Spellwarrior
Out of the depths of the lost nation of Kagamaro comes a different breed of warrior. Initially developed as a counter to the Duskblade of Epistorium, the spellwarrior seeks to integrate the various nuances of the arcanist with the brute force of a swordsman. He manages to accomplish both feats by specialization, only learning certain aspects of combat and magic, but then combining the aspects he best understands.
Abilities: The Spellwarrior relies on Intelligence for his spellcasting and class features. Spellwarriors focusing on melee combat also benefit from a high Strength and Constitution. All Spellwarriors favor a high Dexterity both for defense and for ranged attack rolls.
Alignment: Most Spellwarriors are lawful, due to the rigors that advancement as a Spellwarrior requires, but Spellwarriors can be of any alignment.
Hit Die: d8
Class Skills: Balance, Concentration, Craft, Diplomacy, Escape Artist, Intimidate, Jump, Knowledge (Arcana, History, The Planes), Profession, Spellcraft
Skill Points: 2+INT (X4 at first level)
Base Attack: Average (as Rogue)
Good Save: Will
Bad Saves: Fortitude, Reflex
Weapons and Armor Proficiencies: Spellwarriors are proficient will all simple and martial weapons, bucklers, light armor, and medium armor. However, Spellwarrior spells incur arcane spell failure chance until his skill in casting can accommodate it.
Class Features:
Spellcasting: The Spellwarrior casts Arcane spells from the Sorceror/Wizard spell list. In order to learn a spell, a Spellwarrior must have an Intelligence score of at least the spell’s level plus ten. The save DCs of a Spellwarrior’s spells are determined by his Intelligence modifier, and he receives bonus spells per day for having a high Intelligence score.
A Spellwarrior must prepare and cast his spells just as a Wizard does. A Spellwarrior may cast a number of spells each day as if he were a Wizard. Unlike a Wizard, a Spellwarrior cannot specialize in a school to gain bonus spells per day. A Spellwarrior begins play knowing 2 1st level spells. These spells may be divided in any combination between his two granted schools (see below). A Spellwarrior gains one new spell known each level, and can only choose spells from the Granted Schools available to him. A Spellwarrior uses a complicated system of mnemonics and mental conditioning to recall his spells and does not use a spellbook, thus a Spellwarrior cannot add spells to his spells known via scrolls the way a Wizard can. In addition, a Spellwarrior's time is vital, and thus he does not bother to learn cantrips.
Like all Arcane spellcasters, a Spellwarrior needs 8 hours of uninterrupted rest in order to regain expended spells.
- Armored Mage (light armor), Granted School (X2), Basic Arcane Combat.
Armored Mage: Due to their skill in using arcane spells in combat, Spellwarriors slowly learn to overcome the encumbering nature of armor. Starting at level 1, a Spellwarrior can ignore the arcane spell failure chance caused by light armor. At level 2, a Spellwarrior can ignore the spell failure chance of a buckler. At level 7, he can overcome the spell failure chance of medium armor. Spells he knows from other classes incur their normal arcane spell failure chance.
Granted Schools: At level one, a Spellwarrior chooses two schools of magic. He gains the ability to cast spells from those schools and only those schools—the other six schools are treated as forbidden schools for specialist wizards. A Spellwarrior gains a third Granted School at level 5 and fourth at level 10.
Basic Arcane Combat: At level one, the Spellwarrior begins to combine weapon combat and arcane spellcasting. He selects a single arcane combat style, choosing one style from one of his granted schools. - Armored Mage (buckler)
- -
- Combat Casting
Combat Casting: At level 4, the Spellwarrior gains Combat Casting as a bonus feat. - Granted School
- Intermediate Arcane Combat
Intermediate Arcane Combat: At level 6, a Spellwarrior may select a Basic or Intermediate Arcane Combat maneuver for any school he knows. He is not required to choose an Intermediate maneuver of the same school that his basic maneuver is from, as long as both maneuvers are taken from granted schools. - Armored Mage (Medium Armor)
- Somatic Weaponry
Somatic Weaponry: At level 8, a Spellwarrior gains Somatic Weaponry as a bonus feat, allowing him to cast spells with somatic components even if both hands are full. - –
- Granted School
Capstone Feat
Advanced Pupil [Capstone]
Requires: Spellwarrior 10, Spellcraft 13 ranks
Benefit: You may select an Advanced Arcane Combat Maneuver from any of your granted schools.
Arcane Combat
Basic
- Abjuration: As long as a spell effect is providing a bonus to your Armor, Shield, or Deflection armor class, you may add your Intelligence modifier to your saves, up to your class level.
- Conjuration: Whenever you and a summoned creature are flanking a foe, you may add your Intelligence bonus to your weapon damage rolls.
- Divination: You may ignore miss chances and bonuses to AC provided by cover that your opponents possess, as long as you are capable of detecting a magical aura on them.
- Enchantment: Whenever an enemy’s attitude toward you improves, that target is flat-footed against your attacks until you or one of your allies attacks him. In addition, enemies do not receive combat bonuses to saves against spells you cast against them.
- Evocation: You gain a competence bonus on ranged attack rolls and damage rolls with ranged weapons equal to your Intelligence modifier. This bonus only applied against foes that have been struck by a ray spell since the beginning of your last turn.
- Illusion: You may use image spells to flank with foes.
- Necromancy: As long as you have temporary hitpoints, you gain a +1 competence bonus on attack rolls for each 5 temporary hit points you possess (up to your Intelligence modifier).
- Transmutation: Weapons you wield have their critical multiplier increased by one against any opponent who has a different size category than you. This bonus stacks with the Improved Critical feat and Keen weapon enhancement, but is applied after the feat/enhancement effect (for example, a weapon with a normal critical range of 19-20 would instead critical on 16-20).
Intermediate
- Abjuration: You may cast an Abjuration spell with a range of personal or touch as a swift action. Spells with a range of touch can only be cast on you. Treat the spell as if it were prepared with the Quicken Spell feat, but do not increase it’s level.
- Conjuration: Before you make a full attack with a melee weapon, you may cast a Conjuration (Summoning) or Conjuration (Calling) spell to summon a creature into flanking position with you as a swift action. If your base attack bonus is +5 or lower, you must spend a full-round action to attack. The summoned creature cannot attack the turn you summon it, but it can make attacks of opportunity. You may only use this ability if you control no summoned or called creatures.
- Divination: Whenever you succeed in a saving throw against an opponent’s spell or ability or an opponent misses you with a weapon attack, you may cast a Divination spell that targets either your or that opponent as an immediate action.
- Enchantment: Whenever you hit an opponent with a melee weapon attack, you may cast an enchantment spell on that opponent as a swift action. If that spell requires a touch attack, your attack will suffice (you do not need to roll again). If the spell allows a save, the target takes a -2 penalty on that save.
- Evocation: When you make a full attack with a ranged weapon, you may substitute an Evocation ray spell for any single attack in the sequence. Casting a ray spell this way is a Swift action.
- Illusion: When an opponent attacks you, you may cast an Illusion spell targeting either yourself, that opponent, or a square either of you occupy as an immediate action. This ability is resolved before the attack roll, but the enemy automatically attacks the correct square (for example, if you cast Invisibility using this ability, you would gain total concealment, but the enemy still knows what square you occupy).
- Necromancy: When an opponent hits you with an attack or spell, you may cast a Necromancy spell targeting that opponent as an immediate action.
- Transmutation: When an attack or spell you control drops a foe, you may cast a Transmutation spell as an immediate action.
Advanced
- Abjuration: You may sacrifice a prepared Abjuration spell in order to gain a bonus on your saves equal to the spell’s level. Activating this ability is an immediate action, and it lasts for a number of rounds equal to your intelligence modifier.
- Conjuration: You may sacrifice a prepared Conjuration spell to teleport (yourself and your equipment only) a number of feet up to 20 times the spell’s level as a move action. You do not need line of sight for this teleportation. If you teleport into an occupied square or solid object, you are shunted into the nearest available square and take 1d6 per square you are shunted.
- Divination: You may sacrifice a prepared Divination spell to a bonus to your Initiative checks and Reflex saves equal to the spell level sacrificed as an immediate action. If you use this ability during or before the first round of combat, you do not begin that encounter flat-footed. This bonus lasts for a number of rounds equal to your intelligence modifier. Allies with Divination spells on them that you have cast also recieve this bonus.
- Enchantment: When you hit an opponent with a melee weapon, you may sacrifice a prepared Enchantment spell as a swift action in order to add one point of mental ability damage to your attack per level of the spell sacrificed. You may only damage one attribute at a time this way (for example, sacrificing a 5th level spell slot could deal 5 Charisma damage, but not 3 Intelligence and 2 Charisma). This ability cannot lower an ability score below 1.
- Evocation: You may sacrifice a prepared Evocation spell in order to add 1d6 per level of the spell to the damage of all ranged attacks you make until the end of your turn. Using this ability is a swift action.
- Illusion: You may sacrifice a prepared Illusion spell to gain 1d6 of sudden strike damage per spell level. Using this ability is a swift action, and it lasts for a number of rounds equal to your Intelligence modifier.
- Necromancy: When an opponent hits you with an attack or spell, you may sacrifice a prepared Necromancy spell as an immediate action to bestow a curse on your foe. That foe immediately gains a negative level. Any foe that strikes you while the curse remains in effect also gains a negative level. These negative levels disappear after a number of minutes equal to your intelligence modifier and cannot cause level loss. You cannot cause a single target to gain more than one negative level per round with this ability, and the curse lasts a number of rounds equal to the spell level sacrificed. You may activate this ability as a swift action at will.
- Transmutation: Whenever an opponent attacks you and misses, you may sacrifice a prepared Transmutation spell in order to gain a fly speed (perfect maneuverability) equal to 20 times the level of the spell sacrificed. You may then take a move action, but can use it only to move (not to perform move-equivalent actions). Because your opponent is already occupied, you do not provoke attacks of opportunity for this movement from the opponent that just missed you (and that opponent only). You may also choose not to move. If you move out of your opponent's range this way, he cannot continue to attack you. This ability is an immediate action and the flight speed lasts a number of rounds equal to your intelligence modifier.
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