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  1. - Top - End - #1
    Titan in the Playground
     
    PirateCaptain

    Join Date
    Jun 2007
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    Default Martial Arcanist (PRC) (PEACH)


    Martial Arcanist

    Oh sure, a strong arm, a steady heart, and a quick hand are all a fighter needs. However, I know a few tricks to make that arm as strong as an ox, that heart as steady as a mountain, and that hand as quick as lightning
    -Nicholas Shorebreak, Martial Arcanist


    The first Martial Arcanists were trained by a magical university who recognized the necessity for soldiers to serve as bodyguards. However, rather than train a force that was only barely competent at both combat and spellcasting the wizards developed a style of magic that was easier to use and that would supplement martial skills. This style of magic meant that the user needed no prior magical power, which could be provided by somebody else. The end result was the Martial Arcanist, a solider who could enhance his skills with magic, and the methods used to train these formidable fighters quickly spread, until they were used by most arcane institutions.

    Organization
    Most Martial Arcanists are attached the wizard’s guilds, arcane universities, or other such institutions where they serve as bodyguards and elite guards. However, it is not rare for a lone wizard or sorcerer to keep a Martial Arcanist as a bodyguard. Some militaries train Martial Arcanists to act as shock troops.
    Requirements

    Base Attack Bonus

    6+

    Weapon Proficiency
    Must be proficient in all Martial weapons

    Skills
    Knowledge Arcana 3 ranks

    Special
    Must study under somebody capable of casting 3rd level arcane Spells or be capable of casting 2nd level arcane spells.

    Martial Arcanist
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Martial Spellcasting|1|1

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Class Ability|2|1|1

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Combat Casting|3|2|1|

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Class Ability|4|3|1|

    5th|
    +5
    |
    +5
    |
    +2
    |
    +2
    |At a Moment's Notice|4|4|2|0|

    6th|
    +6
    |
    +5
    |
    +2
    |
    +2
    |Class Ability|5|4|2|1|

    7th|
    +7
    |
    +5
    |
    +2
    |
    +2
    |Class Ability|5|5||3|1|0|

    8th|
    +8
    |
    +6
    |
    +2
    |
    +2
    |Class Ability|5|5|4|2|1|

    9th|
    +9
    |
    +6
    |
    +3
    |
    +3
    |Class Ability|5|5|4|3|2|

    10th|
    +10
    |
    +7
    |
    +3
    |
    +3
    |Class Ability|5|5|4|3|3|[/table]
    Class Skills
    The Martial Arcanist’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).
    Skill Points at Each Level
    2 + Int modifier.

    Class Abilities
    Martial Spellcasting: A Martial Arcanist can spontaneously cast any spell on the Martial Arcanist spell list(as a Sorceror) without arcane spell failure provided they are not wearing heavy armor. However, these spells can only target the Martial Arcanist or objects they are holding or wearing. Once they stop holding or wearing the object, the spell effect fades after one round per caster level. A Martial Arcanist's caster level is equal to their hit die.

    Combat Casting: at 3rd level, the Martial Arcanist recieves Combat Casting as a bonus feat, even if they do not meet the prerequisites.

    At a Moments Notice: at fith level and above, a Martial Arcanist may cast a spell from the Martial Arcanist spell list as a swift action.

    Spell List
    0th level
    Resistance
    Detect Magic
    1st level
    Endure Elements
    Protection from Chaos/Evil/Good/Law
    Shield
    Enlarge Person
    Magic Weapon
    Feather Fall
    Jump
    Expeditious Retreat
    Reduce Person
    2nd level
    Resist Energy
    Protection from Arrows
    See invisibility
    Blur
    Invisibility
    False Life
    Alter self
    Bears Endurance
    Cat’s grace
    Darkvision
    Eagles Splendor
    Foxes Cunning
    Owl’s Wisdom

    3rd Level
    Protection from Energy
    Heroism
    Rage
    Blink
    Haste
    Keen Edge
    Magic weapon, Greater
    Water Breathing

    Fourth Level
    Stoneskin
    Polymorph
    Fire Shield
    True Strike
    Spell Resistance

    Spellcasting Ability: Int
    Last edited by BRC; 2008-03-14 at 11:56 PM.
    Quote Originally Posted by Dsurion View Post
    I don't know if you've noticed, but pretty much everything BRC posts is full of awesome.
    Quote Originally Posted by chiasaur11 View Post
    So, Astronaut, War Hero, or hideous Mantis Man, hop to it! The future of humanity is in your capable hands and or terrifying organic scythes.
    My Homebrew:Synchronized Swordsmen,Dual Daggers,The Doctor,The Preacher,The Brawler
    [/Center]

  2. - Top - End - #2
    Banned
    Join Date
    Nov 2006

    Default Re: Martial Arcanist (PRC) (PEACH)

    I don't think Tongues, Arcane Sight and Nondetection should be on his spell-list as they're not particularily useful in combat and this is a combat orientated class.
    Also a single dispel magic turns the martial arcanist into an ordinary warrior, this may be flavourful but it very good for a PC class to have such a fragile achilles heal. Maybe CL could equal hitdie?
    I also think it's a tad underpowered. How about being able to cast one spell per round as a swift action? Then it'll see some use in random encounters while bringing it's power up a tad.
    Hmm... now it's beginning to look like something from Tome of Battle.
    Anyway just my two pesos.

  3. - Top - End - #3
    Titan in the Playground
     
    PirateCaptain

    Join Date
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    Default Re: Martial Arcanist (PRC) (PEACH)

    The problem with making CL equal Hit dice is that sounds like somthing that would spawn ten thousand exploits. I think I'll drop those spells from the spell list though.
    The One spell per round as a swift action thing sounds useful though, and because he couldn't use it to get a free quickened fireball or anything it wouldn't be unbalancing.
    Last edited by BRC; 2008-03-14 at 10:57 PM.
    Quote Originally Posted by Dsurion View Post
    I don't know if you've noticed, but pretty much everything BRC posts is full of awesome.
    Quote Originally Posted by chiasaur11 View Post
    So, Astronaut, War Hero, or hideous Mantis Man, hop to it! The future of humanity is in your capable hands and or terrifying organic scythes.
    My Homebrew:Synchronized Swordsmen,Dual Daggers,The Doctor,The Preacher,The Brawler
    [/Center]

  4. - Top - End - #4
    Banned
    Join Date
    Nov 2006

    Default Re: Martial Arcanist (PRC) (PEACH)

    Quote Originally Posted by Bloddyredcommie View Post
    The problem with making CL equal Hit dice is that sounds like somthing that would spawn ten thousand exploits.
    Actualy, due to LA it's impossible to exploit without using spawn tricks which are ridiculously broken anyway (20 levels in every class)!
    Psst, could you review my Hopper Demon? I still haven't had any comments regarding CR.

  5. - Top - End - #5
    Titan in the Playground
     
    PirateCaptain

    Join Date
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    Default Re: Martial Arcanist (PRC) (PEACH)

    Okay, Your advice has been taken, don't you feel special!
    Last edited by BRC; 2008-03-15 at 12:51 AM.
    Quote Originally Posted by Dsurion View Post
    I don't know if you've noticed, but pretty much everything BRC posts is full of awesome.
    Quote Originally Posted by chiasaur11 View Post
    So, Astronaut, War Hero, or hideous Mantis Man, hop to it! The future of humanity is in your capable hands and or terrifying organic scythes.
    My Homebrew:Synchronized Swordsmen,Dual Daggers,The Doctor,The Preacher,The Brawler
    [/Center]

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