First off let me say that I whole-heartedly agree on the whole lack of decent Fighter/Arcane Caster. With that said… on to the comments. Remember – take it with a grain of salt – its just my opinion.
Have you seen the Battle Sorcerer Variant form
Unearthed Arcana? I think it is a good starting point.
HD: d8, Intermediate BAB, +1 Martial Weapon Proficiency (Light or One Handed), Light Armor, No ASF in Light armor. –1 Spell Per Day per spell level, -1 Spell Known per spell level.
What exactly are you going for with this class? What is the ultimate vision? Currently, I think it needs a little bit of balancing work, but nothing too extreme. I get the impression you are aiming more at something akin to a Ranger with Sorcerous spells… is that correct?
Under that assumption…
I would up this to a D8 to match both the UA Battle Sorcerer as well as the Ranger/Cleric/Druid.
Class Skills
The Arcane Warrior’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Cha), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), Swim (Str), Ride(Dex), Search(Int), Tumble (Dex), Intimidate(Cha) and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
Which points is it? 4+ or 2+ I assume 4+? I would agree with 4 to match Ranger/Druid (and because I personally think the 2+ is too low for any class, especially one that does not rely on high Intelligence.
Skill List: If you want a more core “realistic” list you need to trim this down. I will only comment on those I have an issue/concern with.
Knowledge (Arcana): Again my arguments as disallowing this as a Sorcerer oriented skill.
*“Since Sorcerers gain their powers without undergoing the years of rigorous study that Wizards go through, they don’t have the background of arcane knowledge that most Wizard’s have. However they have more time to learn to fighting skills.”
*“Sorcerers have no sense of identity as a group. Unlike Wizards, they gain little by sharing their knowledge and have no strong incentive to work together.”
*“A Sorcerer’s power is inborn, and part of his soul. Sorcerers cast spells through innate power rather than through carefully trained skills. Their magic is intuitive rather than logical. For Sorcerers, magic is an intuitive art, not a science.”
*“Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice. They have no books, no mentors, no theories – just raw power that they direct at will.”
The Knowledge skill is defined in the rules as:
* “Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline.”
* “The {Knowledge skill} check represents what you know, and thinking about a topic a second time doesn’t let you know something you never learned in the first place.”
* “An untrained knowledge check is simply an Intelligence check. Without actual training, a character only knows common knowledge.”
Listen: Why? Neither Fighters nor Sorcerers gain this class skill. Granted Rangers do but your skill list has no other real ranger oriented skills such as survival.
Search: Why? This skill is defined as the ability to search for secret doors, loot, traps, etc. This is neither a fighter, ranger nor sorcerer skill.
Tumble: Why? Unless you grant this to all warrior types (which I personally do), neither the ranger, fighter nor sorcerer get this skill either.
Physical Skills (Climb, Jump, Ride, Swim): Personally I could give or take these skills. They are fighter/ranger oriented so they are fine if you really want to include them.
I would add the two skills that all classes should have: Craft and Profession.
Good Saves: Fortitude & Reflex
These are ranger saves, which again gives me the impression this is a ranger variant. It also supports a lessened Spellcasting focus with no good Will save.
––—— Spells per Day ——–—
Lev..0…..1…..2…..3…..4…..5
1…....2…...0…...0…...0…...0…...0
The spells per day table need to be fixed. As it currently exists, if a 1st level Arcane Warrior has an 18 CHA they can cast 2/1/1/1 per day (though they don’t know any spells). I assumed you meant to have a “0” at 2nd (for 1st), 4th (for 2nd), 10th (for 3rd), and 13th (for 4th) and the rest “---“?
There are also some issues with the spell table such as level 10 there is no increase. Here is a suggestion to make this a little more workable and still penalized from the sorcerer, but that also follows a consistent pattern (something from my personal taste). This will grant the sorcerer 3 Cantrips to start and then +1 spell per day per level gained for 4 levels, and then begin the pattern of +2 spells per day gained at 6,9,12,15.18 and +1 spell per day every other level.
––—— Spells per Day ——–—
Lev..0…..1…..2…..3…..4…..5
1…....3…...-…...-…...-…...-…...-
2…....4…...0…...-…...-…...-…...-
3…....4…...1…...-…...-…...-…...-
4…....4…...2…...-…...-…...-…...-
5…....4…...3…...0…...-…...-…...-
6…....4…...4…...1…...-…...-…...-
7…....4…...4…...2…...-…...-…...-
8…....4…...4…...3…...0…...-…...-
9…....4…...4…...4…...1…...-…...-
10…..4…...4…...4…...2…...-…...-
11…..4…...4…...4…...3…...0…...-
12…..4…...4…...4…...4…...1…...-
13…..4…...4…...4…...4…...2…...-
14…..4…...4…...4…...4…...3…...0
15…..4…...4…...4…...4…...4…...1
16…..4…...4…...4…...4…...4…...2
17…..4…...4…...4…...4…...4…...3
18…..5…...4…...4…...4…...4…...4
19…..5…...5…...4…...4…...4…...4
20…..5…...5…...5…...4…...4…...4
For Spells known I would suggest, either…
Spells Known: An arcane warrior’s selection of spells is extremely limited. They begin play knowing four 0-level spells of their choice. At each new arcane warrior level, they gain 2 new spells. These spells may be acquired from any spell level that they currently may utilize, but only one may be applied to the highest spell level the arcane warrior has access to.
OR if you really want a table, I would suggest following the same basic pattern as the sorcerer.
————— Spells Known —————
Lev..0…..1…..2…..3…..4…..5
1…....4…...-…...-…...-…...-…...-
2…....5…...1*....-…...-…...-…...-
3…....5…...2…...-…...-…...-…...-
4…....6…...2…...-…...-…...-…...-
5…....6…...3…...1*....-…...-…...-
6…....7…...3…...2…...-…...-…...-
7…....7…...4…...2…...-…...-…...-
8…....8…...4…...3…...1*....-…...-
9…....8…...5…...3…...2…...-…...-
10…..9…...5…...4…...2…...-…...-
11…..9…...5…...4…...3…...1*....-
12…..9…...5…...5…...3…...2…...-
13…..9…...5…...5…...4…...2…...-
14…..9…...5…...5…...4…...3…...1*
15…..9…...5…...5…...5…...3…...2
16…..9…...5…...5…...5…...4…...2
17…..9…...5…...5…...5…...4…...3
18…..9…...5…...5…...5…...5…...3
19…..9…...5…...5…...5…...5…...4
20…..9…...5…...5…...5…...5…...5
* Provided the Arcane Warrior has a high enough Charisma score to have a bonus spell of this level.
I would also add:
Spell Swapping: Upon reaching 4th level, and at every even-numbered arcane warrior level after that (6th, 8th, and so on), a arcane warrior can choose to learn a new spell in place of one they already know. In effect, the arcane warrior “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level arcane warrior spell they can cast. A arcane warrior may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level.
I think this pattern, with the delayed spell level acquisition, max of 5th level spells, and reduced (from sorcerer) end spells per day at 20th is a good trade for the acquisition of so many abilities.
With that said though I think a few abilities need to be trimmed. You currently have 18 class abilities aside the Spells. This is one more than even the Ranger has, and many of the ranger’s are pretty weak. On top of this you have to count the 3 feats you have wrapped up in the Spell Casting mechanic. That’s a lot of weight.
Class Features
Weapon and Armor Proficiency: An Arcane Warrior is proficient with all simple and martial weapons. Arcane Warriors are not proficient with armor and shields. An Arcane Warrior cannot cast spells or benefit from any other class features while wearing armor or using a shield. Instead, he applies his Charisma modifier to his Armor Class as an arcane bonus.
Why no armor? I would prefer to see them get the Battle Sorcerer variant, granting Light Armor Prof. And no ASF in Light armor than an AC bonus based on Charisma. How would charisma effect your AC? Charm people into not hitting you? Just doesn’t make much sense to me.
Casting Spells:
An Arcane Warrior casts spells based on his innate ability to directly infleunce and manipulate arcane magical energy, as measured by his Charisma. The Arcane Warrior’s selection of spells is extremely limited and is drawn from their own list.
What is that list comprised of?
As such, the Arcane Warrior is not required to perform verbal or somatic actions as other spell casters do. Instead, each time an Arcane Warrior wishes to cast a spell, he first must make a successful Concentration check versus the Difficulty Class of the spell. The DC of the spell is calculated as 10 + the level of the spell. If successful, the spell is cast. If the attempt is not successful, the spell fails, and the slot the spell occupied is emptied. Additionally, the Arcane Warrior also may perform spells as though he had acquired the feat Eschew Materials. Every Arcane Warrior has a unique Tell – a physiological sign that he or she is harnassing magical energy. Examples of Tells are glowing eyes or a colored nimbus surrounding the body.
You are giving Still Spell, Silent Spell AND Eschew Material feats as free parts of the Spellcasting mechanic. I think this is too much. If you are going to go this far they should simply receive spell-like abilities instead of spells. However, if you are going to go forward with this, I would suggest that the Concentration DC needs to be much higher. No melee/caster is going to have less than minimum ranks in concentration (PLUS you give them combat casting at first level). That means that at 1st Level they would have a minimum of +9 (assuming a minimum 12 CON) – they only fail on a 1, and that will remain true. At 2nd level the DC goes to 11 but their Concentration bonus goes to +10, 5th their Concentration DC is 12 but by then their bonus could be as high as +13, at 8th the DC goes to 13 but their bonus could be as high as +16. See my point? And this doesn’t count throwing in Skill Focus or some other bonus to Concentration skill checks.
The Difficulty Class for a saving throw against an Arcane Warrior’s spell is 10 + the spell level + the Arcane Warrior’s Charisma modifier. For the purpose of determining damage and other spell effects, the Arcane Warrior should be considered as a sorcerers of three levels lower.
On Casting level, I would not restrict the classes casting level. It’s a bit clunky, and not really necessary. The Spellcasting ability of this class lags far behind the sorcerer to begin with, changing the casting level by 3 levels just makes it almost pointless to be casting spells in the first place.
Arcane Health: Beginning at the 1st level, an Arcane Warrior uses his Charisma modifier to determine the number of Hit Points he gains.
This is the first ability I would trim. You need to trim some excess fat to begin with. First, how would charisma affect your health? Second, the class needs to have standard secondary stat requirements. Constitution is good for the class for Fortitude Saves, Concentration Checks and HP.
Way of the Warrior: An Arcane Warrior may convert a prepared spell slot of 1st level or higher into specific offensive or defensive spell-like effects as detailed below. In effect, the Arcane Warrior may choose to “lose” any prepared spell in order to gain a spell-like effect of the same spell level or lower. Upon taking this action, he must declare whether he is choosing to gain either an offensive or defensive bonus. This choice is permanent for the duration of the effect. This may be done a number of times per day equal to the Arcane Warrior’s Charisma modifier.
…..If an offensive bonus is chosen, the Arcane Warrior adds the appropriate modifier to his attack roll(s) and damage roll(s) during the duration of the effect. If an Arcane Warrior has multiple attacks per turn, the offensive bonus is only applied to the first. If a defensive bonus is chosen, the appropriate modifier is added to his Armor Class for as long as the effect lasts.
Spell Level…..Offensive Bonus…..Defensive Bonus…..….Duration
1………………….….….….+1…………………….….….+1……………….….….….1 min/level
2………………….….….….+2…………………….….….+2……………….….….….10 min/level
3………………….….….….+3…………………….….….+3……………….….….….10 min/level
4………………….….….….+4…………………….….….+4……………….….….….15 min/level
5………………….….….….+5…………………….….….+5……………….….….….15 min/level
This is an intriguing idea. Its similar in concept to Divine Might (sacrificing a Turning for CHA mod to weapon damage). However, lets compare this to spells.
Magic Weapon: Level 1 Spell, +1 attack AND Damage, duration 1 min./level.
Greater Magic Weapon: Level 3 Spell, +1/4 caster levels to attack and damage, 1 hour per level.
Mage Armor: Level 1 Spell, +4 AC, 1 hour per level.
Personally I think the spells are better. “Way of the Warrior” is a bit wordy and has a few limits I don’t think work such as the offense bonus only counting on the 1st strike.
What I would do with this is as follows, splitting it into two abilities.
Way of Defense (Sp): An arcane warrior is an embodiment of innate magic, similar to sorcerers. However, instead of channeling all of that power into spells, the arcane warrior is gifted at (X) level with the ability to defend themselves with innate magic energy. The arcane warrior can use
(Y) (as the spell) as a standard action that draws an attack of opportunity, a number of times per day equal to their Charisma modifier.
Way of Offense (Sp): An arcane warrior is an embodiment of innate magic, similar to sorcerers. However, instead of channeling all of that power into spells, the arcane warrior is gifted at (Z) level with the ability to imbue weapons with magic energy. The arcane warrior can use
greater magic weapon (as the spell) as a standard action that draws an attack of opportunity, a number of times per day equal to their Charisma modifier.
(Y) =
mage armor If not allowing Light Armor proficiency, Or
magic vestment if Allowing armor use.
(X & Z) = Whatever levels get decided (see below for suggestions).
Combat Style: beginning at the second level, an Arcane Warrior adopts a signature, stylized mode of combat. At 2nd level, he must select one of the combat styles listed below, receiving the indicated feat, even if he does not otherwise qualify it. As he progresses in levels (at 7th, and again at 13th), the Arcane Warrior improves his prowess with his style, becoming an eventual master of his art.
Straight from the Ranger, not a bad start. I like the delay of one then 2 levels on the upper end.
The following are the major combat styles:
Fencing: Weapon Focus (Rapier). Improved Combat Style: Improved Feint. Combat Style Mastery: Improved Critical (Rapier).
Reckless: Reckless Offensive. Improved Combat Style: Improved Charge Attack. Combat Style Mastery: Improved Rapid Strike.
Two-Weapon Fighting: Two-Weapon Fighting. Improved Combat Style: Improved Two-Weapon Fighting. Combat Style Mastery: Greater Two-Weapon Fighting.
Whip: Cutting Lash. Improved Combat Style: Whip Finesse. Combat Style Mastery: Weapon Specialization (Whip).
Specialist: Weapon Focus(). Improved Combat Style: Greater Weapon Focus, or Weapon Specialization (). Combat Style Mastery: Greater Weapon Focus, or Greater Weapon Specialization, or Improved Critical ()
Expansions on the original styles aren’t bad. However –
Whip should Not be included as it is an Exotic weapon not available to the class.
Also, on Specialist I would clarify.
Specialist: Choose one favored weapon. This weapon type gains the benefits of the combat style.
Weapon Focus(Favored Weapon).
Improved Combat Style: Greater Weapon Focus (Favored Weapon) or Weapon Specialization (Favored Weapon).
Combat Style Mastery: Greater Weapon Focus (Favored Weapon) or Greater Weapon Specialization (Favored Weapon), or Improved Critical (Favored Weapon)
Combat Casting: The Arcane Warrior gains the feat Combat Casting at 1st level as a bonus feat.
Makes perfect sense.
Arcane Strike: Beginning with the fourth level, any weapon wielded by an Arcane Warrior is considered to be ‘magical’ for the purpose of dealing damage to creatures with damage reduction. Moreover, every 4 levels hereafter (8th, 12th, 16th, 20th), the Arcane Warrior adds an additional Arcane bonus of +1 to his highest base attack when operating within his combat style. This bonus stacks with other weapons bonuses, and with the (optional) benefits gained from the Way of the Warrior.
The DR avoidance power of this ability is redundant with the “Way of” ability, yours or mine, but especially if you go with my suggestion. The rest of the power is a no-no. In the core rules there are no bonuses to BAB, only to attack rolls. If you artificially inflate the BAB you effect iterative attacks. If you meant Attack Bonus it is too much stacked on top of the “Way of” ability. The class would far surpass any true warrior. I would drop this ability all together as it is overpowered and redundant.
Arcane Combat: Beginning with the fourth level, an Arcane Warrior uses his Charisma modifier instead of his Strength (or Dexterity) modifier when making attack rolls.
Improved Arcane Combat: at 9th level, an Arcane Warrior may use his Charisma modifier instead of his Strength modifier on all damage rolls.
Greater Arcane Combat: at the 15th level, the Arcane Warrior’s martial and magical talents have reached prodigious levels. His physical abilities and magical talents work in tandem, one influencing and enhancing the other, creating a powerful synergistic effect. As a result, an Arcane Warrior applies both his Strength and Charisma modifiers to all attack and damage rolls when engaged in melee comat (Charisma and Dexterity modifiers are applied to all ranged attacks).
Sorry - I don’t like these at all. They places far too much power into the Charisma stat and the stacking is far too powerful. Charisma should remain for skills, spells and magical abilities. The class NEEDS to retain some secondary stat dependencies to remain balanced, not to mention the Greater Arcane Combat on top of “Way of” on top of “Arcane Strike” is obscene. I would drop these abilities as well.
Arcane Resistance: At 6th level, an Arcane Warrior’s connection to the magical forces around him has grown powerful. It sustains and protects him. As a result, he applies his Charisma modifier to all his saving throws.
Divine Grace. Though it is a good ability, as was pointed out to me it takes one very unique power from the Paladin (one of its few unique abilities). However, what I would do with this is make it more caster oriented as follows.
Arcane Resistance: At (X) level, an arcane warrior’s innate magic has grown to such a point that it can protect them from other sources of magic, resulting in the arcane warrior gaining a bonus to all spells, spell-like and supernatural abilities equal to their Charisma modifier.
Arcane Defense: by 10th level, the magical forces that an Arcane Warrior controls are strong, and flow about him, vigilantly guarding him from harm. Therefore, the Arcane Warrior gains Damage Reduction 1/Magic which allows him to ignore the first point of damage from any attack made by a nonmagical weapon, or by any natural attack made by a creature that doesn’t have similar damage reduction.
While DR can be a great ability, this power is a bit off kilter. Many of your abilities have been “strong” (I wont say over powered), yet this one is very weak. DR 1/magic by 10th level is almost worthless accept maybe against a 1st level wizard’s punch. Even a Barbarian has DR2/- by this level. Since by 10th level magic will be quite prevalent even in a low magic game, I would suggest the following since magical abilities are the fair of choice for the class.
Arcane Defense: At (X) level, the innate magic of the arcane warrior strengthens their body and helps to prevent harm. The arcane warrior gains Damage Reduction 5/Magic which allows him to ignore the first five points of damage from any attack made by a non-magical weapon, or by any natural attack made by a creature that doesn’t have similar damage reduction.
Greater Arcane Resistance: The magic that protects the Arcane Warrior from physical harm also protects him from magical effects. At the 18th level, the Arcane Warrior gains spell resistance equal to one-half her current (Arcane Warrior) level + 10. In order to affect the Arcane Warrior with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Arcane Warrior’s spell resistance.
As much as I like Spell-Resistance, I got lambasted for giving this away even at 20th level. I would drop this all together and stick with the Arcane Resistance suggestion.
Spell Mastery: At 20th level, an Arcane Warrior gains complete mastery of all the spells he knows. He may cast any spell he knows at any time, without having to specifically prepare that spell in advance (Note: he may do so only if there is a spell slot of that level still open).
Umm….why?? He already casts unprepared spells as a Sorcerer…
Greater Arcane Defense: As with Arcane Defense, except the Damage Reduction is increased to 5/Magic.
Following my previous comments on Arcane Defense I would use this:
Greater Arcane Defense: At (X) level, the arcane defense the arcane warrior strengthens. The arcane warrior’s arcane defense improved to grant Damage Reduction 10/Magic which allows him to ignore the first ten points of damage from any attack made by a non-magical weapon, or by any natural attack made by a creature that doesn’t have similar damage reduction.
So….with all that said…
That would leave us with giving: Combat Reflexes, Combat Style, Improved Combat Style, Combat Style Mastery, Way of Defense, Way of Offense, Arcane Resistance, Arcane Defense and Greater Arcane Defense. That’s 9 Class abilities (not counting the 3 in the spell mechanic).
The other options I might suggest are:
Bonus Feat: The arcane warrior may choose any fighter or metamagic feat.
Sorcerous Metamagic (Ex): Choose one metamagic feat of choice at (X) level from either: Enlarge Spell, Extend Spell, or Heighten Spell (only feats with up to a 1 spell level adjustment may be chosen for this ability). This metamagic feat is a virtual feat that may be used “on-the fly” to effect any spell the arcane warrior knows, a number of times per day equal to the arcane warrior’s Charisma modifier. This feat is used without prior preparation, increased spell level or extended casting time. The maximum level of spell to which a caster can apply a metamagic feat is equal to the maximum spell level they are capable of casting, minus the spell level adjustment of the metamagic feat. If the result of this calculation is less than 0, then that metamagic feat cannot be used on any of the arcane warrior's spells. A caster can apply more than one metamagic feat to a spell, or even the same metamagic effect more than once (if allowed by the feat's description). However, to determine the maximum level of spell that can be so affected, add together the spell level adjustments given for the various feats. The Heighten Spells feat may be used to increase a spell's effective level (for purpose of save DC's and so on) up to the maximum spell level you are capable of casting. The spell is treated as a spell of that level for purposes of save DC and similar effects, but does not require a higher level spell slot.
Improved Sorcerous Metamagic (Ex): At (X) level, choose one metamagic feat of choice from either: Enlarge Spell, Extend Spell, or Heighten Spell (only feats with up to a 2 spell level adjustment may be chosen for this ability) as a virtual feat that may be used “on-the fly” to effect any spell the arcane warrior knows, three times per day. This feat is used without prior preparation, increased spell level or extended casting time. The maximum level of spell to which a caster can apply a metamagic feat is equal to the maximum spell level they are capable of casting, minus the spell level adjustment of the metamagic feat. If the result of this calculation is less than 0, then that metamagic feat cannot be used on any of the arcane warrior's spells. A caster can apply more than one metamagic feat to a spell, or even the same metamagic effect more than once (if allowed by the feat's description). However, to determine the maximum level of spell that can be so affected, add together the spell level adjustments given for the various feats. The Heighten Spells feat may be used to increase a spell's effective level (for purpose of save DC's and so on) up to the maximum spell level you are capable of casting. The spell is treated as a spell of that level for purposes of save DC and similar effects, but does not require a higher level spell slot.
With that said, this is what I would do with the class table. Along with all the changes I have listed above, I think this has the workings of a good solid class, though it may still be a bit strong, I would need to see the revision in whole.
1…..Combat Casting
2…..Combat Style
3…..-----
4…..Sorcerous Metamagic
5…..-----
6…..Way of Defense
7…..Improved Combat Style
8…..-----
9…..Way of Offense
10…Arcane Resistance
11…-----
12…Bonus Feat
13…Combat Style Mastery
14…-----
15…Arcane Defense
16…Bonus Feat
17…-----
18…Improved Sorcerous Metamagic
19…-----
20…Greater Arcane Defense
Well I hope this helped. Like I have said many times before take it with a grain of salt, its JMHO.