Arcane Fighter-type, new base class, needs ideas and balance [Archive] - Wizards Community

Post/Author/DateTimePost
R.M.G.C.L.F.

12-10-04, 06:26 PM
I want this to essentially be a fighter-type with some arcane spellcasting ability.

ARCANADIN
Hit Die: D10

Weapon and Armor Proficiency: Proficient with all armor, simple and martial weapons, and sheilds.

Class Skills: climb, craft, jump, ride, swim, spellcraft, concentration, knowledge(arcana), intimidate
Skill points at 1st level: (2+int mod)x4
Skill points at each additional level: 2+int mod

Lvl BAB Fort/Ref
1 +1 +2/+0/+0,
2 +2 +3/+0/+0,
3 +3 +3/+1/+1
4 +4 +4/+1/+1,
5 +5 +4/+1/+1,
6 +6/+1 +5/+2/+2
7 +7/+2 +5/+2/+2,
8 +8/+3 +6/+2/+2,
9 +9/+4 +6/+3/+3,
10 +10/+5 +7/+3/+3
11 +11/+6/+1 +7/+3/+3,
12 +12/+7/+2 +8/+4/+4,
13 +13/+8/+3 +8/+4/+4
14 +14/+9/+4 +9/+4/+4
15 +15/+10/+5 +9/+5/+5
16 +16/+11/+6/+1 +10/+5/+5,
17 +17/+12/+7/+2 +10/+5/+5
18 +18/+13/+8/+3 +11/+6/+6,
19 +19/+14/+9/+4
20 +20/+15/+10/+5

Class Abilities
1 Arcane Attack 1d8/1d4, ignore spell failure: light
2 ignore spell failure: shield
3 magic weapon +1
4 first level spells, 2d8/2d4
5 spell resistance 6 plus caster level
6 ignore spell failure: medium, magic weapon +2, Arcane attack 3d8/3d4
7
8 second level spells, Arcane attack 4d8/4d4
9 magic weapon +3
10 Arcane Attack 5d8/5d4
11 third level spells
12 magic weapon +4, Arcane Attack 6d8/6d4
13
14 fourth level spells, Arcane attack 7d8/7d4
15 magic weapon +5
16 Arcane Attack 8d8/8d4
17
18 magic weapon +6, Arcane attack 9d8/9d4
19
20 Arcane Attack 10d8/10d4

Spells Per Day
Level: 1/2/3/4
1 -/-/-/-
2 -/-/-/-
3 -/-/-/-
4 0/-/-/-
5 0/-/-/-
6 1/-/-/-
7 1/-/-/-
8 1/0/-/-
9 1/0/-/-
10 1/1/-/-
11 1/1/0/-
12 1/1/1/-
13 1/1/1/-
14 2/1/1/0
15 2/1/1/1
16 2/2/1/1
17 2/2/2/1
18 3/2/2/1
19 3/3/3/2
20 3/3/3/3

Spells: Arcanadins memorize their spells in advance like wizards. They start with spells known equal to one plus their int bonus, and they gain a new spell known of their choosing each level. Arcanadins use their intelligence score for casting spells and get bonus spells for high intelligence.

Magic Weapon(Su): Any weapon wielded by an arcanadin gains an enhancement bonus equal to the arcanadin's character level divided by three. As long as that weapon retains at least a +1 enhancement bonus (either from it's own enchantment or from this ability), the enhancment bonuses gained from this ability may be traded for an equal amount of enhancement-equivalent bonuses (See DMG page XX). The enhancement bonuses from this ability do not stack with existing enhancement bonuses on the weapon, but enhancement-equivalent powers added to the weapon stack normally with all existing enchantments on that weapon.

Arcane Attack(su): Once per day a _ may unleash an orb of magic energy with a ranged touch attack. This deals primary and secondary damage of either cold, fire, sonic, electricity, or acid type. Each _ gets to choose which is primary and which is secondary for them, but they may not choose the same type for both. The attack does 1d8 primary damage and 1d4 secondary damage per two levels, minimum of 1d8/1d4.

The Weapon Within(Su): An Arcanadin, when he first obtains his Magic Weapon ability, selects one weapon that holds personal significance to him. After a twenty-four hour ritual of meditation and contemplation, the Arcanadin transforms the material of the weapon into elemental energy, and absorbs it into his aura.
After the ritual is completed, the Arcanadin gains the spell-like ability to transform any appropriate amount of elemental matter he touches into a precise duplicate of the absorbed weapon, which he can then empower with his Magic Weapon ability. This ability is a full-round action. Whenever this ability is activated, any existing iterations of the weapon being conjured vanish, returning to their original elemental state.
Enchanted weapons absorbed in this manner retain their enchantments when they are onjured. Weapons absorbed in this manner can be enchanted normally, and, if enchanted, any duplicates of that weapon conjured henceforth retain the enchantments.
Furthermore, the Arcanadin can later perform the same ritual on a different weapon. This ritual does not cause the second weapon to become absorbed, but rather causes all of the magic inherent to the second weapon to be transferred to the Arcanadin's original weapon. This process overwrites any existing enchantments on the Arcanadin's original weapon.

Spell Resistance: A _ is trained in resisting magic as well as channeling it. At 5fth level they gain SR equal to 6 plus their _ level.


Spell list

1st Level Spells: magic missile, shield, blade of fire, blade of ice, blade of lightning, endure elements, ghost strike, bone blade, searing blade, mage shield, mount, true strike, detect magic, read magic, mirror image, blur, screaming sword
2nd Level Spells: Cat's Grace, Bull Strength, Bear's Endurance, Fox's Cunning, flaming sphere, daylight, darkness, shatter, alter self, greater blade of fire, greater blade of ice, greater blade of lighning, dispel magic, flame arrow, blink, chill blade, darkness strike, maddening blade, frightening blade, Ice Knife(tome and blood)
3rd Level Spells: Lightning bolt, Fireball, Ice Burst (tome and blood), Arcane Sight (tome and blood), Summon Monster III, Phantom Steed, Hold Person, Gust of wind, Fly, Haste, Hex strike, aracane touch, blood blade, dispel magic
4th level spells: Animate Dead, Summon monster IV, Emotion, phantasmal killer, charm monster, fear, fire sheild, wall of fire, wall of ice, evard's black tentacles, polymorph self*, dimension door, Arcane blade, lesser wish, twin force strike

*Unlike the normal version of the spell, your weapon adjusts to fit you by changing in shape to match your appendages and growing or shrinking


Special: Strike and Blade Spells
Strike and Blade are two new spell subtypes.
Strike spells project some magical rough copy of your weapon made of negative energy, force, silver, or some other substance and send it towards a target. They take into account your weapon's total physical damage rolls and critical modifiers, factoring in any enhancement bonuses (+2, +1, +4, etc.) as well as feats and special abilities that modify criticals and damage rolls such as greater weapon focus and improved critical. They do not take into account any other special properties, such as flaming, vorpal, or a blade spell.
Blade spells infuse your weapon with some kind of magical energy or effect. You can only have up to one kind of blade effect active on your weapon at a given time. Any blade spell can be dismissed as a move equivalent action.

Ghost Strike
Evocation (Strike) [Force]
Level: 1
Components: V, S
Casting Time: attack action
Range: Medium (50ft plus 10ft/2 levels)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

When you cast this spell you release a magical force copy of your weapon at your target with a ranged touch attack. Upon a successful hit the weapon deals an amount of force damage equal to the weapon's damage roll, and has the same critical modifier and threat range as the weapon. This conveys the damage bonus from magic weapons (+1 weapons, +2 weapons, etc.) but does not copy any other special weapon properties such as the vorpal property or the flaming property.
Verbal Component: Evoke espard
Somatic Component: making an attack thrust with your weapon in the target's direction

Blade of Fire
Transmutation (Blade) [Fire]
Level: 1
Components: V,S
Casting Time: 1 action
Range: Touch
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

Your weapon becomes ensheathed in flames, gaining the flaming weapon special property.
Verbal Component: Ab-evoke pyroespard
Somatic Component: waving your fingers in a pantemomine of dancing flames and moving it up your sword


Blade of Ice
Transmutation [Cold]
Level: 1
Components: V,S
Casting Time: 1 action
Range: Touch
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

Your weapon radiates an icy aura, gaining the frost weapon special property.
Verbal Component: Ab-evoke cryoespard
Somatic Component: Closing your hand into a fist as you move it down your sword

Blade of Lightning
Transmutation (Blade) [Electricity]
Level: 1
Components: V,S
Casting Time: Standard Action
Range: Touch
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

Your weapon becomes ensheathed in crackling electricity, gaining the shocking weapon special property.
Verbal Component: Ab-evoke electroespard
Somatic Component: waving your hand up and down your sword in a quick motion


Mage Shield
Conjuration (creation) [Force]
Level: 1
Components: V,S,F
Casting Time: Standard Action
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: No (harmless)
Spell Resistance: No (harmless)

A magical, transparent blue shield of force appears on your unused left hand, granting a shield bonus to AC equal to 2 plus 1 per five caster levels. Unlike mundane shields, this in now way impedes spellcasting, and your shield hand may still be used to cast spells. It also slightly boosts your resistance to abstract magical effects, giving a +1 bonus to spell resistance and saving throws against spells.

Verbal Component: Conhuro seld
Somatic Component: Pantomime holding a shield
Focus Component: A peice of blue quartz worth at least 12gp carved into a crude likeness of a sheild.


Screaming Sword
Illusion (figment) [sonic]
Level: 1
Components: V,S
Casting Time: Standard Action
Range: Touch
Duration: 1 minute/level
Saving Throw: Will partial (see text)
Spell Resistance: No

Your sword emits an audible shriek as it cuts through the air and ripples with vibration. Upon striking a creature it sends the full force of its terribly cry through their entire body reverberating in the skull and bones, dealing 1d4 sonic damage. The creature must succeed at a will save or be shaken for 1 round.


Bone Blade
Necromancy
Level: 1
Components: V,S,M
Casting Time: Standard Action
Range: Touch
Duration: 1 minute/two levels
Saving Throw: Fort partial (see text)
Spell Resistance: No

Your weapon changes to a weapon of carved bone radiating a dark aura of negative energy. It deals 1d4 negative energy damage when it strikes a living creature, and the creature struck must make a fortitude save or take 1 temporary str and con damage.
Verbal Component: Ab-necros skeloespard
Somatic Component: twisting your fingers and forming a fist tight enough that your knuckles show
Material Component: an onyx whetstone worth 5sp

Searing Blade
Necromancy
Level: 1
Components: V,S
Casting Time: Standard Action
Range: Touch
Duration: 1 minute/ level or until dismissed
Saving Throw: None
Spell Resistance: No

Your weapon crackles shines with a radiant aura of positive energy, dealing 1d8 points of added damage to undead opponents. It heals an equal amount when striking a living creature, thus making it ineffective against living foes. Note that it must strike with force to inflict the damage, so one cannot heal allies with this spell by touching them with the weapon.

Darkness Strike
Necromancy
Level: 2
Components: V, S, F
Casting Time: attack action
Range: Medium (50ft plus 10ft/2 levels)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Fort partial (see text)
Spell Resistance: Yes

When you cast this spell you release a magical force copy of your weapon at your target with a ranged touch attack. Upon a successful hit the weapon deals an amount of negative energy damage equal to the weapon's damage roll, and has a critical modifier one higher (x2 becomes x3, x3 becomes x4, etc.) and threat range one further (19-20 becomes 18-20, 20 becomes 19-20, etc.) than the weapon. This conveys the damage bonus from magic weapons (+1 weapons, +2 weapons, etc.) but does not copy any other special weapon properties such as the vorpal property or the flaming property. In addition the creature hit must make a fortitude save or take 1d4 con damage and be blinded for one round.
Against undead creatures this heals an equal amount instead.
Verbal Component: Abmortis espard
Somatic Component: making an attack thrust with your weapon in the target's direction
Focus Component: A black felt cutout of your weapon


Chill Blade
Necromancy
Level: 2
Components: V,S
Casting Time: Standard Action
Range: Touch
Duration: 1 minute/level
Saving Throw: Fort partial (see text)
Spell Resistance: No

Your weapon surges with negative energy and radiates a cold blue light. When striking a living creature it deals an extra 1d8 negative energy damage, 1d4 cold damage, and the creature must make a fortitude save or take 2 points of temporary strength damage. Undead must make a fortitude save or flee as if panicked for 1d6+1 rounds.
Verbal Component: Ab-necros frigioespard
Somatic Component: waving your hand in a swift chopping motion over your sword so a gust of air trails it.

Maddening Blade
Enchantment (compulsion, mind affecting)
Level: 2
Components: V,S
Casting Time: Standard Action
Range: Touch
Duration: 1 minute/level
Saving Throw: Will Negates
Spell Resistance: Yes

Your blade surges with bizzare patterns, nonlinear shapes, and cackling vibrations. Upon striking a creature they fill its brain with surges of alien thoughts and conflicting sensory input, causing it to become confused for 1 round.
Verbal Component: Abcantar loonaespard
Somatic component: pointing at your weapon while moving your hand in a circle like the "crazy" gesture


Frightening sword
Enchantment (compulsion, fear, mind affecting)
Level: 2
Components: V,S
Casting Time: Standard Action
Range: Touch
Duration: 1 minute/level
Saving Throw: Will Negates
Spell Resistance: Yes

Your sword is covered in terrifying but crude likeness and whistles and unnerving tune as it cuts through the air. Creatures hit by it take 1d4 fear damage and become frightened for 1 round.


Blade of _, Greater
Level: 2
As Blade of _, except the weapon gets the _ burst property.



Hex Strike
Universal
Level: 3
Components: V, S
Casting Time: attack action
Range: Medium (50ft plus 10ft/2 levels)
Target: One creature or object
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: Yes

When you cast this spell you release a magical misfortune copy of your weapon at your target with a ranged touch attack. Upon a successful hit the weapon inflicts an amount of penalty to the ability score you choose equal to the weapon's damage roll, and has the same critical modifier and threat range as the weapon. On a critical hit the resulting damage roll is a penalty to all saves, attacks, and skills for the target. This conveys the damage bonus from magic weapons (+1 weapons, +2 weapons, etc.) but does not copy any other special weapon properties such as the vorpal property or the flaming property.
Verbal Component: Abjume Hexespard
Somatic Component: making an attack thrust with your weapon in the target's direction

Arcane Touch
Universal [varies]
Level: 3
Components: V, S, M
Casting Time: move action
Range: touch
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You convey your arcane attack power into a touch charge, which you can discharge with a touch attack. This does not count towards the one per day limit to your uses of your arcane touch ability.


Blood Blade
Necromancy
Level: 3
Components: V,S
Casting Time: Standard Action
Range: Touch
Duration: 1 minute/level
Saving Throw: Fort partial (see text)
Spell Resistance: No

Your weapon surges with a red and black swirl of negative energy and positive energy as it siphones life from the matter around it. When striking a living creature it deals an extra 1d12 negative energy damage while you heal an equal amount, gaining excess as temporary hit points although you cannot exceed twice your maximum hit points this way.
Verbal Component: Vitanecros vampespard
Somatic Component: waving your hand over your sword while inclining your fingers to resemble fangs.



Arcane Blade
Universal
Level: 4
Components: V,S
Casting Time: Standard Action
Range: Touch
Duration: 1 round
Saving Throw: None
Spell Resistance: Yes

You imbue your weapon with surging arcane energy. Each successful strike with your weapon also delivers an arcane attack. This does not expend your arcane attack for the day.

Trinity strike
Evocation (Cold, Electricity, Fire)
Level: 3
Components: V, S
Casting Time: attack action
Range: Medium (50ft plus 10ft/2 levels)
Target: one creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

With a succesful ranged touch attack, your discharge a supernatural duplicate of your weapon composed of the opposing energies of cold and fire seperated by a strip of electricity. This deals an amount of cold, fire, and electric damage each equal to that of your weapon and has the same critical modifier and threat modifier. This conveys the damage bonus from magic weapons (+1 weapons, +2 weapons, etc.) but does not copy any other special weapon properties such as the vorpal property or the flaming property.
Verbal Component: Abjevoc Trios
Somatic Component: extending three fingers one at a time, and then thrusting them in the opponents direction

Twin Ghost Strike
Evocation(force)
Level: 4
Target: up to two creatures and/or objects

This spell functions as ghost strike, except you fire two force blades instead of one, making a seperate ranged touch attack roll for each.

Enverating Blade
Necromancy
Level: 4
Components: V,S
Casting Time: Standard Action
Range: Touch
Duration: 1 round/ 2 levels
Saving Throw: Fort negates
Spell Resistance: No

Your weapon surges with blacker-than black negative energy and seems to draw life and light from the air around it. A living creature struck by it recieves one negative level unless they make a successful save. Creatures killed by these negative levels will crumble to dust instead of rising as wights.
Verbal Component: Abjunecros mortespard
Somatic Component: moving your hand across your weapon so that it draws blood (deals negligable damage).


Lesser Wish
Universal
Level: 4
Components: V,S,XP
Casting time: standard action
Range: see text
Target, effect, or area: see text
Duration: See text
Saving Throw: see text
Spell resistance: yes

This spell is a more limited variation of the wish spell. It functions identically except it mimics spells of your class that are third level or lower. It can mimic other arcane spells at 3rd level but with a -1 penalty to the caster level and dc. It duplicates any second level spell, and it can do anything else in line with these effects. If the caster wishes for something beyond the spell's power, it follows that wish's intention rather than a literalist interpretation of the wording and completes the wish to the best of its ability. Spells with material complonents costing more than 200gp or xp costs higher than 100xp require those costs or components.
XP cost: 100xp
Axle_Steelcat

12-10-04, 06:50 PM
Medium or Heavy Armor Proficientcy?

What weapon proficientcy?

Shield proficientcy?

Reduce Arcane Spell Failure by 5% at level 2, 4, 6, 8, 10.. etc.
Avoid giving them simple immunity to spell failure at a low level, otherwise people will take a dip into the class to get that perk and then take a nasty PRC.

Give them a strong WILL save too, because it makes sense.

I'd suggest d8 HD if you do so.

--

Find a way of advancing their Arcane Strike so that it's usable more than once a day as they advance. (suggest basing it off of INT somehow)

Call Arcane Strike something else - maybe Arcane Bolt. Arcane Strike is already an ability/Feat.

Id also suggest sticking with one dicage of damage for Arcane Strike - starting with 1 element at level 2 (avoid giving it at level 1 because people will take a dip to get this ability) then adding another element every 3 or 4 levels.

Whats the range of Arcane Strike? 60'?

--

If you look at the Hexblade/Assasin spelllist - it might give you some good ideas, but try not to take too many of their class specific spells. Also keep a common theme in mind when picking these spells but don't go as far as pigeon holing them into your concept, give them some sort of flexibility.

--

Define up the Magic Weapon ability a little more and give it to them at 3rd instead of 4th, so they wont get this ability the same level they start getting their spells.

Perhaps give them the bonus Feat 'Weapon Focus' at level 1 instead of the Arcane Strike ability and have that choosen weapon become imbued with magical energy as they begin to master its use.

Make Weapon Specialization available to them at level 12, but only with their weapon of choice. (don't give them it as a bonus feat - but make it available)

Greater Weapon Specialzation available at level 18, but again with the same weapon. Same deal as above.
kidman

12-10-04, 07:28 PM
a possible name could be the arcaneblade, the spellslash,spellcut, strikemage, spellsword (alredy used name but you might want to use it), or simply arcane warrior. hope thats a help :D
BlaclOut

12-10-04, 07:49 PM
Hmm.. some names.. hmm.. I'll use latin combindet vith Engligh words, ash Blade, sword, cut or thet alike, but to the latin:
Magus (Magical)
potestas (Power)
Vita (life)
Letum (Death)
Lumen (Light)
Compello (Force)
Lamia (Witch)

This can make some cool names:
Letum Blade, Magus Cut, Compellon sword.

Just some idears...

Anyway.. intresting class, fore a core... like it...
kidman

12-10-04, 08:43 PM
Hmm.. some names.. hmm.. I'll use latin combindet vith Engligh words, ash Blade, sword, cut or thet alike, but to the latin:
Magus (Magical)
potestas (Power)
Vita (life)
Letum (Death)
Lumen (Light)
Compello (Force)
Lamia (Witch)

This can make some cool names:
Letum Blade, Magus Cut, Compellon sword.

Just some idears...

Anyway.. intresting class, fore a core... like it...

man your names are so much better than mine
R.M.G.C.L.F.

12-10-04, 10:12 PM
Medium or Heavy Armor Proficientcy?

What weapon proficientcy?

Shield proficientcy?

Reduce Arcane Spell Failure by 5% at level 2, 4, 6, 8, 10.. etc.
Avoid giving them simple immunity to spell failure at a low level, otherwise people will take a dip into the class to get that perk and then take a nasty PRC.
Gah, I knew I forgot something! ><
Fixed.

Give them a strong WILL save too, because it makes sense.

I'd suggest d8 HD if you do so.
Paladins have weak will saves, and this is essentially an arcane paladin (only with fewer bells and whistles and nobody who you smite things in the name of), plus I want that d10hd badly, so I'd have to say no.

Find a way of advancing their Arcane Strike so that it's usable more than once a day as they advance. (suggest basing it off of INT somehow)

Call Arcane Strike something else - maybe Arcane Bolt. Arcane Strike is already an ability/Feat.

Id also suggest sticking with one dicage of damage for Arcane Strike - starting with 1 element at level 2 (avoid giving it at level 1 because people will take a dip to get this ability) then adding another element every 3 or 4 levels.

Whats the range of Arcane Strike? 60'?

It's really essential for me that they have it at first level. I also don't like the idea of just piling on elements rather than advancing two. I could drop it a little in power, although with 4.5 average damage at level 1 I really don't see why anybody would bother dipping for it.
If you look at the Hexblade/Assasin spelllist - it might give you some good ideas, but try not to take too many of their class specific spells. Also keep a common theme in mind when picking these spells but don't go as far as pigeon holing them into your concept, give them some sort of flexibility.

--

Define up the Magic Weapon ability a little more and give it to them at 3rd instead of 4th, so they wont get this ability the same level they start getting their spells.
Weill do

Perhaps give them the bonus Feat 'Weapon Focus' at level 1 instead of the Arcane Strike ability and have that choosen weapon become imbued with magical energy as they begin to master its use. will not do

Make Weapon Specialization available to them at level 12, but only with their weapon of choice. (don't give them it as a bonus feat - but make it available)

Greater Weapon Specialzation available at level 18, but again with the same weapon. Same deal as above.
What do you mean by available? If it's a feat its open to pretty much anybody, right?
R.M.G.C.L.F.

12-10-04, 10:15 PM
Call Arcane Strike something else - maybe Arcane Bolt. Arcane Strike is already an ability/Feat.

Done. Arcane strike is now Arcane Attack.
Kadasbrass

12-11-04, 01:44 AM
Names?

Mage Knight
Battlemage
Mageblade

or make something cool like "Arcandin" (Aracane + Paladin)


Instead of the ignore spell failure, would just grant armored magic feats from complete arcane ever few levels.
legowarrior

12-11-04, 02:33 AM
give it dispelling abilities, you must.
slythero

12-11-04, 04:29 AM
Warmage. (Complete Arcane.)
BlaclOut

12-11-04, 09:47 AM
man your names are so much better than mine
Thanks... but like you'rs to, jusn not thet mutch in fore the all Englich names... and I like Latin...
R.M.G.C.L.F.

12-11-04, 10:09 AM
Instead of the ignore spell failure, would just grant armored magic feats from complete arcane ever few levels.
Although that sounds like a good idea, I don't have complete arcane in my possession. ^^;
R.M.G.C.L.F.

12-11-04, 10:13 AM
Name decided! Aracandin it is! :)
Kadasbrass

12-11-04, 12:39 PM
Okay to better word the armored magic ability (the feat is called 'Battle caster') is simply, lets say at level one can cast spells in light armor (and shields) without failure, and at later levels raise it to medium and heavy.

Maybe give them some ability to channel arcane energy into some type of combat bonus, tempary AC increase, damage increase, or str/dex/con increase.
Adrez Nesnsid

12-11-04, 01:53 PM
Give them a strong WILL save too, because it makes sense.

I'd suggest d8 HD if you do so.


Paladins have weak will saves, and this is essentially an arcane paladin (only with fewer bells and whistles and nobody who you smite things in the name of), plus I want that d10hd badly, so I'd have to say no.


Perhaps you could give them some sort of ability at around level ten or so that allows them to temporarily discharge some of the energy from one of their other class abilities in order to grant themselves a temporary bonus to will saves. Or give them the option of letting one of their class abilities lag behind a bit in exchange for Iron Will as a bonus feat.
R.M.G.C.L.F.

12-11-04, 06:29 PM
Why do they need good will saves?
slythero

12-11-04, 07:07 PM
Why do they need good will saves?
Presumably because classes familiar with the casting of spells are tenacious enough to manipulate those energies, and also have an 'inside knowledge' of how to resist spells.

In terms of game mechanics, as a rule characters that gain spells have a good will save. I can't think of a single exception to this rule. Every class (with a few possible exceptions, though none come to mind) that either casts spells or increases casting ability has a high will save. Just how its been done.
R.M.G.C.L.F.

12-11-04, 07:58 PM
What about the Paladin and the Ranger? They both have spellcasting ability equal to that of the Arcanadin, yet they have poor will saves.
Kadasbrass

12-11-04, 08:31 PM
The Hexblade from Complete Warrior only had good Will saves (Hexblade is a non good arcane paladin), but at level 2 was able to add his Cha bonus to his saves vs spells and spell like abilities.
R.M.G.C.L.F.

12-11-04, 10:00 PM
Well, the Arcanadin is not a hexblade, and I still have too examples that lack good will saves.
Asi the red

12-12-04, 09:59 AM
Hey ya'.

1. Isn't their Spell Resistance as good as the Monk's, but like, 6 or 7 levels earlier? Forgive me if I'm wrong, all my books are at home and I'm at school. Doesn't that seem a little early?

2. Do you have to be using a bladed weapon to cast spells with the "Blade" descriptor?

3. When using a "Strike" spell, can you apply feats, like Weapon Focus, Weapon Spec, or Improved Critical to the "Strike" spell.

4. Do they get bonus spells, and if so from what ability.

5. Mage Shield. Can you still use it if you fight with a 2-handed weapon?

6. You've got "Blade" spells for Fire, Ice, and Lightning, why not Caustic Blade and Thunder Blade for acid and sonic? Oops, missed Screaming Sword, which is sonic based. Still, why no acid?

7. Ice Knife from Tome and Blood seems like it'd be right up this guy's alley. Why not have it on the list?

8. Twin Force Strike references Force Strike, which I can't find anywhere.

9. Couldn't find anything for #9. That's all I've got.

Asi the Red.
R.M.G.C.L.F.

12-12-04, 10:12 AM
1. I wasn't really comparing it to the monk. Heck, I didn't even know monks had spell resistance.
2. No, it can be any weapon, just like a spellsword can actually be a spell-axe or a spell-hammer or a spell-spear.
3. Yes.
4.Yes, intelligence. I thought I wrote that in, guess I forgot.
5. It says "in your free hand," so no.
6. Because most of the blade spells were based off of the three weapon qualities (screaming sword is an original creation because it deals less than the normal _ weapon and has a fear effect). It didn't occur to me to do an acid blade spell.
7. Because I did not notice that spell. I should really read tome and blood more thoroughly.
8. Ah, that's supposed to be ghost strike. I'd better fix that.
Axle_Steelcat

12-13-04, 02:40 PM
Fighter is the only class traditionally that gets access to Weapon Specialization and Greater Weapon Specialization. (+2 and +4 damage respectively)

Arcane magics require a strong will.

Divine magics only require faith and maybe favor of a divine force (diety).

This is why Paladins have a strong FORT save but Weak WILL save - and in contrast a Hexblade, Wizard, Sorcerer, WuJen, Warmage, and Warlock all have strong WILL saves but weak FORT saves.

If you still want the d10, thats cool too.

Maybe have WILL isntead of FORT?

--

Giving a Hybred caster access to 'Limited Wish' is crazy overpowered.

--

Avoid giving (su) abilities, stick with (sp) or (ex).

--

Is Arcane Attack a standard action or an attack action or a full round action?
Asi the red

12-13-04, 03:34 PM
Hey ya'

Thanks for the quick response and the answers.
Question: So is the HD a d10 or a d8, I can't find it in the class description anywhere? Is it missing because it's under debate?

R.M.G.C.L.F.
1. It's one of their best features as far as I'm concerned, it might be called Diamond Body...and now that I think about it it might be 10 + Level, not 5 + Level like this guy gets. If so, then 5th level is fine.
2, 3, 4. OK
5. Right, got it.
6. Ah, I think there are weapon enchantments for sonic and acid in the Forgotten Realms book, thought you might have seen them.
7. OK
8. Typos suck.

Axle_Steelcat
1. I'm joining the anti-Weapon Spec. side. It's one of the few "Fighter only" abilities, and I'd like to see it stay that way. The Arcanadin has enough extras to not need to steal the Fighter's only class specific ability.
Divine magics only require faith and maybe favor of a divine force
2. If that were true, then Clerics and Druids would lack good Will saves as well.
As far as I can tell, the good Will save means that you focus on spellcasting (like the Sorc/Wiz), while the good Fort save means that you focus on combat (like the Fighter). Having both generally means that you're adept at both (like the Cleric and Druid), though perhaps better at one or the other.
As this class is has a good BaB, and is therefore combat oriented and not a primary spellcaster, I'm going to have to join the "Good Fort, Poor Will/Reflex" side of this discussion.
3. It's Lesser Wish not Limited Wish. Replicates spells off the Arcanadin list of level 3 or lower, other arcane spells of 3rd or less (but with a -1 caster level/save DC), and any spell of level 2 or less.
4. Well, Magic Weapon is like Ki Strike, so I'd just go with whatever Ki Strike is, Arcane Attack is kind of like Eldrich Blast, so I'd go with whatever Eldrich Blast is, and Spell Resistance is like the Monk's ability, so I'd go with whatever kind of ability that is. All of that was in reference to (Su), (Ex), and (Sp), just in case it wasn't obvious.
5. I'd guess that Arcane Attack is probably a Standard action. That's just my guess though.
Nice job so far.

Asi the Red.
-Defiler of Souls-

12-13-04, 06:32 PM
sooo much text...no formatting...


hey could someone please format this(aka make certain things bold and such to make it easier to read) cause i'd love to read it, but in it's current form it makes my eyes bleed...
R.M.G.C.L.F.

12-13-04, 06:43 PM
Fighter is the only class traditionally that gets access to Weapon Specialization and Greater Weapon Specialization. (+2 and +4 damage respectively)okay

Arcane magics require a strong will.

Divine magics only require faith and maybe favor of a divine force (diety).

This is why Paladins have a strong FORT save but Weak WILL save - and in contrast a Hexblade, Wizard, Sorcerer, WuJen, Warmage, and Warlock all have strong WILL saves but weak FORT saves.

If you still want the d10, thats cool too.

Maybe have WILL isntead of FORT?
I dunno, where does it say arcane magic needs a strong will? I thought it was more because they're brainy primary-caster types they focus more on resistance of the mind than resistance of the body.


Giving a Hybred caster access to 'Limited Wish' is crazy overpowered.
First, it's not the same as limited wish, it's only for 3rd level spells and under. Second, I think I'd like a second opinion before removing the spell entirely
Avoid giving (su) abilities, stick with (sp) or (ex).
Why? Lots of other classes have supernatural abilities (such as a cleric's turning).
Is Arcane Attack a standard action or an attack action or a full round action?
It's a supernatural ability, and all supernatural abilities take a standard action to use unless mentioned otherwise.
R.M.G.C.L.F.

12-13-04, 06:55 PM
Hey ya'
Thanks for the quick response and the answers.
Question: So is the HD a d10 or a d8, I can't find it in the class description anywhere? Is it missing because it's under debate?
Naw, it's d10, it's just another thing I forgot that I could have sworn was there.

R.M.G.C.L.F.
1. It's one of their best features as far as I'm concerned, it might be called Diamond Body...and now that I think about it it might be 10 + Level, not 5 + Level like this guy gets. If so, then 5th level is fine.
BTW, I checked and it's SR10+monk level, and it's called daimond soul

2, 3, 4. OK
5. Right, got it.
6. Ah, I think there are weapon enchantments for sonic and acid in the Forgotten Realms book, thought you might have seen them.
7. OK
8. Typos suck.

Axle_Steelcat
1. I'm joining the anti-Weapon Spec. side. It's one of the few "Fighter only" abilities, and I'd like to see it stay that way. The Arcanadin has enough extras to not need to steal the Fighter's only class specific ability.

2. If that were true, then Clerics and Druids would lack good Will saves as well.
As far as I can tell, the good Will save means that you focus on spellcasting (like the Sorc/Wiz), while the good Fort save means that you focus on combat (like the Fighter). Having both generally means that you're adept at both (like the Cleric and Druid), though perhaps better at one or the other.
As this class is has a good BaB, and is therefore combat oriented and not a primary spellcaster, I'm going to have to join the "Good Fort, Poor Will/Reflex" side of this discussion.
3. It's Lesser Wish not Limited Wish. Replicates spells off the Arcanadin list of level 3 or lower, other arcane spells of 3rd or less (but with a -1 caster level/save DC), and any spell of level 2 or less.
4. Well, Magic Weapon is like Ki Strike, so I'd just go with whatever Ki Strike is, Arcane Attack is kind of like Eldrich Blast, so I'd go with whatever Eldrich Blast is, and Spell Resistance is like the Monk's ability, so I'd go with whatever kind of ability that is. All of that was in reference to (Su), (Ex), and (Sp), just in case it wasn't obvious.[/quote] Ki strike is supernatural and diamond soul is unspecified, both matching up with mine.

5. I'd guess that Arcane Attack is probably a Standard action. That's just my guess though.
Yup

Nice job so far.

Asi the Red.
R.M.G.C.L.F.

12-13-04, 06:56 PM
sooo much text...no formatting...


hey could someone please format this(aka make certain things bold and such to make it easier to read) cause i'd love to read it, but in it's current form it makes my eyes bleed...
Done.
R.M.G.C.L.F.

12-14-04, 04:39 PM
Changed around their spell failure reduction so they don't have two revamp their entire armor every two levels.
Asi the red

12-14-04, 04:50 PM
Hey ya'.

Why do they get ignore shield spell failure at 2nd and 6th?
R.M.G.C.L.F.

08-08-05, 09:17 AM
Alright, after some editing and revising, I again present the arcanadin.
Rialto

08-08-05, 06:13 PM
An interesting concept. A few things though wizards no longer "memorize" they prepare. The magical weapon part seems a bit too powerful for my liking.And a few questions :
What is Arcandin's caster level? Is the Arcandin proficient with shields? Maybe knowledge (arcana) should be a class skill? And finally don't you prefer that formatting?


ARCANADIN
Hit Die: D10

Weapon and Armor Proficiency: Proficient with medium and light armor, simple and martial weapons

Class Skills: climb, craft, jump, ride, swim, spellcraft, concentration
Skill points at 1st level: (2+int mod)x4
Skill points at each additional level: 2+int mod


Level Attack Fort Ref Will Special
1st +1 +2 +0 +0 Arcane Attack 1d8/1d4, ignore spell failure: light
2nd +2 +3 +0 +0 ignore spell failure: shield
3rd +3 +3 +1 +1 magic weapon +1
4th +4 +4 +1 +1 first level spells, 2d8/2d4
5th +5 +4 +1 +1 spell resistance 6 plus caster level
6th +6/+1 +5 +2 +2 second level spells, Arcane attack 4d8/4d4
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2 second level spells, Arcane attack 4d8/4d4
9th +9/+4 +6 +3 +3 magic weapon +3
10th +10/+5 +7 +3 +3 Arcane Attack 5d8/5d4
11th +11/+6/+1 +7 +3 +3 third level spells
12th +12/+7/+2 +8 +4 +4 magic weapon +4, Arcane Attack 6d8/6d4
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4 fourth level spells, Arcane attack 7d8/7d4
15th +15/+10/+5 +9 +5 +5 magic weapon +5
16th +16/+11/+6/+1 +10 +5 +5 Arcane Attack 8d8/8d4
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 magic weapon +6, Arcane attack 9d8/9d4
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Arcane Attack 10d8/10d4

Level Spells Per day
1 2 3 4
1 - - - -
2 - - - -
3 - - - -
4 0 - - -
5 0 - - -
6 1 - - -
7 1 - - -
8 1 0 - -
9 1 0 - -
10 1 1 - -
11 1 1 0 -
12 1 1 1 -
13 1 1 1 -
14 2 1 1 0
15 2 1 1 1
16 2 2 1 1
17 2 2 2 1
18 3 2 2 1
19 3 3 3 2
20 3 3 3 3


Spells: Arcanadins memorize their spells in advance like wizards. They start with spells known equal to one plus their int bonus, and they gain a new spell known of their choosing each level. Arcanadins use their intelligence score for casting spells and get bonus spells for high intelligence.

Magic Weapon(Su): Any weapon wielded by an arcanadin gains an enhancement bonus equal to the arcanadin's character level divided by three. As long as that weapon retains at least a +1 enhancement bonus (either from it's own enchantment or from this ability), the enhancment bonuses gained from this ability may be traded for an equal amount of enhancement-equivalent bonuses (See DMG page XX). The enhancement bonuses from this ability do not stack with existing enhancement bonuses on the weapon, but enhancement-equivalent powers added to the weapon stack normally with all existing enchantments on that weapon.

Arcane Attack(su): Once per day a _ may unleash an orb of magic energy with a ranged touch attack. This deals primary and secondary damage of either cold, fire, sonic, electricity, or acid type. Each _ gets to choose which is primary and which is secondary for them, but they may not choose the same type for both. The attack does 1d8 primary damage and 1d4 secondary damage per two levels, minimum of 1d8/1d4.

The Weapon Within(Su): An Arcanadin, when he first obtains his Magic Weapon ability, selects one weapon that holds personal significance to him. After a twenty-four hour ritual of meditation and contemplation, the Arcanadin transforms the material of the weapon into elemental energy, and absorbs it into his aura.
After the ritual is completed, the Arcanadin gains the spell-like ability to transform any appropriate amount of elemental matter he touches into a precise duplicate of the absorbed weapon, which he can then empower with his Magic Weapon ability. This ability is a full-round action. Whenever this ability is activated, any existing iterations of the weapon being conjured vanish, returning to their original elemental state.
Enchanted weapons absorbed in this manner retain their enchantments when they are onjured. Weapons absorbed in this manner can be enchanted normally, and, if enchanted, any duplicates of that weapon conjured henceforth retain the enchantments.
Furthermore, the Arcanadin can later perform the same ritual on a different weapon. This ritual does not cause the second weapon to become absorbed, but rather causes all of the magic inherent to the second weapon to be transferred to the Arcanadin's original weapon. This process overwrites any existing enchantments on the Arcanadin's original weapon.

Spell Resistance: A _ is trained in resisting magic as well as channeling it. At 5fth level they gain SR equal to 6 plus their _ level.


Spell list

1st Level Spells: magic missile, shield, blade of fire, blade of ice, blade of lightning, endure elements, ghost strike, bone blade, searing blade, mage shield, mount, true strike, detect magic, read magic, mirror image, blur, screaming sword
2nd Level Spells: Cat's Grace, Bull Strength, Bear's Endurance, Fox's Cunning, flaming sphere, daylight, darkness, shatter, alter self, greater blade of fire, greater blade of ice, greater blade of lighning, dispel magic, flame arrow, blink, chill blade, darkness strike, maddening blade, frightening blade, Ice Knife(tome and blood)
3rd Level Spells: Lightning bolt, Fireball, Ice Burst (tome and blood), Arcane Sight (tome and blood), Summon Monster III, Phantom Steed, Hold Person, Gust of wind, Fly, Haste, Hex strike, aracane touch, blood blade, dispel magic
4th level spells: Animate Dead, Summon monster IV, Emotion, phantasmal killer, charm monster, fear, fire sheild, wall of fire, wall of ice, evard's black tentacles, polymorph self*, dimension door, Arcane blade, lesser wish, twin force strike

*Unlike the normal version of the spell, your weapon adjusts to fit you by changing in shape to match your appendages and growing or shrinking


Special: Strike and Blade Spells
Strike and Blade are two new spell subtypes.
Strike spells project some magical rough copy of your weapon made of negative energy, force, silver, or some other substance and send it towards a target. They take into account your weapon's total physical damage rolls and critical modifiers, factoring in any enhancement bonuses (+2, +1, +4, etc.) as well as feats and special abilities that modify criticals and damage rolls such as greater weapon focus and improved critical. They do not take into account any other special properties, such as flaming, vorpal, or a blade spell.
Blade spells infuse your weapon with some kind of magical energy or effect. You can only have up to one kind of blade effect active on your weapon at a given time. Any blade spell can be dismissed as a move equivalent action.

Ghost Strike
Evocation (Strike) [Force]
Level: 1
Components: V, S
Casting Time: attack action
Range: Medium (50ft plus 10ft/2 levels)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

When you cast this spell you release a magical force copy of your weapon at your target with a ranged touch attack. Upon a successful hit the weapon deals an amount of force damage equal to the weapon's damage roll, and has the same critical modifier and threat range as the weapon. This conveys the damage bonus from magic weapons (+1 weapons, +2 weapons, etc.) but does not copy any other special weapon properties such as the vorpal property or the flaming property.
Verbal Component: Evoke espard
Somatic Component: making an attack thrust with your weapon in the target's direction

Blade of Fire
Transmutation (Blade) [Fire]
Level: 1
Components: V,S
Casting Time: 1 action
Range: Touch
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

Your weapon becomes ensheathed in flames, gaining the flaming weapon special property.
Verbal Component: Ab-evoke pyroespard
Somatic Component: waving your fingers in a pantemomine of dancing flames and moving it up your sword


Blade of Ice
Transmutation [Cold]
Level: 1
Components: V,S
Casting Time: 1 action
Range: Touch
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

Your weapon radiates an icy aura, gaining the frost weapon special property.
Verbal Component: Ab-evoke cryoespard
Somatic Component: Closing your hand into a fist as you move it down your sword

Blade of Lightning
Transmutation (Blade) [Electricity]
Level: 1
Components: V,S
Casting Time: Standard Action
Range: Touch
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

Your weapon becomes ensheathed in crackling electricity, gaining the shocking weapon special property.
Verbal Component: Ab-evoke electroespard
Somatic Component: waving your hand up and down your sword in a quick motion


Mage Shield
Conjuration (creation) [Force]
Level: 1
Components: V,S,F
Casting Time: Standard Action
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: No (harmless)
Spell Resistance: No (harmless)

A magical, transparent blue shield of force appears on your unused left hand, granting a shield bonus to AC equal to 2 plus 1 per five caster levels. Unlike mundane shields, this in now way impedes spellcasting, and your shield hand may still be used to cast spells. It also slightly boosts your resistance to abstract magical effects, giving a +1 bonus to spell resistance and saving throws against spells.

Verbal Component: Conhuro seld
Somatic Component: Pantomime holding a shield
Focus Component: A peice of blue quartz worth at least 12gp carved into a crude likeness of a sheild.


Screaming Sword
Illusion (figment) [sonic]
Level: 1
Components: V,S
Casting Time: Standard Action
Range: Touch
Duration: 1 minute/level
Saving Throw: Will partial (see text)
Spell Resistance: No

Your sword emits an audible shriek as it cuts through the air and ripples with vibration. Upon striking a creature it sends the full force of its terribly cry through their entire body reverberating in the skull and bones, dealing 1d4 sonic damage. The creature must succeed at a will save or be shaken for 1 round.


Bone Blade
Necromancy
Level: 1
Components: V,S,M
Casting Time: Standard Action
Range: Touch
Duration: 1 minute/two levels
Saving Throw: Fort partial (see text)
Spell Resistance: No

Your weapon changes to a weapon of carved bone radiating a dark aura of negative energy. It deals 1d4 negative energy damage when it strikes a living creature, and the creature struck must make a fortitude save or take 1 temporary str and con damage.
Verbal Component: Ab-necros skeloespard
Somatic Component: twisting your fingers and forming a fist tight enough that your knuckles show
Material Component: an onyx whetstone worth 5sp

Searing Blade
Necromancy
Level: 1
Components: V,S
Casting Time: Standard Action
Range: Touch
Duration: 1 minute/ level or until dismissed
Saving Throw: None
Spell Resistance: No

Your weapon crackles shines with a radiant aura of positive energy, dealing 1d8 points of added damage to undead opponents. It heals an equal amount when striking a living creature, thus making it ineffective against living foes. Note that it must strike with force to inflict the damage, so one cannot heal allies with this spell by touching them with the weapon.

Darkness Strike
Necromancy
Level: 2
Components: V, S, F
Casting Time: attack action
Range: Medium (50ft plus 10ft/2 levels)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Fort partial (see text)
Spell Resistance: Yes

When you cast this spell you release a magical force copy of your weapon at your target with a ranged touch attack. Upon a successful hit the weapon deals an amount of negative energy damage equal to the weapon's damage roll, and has a critical modifier one higher (x2 becomes x3, x3 becomes x4, etc.) and threat range one further (19-20 becomes 18-20, 20 becomes 19-20, etc.) than the weapon. This conveys the damage bonus from magic weapons (+1 weapons, +2 weapons, etc.) but does not copy any other special weapon properties such as the vorpal property or the flaming property. In addition the creature hit must make a fortitude save or take 1d4 con damage and be blinded for one round.
Against undead creatures this heals an equal amount instead.
Verbal Component: Abmortis espard
Somatic Component: making an attack thrust with your weapon in the target's direction
Focus Component: A black felt cutout of your weapon


Chill Blade
Necromancy
Level: 2
Components: V,S
Casting Time: Standard Action
Range: Touch
Duration: 1 minute/level
Saving Throw: Fort partial (see text)
Spell Resistance: No

Your weapon surges with negative energy and radiates a cold blue light. When striking a living creature it deals an extra 1d8 negative energy damage, 1d4 cold damage, and the creature must make a fortitude save or take 2 points of temporary strength damage. Undead must make a fortitude save or flee as if panicked for 1d6+1 rounds.
Verbal Component: Ab-necros frigioespard
Somatic Component: waving your hand in a swift chopping motion over your sword so a gust of air trails it.

Maddening Blade
Enchantment (compulsion, mind affecting)
Level: 2
Components: V,S
Casting Time: Standard Action
Range: Touch
Duration: 1 minute/level
Saving Throw: Will Negates
Spell Resistance: Yes

Your blade surges with bizzare patterns, nonlinear shapes, and cackling vibrations. Upon striking a creature they fill its brain with surges of alien thoughts and conflicting sensory input, causing it to become confused for 1 round.
Verbal Component: Abcantar loonaespard
Somatic component: pointing at your weapon while moving your hand in a circle like the "crazy" gesture


Frightening sword
Enchantment (compulsion, fear, mind affecting)
Level: 2
Components: V,S
Casting Time: Standard Action
Range: Touch
Duration: 1 minute/level
Saving Throw: Will Negates
Spell Resistance: Yes

Your sword is covered in terrifying but crude likeness and whistles and unnerving tune as it cuts through the air. Creatures hit by it take 1d4 fear damage and become frightened for 1 round.


Blade of _, Greater
Level: 2
As Blade of _, except the weapon gets the _ burst property.



Hex Strike
Universal
Level: 3
Components: V, S
Casting Time: attack action
Range: Medium (50ft plus 10ft/2 levels)
Target: One creature or object
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: Yes

When you cast this spell you release a magical misfortune copy of your weapon at your target with a ranged touch attack. Upon a successful hit the weapon inflicts an amount of penalty to the ability score you choose equal to the weapon's damage roll, and has the same critical modifier and threat range as the weapon. On a critical hit the resulting damage roll is a penalty to all saves, attacks, and skills for the target. This conveys the damage bonus from magic weapons (+1 weapons, +2 weapons, etc.) but does not copy any other special weapon properties such as the vorpal property or the flaming property.
Verbal Component: Abjume Hexespard
Somatic Component: making an attack thrust with your weapon in the target's direction

Arcane Touch
Universal [varies]
Level: 3
Components: V, S, M
Casting Time: move action
Range: touch
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You convey your arcane attack power into a touch charge, which you can discharge with a touch attack. This does not count towards the one per day limit to your uses of your arcane touch ability.


Blood Blade
Necromancy
Level: 3
Components: V,S
Casting Time: Standard Action
Range: Touch
Duration: 1 minute/level
Saving Throw: Fort partial (see text)
Spell Resistance: No

Your weapon surges with a red and black swirl of negative energy and positive energy as it siphones life from the matter around it. When striking a living creature it deals an extra 1d12 negative energy damage while you heal an equal amount, gaining excess as temporary hit points although you cannot exceed twice your maximum hit points this way.
Verbal Component: Vitanecros vampespard
Somatic Component: waving your hand over your sword while inclining your fingers to resemble fangs.



Arcane Blade
Universal
Level: 4
Components: V,S
Casting Time: Standard Action
Range: Touch
Duration: 1 round
Saving Throw: None
Spell Resistance: Yes

You imbue your weapon with surging arcane energy. Each successful strike with your weapon also delivers an arcane attack. This does not expend your arcane attack for the day.

Trinity strike
Evocation (Cold, Electricity, Fire)
Level: 3
Components: V, S
Casting Time: attack action
Range: Medium (50ft plus 10ft/2 levels)
Target: one creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

With a succesful ranged touch attack, your discharge a supernatural duplicate of your weapon composed of the opposing energies of cold and fire seperated by a strip of electricity. This deals an amount of cold, fire, and electric damage each equal to that of your weapon and has the same critical modifier and threat modifier. This conveys the damage bonus from magic weapons (+1 weapons, +2 weapons, etc.) but does not copy any other special weapon properties such as the vorpal property or the flaming property.
Verbal Component: Abjevoc Trios
Somatic Component: extending three fingers one at a time, and then thrusting them in the opponents direction

Twin Ghost Strike
Evocation(force)
Level: 4
Target: up to two creatures and/or objects

This spell functions as ghost strike, except you fire two force blades instead of one, making a seperate ranged touch attack roll for each.

Enverating Blade
Necromancy
Level: 4
Components: V,S
Casting Time: Standard Action
Range: Touch
Duration: 1 round/ 2 levels
Saving Throw: Fort negates
Spell Resistance: No

Your weapon surges with blacker-than black negative energy and seems to draw life and light from the air around it. A living creature struck by it recieves one negative level unless they make a successful save. Creatures killed by these negative levels will crumble to dust instead of rising as wights.
Verbal Component: Abjunecros mortespard
Somatic Component: moving your hand across your weapon so that it draws blood (deals negligable damage).


Lesser Wish
Universal
Level: 4
Components: V,S,XP
Casting time: standard action
Range: see text
Target, effect, or area: see text
Duration: See text
Saving Throw: see text
Spell resistance: yes

This spell is a more limited variation of the wish spell. It functions identically except it mimics spells of your class that are third level or lower. It can mimic other arcane spells at 3rd level but with a -1 penalty to the caster level and dc. It duplicates any second level spell, and it can do anything else in line with these effects. If the caster wishes for something beyond the spell's power, it follows that wish's intention rather than a literalist interpretation of the wording and completes the wish to the best of its ability. Spells with material complonents costing more than 200gp or xp costs higher than 100xp require those costs or components.
XP cost: 100xp
R.M.G.C.L.F.

08-08-05, 06:41 PM
1. Fixed those.
2. I'm too lazy. :P
FlameLover

08-08-05, 07:10 PM
It's "Limited Wish" not "Lesser Wish" and it should NOT be given to the Arcadin. Nice idea for a class but arn't there enough warrior/arcane hybrids? I mean the Hexblade wasn't a great caster but it had quite alot of flavour.

Don't stop working on it but find a niche that hasn't already been beaten to death :)
R.M.G.C.L.F.

08-08-05, 08:23 PM
Um, no, it's LESSER WISH, a special spell created specifically for the arcanadin. I really WISH people would actually read the spell instead of jumping to conclusions and then telling my why I'm stupid.

There are plenty of published things out their, but they're all PrCs or homebrews, and most of them are terrible (see spellsword). This niche simply must be a base class.
Maraxus

08-09-05, 03:06 AM
1st: Their caster level should be only 1/2 character level, right?

2nd: Magic weapon: You should write a line, that the Arcanadin chooses the magical properties to add to the weapons, when he advances in levels. When I first read it, I thought that he would choose it, when picking up the weapon. Still, this ability is very powerful.
Rialto

08-09-05, 03:30 AM
R.M.G.C.L.F. you have not explained the ignore light, medium and shield. If I get mithral heavy armor would I be able to cast without ASF? If so this seems rather powerful. I've already stated my dislike for the Magic weapon (Su) ability /too powerful IMHO/ but maybe you can divide it between Armor /any calss should think about their defence, also/ and Weapon granting a +3 total enhancement bonus to each in the end?

2. I'm too lazy. :P
That's why I asked ;). If you like my formatting better just Quote my previous post then copy the code tags and paste it in your original post in the place of your current tables. :D
R.M.G.C.L.F.

08-09-05, 08:21 AM
1st: Their caster level should be only 1/2 character level, right?

To be honest, I don't know how caster levels work with secondary casters. =/

I thought I did have something to that effect.

Somebody else suggested the current magic weapon progression, which one would you suggest?