This is part of my RPG series of entries here at SOB. See the inaugural entry in the series for more details.
In Replacing the Wizard, I explained some reasons for reworking the Wizard class, including an attempt to restore game balance with the Sorcerer class and correct issues with suspension of disbelief with the arbitrary, in-character inexplicable magic system. A couple of different approaches I’ve taken were sketched out in general terms, one of which involved an Alchemist class, and the other of which was the Mage class variant to the Wizard.
As of today, a document containing enough detail about the Mage class to make it usable as a Wizard replacement in Pathfinder RPG now exists. It should (hopefully) be self-explanatory for Pathfinder RPG players.
It’s trivially modifiable for use with D&D 3.5 as well. To adjust it for use with D&D 3.5 as a replacement for the Wizard class, simply do the following:
- Ignore the Arcane Bond and School Power Class Features.
- Add the Summon Familiar Class Feature to Level 1.
- Replace the d6 Hit Die with d4.
- Use the standard Wizard list of Class Skills.
- Use the standard Wizard list of weapon and armor proficiencies.
- Obviously, where the Mage class document refers to the PRPG Beta, you should refer to the D&D 3.5 Player’s Handbook instead.
The stuff about Level 0 on the advancement chart is related to a variant rule I’m working on. You can basically just ignore it, moving relevant Class Features into the Level 1 row, if you don’t want to try to figure out what good the Level 0 row is to you.