nd level can sacrifice a spell slot of 3rd 
  level or higher to cast haste or slow as a spell like ability. 
  A time traveler must make a touch the target in order to 
  activate this ability (he may be the subject of this ability of 
  he wishes). Activating this ability is a standard action.
  Temporal Weapon (Su):
  A time traveler of 2nd level can touch a weapon 
  and transfers some of his ability to manipulate 
  time into it. This touch gives the weapon the 
  speed property and the wielder gains a +2 
  insight bonus on attack rolls. The 
  property remains for a number of 
  rounds equal to half your Intel-
  ligence modifier + half your time 
  traveler level. While this effect is 
  active, the time traveler cannot use his 
  “a moment in time” class feature. At 
  5th level this bonus improves to a +3 
  bonus and at 8th level this bonus 
  becomes a +4.
  Time Stasis (Su):
  At 3rd level, you can tempo-
  rarily remove yourself from 
  time altogether. You vanish 
  completely for 1 round. No 
  magic or divinations can 
  detect you during this 
  time, as it exists outside 
  of time and space—in 
  effect; you cease to exist 
  for the duration of this 
  ability. At the end of 
  the duration, you reappear 
  unharmed in the space it last occupied (or 
  the nearest possible space, if the original 
  space is now occupied). You can use this ability 
  once per day at 3rd level, plus one additional time per day 
  at 7th level.
  Whispers of the Past (Su):
  A time traveler of 4th level gains a level of familiarity with 
  the time stream. Clearing his mind, he becomes aware of 
  whispers from the past echoing in the time stream. Dedi-
  cating one minute to simply listening to whispers of the 
  time stream he gains a +3 insight bonus to Knowledge 
  checks pertaining to that location 
  on events that have occurred 
  within the last 50 
  years per time 
  traveler level. 
  In addition, if 
  he takes an ad-
  ditional minute to 
  listen, he may make 
  a Perception check to 
  attempt to hear any audio 
  that occurred recently. He may 
  listen to whispers that occurred no longer 
  than 1 hour per time traveler level ago. He 
  must define a period of approximately 10 
  minutes of audio to listen to. The DC of the 
  Perception check to clearly distinguish the 
  audio is equal to 1 for every 30 minutes in 
  the past it was. If he wishes to search another 
  10 minutes of audio he must concentrate for 
  another 1 minute.
  Precognition (Su):
  At 4th level a time traveler can offer a little 
  smirk and say “I knew that was going to hap-
  pen so I set up a little surprise for you”. He 
  may ready an (as of yet) un-described action. At any 
  point before his next turn he may describe what his 
  readied action was and trigger it. Using this ability 
  consumes one use of the “a moment in time” class 
  feature’s uses per day.
  The Eternal Self (Sp):
  A time traveler of 5th level no longer takes 
  penalties to his ability scores for aging and 
  cannot be magically aged against his will. 
  Any such penalties that he has already taken, howev-
  er, remain in place. Age bonuses still accrue, and the time 
  traveler does not die when his time is up.
  In addition, a time traveler has threefold aspect (as de-
  
  16
  scribed in the Advanced Players Guide) constantly active 
  on himself. Unlike the spell, true seeing or Perception 
  checks do not reveal the “true natural appearance” of the 
  time traveler as this represents the time traveler actually 
  changing his physical age. He may change his appearance 
  by expending all of his uses of his a moment in time class 
  feature for a day as part of a ritual that takes 12 hours to 
  perform.
  Chronological Distortion (Su):
  A time traveler of 6th level has developed a degree of 
  mastery over his haste and slow spells. He’s become so 
  adept that he increases the bonuses from haste on attack 
  rolls, AC, and Reflex saves to a +3 (instead of a +1). Like-
  wise, he increases the penalties from slow on attack rolls, 
  AC, and Reflex saves to a -3. These bonuses apply to spells 
  cast by the time traveler rather than those affecting the time 
  traveler.
  Time Warp (Sp):
  A time traveler of 7th level has the ability to stop time for a 
  brief moment. This functions as time stop. Activating this 
  spell like ability is a standard action that only lasts for 1d2 
  + 1 rounds. A time traveler can only use this ability once 
  per day.
  Echo Strike (Su):
  A time traveler of 8th level can perfectly echo a strike he 
  did last turn. This ability allows him to make a melee or 
  ranged attack with the same dice roll as he did last turn. 
  He must make the same kind of attack as their attack the 
  previous turn (example: a full round attack using Power 
  Attack or a single attack as a standard action). The action 
  and response is perfectly mimicked as a result of a time 
  loop. This ability only echoes the dice rolls for hitting and 
  damaging. A confirmation roll is still required if the time 
  traveler is echoing a critical hit. A time traveler can use this 
  ability three times per day.
  Foresight (Sp):
  At 9th level the time traveler always has foresight active on 
  himself. He is never surprised or flat-footed. In addition, 
  the spell gives him a general idea of what action you might 
  take to best protect himself and gives him a +2 insight 
  bonus to AC and on Reflex saves. This insight bonus is lost 
  whenever he would lose a Dexterity bonus to AC.
  Lord Temporal (Su):
  At 10th level a time traveler can manipulate the time stream 
  to such a degree that once per day he may take a second 
  turn after he has just gone in the initiative order.
  
  17
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  of this License. You may use any authorized version of this License to copy, modify
  and distribute any Open Game Content originally distributed under any version of this
  License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the
  Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game
  Content using the name of any Contributor unless You have written permission from the
  Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this
  License with respect to some or all of the Open Game Content due to statute, judicial
  order, or governmental regulation then You may not Use any Open Game Material so
  affected.
  13. Termination: This License will terminate automatically if You fail to comply with all
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach.
  All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision
  shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: 
  Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Den-
  nis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim 
  Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean 
  K Reynolds, and Russ Taylor.
  Champions of Magic, Copyright 2012, Little Red Goblin Games LLC, Authors: Scott Gladstein, 
  Jeremiah Zerby, and Caleb Aylsworth
  The Open Gaming License
  Product Identity: Little Red Goblin Games LLC company names and logo; the 
  “Champions of Magic” name and logo; all artwork, backgrounds, and logos; all trade 
  dress, and graphic design elements. Open Content: All content not reserved above 
  as product identity (including mechanics and proper names) book are Open Game 
  Content as described in Section 1(d) of the Pathfinder Compatibility License.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Little Red Goblin/Champions of Magic.pdf