Base arcane melee class [Archive] - Wizards Community

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simon_tage

01-20-06, 12:29 PM
Arcane Knight
Alignment: Any.
Hit Die: d8.

Class Skills
The arcane knight’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Knowledge (arcana) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int) and Use Magic Device(Cha).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Arcane Knight

— Spells per Day —
Level BAB Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th
1st +1 +2 +0 +2 Detect magic, Read magic, Empowered Strike 1/d. — — — —
2nd +2 +3 +0 +3 Spell Trick, Quickened Strike 1/day — — — —
3rd +3 +3 +1 +3 Spell Trick — — — —
4th +4 +4 +1 +4 Summon Familiar, Armored Caster 0 — — —
5th +5 +4 +1 +4 Empowered Strike 2/day 0 — — —
6th +6/+1 +5 +2 +5 Protected Casting 1 — — —
7th +7/+2 +5 +2 +5 1 — — —
8th +8/+3 +6 +2 +6 Quickened Strike 2/day 1 0 — —
9th +9/+4 +6 +3 +6 1 0 — —
10th +10/+5 +7 +3 +7 Empowered Strike 3/day 1 1 — —
11th +11/+6/+1 +7 +3 +7 1 1 0 —
12th +12/+7/+2 +8 +4 +8 1 1 1 —
13th +13/+8/+3 +8 +4 +8 1 1 1 —
14th +14/+9/+4 +9 +4 +9 Quickened Strike 3/day 2 1 1 0
15th +15/+10/+5 +9 +5 +9 Empowered Strike 4/day 2 1 1 1
16th +16/+11/+6/+1 +10 +5 +10 2 2 1 1
17th +17/+12/+7/+2 +10 +5 +10 2 2 2 1
18th +18/+13/+8/+3 +11 +6 +11 3 2 2 1
19th +19/+14/+9/+4 +11 +6 +11 3 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Empowered Strike 5/day, Quickened Strike 4/day 3 3 3 3



Class Features
All of the following are class features of the arcane knight.
Weapon and Armor Proficiency: Arcane knights are proficient with all simple and martial weapons and with light and medium armors.
Detect Magic (Sp): At will, an arcane knight can use detect magic, as the spell.
Read Magic (Sp): At will, an arcane knight can use read magic, as the spell.
Empowered Strike (Su): Once per day, an arcane knight may attempt to charge one normal attack with arcane forces. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per arcane knight level.
At 5th level, and at every five levels thereafter, the arcane knight may empowered strike one additional time per day, as indicated on Table: The Arcane Knight, to a maximum of five times per day at 20th level.
Spell Trick (Sp): The arcane knight may choose any 0-level spell from the sorcerer/wizard spell list, this spell can be used at will. The caster level is equal to the arcane knight’s class level. At 3rd level the arcane knight may pick a second 0-level spell.
Quickened Strike (Su): Once per day, as a swift action, the arcane knight may use his magic to gain an extra attack as part of a full attack action. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the arcane knight might make before her next action.
At 8th level, and at every six levels thereafter, the arcane knight may quickened strike one additional time per day, as indicated on Table: The Arcane Knight, to a maximum of four times per day at 20th level.
Spells: Beginning at 4th level, an arcane knight gains the ability to cast a small number of arcane spells, which are drawn from the arcane knight spell list. He can cast any spell on the arcane knight spell list without preparing it ahead of time, the way a wizard or a cleric must.
To prepare or cast a spell, a arcane knight must have an Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arcane knight’s spell is 10 + the spell level + the arcane knight’s Charisma modifier.
Like other spellcasters, an arcane knight can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Arcane Knight. In addition, she receives bonus spells per day if she has a high Charisma score. When Table: The Arcane Knight indicates that the arcane knight gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
Through 3rd level, an arcane knight has no caster level. At 4th level and higher, her caster level is her arcane knight level minus 3.
Familiar: An arcane knight can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The arcane knight chooses the kind of familiar he gets. As the arcane knight advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the arcane knight, the arcane knight must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per caster level; success reduces the loss to one-half that amount. However, a arcane knight’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.
Armored Caster (Ex): The arcane knight has studied his particular brand of spellcasting to such an extent that he may cast his arcane knight spells while wearing light or medium armor without the fear of incurring any arcane spell failure. This ability does not apply to arcane spells he may know from any other spellcasting class nor does it apply to heavy armors or shields.
Protected Casting (Ex): The arcane knight may apply his Intelligence bonus to his armor class during any round in which he casts a spell as he uses his knowledge of fighting techniques to keep opponents at bay.

Arcane Knight Spells
1st Level
Augment Familiar, Blades of Fire, Cause Fear, Critical Strike, Daze Monster, Enlarge Person, Expeditious Retreat, Guiding Light, Magic Missile, Magic Weapon, Mount, Nightshield, Protection from Chaos/Evil/Good/Law, Reduce Person, Resist Energy, Shield, Silent Image, Sleep, Summon Monster I, Summon Undead I.

2nd Level
Bear’s Endurance, Bladeweave, Blur, Bull’s Strength, Burning Sword, Cat’s Grace, Continual Light, Darkness, Enhance Familiar, Fortify Familiar, Frost Breath, Greater Magic Weapon, Hold Person, Invisibility, Magic Circle Against Chaos/Evil/Good/Law, Protection from Arrows, See Invisible, Summon Monster II, Summon Undead II, Whirling Blade.

3rd Level
Chain Missile, Daylight, Dispel Magic, Displacement, Dolorous Blow, Fly, Haste, Keen Edge, Major Image, Protection from Energy, Slow, Steel Dance, Summon Monster III, Summon Undead III, Weapon of Energy, Weapon of Impact.

4th Level
Confusion, Dimension Door, Dismissal, Draconic Might, Fear, Hold Monster, Know Vulnerabilities, Scrying, Summon Monster IV, Summon Undead IV, Wall of Fire, Wall of Ice.
simon_tage

01-20-06, 01:25 PM
deleted
simon_tage

01-22-06, 01:03 PM
Well, there is a table but I am not sure how to format it. In any event even one comment would be appreciated.
simon_tage

01-23-06, 08:34 AM
As a little further explaination, I made this class just as an exercise really but also to try and do something about the supossed missing archtype. Any thoughts?
Seeker of Undeath

01-23-06, 08:39 AM
For the table, just wrap CODE tags around it. As for my thoughts...I'll stick with Hexblade.
WombleHunter

01-23-06, 09:07 AM
It actually doesn't look too bad. I notice it has all-spells spontaneous casting, like the Warmage - is this intentional?
simon_tage

01-23-06, 10:34 AM
Yes, it was intentional as it does have a limited spell list and was geared to be closer to the paladin and ranger than the wizard.
simon_tage

01-26-06, 02:04 PM
Since no one is screaming one way or the other about it being over/underpowered I will assume that it is both fairly balanced and somewhat bland, which is everything a base class should be.
Elemental_Master

01-26-06, 03:26 PM
It's a tad messy and I am really not liking the look of this class later in the game. I think the best way fo this style of class is a Fighter/sorcerer with mithril chainshirt and mith shield and later adding some Spellsword lvls (cw) and buy a more powerful armor but still mithril.
Dark Voivode

01-26-06, 05:48 PM
I'm keen on this idea as it fits into the concept that I'm working on for my campaign, but before I give this a thumbs up, I'd like to discuss the spell list.

1) Why the summoning spells? If this guy's part of a party (ideally one which contains a full caster as well), why are those spells necessary?

2) Scrying? Again, I'm not trying to be a pain, but why? It seems like it's just thrown in there for filler.

3) Familiar... I'm just not digging this one. I'm of the opinion that full casters should get a familiar they have to love and hug and squeeze and name George. I think melee casters should get something a little more agressive. A mount, a bird of prey, a predator type, but not any familiar. Can you see a fighter carrying around "Froggy" in a pocket while surrounded by orcs looking for a way to kill him?

I like this idea, I really do. I'd add some more unique things in there, make the class it's own. Other than that, I'd say you've done a bang up job.
simon_tage

01-30-06, 08:27 AM
The spell list was a bit tricky. I was trying to make sure there were spells of each school available. I figured most common spells and then added a few in for flavor. Summon monster seemed like a common choice for conjurers (since I thought using the orb spells with his full BAB would be a bit much). The div spells were hard as well.

I pretty much agree with your on the familiar but I didn't wan't it to be quite as powerful as an animal companion or as "wonky" as a steed (since I have seen plenty of people complain about that ability on paladins). Normal familiars can be a tad weak but full blown comapnions could be too good too. How about an alternate list? Something like:

Any Animal with 2HD or less plus horses?
Maraxus

01-30-06, 11:06 AM
Table on demand? Here you are.
— Spells per Day —
Level BAB Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th
1st +1 +2 +0 +2 Detect magic, Read magic, Empowered Strike 1/d. — — — —
2nd +2 +3 +0 +3 Spell Trick, Quickened Strike 1/day — — — —
3rd +3 +3 +1 +3 Spell Trick — — — —
4th +4 +4 +1 +4 Summon Familiar, Armored Caster 0 — — —
5th +5 +4 +1 +4 Empowered Strike 2/day 0 — — —
6th +6/+1 +5 +2 +5 Protected Casting 1 — — —
7th +7/+2 +5 +2 +5 1 — — —
8th +8/+3 +6 +2 +6 Quickened Strike 2/day 1 0 — —
9th +9/+4 +6 +3 +6 1 0 — —
10th +10/+5 +7 +3 +7 Empowered Strike 3/day 1 1 — —
11th +11/+6/+1 +7 +3 +7 1 1 0 —
12th +12/+7/+2 +8 +4 +8 1 1 1 —
13th +13/+8/+3 +8 +4 +8 1 1 1 —
14th +14/+9/+4 +9 +4 +9 Quickened Strike 3/day 2 1 1 0
15th +15/+10/+5 +9 +5 +9 Empowered Strike 4/day 2 1 1 1
16th +16/+11/+6/+1 +10 +5 +10 2 2 1 1
17th +17/+12/+7/+2 +10 +5 +10 2 2 2 1
18th +18/+13/+8/+3 +11 +6 +11 3 2 2 1
19th +19/+14/+9/+4 +11 +6 +11 3 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Empowered Strike 5/day, Quickened Strike 4/day 3 3 3 3


About the class: Looks okay, through definitly on the strong end.

The spellcasting: Why did you not use the normal "spellcasting is half level" and instead made it "level-3"? Sorry, but I can't say more, because I hardly know half of those spells.

I would think twice about the medium armor. Maybe he could be proficient with it and get -15% ASF, so there is still a little risk of 10% if he is wearing a breastplate or mithral full plate.

Protected Casting: Not, that many multi-classed casters make sense, but does this work with any spells, or only with ArKn-spells? Nice ability btw.

Familiar: I agree with Voivode, it does not fit, and with you, that a full familiar could be to much. Simply take a companion at half character level (just like the ranger), and it should be okay. You might still want to make it intelligent and a macical beast, too, to fit the arcane feeling.
simon_tage

01-30-06, 12:19 PM
The spellcasting: Why did you not use the normal "spellcasting is half level" and instead made it "level-3"? Sorry, but I can't say more, because I hardly know half of those spells.

I would think twice about the medium armor. Maybe he could be proficient with it and get -15% ASF, so there is still a little risk of 10% if he is wearing a breastplate or mithral full plate.

The reason for the caster leevl is that a major complaint about multiclassed casters was that their CL was too low to face tough oponents at higher levels. I figure with the limited spell list that it wouldn't be overpowered, not sure until it is playtested though.

Same thing with the armor, I happen to think this classes spell list is weak, which it probably should be, so allowing them full casting abilities is not so bad, you could be right though and it could be a bit much.
Elemental_Master

01-30-06, 03:33 PM
Familiar comment instead of a familiar a special mount (but not as smart as the Paladins).

As far as spell list make it more directed to someone who will spend a lot of time in battle. a.k.a. Bulls strength, magic weopan, and Bears Endurance
darthmurra

02-17-06, 04:27 PM
ok well i do kinda of agree with a familiar , they are arcane casters of sort, kinda reminds me of the warrior of nimbral from 2nd edition FR. Anyway i agree their caster level should be half of their level (they are hybrids) to balance out the base attack bonus and high fort and will.

on the note of the famuiliar , blackguards get a familiar so i think that an arcane warrior with a familiar makes sense. the question you might wanna ask though is , would you rather play this class over a PrC ? that's usually what determines if a class is over powered or not. You might consider condinseiung it to 10 levels and making it a PrC.

if not just cut caster level and familiar level in 1/2 like other hybrids