A Pathfinder Roleplaying Game update of the sylvan mage prestige class from Towers of High Sorcery. Fun way to make your sorcerer and wizard NPCs a little more “in-tune” with nature.
Hit Die: d6.
To qualify to become a sylvan mage, a character must fulfil all of the following criteria.
Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.
Spellcasting: Ability to cast 3rd-level arcane spells.
Skills: Handle Animal 1 rank, Knowledge (arcana) 3 ranks, Knowledge (nature) 5 ranks, Survival 1 rank.
Feats: Must speak Aklo or Sylvan and have spent at least a day and a night in the company of fey creatures (dryads, satyrs, etc).
The sylvan mage’s class skills are Fly, Handle Animal, Knowledge (arcana), Knowledge (nature), Perception, Spellcraft, Survival.
Skill Points at Each Level: 2 + Int modifier.
All of the following are class features of the sylvan mage prestige class.
Weapon and Armour Proficiency: Sylvan mages gain no proficiency with any weapon or armour.
Spells per Day/Spells Known: At every even-numbered level, the sylvan mage gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a sylvan mage, he must decide to which class he adds the new level for purposes of determining spells per day and spells known.
At each level at which a sylvan mage gains new spells per day, he may add a spell from either the Animal or Plant clerical domain to his spellbook as an arcane spell or, if he doesn’t prepare spells, may choose one of these spells as one of his new spells known. The chosen spell must be of a level that the sylvan mage can cast. These spells may be transcribed or copied only by another sylvan mage, as they are not considered to be on the standard wizard or sorcerer base spell lists, and are indecipherable to those without the sylvan mage’s understanding of nature magic.
Nature Sense (Ex): A sylvan mage gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A sylvan mage can use body language, vocalizations, and demeanour to improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see the Pathfinder RPG Core Rulebook). The sylvan mage rolls 1d20 and adds his class level and Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the sylvan mage and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The sylvan mage can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Sylvan Rite (Sp): A sylvan mage’s attunement to and understanding of the magic of the natural world grows over time. At 1st level and at every odd-numbered level thereafter (3rd, 5th, 7th, and 9th), the sylvan mage acquires a new affinity for natural magic. Every time he gains this ability, the sylvan mage chooses a new rite from the table, but must permanently eliminate an existing arcane spell slot of the specified level or higher. The spell slot eliminated also determines the effective level of the rite’s effects for purposes of dispel magic and anti-magic effects.
Each use of any rite requires the sylvan mage to prepare undisturbed for 10 minutes in a natural outdoor location. Some rites have specific times of the day they must be prepared. Once activated, the rite is either usable at will throughout a 24-hour period, or has a limited number of uses. A full 24 hours must elapse before a rite may be prepared again.
Table: Sylvan Rites
|Rite of Beast-speech||Gain speak with animals at will for 24 hours, as a spell-like ability at the sylvan mage’s caster level. Cost: One 2nd-level spell slot.|
|Rite of Dawn||Gain a +2 inherent bonus to Constitution and Wisdom for 24 hours. Must be prepared at sunrise. Cost: One 2nd-level spell slot.|
|Rite of the Satyr||Gain sleep as a spell-like ability usable 3/day at the sylvan mage’s caster level. Cost: One 3rd-level spell slot.|
|Rite of Leaf-speech||Gain speak with plants at will for 24 hours, as a spell-like ability at the sylvan mage’s caster level. Cost: One 3rd-level spell slot.|
|Rite of Day||Gain a +2 inherent bonus to Dexterity and Intelligence for 24 hours. Must be prepared at midday. Cost: One 3rd-level spell slot.|
|Rite of the Sprite||Gain greater invisibility as a spell-like ability usable 3/day at the sylvan mage’s caster level. Cost: One 3rd-level spell slot.|
|Rite of Life-speech||Gain commune with nature as a spell-like ability usable 3/day at the sylvan mage’s caster level. Cost: One 4th-level spell slot.|
|Rite of Dusk||Gain a +2 inherent bonus to Strength and Charisma for 24 hours. Must be prepared at sunset. Cost: One 4th-level spell slot.|
|Rite of the Dryad||Gain tree stride as a spell-like ability usable 3/day at the sylvan mage’s caster level. Cost: One 4th-level spell slot.|
|Rite of Stone-speech||Gain stone tell as a spell-like ability usable 3/day at the sylvan mage’s caster level. Cost: One 5th-level spell slot.|
Resist Nature’s Lure (Ex): Starting at 2nd level, a sylvan mage gains a +4 bonus on saving throws against the spell-like abilities of fey.
Woodland Stride (Ex): Starting at 4th level, a sylvan mage may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.
Trackless Step (Ex): Starting at 6th level, a sylvan mage leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
Venom Immunity (Ex): At 8th level, a sylvan mage gains immunity to all poisons.
Timeless Body (Ex): After attaining 10th level, a sylvan mage no longer takes penalties to his ability score for ageing and cannot be magically aged. Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, and the sylvan mage still dies of old age when his time is up.
Table: Sylvan Mage
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells per Day|
|1st||+0||+1||+0||+1||Nature sense, wild empathy, sylvan rite||—|
|2nd||+1||+1||+1||+1||Resist nature’s lure||+1 level of arcane spellcasting class|
|4th||+2||+2||+1||+2||Woodland stride||+1 level of arcane spellcasting class|
|6th||+3||+3||+2||+3||Trackless step||+1 level of arcane spellcasting class|
|8th||+4||+4||+3||+4||Venom immunity||+1 level of arcane spellcasting class|
|10th||+5||+5||+3||+5||Timeless body||+1 level of arcane spellcasting class|