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| Dead_Weasel11-19-07, 04:07 AM | I decided to compose a familiar-oriented PrC for the appropriate portion of NotCon, but worked on the fluff past the deadline (in part because I was working in another direction before the inspiration for this class hit me, 3 hours before the deadline). Pride before a fall, eh? Worse yet, because it was initially rushed, the fluff is fairly generic throughout. I intended to polish it more but have not looked at it since I "finished". Hence, it is unlikely to be easy for anyone aside from myself to read, let alone critique. Fire away, if you have the willpower to push through.ARCANE BLADEMASTER Some spellcasters find that that magic is not always enough to overcome a foe; those that do often seek to enhance their weapons. One took this to the logical conclusion that since a little bit of one's soul was always ingrained in the resulting weapon, an additional investment could generate a more powerful weapon. This spellcaster discovered that the strongest bonds can be formed with weapons they have made themselves, creating weapons that serve these casters as familiars often do. He has since taught others to do as he once did, and a few arcane blademasters have appeared since then, often seeking magical lore or worthy challenges - usually both at once. BECOMING AN ARCANE BLADEMASTER Any arcane spellcaster who finds themselves depending on a weapon can become an arcane blademaster, although they are commonly those with an existing fondness for weaponcrafting. They are almost always more aggressive than other spellcasters, and are drawn to the class in order to gain a particularly reliable weapon they can bring against their enemies. Wizards and sorcerers make up the bulk of the class, being more common than more martial spellcasters and more willing to bind a portion of their essence to an outside object, but a number of others (particularly bards and warlocks, although a few duskblades have done so as well) find the idea appealing enough to research the procedure. Entry Requirements: Skills: Concentration 8 ranks, Craft (weaponsmithing) 10 ranks, Spellcraft 8 ranks. Feats: Craft Magic Arms and Armor, Weapon Focus (any weapon). Base Attack Bonus: +4. Special: Arcane caster level 5th. Special: Summon familiar class ability (or Obtain Familiar). The Arcane Blademaster Hit Die: d6 Level BAB Fort Ref Will Special Spellcasting 1st +0 * * +2 Familiar Weapon, Hardiness, Summon Weapon - 2nd +1 * * +3 Ease of the True Artisan (10%) +1 level of existing arcane spellcasting class 3rd +2 * * +3 Weapon Familiar Enhancement +1 +1 level of existing arcane spellcasting class 4th +3 * * +4 Channeling +1 level of existing arcane spellcasting class 5th +3 * * +4 Weapon Familiar Enhancement +2 +1 level of existing arcane spellcasting class 6th +4 * * +5 Ease of the True Artisan (20%) +1 level of existing arcane spellcasting class 7th +5 * * +5 Weapon Familiar Enhancement +3 +1 level of existing arcane spellcasting class 8th +6 * * +6 Absorption +1 level of existing arcane spellcasting class 9th +6 * * +6 Weapon Familiar Enhancement +4 +1 level of existing arcane spellcasting class 10th +7 * * +7 Ease of the True Artisan (30%), Epitomal Weapon - Class Skills (4+ Int modifier per level): Bluff, Concentration, Craft, Disguise, Hide, Intimidate, Knowledge (all), Listen, Move Silently, Spellcraft, Spot. CLASS FEATURES Familiar Weapon (Ex): If you have a familiar, it is dismissed without penalty to you. A magical weapon (which you must have made and enchanted yourself) with which you have taken Weapon Focus becomes your familiar, receiving all the normal abilities and benefits of being a familiar, and grants you all the benefits a normal familiar would (aside from familiar-specific bonuses to skills or saves). In addition, the weapon familiar's hardness increases by an amount equal to your arcane caster level. Levels in this class stack with any and all other classes for the purposes of determining the abilities granted by your weapon familiar. However, you lose the ability to summon a normal familiar. A touch spell that is "held" by the weapon familiar does not dissipate if you cast another spell, and can be released by making a normal attack with the weapon (one attack discharges the spell, even if the spell would ordinarily be usable multiple times). Any spell that you choose to share with your weapon familiar must be capable of targeting an object. Your weapon familiar gains the ability to use object reading, as the power, on weapons that share its damage type (i.e. piercing, slashing or bludgeoning) at will instead of the ability to speak with animals of its own kind. A weapon familiar uses its own saves (2+1/2 CL) or its master's, whichever are better (although it uses its own Wisdom modifier for Will saves and does not modify its other saves for not having a Dexterity or Constitution score). A weapon familiar can be used to complete the somatic components of spells, allowing you to cast spells with somatic components so long as you would normally be able to do so if you were not holding your weapon familiar. Armor and shields still impose an arcane spell failure chance, unless it would normally be mitigated by other feats, class abilities, or armor properties. If your weapon familiar is destroyed, you can dedicate a new weapon (with which you have taken Weapon Focus) as your familiar as soon as one month after your weapon familiar is destroyed, and you suffer the usual penalty for your familiar being slain if your weapon familiar is destroyed. If you have the Improved Familiar feat, your effective level for determining your weapon familiar's special abilities, natural armor adjustment, and Intelligence is increased by 2. You no longer receive the normal benefit of Improved Familiar. Additionally, you may select Weapon Specialization, Greater Weapon Focus and Greater Weapon Specialization as normal feats, even if you do not have the requisite number of fighter levels. You must still meet all other prerequisites for these feats, though. The Item Familiar feat can be applied to your weapon familiar, although you cannot enter this class if you are linked to a magical item other than the one that would become your weapon familiar. The benefits of the Item Familiar feat stack with benefits gained through this class where applicable, so long as your DM approves of your choices. Hardiness (Ex): At 1st level, you select either Fortitude or Reflex saves; whichever choice you make, this class grants you good progression with that save. The other save receives poor progression from this class. This choice cannot be changed after it is made. Summon Weapon (Su): Once per day you can summon your weapon familiar to you as a full-round action that does not provoke attacks of opportunity. This ability always works as long as your weapon is on the same plane as you are, although it cannot summon your weapon to you from another plane. Spellcasting: At 2nd level and every level thereafter except 10th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had gained a level in the spellcasting class you used to qualify for the class. Ease of the True Artisan (Ex): You use 10% less gp and XP when crafting or enhancing magical items that you have crafted yourself. You must have ranks in the appropriate Craft skill equal to or greater than the item's caster level in order to benefit from this discount. At 6th level you use 20% less gp and XP, and at 10th level you use 30% less gp and XP. This benefit stacks with any other reduction to the costs of crafting magical items. Weapon Familiar Enhancement (Su): At 3rd level, you gain the ability to enhance your weapon familiar. Your weapon familiar's enhancement bonus increases by 1 when it is wielded by you. At every two levels beyond 3rd, you increase the enhancement bonus you can add to your weapon familiar. You can choose to use this enhancement bonus to grant your weapon familiar special abilities, rather than a flat enhancement bonus. To do so you must spend an hour concentrating with your weapon familiar, after which you may reassign your enhancement bonus in the way you choose. You can only apply abilities that your weapon familiar could normally have (i.e. a longsword weapon familiar could not have the returning property). If you prepare spells, you may reassign this enhancement bonus when you prepare your spells for the day. This enhancement bonus does not affect the weapon's hardness or hit points. If you have the Improved Familiar feat, you increase your available weapon familiar enhancement bonus by 1, although you do not gain the ability until 3rd level, as normal. Channeling (Su): At 4th level, you can cast any targeted spell into your weapon familiar as though it were a touch spell, to be discharged on a normal attack, targetting the creature struck. Additionally, touch spells that can be used multiple times are discharged normally, instead of being discharged the first time they are used. Absorption (Su): At 8th level, your weapon familiar gains the ability to absorb a non-permanent magical item it is touching. Your weapon familiar gains the ability to produce the same magical effect as that item once per day, as a full-round action. Your weapon familiar may only absorb one magical item at a time, and can store its effect for up to a week. Absorption destroys the non-permanent magical item, which must have at least one charge, dose, or usage remaining to be targeted by this ability. You can command your weapon familiar to use this ability, or it use it on its own imperative. Epitomal Weapon (Su): At 10th level, you may transform your weapon familiar into an intelligent item in its own right. You must spend a number of gold pieces equal to the base price modifier you select on resources to perform a ritual, which takes a week and requires your full attention, in order to convert your weapon familiar into an intelligent magical item with your alignment and powers of your choice. Your DM must approve your selections, and your weapon familiar may only have a special purpose and dedicated powers if your DM approves, which should be appropriate to its alignment and disposition. Your weapon familiar never has a personality conflict with you, although as a permanent intelligent magical item it can attempt to assert dominance over anyone else who wields it. Your ease of the true artisan ability does not decrease the cost of this ritual, although your DM may decide that other discounts to crafting price apply to this ability. You can later choose to improve your weapon familiar by paying the difference between intelligent item ranks, although you must once again devote a week to this enhancement.You have developed an unusual relationship with your weapon, and you sometimes find that you have more in common with warriors than fellow spellslingers. Your magical talents are still your focus, though, which draws a line between you and your martial comrades. Your aptitude for the direct approach, however, has broadened your understanding of the ways in which subtlety can be applied. Combat Now that your weapon is your familiar, you are a bit more comfortable in close combat - you know that you have a trustworthy ally in hand. At the same time, you are not much tougher than the average arcane spellcaster, and do not rush blindly into melee; you simply feel more confident when the fight comes to you. An arcane blademaster whose familiar is a ranged weapon, however, feels no need whatsoever to enter melee, and will almost certainly have some means of escaping it on hand. Most arcane blademasters choose melee weapons, though, because their spells already provide them a means of dealing with distant enemies. Advancement As you gain levels, your weapon familiar becomes more powerful, even gaining the ability to absorb lesser magic. You do not neglect your magical studies, though, and become a more potent force in your own right as well. You rely less on others than most arcane spellcasters, and as a result you are more comfortable alone. You favor feats and equipment that enhance your spellcasting, relying on your weapon familiar should trouble come too close for you to cast effectively. Resources You are more independent than most arcane spellcasters, but you know just how helpful other warriors and spellcasters can be. Your focus on your weapon distances you from your companions, but you are comfortable with anyone who appreciates your talents.Arcane blademasters run the gamut from secluded arcanists to mercenaries; their goals determine their approach, but their appearance is determined by their methods. Fitting a niche and looking the part greatly reduces the amount of explaining they have to do. Organization Arcane blademasters have difficulty keeping companions; the tendency that some develop to converse with their weapon often alienates potential allies. Companions who accept the arcane blademaster's odd relationship can expect a certain amount of loyalty, though, since an arcane blademaster does not feel much different from any other arcanist with a familiar. NPC Reactions Most people are confused if an arcane blademaster tries to explain that his familiar is also his weapon; for this reason they rarely take the time to explain their particular talents, and some extend their hesitation to talking about themselves in general. Other arcanists are about evenly divided between curious and contemptful; spellcasters with familiars have a starting attitude of friendly if they recognize that the arcane blademaster's weapon is a familiar.Characters who have ranks in Knowledge (arcana) can research arcane blademasters to learn more about them. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. DC 10: Arcane blademasters are spellcasters with a martial streak and a fondness for magical weaponry. DC 15: Arcane blademasters have a magical weapon that they have made similar to the familiars other arcanists rely upon. DC 20: Arcane blademasters are spellcaster/craftsmen whose weapon of choice is sentient and especially dangerous.A prideful arcane blademaster makes an excellent rival for a warrior or spellcaster PC, defeating the PC in their own specialty with their unusual abilities. Once defeated, the arcane blademaster could become a grudging admirer and steadfast ally - or a bitter enemy. Adaptation An arcane blademaster could easily be adapted to reflect a well-armored arcanist, or a druid who does not want to endanger an animal for her own purposes. Alignment and organization requirements could transform the arcane blademaster into a crusading do-gooder or an arrogant tyrant.On a visit to a respected library or other institution, the PCs find Karlatin perusing the stacks. She scoops up the tome the PCs are looking for, just as the guards arrive - she has entered without permission, and has a reputation for causing trouble. She dispatches the guards handily with subdual damage and a channeled deep slumber before teleporting away, defending herself from the PCs if necessary but refusing to hurt anyone. The PCs need to find her and convince her to return the book, or at least get an opportunity to peruse it themselves, to find out what they need to know.Karlatin Andrais CR 15 Female elf wizard 10/arcane blademaster 5 CG Medium humanoid (elf) Init +4; Senses low-light vision; Listen +7, Spot +7 Languages Common, Draconic, Elven, Gnome, Orc, Sylvan --- AC 18, touch 14, flat-footed 14 (+4 Dex, +4 mage armor) hp 57 (15 HD) plus 15 temporary Immune magic sleep effects Fort +8, Ref +8, Will +11 --- Speed 30' (6 squares) Melee +15 Sunfeather (2d6+1 subdual/15-20/x2) Base Atk +8; Grp +9 Special Actions channeling, summon weapon Combat Gear Sunfeather Wizard Spells Prepared (CL 14th): 7th-mass hold person, spell turning* 6th-greater dispel magic, greater heroism, mislead, shadow walk 5th-hold monster, teleport**, wall of force, waves of fatigue 4th-charm monster, enervation, fear, illusory wall, mass reduce person 3rd-deep slumber**, haste*, hold person, slow, wind wall 2nd-blur, cat's grace*, false life*, invisibility**, knock**, mirror image 1st-disguise self*, hold portal**, identify, mage armor*, obscuring mist, true strike 0-light, open/close, prestidigitation, read magic* * Spells marked with * are currently in effect. ** Spells marked with ** have been expended entering the library. --- Abilities Str 12, Dex 18 (14 normal), Con 12, Int 22, Wis 10, Cha 12 SQ Feats Craft Magic Arms and Armor, Craft Wondrous Item, Greater Weapon Focus (rapier), Improved Familiar, Scribe Scroll, Skill Focus (Concentration), Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier) Skills Concentration +22, Craft (weaponsmithing) +24, Decipher Script +21, Listen +7, Spellcraft +24, Spot +7 Possessions None; Karlatin is travelling light, just in case she is captured. She has possessions and gear appropriate to a character of her level stashed safely away. Spellbook Karlatin's travel spellbook contains only the spells she presently has prepared. --- Familiar: Karlatin's familiar is a +2 rapier she has named Sunfeather. Alertness (Ex): Sunfeather grants Karlatin Alertness while it is within 5' of her. Channeling (Su): Karlatin can store targeted spells and touch spells in Sunfeather and use them as part of an attack. Deliver Touch Spells (Su): Sunfeather can store and deliver touch spells for Karlatin Empathic Link (Su): Sunfeather can communicate telepathically with Sunfeather at a distance of up to 1 mile. Share Spells (Su): Karlatin can have any spell she casts on herself also affect Sunfeather if it is with 5 feet at the time. Scry on Familiar (Sp): Karlatin can scry on Sunfeather (as the scrying spell) once per day. Speak With Master (Ex): Karlatin and Sunfeather can communicate verbally. Weapon Familiar Enhancement (Su): Sunfeather is currently a +3 keen merciful rapier. Hardiness: Karlatin receives good Fortitude saves from levels in arcane blademaster. Sunfeather, +2 rapier Familiar: currently +3 keen merciful rapier hp 28 AC 23 (+4 Dex, +9 natural) hardness 28 Abilities Str -, Dex -, Con -, Wis 10, Int 14, Cha 10 SQ Improved Evasion, SR 20 The remainder of Karlatin's gear and the contents of her normal spellbook should be selected by the DM, which could be a good opportunity for the introduction of new items or spells. |
| Darth Sephiroth11-20-07, 07:24 AM | It looks like a decent class, however almost everything in it can already be replicated by the Item Familiar feat, and if they stack you could end up with a very powerful piece of equipment. |
| Dead_Weasel11-20-07, 03:21 PM | Blargh. I figured that this had been done before, but I never thought it had been done as early (or as officially) as Unearthed Arcana. This is what I get for not paying enough attention to details. Will update/discard once I examine Item Familiar :embarrass. EDIT: It would seem that all is not lost; Item Familiar is generic enough to work with the class, although it could be used to produce an overly powerful weapon. I suppose that I will have to leave that matter for DM moderation, since I am unwilling to rebuild the class around Item Familiar - although I will grant that that would be another valid option. |
| Darth Sephiroth11-21-07, 02:19 PM | One thing that could also work would be to mix the Item Familiar and the Focus Caster familiar substitution option, that would let you have some real fun with your weapon as it enhances your spells while giving you abilities. |
| Dead_Weasel11-21-07, 02:48 PM | That would work very well, although it would necessitate the Obtain Familiar feat. |
| Darth Sephiroth11-21-07, 11:55 PM | Not necessarily, using Focused Caster variant lets you focus on an item based enhancement if you add Item Familiar tied to it you can build from there. |
| Dead_Weasel11-25-07, 12:56 AM | Very true, but in order to get into Arcane Blademaster it would be necessary. I would like to keep things on-topic, after all. I will certainly concede that it is an interesting alternative, since it provides similar primary benefits without the same level of commitment that a PrC requires. |
| ShadeSeraph11-25-07, 07:27 AM | Ok, some opinions: First, this class is more interesting (from an optimization point of view) for breaking the crafting system. As far as I can see it, you are giving a +5 bonus on top of the ones the weapon would have (a difference of as much as 150.000 gp), the ability to multiply the uses of scrolls and potions (you can use a single scroll 7 times, if i am not wrong), and, at last, but not the least, the ability to craft for a 30% less money, stacking with other reductions. So, that means that all the equipment that I want to create will have a cost of 20% of the original cost (+ 1/25 * 40% of the original cost in xp)? because, let's face it, all the items you will be forging for your friends will be usable "only for their class", so you get the 30% reduction. Usually, losing 2 caster levels is a reasonable drawback for almost any crazy idea, but maybe this is too much. Other than that, looks like a nice class. The channeling may be somewhat powerful, as you are granting Channel Spell from the spellsword at will, but with the limitation that you must cast the spell (making it a standard action) instead of channeling it as a move action. The last thing that maybe you would want to add is the feat "somatic weaponry" for free, from Complete Mage. Well, that's it. It looks more like a crafter than a warrior-wizard. |
| Dead_Weasel11-27-07, 05:49 PM | Ok, some opinions: First, this class is more interesting (from an optimization point of view) for breaking the crafting system. As far as I can see it, you are giving a +5 bonus on top of the ones the weapon would have (a difference of as much as 150.000 gp), the ability to multiply the uses of scrolls and potions (you can use a single scroll 7 times, if i am not wrong), and, at last, but not the least, the ability to craft for a 30% less money, stacking with other reductions. So, that means that all the equipment that I want to create will have a cost of 20% of the original cost (+ 1/25 * 40% of the original cost in xp)? because, let's face it, all the items you will be forging for your friends will be usable "only for their class", so you get the 30% reduction. Usually, losing 2 caster levels is a reasonable drawback for almost any crazy idea, but maybe this is too much.So, what about losing another caster level at 6th? Do you think that that would fix the problem, or should I reduce the discount, or limit it somehow instead?Other than that, looks like a nice class. The channeling may be somewhat powerful, as you are granting Channel Spell from the spellsword at will, but with the limitation that you must cast the spell (making it a standard action) instead of channeling it as a move action.Thank you. The spellsword is a martial caster; I wanted this class to focus instead upon the weapon familiar, which makes martial abilities inescapable. I did not, however, want them to become 'center stage,' as it were.The last thing that maybe you would want to add is the feat "somatic weaponry" for free, from Complete Mage.I neglected that detail; I will not add a feat (the class gives out enough already), but I will add something about using a weapon familiar to complete somatic components. Good catch.Well, that's it. It looks more like a crafter than a warrior-wizard.It is intended to be all three, really. I just could not come up with a better name for the class ;). Anything that described it accurately would sound silly, so I decided that a caster who had transformed their weapon into a familiar would appear more martial to observers, since most of their skills were focused on crafting magical items and enhancing their familiar, in order to make themselves better warriors. |
| ShadeSeraph11-28-07, 05:59 PM | Mmmm... No, do not add the lose of another caster level. it would mean that the wizard would be able to get 9th level spells, while the sorcerer would get only 8th level spells. The wizard already gains a lot more from this class than the sorcerer, and the second should have some love too. However, reducing the percentage to 20% would be reasonable, even if it is still somehow powerful. Or giving a XP/money pool to spend (something along the lines of the Artificer). Another good idea would be restringing it to some kind of items. Only for single uses ones, or for the ones created from the Craft Magic Arms and Armors. The last one would be nice flavorwise, in my opinion. |
| Dead_Weasel11-29-07, 01:40 AM | for the ones created from the Craft Magic Arms and Armors.I like this, and agree with you that it seems most in line with the fluff. A similar alternative that occurs to me is that it would apply only to enchanting items that the AB has created herself with the appropriate Craft skill - hence, weaving for cloaks, bookbinding/calligraphy/painting for scrolls, leatherworking for boots, gemcutting for jewelry, etc.; additionally allowing you to combine the crafting and enchanting times. Thoughts? I do not really look forward to adding yet another DM-moderation item to the class, but it could inject a little bit more interest into the crafting process... |
| ShadeSeraph11-29-07, 04:35 PM | Mmmm... That would be nice. It would add some incentive to pick up craft skills, which usually are just ignored, and would make a nice roleplaying addition, mainly when using special materials ("I need the legendary Orihalcon to forge my best weapon... only then will I be able to create the mightiest sword in the realm..."). The only problem with that is that the mage would be able to pick ony a few ranks (1 or 2) and then just pick 20, boosting the check with cheap magic items or spells. Flavourwise, the idea is great, maybe with some work it could be made somewhat balanced mechanically speaking. |
| Dead_Weasel11-29-07, 06:19 PM | ony a few ranks (1 or 2) and then just pick 20And if a number of ranks equal to the CL of the item are required to use the discounted price? |
| ShadeSeraph11-30-07, 11:33 AM | That would be the best, yep :nod: :nod: This way, the character will be able to benefit from the bonus, while at the same time getting some flavor and interesting choices from the craft skill ^^. Nice catch. In my opinion, that would pretty much be the finishing touch ;). |
| Dead_Weasel11-30-07, 10:35 PM | Changed. Anyone else have :twocents:? |
| Dead_Weasel12-18-07, 07:59 PM | :bump: for great justice; last time, though. |