Arcane fist [Archive] - Wizards Community

Post/Author/DateTimePost
nosoupforyou

05-23-04, 04:43 PM
If this has been done before...then sorry. Don't have time to scan the whole forum.

The Arcane Fist

It’s simple really: imbue unarmed attacks with arcane energy. Simple right? Wrong! Arcane and Unarmed. A mastery of even one is very challenging. Mastery of both is something that very few people manage to obtain, let alone dream of. Arcane fists are not the only people to do this but they are the best at proficiently mixing the two.

Qualifications:
Skills: Jump 10 ranks
Concentration 8 ranks
Spellcraft 10 ranks
Climb 8 ranks
Arcane fists benefit from not only martial skills and arcane skills. They need the mobility to deliver the strike where it counts.
BaB: 5
Feats: Improved Unarmed Strike, One Meta-magic feat.
Able to cast 3rd level arcane spells.

HD: D6
Skills: 4 + int mod
Class Skills: Jump, Climb, Listen, Spot, Spellcraft, Concentration, Knowledge: arcane, and Tumble.

BaB: Average as Monk
Saves: good ref and will, poor fortitude

LV.-----Abilities
1 Monk like bonuses, Arcane Strike +1
+1 Caster Lv.
2 Bonus Feat, Arcane Defense +1
3 Arcane Strength, Caster Lv. +1
4 Arcane Movement, Arcane Strike +2
5 Bonus Feat, Caster lv. + 1
6 Easy Meta magic –1, Arcane Defense +2
7 Arcane Strike +3, Caster lv +1
8 Faster Meta- Magic, Bonus Feat
9 Caster lv +1, Easy Meta magic – 2
10 Arcane Strike + 4, Arcane Defense +3

Monk like bonuses: The Arcane fist gains unarmed damage, ac bonus, and speed bonus as if he was a monk of the Arcane Fists level + any monk levels he might have.

Bonus Feats: The arcane fist gains a bonus feat at the levels listed.

Arcane Strength: As a standard action once per day per class level + spell attribute modifier you may use this ability. When you use this ability you burn a open spell per day slot of a spell whose level is not greater than you could cast. Per spell lv. spent you get +1 to str, dex, con for a # of rounds = to spell lv. * 2. This represents his ability to use his arcane power to bolster himself physically.

Arcane Strike: As a standard action you may sacrifice a level 0 spell per day slot to add the listed bonus to both attack and damage rolls for unarmed strikes for a number of rounds equal to your con modifier. This ability represents an Arcane Fists ability to directly convert spell energy into a basic damaging energy that can be added to his physical attacks.

Arcane movement: As a standard action sacrifice a spell per day slot of a desired level you can cast to gain a bonus to ac, speed (increments of 10 ft per spell lv), and skills: Jump, Climb, Tumble, And Balance equal to the spell lv. for a number of rounds equal to the spell lv. This ability represents an Arcane Fists use of magical properties to alter his movement through the world around him, much as the haste spell affects a creature.

Arcane defense: Whenever the Arcane Fist gains an AC bonus from a spell (outside the ability Arcane movement) he also gains the listed bonus to AC that stacks with the spell. This ability represents an Arcane Fists ability to work more efficiently, filling in the gaps that normal protection spells leave, with his monk like defenses.

Easy Meta-Magic: Whenever a arcane fist casts a spontaneous spell modified by meta-magic the level of the spell is reduced by the listed value. No spell can be reduced to less than one level. This ability represents the Arcane Fists mentality of casting in combat and using his energy wisely.

Faster Meta-magic: Whenever a arcane fist casts a spontaneous spell modified by meta-magic the total time takes to cast the spell is reduced by one step. This ability represents an Arcane Fists ability to cast on the fly in melee combat.

New Feats:

Cantrip Knowledge.
Prerequisites: One meta-magic feat.
Benefit: You gain extra 0 level spells per day equal to your caster level. This increases each time you level up. So if a sorcerer takes this at 5th lv. He gains 5 bonus 0 level spell slots per day, then when the said sorcerer levels up to 6th the number of 0 level spell slots rises to 6.


Tell me what you think,
Thanks
Soup
Nightshade22

05-24-04, 06:52 AM
Originally posted by nosoupforyou
The Arcane Fist

It’s simple really: imbue unarmed attacks with arcane energy. Simple right? Wrong! Arcane and Unarmed. A mastery of even one is very challenging. Mastery of both is something that very few people manage to obtain, let alone dream of. Arcane fists are not the only people to do this but they are the best at proficiently mixing the two.
Nice flavor text, but it could use a specific example...

Qualifications:
Skills: Jump 10 ranks
Concentration 8 ranks
Spellcraft 10 ranks
Climb 8 ranks
Arcane fists benefit from not only martial skills and arcane skills. They need the mobility to deliver the strike where it counts.
BaB: 5
Saves: Will and Ref at least +3
Feats: Improved Unarmed Strike, Improved Grapple, One Meta-magic feat.
a few less ranks in the skills, I'd cut the saves. (and why improved grapple?)


HD: D6
Skills: 4 + int mod
Class Skills: Jump, Climb, Listen, Spot, Spellcraft, Concentration, Knowledge: arcane, and Tumble.
BaB: Average as Monk
Saves: All good as Monk
Good saves should be just ref and will. You need more skills for that number of points.

LV.-----Abilities
1 Monk like bonuses, Arcane Strike +1
+1 Caster Lv.
2 Bonus Feat, Arcane Defense +1
3 Arcane Strength, Caster Lv. +1
4 Arcane Movement, Arcane Strike +2
5 Bonus Feat, Caster lv. + 1
6 Easy Meta magic –1, Arcane Defense +2
7 Arcane Strike +3, Caster lv +1
8 Faster Meta- Magic, Bonus Feat
9 Caster lv +1, Easy Meta magic – 2
10 Arcane Strike + 4, Arcane Defense +3
Put the +1 caster level somewhere else (at all even levels he gains... blah blah blah)

Monk like bonuses: The Arcane fist gains unarmed damage, ac bonus, and speed bonus as if he was a monk of the Arcane Fists level + any monk levels he might have. No-no. He's already getting bonus feats AND the "arcane defense" AND "arcane movement".

Bonus Feats: The arcane fist gains a bonus feat at the levels listed. Add a restricted list of bonus feats.

Arcane Strength: Once per day per class level + Con modifier you may use this ability. When you use this ability you burn a open spell per day slot of a spell whose level is not greater than you could cast. Per spell lv. spent you get +1 to str, dex, con for a # of rounds = to spell lv. * 2. This represents his ability to use his arcane power to bolster himself physically.
okay.

Arcane Strike: You may sacrifice a level 0 spell per day slot to add the listed bonus to both attack and damage rolls for unarmed strikes for a number of rounds equal to your con modifier. This ability represents an Arcane Fists ability to directly convert spell energy into a basic damaging energy that can be added to his physical attacks. The duration should be based of your key casting skill. (cha for sorcerers, int for wizards, etc.)

Arcane movement: Sacrifice a spell per day slot of a desired level you can cast to gain a bonus to ac, saves, speed (increments of 10 ft per spell lv), and skills: Jump, Climb, Tumble, And Balance equal to the spell lv. for a number of rounds equal to the spell lv. rounded up. This ability represents an Arcane Fists use of magical properties to alter his movement through the world around him, much as the haste spell affects a creature. woah, bad. very bad. cut it, it gives you too much for just a random spell slot? if you must keep it, just add the bonus to reflex saves.

Arcane defense: Whenever the Arcane Fist gains an AC bonus from a spell (outside the ability Arcane movement) he also gains the listed bonus to AC that stacks with the spell. This ability represents an Arcane Fists ability to work more efficiently, filling in the gaps that normal protection spells leave, with his monk like defenses. nice.

Easy Meta-Magic: Whenever a arcane fist casts a spontaneous spell modified by meta-magic the level of the spell is reduced by the listed value. No spell can be reduced to less than one level. This ability represents the Arcane Fists mentality of casting in combat and using his energy wisely. okay

Faster Meta-magic: Whenever a arcane fist casts a spontaneous spell modified by meta-magic the total time takes to cast the spell is reduced by one step. This ability represents an Arcane Fists ability to cast on the fly in melee combat. okay.

New Feats:

Cantrip Knowledge.
Prerequisites: One meta-magic feat.
Benefit: You gain extra 0 level spells per day equal to your caster level. This increases each time you level up. So if a sorcerer takes this at 5th lv. He gains 5 bonus 0 level spell slots per day, then when the said sorcerer levels up to 6th the number of 0 level spell slots rises to 6.
add "you can never have more than x spell slots in this manner"


finially, you should change it a little. it's called the arcane fist, not the arcane modifier. he should have some way to channel spells into touch or something.
Maraxus

05-24-04, 09:29 AM
This looks just to good to be true ... or balanced. ;)

But I am asuming, that you can use Arcane Strike, Arcane Defense, Arcane Strength and Arcane Movement as free actions. if they take a standart action to activate, they are okay.

Easy Meta-Magic: No spell can be reduced to less than one level.
You probably mean: One level higher than the original spell.

Faster Meta-magic: Since every sponaneus spell, enhanced with meta magic is a full-round action, you effectly reduce them to standart action, right?

I probably liked this more, if it would be for both, sorcerers and wizards.
Lady Ishtar

05-24-04, 12:05 PM
also i would say they need ability to cast arcane spells in order to qualify. perhaps instead if metamagic feat.

and i agree with Nightshade, he should be able to channel spells through unarmed attacks

this would make an interesting with hexblade
Toptomcat

05-24-04, 12:46 PM
It seems to me that this would be better suited to a feat chain than a Prestige Class.
Also:
Jump 10 ranks
Concentration 8 ranks
Spellcraft 10 ranks
This requires a Level 7 in both Monk and Wizard or level 17 in one...meaning that the later levels will be Epic. Adjust power levels accordingly.
Maraxus

05-24-04, 01:06 PM
Toptomcat: Why? You can buy skill points cross class. So as long as he has one class level of each class, he will be able to have this skill points by character level 7.

Oh and nosoup4u: The requirement: "Saves: Will and Ref at least +3" don't really need to be. It is really hard (and not really useful) to build a character that quallifies in the other requirements but not in this. Just a thought. :)
Toptomcat

05-24-04, 01:22 PM
Maraxis: Yes, but class skills are tracked per-level, and not career. So you can't treat all rogue skills as class forever if you take 1 level of rogue- only the skill points conferred by that level of rogue.
nosoupforyou

05-24-04, 02:21 PM
working on corrections

Changed:
saves, now fortitude is poor
eliminated saves requierments
added spells requierment
took away the bonus to saves with arcane movement
corrected feat requierments
corrected the modifier from con mod to applicable spell attribute mod.
Maraxus

05-24-04, 02:26 PM
From SRD:
Skills: If a skill is a class skill for any of a multiclass character’s classes, then character level determines a skill’s maximum rank. (The maximum rank for a class skill is 3 + character level.)

So let's say you take a level of monk at level 1 and buy 4 ranks jump. Then you take 6 levels of wizard for Concentration 8 ranks and Spellcraft 10 ranks and the other 6 ranks of jump that cost 12 skill points (because they are cross class for the wizard). You could even take a level of monk last and buy all the 6 ranks for 1 skill-point each.


(PS: The name is written with an 'u')
nosoupforyou

05-24-04, 02:35 PM
Thank you thank you thank you for the great feedback. It takes tweaking and please keep the comments coming.
Lady Ishtar

05-24-04, 03:27 PM
i would keep spell requirements no higher than 2nd level
why is jump and climb required? doesnt make sense
nosoupforyou

05-25-04, 10:37 AM
I keep the spell requierments so that you have to be 10th lv. to take the Prc.
It is very powerful therefore you can't take it at 7th.

The skills represent it's dependancy on mobility.
Toptomcat

05-25-04, 03:05 PM
*doublechecks*
BWAAAA?!?
That's...interesting...makes 19x/Rog1 a lot more powerful than I'd realized...
Lady Ishtar

05-25-04, 03:20 PM
is arcane strength bonus to Str and Dex and Con? or it bonus to Str or Dex or Con?
nosoupforyou

05-27-04, 10:43 AM
Str, Dex, and Con

Toptomcat: Explain.
Toptomcat

05-27-04, 10:51 AM
Well, if class skills are class forever, then starting with a level of Rogue gives you (8 + Int) * 4 starting skill points and permanant acess to Rogue class skills. That's a little silly.
Lady Ishtar

05-27-04, 10:57 AM
i think you need to tone Arcane Strength down, a single ability that boosts three stats at once, and one of them is Con, thats a lot
Maraxus

05-27-04, 11:54 AM
T-Mage's Transformation does this, too.

Toptomcat: For which class is this useful? The skill ranks still costs double and what class can affort that much skill points in cross-class skills? The only one I can think of is the wizard.
Lady Ishtar

05-27-04, 12:12 PM
in this case does it stack with Transformation? i mean these guys still get caster progression
Mutu

05-27-04, 01:27 PM
I may be wrong, but based on what i have read max skill ranks is based on Character level for any skill any of your classes have as class skills.

However whenever gaining a new class you hae to buy skill points based on the class that is gaining the level. So even if you have 1 level in rouge and gain a level in wizard it will still cost 2 skill points to buy 1 rank in a rouge skill that is not a wizard skill.

So yes your max ranks will be high, but it will be VERY expensive to maintain that level. Or am I wrong? At least that is the way we play it.
Lady Ishtar

05-27-04, 01:36 PM
Originally posted by Mutu
I may be wrong, but based on what i have read max skill ranks is based on Character level for any skill any of your classes have as class skills.

However whenever gaining a new class you hae to buy skill points based on the class that is gaining the level. So even if you have 1 level in rouge and gain a level in wizard it will still cost 2 skill points to buy 1 rank in a rouge skill that is not a wizard skill.

So yes your max ranks will be high, but it will be VERY expensive to maintain that level. Or am I wrong? At least that is the way we play it.

you are correct