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| tompulsar09-14-04, 12:45 AM | Here is my attempt at an arcane knight that sort of blends sorcerer and fighter with a monkish flare. I based it loosly off the bladesinger archtype and would love some feedback on this class. Thanks :) **************************************** ***************** ARCANE ARMSMAN Level Base Attack Fort Ref Will Class Abilities 1. +0 +2 +0 +0 Bonus Feat, Arcane Armor 2. +1 +3 +0 +0 Weapon Bond I 3. +2 +3 +1 +1 Unshakeable Concentration 4. +3 +4 +1 +1 Bonus Feat 5. +3 +4 +1 +1 Fast Movement +10ft. 6. +4 +5 +2 +2 Arcane Skill: 1/day 7. +5 +5 +2 +2 Weapon Bond II 8. +6/+1 +6 +2 +2 Bonus Feat 9. +6/+1 +6 +3 +3 Channel Spell: 2/day 10. +7/+2 +7 +3 +3 Fast Movement +20ft. 11. +8/+3 +7 +3 +3 12. +9/+4 +8 +4 +4 Bonus Feat, Arcane Skill: 2/day 13. +9/+4 +8 +4 +4 Channel Spell: 3/day 14. +10/+5 +9 +4 +4 Weapon Bond III 15. +11/+6/+1 +9 +5 +5 Fast Movement +30ft. 16. +12/+7/+2 +10 +5 +5 Bonus Feat 17. +12/+7/+2 +10 +5 +5 Channel Spell: 4/day 18. +13/+8/+3 +11 +6 +6 Arcane Skill: 3/day 19. +14/+9/+4 +11 +6 +6 Weapon Bond IV 20. +15/+10/+5 +12 +6 +6 Bonus Feat, Fast movement +40ft. Abilities: Charisma is the arcane armsman’s most important statistic as it governs many of the arcane armsman’s special combat abilities, spellcasting and bonus Armor Class. Strength, Dexterity, and Constitution are as important to arcane armsmen as to any other warrior and should not be overlooked. Alignment: Any. Hit Die: d8. Class Skills The arcane armsman's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Tumble (Dex) Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Class Features All of the following are class features of the arcane armsman. Weapon and Armor Proficiency: An arcane armsman is proficient with all simple and martial weapons. The arcane armsman is not proficient with any type of armor or shield. Armor of any type interferes with an arcane armsman’s arcane gestures, which can cause his spells with somatic components to fail. Spells: An arcane armsman cast arcane spells, which are drawn primarily from the sorcerer /wizard list. He cast any spells he knows without preparing it ahead of time, the way a wizard or cleric must. To learn to cast a spell, an arcane armsman must have a charisma score equal to at least 10+ the spell’s level. The Difficulty Class for a saving throw against an arcane armsman’s spell is 10 + the spell’s level + the arcane armsman’s Charisma modifier. The arcane armsman follows all of the spell casting rules of a sorcerer except that the arcane armsman may only learn spells of up to 6th level. Bonus Feats: The arcane armsman gains bonus feats at 1st, 4th, and every four levels after. These bonus feats are derived from the fighter bonus feat list (provided the armsman qualifies for them) and any metamagic feat. Arcane Armor (Su): While fighting unarmored and not carrying a shield the arcane armsman is protected by mystical energies granting him an AC bonus equal to his Charisma modifier. This is a supernatural ability. Weapon Bond (Su): During the course of his training the arcane armsman feels a supernatural called to a particular style of melee weapon (a single weapon that he is proficient with; examples: dagger, short sword, great-axe). This kind of weapon becomes a conduit of arcane power for the armsman granting him strange and terrible combat prowess with it as he progresses down the road of the arcane armsman. · Weapon Bond I: At 2nd level the arcane armsman chooses his bonded weapon and gain the ability to make one extra attack in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. · Weapon Bond II: At 7th level the arcane armsman’s bond with his chosen weapon grows stronger granting him the ability to channel some of his arcane energy into melee attacks. He gains the ability to use the Arcane Strike feat but only for his bonded weapon · Weapon Bond III: At 14th level the arcane armsman’s extra attack loses the –2 penalty, as well as all other attacks made in the same round. In addition the arcane armsman gains the ability to use a quickened true strike spell once per day as a spell like ability but only while wielding his bonded weapon. · Weapon Bond IV: At 19th level the arcane armsman’s can unlock the greatest secrets of martial and mystical might with his bonded weapon as mage, warrior, and weapon become one. Once per day the arcane armsman may add his Charisma modifier as an insight bonus to both attacks and damage and gain an additional attack per round at his highest base attack bonus. This lasts a number of rounds equal to the arcane armsman’s Charisma modifier. This is a supernatural ability. Unshakeable Concentration (Ex): At 3rd level the arcane armsman gains complete focus while in combat situations and may take 10 on spellcraft checks to cast defensively. Fast Movement (Su): At 5th level the arcane armsman learns to channel some of his magical energies into increasing his speed. While unarmored the arcane armsman adds +10 feet to his base speed. This bonus to speed increases by 10 feet every five levels after 5th (+20 at 10th level, +30 at 15th level, and +40 at 20th level) Arcane Skill (Su): At 6th level the arcane armsman gains the ability to use his magical potential to help him overcome physical and mental difficulties. Once per day the arcane armsman may add his Charisma modifier to a single skill check, (the player must announce that they are using this ability before the die is rolled). The armsman gains additional uses of this power as he advances in level (2/day at 12th level, and 3/day at 18th level) Channel Spell: At 9th level the arcane armsman can channel any spell he can cast into his melee weapon. Using this ability requires a move action, and the arcane armsman uses up the spell slot just as if he had cast the spell. The channeled spell affect the next target the arcane armsman successfully attacks with the weapon (saving throws and spell resistance still apply). Even if the spell normally effects an area or is a ray, it effects only the target. The spell is discharged from the weapon which can then hold another spell. An arcane armsman can channel his spells only into his bonded weapon and only one at a time. Spells channeled into a weapon are lost if not used in 8 hours. ARCANE ARMSMAN Spells Per Day 0 1 2 3 4 5 6 1. 3 2. 3 2 3. 3 2 4. 3 3 2 5. 3 3 2 6. 3 3 3 7. 3 3 3 2 8. 3 3 3 2 9. 3 3 3 3 10. 3 3 3 3 2 11. 3 3 3 3 2 12. 3 3 3 3 3 13. 3 3 3 3 3 2 14. 3 3 3 3 3 2 15. 3 3 3 3 3 3 16. 3 3 3 3 3 3 2 17. 3 3 3 3 3 3 2 18. 3 3 3 3 3 3 3 19. 3 3 3 3 3 3 3 20. 3 3 3 3 3 3 3 ARCANE ARMSMAN Spells Known 0 1 2 3 4 5 6 1. 3 2. 3 2 3. 4 3 4. 4 3 2 5. 5 3 3 6. 5 3 3 7. 6 4 3 2 8. 6 4 3 3 9. 6 4 4 3 10. 6 4 4 3 2 11. 6 4 4 3 3 12. 6 4 4 4 3 13. 6 4 4 4 3 2 14. 6 4 4 4 3 3 15. 6 4 4 4 4 3 16. 6 4 4 4 4 3 2 17. 6 4 4 4 4 4 3 18. 6 4 4 4 4 4 3 19. 6 4 4 4 4 4 3 20. 6 4 4 4 4 4 4 |
| tompulsar09-14-04, 12:47 AM | Dang it it's all smooshed up :( |
| BlaineTog09-14-04, 12:58 AM | Level Base Attack Fort Ref Will Class Abilities 1. +0 +2 +0 +0 Bonus Feat, Arcane Armor 2. +1 +3 +0 +0 Weapon Bond I 3. +2 +3 +1 +1 Unshakeable Concentration 4. +3 +4 +1 +1 Bonus Feat 5. +3 +4 +1 +1 Fast Movement +10ft. 6. +4 +5 +2 +2 Arcane Skill: 1/day 7. +5 +5 +2 +2 Weapon Bond II 8. +6/+1 +6 +2 +2 Bonus Feat 9. +6/+1 +6 +3 +3 Channel Spell: 2/day 10. +7/+2 +7 +3 +3 Fast Movement +20ft. 11. +8/+3 +7 +3 +3 12. +9/+4 +8 +4 +4 Bonus Feat, Arcane Skill: 2/day 13. +9/+4 +8 +4 +4 Channel Spell: 3/day 14. +10/+5 +9 +4 +4 Weapon Bond III 15. +11/+6/+1 +9 +5 +5 Fast Movement +30ft. 16. +12/+7/+2 +10 +5 +5 Bonus Feat 17. +12/+7/+2 +10 +5 +5 Channel Spell: 4/day 18. +13/+8/+3 +11 +6 +6 Arcane Skill: 3/day 19. +14/+9/+4 +11 +6 +6 Weapon Bond IV 20. +15/+10/+5 +12 +6 +6 Bonus Feat, Fast movement +40ft. If that worked, then you just need to add the [ code ] [ / code ] tags. Weapon and Armor Proficiency: An arcane armsman is proficient with all simple and martial weapons.I suggest reducing this to "Simple + Weapon Bond Weapon." Arcane Armor (Su): While fighting unarmored and not carrying a shield the arcane armsman is protected by mystical energies granting him an AC bonus equal to his Charisma modifier. This is a supernatural ability.I'd cap this at 1/level or 1/2 levels. Weapon Bond (Su): During the course of his training the arcane armsman feels a supernatural called to a particular style of melee weapon (a single weapon that he is proficient with; examples: dagger, short sword, great-axe).WHy just melee? Weapon Bond I: At 2nd level the arcane armsman chooses his bonded weapon and gain the ability to make one extra attack in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round.Wowsa. Thats... very powerful. Weapon Bond III: At 14th level the arcane armsman’s extra attack loses the –2 penalty, as well as all other attacks made in the same round. In addition the arcane armsman gains the ability to use a quickened true strike spell once per day as a spell like ability but only while wielding his bonded weapon.Er. At best, reduce it to a -1 penalty. Honestly, the truestrike thing alone seems good enough to me. Unshakeable Concentration (Ex): At 3rd level the arcane armsman gains complete focus while in combat situations and may take 10 on spellcraft checks to cast defensively.You make Concentration Checks to cast defensivelly, not Spellcraft. ARCANE ARMSMAN Spells Per Day 0 1 2 3 4 5 6 1. 3 2. 3 2 3. 3 3 4. 4 3 2 5. 4 3 3 6. 4 3 3 7. 4 4 3 2 8. 4 4 3 3 9. 4 4 3 3 10. 4 4 4 3 2 11. 4 4 4 3 3 12. 4 4 4 4 3 13. 4 4 4 4 3 2 14. 4 4 4 4 3 3 15. 4 4 4 4 4 3 16. 4 4 4 4 4 3 2 17. 4 4 4 4 4 3 3 18. 4 4 4 4 4 4 3 19. 4 4 4 4 4 4 3 20. 4 4 4 4 4 4 4 ARCANE ARMSMAN Spells Known 0 1 2 3 4 5 6 1. 3 2. 3 2 3. 4 3 4. 4 3 2 5. 5 3 3 6. 5 3 3 7. 6 4 3 2 8. 6 4 3 3 9. 6 4 4 3 10. 6 4 4 3 2 11. 6 4 4 3 3 12. 6 4 4 4 3 13. 6 4 4 4 3 2 14. 6 4 4 4 3 3 15. 6 5 4 4 4 3 16. 6 5 5 4 4 3 2 17. 6 5 5 5 4 4 3 18. 6 5 5 5 5 4 3 19. 6 5 5 5 5 5 4 20. 6 5 5 5 5 5 5 IMO, too many spells known. This guy gets some really really sweet Specials, and he shouldn't have more spells known of any level than the normal Sorcerer. |
| tompulsar10-11-04, 03:21 AM | Thanks for the advice Blane, I lowered the number of spells known and spells per day to add a bit more balance to the class and edited it to look better :D |