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Sunday, 22nd November, 2009, 05:52 AM #1
Time Agent (Lvl 24)
The 3.X Martial Arcanist Database
I love to play melee-minded arcane spellcasters. This thread is a database for 3.X classes, feats, etc. that (hopefully) will help people design whatever flavor of 2-fisted arcanists they care to.
Obviously, this will take a bit of time, and I'm not perfect- if you see something I missed or messed up, let me know!
Base Classes with built-in Armored Arcane Spellcasting:
Beguiler (PHB2, p.6)
Deathmaster (DCv1 p29)
Duskblade (PHB2, p.19)
Hexblade (CompWar, p.5)
Mage Blade (AU/AE)
Warlock (CompArc, p.5)
Warmage (CompArc, p.10)
Alternative Class Features:
Fighter: Armored Mage (CompMage, p.32)
Sorcerer: Stalwart Sorcerer (CompMage, p.36)
Swashbuckler: Arcane Stunt (CompMage, p.32)
Wizard: Domain Granted Power (CompCha p52)
Mark of Sentinel (EbCS p66)
PrCls for Martial Arcanists (Ø = has built-in Armored spellcasting):
Abjurant Champion (CompMage, p.50)
Argent Savant (CompArc p24)
Blood Magus (CompArc p26)
Daggerspell Mage (CompAdv, p.31)
Dragon Devotee (RoD, p84)
Enlightened Fist (CompArc, p.34)
Fleet Runner of Ehlonna (DCv1 p74)
Flux Adept (DCv1 p76)
Fochlucan Lyrist Ø (CompAdv p47)
Geomancer Ø (CompArc, p.39)
Green Star Adept (CompArc p41)
Havoc Mage (MH p20)
Holy Scourge (CompMage p64)
Knight of the Weave
Master Trasmogrifist (CompArc p51)
Osteomancer (DCv1 p82)
Rage Mage (CompWar, p.72)
Runesmith Ø (RoS, p118)
Shaper of Form (DCv1 p85)
Spellsword Ø (CompWar, p.79)
Suel Archanomach Ø
Warforged Juggernaught (EbCS p84)
Adamantine Body (EbCS p50)
Air Devotion (CompCha p54)
Arcane Disciple (CompDiv p79)
Arcane Strike (CompWar, p.96)
Arcane Toughness (PHB2 p75)
Armor Proficiency (any)
Ascetic Mage (CompAdv, p.105)
Battle Caster (CompArc, p.75)
Battlecaster Defense (CompMage, p.39)
Battlecaster Offense (CompMage, p.40)
Blade of Force (CompMage, p.40)
Celestial Sorcerer Heritage (PHB2, p.90)
--Celestial Sorcerer Lance (PHB2, p.92)
Chaos Devotion (CompCha p56)
Combat Familiar (PHB2 p76)
Craft Magic Arms and Armor
--Attune Magic Weapon (EbCS p50)
Death Devotion (CompCha p57)
Destruction Devotion (CompCha p57)
Devoted Performer (CompAdv p107)
Draconic Heritage (CompArc, p.77)
--Draconic Breath (CompArc, p.77)
Evil Devotion (CompCha p58)
Fire Devotion (CompCha p58)
Good Devotion (CompCha p58)
Grenadier (PHB2 p79)
--Mad Alchemist (PHB2 p94)
Improved Familiar (see also CompArc p)
Haunting Melody (EbCS p54)
Heroic Spirit (EbCS p55)
Holy Warrior (CompCha p60)
Improved Damage Reduction (EbCS p55)
Improved Familiar (DMG p200, CompWar p100, CompWar p118)
Improved Fortification (EbCS p55)
Infernal Sorcerer Heritage (PHB2, p.91)
--Infernal Sorcerer Howl (PHB2, p.92)
Invisible Needle (PHB2 p44)
Ironskin Chant (CompAdv p113)
Knight Training (EbCS p56)
Lurking Familiar (PHB2 p75)
Law Devotion (CompCha p61)
Magic Devotion (CompCha p61)
Mithral Body (EbCS p57)
--Mithral Fluidity (EbCS p57)
Monastic Training (EbCS p57)
Music of Growth (EbCS p57)
Point Blank Shot
Precise Swing (EbCS p58)
Protection Devotion (CompCha p61)
Protective Ward (CompCha p61)
Razing Strike (CompAdv p112)
Skill Focus (Concentration)
Smiting Spell (PHB2, p.92)
Somatic Weaponry (CompMage, p.47)
Strength Devotion (CompCha p62)
--Ring the Golden Bell (DCv1 p105)
Sun Devotion (CompCha p62)
Touch Spell Specialization
War Devotion (CompCha p63)
Weapon Proficiency (any)
Arcane Spells without somatic components (Note: Spells that appear more than once on the list have different casting levels for different classes; Ω = denotes a spell that has the same name as another, completely different spell from another sourcebook):
Benign Transposition (SpComp p27), Blades of Fire (SpComp p31), Breath Flare (SpComp p38), Critical Strike (SpComp p56, CompAdv p145), Deep Breath (SpComp p61), Deflect (Lesser) (PHB2 p109), Expeditious Retreat (Swift) (SpComp p85), Ectoplasmic Armor (SpComp p77), Feather Fall, Focusing Chant (SpComp p96, CompAdv p149), Golem Strike (SpComp p106, CompAdv p149), Guided Shot (SpComp p108, CompAdv p150), Insightful Feint (SpComp p124, CompAdv p153), Invisibility (Swift) (SpComp p125), Lightfoot (SpComp p132), Low-Light Vision (SpComp p134), Master's Touch Ω (SpComp p139, CompAdv p154), Secret Signs (CompArc p121), Slide (SpComp p191), Stay the Hand (PHB2 p126), True Strike, Undersong (SpComp p227)
Baleful Transposition (SpComp p23), Blades of Fire (CompArc p99), Bladeweave (SpComp p31, CompAdv p144), Blindness/Deafness, Blur, Celerity (Lesser) (PHB2 p105), Daggerspell Stance (SpComp p57, CompAdv p145), Deflect (PHB2 p109), Delusions of Grandeur (SpComp p63), Dimension Hop (PHB2 p110), Dimension Shuffle (PHB2 p110), Energy Surge (Lesser) (PHB2 p112), Extend Tentacles (SpComp p86), Fearsome Grapple (SpComp p90), Fly (Swift) (SpComp p96, CompAdv p149), Grace (SpComp p107), Invisibility (Swift) (SpComp p125, CompAdv p153), Knock, Master's Touch Ω (PHB2 p119), Scintillating Scales (SpComp p181), Razorfangs (SpComp p168), Slide (Greater) (SpComp p192), Sonic Weapon (SpComp p195, CompAdv p157), Stay the Hand (PHB2 p126), Stretch Weapon (PHB2 p126), Sure Strike (PHB2 p126), Wings of Air (SpComp p240)
Alter Fortune (PHB2 p101), Avoid Planar Effects (SpComp p19), Displacement, Energy Aegis (PHB2 p111), Energy Surge (PHB2 p112), Find the Gap (SpComp p91), Geas (Lesser), Halt (PHB2 p114), Love's Lament (SpComp p134), Prismatic Mist (PHB2 p121), Suppress Breath Weapon (SpComp p216)
Baleful Blink (PHB2 p108), Blinding Breath (SpComp p31), Breath Weapon Substitution (SpComp p39), Celerity (PHB2 p105), Condemnation (PHB2 p107), Cursed Blade (SpComp p57, CompWar p117), Dimension Door, Entangling Staff (CompAdv p147), Geas (Lesser), Mystic Surge (PHB2 p120), Raise from the Deep (SpComp p165), Ruin Delver's Fortune (SpComp p178), Shout, Spell Enhancer (SpComp p198), Translocation Trick (SpComp p222), Stifle Spell (PHB2 p126), Wings of Air (Greater) (SpComp p240)
Contact Other Plane, Dimension Door (Greater) (SpComp p64), Dragon Ally (Lesser) (SpComp p72), Ethereal Breath (SpComp p84), Incite Riot (PHB2 p115), Teleport, Wail of Doom (SpComp p233, CompAdv p158),
Aura of Terror (SpComp p18), Brilliant Blade (CompArc p100), Charm Monster (Mass), Energy Surge (Greater) (PHB2 p1), Geas, Otto's Irresistible Dance,
Dragon Ally (SpComp p72), Hiss of Sleep (SpComp p114), Phase Door, Power Word Blind, Solipsism (SpComp p194), Teleport (Greater), Teleport Object,
Celerity (Greater) (PHB2 p105),Charm Monster (Mass), Maddening Whispers (SpComp p135), Otto's Irresistible Dance, Power Word Stun,
Breath Weapon Admixture (SpComp p39), Dragon Ally (Greater) (SpComp p73), Enervating Breath (SpComp p182), Mordenkainen's Disjunction, Power Word Kill, Prismatic Sphere, Time Stop, Undermaster (SpComp p227), Wail of the Banshee,
Key Arcane Spells with somatic components (Note: Spells that appear more than once on the list have different casting levels for different classes); Ω = denotes a spell that has the same name as another, completely different spell from another sourcebook):
Arrow Mind (SpComp p15), Blood Wind (SpComp p33), Corrosive Grasp (SpComp p53), Cutting Hand (SpComp p57), Fist of Stone (SpComp p94), Persistent Blade (SpComp p154),
Balor Nimbus (SpComp p24), Body of the Sun (SpComp p35), Bristle (SpComp p40), Claws of Darkness (SpComp p47), Combust (SpComp p50), Fortify Metal or Stone (SoS p 127), Heroics (SpComp p113), Mindless Rage (SpComp), Whirling Blade [I](CompArc p129) p , and SpComp p238), Wings of Cover (RotD), Wracking Touch (SpComp p243), Wraithstrike (SpComp p243),
Arcane Maul (SoS p 126), Bite of the Wererat (SpComp p28), Blade of Pain and Fear (SpComp p30), Snake's Swiftness, Mass (SpComp p193), Spectral Weapon (SpComp p197), Steeldance (SpComp p2064), Weapon of Energy (SpComp p236), Wraithstrike (SpComp p243),
Bite of the Werewolf (SpComp p28), Raptor Cloud (SoS p 126),
Bite of the Wereboar (SpComp p28), Xorn Movement (SpComp p244),
Bite of the Weretiger (SpComp p28),
Bite of the Werebear (SpComp p28),
ENWorld Threads relevant to Martial Arcanists:
half-orc wizard suggestions
The iconic elven warrior/mage
Duskblade using Battlecaster Offense
Mage-Brute build help
help me build a bard
Forked Thread: Mage-Brute (revisited)
Whats a good 3.5E Archer (Level 10+) build?
Other Online Resources & Threads:
AU/AE = Arcana Unearthed/Arcana Evolved
DCv1 = Dragon Compendium v. 1
CompAdv = Complete Adventurer
CompArc = Complete Arcane
CompCha = Complete Champion
CompDiv = Complete Divine
CompMage = Complete Mage
CompWar = Complete Warrior
EbCS = Eberron Campaign Setting
MH = Miniatures Handbook
PHB2 = Player's Handbook 2
RotD = Races of the Dragon
SoS = Secrets of Sarlona
SpComp = Spell Compendium
Sunday, 22nd November, 2009, 07:42 AM #2
Defender (Lvl 8)
Some key spells w/o somatic components:
Level 1: True Strike
Level 3: Displacement
Level 4: Dimension Door
Level 5: Teleport
Level 7: Power Word Blind
Level 8: Power Word Stun
Level 9: Power Word Kill
I think there are searchable lists somewhere online to sort spells by components (or lack of). Probably also some lists on the CharOps boards somewhere.
Sunday, 22nd November, 2009, 09:59 AM #3
If you provide a key (typically at the bottom) with things like 'CA = Complete Arcane' for example, and use the acronyms after each feat, spell or whatever (that isn't from the core three,) that might help a great deal.
As soon as I have anything to add, I'll post it here. Provided I do at any stage of course.
It's good of you to make these kinds of threads, and maintain them. Kudos!
edit --- Heh, something from the news page of EN World itself: A recent article from Kobold Quarterly about this very thing.
Last edited by Aus_Snow; Sunday, 22nd November, 2009 at 05:39 PM.
Sunday, 22nd November, 2009, 05:09 PM #4
Myrmidon (Lvl 10)
I seem to recall a melee artificer was fairly effective in 3.x, though I don't know if you'd count artificer infusions as arcane spellcasting.Dave Rothgery
Sunday, 22nd November, 2009, 05:18 PM #5Check the latest news on 4E D&D releases, both official and unofficial at www.4espoilers.com
Monday, 23rd November, 2009, 04:20 AM #6
Can we plug specific spells good for martial arcanists, even if they have somatic components?
I really like Mindless Rage from Spell Compendium. Level 2, by far the best "defender" ability in the game. Fail the will save, and the enemy MUST come after you, and in melee, to boot. No spellcasting, no ranged attacks, no supernatural...JUST melee, and with you. Biggest issue is as a martial arcanist, the DC will likely be low...
Wings of Cover (races of the dragon), broken as it may be, worked very well for my bodyguard themed dual shield-wielding draconic character. With dragon blood, you can use it to protect adjacent allies (as my character always saved it for). Without it, it's still useful for self-preservation.
EDIT: No somatic spells off the top of my head: Critical Strike, Benign Transposition, and Blades of Fire. All Spell Compendium level 1.
Saturday, 28th November, 2009, 08:19 PM #7
Time Agent (Lvl 24)
Sunday, 29th November, 2009, 07:46 AM #8
I'm assuming you're focused on melee, so even though I include spells like Arrow Mind, to use a ranged weapon in melee, I did not include purely ranged benefits, like Guided Shot and Targeting Ray. Any Ray spell is obviously worth looking at with the higher BAB of a martial arcanist. More SpC spells worth looking at (page #):
Stick (197): Umm...it's touch ranged? There's not much for this database at level 0, and it could be useful...I wonder what effects it would have if used on your weapon and your hand, as a way to prevent disarming, since it's usually a move action that provokes to unstick things. Good "wand spell."
Arrow Mind (15): Immediate action. Shoot your bow in melee without issue, and even be able to make AoOs with arrow shots out to your natural reach. Note: Enlarge Person already improved projectile damage, now yet another reason to buff with it!
Blood Wind (33): Swift action. You or an ally can make natural weapon attacks at range for 1 round.
Corrosive Grasp (53): Gives you one touch attack per CL, up to 10, for 1d8 acid each, so great with iterative attacks on later rounds. Can attach the damage to unarmed strikes or natural weapon attacks (against full AC) and/or to grapple damage.
Cutting Hand (57): Hand becomes bladed weapon with a +2 enhancement. Decent in a jam or at low levels.
Fist of Stone (94): +6 str and option of a natural attack is pretty amazing early game. Note, even the duration is fixed at 1 min, so other than dispel worries, a perfect "wand spell" (CL doesn't matter).
Persistent Blade (154): Sort of like a really weak Spiritual Weapon, but this spell gives flanking bonus. Best for Wiz/Rogue types, but the +2 flanking alone can be a worthwhile buff, for you as well as others.
Balor Nimbus (24 ) / Body of the Sun (35) / Bristle (40): Grouping together since all are basically spells to increase your deadliness in a grapple. Body of the Sun damages adjacent foes, too.
Bladeweave (31) (also, has no S component): Swift Action. For duration of spell, once/round when you hit a creature in melee, it must make a will save or be dazed for 1 round.
Claws of Darkness (47): Gives two natural weapon attacks that hit touch AC and deal cold damage. They also give you a natural reach (the spell seems ot assume medium and small casters, and says a 10 ft reach, wish they had clarified for other size casters), and allow you to slow anyone you grapple, for the duration of the grapple (fort negates). Drawback: Can't use hands for somatic components or anything else while spell is active. (In spell list, is incorrectly placed at level 3. "Text trumps table")
Combust (50): A rather crazy d8/CL damage at spel level 2, due to the "drawback" of it being a melee touch spell. Which isn't a big deal to a Martial Arcanist. Can also set the target on fire, but that's just gravy.
Daggerspell Stance (57) (Also, no S component): Swift action. Various benefits when fighting with two daggers. +2 attack/damage on full attacks; weak SR when fighting defensively; weak SR and DR 5/magic when using total defense.
Fearsome Grapple (90) (Also, no S component): Immediate action. A bonus on grapple checks. Due to gaining tentacles, if that matters to you.
Heroics (113): Gain a Fighter bonus feat you qualify for.
Sonic Weapon (195) (Also, no S component): Add 1d6 sonic to any melee or ranged weapon.
Whirling Blade (238): Turn your bladed weapon into a 60 ft line attack, before it returns to your hand. Good "wand spell."
Wracking Touch (243): Only useful to sneak attackers. Lets you deal SA damage even if the foe isn't flatfooted or flanked, and even if its vitals are out of reach. Has fort for half, should make sure DM doesn't rule that the save would apply to SA damage.
Wraithstrike: If your DM is of the 1% that hasn't banned it, enjoy your broken spell. I'm not even dignifying this one with a description.
Bite of the Wererat (28): Solid combat buff. Just listing this one, all of the later "Bite of the x" spells are also worthwhile.
Blade of Pain and Fear (30): Gives you a weapon attack for duration that attacks touch AC (no str bonus to damage, though) and those struck must save or become frightened for d4 rounds.
Snake's Swiftness, Mass (193): You and all nearby allies can make one melee or ranged attack. Being a standard action, the non-mass version isn't really worth it, IMO.
Spectral Weapon (197): Swift action. Shadow weapon that lets you attack touch AC. Will save allows creature to only suffer half damage from any attacks with it. Also has some utility in that you can choose any melee weapon you're proficient in to craft it as, if you run into something with high DR or such that you weren't prepared for.
Steeldance (206): Actually...not that great by RAW, even if thematically awesome ot make two swords/daggers into dancing weapons. If they could use your BAB instead of CL for their BAB (if that would be higher), might be more promising. As written, only good if you've only lost a few CL. Target says "two swords or daggers," yet every bit of text after that only references daggers, another oddity.
Weapon of Energy (236): Add energy damage (type chosen at casting) to your weapon.
Monday, 30th November, 2009, 12:17 AM #9
Time Agent (Lvl 24)
Second- melee is sort of what I'm emphasizing, but I'm definitely not excluding ranged stuff. That's why I included the Arcane Archer, after all.
This thread is for all flavors of sages who don't mind the bloody butchery of war...but aren't using spells exclusively.
Anything you can come up with that helps with melee or ranged combat- primarily with weapons- is welcome.
Monday, 30th November, 2009, 12:26 AM #10
Time Agent (Lvl 24)
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