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Cannith Elite (10 levels)/Battle Magus(10 levels)
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<blockquote data-quote="CustosObscurus" data-source="post: 2322689" data-attributes="member: 32992"><p>Some friends and I recently started a campaign in the Eberron setting. Both of us have been looking at some of the prestige classes, and so far we haven't found what we want our characters to evolve into. Therefore, we created our own.</p><p></p><p>Both the Cannith Elite and the Battle Magus are in rough draft form, and we'd appreciate any tips on balance/power issues and how to correct them. Any help at all is welcome.</p><p></p><p>Cannith Elite</p><p>Some warforged live life as mercenaries. Others become religious and search for a higher meaning to their life, or start learning about the world at large. Still others become fascinated with the arts. Those who are able to accomplish all of these are seen by House Cannith as awesome accomplishments. If they prove that they are loyal to House Cannith, they may choose to take them on as defenders of their House and the members thereof. These paragons are allowed to do whatever they wish, as long as they will protect their patrons to the best of their ability. In return, they recieve special upgrades from Cannith to make them as powerful as they can be.</p><p>Hit Die: d8</p><p></p><p>Requirements:</p><p>Base Attack Bonus: +8</p><p>Feats: Two-weapon Fighting</p><p>Skills: Craft (Any) 8 ranks OR Perform (any) 8 ranks, Knowledge (any) 8 ranks</p><p>Special: Must be a warforged with very high standings with House Cannith leaders and be accepted as an Elite. Also, must have physically saved the life of a member of House Cannith.</p><p></p><p>Class Skills: Balance, Bluff, Climb, Craft (armorsmithing), Craft (Blacksmithing), Craft (Weaponsmithing) Disable Device, Gather Information, Jump, Listen, Open Lock, Search, Sense Motive, Spot, Tumble, Use Magic Device</p><p></p><p>Skill Points at Each Level: 2 + INT modifier</p><p></p><p></p><p>Class Features</p><p>Level BAB......Fort Ref Will </p><p>1st +1............+2 +0 +2</p><p>2nd +2...........+3 +0 +3</p><p>3rd +3...........+3 +1 +3</p><p>4th +4...........+4 +1 +4</p><p>5th +5...........+4 +1 +4</p><p>6th +6/+1......+5 +2 +5</p><p>7th +7/+2......+5 +2 +5</p><p>8th +8/+3......+6 +2 +6</p><p>9th +9/+4......+6 +3 +6</p><p>10th +10/+5...+7 +3 +7</p><p></p><p></p><p>Level Special</p><p>1st Repairman, Tech Sense</p><p>2nd Damage Reduction</p><p>3rd Quick Repair</p><p>4th Metal Familiarity</p><p>5th Quad Armory</p><p>6th Four Weapon Fighting</p><p>7th Improved Damage Reduction</p><p>8th Four Weapon Defense</p><p>9th Greater Damage Reduction </p><p>10th Mammoth Critical</p><p></p><p></p><p> Repairman: You can take 20 on all craft skills used to repair machines. It takes no longer to take 20 then to make a regular check on these skill checks.</p><p></p><p> Tech Sense: Cannith Elite of a certain skill level pick up an innate sense for how machines work. This allows them a +2 competence bonus on all Appraise, Craft, Disable Device, Knowledge, Open Lock, and Use Magic Device checks involving some sort of mechanical or technological device.</p><p></p><p> Damage Reduction: You gain damage reduction 5/adamantine, or if you already have damage reduction, improve the existing reduction by 1. </p><p></p><p> Quick Repair: You can attempt to repair yourself in combat. You can take a full-round action to try to repair yourself with a -10 penalty to the check. You cannot take 10 or take 20 during a quick repair.</p><p></p><p> Metal Familiarity: You are familiar with the properties of all metals. You gain a +5 competence bonus on all Knowledge checks involving a metal object. Also, when you wield a weapon with the damaging part made of metal, you are considered to have the Improved Critical feat, even if you don't meet the prerequisites. </p><p></p><p> Quad Armory: You have an extra set of arms attached to your body. In addition to the obvious benefits of being able to use extra weapons and manipulate extra objects, you gain a +2 modifier to all Strength, Climb, and Grapple checks. In addition, you can use 2 crossbows at the same time. You cannot use more than 1 double weapon or bow. Both extra hands are considered off hands, and the Elite takes a -10 penalty to attack rolls with those hands (however, you can use your original 2 hands without any additional penalty). </p><p></p><p></p><p>WIELDING PENALTIES</p><p> L R</p><p> -2 -2</p><p> -8 -8</p><p></p><p> Four Weapon Fighting: The penalties for using your lower hands in combat is lessened by -6, and the penalties for your upper hands are reduced by -2. All attacks made by off hands use the lowest base attack bonus.</p><p></p><p>WIELDING PENALTIES</p><p>..L....R</p><p> ..0....0</p><p>.-2...-2</p><p></p><p> Improved Damage Reduction: Your damage reduction is increased to 10/adamantine.</p><p></p><p> Four Weapon Defense: You gain a +1 shield bonus to your AC for every melee weapon you are wielding after the first (+3 maximum).</p><p></p><p> Greater Damage Reduction: Your damage reduction is increased to 15/adamantine.</p><p></p><p> Mammoth Critical: After you score a critical, roll another attack die. If the attack roll plus any modifiers is more than 10 over the defender's AC, they must make a fortitude save (DC 25) or die instantly. You may choose not to use this ability.</p><p></p><p></p><p></p><p></p><p>Battle Magus</p><p>Hit Die: d6</p><p></p><p>Requirements:</p><p>Concentration: 8 ranks</p><p>Knowledge (Arcana): 8 ranks</p><p>Spellcraft: 8 ranks</p><p>Feats: Combat Casting, Craft Magical Arms and Armor, Weapon Focus: [any].</p><p>Spells: Ability to cast 4th level arcane spells or higher.</p><p>Special: Must have survived a battle without the use of magic. Must</p><p>have survived a battle without the use of a weapon or armor.</p><p></p><p>Class Skills:</p><p>The Battle Magus' class skills (and the key ability for each skill)</p><p>are Concentration (Con), Craft (Int), Knowledge (Int), Profession</p><p>(Wis), Scry (Int, exclusive skill), and Spellcraft (Int). See Chapter</p><p>4: Skills in the Player's Handbook for skill descriptions.</p><p></p><p>Skill Points at each level: 2 + Int modifier.</p><p></p><p>Class Features:</p><p>Weapon and Armor Proficiencies:</p><p>Battle Magi gain no weapon proficiencies. However, they do gain Light</p><p>and Medium armor proficiency. Battle Magi gain no proficiencies with</p><p>shields.</p><p></p><p>Special:</p><p>Battle Magi gain spells as they normally would in their arcane</p><p>spellcasting class. If they have more than one, then they choose which</p><p>one they progress in at each level. Battle Magus levels also count</p><p>towards "Caster Level" bonuses.</p><p></p><p>Base Attack Progression:</p><p>1st +1</p><p>2nd +2</p><p>3rd +3</p><p>4th +4</p><p>5th +5</p><p>6th +5/+1</p><p>7th +6/+1</p><p>8th +6/+2</p><p>9th +7/+2</p><p>10th +7/+3</p><p></p><p>Good Saving Throws: Fortitude, Will</p><p>1st +2/+0/+2</p><p>2nd +3/+0/+3</p><p>3rd +3/+1/+3</p><p>4th +4/+1/+4</p><p>5th +4/+1/+4</p><p>6th +5/+2/+5</p><p>7th +5/+2/+5</p><p>8th +6/+2/+6</p><p>9th +6/+3/+6</p><p>10th +7/+3/+7</p><p></p><p>Level Special</p><p>1st Melee Arcana</p><p>2nd Ingenuitive Response I</p><p>3rd Arcane Armor</p><p>4th Melee Arcana II</p><p>5th Ingenuitive Response II</p><p>6th Arcane Resilience I</p><p>7th Arcane Edge</p><p>8th Arcane Infusion</p><p>9th Ingenuitive Response III</p><p>10th Arcane Resilience II</p><p></p><p>Melee Arcana I and II:</p><p>In battle, it is a necessity that Battle Magi have their hands free to</p><p>combat enemies around them while still casting their spells, thus they</p><p>undergo painstaking training to rid themselves of spell components</p><p>that require the use of their hands at all. At first level they no</p><p>longer require the use of somatic components and effectively can cast</p><p>spells under the effects of the Still Spell feat (the only difference</p><p>being that the spell's level isn't modified). At fourth level the</p><p>caster rids themself of their need for material components as well,</p><p>effectively placing their spells under the effects of the Eschewed</p><p>Materials feat (which also does not alter the spell's level).</p><p></p><p>Ingenuitive Response I, II, and III:</p><p>On the battlefield, the Battle Magus is constantly required to respond</p><p>verbatim to the everchanging state of the scene that surrounds them.</p><p>Because of this, Battle Magi must be quick to analyze a situation</p><p>quickly and respond with a spell that rises to the occasion. However,</p><p>since the repertoire of a caster may not suit every exact situation,</p><p>Battle Magi focus on the ability to modify the spell itself to suit a</p><p>given situation. At levels two, five, and nine they gain the ability</p><p>to spontaneously activate a metamagic feat that they have previously</p><p>chosen from a small list a number of times per day equal to their</p><p>Charisma modifier + 1 (for each feat). The list is as follows: Chain</p><p>Spell, Quicken Spell, Sculpt Spell, Twin Spell. At each appropriate</p><p>level they may choose one of these feats, each time choosing a</p><p>different one, and may activate them without preparation. The spell's</p><p>level is not modified by the use of one of these feats.</p><p></p><p>Arcane Armor:</p><p>At level three Battle Magi learn use the very ley lines that surround</p><p>them to form a defensive barrier between themselves and their</p><p>attackers. This grants the Battle Magus a miscellaneous armor bonus</p><p>equal to their Intelligence modifier. This defensive field is</p><p>constantly in place and requires no willpower to remain active on the</p><p>part of the Battle Magus. The field is also weightless, generally</p><p>immaterial, and it conforms perfectly to the Battle Magus at all</p><p>times.</p><p></p><p>Arcane Resilience I and II:</p><p>At level six and moreover at level ten, the Battle Magus begins to</p><p>synchronize their body with the defensive magics that lie dormant</p><p>around them at all time, making them alarmingly resilient to attacks.</p><p>Rather than having to activate these magics, they become endowed with</p><p>their choice of damage reduction. At level six the caster chooses from</p><p>10/+1, or 5/magic and energy . At level ten the caster replaces this</p><p>with either 15/+1, or 10/magic and energy, or 5/-.</p><p></p><p>Arcane Edge:</p><p>At the seventh level the Battle Magus begins to further comprehend the</p><p>universal field of magic, and its uses on the field of war. At this</p><p>time, the Battle Magus learns to spontaneously enhance their weapons</p><p>with the use of this field, making them more effective against</p><p>opponents. The Battle Magus now may add their Intelligence modifier to</p><p>all damage rolls made with a weapon (ranged or melee).</p><p></p><p>Arcane Infusion:</p><p>With this final comprehension of the synergy between magic, arms, and</p><p>armor, the eighth level Battle Magus learns to enchant arms and armor</p><p>with unrivaled efficiency. Because of this the caster can enhance</p><p>weapons and armor magically with fewer materials and with less</p><p>personal sacrifice. Thus, the cost in gold and experience of</p><p>enchanting arms or armor is reduced by half.</p></blockquote><p></p>
[QUOTE="CustosObscurus, post: 2322689, member: 32992"] Some friends and I recently started a campaign in the Eberron setting. Both of us have been looking at some of the prestige classes, and so far we haven't found what we want our characters to evolve into. Therefore, we created our own. Both the Cannith Elite and the Battle Magus are in rough draft form, and we'd appreciate any tips on balance/power issues and how to correct them. Any help at all is welcome. Cannith Elite Some warforged live life as mercenaries. Others become religious and search for a higher meaning to their life, or start learning about the world at large. Still others become fascinated with the arts. Those who are able to accomplish all of these are seen by House Cannith as awesome accomplishments. If they prove that they are loyal to House Cannith, they may choose to take them on as defenders of their House and the members thereof. These paragons are allowed to do whatever they wish, as long as they will protect their patrons to the best of their ability. In return, they recieve special upgrades from Cannith to make them as powerful as they can be. Hit Die: d8 Requirements: Base Attack Bonus: +8 Feats: Two-weapon Fighting Skills: Craft (Any) 8 ranks OR Perform (any) 8 ranks, Knowledge (any) 8 ranks Special: Must be a warforged with very high standings with House Cannith leaders and be accepted as an Elite. Also, must have physically saved the life of a member of House Cannith. Class Skills: Balance, Bluff, Climb, Craft (armorsmithing), Craft (Blacksmithing), Craft (Weaponsmithing) Disable Device, Gather Information, Jump, Listen, Open Lock, Search, Sense Motive, Spot, Tumble, Use Magic Device Skill Points at Each Level: 2 + INT modifier Class Features Level BAB......Fort Ref Will 1st +1............+2 +0 +2 2nd +2...........+3 +0 +3 3rd +3...........+3 +1 +3 4th +4...........+4 +1 +4 5th +5...........+4 +1 +4 6th +6/+1......+5 +2 +5 7th +7/+2......+5 +2 +5 8th +8/+3......+6 +2 +6 9th +9/+4......+6 +3 +6 10th +10/+5...+7 +3 +7 Level Special 1st Repairman, Tech Sense 2nd Damage Reduction 3rd Quick Repair 4th Metal Familiarity 5th Quad Armory 6th Four Weapon Fighting 7th Improved Damage Reduction 8th Four Weapon Defense 9th Greater Damage Reduction 10th Mammoth Critical Repairman: You can take 20 on all craft skills used to repair machines. It takes no longer to take 20 then to make a regular check on these skill checks. Tech Sense: Cannith Elite of a certain skill level pick up an innate sense for how machines work. This allows them a +2 competence bonus on all Appraise, Craft, Disable Device, Knowledge, Open Lock, and Use Magic Device checks involving some sort of mechanical or technological device. Damage Reduction: You gain damage reduction 5/adamantine, or if you already have damage reduction, improve the existing reduction by 1. Quick Repair: You can attempt to repair yourself in combat. You can take a full-round action to try to repair yourself with a -10 penalty to the check. You cannot take 10 or take 20 during a quick repair. Metal Familiarity: You are familiar with the properties of all metals. You gain a +5 competence bonus on all Knowledge checks involving a metal object. Also, when you wield a weapon with the damaging part made of metal, you are considered to have the Improved Critical feat, even if you don't meet the prerequisites. Quad Armory: You have an extra set of arms attached to your body. In addition to the obvious benefits of being able to use extra weapons and manipulate extra objects, you gain a +2 modifier to all Strength, Climb, and Grapple checks. In addition, you can use 2 crossbows at the same time. You cannot use more than 1 double weapon or bow. Both extra hands are considered off hands, and the Elite takes a -10 penalty to attack rolls with those hands (however, you can use your original 2 hands without any additional penalty). WIELDING PENALTIES L R -2 -2 -8 -8 Four Weapon Fighting: The penalties for using your lower hands in combat is lessened by -6, and the penalties for your upper hands are reduced by -2. All attacks made by off hands use the lowest base attack bonus. WIELDING PENALTIES ..L....R ..0....0 .-2...-2 Improved Damage Reduction: Your damage reduction is increased to 10/adamantine. Four Weapon Defense: You gain a +1 shield bonus to your AC for every melee weapon you are wielding after the first (+3 maximum). Greater Damage Reduction: Your damage reduction is increased to 15/adamantine. Mammoth Critical: After you score a critical, roll another attack die. If the attack roll plus any modifiers is more than 10 over the defender's AC, they must make a fortitude save (DC 25) or die instantly. You may choose not to use this ability. Battle Magus Hit Die: d6 Requirements: Concentration: 8 ranks Knowledge (Arcana): 8 ranks Spellcraft: 8 ranks Feats: Combat Casting, Craft Magical Arms and Armor, Weapon Focus: [any]. Spells: Ability to cast 4th level arcane spells or higher. Special: Must have survived a battle without the use of magic. Must have survived a battle without the use of a weapon or armor. Class Skills: The Battle Magus' class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). See Chapter 4: Skills in the Player's Handbook for skill descriptions. Skill Points at each level: 2 + Int modifier. Class Features: Weapon and Armor Proficiencies: Battle Magi gain no weapon proficiencies. However, they do gain Light and Medium armor proficiency. Battle Magi gain no proficiencies with shields. Special: Battle Magi gain spells as they normally would in their arcane spellcasting class. If they have more than one, then they choose which one they progress in at each level. Battle Magus levels also count towards "Caster Level" bonuses. Base Attack Progression: 1st +1 2nd +2 3rd +3 4th +4 5th +5 6th +5/+1 7th +6/+1 8th +6/+2 9th +7/+2 10th +7/+3 Good Saving Throws: Fortitude, Will 1st +2/+0/+2 2nd +3/+0/+3 3rd +3/+1/+3 4th +4/+1/+4 5th +4/+1/+4 6th +5/+2/+5 7th +5/+2/+5 8th +6/+2/+6 9th +6/+3/+6 10th +7/+3/+7 Level Special 1st Melee Arcana 2nd Ingenuitive Response I 3rd Arcane Armor 4th Melee Arcana II 5th Ingenuitive Response II 6th Arcane Resilience I 7th Arcane Edge 8th Arcane Infusion 9th Ingenuitive Response III 10th Arcane Resilience II Melee Arcana I and II: In battle, it is a necessity that Battle Magi have their hands free to combat enemies around them while still casting their spells, thus they undergo painstaking training to rid themselves of spell components that require the use of their hands at all. At first level they no longer require the use of somatic components and effectively can cast spells under the effects of the Still Spell feat (the only difference being that the spell's level isn't modified). At fourth level the caster rids themself of their need for material components as well, effectively placing their spells under the effects of the Eschewed Materials feat (which also does not alter the spell's level). Ingenuitive Response I, II, and III: On the battlefield, the Battle Magus is constantly required to respond verbatim to the everchanging state of the scene that surrounds them. Because of this, Battle Magi must be quick to analyze a situation quickly and respond with a spell that rises to the occasion. However, since the repertoire of a caster may not suit every exact situation, Battle Magi focus on the ability to modify the spell itself to suit a given situation. At levels two, five, and nine they gain the ability to spontaneously activate a metamagic feat that they have previously chosen from a small list a number of times per day equal to their Charisma modifier + 1 (for each feat). The list is as follows: Chain Spell, Quicken Spell, Sculpt Spell, Twin Spell. At each appropriate level they may choose one of these feats, each time choosing a different one, and may activate them without preparation. The spell's level is not modified by the use of one of these feats. Arcane Armor: At level three Battle Magi learn use the very ley lines that surround them to form a defensive barrier between themselves and their attackers. This grants the Battle Magus a miscellaneous armor bonus equal to their Intelligence modifier. This defensive field is constantly in place and requires no willpower to remain active on the part of the Battle Magus. The field is also weightless, generally immaterial, and it conforms perfectly to the Battle Magus at all times. Arcane Resilience I and II: At level six and moreover at level ten, the Battle Magus begins to synchronize their body with the defensive magics that lie dormant around them at all time, making them alarmingly resilient to attacks. Rather than having to activate these magics, they become endowed with their choice of damage reduction. At level six the caster chooses from 10/+1, or 5/magic and energy . At level ten the caster replaces this with either 15/+1, or 10/magic and energy, or 5/-. Arcane Edge: At the seventh level the Battle Magus begins to further comprehend the universal field of magic, and its uses on the field of war. At this time, the Battle Magus learns to spontaneously enhance their weapons with the use of this field, making them more effective against opponents. The Battle Magus now may add their Intelligence modifier to all damage rolls made with a weapon (ranged or melee). Arcane Infusion: With this final comprehension of the synergy between magic, arms, and armor, the eighth level Battle Magus learns to enchant arms and armor with unrivaled efficiency. Because of this the caster can enhance weapons and armor magically with fewer materials and with less personal sacrifice. Thus, the cost in gold and experience of enchanting arms or armor is reduced by half. [/QUOTE]
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Cannith Elite (10 levels)/Battle Magus(10 levels)
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