(Obsolete) Warrior Arcane

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Magic is a battlefield – and in the realm of battle, the prepared is king.

Magecraft is a common art in Cobrin`Seil. Warfare is also a common art. In some places, the circumstances are right where a warrior can arise who bends the arcane to his will just as swiftly and as easily as he takes to military means. These unique few are the Warrior Arcane.
Unique amongst spellcasters, the Warrior Arcane treat magic as any other tactical weapon; she brings to bear against her arcane opponents the sort of strategic genius that has become the norm in the military.

Adventures

The Warrior Arcane is a class that indicates a past and lifestyle that's unique. That is, becoming a Warrior Arcane is not common; those with more magical ability become sorcerors, and those with more martial ability tend to become fighters. Therefore, Warriors Arcane tend to be adventurers in the purest sense – characters without a true home to return to, making their path in life from day to day.

Characteristics

Warriors Arcane are martial first and foremost; their training may include an amount of magical expertise, but by no means are they dependent on magic to defend themselves or accomplish their goals.

Alignment

Typically, Warriors Arcane are nonlawful characters. Their abilities and talents are flexible and oriented around improvising solutions to problems; therefore, a strictured, lawful mindset tends to go at odds with their typical modus operandi. That said, sometimes the Warrior Arcane is often a sorceror or wizard who is cunning enough to study the art of war before the art of magic – and therefore, brings a greater understanding of how to achieve victory to a field where instinct and primal drive is more common.

Religion

Religion is often the sanctum of those who cannot protect themselves; Warriors Arcane are independent in the extreme. Religious Warriors Arcane are not impossible – after all, they are unique individuals, every one – but they are not characters who would typically be religious.

Background

Warriors Arcane are as diverse as is possible. Typically, Warriors Arcane have upbringings which feature combat, magic, and most often, loss – lives that fire them as a crucible, and leave them forever changed from what they were.

Races

Any race can produce Warriors Arcane. Kobold commandos, since the death of Kurtulmak, tend to be Warriors Arcane, and Grey Elves take to the class with aplomb.

Other Classes

Warriors Arcane have common ground with rangers, druids, warlocks, and sorcerors; all are characters who can rely on their own abilities and are independent in their actions. Wizards rely on spellbooks, and clerics on gods, while fighters are too focused in their pursuits for the Warrior Arcane's tastes.

THE WARRIOR ARCANE Hit dice: {$hitdice}
Spells Per Day
Level Base Attack Bonus Fort Save Ref Save Will Save Special 1 2 3 4
1 +1 +2 +0 +0 Detect Magic, Arcane Aura - - - -
2 +2 +3 +0 +0 Arcane Protection - - - -
3 +3 +3 +1 +1 Aracne Infusion (+1) - - - -
4 +4 +4 +1 +1 Arcane Proficiency 2* - - -
5 +5 +4 +1 +1 Warbound Familiar 2 - - -
6 +6/+1 +5 +2 +2 - 3 - - -
7 +7/+2 +5 +2 +2 Mettle, Arcane Infusion (+2) 3 - - -
8 +8/+3 +6 +2 +2 - 4 2* - -
9 +9/+4 +6 +3 +3 Spell Resistance 4 2 - -
10 +10/+5 +7 +3 +3 - 4 3 - -
11 +11/+6/+1 +7 +3 +3 Arcane Infusion (+3), Swift Spells I 4 3 2* -
12 +12/+7/+2 +8 +4 +4 Arcane Theft 4 4 3 -
13 +13/+8/+3 +8 +4 +4 - 4 4 3 -
14 +14/+9/+4 +9 +4 +4 Swift Spells II 4 4 4 2*
15 +15/+10/+5 +9 +5 +5 Arcane Infusion (+4) 4 4 4 3
16 +16/+11/+6/+1 +10 +5 +5 - 4 4 4 3
17 +17/+12/+7/+2 +10 +5 +5 Swift Spells III 5 4 4 4
18 +18/+13/+8/+3 +11 +6 +6 Greater Arcane Theft 5 5 4 4
19 +19/+14/+9/+4 +11 +6 +6 Arcane Infusion (+5) 5 5 5 4
20 +20/+15/+10/+5 +12 +6 +6 Swift Spells IV 5 5 5 5
Class Skills ({$skillslvl} + int mod per level, x4 at 1st level): {$cskills}

*Provided the Warrior Arcane has a high enough Charisma score to have a bonus spell of this level.

Game Rule Information

  • Abilities: Strength is usually the most important ability score for an Warrior Arcane, it is an important stat for melee combat. Constitution is usually very important, though Warriors Arcane who are more focused on bowmanship may value Dexterity more. A Charisma of 14 or more is required to cast the highest-level of Warrior Arcane spells, and a Charisma of 11 or better is required to cast any Warrior Arcane spells at all.
  • Alignment: An Warrior Arcane may be of any alignment.
  • Hit Die: d8

Class Skills

The Warrior Arcane's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (Any) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).

  • Skill Points at 1st Level: (4 + Int modifier) x 4
  • Skill Points at Each Level: 4 + Int modifier

Class Features

All of the following are class features of the Warrior Arcane.

Weapon and Armour Proficiency

A Warrior Arcane is proficient with all simple weapons, plus all martial weapons. Warriors Arcane are proficient with light armor and shields (including tower shields). A Warrior Arcane can cast Warrior Arcane spells while wearing light armor or using a shield without incurring the normal arcane spell failure chance (see Arcane Proficiency, below). However, like any other arcane spellcaster, a Warrior Arcane wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass Warrior Arcane still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting

Beginning at 4th level a Warrior Arcane gains the ability to cast a small number of arcane spells, which are drawn from the Warrior Arcane spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a Warrior Arcane must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a Warrior Arcane's spell is 10 + the spell level + the Warrior Arcane's Charisma modifier.

Like other spellcasters, a Warrior Arcane can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Warrior Arcane. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Warrior Arcane Spells Known indicates that the Warrior Arcane gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

The Warrior Arcane's selection of spells is extremely limited. At most new Warrior Arcane levels after four, she gains one or more new spells, as indicated on Table: Warrior Arcane Spells Known. (Unlike spells per day, the number of spells a Warrior Arcane knows is not affected by his Charisma score; the numbers on Table: Warrior Arcane Spells Known are fixed.)

Through 3rd level, a Warrior Arcane has no caster level. At 4th level and higher, her caster level is equal to her Warrior Arcane level.

As noted above, a Warrior Arcane 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 allotment of spells per day for the spell's level.

Adherent Spell List

Warriors Arcane select their spells known from the following list.

  • 1st: disguise self, enlarge person, expeditious retreat, hasten recovery I, mage armor, magic weapon, obscuring mist, shocking grasp.
  • 2nd: alter self, blur, darkness, dispel magic, glitterdust, hasten recovery II, produce flame, spider climb, surpassing physique, web, vampiric touch.
  • 3rd: protection from energy, sleet storm, tongues, heroism, rage, daylight, displacement, invisibility sphere, vampiric touch, blink, fly, haste, keen edge, magic weapon, greater, hasten recovery III.
  • 4th: stoneskin, dimension door, scrying, fire shield, invisibility, greater, enlarge person, mass.

Detect Magic (Su)

The Warrior Arcane can use detect magic, as the spell, at will.

Arcane Aura (Ex)

The Warrior Arcane appears to the detect magic spell as a magical item with a caster level equal to his class level. All arcane spellcasters allied with the Warrior Arcane (including the Warrior Arcane, when he becomes able to cast arcane spells) within 30 feet, receive +2 to Concentration checks and a +2 to saves against spells or spell-like abilities.

Arcane Protection (Su)

At 2nd level, the Warrior Arcane gains a resistance bonus to her saving throws equal to her Charisma modifier.

Arcane Infusion (type)

At 3rd level, the Warrior Arcane chooses either armour, shield, or weaponry. She then grants any item of the appropriate type a +1 enhancement bonus as long as she's using it. This bonus increases to +2 at 7th level, +3 at 11th, +4 at 15th, and +5 at 19th. If the Warrior Arcane does not wear any armour and selects armour, the bonus will apply even when the Warrior is not wearing any armour – in effect, their clothes become enhanced.

Arcane Proficiency (Ex)

Starting at 4th level, when wearing a shield or holding a weapon, the Warrior Arcane can still make the somatic components necessary to cast her spells. A Warrior Arcane can ignore arcane spell failure from light armour and from shields.

Warbound Familiar

At fourth level, the Warrior Arcane first gains access to her latent arcane energies. At this point, she may call to herself a Warbound Familiar, which is compared to the familiar of a wizard, but the Warrior Arcane's is far more combat-oriented.

Summoning the Warbound Familiar takes 24 hours and uses up magical materials that cost 100 gp. The Warbound Familiar is a magical beast that resembles a small or medium-sized animal and is unusually tough and resilient. The creature serves as a companion and servant.

The Warrior Arcane chooses the kind of Warbound Familiar she gets from one of Badger, Cat, Dog, Eagle, Monkey, Owl, Rat, Raven, or Weasel. As the Warrior Arcane advances in level, her Warbound Familiar also increases in power.

If the Warbound Familiar dies or is dismissed by the Warrior Arcane, the Warrior Arcane must attempt a DC 15 Fortitude saving throw. Failure means she loses 200 experience points per Warrior Arcane level. Success reduces the loss to one-half that amount. However, a Warrior Arcane's experience point total can never go below 0 as the result of a Warbound Familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and a day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a constitution point when this happy event occurs.

A Warrior Arcane who also has levels in a class that grants a familiar may have a familiar and a Warbound Familiar at the same time.

Mettle (Ex)

At seventh level and onward, if a Warrior Arcane makes a successful Will or Fortitude saving throw that would normally reduce the spell's effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.

Spell Resistance (Ex)

At 9th level, the Warrior Arcane gains Spell Resistance of 11 + her level.

Arcane Theft (Su)

Starting at 11th level, the Warrior Arcane gains the ability to make an Arcane Theft attempt. Three times a day, whenever an arcane spell with a range of touch is cast within 30 feet of the Warrior Arcane, she may make a counterspell attempt against that spell without expending a spell. If the counterspell is successful, the spell is not countered, but instead is duplicated, with the Warrior Arcane as the target. This can only be used on spells that have the (Harmless) descriptor.

Swift Spells (Ex)

The Warrior Arcane does not let the magical aptitude he's already developed atrophy. At level 11, he gains the ability to cast any 1st-level spells he has as swift actions. At 14th level, he gains the ability to do this with 2nd level spells, at 17th level he can do this with 3rd level spells, and at 20th level, he can do it with any spell he knows of 4th level or lower.

Greater Arcane Theft (Su)

At 18th level, the Warrior Arcane can use their Arcane Theft ability any number of times a day.

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