Arcane Tussler as a base class

Machiavelli

First Post
You may remember the Arcane Tussler PrC I came up with and posted here not too long ago. I've slightly revised it such that now it looks like this:
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Code:
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| Arcane Tussler |
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Concept:
The Arcane Tussler is blessed with both innate arcane powers and a measure of physical bulk. He has 

decided to channel part of his arcane abilities inward, to grant him exceptional control over his 

body's energies and to imbue his flesh with arcane power.  In this pursuit he gains extraordinary 

physical capabilities. His body becomes his weapon, and his mind becomes the appendage with which 

his weapon is wielded and its power fully realized.  Because it is quite rare for a brawny 

individual to be gifted with and actually devote time to developing innate arcane power, there are 

no organized groups of Arcane Tusslers in existance.  One who pursues this path must due so alone, 

devoting much of his daily arcane efforts to the task.  His motivations for becoming a physical 

weapon may vary widely. A future Arcane Tussler may think it a waste to underutilize the physique he 

was born with, or perhaps he wants to be more able to defend himself in very close, brutal 

engagements.  Perhaps he simply appreciates the shock value he shares with monks, when an unarmed 

man leaps into a fight and manages to be at least as effective as those armed with steel.  Whatever 

the Arcane Tussler's motivations, his is a path of attuned energies and enhanced body, so he may 

lack some of the skill demonstrated by the stricter unarmed fighting classes.  However, none who 

watch him fight question his considerable usefulness in a close-combat tussle.
Adventuring:
In order to optimize his unique Grasp ability, the Arcane Tussler should maintain levels in the 

Warmage or Sorcerer class two or three less than his Arcane Tussler levels.  Unfortunately, that 

many caster class levels tend to reduce his melee combat effectiveness, but they offer him a unique 

role in an adventuring party.  His grappling prowess makes him quite lethal to any spellcasters he 

can get his hands on, while Warmage levels allow him to blast his way through to the spellcasters, 

and Sorcerer levels offer utilitarian spells that may allow him to bypass any obstacles between 

himself and a spellcasting foe.  In that way, the Sorcerer's flexibility nicely compliments the 

Arcane Charge ability, allowing the Arcane Tussler to truly shine as one of the best ways to defeat 

enemy magi.

Prerequisites:
Base attack bonus +3
Permanently use 5 levels of arcane spell slots
  (can be split between multiple spell slots, each 0-lvl counts as 1/2 lvl)
Improved Unarmed Strike
Improved Grapple

Hit Die: d8
Skill Points: 2+Int per lvl

Weapon/Armor Proficiency:
The Arcane Tussler gains proficiency with all light weapons and light armor.

Lvl BAB   Fort Ref  Will    Special                                  Spells
 1  +1     +0   +2   +0     Grasp 1st          Growth                +1 level spell slots/per day
 2  +2     +0   +3   +0     Clever Grapple +1                        +1 caster level
 3  +3     +1   +3   +1     Powerful Build     DR 1/-                
 4  +4     +1   +4   +1     Grasp 2nd          Arcane Charge 1/day   +1 level spell slots/per day
 5  +5     +1   +4   +1     Clever Grapple +2                        +1 caster level
 6  +6     +2   +5   +2     Strength +2        DR 2/-                +1 caster level
 7  +7     +2   +5   +2     Grasp 3rd          Clever Grapple +3     +1 level spell slots/per day
 8  +8     +2   +6   +2     Exceptional Build  Arcane Charge 2/day   
 9  +9     +3   +6   +3     Clever Grapple +4  DR 3/-                +1 caster level
10  +10    +3   +7   +3     Grasp 4th                                +1 level spell slots/per day

......Spells:  As the Arcane Tussler's skills advance, he hones his abilities as a spellcaster.  At 

the 2nd, 5th, 6th, and 9th levels, his caster level increases in one arcane caster class, chosen 

immediately when he levels up.  This increased caster level only applies to the save DC of his 

spells, checks made to penetrate spell resistence, and any spell effects dependent upon caster 

level.  He gains no spells known or spells per day at these levels.  Starting at 1st level, and 

every third level after that, The Arcane Tussler gains spells per day and spells known in the single 

arcane caster class from which his 5 permanently used spell slots came, as though he gained one 

level in that class.  He gains no other benefits from that caster class, except that his effective 

caster level when casting spells increases, as above.
.....Grasp:  The daily inward focus of the Arcane Tussler's spells infuses his flesh with arcane 

energy.  Using a free action, he can use the touch spells he knows as supernatural abilities while 

grappling, delivering the effects using an unarmed strike in the midst of a grapple.  Using the 

Grasp ability does not require a Concentration check.  The Arcane Tussler may apply this ability to 

any spell he knows of 0- or 1st-level that is delivered by a touch attack, which increases to 

include 2nd-, 3rd-, and 4th-level spells at 4th, 7th, and 10th Arcane Tussler levels, respectively.  

All melee touch attack spells function normally, but because ranged touch attack spells are intended 

to trigger some distance from the caster, they deal damage to both the target and the grappling 

Arcane Tussler.  Spells with non-damage negative effects deal 1d6/spell level negative energy damage 

to the caster, while all spells that deal normal damage to the target deal 1 point of the same type 

of damage per damage die. The Arcane Tussler can use his Grasp ability a number of times each day 

equal to his Charisma score.  Delivering a spell's effects in this manner does not exhaust a spell 

slot for the day.  Metamagic feats may be applied to the spells, without adding a casting time or 

otherwise increasing the effort needed to use the Grasp ability for that spell, but the Arcane 

Tussler must be capable of casting the metamagic spell normally.  This means that a 5th level 

Wizard/1st level Arcane Tussler can use his Grasp ability to apply the effects of an Empowered Chill 

Touch spell if he has the Empower Spell metamagic feat, even if he has not prepared Chill Touch for 

that day.  The Arcane Tussler may not use his Grasp ability while wearing gauntlets or gloves made, 

in any part, from metallic or crystalline materials.
.....Growth:  Starting at 1st level the Arcane Tussler applies his arcane skills in a constant 

effort to transmute his body and improve his physique.  His height increases by 4 inches for every 

Arcane Tussler level, and his limbs become disproportionately long, but his posture droops and his 

reach remains the same.  Also, at every Arcane Tussler level, his weight increases by 5 pounds plus 

5 more pounds per size above Small.  By themselves, these are superficial changes.
.....Clever Grapple:  The Arcane Tussler knows how to use his changing physique to his advantage, 

gaining a +1 bonus at 2nd level to all grapple checks and attacks made while grappling.  This bonus 

increases to +2 at 5th level, +3 at 7th level, and +4 at 9th level.  He loses this bonus while 

wearing medium armor or carrying a medium load.
.....Powerful Build:  From 3rd level onward, the physical stature of an Arcane Tussler allows him to 

function in many ways as a creature one size category larger.  Whenever an Arcane Tussler is subject 

to a size modifier or special size modifier for an opposed check (such as during grapple checks, 

bull rush attempts, and trip attempts), the Arcane Tussler is treated as one size category larger if 

doing so is advantagous to him.  He is also considered to be one size larger when determining 

whether a creature's special attacks based on size (such as Improved Grab or Swallow Whole) can 

affect him.  An Arcane Tussler can use weapons designed for one size category larger without 

penalty, but only if he is proficient with them.  However, his space and reach remain those of a 

creature of his actual size.  The benefits of this class ability stack with the effects of abilities 

and spells that change the subject's size category.
.....Arcane Charge:  The magically altered nature of the Arcane Tussler's body allows it to be more 

easily warped and pushed through time and space, so that a sufficiently powerful burst of aggressive 

energy can cause limited teleportation.  At 4th level the Arcane Tussler can use Dimension Door once 

per day as a spell-like ability to close the distance between himself and a foe, increasing to twice 

per day at 8th level.  To determine the effects of the Dimension Door, he uses the caster level of 

the arcane caster class from which he spent 5 permanent spell levels.  His destination must be 

adjacent to an opponent, using this ability counts as a move action, and upon arriving he must 

immediately make a melee attack or attempt to initiate a grapple against this opponent.
.....Damage Reduction:  The Arcane Tussler's lanky frame belies a supernaturally induced toughness 

that only similar magic can pierce.  At 3rd level the Arcane Tussler gains damage reduction 1/-, 

which improves to DR 2/- at 6th level and DR 3/- at 9th level.
.....Strength +2:  The Arcane Tussler's conditioning of his physique also pays off in shear brute 

power, with a +2 bonus to his Strength.
.....Exceptional Build: At 8th level, the Arcane Tussler gains +2 Strength, +2 Constitution, and a 

+1 competance bonus to his armor class.
[/sblock]
Well, I'm quite happy with that until I can convince a DM at some point to allow me to play the class, or until I DM a game myself. It appears to be a solid PrC without an over-the-top set of bizarre abilities, despite a slightly bizarre original concept (anyone who does not wince at the thought of a half-celestial template is already jaded to that sort of thing, anyway).

But I'm restless. I'm looking for a way to set up the Arcane Tussler as a base class. My basic draw to this idea is that a spellcaster may indeed apply his powers to permanently alter his own body structure to his advantage, yes, but why would he then be inherently compelled to wrap his arm around a monster's neck-like appendage and squeeze until it dies? Wrestling may not be "his thing", you know? So I've decided I'll make the Arcane Tussler into a 20-level base class. I'm also a customization whore, I can't get enough of it, and 20 levels (maybe even with combat styles like the monk!) provide ample opportunity to indulge myself.

So, the ideas I have are flowing wildly in my head, but I've never built a base class before, so I'm looking for your ideas, folks! So far here's a list of the random ideas I've had:
1.) Make the benefits generic:
a.> My flavor text "the magically altered nature of the Arcane Tussler's body allows it to be more easily warped and pushed through time and space..." could be translated into things other than Arcane Charge (thanks again to clay_more for the original ArCh suggestion, which I still drool over.), though I haven't thought of anything specific yet.
b.> "The Arcane Tussler's lanky frame belies a supernaturally induced toughness..." could translate into many things, not necessarily just damage reduction. Natural armor bonus or temporary hit points, maybe?​
2.) Offer options for existing abilities:
a.> "Growth" could have effects in addition to, or even entirely different from, those I listed. Instead of becoming lankier, perhaps you could choose to become sturdier, like a dwarf; that sort of thing.
b.> Group the options together into unique "directions" of physical change. A sturdier Growth might make for increased Constitution instead of strength, for example. Let the player choose at first level which "direction" to take.​
3.) Needs new abilities to fill out 20 levels:
Any ideas? My head is still spinning with the myriad possibilites, so no concrete ideas have come to me yet.​
4.) Completely revamp Grasp ability as a unique set of abilities:
a.> No need to rely on normal spells now. Instead offer a list of touch abilities specifically designed to work with "Grasp". Perhaps they could even be identical to existing spells, with rules presented for allowing "new" spells from D&D books, but a fixed list would present many fewer balancing problems.
b.> Perhaps use something akin to the Power Points that psionic characters use, and then advance the effectiveness and number of the touch abilities known, and the number of power points available, as the character levels up.
c.> As an option parallel to a non-wrestling Growth "direction", perhaps instead of touch spells, weapon buffs, personal buffs, or (haha, awesome idea just came to me!) illusory spells would be available.​

Lots of possibilities! Anyone who enjoys fleshing out others' ideas, feel free to lend me your brain for a post or two, and you're welcome to borrow mine to pick at ;)
 

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I am not so hot on building core classes, but in your venture along this road I would suggest two products for you.. well, three really.

Elements of Magic: Revised and its sequel, Lyceian Arcana
- This includes a concept called Anima, based loosely on a bunch of things but the general mechanic is that the arcanist gets per day usages of spells instilled into thier body. You could use this to create balanced additional abilities

Grappling for Beginners, and its sequel that being published this week, Advanced Grappling.
- The first reworks the grappling rules into something alot more user freindly and the second provides character options to be better at grappling than your average joe through feats and PrCs. The PrC's are the brawler type, the wrestler type, and the Chi filled Martial Artists.
{note, these are not replacements for the Core Monk class, they can fit right alongside a Monk..}


Combining the two you could have your Arcane Tussler simply by playing an Animist and take the Wrestler PrC :)


Final note, I think I mentioned it on the previous thread. One concern I have with your Arcane Tussler is the weird cost, losing spell slots makes it harder for me, as a GM, to glance at a character sheet and get a feel for if it was done properly. I would actually have to read over and double check the spell slot stuff.
 

Yes it does appear wierd. The best I can do to aleviate that, short of a complete rework, would be to assure you that I've mock-built a 5th-, 10th-, 15th, and 20th-level characer around the most min-maxed use of Arcane Tussler I thought of at the time. None of them was too powerful compared to companions, in my best estimation. The spellcasting lags behind other casters heavily, and the hand-to-hand combat is roughly parallel to a monk. Nobody gives monks any love, so I guess (I've never played a monk) that means the Arcane Tussler is on par with something mediocre at best. The mediocre spell-casting makes up for that a bit, though.

I'm sorry to hear you don't enjoy fleshing out base classes. Of course, by the end of this I may agree. ;)

Oh, and many thanks for the reference to those books. I'll dig for the source material online now.
 

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