Ziegander
2011-10-12, 02:04 PM
The Arcane Knight
An attempt at a high Tier 4 / low Tier 3, arcane, Paladin-type, partial caster. Let me know what you think.
http://img534.imageshack.us/img534/1192/gnome.png
Alignment: Any
Hit Die: 1d10
{table=head]Level|BAB|Fort|Ref|Will|Special |1st|2nd|3rd|4th
1st|+1|+0|+0|+2|Aura of Anonymity, Smite Magic, Trace Magic||||
2nd|+2|+0|+0|+3|Arcane Grace, Martial Study||||
3rd|+3|+1|+1|+3|Arcane Vigor||||
4th|+4|+1|+1|+4|Battle Casting, Martial Study|0|||
5th|+5|+1|+1|+4|Magic Weapon +1|0|||
6th|+6/+1|+2|+2|+5|Arcane Command|1|||
7th|+7/+2|+2|+2|+5|Martial Study|1|||
8th|+8/+3|+2|+2|+6|Magic Weapon +2|1|0||
9th|+9/+4|+3|+3|+6|Deceive Item|1|0||
10th|+10/+5|+3|+3|+7|Martial Study|1|1||
11th|+11/+6/+1|+3|+3|+7|Magic Weapon +3|1|1|0|
12th|+12/+7/+2|+4|+4|+8|Knight's Counterspell|1|1|1|
13th|+13/+8/+3|+4|+4|+8|Martial Study|1|1|1|
14th|+14/+9/+4|+4|+4|+9|Magic Weapon +4|2|1|1|0
15th|+15/+10/+5|+5|+5|+9|Imbue Item|2|1|1|1
16th|+16/+11/+6/+1|+5|+5|+10|Martial Study|2|2|1|1
17th|+17/+12/+7/+2|+5|+5|+10|Magic Weapon +5|2|2|2|1
18th|+18/+13/+8/+3|+6|+6|+11|Command & Conquer|3|2|2|1
19th|+19/+14/+9/+4|+6|+6|+11|Martial Study|3|3|3|2
20th|+20/+15/+10/+5|+6|+6|+12|Spellbattle Weapon|3|3|3|3
[/table]
Class Skills (4 + Int modifier): Climb, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Intimidate, Jump, Knowledge (Arcane), Ride, Spellcraft, Swim, and Use Magic Device.
Weapon & Armor Proficiency
Arcane Knights are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields (but not tower shields).
Aura of Anonymity (Su): An Arcane Knight's alignment, his thoughts, as well as the auras of equipment he bears, and the auras of spells he casts, are concealed from all forms of divination spells or effects.
Smite Magic (Ex): An Arcane Knight adds half his Charisma modifier to attack rolls and adds his class level to damage rolls when he attacks a creature that is able to cast spells or use spell-like abilities.
Trace Magic (Ex): An Arcane Knight has the ability to sniff out magic and magic users, in a manner similar to the Scent special ability. This allows him to detect magical auras, and notice the presence of constructs, magical beasts, and all creatures able to cast spells or use spell-like abilities.
A faint aura or a creature with 2 or fewer HD can be picked up within 30ft and pinpointed within 5ft. A moderate aura or a creature with 3-8 HD can be picked up within 60ft and pinpointed within 10ft. A strong aura or a creature with 9-20 HD can be picked up within 90ft and pinpointed within 15ft. An overwhelming aura or a creature with more than 21+ HD can be picked up within 120ft and pinpointed within 20ft.
An Arcane Knight may note the direction to an aura or creature he has picked up as a move action.
An Arcane Knight may track creatures with this ability substituting Spellcraft checks for Survival checks. He may also use Spellcraft to determine the school of magic for each aura he picks up or to identify a spell thats already in place and in effect.
Trace Magic is not affected by wind direction, by surface conditions, or by water; however it is harder to pick up weaker auras in the presence of stronger ones. He is unable to note direction to weaker auras if they are fully inside the detection radius of stronger auras, and tracking a creature with a weaker aura in the presence of a stronger aura adds +10 to the DC.
Arcane Grace (Su): At 2nd level, an Arcane Knight adds his Charisma modifier to saving throws.
Martial Study
An Arcane Knight gains Martial Study as a bonus feat at 2nd level, 4th level, and every three levels thereafter. These bonus feats are an exception to the standard rule that normally allows characters to take Martial Study only three times. He has an initiator level equal to 3/4 his character level (as Medium BAB progression) and may take the Martial Study feat up to three times in addition to these bonus feats if he desires.
Arcane Vigor (Su): Starting at 3rd level, an Arcane Knight is immune to exhaustion, fatigue, sleep, stunning, and paralysis.
Spells
Starting at 4th level an Arcane Knight masters the art of spellcasting. He learns spells from the Wizard/Sorcerer list and casts spells he knows spontaneously with a caster level equal to 3/4 his character level (as Medium BAB progression). He must have a Charisma score at least equal to 10 + spell level to cast a spell in this way, and the saving throw of any spell he casts is equal to 10 + spell level + his Charisma modifier.
He knows two 1st level spells at 4th level and learns additional spells as he gains levels as shown in the table below.
Spells Known
{table=head]Level|1st|2nd|3rd|4th
4th|2|||
5th|3|||
6th|3|||
7th|3|||
8th|4|1||
9th|4|2||
10th|4|2||
11th|5|3|1|
12th|5|3|2|
13th|5|3|2|
14th|5|4|3|1
15th|5|4|3|2
16th|5|4|3|2
17th|5|4|4|3
18th|5|4|4|3
19th|5|4|4|3
20th|5|4|4|3
[/table]
Battle Casting (Ex): A 4th level Arcane Knight is able to blend his martial prowess with his spellcasting so that they become one. This allows him to cast his spells while wearing any type of armor, to ignore somatic components and material components costing less than 25gp per spell level, and treat any weapon he holds as the focus component of any spell he casts.
Furthermore, he gains Combat Casting as a bonus feat.
Finally, as a swift action he may either cast a spell he knows with a casting time no longer than a standard action, or expend a spell slot to recover a number of maneuvers equal to the spell slot's level.
Magic Weapon (Su): Starting at 5th level, any weapon the Arcane Knight makes an attack with is considered a magic weapon with an enhancement bonus equal to the value listed in the table above. This bonus does not stack with a weapon's existing enhancement bonus, or with the enhancement bonus of ammunition.
Arcane Command (Su): Starting at 6th level, a number of times per day equal to 2 + 1/2 his Charisma modifier, an Arcane Knight can attempt to exert control over magic in the immediate area in one of two ways.
He may spend a usage of this ability to Turn or Rebuke Constructs and/or Magical Beasts as a Cleric of his class level Turns or Rebukes Undead. He chooses whether to Turn or Rebuke with each use, he need not present any sort of holy symbol or focus item, and his alignment has no effect on this ability.
He may spend a usage of this ability as an immediate action to sabotage a spell being cast or spell-like ability being used by any creature you have line of effect to. To do so you and the target creature make opposed caster level checks (1d20 + caster level), but add your Charisma modifier to your check. If you win the target suffers a penalty to its caster level equal to your Charisma modifier for that spell or spell-like ability.
Deceive Item (Ex): Starting at 9th level an Arcane Knight may take 10 on Use Magic Device checks even when threatened or distracted.
Knight's Command (Su): Starting at 12th level, when an Arcane Knight spends a use of his Arcane Command ability, if he successfully sabotages a spell or spell-like ability he may counter it instead.
Imbue Item (Su): At 15th level, an Arcane Knight can create magic items even if he does not know the appropriate arcane spells. To do so, he substitutes a Use Magic Device check (DC 20 + spell level) in place of a required arcane spell he doesn't know or can't use.
If successful, he can create the item as if he cast the required spell. He still needs to know the proper Item Creation feat. If he fails, he cannot retry this check for that spell until he gains a new level. He does not expend the XP or gp cost for making the item; his progress is arrested instead.
An Arcane Knight isn't able to create items that require divine spells with this ability.
Command & Conquer (Su): Starting at 18th level, when an Arcane Knight spends a use of his Arcane Command ability, if he successfully counters a spell or spell-like ability, once during the next hour he may spend a standard action to cast or use that spell or spell-like ability.
Spellbattle Weapon (Su): Starting at 20th level, as an immediate action, anytime you are targeted by, or within the area of, a spell or spell-like ability you may make an attack roll and substitute its result for your AC or your saving throw. Instead, on your turn, when you successfully deal damage to a creature with a weapon you may spend a swift action to target that creature with a Greater Dispel Magic effect as the spell.
An attempt at a high Tier 4 / low Tier 3, arcane, Paladin-type, partial caster. Let me know what you think.
http://img534.imageshack.us/img534/1192/gnome.png
Alignment: Any
Hit Die: 1d10
{table=head]Level|BAB|Fort|Ref|Will|Special |1st|2nd|3rd|4th
1st|+1|+0|+0|+2|Aura of Anonymity, Smite Magic, Trace Magic||||
2nd|+2|+0|+0|+3|Arcane Grace, Martial Study||||
3rd|+3|+1|+1|+3|Arcane Vigor||||
4th|+4|+1|+1|+4|Battle Casting, Martial Study|0|||
5th|+5|+1|+1|+4|Magic Weapon +1|0|||
6th|+6/+1|+2|+2|+5|Arcane Command|1|||
7th|+7/+2|+2|+2|+5|Martial Study|1|||
8th|+8/+3|+2|+2|+6|Magic Weapon +2|1|0||
9th|+9/+4|+3|+3|+6|Deceive Item|1|0||
10th|+10/+5|+3|+3|+7|Martial Study|1|1||
11th|+11/+6/+1|+3|+3|+7|Magic Weapon +3|1|1|0|
12th|+12/+7/+2|+4|+4|+8|Knight's Counterspell|1|1|1|
13th|+13/+8/+3|+4|+4|+8|Martial Study|1|1|1|
14th|+14/+9/+4|+4|+4|+9|Magic Weapon +4|2|1|1|0
15th|+15/+10/+5|+5|+5|+9|Imbue Item|2|1|1|1
16th|+16/+11/+6/+1|+5|+5|+10|Martial Study|2|2|1|1
17th|+17/+12/+7/+2|+5|+5|+10|Magic Weapon +5|2|2|2|1
18th|+18/+13/+8/+3|+6|+6|+11|Command & Conquer|3|2|2|1
19th|+19/+14/+9/+4|+6|+6|+11|Martial Study|3|3|3|2
20th|+20/+15/+10/+5|+6|+6|+12|Spellbattle Weapon|3|3|3|3
[/table]
Class Skills (4 + Int modifier): Climb, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Intimidate, Jump, Knowledge (Arcane), Ride, Spellcraft, Swim, and Use Magic Device.
Weapon & Armor Proficiency
Arcane Knights are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields (but not tower shields).
Aura of Anonymity (Su): An Arcane Knight's alignment, his thoughts, as well as the auras of equipment he bears, and the auras of spells he casts, are concealed from all forms of divination spells or effects.
Smite Magic (Ex): An Arcane Knight adds half his Charisma modifier to attack rolls and adds his class level to damage rolls when he attacks a creature that is able to cast spells or use spell-like abilities.
Trace Magic (Ex): An Arcane Knight has the ability to sniff out magic and magic users, in a manner similar to the Scent special ability. This allows him to detect magical auras, and notice the presence of constructs, magical beasts, and all creatures able to cast spells or use spell-like abilities.
A faint aura or a creature with 2 or fewer HD can be picked up within 30ft and pinpointed within 5ft. A moderate aura or a creature with 3-8 HD can be picked up within 60ft and pinpointed within 10ft. A strong aura or a creature with 9-20 HD can be picked up within 90ft and pinpointed within 15ft. An overwhelming aura or a creature with more than 21+ HD can be picked up within 120ft and pinpointed within 20ft.
An Arcane Knight may note the direction to an aura or creature he has picked up as a move action.
An Arcane Knight may track creatures with this ability substituting Spellcraft checks for Survival checks. He may also use Spellcraft to determine the school of magic for each aura he picks up or to identify a spell thats already in place and in effect.
Trace Magic is not affected by wind direction, by surface conditions, or by water; however it is harder to pick up weaker auras in the presence of stronger ones. He is unable to note direction to weaker auras if they are fully inside the detection radius of stronger auras, and tracking a creature with a weaker aura in the presence of a stronger aura adds +10 to the DC.
Arcane Grace (Su): At 2nd level, an Arcane Knight adds his Charisma modifier to saving throws.
Martial Study
An Arcane Knight gains Martial Study as a bonus feat at 2nd level, 4th level, and every three levels thereafter. These bonus feats are an exception to the standard rule that normally allows characters to take Martial Study only three times. He has an initiator level equal to 3/4 his character level (as Medium BAB progression) and may take the Martial Study feat up to three times in addition to these bonus feats if he desires.
Arcane Vigor (Su): Starting at 3rd level, an Arcane Knight is immune to exhaustion, fatigue, sleep, stunning, and paralysis.
Spells
Starting at 4th level an Arcane Knight masters the art of spellcasting. He learns spells from the Wizard/Sorcerer list and casts spells he knows spontaneously with a caster level equal to 3/4 his character level (as Medium BAB progression). He must have a Charisma score at least equal to 10 + spell level to cast a spell in this way, and the saving throw of any spell he casts is equal to 10 + spell level + his Charisma modifier.
He knows two 1st level spells at 4th level and learns additional spells as he gains levels as shown in the table below.
Spells Known
{table=head]Level|1st|2nd|3rd|4th
4th|2|||
5th|3|||
6th|3|||
7th|3|||
8th|4|1||
9th|4|2||
10th|4|2||
11th|5|3|1|
12th|5|3|2|
13th|5|3|2|
14th|5|4|3|1
15th|5|4|3|2
16th|5|4|3|2
17th|5|4|4|3
18th|5|4|4|3
19th|5|4|4|3
20th|5|4|4|3
[/table]
Battle Casting (Ex): A 4th level Arcane Knight is able to blend his martial prowess with his spellcasting so that they become one. This allows him to cast his spells while wearing any type of armor, to ignore somatic components and material components costing less than 25gp per spell level, and treat any weapon he holds as the focus component of any spell he casts.
Furthermore, he gains Combat Casting as a bonus feat.
Finally, as a swift action he may either cast a spell he knows with a casting time no longer than a standard action, or expend a spell slot to recover a number of maneuvers equal to the spell slot's level.
Magic Weapon (Su): Starting at 5th level, any weapon the Arcane Knight makes an attack with is considered a magic weapon with an enhancement bonus equal to the value listed in the table above. This bonus does not stack with a weapon's existing enhancement bonus, or with the enhancement bonus of ammunition.
Arcane Command (Su): Starting at 6th level, a number of times per day equal to 2 + 1/2 his Charisma modifier, an Arcane Knight can attempt to exert control over magic in the immediate area in one of two ways.
He may spend a usage of this ability to Turn or Rebuke Constructs and/or Magical Beasts as a Cleric of his class level Turns or Rebukes Undead. He chooses whether to Turn or Rebuke with each use, he need not present any sort of holy symbol or focus item, and his alignment has no effect on this ability.
He may spend a usage of this ability as an immediate action to sabotage a spell being cast or spell-like ability being used by any creature you have line of effect to. To do so you and the target creature make opposed caster level checks (1d20 + caster level), but add your Charisma modifier to your check. If you win the target suffers a penalty to its caster level equal to your Charisma modifier for that spell or spell-like ability.
Deceive Item (Ex): Starting at 9th level an Arcane Knight may take 10 on Use Magic Device checks even when threatened or distracted.
Knight's Command (Su): Starting at 12th level, when an Arcane Knight spends a use of his Arcane Command ability, if he successfully sabotages a spell or spell-like ability he may counter it instead.
Imbue Item (Su): At 15th level, an Arcane Knight can create magic items even if he does not know the appropriate arcane spells. To do so, he substitutes a Use Magic Device check (DC 20 + spell level) in place of a required arcane spell he doesn't know or can't use.
If successful, he can create the item as if he cast the required spell. He still needs to know the proper Item Creation feat. If he fails, he cannot retry this check for that spell until he gains a new level. He does not expend the XP or gp cost for making the item; his progress is arrested instead.
An Arcane Knight isn't able to create items that require divine spells with this ability.
Command & Conquer (Su): Starting at 18th level, when an Arcane Knight spends a use of his Arcane Command ability, if he successfully counters a spell or spell-like ability, once during the next hour he may spend a standard action to cast or use that spell or spell-like ability.
Spellbattle Weapon (Su): Starting at 20th level, as an immediate action, anytime you are targeted by, or within the area of, a spell or spell-like ability you may make an attack roll and substitute its result for your AC or your saving throw. Instead, on your turn, when you successfully deal damage to a creature with a weapon you may spend a swift action to target that creature with a Greater Dispel Magic effect as the spell.