Battle Magi (fighting caster) 1st class attempt [Archive] - Wizards Community

Post/Author/DateTimePost
T'jai Aracan

02-28-05, 01:38 AM
Allow me to say thank you all for your comments the insightful responses have encouraged me to continue to express my creativity on the web my rubuttals are not meant to be dismissive only to explain why a certain feature was given it's particular characteristics if you still disagree please hit me back as (edit post) means nothing is set in stone. :D
Based off the hex blade class and combined with the bard thrown in comments welcome as this is my 1st class posting, balanced not balanced, suggestions etc. have started the changes they can be found in this color

Battle magi
there are those who command arcane powers with word and gesture, there are those who build legends and legacies with blade and fist, but there are also those that through twist of fate and strength of ,will who do both

adventures:
Battle magi adventure for personal growth, knowledge, power ,or any combination of all three

Characteristics:
the Battle magi combines sorcerous might with combat ability though since time is split between both he is unable to attain the mastery his more specialized companions enjoy in either however his boosting ability combined with a good range of spell options make this class suitable for solo adventurers or those who's group could use secondary buffering on these
key positions( and who's can't)

Alignment:
the boosting ability and spontaneous casting give this class a chaotic lean but does not preclude a lawful bend,this class has no bias towards good or evil

Religion:
some Battle magi see there abilities as a gift from there patron god others see
the ability to command both disiplines as evidence of the power of self so ...go nutty

Background:
as with other sponteous casters the area surrounding a young Battle magi is
frequently troubled with unexplained phenomnon though the sometimes suprising physical acumen of the Battle magi divert attention from him. Battle magi quickly form strong opinions of each other good or bad and once formed barring life changing events it sticks

Races:
if it can spontaneously cast it can be a battle magi

Other Classes:
A battle magi personality will decide its affilations thus said he tends to get
along very well with those of a similar mind set

Role:
With both decent combat and casting ability the Battle magi depending on his spell choices can shore up any party, and with Cha as his main attribute his versility could easily see him leading

GAME RULE INFORMATION

Abilities:
Charisma controls both strength and number of spells so it undoubtedly ranks highest to optimise class abilities. Strength and Con enable more staying power in battle.

Alignment:
any(tends toward chaotic)

Hit Die: d8

Class Skills:
the battle magi class skills (and the key ability for each skill) are bluff(Cha),
concentration(Con), diplomacy(cha), heal(Wis),Knowledge (arcana)(Int)+pick 1,profession(Wis)ride(Dex), and spellcraft(Int).

Skill Points at 1st Level:(2+Int modifer)X 4
Skill Points at Each Additional Level:2+Int modifer

Starting Gold:5d4 X10gp(125 gp average)

Lvl Bab Fort Ref Will Special -spells per day-
save save save abilities 0 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Battle magi boost 1/day 2 - - - - - -
2nd +1 +3 +0 +3 Arcane resistance 3 0 - - - - -
3rd +2 +3 +1 +3 mettle 3 1 - - - - -
4th +3 +4 +1 +4 assume proficiency 3 2 0 - - - -
5th +3 +4 +2 +4 Battle magi boost 3/day 3 3 1 - - - -
6th +4 +5 +2 +5 bonus feat 3 3 2 - - - -
7th +5 +5 +3 +5 Improved Battle magi boost 3 3 2 0 - - -
8th +6/+1 +6 +3 +6 - 3 3 3 1 - - -
9th +6/+1 +6 +4 +6 Battle magi boost 4/day 3 3 3 2 - - -
10th +7/+2 +7 +4 +7 bonus feat 3 3 3 2 0 - -
11th +8/+3 +7 +5 +7 - 3 3 3 3 1 - -
12th +9/+4 +8 +5 +8 dispelling strike 1/day 4 3 3 3 2 - -
13th +9/+4 +8 +6 +8 Battle magi boost 5/day 4 4 3 3 2 0 -
14th +10/+5 +9 +6 +9 - 4 4 3 3 3 1 -
15th +11/+6/+1 +9 +7 +9 bonus feat 4 4 3 3 3 2 -
16th +12/+7/+2 +10 +7 +10 dispelling strike 2/day 4 4 3 3 3 2 0
17th +12/+7/+2 +10 +8 +10 Battle magi boost 6/day 4 4 3 3 3 3 1
18th +13/+8/+3 +11 +8 +11 - 4 4 4 4 4 3 2
19th +14/+9/+4 +11 +9 +11 Greater Battle magi boost 4 4 4 4 4 4 3
20th +15/+10/+5 +12 +9 +12 dispelling strike 3/day,bonus feat 4 4 4 4 4 4 4
class features
all of the following are class features of the Battle magi

Weapon and armor proficiences:a Battle magi is proficient with all simple weapons
plus 6 martial of choice(2 martial can be substutited for one non racial exotic)
Battle casters are proficient with light armour and light shields

Battle magi boost(Su):once per day at first (as a standard action) a battle magi can Boost gaining +2 on attacks, saves, weapon damage, and ability checks for 1d4 plus Cha bonus rds. A Battle magi can boost a second time ony after 2d10-cha modifies and 1/2 the battle magi's class level in minutes have passed(charging period and yes it can be 0) A boost can be used to offset negative magical effects but only for the duration of the boost. At fifth level a battle magi can boost 3 times per day as he more fully learns to tap into his innate offensive potential, every 4 levels beyond 5th (9th,13th, and 17th) a battle magi gains the ability to use his boost one additional time per day, only one boost at a time can be used

Spells: A Battle magi cast arcane spells (like a sorcerer) picked from his spell list. He can cast any spell he knows without preparing it ahead of time
To learn or cast a spell, a must have a Charisma score equal to at least 10 +
the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the Charisma modifier.

A Battle magi’s selection of spells is extremely limited. A begins play knowing
four 0-level spells of your choice. At each new level, he gains one or more new spells, as indicated on the table above. (Unlike spells per day, the number of spells a knows is not affected by his Charisma score; the numbers on the table below Spells Known are fixed.) These new spells can be spells chosen from the spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 5th level, and at every third level after that (8th, 11th, and so on), a Battle magi may choose to learn a new spell in place of one he already knows. In effect, the Battle magi “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell the can cast. A Battle magi may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a Battle magi need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Natural caster(ex): a Battle magi's spellcasting is innate and does not require the elaborate somatic gestures that some casters do as such a battle magi has no penalty when casting in light armour or with a light shield

Arcane resistance(SU): At 2nd level, a Battle magi gains a bonus equal to his Charisma bonus
(Minimum+1) on saving throws against spells and spell like effects.

Mettle(ex): At 3rd level and higher , a Battle magi can resist magical and unusual attacks withgreat willpower or fortitude. If he makes a sucessful will or fortitude save against an attackthat normally would have a lesser effect on a sucessful save (such as any spell with a saving throw entry of will half or fortitude partial), he instead completely negates the effect. an unconscious or sleeping Battle magi does not gain the benefit of mettle.

Assume proficiency(su):At 4th level and higher, a battle magi using a magical item he is not proficient with can make an assume proficiency check [d20+total item bonus(pluses and abilities)+battle magi level +cha bonus vs dc30(+5 to dc for every step away from proficiency)this includes weapons.

Bonus feat: at 5th level an every 5 levels thereafter a Battle magi gains a bonus feat which can be selected from any fighter(barring exclusive) or caster based list

Dispelling strike(su):once per day at 14th levelA Battle magi can attempt a dispelling strike with a normal melee attack. if he hits the target is subject to a targeted greater dispel magic the check is d20 +class level plus normal damage, if the target has no spells or effects to dispel the use is wasted,the battle magi gains one additional use at 16th(for 2 total) and a 3rd at 20th

Improved Battle magi boost(Su): at 7th level the bonuses on attacks, saves, weapon damage,and abilitiy checks is +4 instead of +2

Greater Battle magi boost(Su):19th level the bonuses on attacks, saves, weapon damage, and abilitiy checks is +6 instead of +4 further more the effects can be extended to as many allies as Cha bonus points albiet at the improved rate of +4 not the greater +6

------spells known------
Lvl 0 1st 2nd 3rd 4th 5th 6th
1st 4 - - - - - -
2nd 5 2 - - - - -
3th 6 3 - - - - -
4th 6 3 2 - - - -
5th 6 4 3 - - - -
6th 6 4 3 - - - -
7th 6 4 4 2 - - -
8th 6 4 4 3 - - -
9th 6 4 4 3 - - -
10th 6 4 4 4 2 - -
11th 6 4 4 4 3 - -
12th 6 4 4 4 3 - -
13th 6 4 4 4 4 2 -
14th 6 4 4 4 4 3 -
15th 6 4 4 4 4 3 -
16th 6 4 4 4 4 4 2
17th 6 5 5 4 4 4 3
18th 6 5 5 5 4 4 3
19th 6 5 5 5 5 4 4
20th 6 5 5 5 5 5 4
T'jai Aracan

03-02-05, 02:25 AM
:bump: uh somebody, anybody, everybody comments? :waits:
:banghead: :banghead: :banghead: :banghead: :banghead: :banghead:
Charles the druid

03-02-05, 07:00 PM
Its okay, kinda like a reverse hexblade gaining bonuses opposed to putting penalties on your foes
DM Denubis

03-02-05, 07:27 PM
Personally, I think it's overpowered. But I could be wrong, depending on a few things.

1. What spell list? The bard list, or the wizard list? This is a very important thing to mention, seeing as how it means the difference between him specializing in enchantment or another school.

2. Why high fortitude? Even the Hexblade, a class far more martially oriented than this, has a low fortitude save.

3. I also don't like this class having Use Magic Device. This class is far more offensive than any of the other classes that have it. Perhaps I'm wrong, but I'm not aware of a single class that has both evocation spells and Use Magic Device (Besides the Warlock, which I'm not a major fan of.). Use Magic Device is a very powerful skill, and should not be added to classes on a whim. Especially when you also add in the Decieve Item ability that the Warlock has.

4. Also, as far as Dispelling Strike is concerned, I'm sure you mean the Suel Archanamech's ability, but you should still explain the ability.

5. I see that this is based loosely on the Hexblade. The thing is, buffing yourself is much more powerful than debuffing the enemy, because there is no save involved. If you use the ability, you gain this this and this. There's no way for it to fail, outside of extraordinary circumstances.

6. Is his caster level equal to his level, as a bard, or equal to half his level, as a hexblade?

DM Denubis
Barloch

03-02-05, 09:18 PM
For the boost ability I recommed u change it to like 2d10-cha modifies and 1/2 the battle magis class level or even a set number like 20-cha modifier and 1/2 battle magi class level, so its likely they'll more often then not have to wait at least a few rounds to use it again. Also I don't see decieve item as being nescisairy so I'd throw that away. Also I'm assuming that they can cast with light armor on, you might want to put that down as an ability like the warmages. Maybe give them the ability to channel spells like a spellsword at higher lvls say starting at lvl 10.
T'jai Aracan

03-02-05, 10:16 PM
I really just threw this together to see if there would be any intrest now that i feel a little love I'll start to put in the real work
DM Denubis 1. What spell list? The bard list, or the wizard list?I had actually planned on it being a list depending on what spellcasting u wanted to specialize in.Considering that you have a limited number of spells known I would say the player and the DM should work that out I personally like some spells from other publishers but seeing as how none of the other post I read had any, I forewent(is that a word?) adding 1, really depends again on what type of caster you want I figured this class for a pretty good group rounder
DM Denubis 2.Why high fortitude?based off the fact that the main base class (bard) had 2 and fort made more sense than reflex we can lose it and just go will if that works lemme think on it
DM Denubis 3. I also don't like this class having Use Magic Device.having the class as a back up caster class (note despite the title its casting could be primarily defensive which also works with the theme in my head, and the title come to think on it) I feel it would need to be as versatile with items as possible whether it's a wand of magic missle or a wand of cure light
DM Denubis 4.as far as Dispelling Strike is concerned,new to the boards and have already explained 2 abilities not covered under the OGL so wanted to see if i got a warning b4 continuing
DM Denubis 5. I see that this is based loosely on the Hexblade. The thing is, buffing yourself is much more powerful than debuffing the enemy,s'why I dropped the Bab to the 3/4 instead of the full you only get a certain amount of boosts per day so depending on the encounter you may not wanna use them, think it should be lower?
DM Denubis 6. Is his caster level equal to his level, as a bard, or equal to half his level, as a hexblade?equal as he starts with spells

Barloch
I like the numbers you have on the boost better will add shortly
light armor also going in
with the spell channelling I think that would definately overpower the whole deal might add it as an optional class ability gonna make it a lot more customizable in a little bit
T'jai Aracan

03-05-05, 05:28 PM
WAAAAAAA CHA :bump: !!!!!!
Bluntaxe

03-05-05, 06:15 PM
The attempt wasn't too bad IMO.

I'd do the following:
1. Make the "Battle magi boost" bonus a 'named bonus' of some sort - so less stacking.
2. Also just drop the whole formula for waiting to use it again and instead put 1 turn.
3. Finally I'd do something with the actual bonus that the boost gives. +2 to hit, damage, saves AND ability checks twice per day is pretty good looking for anyone to dip a level for. Probably should drop it to +1.
T'jai Aracan

03-05-05, 07:20 PM
first off let me say thank you all for your comments the insightful responses have encouraged me to continue to express my creativity on the web my rubuttals are not meant to be dismissive only to explain why a certain feature was given it's particular characteristics if you still disagree please hit me back as (edit post) means nothing is set in stone

1) kinda wanted it to stack, don't want the ability to be a secondary consideration it's one of the things I feel flavors the class. It's the ability to focus almost in direct opp. to the barbarian's rage

2)in a gaming situation I feel that a varible recovery rate will add to the drama if it's fixed one might not take the chance of using it unless the're absolutely in trouble this way a less cautious player can either win big or be minorly screwed by his choices

3) :blink: excellent catch(boy I failed my knowledge munchkin check when planning that one :eek: ) I changed it so the bump comes at 5th (which also allowed me to cover that nagging lag at 6th)
Micherin Kar'Alizon

03-05-05, 08:37 PM
Actually, I was thinking about making something like this earlier today, but you just saved me from frying a few brain cells.
I like the idea of choosing arcane spells with the DM's approval, but the formula for the boost lost me almost instantly. If it were me, I'd make it a set time, but it's your call.
Anyway, I really like it and will be keeping an eye on this.
Bluntaxe

03-05-05, 09:08 PM
I still feel boost is too good. Compare closely with Rage.

next

Mettle - I'd have to look at and consider various spells closer to have a better judgement on this. It has a lot of synergy with the two high saving throw progressions. I'd suggest looking at this closely and possibly revise (maybe choose Fort or Will?).
T'jai Aracan

03-05-05, 09:32 PM
hey switch it to a set time, no worries like i said thematically for me I like the varible Bluntaxe suggested 1 turn if that blows your hair back. been searchin around an this is (obviously) on of many attempts to bridge the warrior/spellcaster gap.

Bluntaxe did thats why we have the 3/4 BaB as opposed to full, mabye for your use 1/2 BaB would be better, looked at rage yeah this is a lot better perhaps a shorter duration? gonna do some hard :plotting: on that you did say +1 earlier...
as to the mettle thing there was a discussion on another thread about this would give precise info but the search option isn't working and can't remember where I was :confused: but if i remember the gist it stated (in defense of the ability of course) how it's only good vs spells that first off offer a save and ... ah hell I'll go find it...mettle/improved mettle by thelonious42 over in skills and feats not puter savy enough to link it yet gimmie time