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Base Class - Arcane Warrior
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<blockquote data-quote="Caspian Marqine" data-source="post: 1556802" data-attributes="member: 19043"><p>I'm somewhat curious as to how everyone thinks this class is balanced. It was created for a campaign in which an arcane equivalent of a paladin was suggested by the GM, but since has evolved into more of an anime-style fighter class. I'm trying to balance out the energy blast feat more, dunno whether its too weak or not, or whether the class needs more arcane feats in the progression.</p><p></p><p></p><p>The Arcane Warrior</p><p></p><p>Not completely able to focus their magical abilities to the extent of actual mages, these few have their magical abilities channeled and expressed through a weapon, making them the few who are seen wielding magic weapons on this world. Not completely a warrior, but yet not a mage either the arcane warrior stands as a counterpart to the divine champions, furthering the cause of magic.</p><p></p><p>The purpose of this class is to mimic anime style or Wuxia fighters who are capable of stupendous feats that go beyond simple training and into the realm of the otherworldly. </p><p></p><p></p><p>The Arcane Warrior</p><p>Hitpoints: 1D8</p><p>Saves: Fortitude = good</p><p>BAB: 1:1</p><p>Skills: As fighter with knowledge (Arcana) and Spellcraft, 2+int skill points</p><p></p><p>Level Special Abilities</p><p>1 Arcane Focus, Elemental Spark, Sense Focus</p><p>2 Arcane Feat </p><p>3 Shield Other </p><p>4 Arcane Focus (+1) </p><p>5 Weapon Enchantment I </p><p>6 Arcane Feat </p><p>7 Arcane Sight </p><p>8 Arcane Focus (+2) </p><p>9 Weapon Enchantment II, Summon Weapon </p><p>10 Arcane Feat </p><p>11 </p><p>12 Arcane Focus (+3) </p><p>13 Weapon Enchantment III </p><p>14 Arcane Feat </p><p>15 Summon Weapon (Free Action) </p><p>16 Arcane Focus (+4) </p><p>17 Weapon Enchantment IV </p><p>18 Deflect Spells or Slice through Wardings </p><p>19 Arcane Feat </p><p>20 Weapon Enchantment V</p><p></p><p></p><p>Power Points: The arcane warrior has a power pool that he draws from to use his abilities, he gets 2 points per level.</p><p></p><p></p><p>Arcane Focus: The Arcane Warrior bonds to a specific weapon so that it becomes a conduit for their magical abilities. As the Arcane Warrior gains levels, this manifests itself an increasing in the enchantment of the weapon, first at 4th level when it becomes magical (weapon must be masterwork) and it increases every four levels from then on. This bonus, along with any bonuses the focus may have or used through Weapon Enchantment, may not exceed a total of +10 market price modifier. An Arcane Warrior can only bond to one weapon at a time. If the focus is destroyed the Arcane Warrior cannot use any of his abilities until he does a full day ritual and sacrifices 100 GP per Arcane Warrior level to attune himself to a new weapon.</p><p></p><p>Sense Focus: The Arcane Warrior can sense the approximate location of his focus as long as it is within 10 miles of him per Arcane Warrior level. The directions the Arcane Warrior gets is rough distance, direction and elevation.</p><p></p><p>Shield Other: One designated person set by a ritual (usually the mage the arcane warrior is designated to protect) can have the spell Shield other cast on him once a day. Like the spell.</p><p></p><p>Arcane Sight: 1/day cast at the user’s arcane warrior level.</p><p></p><p>Elemental Spark: The Arcane warrior's powers first manifest themselves through their focus. At first level the arcane warrior may manifest an aura of elemental energy (inflicts +1D6 elemental damage of choice) around his weapon for five rounds per power point. This damage does not stack with any other elemental aura power. This ability counts as a +1 market price modifier ability when used in conjunction with respects to the Arcane Focus limits.</p><p></p><p>Weapon Enchantment: At fifth level the elemental spark ability matures into the ability to summon forth other magical abilities onto his weapon. The Arcane warrior may add up to the listed Enchanted Weapon rating in magical weapon abilities to his weapon. Each power point fuels this ability for 5 rounds. The powers may change from round to round, changing the used powers is a free action, once a round. This may not be used to increase the enchantment bonus of the weapon. The entire rating does not need to be used but the leftovers do not carry over to other rounds. In conjunction with Arcane Focus, Elemental Spark and any enchantments natural to the weapon, the total bonus cannot exceed a +10 market price modifier</p><p></p><p>Summon Weapon: As the Mage Blade power presented in Arcana Unearthed</p><p></p><p>Deflect Spells: As the Mage Blade power presented in Arcana Unearthed</p><p></p><p>Slice through wardings: As the Mage Blade power presented in Arcana Unearthed</p><p></p><p></p><p></p><p>Any saves are calculated as follows:</p><p>10+1/2 AW level + CHA mod</p><p></p><p>Feat 1:</p><p>Spell-Like Ability 1</p><p>Prereq: Cha 11+, AWA2+</p><p>Power Cost: 2</p><p>Endure Elements, Protection from Chaos/Evil/Good/Law (pick one), Shield, Sleep (Full Round) (If not discharged, weapon keeps spell 1/rnd/per caster level + cha), Hypnotism (Standard), Ray of Enfeeblement, Jump, Enlarge Person, Expeditious Retreat</p><p>Pick any one of the above</p><p></p><p>Feat 2:</p><p>Arcane Power Strike</p><p>Prereq: Power Attack, Cha 13+, AWA6+</p><p>Power Cost: 1 point per D6</p><p>Single attack with (1 + (Arcane Warrior Lvl/2))d6 extra elemental damage without attack penalties as a Full Round action. (Stacks with Power Attack, though penalties from power attack are not nullified). Takes a move action to charge ability.</p><p></p><p>Feat 3:</p><p>Arcane Power Ray</p><p>Prereq: Cha 13+, AWA3+</p><p>Power Cost: 1 point per D8</p><p>Single ranged touch ray ((1 + (Arcane Warrior Lvl/2))d8 elemental damage (Range 100ft + 10ft/Caster Lvl)</p><p></p><p>Feat 4:</p><p>Arcane Power Burst</p><p>Prereq: Cha 13+, Arcane Power Ray, AWA6+</p><p>Power Cost: 1 point per D6</p><p>Single Elemental Burst attack ((1 + (Arcane Warrior Lvl/2))d6 (Range 50ft + 5ft/Caster Lvl), Reflex save 1/2</p><p></p><p>Feat 5:</p><p>Arcane Power Line</p><p>Prereq: Cha 13+, Arcane Power Ray, AWA6+</p><p>Power Cost: 1 point per D6</p><p>Single Elemental attack ((1 + (Arcane Warrior Lvl/2))d8 hits all creatures in a straight line from Arcane Warrior (Range 25ft + 5ft/Caster Lvl), Reflex Save 1/2</p><p></p><p>Feat 6:</p><p>Spell-Like Ability 2</p><p>Prereq: Spell-Like Ability 1, Cha 13+, AWA 6+</p><p>Power Cost: 4</p><p>Protection from Arrows, Resist Energy, Daze Monster, Tasha's Hideous Laughter, Idiocy, Blur, hypnotic pattern, invisibility, mirror image, Blindness/deafness, The stat thingie spells</p><p></p><p>Feat 7:</p><p>Spell-Like Ability 3</p><p>Prereq: Spell-Like Ability 2, Cha 13+, AWA +</p><p>Power Cost: 6</p><p>Dispell Magic, Magic Circle Against Chaos/Evil/Good/Law (pick one), Protection from energy, Deep Slumber, Heroism, Hold Person, Rage, Daylight (Standard Action), Displacement, Invisiblity Sphere, Blink, Fly, Haste, Slow</p><p></p><p>Feat 8:</p><p>Increased Arcane Energy</p><p>Prereq: Cha 13+, AWA 6</p><p>Each time this feat is selected the arcane warrior gains 5 power points.</p><p></p><p></p><p></p><p>Jonathan</p></blockquote><p></p>
[QUOTE="Caspian Marqine, post: 1556802, member: 19043"] I'm somewhat curious as to how everyone thinks this class is balanced. It was created for a campaign in which an arcane equivalent of a paladin was suggested by the GM, but since has evolved into more of an anime-style fighter class. I'm trying to balance out the energy blast feat more, dunno whether its too weak or not, or whether the class needs more arcane feats in the progression. The Arcane Warrior Not completely able to focus their magical abilities to the extent of actual mages, these few have their magical abilities channeled and expressed through a weapon, making them the few who are seen wielding magic weapons on this world. Not completely a warrior, but yet not a mage either the arcane warrior stands as a counterpart to the divine champions, furthering the cause of magic. The purpose of this class is to mimic anime style or Wuxia fighters who are capable of stupendous feats that go beyond simple training and into the realm of the otherworldly. The Arcane Warrior Hitpoints: 1D8 Saves: Fortitude = good BAB: 1:1 Skills: As fighter with knowledge (Arcana) and Spellcraft, 2+int skill points Level Special Abilities 1 Arcane Focus, Elemental Spark, Sense Focus 2 Arcane Feat 3 Shield Other 4 Arcane Focus (+1) 5 Weapon Enchantment I 6 Arcane Feat 7 Arcane Sight 8 Arcane Focus (+2) 9 Weapon Enchantment II, Summon Weapon 10 Arcane Feat 11 12 Arcane Focus (+3) 13 Weapon Enchantment III 14 Arcane Feat 15 Summon Weapon (Free Action) 16 Arcane Focus (+4) 17 Weapon Enchantment IV 18 Deflect Spells or Slice through Wardings 19 Arcane Feat 20 Weapon Enchantment V Power Points: The arcane warrior has a power pool that he draws from to use his abilities, he gets 2 points per level. Arcane Focus: The Arcane Warrior bonds to a specific weapon so that it becomes a conduit for their magical abilities. As the Arcane Warrior gains levels, this manifests itself an increasing in the enchantment of the weapon, first at 4th level when it becomes magical (weapon must be masterwork) and it increases every four levels from then on. This bonus, along with any bonuses the focus may have or used through Weapon Enchantment, may not exceed a total of +10 market price modifier. An Arcane Warrior can only bond to one weapon at a time. If the focus is destroyed the Arcane Warrior cannot use any of his abilities until he does a full day ritual and sacrifices 100 GP per Arcane Warrior level to attune himself to a new weapon. Sense Focus: The Arcane Warrior can sense the approximate location of his focus as long as it is within 10 miles of him per Arcane Warrior level. The directions the Arcane Warrior gets is rough distance, direction and elevation. Shield Other: One designated person set by a ritual (usually the mage the arcane warrior is designated to protect) can have the spell Shield other cast on him once a day. Like the spell. Arcane Sight: 1/day cast at the user’s arcane warrior level. Elemental Spark: The Arcane warrior's powers first manifest themselves through their focus. At first level the arcane warrior may manifest an aura of elemental energy (inflicts +1D6 elemental damage of choice) around his weapon for five rounds per power point. This damage does not stack with any other elemental aura power. This ability counts as a +1 market price modifier ability when used in conjunction with respects to the Arcane Focus limits. Weapon Enchantment: At fifth level the elemental spark ability matures into the ability to summon forth other magical abilities onto his weapon. The Arcane warrior may add up to the listed Enchanted Weapon rating in magical weapon abilities to his weapon. Each power point fuels this ability for 5 rounds. The powers may change from round to round, changing the used powers is a free action, once a round. This may not be used to increase the enchantment bonus of the weapon. The entire rating does not need to be used but the leftovers do not carry over to other rounds. In conjunction with Arcane Focus, Elemental Spark and any enchantments natural to the weapon, the total bonus cannot exceed a +10 market price modifier Summon Weapon: As the Mage Blade power presented in Arcana Unearthed Deflect Spells: As the Mage Blade power presented in Arcana Unearthed Slice through wardings: As the Mage Blade power presented in Arcana Unearthed Any saves are calculated as follows: 10+1/2 AW level + CHA mod Feat 1: Spell-Like Ability 1 Prereq: Cha 11+, AWA2+ Power Cost: 2 Endure Elements, Protection from Chaos/Evil/Good/Law (pick one), Shield, Sleep (Full Round) (If not discharged, weapon keeps spell 1/rnd/per caster level + cha), Hypnotism (Standard), Ray of Enfeeblement, Jump, Enlarge Person, Expeditious Retreat Pick any one of the above Feat 2: Arcane Power Strike Prereq: Power Attack, Cha 13+, AWA6+ Power Cost: 1 point per D6 Single attack with (1 + (Arcane Warrior Lvl/2))d6 extra elemental damage without attack penalties as a Full Round action. (Stacks with Power Attack, though penalties from power attack are not nullified). Takes a move action to charge ability. Feat 3: Arcane Power Ray Prereq: Cha 13+, AWA3+ Power Cost: 1 point per D8 Single ranged touch ray ((1 + (Arcane Warrior Lvl/2))d8 elemental damage (Range 100ft + 10ft/Caster Lvl) Feat 4: Arcane Power Burst Prereq: Cha 13+, Arcane Power Ray, AWA6+ Power Cost: 1 point per D6 Single Elemental Burst attack ((1 + (Arcane Warrior Lvl/2))d6 (Range 50ft + 5ft/Caster Lvl), Reflex save 1/2 Feat 5: Arcane Power Line Prereq: Cha 13+, Arcane Power Ray, AWA6+ Power Cost: 1 point per D6 Single Elemental attack ((1 + (Arcane Warrior Lvl/2))d8 hits all creatures in a straight line from Arcane Warrior (Range 25ft + 5ft/Caster Lvl), Reflex Save 1/2 Feat 6: Spell-Like Ability 2 Prereq: Spell-Like Ability 1, Cha 13+, AWA 6+ Power Cost: 4 Protection from Arrows, Resist Energy, Daze Monster, Tasha's Hideous Laughter, Idiocy, Blur, hypnotic pattern, invisibility, mirror image, Blindness/deafness, The stat thingie spells Feat 7: Spell-Like Ability 3 Prereq: Spell-Like Ability 2, Cha 13+, AWA + Power Cost: 6 Dispell Magic, Magic Circle Against Chaos/Evil/Good/Law (pick one), Protection from energy, Deep Slumber, Heroism, Hold Person, Rage, Daylight (Standard Action), Displacement, Invisiblity Sphere, Blink, Fly, Haste, Slow Feat 8: Increased Arcane Energy Prereq: Cha 13+, AWA 6 Each time this feat is selected the arcane warrior gains 5 power points. Jonathan [/QUOTE]
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