The Arcane Sergeant (A spellslinging army commander!) [Archive] - Wizards Community

Post/Author/DateTimePost
bkdubs123

09-06-07, 12:54 AM
Well, somebody was trying to make a arcane spellcaster general PrC a while back, and while they didn't do a whole lot with it, I want to expand upon the idea and actually see what happens. I'm intrigued. Here goes.

The Arcane Sergeant

"Once the enemy's breached my Wall of Fire our archers will fire their first volley. If there is anyone still standing, the swordsmen will engage from flanking positions. My abjurations should keep them fighting for a while," - Malkin Swordbolt, an Arcane Sergeant informing his courier of his next battleplan.

An Arcane Sergeant is an arcane spellcaster who has taken up the unlikely path of army leader. He takes up the mantle of commander, he rides into battle flings fireballs, barks orders, and bewitches the enemy troops. Depending on the style of the spellcaster before entering the class he learns new strategies and better ways to employ his arcane talents on the field of war.

Hit Dice: d6
Requirements:
Skills: Diplomacy 4 ranks, Gather Information 4 ranks, Knowledge (History) 4 ranks, Knowledge (Geography) 4 ranks
Feats: Leadership
Special: Ability to cast 3rd level arcane spells.

Level BAB Fort Ref Will Special
1. +0 +0 +0 +2 Arcane Warfare, Armored Mage (light)
2. +1 +0 +0 +3 Bonus Feat
3. +2 +1 +1 +3
4. +3 +1 +1 +4 Armored Mage (Medium)
5. +3 +1 +1 +4 Greater Arcane Warfare
6. +4 +2 +2 +5 Bonus Feat
7. +5 +2 +2 +5
8. +5 +2 +2 +6 Armored Mage (Heavy)
9. +6 +3 +3 +6 Bonus Feat
10. +7 +3 +3 +7 Master of Arcane Warfare

Class Skills
The Arcane Sergeant's class skills are: Concentration, Diplomacy, Gather Information, Knowledge (Any, taken separately), Profession, and Ride
Skill Points at each level: 4 + Int modifier

Class Features

All of the following are class features of the Arcane Sergeant.

Weapon and Armor Proficiency: An Arcane Sergeant is proficient with all simple weapons, with a number of martial weapons equal to his class level (chosen at each level), and with all armors, but not shields.

Spellcasting: At every level except 1st and 6th an Arcane Sergeant gains new spells per day as if he had gained levels in an arcane spellcasting class he belonged to before becoming an arcane sergeant.

Arcane Warfare: When a spellcaster enters this prestige class he begins to understand how best to use his arcane talents on the battlefield. Spellcasters of different persuasions make use of different tactics, but all Arcane Sergeants use their magic in different ways than any other arcane spellcaster could on the battle field. At 1st level choose a school of magic. You or your troops gain special benefits on the battlefield when you cast spells from your chosen school.

Abjuration: Arcane Sergeants that choose Abjuration can effect a greater number of allies than normal with abjurations allowing them to target a number of HD worth of allies equal to their Caster Level x their Intelligence or Charisma modifier (Intelligence for prepared casters, Charisma for spontaneous casters) in addition to the normal number of targets allowed by the spell.

Conjuration: Arcane Sergeants that choose Conjuration summon sturdy allies to protect them in battle. Creatures an arcane sergeant summons through Conjuration spells gain DR 1/-- for every two class levels (rounded up), and a +2 bonus to Strength, Dexterity and Constitution. Furthermore, 1/day an arcane sergeant may cast any Summon Monster spell as a swift action.

Divination: Arcane Sergeants that choose Divination maintain a link to the future that grants them several advantages in combat. Whenever an arcane sergeant casts a Divination spell he gains Uncanny Dodge, Evasion, and an insight bonus to AC and Reflex saving throws equal to the level of the spell for a number of rounds equal to the level of the spell.

Enchantment: Arcane Sergeants that choose Enchantment mess with the heads of whole enemy units. Whenever a foe fails a Will save against an enchantment spell as cast by an arcane sergeant all foes within 10 ft (of the spell area) are dazed for 1 round, and take a -1 penalty to Will saves for the duration of the spell.

Evocation: Arcane Sergeants that choose Evocation raise the morale of their troops with their explosive artillery. Whenever an arcane sergeant deals damage with an Evocation spell all allies that could see the effects of the spell gain a +2 morale bonus to attack and damage rolls, and on saves against fear for 5 rounds.

Illusion: Arcane Sergeants that choose Illusion strengthen their allies against their effects. Allies of an arcane sergeant are immune to all Illusion spells cast by the Sergeant, and gain a +3 morale bonus to resist the illusions of others. Furthermore whenever an arcane sergeant casts an Illusion spell, all foes in the area of the spell are flat-footed for the duration of the spell.

Necromancy: Arcane Sergeants that choose Necromancy can perform acts that terrify his enemies. Whenever an arcane sergeant casts a Necromancy spell all enemies within 60 ft of the Sergeant must succeed on a Will save (DC equals the save DC of the spell cast) or become shaken.

Transmutation: Arcane Sergeants that choose Transmutation are well prepared for battle. Three times per day an arcane sergeant may cast a Transmutation spell of 2nd level or lower targeting himself as a swift action. Whenever an arcane sergeant casts a Transmutation spell he, and all allies within 30 ft gain a +2 circumstance bonus to Fortitude saves for the duration of the spell.

Armored Mage: At 1st level an arcane sergeant masters the ability to cast arcane spells in light armor without spell failure. This ability improves at 4th level allowing the Sergeant to cast in Medium armor, and at 8th level allowing the Sergeant to cast in Heavy armor.

Bonus Feats: At 2nd, 6th and 9th levels an arcane sergeant receives a bonus feat that may be any metamagic or reserve feat.

Greater Arcane Warfare: At 5th level the Arcane Sergeant puts his favorite spells to greater battlefield use gaining further benefits to expand upon his already burgeoning talents.

Abjuration: The abjurations of an arcane sergeant become a part of himself and his allies. As such they are difficult to dispel. Whenever an attempt is made to dispel an Abjuration cast by an arcane sergeant the recipient of that spell is entitled to a Fort save against the Dispel check. If successful the Dispel attempt fails. This Fort save is in addition to the Arcane Sergeant's opposed Caster Level check, it does not replace it. Furthermore, recipients of an abjuration spell cast by an arcane sergeant gain a +2 circumstance bonus to AC for the duration of the spell (this stacks with any other AC bonuses provided by the spell, including other circumstance bonuses).

Conjuration: Creatures summoned by an arcane sergeant grow ever more powerful. These summoned creatures gain 2 additional HD and get a +4 circumstance bonus to Strength, Dexterity and Constitution (this bonus replaces the bonus from Arcane Warfare). Furthermore 2/day an arcane sergeant may cast any Summon Monster spell as a swift action.

Divination: Whenever an arcane sergeant casts a divination spell all allies within 30 ft share the benefits of his Arcane Warfare.

Enchantment: Whenever a foe fails a Will save against an enchantment spell as cast by an arcane sergeant enemies within 10 ft (of the spell area) are stunned for 1 and take a -2 penalty to Will saves for the duration of the spell.

Evocation: The bonus when an arcane sergeant damages a foe with an Evocation spell increases to +4.

Illusion: Enemies in the area of an Illusion spell as cast by an arcane sergeant can't make attacks of opportunity for the duration of the spell and take a -10 penalty to Listen, Spot and Search checks.

Necromancy: Whenever an arcane sergeant casts a Necromancy spell all enemies within 60 ft must succeed on a Will save (DC is the save DC of the spell cast) or become frightened. Furthermore, an arcane sergeant may cast Animate Dead 1/day as a swift action.

Transmutation: The number of per day swift action Transmutation spells an arcane sergeant can cast increases to 4/day and he can now cast up to 4th level spells in such a way. Furthermore the bonus to Fortitude saves increases to +4.

Master of Arcane Warfare: A 10th level Arcane Sergeant is an unparalleled arcane savant of the battlefield. His favorite spells shape the battlefield and can easily mean victory for him and his troops.

Abjuration: Recipients of an Aburation spell as cast by an arcane sergeant receive DR 5/-- and a +3 morale bonus to all saving throws.

Conjuration: Creatures summoned by an arcane sergeant are immune to all physical damage and succeed on all saving throws during the first round in which they are summoned, receive 4 additional HD, and gain a +6 bonus to Strength, Dexterity, and Constitution. Furthermore, an arcane sergeant may now cast any Summon Monster spell 3/day as a swift action.

Divination: Whenever an arcane sergeant casts a Divination spell all allies within 100 ft share the benefits of his Arcane Warfare. Furthermore, after casting a Divination spell an arcane sergeant automatically dodges the next three attacks made against him, and automatically succeeds on the next three saving throw he makes.

Enchantment: Whenever a foe fails a Will save against an enchantment spell as cast by an arcane sergeant enemies within 5 ft (of the spell area) are confused for 1 round and foes within 10 ft take a -4 penalty to Will saves for the duration of the spell.

Evocation: The bonus when an arcane sergeant damages a foe with an Evocation spell increases to +6. Furthermore allies within 30 ft of the Sergeant are immune to Mind Afflicting effects for 5 rounds.

Illusion: Enemies in the area of an Illusion spell as cast by an arcane sergeant take a -6 penalty to Dexterity and can't see beyond 20 ft for the duration of the spell and take a -20 penalty to Listen, Spot and Search checks.

Necromancy: Whenever an arcane sergeant casts a Necromancy spell all enemies within 10 ft must succeed on a Will save (DC is the save DC of the spell cast) or become paralyzed for number of rounds equal to the spell level. Foes that succeed are shaken for 1 round. Foes within 60 ft must succeed on a Will save or become panicked. Furthermore, an arcane sergeant may cast Animate Dead 3/day as a swift action.

Transmutation: The number of per day swift action Transmutation spells an arcane sergeant can cast increases to 5/day and he can now cast up to 6th level spells in such a way. Furthermore the bonus to Fortitude saves increases to +6.
CobaltDeathWolf

09-07-07, 04:28 PM
this certainly does look interesting
the name is kinda funky though (Magocrat???)
and i dont see the "aristocrat" part of the class anywhere
(at least i'm assuming thats where the name came from)
forsaken1111

09-08-07, 01:25 AM
How about something simple, like Arcane Seargent or Combat Mage... Battlefield Wizard... etc. Magocrat sounds silly.
bkdubs123

09-08-07, 03:33 AM
Arcane Sergeant sounds good enough. CHANGING!

What do people think of the class itself? It seems a little like an overpowered clone of the Master Specialist to me...
CobaltDeathWolf

09-08-07, 01:06 PM
much better name! i would have gone with "Eldritch Tactitian" but still good!:D
and i'm afraid i am not familiar with this master specailist you speak of:confused:
forsaken1111

09-08-07, 01:07 PM
much better name! i would have gone with "Eldritch Tactitian" but still good!:D
and i'm afraid i am not familiar with this master specailist you speak of:confused:

Its a class from Complete Mage.
IdleAltruism

09-08-07, 02:08 PM
First off I want to say that I like the idea of the class. A mage general is a pretty spiffy idea. The problem is D&D doesn't agree with us. Utilizing the leadership feat at high levels is just for the cohort, the followers are just kind of there. At mid-high levels the followers just sit back at your base basically.



Hit Dice: d6
Requirements:
Skills: Diplomacy 4 ranks, Gather Information 4 ranks, Knowledge (History) 4 ranks, Knowledge (Geography) 4 ranks
Feats: Leadership
Special: Ability to cast 3rd level arcane spells.

Ok these skills don't make much sense to start. Diplomacy, meh, why does he need diplomacy? Hes not a diplomat, hes not trying to change the attitude of his troops and he doesn't have enough ranks to change the attitude of his enemies. Diplomacy is one of those skills you should have as a class skill and take it all the way up.

Gather Info, hes a commander type he should have someone else do this?

History I can kind of see this.

geography sure why not.

The biggest problem is that these are more for wizards, a sorcerer isn't going to have that many skill points to throw around and the knowledges would be cross-classed.

Level BAB Fort Ref Will Special
1. +0 +0 +0 +2 Arcane Warfare, Armored Mage (light)
2. +1 +0 +0 +3 Bonus Feat
3. +2 +1 +1 +3
4. +3 +1 +1 +4 Armored Mage (Medium)
5. +3 +1 +1 +4 Greater Arcane Warfare
6. +4 +2 +2 +5 Bonus Feat
7. +5 +2 +2 +5
8. +5 +2 +2 +6 Armored Mage (Heavy)
9. +6 +3 +3 +6 Bonus Feat
10. +7 +3 +3 +7 Master of Arcane Warfare

Class Skills
The Arcane Sergeant's class skills are: Concentration, Diplomacy, Gather Information, Knowledge (Any, taken separately), Profession, and Ride
Skill Points at each level: 4 + Int modifier

Hes a mage not a fighter, change the medium BAB to poor and the skills to +2 int. This class doesn't merit either.

Weapon and Armor Proficiency: An Arcane Sergeant is proficient with all simple weapons, with a number of martial weapons equal to his class level (chosen at each level), and with all armors, but not shields.

Again hes a mage, not a fighter. Theres no reason they should get martial weapons. They lead troops with magic not weapons, the weapons would be ceremonial at best. I'd drop the armor, if you really want them to have it make it a prerequisite.

Abjuration: Arcane Sergeants that choose Abjuration can effect a greater number of allies than normal with abjurations allowing them to target a number of HD worth of allies equal to their Caster Level x their Intelligence or Charisma modifier (Intelligence for prepared casters, Charisma for spontaneous casters) in addition to the normal number of targets allowed by the spell.

This is way to much. This is giving a party a super buffer, mages are effective buffers already, with this they just become ridiculous.

Conjuration: Arcane Sergeants that choose Conjuration summon sturdy allies to protect them in battle. Creatures an arcane sergeant summons through Conjuration spells gain DR 1/-- for every two class levels (rounded up), and a +2 bonus to Strength, Dexterity and Constitution. Furthermore, 1/day an arcane sergeant may cast any Summon Monster spell as a swift action.

Does this give +2 str, dex, and con every 2 levels? If it does I would say to powerful, if not its worth 2 at least 2 feats which is still powerful.

Divination: Arcane Sergeants that choose Divination maintain a link to the future that grants them several advantages in combat. Whenever an arcane sergeant casts a Divination spell he gains Uncanny Dodge, Evasion, and an insight bonus to AC and Reflex saving throws equal to the level of the spell for a number of rounds equal to the level of the spell.

I can't remember the class but I believe its an oracle based class that has something like this. Its ok, but really how often do you cast divination spells during combat? Especially high level ones. I see this as more of a pre-buff then anything which is probably not that bad but not that great. So overall a decent ability, it could probably work well if the player used it wisely. I think it gives to many bonuses as a starting ability tho.

Enchantment: Arcane Sergeants that choose Enchantment mess with the heads of whole enemy units. Whenever a foe fails a Will save against an enchantment spell as cast by an arcane sergeant all foes within 10 ft (of the spell area) are dazed for 1 round, and take a -1 penalty to Will saves for the duration of the spell.

Way to powerful, at least allow everyone a save vs the daze.....This is to much for a starter ability.

Evocation: Arcane Sergeants that choose Evocation raise the morale of their troops with their explosive artillery. Whenever an arcane sergeant deals damage with an Evocation spell all allies that could see the effects of the spell gain a +2 morale bonus to attack and damage rolls, and on saves against fear for 5 rounds.

This is either to good or not good enough. I can see this being abused in massive combats with armies, but with a party of adventurers its encroaching on bard territory and doing it poorly. To weak for adventurers to good for troops. I'd recommend changing the ability all together.

Illusion: Arcane Sergeants that choose Illusion strengthen their allies against their effects. Allies of an arcane sergeant are immune to all Illusion spells cast by the Sergeant, and gain a +3 morale bonus to resist the illusions of others. Furthermore whenever an arcane sergeant casts an Illusion spell, all foes in the area of the spell are flat-footed for the duration of the spell.

Flat-footed doesn't make much sense here. It only works with AoE illusion spells so they may be surprised but not flat-footed. I'd allow allies some sort of bonuses against enemies that are affected by your illusions.

Transmutation: Arcane Sergeants that choose Transmutation are well prepared for battle. Three times per day an arcane sergeant may cast a Transmutation spell of 2nd level or lower targeting himself as a swift action. Whenever an arcane sergeant casts a Transmutation spell he, and all allies within 30 ft gain a +2 circumstance bonus to Fortitude saves for the duration of the spell.

This ability is pretty weak.

Armored Mage: At 1st level an arcane sergeant masters the ability to cast arcane spells in light armor without spell failure. This ability improves at 4th level allowing the Sergeant to cast in Medium armor, and at 8th level allowing the Sergeant to cast in Heavy armor.

Again I don't understand the armor mage. If he was a spellsword maybe? I just see this mage flying above the battlefield/riding a dragon/being far in the back. Not a front line mage shocking grasping people while wearing fullplate.

Bonus Feats: At 2nd, 6th and 9th levels an arcane sergeant receives a bonus feat that may be any metamagic or reserve feat.

This class gives quite a few benefits already, I don't think it needs any bonus feats.

Abjuration: The abjurations of an arcane sergeant become a part of himself and his allies. As such they are difficult to dispel. Whenever an attempt is made to dispel an Abjuration cast by an arcane sergeant the recipient of that spell is entitled to a Fort save against the Dispel check. If successful the Dispel attempt fails. This Fort save is in addition to the Arcane Sergeant's opposed Caster Level check, it does not replace it. Furthermore, recipients of an abjuration spell cast by an arcane sergeant gain a +2 circumstance bonus to AC for the duration of the spell (this stacks with any other AC bonuses provided by the spell, including other circumstance bonuses).

This ability is to powerful, late level thats alot of combat, debuffing and buffing. This gives to big an advantage.

Conjuration: Creatures summoned by an arcane sergeant grow ever more powerful. These summoned creatures gain 2 additional HD and get a +4 circumstance bonus to Strength, Dexterity and Constitution (this bonus replaces the bonus from Arcane Warfare). Furthermore 2/day an arcane sergeant may cast any Summon Monster spell as a swift action.

Do these abilities stack with augment summoning?

Divination: Whenever an arcane sergeant casts a divination spell all allies within 30 ft share the benefits of his Arcane Warfare.

Party wide evasion+reflex save? I think this ability is a bit much.

Enchantment: Whenever a foe fails a Will save against an enchantment spell as cast by an arcane sergeant enemies within 10 ft (of the spell area) are stunned for 1 and take a -2 penalty to Will saves for the duration of the spell.

At least give the other foes a save. Thats might be to powerful, I'm thinking something like charm monster mass, your all charmed and stunned!

Evocation: The bonus when an arcane sergeant damages a foe with an Evocation spell increases to +4.

Same issues as before.

Illusion: Enemies in the area of an Illusion spell as cast by an arcane sergeant can't make attacks of opportunity for the duration of the spell and take a -10 penalty to Listen, Spot and Search checks.

Allow them a save(Maybe even once per round), this is to big an advantage against larger opponents.

Necromancy: Whenever an arcane sergeant casts a Necromancy spell all enemies within 60 ft must succeed on a Will save (DC is the save DC of the spell cast) or become frightened. Furthermore, an arcane sergeant may cast Animate Dead 1/day as a swift action.

I would change it to "or be affected by a cause fear spell". I would really think about adding bonuses to commanding undead for this. Although I think that would be a PrC in itself? Maybe add bonuses for having undead in your army. Like moral penalties for the enemy if they are living.

Transmutation: The number of per day swift action Transmutation spells an arcane sergeant can cast increases to 4/day and he can now cast up to 4th level spells in such a way. Furthermore the bonus to Fortitude saves increases to +4.

Quickened polymorph, joy. I think its a little to powerful giving free quickened spells. These are 8th level spell equivalents. I hate 1/day abilities, but if you want it to be that way I'd keep it at 2/day or make it 1/day for 3rd-4th level spells and let them keep the 2/day for 1st-2nd.


Abjuration: Recipients of an Aburation spell as cast by an arcane sergeant receive DR 5/-- and a +3 morale bonus to all saving throws.

This has the same problem as the evocation ability. Not really amazing for a party at this level. But extremely powerful for an army. Also there is no duration for this?

Conjuration: Creatures summoned by an arcane sergeant are immune to all physical damage and succeed on all saving throws during the first round in which they are summoned, receive 4 additional HD, and gain a +6 bonus to Strength, Dexterity, and Constitution. Furthermore, an arcane sergeant may now cast any Summon Monster spell 3/day as a swift action.

This isn't to bad as a final ability.

Divination: Whenever an arcane sergeant casts a Divination spell all allies within 100 ft share the benefits of his Arcane Warfare. Furthermore, after casting a Divination spell an arcane sergeant automatically dodges the next three attacks made against him, and automatically succeeds on the next three saving throw he makes.

No. Never auto anything. This is equivalent to something like 3 limited wishes every time you cast a dinky 1st level divination(not including that it affects your party) and your party shares the benefit! Just no, this is way to powerful. Just get rid of this.

Enchantment: Whenever a foe fails a Will save against an enchantment spell as cast by an arcane sergeant enemies within 5 ft (of the spell area) are confused for 1 round and foes within 10 ft take a -4 penalty to Will saves for the duration of the spell.

Again no save, it looks to abusable.

Evocation: The bonus when an arcane sergeant damages a foe with an Evocation spell increases to +6. Furthermore allies within 30 ft of the Sergeant are immune to Mind Afflicting effects for 5 rounds.

Mind afflicting is a strange way to put it. Mind affecting would be more appropriate, but if the bonus to hit and damage is a moral bonus I don't think they'd get it if they had a mindblank. This is essentially gives allies mindblank which is sort of weird. This ability doesn't feel right, but powerwise it has the same affect as the previous abilities+mindblank.

Illusion: Enemies in the area of an Illusion spell as cast by an arcane sergeant take a -6 penalty to Dexterity and can't see beyond 20 ft for the duration of the spell and take a -20 penalty to Listen, Spot and Search checks.

I see this being a little to powerful. Give it a save(possibly per round) that should be alright.

Necromancy: Whenever an arcane sergeant casts a Necromancy spell all enemies within 10 ft must succeed on a Will save (DC is the save DC of the spell cast) or become paralyzed for number of rounds equal to the spell level. Foes that succeed are shaken for 1 round. Foes within 60 ft must succeed on a Will save or become panicked. Furthermore, an arcane sergeant may cast Animate Dead 3/day as a swift action.

This ability is pretty weak. Being so close to an enemy at this level is usually a bad idea.

Transmutation: The number of per day swift action Transmutation spells an arcane sergeant can cast increases to 5/day and he can now cast up to 6th level spells in such a way. Furthermore the bonus to Fortitude saves increases to +6.

10th level spell slot. I'd say no. Quickened disintegrate/baleful polymorph/flesh to stone. Its to potent an ability.

This looks to much like the master specialist for my liking. Alot of the abilities need reworking and the concept itself is somewhat flawed. I think this should focus more on giving allies bonuses and enemies minuses then some of these abilities.

I suggest a big overhaul. Try not to mimick other classes(even if you aren't aware of them). Right now it looks more like a specialist mage(master specialist) then an army guy. I'd try to focus on one type of magic and go from there. This is just to broad a class right now. Lets say you pick conjuration. Lets say you introduce a new spell "summon construct", a class that allowed you to summon war machines and make them would be very interesting. Try and specialize classes when you make them yourself. We have a huge pile of general stuff, adding to it doesn't really help much.