Beholder Bob
First Post
Well, here is my stab at making the EK more interesting...
I'd add a few requirements, but that should certainly be campaign driven - to join the order, weapon style desired, etc. Roughly 3-4 feats and 4-8 ranks in 2-3 skills.
1) Cut Spell 1/day – as dispel magic (with you making an attack roll with an enchanted weapon as your dispel roll), only against a spell targeting you. Double the enchanted weapon’s total “+” (a flaming +1 weapon is +2 for this purpose) is the maximum level spell that can be so effected. As a readied action, this can be used to counter a spell as it is cast at you, or as a regular action to disrupt an ongoing spell.
2) Arcane dodge I – as uncanny dodge (and its stepping up of power), but only against a magical effect
3) +2 concentration roll when rolling due to damage
4) Cut spell 2/day
5) Arcane Strike 1/day – as dispel magic, but a free action as part of an attack, with the dispel targeting a single spell or effect on the target struck as part of the martial attack. If the melee attack misses, the effect of the Arcane Strike is lost as well.
6) Arcane Dodge II
7) When striking a creature, weapons used count as 1 step higher (a +2 sword counts as +3) for penetrating damage reduction and sundering (but not to resist sundering). This does not increase the bonus to hit or damage.
8) Cut Spell 3/day
9) Spell Strike – can cast a spell of 3rd level or lower and make a single attack as a full round action. The spell must have a casting time of 1 action or less.
10) Arcane Dodge III, Arcane Strike 2/day
I'd add a few requirements, but that should certainly be campaign driven - to join the order, weapon style desired, etc. Roughly 3-4 feats and 4-8 ranks in 2-3 skills.
1) Cut Spell 1/day – as dispel magic (with you making an attack roll with an enchanted weapon as your dispel roll), only against a spell targeting you. Double the enchanted weapon’s total “+” (a flaming +1 weapon is +2 for this purpose) is the maximum level spell that can be so effected. As a readied action, this can be used to counter a spell as it is cast at you, or as a regular action to disrupt an ongoing spell.
2) Arcane dodge I – as uncanny dodge (and its stepping up of power), but only against a magical effect
3) +2 concentration roll when rolling due to damage
4) Cut spell 2/day
5) Arcane Strike 1/day – as dispel magic, but a free action as part of an attack, with the dispel targeting a single spell or effect on the target struck as part of the martial attack. If the melee attack misses, the effect of the Arcane Strike is lost as well.
6) Arcane Dodge II
7) When striking a creature, weapons used count as 1 step higher (a +2 sword counts as +3) for penetrating damage reduction and sundering (but not to resist sundering). This does not increase the bonus to hit or damage.
8) Cut Spell 3/day
9) Spell Strike – can cast a spell of 3rd level or lower and make a single attack as a full round action. The spell must have a casting time of 1 action or less.
10) Arcane Dodge III, Arcane Strike 2/day