Class Summary
Prime Requisite: DEX and CHA Requirements: CON 9 Hit Dice: 1d6 Maximum Level: 11
Valerian Mirage
Valerian Elf class — see Classes for the full list.
Among the zaeltairn caste of Valerian elves, the “mirage” is one who follows a patron ancestor who resisted aggression by stealth and guile. In Valeria, these mirages might be peerless assassins or speakers with beasts.
Valerian Mirage Level Progression / Valerian Mirage Spell Progression
Experience Title Level Hit Dice Damage Bonus Caster
Level1 2 3 4 0 Dust-Walker 1 1d6+1 +1 0 - - - - 2,800 Trackless 2 2d6 +1 1 1 - - - 5,600 Waylayer 3 3d6 +2 1 1 - - - 11,200 Sand-Shadow 4 4d6 +2 2 2 - - - 22,400 Heat-Haze 5 5d6 +2 2 2 - - - 44,800 Shimmer 6 6d6 +3 3 2 1 - - 90,000 Unseen Blade 7 7d6 +3 4 2 2 - - 180,000 False Water 8 8d6 +3 5 2 2 1 - 360,000 Mirage 9 9d6 +4 6 2 2 2 - 540,000 Mirage, 10th Level 10 9d6 + 1* +4 6 3 2 2 - 720,000 Mirage, 11th Level 11 9d6 + 2* +4 7 3 2 2 1
Valerian Mirage Saving Throws
Level Paralysis Death Blast Implement Spells 1-3 12+ 13+ 15+ 11+ 11+ 4-6 11+ 12+ 14+ 10+ 10+ 7-9 10+ 11+ 13+ 9+ 9+ 10-11 9+ 10+ 12+ 8+ 8+
Valerian Mirage Attack Bonus
Level Attack Bonus 1 +0 2-3 +1 4 +2 5-6 +3 7 +4 8-9 +5 10 +6 11 +7
Combat Characteristics
Combat Proficiencies: Mirages have weapon proficiency with all weapons. They have armor proficiency with medium, light and very light armor. They have fighting style proficiency with all three optional styles: dual weapon, two-handed weapon, and weapon and shield style.
Combat Progression: Mirages advance in attack throws as fighters and in saving throws as mages. They can cleave after felling a foe a maximum of once per round per every two class levels (rounded down).
Starting Class Powers
Ambushing: The mirage is skilled at attacking unprepared enemies. He can ambush a vulnerable opponent in melee or at short range with a missile weapon. When ambushing, the character gets a +4 bonus on his attack throws and deals +1 die of damage. This is effectively the Ambushing proficiency selected as a class power, except that if the character gains that proficiency from another source, such as a wolf totem animal, the character can backstab as a thief of his level instead.
Ancestral Insight: By invoking his patron ancestor, the mirage can enhance his prowess for brief times. For 1 turn (10 minutes), he gains a +1 bonus to AC, attacks, saving throws and initiative rolls. Utilizing ancestral insight does not require an action and may be performed prior to rolling initiative (provided he is not surprised) or on the character’s initiative in combat.
Favored Enemy: Each clan among the zaeltairn cast trains extensively to fight a certain type of foe. At 1st level, the mirage chooses Dragon-Slaying, Goblin-Slaying, or Kin-Slaying as a bonus proficiency.
Natural Stealth: The mirage is gifted at stepping lightly and disappearing into the dunes. Opponents suffer a -2 penalty to surprise rolls when encountering the character approaching from outside line of sight or lying in wait in cover or darkness.
Ready for War: The constant battle training of the zaeltairn caste has given the mirage enhanced reflexes. The character gains a +1 bonus on initiative and surprise rolls. The bonus to surprise stacks with their Attunement to Nature racial feature.
Survivalism: The mirage is an expert at hunting small game, gathering fruits and vegetables, and finding water and shelter. He can forage enough food to feed himself automatically, even when on the move. If trying to forage to feed additional characters, or to find water, he must make a proficiency throw (as described in Wilderness Adventures) but gains a +4 bonus on the roll. This is the equivalent of the Survival proficiency.
Valerian Patron: Each Valerian mirage is chosen to represent a particular ancestor revered by the Tairnadal culture. Their choice of patron grants them several abilities:
- Patron’s Study: As a member of the zaeltairn, the mirage seeks to uphold the glory of his patron ancestor. He gains a bonus proficiency from among those his patron is renowned for.
- Totem Animal: Every mirage has a totem animal as a companion. The totem animal physically represents the mirage’s relationship with his patron ancestor. See Valerian Patrons for a list of patrons to choose from, and Totem Animals for more specifics on how that class power works.
Additional Class Powers
Inherited Arcane Magic (2nd): Valerian Mirages learn and cast arcane spells. However, they are not as devoted to the arcane arts as their sorcerer cousins, so their caster level and progression are at a slower rate. The mirage’s arcane caster level, and the number and levels of spells the mirage can cast in a single day, are listed on the Valerian Mirage Spell Progression table. The mirage can have a number of spells in his repertoire equal to those shown on the table, modified by his CHA bonus. Unlike studious spellcasters such as mages, the character’s repertoire is chosen as soon as they increase in level. They do not need a spellbook, and they cannot change out their repertoire through study. The specific mechanism for determining which spells a sorcerer adds to their repertoire is left to the Judge’s discretion; one recommended method is to randomly determine the base spells and allow the player to choose any bonus spells from high CHA.
Waylaying: (3rd): The mirage has the tactical training to lead patrols in conducting surprise attacks. When lying in wait in cover or darkness alongside the mirage, the mirage’s allies can gain the benefit of his natural stealth. A maximum of one ally per class level can waylay alongside the mirage. All of the affected allies must be within his line of sight or earshot. Allies who have hiding or natural stealth class powers, or similar special abilities, do not count against this limit.
Minor Magical Research (8th): The mirage can scribe scrolls, and brew potions as a mage of his caster level.
Fastness (9th): By acquiring a fastness worth at least 15,000gp in a natural setting such as a forest or glen, the mirage can attract Valerian elves to his service. 3d6 x 10 1st level elven mercenaries arrive to serve him as followers within 1d3 months of him acquiring the fastness. If the mirage has already acquired a fastness, the followers arrive to serve him within 1d3 months of him reaching 9th level. The mirage must pay his followers the ordinary rates for mercenaries and henchmen or they leave his service.
Cunning and Flexible Reconnaissance (11th): The mirage is a master at reconnaissance and counter-reconnaissance operations. Whenever the mirage is commander of the scouting or screening units in an army, or its overall leader, the army treats any opposing army as if it were one row more proximate on the Results of Reconnaissance Rolls table. If the opposing army is already in the same 6-mile hex, then the army treats its degree of success as one column better instead. Any opposing army treats the mirage’s army as if it were one row less proximate for reconnaissance results, or if already at maximum distance, as if its degree of success were one column worse.
Racial Traits
Attunement to Nature: The elf gains a +1 bonus to surprise rolls when in the wilderness. When using Adventuring proficiency to search or listen, they succeed on a proficiency throw of 14+ (instead of the usual 18+). If separately proficient in Searching they gain a +2 bonus to their throw instead. If separately proficient in Listening, they gain a +4 bonus to their throw instead.
Connection to Nature: The character is unaffected by diseases caused by undead, gains a +1 bonus on HD rolls at 1st level, and gain a +1 bonus on Paralysis and Spells saving throws.
Desert Born: The character is wise in the ways of barren and inhospitable lands. While in desert or barrens terrain, he gains a +4 bonus to proficiency throws to forage, hunt, track, and avoid getting lost. The bonus can be stacked with bonuses the character receives from other proficiencies such as Navigation or Survival, but it cannot be stacked with the bonus from an explorer or venturer’s Pathfinding class power.
Valerian Tongues: All Valerian elves are trained in the languages of their adversaries, and begin play knowing Valerian, Lizardfolk, Kobold, Giant in addition to Common.
Class Proficiencies
Proficiency Progression: At 1st level, mirages select one class proficiency from their class proficiency list and one general proficiency from the general proficiency list. They select an additional class proficiency at 6th level. They select an additional general proficiency at 5th and 9th level.
Valerian Mirage Proficiency List: Acrobatics, Alertness, Arid Dunecraft, Beast Friendship, Blind Fighting, Climbing, Combat Ferocity, Combat Reflexes, Combat Trickery (force back, incapacitate, knock down), Dragon-Slaying, Eavesdropping, Endurance, Fighting Style Specialization, Goblin-Slaying, Kin-Slaying, Long-Range Volleying, Naturalism, Navigation, Passing Without Trace, Poisoning, Precise Shooting, Quiet Magic, Running, Skirmishing, Sniping, Swashbuckling, Wakefulness, Weapon Finesse, Weapon Focus
Valerian Mirage Templates
Templates
3d6 Template Proficiencies Starting Equipment 3 – 4 Wanderer
CoraelRunning
Survival
Berserkergang
Divine HealthLion totem animal, short bow, quiver with 20 arrows, old spear, hand axe, battered leather armor, deep cowled traveler’s cloak, wool tunic and pants, leather belt, well-worn low boots, backpack, tinderbox, 12 torches, 1 weeks’ iron rations, 1gp (enc. 8 st) 5 – 6 Trapper
TathielSniping
Trapping
Unarmed Fighting
AlertnessDog totem animal, long bow, quiver with 20 arrows, spear, gracefully curved short sword, dagger, leather armor, hooded cloak, wool tunic and pants, leather belt, sturdy low boots, backpack, tinderbox, 12 torches, 1 weeks’ iron rations, 1gp (enc. 7 st) 7 – 8 Mariner
VaerosSwashbuckling
Seafaring
Swimming
Combat FerocityCrocodile totem animal, Shortbow, quiver with 20 arrows, gracefully curved short sword, dagger, leather armor, mariner’s tunic and pants, well-stitched sash, embroidered high boots, backpack, 50’ rope, grappling hook, tinderbox, 6 torches, wineskin, 1 weeks’ iron rations, 11gp (6 1/6 st) 9 – 10 Stalker
VashaeSkirmishing
Endurance
Blind-Fighting
PrestidigitationMonkey totem animal, sturdy longbow, quiver with 20 arrows, leaf-headed spear, gracefully curved short sword, dagger, leather armor, wind-battered cloak, wool tunic and pants, leather belt, low boots, backpack, lantern, tinderbox, 2 flasks of common oil, blanket, 50’ rope, 12 iron spikes, small hammer, wineskin, 1 week’s iron rations, 35gp (enc. 8 5/6 st) 11 – 12 Mountaineer
SaerynPassing Without Trace
Mountaineering
Caving
ClimbingGoat totem animal, crossbow, case with 30 bolts, net, short sword, dagger, chainmail armor, hooded cloak, dark tunic and pants, low hiking boots, backpack, small sack, 4 stakes and mallet, 6 iron spikes, 50’ rope, 2 flasks of military oil, tinderbox, 6 torches, waterskin, 1 weeks’ iron rations, 12gp (enc. 10 st) 13 – 14 Scout
DaelorArid Dunecraft
Navigation
Military Strategy
RunningCheetah totem animal, composite bow, quiver with 20 arrows, 2 short swords, chain mail armor, grey-green traveler’s cloak, wool tunic and pants, leather belt, high boots, backpack, 50’ rope, grappling hook, tinderbox, 6 torches, 1 weeks’ iron rations, 11gp (enc. 9 1/6 st) 15 – 16 Harrier
NeleathAcrobatics
Manual of Arms
Poisoning
BackstabbingWolf totem animal, shortbow, quiver with 20 arrows, spear, short sword, net, chain mail armor, hunter green cloak, tunic, and pants, leather belt, low boots, backpack, 2lbs garlic, 2lbs wolfsbane, 2 vials of holy water, 50’ rope, 6 torches, tinderbox, waterskin, 1 weeks’ iron rations, 19gp (enc. 10 st) 17 – 18 Mounted Ranger
ShaelisFighting Style Specialization (missile)
Riding
Quiet Magic
Mounted CombatHorse totem animal, Composite bow, quiver with 20 arrows, scimitar, scale armor, traveler’s tunic and pants, riding boots, riding saddle and tack, leather saddlebag, waterskin, 1 weeks’ iron rations 75gp, (enc. 4 1/3 st with rations on horse) Notes: The totem animal and totem proficiency that each mirage template begins with is noted in bold. The template’s Patron Study selection is in italics.