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View Full Version : 3.P Arcane Tactician base class [P.E.A.C.H.]



Kydell
2013-05-25, 10:59 PM
So I like the idea of a magus, and I like the idea of a summoner, but I'd like to make a class that can have a superior battlefield manipulation; literally able to create and destroy parts of the field to give them and their teammates the upper hand. Enter the Arcane Tactician.



Arcane Tactician

https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcR-q1kp8v7LaJkMzwaMPk7tLKIB2dEXXRVgrELHTAPLyio6IuUl

Geoff: 'The enemy will have a hard time getting past that moat'
Knight: 'What moat?'
Geoff: 'That one.'
-Geoffrey Bears, Arcane Tactician

Most arcane spellcasters rely on arcane energies for their power. There are a select few who use the manipulation of these energies only as a step toward power. The Arcane Tactician can create objects and matter from nothing, able to give cover to an ally, dig a trench an opponent will have a hard time passing, and make a sword to deal the final blow to an enemy.


Role: The Arcane Tactician is good ranged backup, as well as melee fighter. Her unpredictability is what gives her an edge in most situations, able to have items without the need to carry them.

Alignment: Any

Hit Die: d8

Starting Gold: As fighter

Class Skills
The Arcane Tactician's class skills (and the key ability for each skill) are: Acrobatics(Dex), Appraise(Int), Climb(Str), Craft(Int), Disable Device(Dex), Escape Artist(Dex), Fly(Dex), Heal(Wis), Knowledge[All skills taken individually](Int), Linguistics(Int), Perception(Wis), Profession (Wis), Ride(Dex), Sense Motive(Wis), Spellcraft(Int), Survival(Wis), Use Magic Device(Cha).

Skill Ranks per Level: (4 + Int modifier)


Arcane Tactician
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+2|Creation Pool, Lesser Forms

2nd|
+1|
+0|
+3|
+3|Exotic Weapon Proficiency

3rd|
+2|
+1|
+3|
+3|Masterwork Forms

4th|
+3|
+1|
+4|
+4|Sorcerous Shield

5th|
+3|
+1|
+4|
+4|Dense Forms, Exotic Weapon Proficiency

6th|
+4|
+2|
+5|
+5|Greater Forms

7th|
+5|
+2|
+5|
+5|Class Ability

8th|
+6/+1|
+2|
+6|
+6|Exotic Weapon Proficiency, Medium Armor

9th|
+6/+1|
+3|
+6|
+6|Class Ability

10th|
+7/+2|
+3|
+7|
+7|Class Ability

11th|
+8/+3|
+3|
+7|
+7|Grand Forms, Exotic Weapon Proficiency

12th|
+9/+4|
+4|
+8|
+8|Heavy Armor

13th|
+9/+4|
+4|
+8|
+8|Class Ability

14th|
+10/+5|
+4|
+9|
+9|Exotic Weapon Proficiency

15th|
+11/+6/+1|
+5|
+9|
+9|Class Ability

16th|
+12/+7/+2|
+5|
+10|
+10|Class Ability

17th|
+12/+7/+2|
+5|
+10|
+10|Exotic Weapon Proficiency

18th|
+13/+8/+3|
+6|
+11|
+11|Class Ability

19th|
+14/+9/+4|
+6|
+11|
+11|Class Ability

20th|
+15/+10/+5|
+6|
+12|
+12|Exotic Weapon Proficiency[/table]

Class Features
All of the following are class features of the Arcane Tactician.

Weapon and Armor Proficiencies: Arcane Tacticians are proficient with all simple and martial weapons. An arcane tactician is proficient with light armor. She can cast spells while using light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an arcane tactician wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass arcane tactician still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: An arcane tactician casts a limited number of spells from the arcane tactician spell list. An arcane tactician must prepare her spells ahead of time.

To learn, prepare or cast a spell, the arcane tactician must have Wisdom score equal to at least 10 + the level of the spell. The Difficulty Class for a saving throw against an arcane tactician's spell is 10 + the spell level + the arcane tactician's Wisdom modifier.

An arcane tactician can only cast a certain number of spells of each spell level per day. In arddition, she receives a number of bonus spells per day if she has a high Wisdom score.

Spellbook: An arcane tactician must study her spellbook each day to prepare her spells. She cannot prepare any spell not in her spellbook except read magic, which all arcane tacticians can prepare from memory. An arcane tactician begins play with a spellbook containing all 0-level arcane tactician spells plus two 1st-level arcane tactician spells of her choice. The arcane tactician also selects a number of additional 1st-level arcane tactician spells equal to her Wisdom modifier to add to her spellbook. At each new arcane tactician level, she may add one new arcane tactician spell of any spell level she can cast (based on her new arcane tactician level) for her spellbook.
An arcane tactician can learn new spells from a wizard or magus's spellbook, or an alchemist's formulae book, as a wizard, magus or alchemist can learn from an arcane tactician's. The spells learned must be on the arcane tactician's spell list, as normal.

Creation Pool (Su): At first level, an arcane tactician gains a reserve of raw arcane energies to spend summoning forms into existence. This creation pool has a number of points equal to 1/2 her level (minimum 1) + her Wisdom modifier. These points are expended when creating a form, and return to the pool at the end of the round the form is dispelled.

Arcane Tactician Forms (Su): At first level, an arcane tactician learns to create forms using her creation pool. Each form takes a move action to summon, unless otherwise noted. At the end of each round any forms are active, the arcane tactician must make a concentration check equal to 10 + the number of creation points spent across all active forms. An arcane tactician starts out knowing a number of lesser forms equal to 2 + her Wisdom modifier. At each new arcane tactician level, she learns a number of new forms equal to her Wisdom modifier. At level 6, an arcane tactician gains access to greater forms, and gains access to grand forms at level 11.

Lesser Forms
1 pt. 5x5 difficult terrain
1 pt. Simple one-handed, two handed weapon
1 pt. Light armor
1 pt. Light shield
1 pt. 5x5x5 trench
1 pt. 5x5x5 block of dirt/clay/hard mud/hard sand
1 pt. 5x5 patch of ice
1 pt. 5x2.5 wall
1 pt. 1 use shuriken
1 pt. 1 use simple light thrown weapon
1 pt. 10 ft. hemp rope/5 ft. knotted rope
1 pt. 1 use tindertwig/everburning torch

Exotic Weapon Proficiency (Ex): At second level and at every three levels thereafter, the arcane tactician gains the Exotic Weapon Proficiency feat.

Masterwork Forms (Su): Starting at 3rd level, whenever an arcane tactician creates a weapon, shield or armor as a form, it is always masterwork in quality.

Sorcerous Shield (Ex): At 4th level, arcane tacticians become proficient with all types of shields, including tower shields, and do not suffer an arcane spell failure chance when casting arcane tactician spells while using a shield. They treat their arcane tactician levels as their fighter levels for the purpose of qualifying for shield-related feats.

Dense Forms (Su): At 5th level, all forms an arcane tactician creates have a hardness equal to 1 + her Wisdom modifier, and hit points equal to twice her level. The break DC for any created form is 10 + the arcane tactician's level + her Wisdom modifier.

Medium Armor (Ex): At 8th level, an arcane tactician gains proficiency with medium armor. An arcane tactician can cast arcane tactician spells while wearing medium armor without incurring the normal arcane spell failure chance.

Heavy Armor (Ex): At 12th level, an arcane tactician gains proficiency with heavy armor. An arcane tactician can cast arcane tactician spells while wearing heavy armor without incurring the normal arcane spell failure chance.

All other class features go here

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Certainly a work in progress, would appreciate any comments/suggestions.

Update Log:
5/25-Original Post (class name, picture, description)
5/26-Added skills, weapon/armor proficiency, BAB, saves, spell use/spell book description, creation pool/forms description, some lesser form ideas.
5-27-Added exotic weapon proficiency, sorcerous shield, medium/heavy armor, masterwork forms, dense forms.

Kydell
2013-05-26, 03:47 PM
Updated with better concept. Still a W.I.P.

TheLonelyScribe
2013-05-26, 03:56 PM
Great concept! Can't wait to see what you do with it. One point at this stage is that you might want to avoid giving it too many abilities that would overcome difficult terrain, and focus more on creating it.