Though Red Mages are generalists without peer, they tend to diverge into various Paths to define their career. At first level, a Red Mage chooses one of the following Paths.
Each Path also has a specific Ability Score associated with them, or two, as well as a role. They are the following:
- Duelist: Dexterity, Striker
- Fighter: Strength, Tank
- Mage: Intelligence and Wisdom, Blaster and Healer
Path of the Duelist
Red Mages who take on the Path of the Duelist are fencers with arcane might.
Ruby Finesse (Ex)
The Red Mage gains Agile Combatant as a bonus feat. At 3rd level, a red mage selects a Warrior weapon group he is proficient with. Once this choice is made, it cannot be changed. Whenever he makes a successful melee attack or ranged attack (if the weapon is a thrown weapon) with a light or finesse weapon from the chosen group which he is proficient with, he adds his Dexterity modifier instead of his Strength modifier to the damage roll. If any effect would prevent the red mage from adding his Strength modifier to the damage roll, he does not add his Dexterity modifier. The red mage can select an additional weapon group at 7th level and every four red mage levels thereafter, to a maximum of five weapon groups at 19th level.
Deeds
Red mages on the Path of the Duelist spend arcane pool points to accomplish deeds (as well as Ruby Arcana and the effects under Arcane Pool). Most deeds grant the red mage a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the red mage has at least 1 arcane pool point, but do not require expending arcane pool to be maintained. A red mage can only perform deeds of his level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the red mage has or spends the required number of arcane pool points to perform the deed.
Derring-Do (Ex): At 1st level, a red mage can spend 1 arcane pool point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. he can do this after he makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Dexterity modifier (minimum 1).
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the red mage, the red mage can as an immediate action spend 1 arcane pool point to move 5 feet; doing so grants the red mage a dodge bonus to AC equal to his Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the red mage had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The red mage can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the red mage, he can spend 1 arcane pool point and expend a use of an attack of opportunity to attempt to parry that attack. The red mage makes an attack roll as if he were making an attack of opportunity; for each size category the attacking creature is larger than the red mage, the red mage takes a –2 penalty on this roll. If his result is greater than the attacking creature’s result, the creature’s attack automatically misses. The red mage must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if he has at least 1 arcane pool point, the red mage can as an immediate action make an attack against the creature whose attack he parried, provided that creature is within his reach.
Kip-Up (Ex): At 3rd level, while the red mage has at least 1 arcane pool point, he can kip-up from prone as a move action without provoking an attack of opportunity. He can kip-up as a swift action instead by spending 1 arcane pool point.
Menacing Swordplay (Ex): At 3rd level, while he has at least 1 arcane pool point, when a red mage hits an opponent with a Ruby Finesse weapon, he can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.
Precise Strike (Ex): At 3rd level, while he has at least 1 arcane pool point, a red mage gains the ability to strike precisely with a Ruby Finesse weapon, adding his red mage level to the damage dealt. To use this deed, a red mage cannot attack with a weapon in his other hand (except for the consideration of a spell for Spell Combat) or use a shield other than a buckler (unless the shield hand is able to be used for somatic components). He can even use this ability with thrown light or one-handed piercing weapons, so long as the target is within 30 feet of him. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a red mage can spend 1 arcane pool point to double his precise strike’s damage bonus on the next attack. This benefit must be used before the end of his turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of arcane pool points a deed costs (such as the Signature Deed feat).
Duelist Initiative (Ex): At 3rd level, while the red mage has at least 1 arcane pool point, he gains a +2 bonus on initiative checks. In addition, if he has the Quick Draw feat, his hands are free and unrestrained, and he has any single Ruby Finesse weapon that isn’t hidden, he can draw that weapon as part of the initiative check.
Duelist's Grace (Ex): At 7th level, while the red mage has at least 1 arcane pool point, he takes no penalty for moving at full speed when he uses Acrobatics to attempt to move through a threatened area or an enemy’s space.
Superior Feint (Ex): At 7th level, a red mage with at least 1 arcane pool point can, as a standard action, purposefully miss a creature he could make a melee attack against with a wielded Ruby Finesse weapon. When he does, the creature is denied its Dexterity bonus to AC until the start of the red mage’s next turn.
Targeted Strike (Ex): At 7th level, as a full-round action the red mage can spend 1 arcane pool point to make an attack with a single Ruby Finesse weapon that cripples part of a foe’s body. The red mage chooses a part of the body to target. If the attack succeeds, in addition to the attack’s normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn’t have one of the listed body locations that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.
Arms: The target takes no damage from the attack, but it drops one carried item of the red mage’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
Head: The target is confused for 1 round. This is a mind-affecting effect.
Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
Throat: The target is silenced for 1 round.
Torso or Wings: The target is staggered for 1 round.
Bleeding Wound (Ex): At 11th level, when the red mage hits a living creature with a piercing or slashing Ruby Finesse weapon attack, as a free action he can spend 1 arcane pool point to have that attack deal additional bleed damage. The amount of bleed damage dealt is equal to the red mage’s Dexterity modifier (minimum 1). Alternatively, the red mage can spend 2 arcane pool points to deal 1 point of Strength, Dexterity, or Constitution bleed damage instead (red mage’s choice). Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
Subtle Blade (Ex): At 11th level, while a red mage has at least 1 arcane pool point, he is immune to disarm, steal, and sunder combat maneuvers made against a Ruby Finesse weapon he is wielding.
Dizzying Defense (Ex): At 15th level, while wielding a light or one-handed piercing weapon in one hand, the red mage can spend 1 arcane pool point to take the fighting defensively action as a swift action instead of a standard action. When fighting defensively in this manner, the dodge bonus to AC gained from that action increases to +4, and the penalty to attack rolls is reduced to –2.
Duelist’s Edge (Ex): At 15th level, while the red mage has at least 1 arcane pool point, he can take 10 on any Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, even while distracted or in immediate danger. he can use this ability in conjunction with the derring-do deed.
Perfect Thrust (Ex): At 15th level, while the red mage has at least 1 arcane pool point, he can as a full-round action make a perfect thrust, pooling all of his attack potential into a single melee attack made with a Ruby Finesse weapon. When he does, he makes the attack against the target’s touch AC, and ignores all damage reduction.
Cheat Death (Ex): At 19th level, whenever the red mage is reduced to 0 hit points or fewer, he can spend all of his remaining arcane pool to instead be reduced to 1 hit point. He must have at least 1 arcane pool point to spend. Effects that kill the red mage outright without dealing hit point damage are not affected by this ability.
Deadly Stab (Ex): At 19th level, when the red mage confirms a critical hit with a Ruby Finesse weapon, in addition to the normal damage, he can spend 1 arcane pool point to inflict a deadly stab. The target must succeed at a Fortitude saving throw or die. The DC of this save is 10 + half of the red mage’s level + his Dexterity modifier. This is a death attack. Performing this deed does not grant the red mage an arcane pool point.
Stunning Stab (Ex): At 19th level, when a red mage hits a creature with a Ruby Finesse weapon, he can spend 2 arcane pool points to stun the creature for 1 round. The creature must succeed at a Fortitude saving throw (DC 10 + half of the red mage’s level + his Dexterity modifier) or be stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.
Armored Mage (Flamboyant) (Ex)
At 3rd level, while wearing light or no armour and while not using a shield, the red mage gains a +1 dodge bonus to AC and increases the maximum dexterity bonus of any light armor he wears by 1. Every four levels thereafter (7th, 11th, 15th and 19th) these bonuses increase by +1 to a maximum of a +5 dodge bonus to AC and a +5 to the maximum dexterity bonus allowed. This dodge bonus is doubled against attacks of opportunity the red mage provokes by moving. In addition, he gains a +5ft enhancement bonus to his base land speed. At 7th level, this increases to +10ft.
This ability counts as, and does not stack with, agility training.
Special Ruby Arcana
While on the Path of the Duelist, the Red Mage may obtain special Ruby Arcanas.| Arcana | Prerequisites | Effect |
| Heavily Armored Duelist (Ex) | Red Mage 9, Shielded Duelist | The red mage gains proficiency with medium armor and can cast red mage spells in medium armor without incurring the armor's normal spell failure chance. This tier of armor now benefits from Flamboyant Armored Mage. At level 15, the red mage gains proficiency with heavy armor and can cast red mage spells in heavy armor without incurring the armor's normal spell failure chance. This tier of armor now benefits from Flamboyant Armored Mage. |
| Shielded Duelist (Ex) | Red Mage 6, Shield Focus | The red mage gains proficiency with light shields and can cast red mage spells using bucklers and light shields without incurring the armor's normal spell failure chance. This tier of armor now benefits from Flamboyant Armored Mage. At level 12, The red mage gains proficiency with heavy shields and tower shields and can cast red mage spells using heavy shields and tower shields without incurring the armor's normal spell failure chance. This tier of armor now benefits from Flamboyant Armored Mage. |
| Mark of the Mage (Su) | Know the Arcane Mark spell | If you successfully use your spellstrike ability to place an arcane mark upon your opponent, you may spend a point from your arcane pool as a free action. For a number of rounds equal to your Charisma modifier you gain a +1 bonus on attack and damage rolls against that opponent, +1 per three red mage levels you have. |
| Spellfencer (Su) | Red Mage 12 | When performing Spell Combat, the Red Mage may replace their extra spell cast in favor of enchanting their standard full attack with a spell. They spend MP equal to the cost of the spell per attack. Due to the magically intensive nature of this ability, the Red Mage adds an additional penalty of -4 to attack rolls in this round. |
| Enchanted Critical (Su) | Red Mage 12 | The Red Mage may spend 2 points of Arcane Pool to increase their weapon's critical modifier by 1 or change its base critical threat range to 18-20 for a single round. |
Path of the Fighter
Red Mages who take on the Path of the Fighter are fighters guided by mystic power.
Ruby Combat
At 1st level, the Red Mage gains Combat Reflexes as a bonus feat; and may use their Strength modifier instead of Dexterity to determine the number of attacks of opportunity per turn. They also gain any combat feat of their choice as a bonus feat. They must meet the prerequisites for this combat feat, however.
Spellstriker's Feedback
Starting at 3rd level, when the Red Mage inflicts damage with their Spellstrike or cast a spell within five feet of an enemy, they gain temporary HP equal to the cost of the spell multiplied by 2. This ability lasts for a number of rounds equal to their Red Mage level. In addition, whenever the Red Mage casts a spell that increases AC or saving throws in this state, they gain a +2 bonus on Concentration and caster level checks to cast it Defensively.
Armored Mage (Fighter)
At 3rd level, a Red Mage gains proficiency with medium and heavy armor and all shields (except tower). A Red Mage can cast Red Mage spells while wearing medium and heavy armor and non-tower shields without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a Red Mage wearing using a tower shield incurs a chance of arcane spell failure if the spell in question has a somatic component.
At 7th level, a Red Mage gains proficiency with tower shields. A Red Mage can cast Red Mage spells while using tower shields without incurring the normal arcane spell failure chance. Additionally, they can now use shields while treating their shield hand as empty.
At 11th level, a Red Mage automatically succeeds at casting defensively when wearing armor and empowered with Temporary HP. Additionally, the Red Mage no longer faces a speed decrease when wearing armor.
At 15th level, the Red Mage may use the abilities of Arcane Shield more than once per turn. If you select the first option any additional times, however, it only applies the option chosen; it cannot use both at once.
At 19th level, the defensive usage of Arcane Shield no longer involves a choice; Shelled and Protect are now usable at once.
Leather Body (Ex)
Rather than dexterously evading blows, red mages on the path of the fighter often rely on their sheer physical conditioning to protect themselves against assault. At 3rd level, instead of gaining a Dexterity modifier to AC (Any bonuses or penalties he would have are ignored), the red mage gains his Strength bonus as a natural armour bonus to AC, which stacks with any natural armour he might otherwise have. If a red mage's strength score would be reduced to 9 or less, leather body ceases to function.
Although this natural armour is limited by the maximum Dexterity bonus of any worn armour, he does not lose his natural armour in situations where he would normally lose his Dexterity modifier to AC, such as being caught flat-footed or if an opponent successfully uses the feint action against him.
This ability allows a red mage to take feats or make use of magic items that require him to have a natural armour bonus. However, he only benefits from those feats or items as long as leather body is actually providing him with a natural armour bonus. (For example, while a red mage can take the improved natural armour feat, his armour must have a maximum dexterity bonus of at least +1. Likewise, if his strength score drops to 11 or less, any such feats or magic items cease functioning.)
Additionally, for the purposes of this ability, any armour the red mage wears increases the maximum Dexterity bonus allowed by 1. For every 4 levels of red mage he has after 3rd, this bonus increases by +1. There is no “upper limit” to the increase of the maximum dexterity bonus allowed. A red mage may disable or enable leather body as a free action once per turn at the start of his turn.
This ability does not stack with armour training or agility training.
Improved Fighter Training
Unlike standard Red Mages, they receive Fighter Training early, at 7th level. Upon reaching 10th level, they change the progression of Warrior levels they receive to being their Red Mage Level - 3.
Arcane Shield
Thanks to their arcane prowess, a Red Mage can react reflexively to an opponent's strike with their shield. Starting at 7th level, they may attempt one of the following as an Attack of Opportunity when attacked:
- Arcane Barrier: Spend 1 arcane point or 3 MP to gain either the Protected or Shelled condition until the start of the Red Mage's next turn
- Arcane Riposte: Cast a spell against the attacking target, and use their shield bash for a spellstrike.
The red mage may only use arcane shield once per round, regardless of how many attacks of opportunity they can make.
Spell Fighter
Starting at 11th level, when using Spell Combat, the Red Mage may treat their Red Mage level as their BAB.
Furious Spellstrike
Starting at 15th level, the Red Mage may spend an amount of MP equal to the spell's cost as well as Mage's Focus as a full action to strike all foes within reach with a Spellstrike, similar to Whirlwind Strike.
Feedback Loop
At 19th level, whenever they would lose or spend Temporary HP gained from their spellstriker's feedback class feature, they gain an amount of temporary magic points equal to one quarter of the hit points lost or spent. These temporary magic points are always spent first, and only last for one round after they are gained. This stacks with other sources of temporary magic points, but not with those granted by this class feature.
Special Ruby Arcana
While on the Path of the Fighter, the Red Mage gains some special Ruby Arcanas:
| Arcana | Prerequisites | Effect |
| Reflexive Runic Blade | Runic Blade | Runic Blade now only takes an Immediate Action and may be used immediately as an opponent casts a spell. At 15th level, it uses an Attack of Opportunity. |
| Antagonistic (Ex) | The Red Mage obtains the Antagonistic feature from Knight. | |
| Ruby Retribution (Su) | Ruby Armor | The Red Mage, when using Ruby Armor's ability may spend an additional Arcane Pool point to grant elemental spikes to your armor during the duration. This works as armor spikes, except they inflict phyElemental damage of an element of your choice (Fire, Ice, Water, Wind, Stone, Electric). The enchantment bonus of your armor improves the damage of these spikes. |
| Shared Feedback (Su) | By using an Attack of Oppportunity, the Red Mage may spend Temp HP to reduce the damage dealt to an ally within 30 feet. The amount of damage reduced is equal to the temp hp spent. | |
| Warrior Talent | The Red Mage may take a Warrior talent, treating Duelist Weapon Training as their Chosen Weapon, and their Red Mage level as their Warrior Level. | |
| Weapon Training (Ex) | Red Mage 6 | The Red Mage obtains the Weapon Training feature, their Warrior level treated as their red mage level -3 for the purposes of scaling (to a minimum of 1). |
Path of the Wizard
Red Mages who take on the Path of the Wizard choose to become a mage first, combatant second.
Wizardly Power (Su)
At 1st level, the Red Mage may add their intelligence bonus to their offensive spells and their wisdom bonus to their healing spells. In addition, at 1st level, they learn a number of bonus 1-MP Cost White Mage spells equal to half of their Wisdom modifier (rounding up) and a number of bonus 1-MP Cost Black Mage spells equal to half of their Intelligence modifier (rounding up). They additionally get an additional Black and White Mage spell every 2 levels after 1st. This similarly to the Spell Blending Ruby Arcana; treating the new spells as if they were on the Red Mage spell list for all purposes.
At 3rd level, the Red Mage gains further ability to channel their intelligence and wisdom into newfound strength.
A Wizard may use their Intelligence instead of Strength for melee weapon attack and damage rolls.
Additionally, the Wizard may use their Wisdom to obtain AC instead of Dexterity when wearing armor that benefits from Armored Mage (Studious). The Maximum Dexterity Bonus determines the maximum Wisdom bonus a Red Mage can benefit from this ability. They also gain a bonus to Reflex saves equal to their Wisdom.
Refresh (Su)
At 3rd level, a Red Mage gains the ability to grant themselves or an ally MP Regen 1. This lasts for a number of rounds equal to the Red Mage’s Charisma modifier, and may be used 3 times per day, gaining an additional use every 4 levels after 3rd. At 7th level and every 4 levels afterward, the MP Regen increases by 1.
Armored Mage (Studious)
At 3rd level, a Red Mage gains proficiency with Heavy Shields. A Red Mage can cast Red Mage spells while wearing heavy shields without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a Red Mage wearing medium armor, heavy armor or using a tower shield incurs a chance of arcane spell failure if the spell in question has a somatic component. In addition, they obtain a bonus to concentration equal to half their armor AC and half their shield AC to Concentration rolls when they use armor and shields they are proficient with.
At 7th level, a Red Mage gains proficiency with medium armor. A Red Mage can cast Red Mage spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a Red Mage wearing heavy armor or using a tower shield incurs a chance of arcane spell failure if the spell in question has a somatic component.
At 11th level, a Red Mage gains proficiency with tower shields. A Red Mage can cast Red Mage spells while wearing tower shields without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a Red Mage wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component.
At 15th level, a Red Mage gains proficiency with heavy armor. A Red Mage can cast Red Mage spells while wearing heavy armor without incurring the normal arcane spell failure chance.
At 19th level, a Red Mage may choose to use an Attack of Opportunity to cast spells upon their foes.
Dualcast (Su)
At 7th level, the Red Mage may choose to forgo their weapon attacks in favor of casting a second spell when performing Spell Combat. Keep in mind that if using Spellstrike or touch spells, the Red Mage still takes a penalty to these spells’ attack rolls. This second spell must have already been qualified to be used with Spell Combat. Remember, each spell has a separate MP cost.
Chaincast (Su)
At 11th level, when using Dualcast, the Red Mage may choose to instead cast a number of spells equal to the number of attacks they would have performed as part of their Spell Combat’s full attack. Each spell past the second (as in the spell that replaces the first attack) requires a Concentration check, with a DC of 17 + the effective spell level * 2. The fourth spell casted adds 5 to the DC, while the fifth (if possible) adds 10 to the DC.
For example, a level 15 Path of the Wizard Red Mage would have 3 attacks as part of their full attack (due to their Base Attack Bonus being +15). One spell is “free” due to it being the normal spell casted in the turn. The second spell, the first “attack” on the BAB, is also “free”. The third spell then requires a Concentration Check, while the fourth also requires a Concentration Check, now with a -5 penalty.
Fast Cast (Su)
At 15th level, the Red Mage treats spells with a full round action cast time as a standard action.
Warmage (Su)
At 19th level, the Red Mage may receive MP equal to half the damage they receive once per round.
Special Ruby Arcana
While on the Path of the Wizard, the Red Mage gains some special Ruby Arcanas:
| Arcana | Prerequisites | Effect |
| Advanced Spell Blending | This functions as Spell Blending, but the Red Mage may instead choose any spell list, save for Bard. | |
| Composure (Su) | Red Mage 6 | The Red Mage may spend a point of Arcane Pool as a free action to count their CL as 3 higher when they cast enhancing spells on themselves. |
| Saboteur (Su) | Red Mage 6 | The Red Mage may spend a point of Arcane Pool as a free action to count their CL as 3 higher when they cast enfeebling spells on foes. |
| Spontaneity (Su) | Red Mage 9, Quick Cast feature | The Red Mage may choose to spend Arcane Pool equal to a spell’s effective spell level to use Quick Cast on it instead of using Mage's Focus. |
| Stymie (Su) | Red Mage 12, Saboteur | This increases the DC of spells used on enemies equal to half the Red mage’s level. |





