WARRIOR ARCANIST
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WARRIOR ARCANIST
In the world of Aryth many are born into their magical powers rather than choosing to study them. Often these blessed (many would argue cursed) few fully embrace their abilities, training to use them more easily and to wield greater and greater power. Some, however, find that their hearts lie elsewhere, perhaps with the feeling of cold steel in their hands. Those in this position often become warrior arcanists, learning to use their innate magical abilities to enhance their fighting prowess rather than to cast more powerful spells. It is a hard road they choose to follow, as they must learn both the arcane as well as the fighting arts. In the end many find it worth the effort, however, as their magically powered strike and arcane defenses allow them to survive in the harsh world into which they were born.
Hit Die: d8.
Requirements
Base Attack Bonus: +4.
Skills: Spellcraft 8 ranks.
Feats: Magecraft, Spellcasting, Weapon Focus (any).
Proficiency: Must be proficient in all martial weapons.
Class Level / Base Attack Bonus / Fort Save / Ref Save / Will Save/ Special
1st ----------------+1 -------------+2 --------+0 --------+0 ----Armor casting 5%, channeled combat (attack)
2nd ----------------+2 -------------+3 --------+0 -------+0 -----Improved spellcasting
3rd ----------------+3 -------------+3 --------+1 --------+1 -----Armored casting 10%
4th ----------------+4 -------------+4 --------+1 --------+1 ----Channeled combat (AC)
5th ----------------+5 -------------+4 --------+1 --------+1 ----Armored casting 15%
6th ----------------+6 -------------+5 --------+2 --------+2 ----Melee caster
7th ----------------+7 -------------+5 --------+2 --------+2 ----Armored casting 20%
8th ---------------+8 --------------+6 --------+2 --------+2 ----Channeled combat (damage)
9th ----------------+9 -------------+6 --------+3 --------+3 ----Armored casting 25%
10th --------------+10 -------------+7 --------+3 --------+3 ----Regenerative strike
Class Skills: Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana)(Int), Profession (Wis), Ride (Dex), Speak Language (n/a), Spellcraft (Int), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiency: Warrior arcanists are proficient with all simple and martial weapons, and with light and medium armor, and with shields (but not tower shields).
Armored Casting (Ex): The warrior arcanist becomes used to wearing armor while casting spells. At 1st level the arcane spell failure of any armor or shileds he uses is reduced by 5%. Every other level thereafter, the arcane spell failure is reduced by another 5%.
Channeled Combat (Su): The first thing the warrior arcanist learns is how to channel his spell energy points in ways that will aid him in combat. At 1st level, the character may spend one spell energy as a free action to grant his weapon a bonus on attack rolls equal to one-half his character level until the beginning of his next turn. The warrior arcanist must decide to use this ability before making any attacks.
At 4th level, the character may spend one spell energy point as a free action to grant himself a deflection bonus to AC equal to one-half his character level until the beginning of his next turn. The warrior arcanist must decide to use this ability before taking any action for the turn.
At 7th level, the character may spend one spell energy point as a free action to grant his weapon a bonus on damage rolls equal to one-half his character level until the beginning of his next turn. The warrior arcanist must decide to use this ability before making any attacks.
The warrior arcanist may spend spell energy points on all three types of channeled combat in a single round, but no more than one spell energy point per type of channeled combat.
Improved Spellcasting: Warrior arcanist levels grant similar benefits as channeler levels with regards to the art of magic, bonus spells, and bonus spell energy. This means that warrior arcanist levels stack with channeler levels for the purposes of determining the highest-level spells the channeler can cast. A character with more channeler and warrior arcanist levels than levels in other classes adds +1 to his character level to determine the highest-level spells he can cast.
Additionally, at 2nd level and every other level thereafter, the warrior arcanist learns one new spell of any level he can cast.
Finally, the character's maximum spell energy increases by one point at 2nd level and every other level thereafter.
Melee Caster (Su): At 6th level, the warrior arcanist learns to deliver spells through his weapons, adding power and utlity to his attacks. Any time the warrior arcanist is using a full attack action, he may attempt to deliver a spell through one of his attacks. The spell must be no higher than one-half the warrior arcanist's class level, and must have a casting time of 1 standard action or less. Even if the spell would normally affect multiple targets or an area of effect, its effects only apply to the creature hit with the weapon, who gains a saving throw (if any) against its effects as normal. If the character misses with his attack, the spell energy for whatever spell he chose is still considered spent.
Regenerative Strike (Su): At 10th level, any time the warrior arcanist scores a critical hit with a melee weapon, he recovers spell energy according to the weapon's multiplier; 1d4 for a x2 weapon, 1d6 for a x3 weapon, and 1d8 for a x4 weapon.
Hit Die: d8.
Requirements
Base Attack Bonus: +4.
Skills: Spellcraft 8 ranks.
Feats: Magecraft, Spellcasting, Weapon Focus (any).
Proficiency: Must be proficient in all martial weapons.
Class Level / Base Attack Bonus / Fort Save / Ref Save / Will Save/ Special
1st ----------------+1 -------------+2 --------+0 --------+0 ----Armor casting 5%, channeled combat (attack)
2nd ----------------+2 -------------+3 --------+0 -------+0 -----Improved spellcasting
3rd ----------------+3 -------------+3 --------+1 --------+1 -----Armored casting 10%
4th ----------------+4 -------------+4 --------+1 --------+1 ----Channeled combat (AC)
5th ----------------+5 -------------+4 --------+1 --------+1 ----Armored casting 15%
6th ----------------+6 -------------+5 --------+2 --------+2 ----Melee caster
7th ----------------+7 -------------+5 --------+2 --------+2 ----Armored casting 20%
8th ---------------+8 --------------+6 --------+2 --------+2 ----Channeled combat (damage)
9th ----------------+9 -------------+6 --------+3 --------+3 ----Armored casting 25%
10th --------------+10 -------------+7 --------+3 --------+3 ----Regenerative strike
Class Skills: Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana)(Int), Profession (Wis), Ride (Dex), Speak Language (n/a), Spellcraft (Int), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiency: Warrior arcanists are proficient with all simple and martial weapons, and with light and medium armor, and with shields (but not tower shields).
Armored Casting (Ex): The warrior arcanist becomes used to wearing armor while casting spells. At 1st level the arcane spell failure of any armor or shileds he uses is reduced by 5%. Every other level thereafter, the arcane spell failure is reduced by another 5%.
Channeled Combat (Su): The first thing the warrior arcanist learns is how to channel his spell energy points in ways that will aid him in combat. At 1st level, the character may spend one spell energy as a free action to grant his weapon a bonus on attack rolls equal to one-half his character level until the beginning of his next turn. The warrior arcanist must decide to use this ability before making any attacks.
At 4th level, the character may spend one spell energy point as a free action to grant himself a deflection bonus to AC equal to one-half his character level until the beginning of his next turn. The warrior arcanist must decide to use this ability before taking any action for the turn.
At 7th level, the character may spend one spell energy point as a free action to grant his weapon a bonus on damage rolls equal to one-half his character level until the beginning of his next turn. The warrior arcanist must decide to use this ability before making any attacks.
The warrior arcanist may spend spell energy points on all three types of channeled combat in a single round, but no more than one spell energy point per type of channeled combat.
Improved Spellcasting: Warrior arcanist levels grant similar benefits as channeler levels with regards to the art of magic, bonus spells, and bonus spell energy. This means that warrior arcanist levels stack with channeler levels for the purposes of determining the highest-level spells the channeler can cast. A character with more channeler and warrior arcanist levels than levels in other classes adds +1 to his character level to determine the highest-level spells he can cast.
Additionally, at 2nd level and every other level thereafter, the warrior arcanist learns one new spell of any level he can cast.
Finally, the character's maximum spell energy increases by one point at 2nd level and every other level thereafter.
Melee Caster (Su): At 6th level, the warrior arcanist learns to deliver spells through his weapons, adding power and utlity to his attacks. Any time the warrior arcanist is using a full attack action, he may attempt to deliver a spell through one of his attacks. The spell must be no higher than one-half the warrior arcanist's class level, and must have a casting time of 1 standard action or less. Even if the spell would normally affect multiple targets or an area of effect, its effects only apply to the creature hit with the weapon, who gains a saving throw (if any) against its effects as normal. If the character misses with his attack, the spell energy for whatever spell he chose is still considered spent.
Regenerative Strike (Su): At 10th level, any time the warrior arcanist scores a critical hit with a melee weapon, he recovers spell energy according to the weapon's multiplier; 1d4 for a x2 weapon, 1d6 for a x3 weapon, and 1d8 for a x4 weapon.
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