View Full Version : [PF, Base Class] The Praetor, Defender of Lore (Semi-gish melee class, PEACH)

Ilorin Lorati
2013-08-11, 05:07 PM
"You want my master's secrets? You'll need to get through his army, first."
- Praetor Denshye Aldroth, standing alone facing down a group of adventurers.

Design Notes
The praetor class is one of my first attempts to make a full fledged base class and is probably going to be the first one that I'm not completely embarassed of; I wanted to make something that, for wizard, similar to what paladins are to clerics of good gods: defenders of the sanctum. When I started, I looked heavily at Paladin, Magus, and Dota 2's Silencer but eventually diverged from them to focus on a flavor that I so far feel has been much more fitting to the archetype.

The praetor was originally envisioned as a fully fledged magic stopper, but as I iterated on the design I realized just how absolutely unfun that would be. As a result, a lot of the abilities became more general, hopefully adding a fair amount of flexibility in terms of the class. They ended up being focused on defensive roles, but I made sure to design the class to be able to charge into the middle of a fight and take out the enemy group with a combination of battlefield control and buffs/debuffs.

They get the ability to steal enhancement bonuses from their enemies, but I've had some wording complaints from my friends - I don't know if I worded it poorly or what, because being the designer I look at it and it makes perfect sense to me.

There shouldn't be any straight damaging spells in the praetor's spell list (If you see any please tell me!), but with more spells known for levels 1-4 than Sorcerer, and more flexibility in their use through Externalize Power, I'm hoping that the class's casting remains relevant at all levels.

Admittedly, I probably made this class a little bit too powerful through the conversion of being really powerful against one archetype to being useful against all sorts of enemies.

Praetors are traditionally defenders of eldritch lore, working with more advanced seekers of knowledge to turn back incursions into their private sanctums. Most Praetors are taken from magically communities in their teenage years, chosen from the most martially inclined of the students there and subject to training and powerful rituals that give them their abilities, but a fair amount have a magical bloodline that flows through their veins similar to other spontaneous casters.

The training that the a Praetor goes through puts them through rigors that would break the average person, giving them a preternatural focus and an inclination to abjuration magics that protect them from the harshest of the magics that are used against them. As they grow, they learn spells and gain abilities that aid them in the fight against those that would be the most likely to encroach: heavily enchanted and buffed marauders and adventurers.

Praetors that find themselves on the road adventuring find their abilities quite well suited for dungeon delving, combining their focus on inhibiting enemies with their melee ability that can rend enemies limb from limb.

Role: Praetors use their focus on abjurations to wade into the middle of combat. While at their best defending against oncomers, an offense-oriented praetor can combine their tricks and traps with a multitude of buffs and debuffs that prevent enemies from taking them down while they break through the enemy’s line.

Alignment: Any. Although the rigors and training of a praetor lends itself to lawful characters, there's no inherent requirement. Adventuring praetors tend to be non-lawful as it's far more likely they abandon their archmage than any other reason.

Hit Die: d10

Starting Gold: 4d6 x 10 (Average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (All, Taken Individually)(Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).

Skill Ranks Per Level: 4 + Int Modifier.

Table: The Praetor

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+1+2+0+2Cantrips, Detect Magic, Eldritch Power, Spell Storing, Willful Disregard +1
2nd+2+3+0+3Disable Magical Trap, Steal Enhancement
3rd+3+3+1+3Abjurative Aegis +10%, Externalize Power
4th+4+4+1+4Bonus Feat, Specialization
5th+5+4+1+4Willful Disregard +2
6th+6/+1+5+2+5Steal Special, Lore Study
7th+7/+2+5+2+5Abjurative Aegis +20%
8th+8/+3+6+2+6Bonus Feat, Specialization Bonus
9th+9/+4+6+3+6Willful Disregard +3
10th+10/+5+7+3+7Grant Enhancement
11th+11/+6/+1+7+3+7Abjurative Aegis +30%
12th+12/+7/+2+8+4+8Bonus Feat, Improved Externalize Power
13th+13/+8/+3+8+4+8Willful Disregard +4
14th+14/+9/+4+9+4+9Specialization Bonus
15th+15/+10/+5+9+5+9Abjurative Aegis +40%
16th+16/+11/+6/+1+10+5+10Bonus Feat
17th+17/+12/+7/+2+10+5+10Willful Disregard +5
18th+18/+13/+8/+3+11+6+11Devour Spell
19th+19/+14/+9/+4+11+6+11Abjurative Aegis +50%
20th+20/+15/+10/+5 +12+6+12Bonus Feat, Greater Externalize Power, Specialization Bonus

Table: Praetor Spells per Day


Table: Praetor Spells Known


Weapon and Armor Proficiency: Praetors are proficient with all simple and martial weapons. They are also proficient with shields (but not tower shields or armor). Praetors can cast praetor spells while wielding a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a praetor wearing armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass praetor still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A praetor casts Arcane spells drawn from the praetor spell list. He can cast any spell he knows without preparing it ahead of time. In order to learn or cast a spell, a praetor must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a praetor’s spell is 10 + the spell level + the praetor’s Charisma modifier.

Like other spellcasters, a praetor can cast only a certain number of spells of each spell level per day. His base daily allotment is given on Table: Praetor Spells per Day. In addition, he receives more spells per day is he has a high Charisma score.

A praetor’s selection of spells is extremely limited. A praetor begins play knowing three 0-level spells, as well as Mage Armor and one other 1st-level spell of his choice. At most new praetor levels, he gains one or more new spells, as indicated on Table: Praetor Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers of Table: Praetor Spells Known are fixed.) These new spells can be chosen from the praetor spell list, or they can be unusual spells that the praetor has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered praetor level after that (6th, 8th, and so on), a praetor can choose to learn a new spell in place of one he already knows. In effect, the praetor loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A praetor may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a wizard or a cleric, a praetor need not prepare his spells in advance. he can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

Cantrips: Praetors learn a number of cantrips, or 0-level spells, as noted on Table: Praetor Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Detect Magic (Sp): At 1st level, the praetor can cast Detect Magic at will as a spell-like ability. This ability counts at Detect Magic for the purpose of prerequisites and the creation of magic items. The praetor does not need to maintain concentration in order to not lose the spell’s effect, and he may, as a move action, concentrate on one creature within 60 ft, learning of its active spells and auras as if he had just studied it for three rounds. While focusing on one object, the praetor does not detect magic any other creature or object within range.

At 10th level, the praetor is treated as if having a constant Detect Magic effect as a supernatural ability.

Eldritch Power (Su): At first level, the praetor gains access to a pool of arcane energies brought about from their training. This Eldritch Power powers many of their abilities. The praetor gains an amount of Eldritch Power at first level equal to 3 + their Charisma modifier. At every level after first, they gain 2 additional points of eldritch power. Eldritch Power replenishes when the praetor regains his spells for the day.

As long as the praetor has any amount of Eldritch Power, he can cast any praetor spell he knows even if he's wielding weapons and/or shields in both hands.

Spell Storing (Sp): The praetor would be dead quickly if it weren't for his ability to get into the thick of battle as quickly as possible. At first level, the praetor learns how to store his spells for later, faster use. For 1 point of Eldritch Power per spell level, a praetor can cast any spell with a range of touch or personal and, instead of gaining its effects, store it until he rests. At any time while he has spells stored he can, as a standard action, release the spell energy, immediately gaining the effects of all spells stored as if he had just cast them on himself.

At 6th level, this ability becomes a move action, and at 12th level it becomes a swift action.

Willful Disregard (Ex): As a part of their training, the praetor learns how to better defend themselves and their spells against their enemies, and overcome the defenses of their enemies. At 1st level, he gains a +1 untyped bonus to concentration and caster level checks as well as to defenses against spells and effects that test the praetor’s caster level. This doesn't actually increase caster level and doesn't affect the power or duration of spells. At 5th level, and every 5 levels thereafter, the caster level check bonus increases by +1.

Disable Magical Trap (Sp): Encroaching raiders and mages protecting their private sanctum alike tend to leave behind nasty little bits of magic. At 2nd level, the praetor learns how to deal with magic device traps and spells that produce trap-like effects. For 1 point of Eldritch Power, he may attempt to Dispel Magic on any magical trap. The duration of the suppression effect on magical item traps through dispel magic is increased by a number of rounds equal the praetor’s Charisma modifier. This ability takes a full round action, but cannot be done at all when the praetor is distracted by combat.

Steal Enhancement (Sp): At 2nd level, the praetor learns of ways to decrease the magical offenses and defenses of his enemies while increasing his own. As a standard action that does not provoke attacks of opportunity, the praetor can attempt a touch attack against any creature that he has detected the magic of on with his hand or a wielded piece of equipment (foregoing the normal damage from the attack) in order to attempt to steal a magical enhancement, such as weapon enhancement or an ability modifier, from it. The praetor must make a caster level check; he learns of all spells and the nature of all magic items at or below the result of the check.

He may then spend up to 1 + ¼ his level in Eldritch Power to attempt to steal enhancement bonuses from the target's active spell effects or magic items. The target gets a will save (DC 10 + ½ the praetor’s level + his Charisma modifier) to resist this effect. If the target fails its save, the praetor steals a number of points of enhancement bonus equal to the amount of Eldritch Power he spent, spread out among any number of spell effects or magic items that grant such bonuses; effectively, the stolen enhancement bonuses are removed from the target, while the praetor is granted that amount of enhancement bonus to the stat removed from the target. If enhancement bonuses are stolen from weapons or armor, the bonus must be added to an equivalent piece. Enhancement bonuses stolen from weapons or armor stack up to the normal maximum (anything above that is lost), but no other enhancement bonuses stack (only the highest applies, as normal).

If the praetor steals the entire effect of a spell, that spell is treated as if it were subject to dispel magic (as the spell). If the praetor succeeds at this check, the spell is removed completely from the target and they do not gain the bonus back at the end of the Steal Enhancement effect. The praetor cannot have more than one Steal Enhancement effect active at one time; if he uses Steal Enhancement again, all previously stolen effects are lost. Steal enhancement lasts for 1 round/level or until the normal duration of the spell that it was stolen from ends, whichever comes first.

Abjurative Aegis (Su): At 3rd level, the praetor increases the numerical bonus he receives from most helpful abjuration effects cast on him by 10% (rounded up), calculated separately from, and applied after, any other bonuses. The praetor gains double this bonus to Mage Armor spells he casts on himself. However, the praetor does not gain any bonus to effects that specifically inhibit spells, such as spell resistance and spell absorption effects. At 7th level, and every 4 levels thereafter, the bonus increases by 10%.

Table: Example Increases

Base Bonus10%20%30%40%50%
Mage Armor+1+2+3+4+4

Thanks to Carl for the table.

Externalize Power (Su): At 3rd level, the praetor gains the ability to empower his spells through the use of Eldritch Power. The praetor can spend any number of points of Eldritch Power in order to apply the effect of any metamagic feat he has to his spells, at the rate of 1 point of Eldritch Power per level increase of the metamagic feat. The praetor cannot use Eldritch Metamagic to enhance any given spell to an effective spell level higher than the spell level that a Sorcerer of his level could cast. This increases the casting time of any spell he uses it on as normal, although certain feats (such as Spontaneous Metafocus and Quicken Spell) may negate that.

In addition, the praetor gains the Heighten Spell feat as a bonus feat.

Bonus Feat: At 4th level, and every 4 levels thereafter, the praetor gains a bonus metamagic feat.

Specialization: At 4th level, the praetor chooses a specialization that further refines their skills with equipment, as shown below.


The praetor immediately gains Tower Shield Proficiency as a bonus feat. He does not take Arcane Spell Failure chance from wielding a Tower Shield. In addition, the Max Dex Bonus is increased by and and the Armor Check Penalty is decreased by his Charisma modifier for any Shield that he wields.
At 6th level, his Steal Special ability may be used on Armor and Shields.
Ablative Shield (Sp): At 8th level the praetor can spend up to his shield’s total AC bonus in Eldritch Power as an immediate action, reducing the damage of incoming attacks by an amount equal to his Charisma bonus until the end of his next round. The maximum amount of damage that can be blocked in this manner is equal to twice the number of points spent on this ability.
Extension of Body (Ex): At 14th level, the praetor no longer has a Maximum Dexterity Bonus with any Tower Shield that he wields.
Shielded Theft (Su): At 20th level, the praetor may use his Steal Enhancement ability as an immediate action on any adjacent creature that misses on an attack against him.


He immediately gains Weapon Focus as a bonus feat for a single weapon of his choice. He may take combat feats that require this weapon as if he were a fighter of half his level.
At 6th level, his Steal Special ability may be used on Weapons.
Weapon Empowerment (Sp): At 8th level, the praetor can spend up to his weapon’s current enhancement bonus in Eldritch Power as a free action in order to increase the damage from his next successful weapon attack by the amount of Eldritch Power that he spent. This bonus is not multiplied on a critical hit.
Critical Efficiency (Su): At 14th level, when the praetor critically hits with any weapon he has focus in, he may reduce the cost of a single use of Externalize Power or Weapon Empowerment used by the end of his next turn by one point of Eldritch Power. This ability does not allow the praetor to increase the power of his spells higher than normal.
Power from Blood (Su): At 20th level, he gains the ability to use his Steal Enhancement ability as a swift action on any creature he hits with any weapon he has Weapon Focus in.

Steal Special (Sp): At 6th level, the praetor gains the ability to steal special abilities from either weapons or armor and shields using his Steal Enhancement ability, based on his Specialization.

He gains the ability to learn the nature of any special abilities on his target’s weapons or armor/shields when he initializes his Steal Enhancement ability, and may steal special abilities from the weapons or armor/shields of his target and apply it to his own by spending a number of points of Eldritch Power equal to the effective enhancement bonus of the special ability. This ability otherwise acts as a part of steal enhancement (such as duration and maximum stolen enhancement bonus).

Lore Study (Ex): At 6th level, the praetor has a solid foundation of skills with which he can defend his leaders or strike out on his own with, and can spend some more time studying. He gains an additional 2 skill ranks at 6th and every level thereafter, but these points must be spent on intelligence-based skills.

Grant Enhancement (Sp): At 10th level the praetor gains the ability to grant his enhancement bonuses from spells and items to nearby allies. He may use this ability in two ways:

As a part of Steal Enhancement, he may grant one ally within 30’ any number of stolen enhancement bonus (or special abilities stolen) instead of using it himself. This lasts until the end of the Steal Enhancement effect.
As a Swift action, he may grant any ally within 30’ any amount enhancement bonus (or special abilities) he has, losing the enhancement bonus and granting it to his ally for 1 round/level. He may not grant an ally any temporary magical effects in this manner.

No matter the method of use, he must use 1 point of Eldritch Power per point of enhancement bonus he wishes to grant, and unlike some parts of his own Steal Enhancement ability, Enhancement bonuses given by Grant Enhancement never stack.

Improved Externalize Power (Su): At 12th level, the praetor gain some minor mastery over his metamagic abilities. Whenever he uses Externalize Power to apply metamagic feats to one of his spells, the praetor increases the DC of the spell by 1 per point spent. This bonus does not stack with the DC increase granted by the Heighten Spell feat.

Devour Spell (Sp): At 18th level the praetor can attempt to consume the spells of nearby creatures. As a standard action, the praetor can target a single creature within 30’ and attempt to glean knowledge of any spells or spell-like abilities it may have. If the creature has any, it makes a will save (DC 15 + ½ the praetor’s level + his Charisma modifier).

If the creature fails the will save, the praetor gains knowledge of any spell-like abilities the creature may have, and any spells of a level equal to and below the amount it failed its will save by. He may pick one spell or spell-like ability from the list presented and devour the spell's energy from the creature. The exact effect is determined by the type of ability devoured:

In the case of a spell-like ability, a single daily use of that spell-like ability is removed, and that spell-like ability cannot be used for one minute
In the case of spontaneous casters, a single spellcast of the devoured spell’s level is lost and the creature may not use the stolen spell for one minute
In the case of prepared casters, it loses that preparation of the spell.

The spell or spell-like ability's energy is then cannibalized and an amount is added to the praetor's Eldritch Power equal to the level of the spell devoured.

The target can willingly allow the praetor to devour a spell; if it does do, it does not gain a will save, the praetor gains knowledge of all its spells and may devour any it wishes.

The praetor can use this ability once per day at 18th level and additional time per day every level thereafter.

Greater Externalize Power (Su): At 20th level, the maximum number of effective levels that the praetor can increases his spells by using Eldritch Metamagic is increased by 2. The praetor cannot use these levels to apply Heighten Spell, nor do these extra levels increase the DC of any spells through Automated Heighten.

Spell List
Spell List

0Acid Splash, Arcane Mark, Dancing Lights, Daze, Flare, Light, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance


(Abj) - Adjuring Step, Alarm, Endure Elements, Hold Portal, Peacebond, Protection from Alignment, Shield, Winter Feathers

(Conj) - Grease, Mage Armor, Obscuring Mist, Stone Shield, Stumble Gap, Theft Ward, Unseen Servant, Web Bolt

(Div) - Anticipate Peril, Comprehend Languages, Identify

(Enc) - Bungle, Charm Person, Keep Watch, Lock Gaze, Sleep, Sow Thought, Unprepared Combatant

(Evo) - Flare Burst, Floating Disc, Hydraulic Push

(Ilu) - Color Spray, Dazzling Blade, Disguise Self, Illusion of Calm, Magic Aura, Shadow Weapon, Silent Image, Vanish, Ventriloquism

(Nec) - Cause Fear, Interrogation, Ray of Enfeeblement, Ray of Sickening

(Trn) - Animate Rope, Break, Burning Disarm, Chastise, Erase, Expeditious Retreat, Feather Fall, Forced Quiet, Jump, Jury Rig, Magic Weapon, Mirror Strike, Reinforce Armaments, Touch of Gracelessness, Tripvine, Vocal Alteration, Windy Escape


(Abj) - Ablative Sphere, Arcane Lock, Bullet Shield, Death from Below, Dispel Magic, Dweomer Retaliation, Endure Elements (Communal), Escaping Ward, Explosive Runes, Miserable Pity, Nondetection, Protection from Alignment (Communal), Protection from Arrows, Rune of Warding, Suppress Charms and Compulsions, Warding Weapon

(Conj) - Create Pit, Cushioning Bands, Dust of Twilight, Fog Cloud, Glitterdust, Returning Weapon, Web, Web Shelter

(Div) - Create Treasure Map, Locate Object, Reveal True Shape, See Invisibility, Share Memory

(Enc) - Bestow Insight, Bestow Weapon Proficiency, Compassionate Ally, Daze Monster, Delay Pain, Hideous Laughter, Oppressive Boredom, Qualm, Rage, Suggestion, Touch of Idiocy, Unnatural Lust

(Evo) - Continual Flame, Darkness, Defensive Shock, Pilfering Hand, Protective Penumbra

(Ilu) - Blur, Disguise Other, Ghostly Disguise, Hypnotic Pattern, Invisibility, Mad Hallucination, Magic Mouth, Minor Dream, Minor Image, Misdirection, Phantom Trap, Symbol of Mirroring

(Nec) - Blindness/Deafness, Command Undead, False Life, Ghoul Touch, Limp Lash, Scare, Steal Voice, Unshakable Chill

(Trn) - Aboleth’s Lung, Alter Self, Badger’s Ferocity, Bear’s Endurance, Beast Shape I, Blood Blaze, Brittle Portal, Bull’s Strength, Cat’s Grace, Certain Grip, Darkvision, Disfiguring Touch, Eagle’s Splendor, Eldritch Conduit, Fleshcurdle, Fox’s Cunning, Glide, Greensight, Kinetic Reverberation, Levitate, Magic Siege Engine, Make Whole, Masterwork Transformation, Owl’s Wisdom, Reinforce Armaments (Communal), Rope Trick, Sculpt Simulacrum, Silk to Steel, Snow Shape, Spider Climb, Squeeze, Staggering Fall, Telekinetic Assembly, Twisted Space, Whispering Wind


(Abj) - Aram Zey’s Trap Ward, Cloak of Winds, Curse of Magic Negation, Fire Trap, Globe of Invulnerability (Lesser), Magic Circle against Alignment, Protection from Arrows (Communal), Protection from Energy, Stoneskin, Suppress Primal Magic, True Form, Ward Shield

(Conj) - Ablative Barrier, Black Tentacles, Dimension Door, Solid Fog, Secure Shelter, Swipe

(Div) - Arcane Sight, Clairaudience/Clairvoyance, Locate Weakness, Seek Thoughts

(Enc) - Bite the Hand, Confusion, Crushing Despair, Daze (Mass), Deep Slumber, Forgetful Slumber, Geas (Lesser), Heroism, Hold Person, Hydraulic Torrent, Lover’s Vengeance, Overwhelming Grief, Reckless Infatuation, Unadulterated Loathing

(Evo) - Chain of Perdition, Daylight, Dazzling Blade (Mass), Emergency Force Sphere, Resilient Sphere, Telekinetic Charge, Tiny Hut, Wind Wall

(Ilu) - Displacement, Display Aversion, Hallucinatory Terrain, Illusory Script, Illusory Wall, Invisibility, Sphere, Loathsome Veil, Major Image, Shadow Step, Stolen Light, Vision of Hell, Wandering Star Motes

(Nec) - Eldritch Fever, Halt Undead, Healing Thief, Howling Agony, Ray of Exhaustion, Toxic Gift

(Trn) - Age Resistance, Ape Walk, Arcane Reinforcement, Blast Barrier, Blink, Blot, Burrow, Calcific Touch, Countless Eyes, Darkvision (Communal), Earth Glide, Enter Image, Excruciating Deformation, Firefall, Fly, Fractions of Heal and Harm, Gaseous Form, Haste, Hostile Levitation, Improve Trap, Keen Edge, Magic Siege Engine (Greater), Magic Weapon (Greater), Monstrous Extremities, Rune of Durability, Secret Page, Serren’s Armor Lock, Shrink Item, Stone Shape, Slow, Spider Climb (Communal), Steal Years, Strangling Hair, Symbol of Slowing, Twisted Innards, Vermin Shape I, Versatile Weapon, Water Breathing


(Abj) - Break Enchantment, Covetous Aura, Dimensional Anchor, Dismissal, Life Bubble, Mage’s Private Sanctum, Protection from Energy (Communal), Soothe Construct, Spell Absorption, Stoneskin (Communal), Unbreakable Construct

(Conj) - Damnation Stride, Mage’s Faithful Hound, Secret Chest, Teleport, Unseen Crew, Wall of Stone

(Div) - Arcane Eye, Locate Creature, Symbol of Revelation

(Enc) - Curse of Disgust, Dominate Person, Hold Monster, Mind Fog, Sequester Thoughts, Smug Narcissism, Symbol of Sleep

(Evo) - Darkvision (Greater), Icy Prison, Interposing Hand, Sending, Wall of Force, Wall of Sound

(Ilu) - Dream, False Vision, Invisibility (Greater), Mirage Arcana, Nightmare, Persistent Image, Phantasmal Web, Rainbow Pattern, Symbol of Striking, Village Veil

(Nec) - Bestow Curse, Contagion, Enervation, False Life (Greater), Fear, Shadow Projection

(Trn) - Baleful Polymorph, Energy Siege Shot, Mnemonic Enhancer, Overland Flight, Passwall, Planar Adaptation, Plant Shape I, Rapid Repair, Shadowy Haven, Steal Years (Greater), Telekinesis, Transmute Mud to Rock, Transmute Rock to Mud, Treasure Stitching



Reduced spells per day by about 1/3, Level 1 spells known reduced by 1.
Cut bonus of Abjurative Aegis by approximately half, but bonus to Mage Armor kept the same.
Abjurative Aegis no longer increases the power of spell absorption and resistance.


Cleaned up wording, reworded specialization to more reasonably allow expansion.
Added a handful of basic feats.

Ilorin Lorati
2013-08-11, 05:08 PM

To the Centurion, the weapon isn't just another tool to be used in the defense of his master, it's an extension of himself. While his spells are still control focused, he has an understanding of the art of combining the two that are surpassed only by few.

Diminished Abjurations: The Centurion does not gain an increase to the armor bonus of Mage Armor through Abjurative Aegis.

This modifies the Abjurative Aegis class feature.

Bonded Weapon: At first level, the Centurion gains a bonded weapon, as per the wizard Bonded Object class feature, except instead of being able to cast any spell from his spellbook, it allows the centurion to cast any spell he knows once per day. The centurion does not gain the effect of Willful Disregard if he’s not wielding his bonded weapon.

The centurion may supercharge his bonded weapon, spending up to 1 + ¼ his level in Eldritch Power in order to grant it an equivalent amount of Enhancement bonus for one minute. This enhancement bonus stacks with any currently existing enhancement bonuses, but but ability cannot grant weapon special abilities, cannot be active at the same time as Steal Enhancement, and cannot bring the weapon’s enhancement bonus over it’s normal maximum. At 10th level, when the centurion gains Grant Enhancement, he may grant any amount of the bonus from this ability to his allies’ weapons instead of his own.

This ability changes Willful Disregard and replaces Shield Proficiency. The Centurion suffers the normal arcane spell failure chance when casting praetor spells while wielding a shield. As such, the Centurion may not choose Protector as his specialization at 4th level.

Specialization Boon: If the Centurion takes the Blade specialization with his Specialization class feature, he may, as a one time bonus, freely change his Bonded Weapon to the weapon with which he took Focus in.

Spell Combat (Su): At 2nd level, the Centurion gains Spell Combat as the Magus class feature.

This ability replaces the Armor and Shield portions of the Steal Enhancement ability. The Centurion cannot steal enhancement bonuses from armor or shields.

Critical Empowerment (Su): At 4th level, when the centurion scores a critical hit with his bonded weapon, he gains a number of temporary points of Eldritch Power equal to his weapon’s critical multiplier that lasts until the end of his next turn.

Less focused on physical combat than hindering and harming enemies and aiding allies, the Sageguard, while a competent front line fighter, is more at home from the mid or back lines to prevent the enemy from getting close to the real magical powerhouses: the mages.

Diminished Abjurations: The sageguard does not gain an increase to the armor bonus of Mage Armor through Abjurative Aegis. In addition, he does not gain the Mage Armor spell for free at first level.

This modifies the Abjurative Aegis class feature.

Improved Eldritch Power: Starting at 2nd level, the sageguard treats his Charisma modifier as 2 points higher for the purpose of all class features (Such as spells per day/DCs, amount of Eldritch Power, etc). In addition, the amount of Eldritch Power he gains per level is increased to 3.

At 6th level, the effective Charisma bonus increases by +2, and starting at 10th level sageguard gains 1 additional Eldritch Power per day per level.

This ability replaces the Steal Enhancement and Steal Special class features.

Magic Specialization (Su): At 1st, 4th, and every 2 levels thereafter, the Sageguard adds one spell of any level he can cast to his list of sageguard spells known from the Sorcerer/Wizard spell list. These spells count as being on his class spell list, although he may not trade them out as with normal spells.

Whenever the sageguard applies a status effect to an enemy, he gains 1 temporary point of Eldritch Power that lasts until the end of the encounter. These temporary points stack up to 1/2 the Sageguard's level.

This ability replaces the Specialization feature. The sageguard does not gain any of its bonuses as he levels.

Lore Study (Ex): The sageguard gains Lore Study at 1st level instead of 6th. As a result, he gains 2 additional skill ranks per level starting at 1st.

This ability modifies the Lore Study class feature.

Emergency Reserve (Sp): At 16th level, the sageguard gains the ability to sacrifice his Eldritch Power in order to cast spells. By sacrificing an amount of Eldritch Power equal to twice the level of the spell he wishes to cast, the sageguard can cast any Sorcerer/Wizard of up to 6th level as a spell-like ability using his praetor level as the caster level. The sageguard must have a Charisma score of at least 10 + the spell’s level in order to do this. These spells can be enhanced by Externalize Power up to the normal cap.

The sageguard can use this once per day at at 16th level, and one additional time per day at each level up to 20th.

This ability replaces Devour Magic.



Allied Storage
You can route some of your stored spells to nearby allies.

Prerequisites: Spell Storage class feature.

Benefit: When you release spells from your spell storage, you may touch nearby allies to instead apply up to a number of your spells equal to your Charisma modifier to them instead of using them on yourself. These spells must not have a range of personal.

Normal: Your Spell Storage feature can only apply spells to yourself.

Extra Eldritch Power
More Eldritch Power wells up from within you.

Prerequisites: Eldritch Power class feature.

Benefit: You gain 3 additional points of Eldritch Power.

Special: You can gain Extra Eldritch Power multiple times. Its effects stack.

Improved Steal Enhancement
You've trained with your Steal Enhancement ability enough that you no longer need to touch people directly to take their power.

Prerequisites: Steal Enhancement class feature.

Benefit: You can use your Steal Enhancement feature as a ranged touch attack with a range of 30 ft, but you must have a hand free in order to do this.

Instantaneous Storage Activation
You are slightly faster in bringing about the spell effects you have stored.

Prerequisites: Ability to release spell storage as a swift action.

Benefit: The activation time for releasing spells you have stored from your spell storage class feature is now an immediate action.

Ilorin Lorati
2013-08-12, 06:19 PM
I've updated the class with two archetypes, both of which focus more on one of the three thirds of the class features (Defense, melee, spellcasting) at the cost of portions of a reduction in the power of at least one of the other two. In this case, one brings up melee power somewhat while trading away defense, while the other turns up spellcasting at the cost of some offense and defense.

Any opinions? I like my local group to death, but could really get some more critical opinions.

2013-08-12, 06:38 PM
I wonder if the BaB shouldn't be dropped to half, but that comes with my experience in 3.5 (not Pathfinder, which I know scales a bit differently). It just seems like a lot of spells per day on a full BaB chassis.

Abjurative Aegis should have it's percent(s) cut in half. It's probably a bit much right now considering how well the class' different abilities play off of each other.

That said it's definitely a solid tier 3, though I see it as being more powerful in the hands of the players than the DM. Congratulations on making one of the best mage-killer class I've seen around (even if that was inadvertent).

Ilorin Lorati
2013-08-12, 07:28 PM
All fair assessments. I was really careful about how many spells known I added, but my spells per day were something I just added and never really thought about after.

Abjurative Aegis was something I've never been sure about from the beginning. I wanted them to be focused up against people with magic, not people that used magic - like it said, adventurers and other dungeon delvers. I could probably remove SR bonuses entirely as an explicit disallowment, and reduce the bonuses by a fair bit. I originally went with a flat increase to the numbers, but it came out with some things getting around a 300% increase, but I guess this way poses its own share of problems - namely thinking about it the massive increases to SR. I guess I have a lot to learn.

Edit: Alright, I've reduced spells known and spells per day, nerfed non-AC bonuses of Abjurative Aegis hard, as well as removed the bonuses to effects like SR bonuses. Anything else over the top?

2013-08-12, 08:08 PM
It looks fine now. I don't really don't see any glaring issues. I'd maybe drop the hd to d8, though that's more due to personal preference than balance.

Ilorin Lorati
2013-08-12, 08:30 PM
It looks fine now. I don't really don't see any glaring issues. I'd maybe drop the hd to d8, though that's more due to personal preference than balance.

The biggest reason that I have the class set to d10 was because the class was intended to be primarily a defender, and making the HD size d8 would hurt the ability to soak damage at mid and high levels. Not much, but just enough to make me want to avoid it.

Ilorin Lorati
2013-08-16, 04:01 PM
Added a handful of feats to round out the class with some useful things that not everyone will want, and cleaned up a couple of features.

This will be the last time I ask for feedback, as with the addition of feats I now consider the class to be finished so long as no glaring issues come up.