Hi all I'm new to these boards but looking over the great work everyone does here I figured that you folks could really help me shape up a pair of homebrew classes I was trying to tweak.
The first one is called (tenatively) the Arcane Armsman. It is based loosly on bard and monk but I was mostly trying to create a class that could service as a 20 level bladesinger (for all you elves out there). I'm worried that it may be a touch overpowered so this is the one I need the most help with.
ARCANE ARMSMAN
The Arcane Armsman is a martial spellcasting tradition originating with the elves of Dracovar but was quickly adapted by the nations of Kazerin and Lectorun once the secrets of the style leaked out. 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.
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.
Bonus Feats: The arcane armsman gains bonus feats at 1st, 5th, 10th, 15th, and 20th levels. These bonus feats are derived from the fighter bonus feat list (provided the armsman qualifies for them).
Arcane Armor (Su): While fighting unarmored and not carrying a shield the arcane armsman is protected by mystical energies granting him an AC 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 4th 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 eight levels after (+20 at 12th level, and +30 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.
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The second one is the slightly less powerfull Arcane knightfor those who like using their brains and their brawn. I'm pretty happy with this one all around
Arcane Knight
Arcane Knights are the exemplars of a particular school of magic, devoting their considerable intellectual and martial skills to protecting their chosen school with all their power. They tend to follow many of the stereotypes of specialist mages in their attitudes and habits but generally have more aggressive personalities. They enthusiastically defend the reputation of their orders and their chosen school of magic many times hiring themselves out as bodyguards to specialist mages of their own specialized focus.
Abilities: Strength, Dexterity, and Constitution are as important to arcane knights as to any other warrior and Intelligence governs the arcane knight’s spellcasting and skills. The path of the arcane knight is both physically and mentally demanding
Alignment: Any.
Hit Die: d8.
Class Skills
The arcane knight's class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Craft (Int), Jump (Str), Knowledge (all skills taken separately) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), and Swim (Str)
Bonus skill based on chosen school:
Abjuration: Diplomacy (Cha)
Conjuration: Bluff (Cha)
Divination: Sense Motive (Wis)
Enchantment: Perform (Cha)
Evocation: Intimidate (Cha)
Illusion: Disguise (Cha)
Necromancy: Heal (Wis)
Transmutation: Survival (Wis)
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiency: An arcane knight is proficient with all simple and martial weapons. The arcane knight is proficient with all armors but not with shields. An arcane knight can cast any of their arcane knight spells while wearing light armor without risk of arcane spell failure.
Summon Familiar: At 4th level an arcane knight may summon a familiar just like a wizard or sorcerer
Bonus Feats: An arcane knight may choose bonus feats from the fighter list of bonus feats provided the arcane knight qualifies for the feat. An arcane knight gets a new bonus feat at 5th, 10th, 15th, and 20th levels.
Spells: An arcane knight cast arcane spells, which are drawn primarily from the sorcerer /wizard list. He cast any spells in his spell book by preparing it ahead of time, the way a wizard must.
To learn to cast a spell, an arcane knight must have a Intelligence score equal to at least 10+ the spell’s level. The Difficulty Class for a saving throw against an arcane knight’s spell is 10 + the spell’s level + the arcane knight’s Charisma modifier. The arcane knight follows all of the spell casting rules of a wizard except that the arcane knight may only learn spells of up to 5th level.
Specialized Focus: All arcane knights focus on one of the 8 schools of magic gaining a special affinity for their chosen school. At first level the arcane knight chooses a school of magic to be his focus school. The arcane knight gains a +2 bonus on all saves against that school of magic and the spell focus feat for the chosen school.
The arcane Knight then chooses any three schools of magic to become prohibited schools (with the exception of the divination school). This functions just like the prohibited schools chosen by a specialist wizard with the standard penalties normally associated with specialization.
Thanks in advance to everyone who deams to assist
The first one is called (tenatively) the Arcane Armsman. It is based loosly on bard and monk but I was mostly trying to create a class that could service as a 20 level bladesinger (for all you elves out there). I'm worried that it may be a touch overpowered so this is the one I need the most help with.
ARCANE ARMSMAN
Code:
[B]Level Base Attack Fort Ref Will Class Abilities[/B]
1. +0 +2 +0 +0 Bonus Feat, Arcane Armor
2. +1 +3 +0 +0 Weapon Bond I
3. +2 +3 +1 +1 Unshakeable Concentration
4. +3 +4 +1 +1 Fast Movement +10ft
5. +3 +4 +1 +1 Bonus Feat
6. +4 +5 +2 +2 Arcane Skill: 1/day
7. +5 +5 +2 +2 Weapon Bond II
8. +6/+1 +6 +2 +2
9. +6/+1 +6 +3 +3 Channel Spell: 2/day
10. +7/+2 +7 +3 +3 Bonus Feat,
11. +8/+3 +7 +3 +3
12. +9/+4 +8 +4 +4 Arcane Skill: 2/day, Fast Movement +20ft
13. +9/+4 +8 +4 +4 Channel Spell: 3/day
14. +10/+5 +9 +4 +4 Weapon Bond III
15. +11/+6/+1 +9 +5 +5 Bonus Feat
16. +12/+7/+2 +10 +5 +5
17. +12/+7/+2 +10 +5 +5 Channel Spell: 4/day
18. +13/+8/+3 +11 +6 +6 Arcane Skill: 3/day
19. +14/+9/+4 +11 +6 +6 Weapon Bond IV
20. +15/+10/+5 +12 +6 +6 Bonus Feat, Fast movement +30ft.
The Arcane Armsman is a martial spellcasting tradition originating with the elves of Dracovar but was quickly adapted by the nations of Kazerin and Lectorun once the secrets of the style leaked out. 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.
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.
Bonus Feats: The arcane armsman gains bonus feats at 1st, 5th, 10th, 15th, and 20th levels. These bonus feats are derived from the fighter bonus feat list (provided the armsman qualifies for them).
Arcane Armor (Su): While fighting unarmored and not carrying a shield the arcane armsman is protected by mystical energies granting him an AC 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 4th 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 eight levels after (+20 at 12th level, and +30 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.
Code:
ARCANE ARMSMAN Spells Per Day
0 1 2 3 4 5 6
1. 3
2. 3 2
3. 3 2
4. 3 3 2
5. 3 3 2
6. 3 3 3
7. 3 3 3 2
8. 3 3 3 2
9. 3 3 3 3
10. 3 3 3 3 2
11. 3 3 3 3 2
12. 3 3 3 3 3
13. 3 3 3 3 3 2
14. 3 3 3 3 3 2
15. 3 3 3 3 3 3
16. 3 3 3 3 3 3 2
17. 3 3 3 3 3 3 2
18. 3 3 3 3 3 3 3
19. 3 3 3 3 3 3 3
20. 3 3 3 3 3 3 3
Code:
ARCANE ARMSMAN Spells Known
0 1 2 3 4 5 6
1. 3
2. 3 2
3. 4 3
4. 4 3 2
5. 5 3 3
6. 5 3 3
7. 6 4 3 2
8. 6 4 3 3
9. 6 4 4 3
10. 6 4 4 3 2
11. 6 4 4 3 3
12. 6 4 4 4 3
13. 6 4 4 4 3 2
14. 6 4 4 4 3 3
15. 6 4 4 4 4 3
16. 6 4 4 4 4 3 2
17. 6 4 4 4 4 4 3
18. 6 4 4 4 4 4 3
19. 6 4 4 4 4 4 3
20. 6 4 4 4 4 4 4
The second one is the slightly less powerfull Arcane knightfor those who like using their brains and their brawn. I'm pretty happy with this one all around
Arcane Knight
Code:
Arcane Knight Spells Per Day
Level Base Attack Fort Ref Will Class Abilities 0 1 2 3 4 5
1. +1 +2 +0 +0 Specialized focus 2 0
2. +2 +3 +0 +0 2 1
3. +3 +3 +1 +1 3 2
4. +4 +4 +1 +1 Summon Familiar 3 2 0
5. +5 +4 +1 +1 Bonus Feat 3 3 1
6. +6/+1 +5 +2 +2 3 3 2
7. +7/+2 +5 +2 +2 4 3 2
8. +8/+3 +6 +2 +2 4 3 3 0
9. +9/+4 +6 +3 +3 4 3 3 1
10. +10/+5 +7 +3 +3 Bonus Feat 4 3 3 2
11. +11/+6/+1 +7 +3 +3 4 4 3 2
12. +12/+7/+2 +8 +4 +4 4 4 3 3 0
13. +13/+8/+3 +8 +4 +4 4 4 3 3 1
14. +14/+9/+4 +9 +4 +4 4 4 3 3 2
15. +15/+10/+5 +9 +5 +5 Bonus Feat 4 4 4 3 2
16. +16/+11/+6/+1 +10 +5 +5 4 4 4 3 3 0
17. +17/+12/+7/+2 +10 +5 +5 4 4 4 3 3 1
18. +18/+13/+8/+3 +11 +6 +6 4 4 4 3 3 2
19. +19/+14/+9/+4 +11 +6 +6 4 4 4 4 3 2
20. +20/+15/+10/+5 +12 +6 +6 Bonus Feat 4 4 4 4 3 3
Arcane Knights are the exemplars of a particular school of magic, devoting their considerable intellectual and martial skills to protecting their chosen school with all their power. They tend to follow many of the stereotypes of specialist mages in their attitudes and habits but generally have more aggressive personalities. They enthusiastically defend the reputation of their orders and their chosen school of magic many times hiring themselves out as bodyguards to specialist mages of their own specialized focus.
Abilities: Strength, Dexterity, and Constitution are as important to arcane knights as to any other warrior and Intelligence governs the arcane knight’s spellcasting and skills. The path of the arcane knight is both physically and mentally demanding
Alignment: Any.
Hit Die: d8.
Class Skills
The arcane knight's class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Craft (Int), Jump (Str), Knowledge (all skills taken separately) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), and Swim (Str)
Bonus skill based on chosen school:
Abjuration: Diplomacy (Cha)
Conjuration: Bluff (Cha)
Divination: Sense Motive (Wis)
Enchantment: Perform (Cha)
Evocation: Intimidate (Cha)
Illusion: Disguise (Cha)
Necromancy: Heal (Wis)
Transmutation: Survival (Wis)
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiency: An arcane knight is proficient with all simple and martial weapons. The arcane knight is proficient with all armors but not with shields. An arcane knight can cast any of their arcane knight spells while wearing light armor without risk of arcane spell failure.
Summon Familiar: At 4th level an arcane knight may summon a familiar just like a wizard or sorcerer
Bonus Feats: An arcane knight may choose bonus feats from the fighter list of bonus feats provided the arcane knight qualifies for the feat. An arcane knight gets a new bonus feat at 5th, 10th, 15th, and 20th levels.
Spells: An arcane knight cast arcane spells, which are drawn primarily from the sorcerer /wizard list. He cast any spells in his spell book by preparing it ahead of time, the way a wizard must.
To learn to cast a spell, an arcane knight must have a Intelligence score equal to at least 10+ the spell’s level. The Difficulty Class for a saving throw against an arcane knight’s spell is 10 + the spell’s level + the arcane knight’s Charisma modifier. The arcane knight follows all of the spell casting rules of a wizard except that the arcane knight may only learn spells of up to 5th level.
Specialized Focus: All arcane knights focus on one of the 8 schools of magic gaining a special affinity for their chosen school. At first level the arcane knight chooses a school of magic to be his focus school. The arcane knight gains a +2 bonus on all saves against that school of magic and the spell focus feat for the chosen school.
The arcane Knight then chooses any three schools of magic to become prohibited schools (with the exception of the divination school). This functions just like the prohibited schools chosen by a specialist wizard with the standard penalties normally associated with specialization.
Thanks in advance to everyone who deams to assist
