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View Full Version : [Base Class] Mage Warrior - Ultimate Gish (hopefully)



Arakune
2008-02-13, 07:55 AM
Alignment: Any
Skill points: (4 + Int) x4 at first level and (4+ Int) every level thereafter.
Skills (and the key ability for for each skill): Intimidate (Cha), Bluff (Cha), Craft: Any (Int), Knowledge: Arcane (Int), Spellcraft (Int), Jump (Str), Climb (Str), Concentrate (Con)
Hit dice: d8

{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Invocations (2 charges/day) [Sp], Invocations level 1 [Sp], Somatic Weapon [Ex]

2nd|
+1|
+3|
+0|
+3|Armored Mage (Light Armor) [Ex]

3rd|
+2|
+3|
+1|
+3|Bonus Feat

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

5th|
+3|
+4|
+1|
+4|Invocations level 2 [Sp]

6th|
+4|
+5|
+2|
+5|Invocations (4 charges/day) [Sp], Bonus Feat

7th|
+5|
+5|
+2|
+5|Armored Mage (Medium armor) [Ex]

8th|
+6/+1|
+6|
+2|
+6|Invocations recharge (lesser) [Ex]

9th|
+6/+1|
+6|
+3|
+6|--------

10th|
+7/+2|
+7|
+3|
+7|Invocations level 3 [Sp]

11th|
+8/+3|
+7|
+3|
+7|--------

12th|
+9/+4|
+8|
+4|
+8|Invocations (8 charges/day) [Sp], Bonus Feat

13th|
+9/+4|
+8|
+4|
+8|--------

14th|
+10/+5|
+9|
+4|
+9|--------

15th|
+11/+6/+1|
+9|
+5|
+9|Invocations level 4 [Sp]

16th|
+12/+7/+2|
+10|
+5|
+10|Invocations recharge (greater) [Ex]

17th|
+12/+7/+2|
+10|
+5|
+10|--------

18th|
+13/+8/+3|
+11|
+6|
+11|Invocations (16 charges/day) [Sp], Bonus Feat

19th|
+14/+9/+4|
+11|
+6|
+11|--------

20th|
+15/+10/+5|
+12|
+6|
+12|Invocations level 5 [Sp]
[/table]

Spells per day

{table=head]Level|0th|1st|2nd|3rd|4th|5th|6th|7th
1st|3|1
2nd|3|2
3rd|4|3
4th|4|3|1
5th|4|3|2
6th|4|4|3
7th|4|4|3|1
8th|4|4|3|2
9th|4|4|4|3
10th|4|4|4|3|1
11th|4|4|4|3|2
12th|4|4|4|4|3
13th|4|4|4|4|3|1
14th|4|4|4|4|3|2
15th|4|4|4|4|4|3
16th|4|4|4|4|4|3|1
17th|4|4|4|4|4|3|2
18th|4|4|4|4|4|4|3
19th|4|4|4|4|4|4|3|1
20th|4|4|4|4|4|4|3|2
[/table]


Spells Knows

{table=head]Level|0th|1st|2nd|3rd|4th|5th|6th|7th
1st|4|2
2nd|4|3
3rd|5|3
4th|5|4|1
5th|6|4|1
6th|6|5|2
7th|6|5|2|1
8th|6|6|3|1
9th|6|6|3|2
10th|6|6|4|2|1
11th|6|6|4|3|1
12th|6|6|5|3|2
13th|6|6|5|4|2|1
14th|6|6|6|4|3|1
15th|6|6|6|5|3|2
16th|6|6|6|5|4|2|1
17th|6|6|6|6|4|3|1
18th|6|6|6|6|5|3|2
19th|6|6|6|6|5|4|2|1
20th|6|6|6|6|6|4|3|2
[/table]


Class Features
Weapon and Armor Proficiency: All simple and martial weapons, all light and medium armor. No shields.

Spell casting: A magewarrior casts arcane spells which are drawn primarily from the magewarrior spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must. To learn or cast a spell, a magewarrior must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magewarrior’s spell is 10 + the spell level + the magewarrior’s Charisma modifier.

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

Upon reaching 4th level, and at every even-numbered magewarrior level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the magewarrior "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, and it must be at least two levels lower than the highest-level sorcerer spell the magewarrior can cast. A sorcerer 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.

Invocations [Sp]: Invocations are spell-like abilities the magewarrior can use at a limited times per day. To use a Invocation the magewarrior spend a number of charges equal the invocation level. All Invocations need a standart action to cast and any saving throw are made with DC equal 10 + half magewarrior level + charisma bonus unless otherwise noted. At first level the magewarrior have only 2 charges/day and can cast only one first level invocation but at every even level starting at level two the magewarrior can learn a new Invocation equal or below his highest Invocation level. At 5th level he can use 2nd level invocations, at 10th level 3rd level invocations, at 15th level he can use 4th level invocations and at 20th level he will receive one 5th level invocation.

Somatic Weapon [Ex]: The magewarrior can use his weapon/s swings to substitute the somatic component when casting a spell from the magewarrior spell list. He doesn't need a free hand to cast spells providing he are wielding in at least one hand a weapon he are proficient.

Bonus Feat: The magewarrior at 3rd level and at 3 levels thereafter receive one bonus feat the he can take from the fighter bonus feat list. He still need to meet any prerequisites required to take the feat.

[B]Armored Mage: At 2nd level the magewarrior can use any light armor without chance of Arcane Spell Failure, and at 7th level he can use medium armor as well.

Invocations recharge : At 8th level the magewarrior can use some of his unused spell slots to recharge his invocations per day. He regains one charge for every 4 spell levels or equivalent used (two 2nd level spell slot recharge one charge or one 1st level and a 3rd level spell slot and so on). At 8th level he regains one charge for every 4 spell levels used, at 16th level he regains one charge for every 2 spell levels used.

Invocations List

[B]Level 1:

Elemental Weapon, Lesser
Duration: 1 round/level
Target: Caster
Range: Personal
Saving Throw: No
Spell Resistance: No
Description: The magewarrior weapon deal either acid, sonic, fire, eletric or cold damage in the next attack. The power are discharged when he attacks, loses/drop his weapon or the duration period expires. It will affect only one weapon the magewarrior are using or only one end of a double weapon. Multiple uses of the invocations doesn't stack.

Shake
Duration: Instantaneous
Target: Caster
Range: 15ft + 5ft * level radius
Saving Throw: Reflex Negate
Spell Resistance: No
Description: You make a small earthquake centered in your feet. Everyone else must make a reflex save or fall prone and take 1d6 non-letal damage.

Earth Spikes, Minor
Duration: Instantaneous
Target: Area of 5ftx5ft.
Range: 60 ft.
Saving Throw: No
Spell Resistance: No
Description: Small earth spikes emerge from the ground and make a single attack with your base attack bonus that deal 2d6 piercing damage.

Razor Wind, Minor
Duration: Instantaneous
Target: 10ftx10ftx10ft area.
Range: 90 ft.
Saving Throw: Reflex Half
Spell Resistance: Yes
Description: A gust of wind create a razor sharp blade that attack an area, dealing 2d6 slashing damage to all creatures in it.

Flame Burst, Minor
Duration: Instantaneous
Target: Single
Range: 60ft.
Saving Throw: Fortitude Partial (See text)
Spell Resistance: Yes
Description: The magewarrior throw a line of flame and make a single attack with his base attack bonus that deal 2d6 fire damage. If it hits the target he must make a Fortitude saving throw or catch fire taking furter 1d6 fire damage. The flame ceases in the end of your turn.

Acrobatic Trick
Duration: 1 round
Target: Caster
Range: Personal
Saving Throw: Harmless
Spell Resistance: No
Description: The magewarrior receive a +5 competence bonus on balance and trumble for the duration of the spell.

Swift Jump, Minor
Duration: Instantaneous
Target: Caster
Range: Personal
Saving Throw: Harmless
Spell Resistance: No
Description: The magewarrior casts the spell as a swift action and receive a +10 competence bonus to jump until the end of his turn.

Level 2:

Elemental Weapon, Greater
Duration: 1 round/level
Target: Caster Weapon
Range: Personal.
Saving Throw: No
Spell Resistance: No
Description: The magewarrior weapon deal extra +2d6 of either acid, sonic, fire, eletric or cold damage during the duration of the spell. The power are discharged when he loses/drop his weapon, hits the first time with the weapon or the duration period expires. It will affect both weapons the magewarrior are using and both ends of a double weapon but both will dispell if one are dispelled. Multiple uses of the invocations doesn't stack and this extra damage doens't benefit by a critical hit.

Elemental Burst
Duration: Instantanous
Target: Single
Range: Touch.
Saving Throw: Reflex Half
Spell Resistance: Yes
Description: The magewarrior make a touch attack that deals 2d8 damage of either acid, sonic, fire, eletric, cold or force damage.

Earth Spikes
Duration: Instantaneous
Target: Area of 10ftx10ft.
Range: 60 ft.
Saving Throw: No
Spell Resistance: No
Description: Small earth spikes emerge from the ground and make a single attack with your base attack bonus that deal 3d6 piercing damage.

Razor Wind
Duration: Instantaneous
Target: 10ftx10ftx10ft area.
Range: 120 ft.
Saving Throw: Reflex Half
Spell Resistance: Yes
Description: A gust of wind create a razor sharp blade that attack an area, dealing 4d6 slashing damage to all creatures in it.

Flame Burst
Duration: Instantaneous
Target: Single
Range: 60ft.
Saving Throw: Fortitude Partial (See text)
Spell Resistance: Yes
Description: The magewarrior throw a line of flame and make a single attack with his base attack bonus that deal 3d6 fire damage. If it hits the target he must make a Fortitude saving throw or catch fire taking furter 1d6 fire damage. The flame ceases in the end of your turn.

Swift Jump
Duration: Instantaneous
Target: Caster
Range: Personal
Saving Throw: Harmless
Spell Resistance: No
Description: The magewarrior casts the spell as a swift action and receive a +20 competence bonus to jump and are treated as if he have the run feat (if he already have the feat this effect are ignored) and already have a running start until the end of his turn.

Acrobatic Skill
Duration: 1 round
Target: Caster
Range: Personal
Saving Throw: Harmless
Spell Resistance: No
Description: The magewarrior receive a +10 competence bonus on balance and trumble for the duration of the spell.

Deliver Touch Spell
Duration: 1 round/level
Target: Caster
Range: Personal
SAbing Throw: Harmless
Spell Resistance: No
Description: Until the end of the spell duration the magewarrior can use his weapon to deliver touch spells. He must cast the spell and chose to 'store' it in the weapon and the spell are used in the first of the attack or are wasted if the Invocation duration expires.

Level 3:

Tactical Teleport, Minor
Duration: 1 round/level
Target: Caster
Range: 30ft.
Saving Throw: No
Spell Resistance: No
Description: During the time this invocation are active the magewarrior teleport the distance allowed as a movement action in any direction and he gains a dodge bonus of +1 to AC. He need a stable ground as a destination must be standing in one to be able to teleport (he can't use this power to make various 'jumps' to reach somewhere in the sky, for instance).
Special: The magewarrior can use this invocation as a swift action if he spend 3 extra charges each time he teleports.

Level 4:

Tactical Teleport, Greater
Duration: 1 round/level
Target: Caster
Range: 60ft.
Saving Throw: No
Spell Resistance: No
Description: During the time this invocation are active the magewarrior teleport the distance allowed as a movement action in any direction and he gains a dodge bonus of +2 to AC. He doesn't need a stable ground as a destination but must have one to be able to teleport.
Special: The magewarrior can use this invocation as a swift action if he spend 3 extra charges each time he teleports.

Level 5:

Tactical Teleport, True
Duration: 2 rounds/level
Target: Caster
Range: 120ft.
Saving Throw: No
Spell Resistance: No
Description: During the time this invocation are active the magewarrior teleport the distance allowed as a movement action in any direction, and he gains a dodge bonus of +4 to AC. He doesn't need a stable ground as a destination or to be able to teleport.
Special: The magewarrior can use this invocation as a swift action if he spend 4 extra charges each time he teleports this way.



Spell List

0th:
Abjur: Resistance;
Div: Detect Magic, Read Magic;
Ench: Daze;
Evoc: Light, Dancing Lights;
Necro: Touch of fatigue;
Trans: Mending, Open/Close;
Uni: Arcane Mark, Prestidigitation;

1st:
Abjur: Endure Elements, Hold Portal, Shield;
Conj: Grease, Mage Armor, Obscuring Mist;
Div: True Strike;
Ench: Sleep;
Evoc: Burning Hands, Magic Missile, Shocking Grasp;
Necro: Chill touch, Ray of Enfeeblement;
Trans: Expeditious Retreat, Feater Fall, Jump, Magic Weapon;

2nd:
Abjur: Protection from Arrows, Resist Energy;
Conj: Acid Arrow;
Div: See Invisibility;
Ench: Daze Monster, Touch of Idiocity;
Evoc: Flaming Sphere, Gust of Wind, Scorching ray, Shatter;
Illus: Blur, Mirror Image;
Necro: Blindness/Deafness, Ghoul touch, Scare, Spectral Hand;
Trans: Bull's Strenght, Bear Endurance, Cat's Grace, Eagle's Explendor, Pyrotechnics, Spider Climb;

3rd:
Abjur: Dispel Magic, Protection from Energy;
Div: Arcane Sight, Clairaudience/Clairvoyance, Tongues;
Ench: Deep Slumber, Heroism, Hold Person, Rage;
Evoc: Fireball, Ligthning bolt, Wind Wall;
Illus: Displacement;
Necro: Ray of Exaustion, Vampiric touch;
Trans: Blink, Flame Arrow, Fly, Haste, Keen Edge, Magic Weapon (Greater), Slow, Water Breathing;

4th:
Abjur: Globe of Invulnerability (Lesser),Stoneskin;
Conj: Black Tentacles, Solid Fog;
Div: Arcane Eye;
Ench: Confusion, Crusing Despair;
Evoc: Ice Storm, Resilient Sphere, Shout;
Illus: Phantasmal Killer;
Necro: Bestow Curse, Fear, Disintegrate (Lesser)*;

5th:
Abjur: Break Enchantment;
Div: Prying Eyes;
Ench: Hold Monster, Feeblemind;
Evoc: Cone of cold, Wall of force, Forcefull Hand;
Necro: Waves of Fatigue;
Trans: Telekinessis, Overland Flight;

6th:
Abjur: Dispel Magic (Greater), Globe of Invulnerability;
Conj: Teleport;
Div: True Seeing;
Ench: Heroism (Greater);
Evoc: Chain Lighting, Grasping Hand, Freezing Sphere;
Illus: Shadow Walk;
Trans: Disintegrate, Transformation;

7th:
Abjur: Spell Turning;
Ench: Hold Person (Mass), Power Word Blind;
Evoc: Delayed Blast Fireball, Mage’s Sword;
Necro: Finger of death, Waves of Exaustion;
Trans: Reverse gravity, Statue;

New Spell


Disintegrate (Lesser)
Level: Sor/Wiz 4, Magewarrior 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial (object)
Spell Resistance: Yes
You must make a successful touch attack to hit. Any creature hit takes 1d6 points of damage per caster level (to a maximum of 20d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.
When used against an object, the spell simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The spell affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.
A creature or object that makes a successful Fortitude save is partially affected, taking only 3d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.




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Fluff, spell list and all invocations later. So far, what do you think.

I already had one thread for this, but fishing that would be thread necromancy, so...:smallamused:

Edit: Curses! I made a mistake in the Spell table. Fixed now.

Versions:

V 1.1 : 2/14/2008
Add new invocations and minor chances to the spell list.

V 1.0 : 2/13/2008
Add the Spell list and the New spell.

V 0.1 : 2/13/2008
First post and some changes.

Arakune
2008-02-14, 09:01 AM
It's that much ignorable? :smalleek: