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DaTedinator
2009-12-18, 11:32 PM
This is something I made a while ago that I just dug up. I was feeling particularly creative and came up with a couple of variants, too, I'll post those later if I feel like doing all the formatting for them too.

The basic concept is an arcane spellcaster who wants to be able to pull his weight in melee too, gaining special abilities whenever he isn't casting spells. So each round he can either be a spellcaster or a combatant.

--

ARCANE DUELIST
Hit Die: d8.
Requirements
To qualify to become an arcane duelist, a character must fulfill all the following criteria.
Base Attack Bonus: +4.
Skills: Concentration 9 ranks, Spellcraft 3 ranks, Tumble 3 ranks.
Feats: Combat Casting, Weapon Finesse.
Spellcasting: Able to cast 2nd level Arcane spells.
Class Skills
The arcane duelist’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration, Escape Artist (Dex), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.

{table="head"]Level|BAB|Fort|Ref|Will|Special |
Spellcasting

1st|+0|+0|+0|+2|Spellgrace +2, Arcane Strike (+1)|
+1 level of existing arcane

2nd|+1|+0|+0|+3|Preternatural Defense, Arcane Strike (Channel touch spells)|
--

3rd|+2|+1|+1|+3|Improved Combat Casting|
+1 level of existing arcane

4th|+3|+1|+1|+4|Spellgrace +3|
--

5th|+3|+1|+1|+4|Arcane Strike (+2)|
+1 level of existing arcane

6th|+4|+2|+2|+5|Arcane Strike (+1d6)|
--

7th|+5|+2|+2|+5|Eldritch parry|
+1 level of existing arcane

8th|+6|+2|+2|+6|Witch's luck|
--

9th|+6|+3|+3|+6| Arcane Strike (+3)|
+1 level of existing arcane

10th|+7|+3|+3|+7| Arcane Strike (+2d6), Spellgrace +4, Warrior Wizard|
--

[/table]

Class Features

Weapon and Armor Proficiency: The arcane duelist is proficient with all simple weapons, and four martial weapons of her choice, but no type of armor or shield.

Spells per Day/Spells Known: When a new odd arcane duelist level is gained and at tenth level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 2nd-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 2nd-level spells before he became an arcane duelist, he must decide to which class he adds each level of arcane duelist for the purpose of determining spells per day.

Arcane Strike (Su): At 1st level, an arcane duelist gains the ability to infuse her magical abilities into any natural attack or light or one-handed melee weapon, gaining a +1 to all attack rolls any round that she doesn't cast an Arcane spell, and the attacks are treated as if made with a magic weapon. This bonus to attack increases to +2 at 5th level, and +3 at 9th. At 2nd level, as a full-round action, an arcane duelist may cast and channel any Arcane spell with a range of “Touch” through a light or one-handed melee weapon; if she does so, she still gains all the benefits of Arcane Strike for that attack only (and for the rest of the round is treated as though she'd casted a spell for the purpose of her other class abilities). At 6th level, and arcane duelist deals an extra 1d6 damage when gaining the benefits of Arcane Strike. This increases to +2d6 at 10th.

When making an arcane strike, an arcane duelist cannot have cast any Arcane spells this round (unless channeling, as noted above), and she is unable to cast any until the beginning of her next turn.

Spellgrace (Su): Any round that an arcane duelist doesn't cast an Arcane spell, she gains an additional +2 bonus on all Reflex saving throws, increasing by 1 at 4th and 10th level.

Preternatural Defense (Su): In any round that an arcane duelist doesn't cast any spells, she adds her main casting stat's (Int for Wizards, Cha for Bards and Sorcerers, etc.) bonus (if any) to her Armor Class as an insight bonus. If an arcane duelist is caught flat-footed or otherwise denied her Dexterity bonus, she does not lose this bonus, but if she is somehow held immobile, she does lose it.

In addition, an arcane duelist may, as an immediate action, expend a spell slot (this does not count as casting a spell for the purposes of any of her class abilities) in order to gain a bonus to AC equal to the level of the spell expended for a number of rounds equal to her class level.

Improved Combat Casting (Su): Whenever an arcane duelist would be subject to an attack of opportunity for casting a spell, she may pick one enemy that does not gain an attack of opportunity on her.

Eldritch Parry (Su): At 7th level and higher, if an arcane duelist chooses to fight defensively, use Combat Expertise (taking at least a -3 to attacks), or use total defense in melee combat, and she hasn't cast any Arcane spells this round, she gains an additional +1 dodge bonus to AC for each level of her highest level spell she's capable of casting.

Witch's Luck (Su): At 8th level and higher, any round that an arcane duelist doesn't cast any Arcane spells and is subject to spell or effect that normally allows a saving throw for a partial or reduced effect, she instead is not subject to the spell at all if she succeeds at the saving throw.

Warrior Wizard: At 10th level, an arcane duelist has so master using latent magical energy that she can make use of any of her class abilities even in a round she has cast a spell, as long as it isn't a spell of the highest level she is capable of casting.

DaTedinator
2009-12-18, 11:33 PM
FULL CASTER:

Hit Die: d6.
Requirements
To qualify to become an arcane duelist, a character must fulfill all the following criteria.
Base Attack Bonus: +3.
Skills: Concentration 9 ranks, Spellcraft 3 ranks, Tumble 3 ranks.
Feats: Combat Casting, Weapon Finesse.
Spellcasting: Able to cast 3rd level Arcane spells.
Class Skills
The arcane duelist’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration, Escape Artist (Dex), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Tumble (Dex).
Skill Points at Each Level: 2 + Int modifier.


{table="head"]Level|BAB|Fort|Ref|Will|Special |
Spellcasting

1st|+0|+0|+0|+2|Arcane Strike (+1)|
+1 level of existing arcane

2nd|+1|+0|+0|+3|Preternatural Defense, Arcane Strike (Channel touch spells)|
+1 level of existing arcane

3rd|+1|+1|+1|+3|Improved Combat Casting|
+1 level of existing arcane

4th|+2|+1|+1|+4| -- |
+1 level of existing arcane

5th|+2|+1|+1|+4|Arcane Strike (+2)|
+1 level of existing arcane

6th|+3|+2|+2|+5|Arcane Strike (+1d6)|
+1 level of existing arcane

7th|+3|+2|+2|+5|Eldritch parry|
+1 level of existing arcane

8th|+4|+2|+2|+6|Witch's Grace|
+1 level of existing arcane

9th|+4|+3|+3|+6|Arcane Strike (+3)|
+1 level of existing arcane

10th|+5|+3|+3|+7|Arcane Strike (+2d6)|
+1 level of existing arcane

[/table]

All the abilities work as described above.

--

SHADOW DUELIST

Hit Die: d6.
Requirements
To qualify to become a shadow duelist, a character must fulfill all the following criteria.
Base Attack Bonus: +4.
Skills: Concentration 9 ranks, Hide 3 ranks, Tumble 3 ranks.
Feats: Shadow Cast, Weapon Finesse.
Spellcasting: Able to cast 2nd level Mysteries.
Class Skills
The shadow duelist’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (The Planes) (Int), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.

{table="head"]Level|BAB|Fort|Ref|Will|Special |
Spellcasting

1st|+0|+0|+0|+2|Dark Grace +1, Shade Strike (+1)|
+1 existing mystery-using class

2nd|+1|+0|+0|+3|Defense of Darkness, Arcane Strike (ignore concealment)|
+1 existing mystery-using class

3rd|+1|+1|+1|+3|Improved Shadow Cast|
--

4th|+2|+1|+1|+4| -- |
+1 existing mystery-using class

5th|+2|+1|+1|+4|Shade Strike (+2)|
+1 existing mystery-using class

6th|+3|+2|+2|+5|Shade Strike (+1d4+1)|
--

7th|+3|+2|+2|+5|Ebon parry|
+1 existing mystery-using class

8th|+4|+2|+2|+6|Dark Grace +2, Cover of Shadows|
+1 existing mystery-using class

9th|+4|+3|+3|+6|Shade Strike (+3)|
--

10th|+5|+3|+3|+7|Shade Strike (+2d4+2)|
+1 existing mystery-using class

[/table]

Class Features

Weapon and Armor Proficiency: The shadow duelist is proficient with all simple weapons, and four martial weapons of her choice, but no type of armor or shield.

Shade Strike (Su): This functions as Arcane Strike, except that the shadow duelist can't use mysteries that round, and upon reaching 2nd level, any Shade Strike ignores the miss chance of Concealment (but not Total Concealment), rather than allowing the shadow duelist to channel spells.

Dark Grace (Su): As Spellgrace (except as listed), but added to Fort and Ref saves.

Defense of Darkness (Su): This functions as Preternatural Defense, adding a shadow duelist's Int bonus (if any) to AC as an Insight bonus.
In addition, she gains a deflection bonus to AC equal to 1/3 her class level (round down) when in shadowy lighting.

Mysteries: At the listed levels, the shadow duelist gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever mystery-using class in which he could use 2nd-level mysteries before he added the prestige class levels. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one mystery class in which he could use 2nd-level mysteries before he became a shadow duelist, he must decide to which class he adds each level of shadow duelist for the purpose of determining mysteries known/per day.

Improved Shadow Cast: At third level and higher, a shadow duelist is no longer subject to Attacks of Opportunity when either her or her attacker (or both) is in shadowy lighting. If the shadow duelist reaches this level without having the Shadow Cast feat (due to the Creeping Darkness addendum below), she instead gains the Shadow Cast feat, and may take Improved Shadow Cast as a feat the next time she would be allowed to pick a feat.

Ebon Parry (Su): As Eldritch Parry, but the bonus is equal to the number of Paths the shadow duelist has access to.

Cover of Shadows (Su): At 8th level and higher, any round that a shadow duelist doesn't use any mysteries, and is in either Concealment or Total Concealment, the miss chance for any attack against her is 10% higher (30% for Concealment, and 60% for Total Concealment).

A CREEPING DARKNESS ADDENDUMIf an Arcane Duelist is using the “A Creeping Darkness” rule to swap out Sorcerer or Wizard levels for Shadowcaster levels, they may still swap levels if it would cause them to not meet the requirements for Arcane Duelist. If they meet the requirements for Shadow Duelist, they may swap one Arcane Duelist levels for one Shadow Duelist level, every time they swap an Arcanist level for a Shadowcaster level. In addition, if they end up swapping all Arcanist levels for Shadowcaster levels, they must immediately swap all Arcane Duelist levels for Shadow Duelist levels, regardless of whether they meet the requirements. Use the following guidelines for swapping levels:
Take away one hit point, to represent the difference between the Arcane Duelist's d8 Hit Die and the Shadow Duelist's d6.
Reduce the BAB as necessary.
Leave the skills gained as they are; the classes have the same number of skill points, and similar skill lists.
You can't lose a feat or class ability that would make you ineligible for any other feat or Prestige class, even that means you can no longer take advantage of the creeping darkness feature.
Pre-epic, a single character can have no more than ten combined levels in Arcane Duelist and Shadow Duelist.

Latronis
2009-12-18, 11:43 PM
I like it, though 6\10 spellcasting is a bit odd

Temotei
2009-12-18, 11:46 PM
You could put in a capstone and take away a level of spellcasting, if that's your fancy. Or maybe that could be a variant.

Latronis
2009-12-18, 11:54 PM
You could put in a capstone and take away a level of spellcasting, if that's your fancy. Or maybe that could be a variant.

I tend to favour 7\10 spellcasting if at all possible. Though if it was going to drop back back to 5\10 I'd be more inclined too give the spellcasting progression at even levels. Make em sacrifice a spellcasting level first thing.



Just a clarification TC.. The No Spellcasting Rounds abilities are only a function of that round? As in you don't get stacking bonuses for not casting several rounds in a row you only get those bonuses on rounds you don't cast?

DaTedinator
2009-12-19, 12:30 PM
I think I'd prefer to come up with a capstone and take away that last level of spellcasting. Much easier to make it worthwhile to give it up at 10th level than at 1st.

And Latronis, you are correct, they do not stack, it's a round-by-round thing.

Latronis
2009-12-19, 03:38 PM
I think I'd prefer to come up with a capstone and take away that last level of spellcasting. Much easier to make it worthwhile to give it up at 10th level than at 1st.

And Latronis, you are correct, they do not stack, it's a round-by-round thing.

It would have to be an impressive capstone to give up the last level of spellcasting progression. Else it's too easy to give up and move onto another prc that does progress spellcasting.

Also with only half caster progression I think you can afford to give it full BAB progression :P

DaTedinator
2009-12-21, 11:02 PM
Alright, I came up with one that I think is worth it. Pretty powerful, but it's instead of a level of spellcasting, and the rest of the class isn't fantastically amazing.

And Arcane Strike is supposed to make up for the average BAB. You'll notice it adds +1 every time a full BAB would increase than an average doesn't. In the same vein as Spellgrace, which turns the poor Reflex save into a good one.

DaTedinator
2009-12-22, 11:42 PM
Variants are completely up. I should probably think of something to stick in the fourth level of each, but they still get spells, so it's not a completely dead level or anything.

Latronis
2009-12-23, 03:25 AM
Well it fit's the class. Though it's kinda boring. Probably is worth losing that level all things considered.

Hmm

Eldritch Duelist would be a better name too.

I haven't really looked over the variants yet