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Cannith Elite (10 levels)/Battle Magus(10 levels)
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<blockquote data-quote="TheRelinquished" data-source="post: 2327134" data-attributes="member: 33150"><p><strong>Revisions</strong></p><p></p><p>These are my latest revisions on the Battle Magus class. Comments, questions, concerns?</p><p></p><p>Battle Magus</p><p>Often referred to as Arcane Warriors, these violent and powerful mages are of a rare breed that finds the battlefield as tempting as any purebred fighter, and is likewise as formidable in a battle, whether against fighters or other arcane casters (even multiple opponents). These casters overpower and outmaneuver their opponents, using offensive spell power and adaptability to wipe out the opposition directly or indirectly. Their truly unique qualities lie in their abilities outside their casting, and within the realm of physical combat. The Battle Magi are surprisingly hardy, and skillful with the weapons they wield. They are infamous, however, for blurring these two lines, blending magic with hand to hand combat. They often bear magical arms and armor, and are even said to be able to weave the very living magic around them so as to aid their endeavors. All of this takes a great deal of time and training, but the result can be an unstoppable force.</p><p></p><p>Class Description</p><p>"Does the phrase 'warlock' mean anything to you?"</p><p></p><p>Hit Die: d6</p><p></p><p>Requirements:</p><p>Concentration: 8 ranks</p><p><strong>Craft ([Armorsmithing or Weaponsmithing or Blacksmithing]): 8 ranks</strong></p><p>Knowledge (Arcana): 8 ranks</p><p>Spellcraft: 8 ranks</p><p>Feats: Combat Casting, <strong>Still Spell, Sculpt Spell.</strong></p><p>Spells: Ability to cast 4th level arcane spells or higher.</p><p>Special: <strong>Must have survived a battle without the use of magic. Must have survived a battle without the use of a weapon or armor.</strong></p><p></p><p>Class Skills:</p><p>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.</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 armor proficiency. Battle Magi gain no proficiencies with shields.</p><p></p><p>Special:</p><p>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.</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></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><strong>1st Weapon Focus</strong></p><p>2nd Arcane Armor</p><p><strong>3rd Arcane Fighting Style</strong></p><p><strong>4th Arcane Weaponsmith</strong></p><p>5th Ingenuitive Response I</p><p>6th Arcane Resilience</p><p>7th Arcane Edge</p><p>8th Ingenuitive Response II</p><p>9th Greater Arcane Resilience</p><p>10th Arcane Infusion </p><p></p><p></p><p>Ability Descriptions:</p><p><strong>Weapon Focus:</strong></p><p><strong>At first level the Battle Magus hones their abilities with one weapon in order to make them more formidable on the field of battle.</strong></p><p><strong></strong></p><p><strong>Effect: Gains free Weapon Focus: [any] feat. The character must have previously been proficient with the weapon chosen.</strong></p><p></p><p>Arcane Armor:</p><p>At level two Battle Magi learn use the very ley lines that surround them to form a defensive barrier between themselves and their attackers. 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. </p><p></p><p>Effect: This grants the Battle Magus a miscellaneous armor bonus equal to 1 or their Intelligence modifier, whichever is higher. <strong>Metal armor interferes with the magic field around the caster when worn and negates this ability (limiting the caster to Padded, Leather, Studded Leather, and Hide armor).</strong></p><p></p><p><strong>Arcane Fighting Style:</strong></p><p><strong>In battle, it is a necessity that Battle Magi have their hands free to combat enemies around them while still casting their spells. Battle Magi undergo specific training to learn a unique fighting style that accommodates these needs.</strong></p><p><strong></strong></p><p><strong>Effect: The Battle Magus may fight and wear armor while casting spells as if using the Still Spell feat to ignore somatic components and arcane spell failure. This allows the caster to make a concentration check (DC 15) to cast a spell while attacking as a full round action. This ability can only be used with unarmed attacks, natural weapons, or weapons that the caster has Weapon Focus with. No other metamagic feats may used while this feat is active. This ability does not affect the level of the spell being cast. The caster looses these benefits if wearing heavier than Light armor or shields.</strong></p><p></p><p></p><p><strong>Arcane Weaponsmith:</strong></p><p><strong>The caster begins to better understand the construction of weapons and how magic affects them. Because of this, they gain the ability to magically enhance weapons.</strong></p><p><strong></strong></p><p><strong>Effect: Gains free Craft Magical Arms and Armor feat.</strong></p><p></p><p>Ingenuitive Response I and II:</p><p>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. </p><p></p><p>Effect: <strong>At levels five and eight</strong> they gain the ability to spontaneously activate a metamagic feat that they have previously chosen from a small list <strong>once per day or a number of times equal to their Charisma modifier, whichever is greater</strong>. The list is as follows: Chain Spell, Quicken Spell, Twin Spell, and <strong>Widen Spell</strong>. 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. <strong>These abilities cannot be used while wearing armor heavier than Light armor or shields</strong>.</p><p></p><p>Arcane Resilience and Greater Arcane Resilience:</p><p>At level six and moreover at level nine, 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. </p><p></p><p>Effect: At level six the caster chooses from 10/+1, or 5/magic and energy. At level nine the caster replaces this 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 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. </p><p></p><p>Effect: The Battle Magus may now add their Intelligence modifier (or 1, whichever is greater) to all damage rolls made with a weapon (ranged or melee). <strong>Their weapons are also considered to have an enchantment also equal to the Magus’ Intelligence modifier when determining damage reduction. This ability does not affect attack rolls made with weapons.</strong></p><p></p><p>Arcane Infusion:</p><p>With this final comprehension of the synergy between magic, arms, and armor, the tenth level Battle Magus learns to enchant arms and armor with unrivaled efficiency. Because of this the caster can enhance weapons and armor magically with less personal sacrifice. </p><p></p><p>Effect: <strong>The cost in experience of enchanting arms or armor is reduced by half.</strong></p></blockquote><p></p>
[QUOTE="TheRelinquished, post: 2327134, member: 33150"] [b]Revisions[/b] These are my latest revisions on the Battle Magus class. Comments, questions, concerns? Battle Magus Often referred to as Arcane Warriors, these violent and powerful mages are of a rare breed that finds the battlefield as tempting as any purebred fighter, and is likewise as formidable in a battle, whether against fighters or other arcane casters (even multiple opponents). These casters overpower and outmaneuver their opponents, using offensive spell power and adaptability to wipe out the opposition directly or indirectly. Their truly unique qualities lie in their abilities outside their casting, and within the realm of physical combat. The Battle Magi are surprisingly hardy, and skillful with the weapons they wield. They are infamous, however, for blurring these two lines, blending magic with hand to hand combat. They often bear magical arms and armor, and are even said to be able to weave the very living magic around them so as to aid their endeavors. All of this takes a great deal of time and training, but the result can be an unstoppable force. Class Description "Does the phrase 'warlock' mean anything to you?" Hit Die: d6 Requirements: Concentration: 8 ranks [b]Craft ([Armorsmithing or Weaponsmithing or Blacksmithing]): 8 ranks[/b] Knowledge (Arcana): 8 ranks Spellcraft: 8 ranks Feats: Combat Casting, [b]Still Spell, Sculpt Spell.[/b] Spells: Ability to cast 4th level arcane spells or higher. Special: [b]Must have survived a battle without the use of magic. Must have survived a battle without the use of a weapon or armor.[/b] 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 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 [b]1st Weapon Focus[/b] 2nd Arcane Armor [b]3rd Arcane Fighting Style 4th Arcane Weaponsmith[/b] 5th Ingenuitive Response I 6th Arcane Resilience 7th Arcane Edge 8th Ingenuitive Response II 9th Greater Arcane Resilience 10th Arcane Infusion Ability Descriptions: [b]Weapon Focus: At first level the Battle Magus hones their abilities with one weapon in order to make them more formidable on the field of battle. Effect: Gains free Weapon Focus: [any] feat. The character must have previously been proficient with the weapon chosen.[/b] Arcane Armor: At level two Battle Magi learn use the very ley lines that surround them to form a defensive barrier between themselves and their attackers. 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. Effect: This grants the Battle Magus a miscellaneous armor bonus equal to 1 or their Intelligence modifier, whichever is higher. [b]Metal armor interferes with the magic field around the caster when worn and negates this ability (limiting the caster to Padded, Leather, Studded Leather, and Hide armor).[/b] [b]Arcane Fighting Style: In battle, it is a necessity that Battle Magi have their hands free to combat enemies around them while still casting their spells. Battle Magi undergo specific training to learn a unique fighting style that accommodates these needs. Effect: The Battle Magus may fight and wear armor while casting spells as if using the Still Spell feat to ignore somatic components and arcane spell failure. This allows the caster to make a concentration check (DC 15) to cast a spell while attacking as a full round action. This ability can only be used with unarmed attacks, natural weapons, or weapons that the caster has Weapon Focus with. No other metamagic feats may used while this feat is active. This ability does not affect the level of the spell being cast. The caster looses these benefits if wearing heavier than Light armor or shields.[/b] [b]Arcane Weaponsmith: The caster begins to better understand the construction of weapons and how magic affects them. Because of this, they gain the ability to magically enhance weapons. Effect: Gains free Craft Magical Arms and Armor feat.[/b] Ingenuitive Response I and II: 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. Effect: [b]At levels five and eight[/b] they gain the ability to spontaneously activate a metamagic feat that they have previously chosen from a small list [b]once per day or a number of times equal to their Charisma modifier, whichever is greater[/b]. The list is as follows: Chain Spell, Quicken Spell, Twin Spell, and [b]Widen Spell[/b]. 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. [b]These abilities cannot be used while wearing armor heavier than Light armor or shields[/b]. Arcane Resilience and Greater Arcane Resilience: At level six and moreover at level nine, 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. Effect: At level six the caster chooses from 10/+1, or 5/magic and energy. At level nine 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. Effect: The Battle Magus may now add their Intelligence modifier (or 1, whichever is greater) to all damage rolls made with a weapon (ranged or melee). [b]Their weapons are also considered to have an enchantment also equal to the Magus’ Intelligence modifier when determining damage reduction. This ability does not affect attack rolls made with weapons.[/b] Arcane Infusion: With this final comprehension of the synergy between magic, arms, and armor, the tenth level Battle Magus learns to enchant arms and armor with unrivaled efficiency. Because of this the caster can enhance weapons and armor magically with less personal sacrifice. Effect: [b]The cost in experience of enchanting arms or armor is reduced by half.[/b] [/QUOTE]
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