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Arcane Armsman














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ARCANE ARMSMAN

The Arcane Armsman is a martial spellcasting tradition originating with the elves of Dracovar. Arcane Armsmen tap into the raw power of magical force for all of their combat abilities, offensive and defensive. This Strange amalgamation of sword and spell is called by many names. The elves call them Bladesingers, the humans call them Arcane Armsmen, and the draas call their arcane warriors Steel Mystics. No matter what you call them there is no denying that they make strong allies and tough opponents.

 

ARCANE ARMSMAN

 

Level   Base Attack        Fort     Ref     Will         Class Abilities

  1.          +0                       +2       +0      +2            Arcane Armor

  2.          +1                       +3       +0      +3            Weapon Bond I

  3.          +2                       +3       +1      +3            Unshakeable Concentration

  4.          +3                       +4       +1      +4           

  5.          +3                       +4       +1      +4            Fast Movement +10ft

  6.          +4                       +5       +2      +5            Arcane Skill: 1/day

  7.          +5                       +5       +2      +5            Weapon Bond II

  8.          +6/+1                  +6       +2      +6           

  9.          +6/+1                  +6       +3      +6            Channel Spell: 2/day

  10.        +7/+2                  +7       +3      +7            Fast Movement +20ft.  

  11.        +8/+3                  +7       +3      +7           

  12.        +9/+4                  +8       +4      +8            Arcane Skill: 2/day

  13.        +9/+4                  +8       +4      +8            Channel Spell: 3/day

  14.        +10/+5                +9       +4      +9            Weapon Bond III

  15.        +11/+6/+1           +9       +5      +9           

  16.        +12/+7/+2           +10     +5      +10          Fast Movement +30ft.  

  17.        +12/+7/+2           +10     +5      +10          Channel Spell: 4/day

  18.        +13/+8/+3           +11     +6      +11          Arcane Skill: 3/day   

  19.        +14/+9/+4           +11     +6      +11          Weapon Bond IV

  20.        +15/+10/+5         +12     +6      +12          Fast movement +40ft.

 

Abilities: Charisma is the arcane armsman’s most important statistic as it governs many of the arcane armsman’s special combat abilities, spellcasting and bonus Armor Class. Strength, Dexterity, and Constitution are as important to arcane armsmen as to any other warrior and should not be overlooked.


Alignment: Any.

Hit Die: d8.

Class Skills
The arcane armsman's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Tumble (Dex)

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

Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

All of the following are class features of the arcane armsman.

Weapon and Armor Proficiency: An arcane armsman is proficient with all simple and martial weapons. The arcane armsman is not proficient with any type of armor or shield. Armor of any type interferes with an arcane armsman’s arcane gestures, which can cause his spells with somatic components to fail.

Spells: An arcane armsman cast arcane spells, which are drawn primarily from the sorcerer /wizard list. He cast any spells he knows without preparing it ahead of time, the way a wizard or cleric must.
To learn to cast a spell, an arcane armsman must have a charisma score equal to at least 10+ the spell’s level. The Difficulty Class for a saving throw against an arcane armsman’s spell is 10 + the spell’s level + the arcane armsman’s Charisma modifier. The arcane armsman follows all of the spell casting rules of a sorcerer except that the arcane armsman may only learn spells of up to 6th level.

Arcane Armor (Su): While fighting unarmored and not carrying a shield the arcane armsman is protected by mystical energies granting him an Armor bonus equal to his Charisma modifier. This is a supernatural ability.

Weapon Bond (Su): During the course of his training the arcane armsman feels a supernatural called to a particular style of melee weapon (a single weapon that he is proficient with; examples: dagger, short sword, great-axe). This kind of weapon becomes a conduit of arcane power for the armsman granting him strange and terrible combat prowess with it as he progresses down the road of the arcane armsman.

· Weapon Bond I: At 2nd level the arcane armsman chooses his bonded weapon and gain the ability to make one extra attack in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round.

· Weapon Bond II: At 7th level the arcane armsman’s bond with his chosen weapon grows stronger granting him the ability to channel some of his arcane energy into melee attacks. He gains the ability to use the Arcane Strike feat but only for his bonded weapon

· Weapon Bond III: At 14th level the arcane armsman’s extra attack loses the –2 penalty, as well as all other attacks made in the same round. In addition the arcane armsman gains the ability to use a quickened true strike spell once per day as a spell like ability but only while wielding his bonded weapon.

· Weapon Bond IV: At 19th level the arcane armsman’s can unlock the greatest secrets of martial and mystical might with his bonded weapon as mage, warrior, and weapon become one. Once per day the arcane armsman may add his Charisma modifier as an insight bonus to both attacks and damage and gain an additional attack per round at his highest base attack bonus. This lasts a number of rounds equal to the arcane armsman’s Charisma modifier. This is a supernatural ability.

Unshakeable Concentration (Ex): At 3rd level the arcane armsman gains complete focus while in combat situations and may take 10 on Concentration checks to cast defensively.

Fast Movement (Su):  At 5th level the arcane armsman learns to channel some of his magical energies into increasing his speed. While unarmored the arcane armsman adds +10 feet to his base speed. This bonus to speed increases by 10 feet and every five levels after (+20 at 10th level, +30 at 15th level, and +40 at 20th level)



Arcane Skill (Su): At 6th level the arcane armsman gains the ability to use his magical potential to help him overcome physical and mental difficulties. Once per day the arcane armsman may add his Charisma modifier to a single skill check, (the player must announce that they are using this ability before the die is rolled). The armsman gains additional uses of this power as he advances in level (2/day at 12th level, and 3/day at 18th level)

Channel Spell: At 9th level the arcane armsman can channel any spell he can cast into his melee weapon. Using this ability requires a move action, and the arcane armsman uses up the spell slot just as if he had cast the spell. The channeled spell affect the next target the arcane armsman successfully attacks with the weapon (saving throws and spell resistance still apply). Even if the spell normally effects an area or is a ray, it effects only the target. The spell is discharged from the weapon which can then hold another spell. An arcane armsman can channel his spells only into his bonded weapon and only one at a time. Spells channeled into a weapon are lost if not used in 8 hours.

 

 
















 

ARCANE ARMSMAN  Spells Per Day     ARCANE ARMSMAN Spells Known                 

       0  1  2  3  4  5  6                                           0  1  2  3  4  5  6                                   

1.    3                                                            1.    2                                                          

2.    3  2                                                        2.    3  1                                          

3.    3  2                                                        3.    4  2                                               

4.    3  3  2                                                    4.    4  2  1                                         

5.    3  3  2                                                    5.    5  3  2                                             

6.    3  3  3                                                    6.    5  3  2                                    

7.    3  3  3  2                                                7.    6  4  3  1           

8.    3  3  3  2                                                8.    6  4  3  2                                       

9.    3  3  3  3                                                9.    6  4  4  2                                 

10.  3  3  3  3  2                                            10.  6  4  4  3  1                                 

11.  3  3  3  3  2                                            11.  6  4  4  3  2                          

12.  3  3  3  3  3                                            12.  6  4  4  4  2                            

13.  3  3  3  3  3  2                                        13.  6  4  4  4  3  1                                

14.  3  3  3  3  3  2                                        14.  6  4  4  4  3  2                                   

15.  3  3  3  3  3  3                                        15.  6  4  4  4  4  2                    

16.  3  3  3  3  3  3  2                                    16.  6  4  4  4  4  3  1                              

17.  3  3  3  3  3  3  2                                    17.  6  4  4  4  4  4  2                                                      

18.  3  3  3  3  3  3  3                                    18.  6  4  4  4  4  4  2                                          

19.  3  3  3  3  3  3  3                                    19.  6  4  4  4  4  4  3                                             

20.  3  3  3  3  3  3  3                                    20.  6  4  4  4  4  4  3

 

 

 

If anyone gives this class a try drop me a line and give me some feedback on what parts are too strong/too weak.

HATE keeps me young.