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Revised Eldritch Knight
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<blockquote data-quote="DiFier" data-source="post: 1050709" data-attributes="member: 2345"><p>Hmm Interisting I like it but I agree it is a bit too powerful. </p><p></p><p>here are my adjustments:</p><p></p><p>(well as I started making adjustments I discovered that I was making some major changes. it is still similar but I changed the name cause I don't think it is a EK variant anymore. I still stole major parts of the original variant posted by comrade raoul and I really liked the greater combat casting and the Eldritch celerity but I made it have a #per day limit and only working with specific spells any suggestions on additional spells? the ignore spell failure chance is similar to that of the spellsword)</p><p></p><p>Name: Battle Mage.</p><p></p><p>Hit dice: d6</p><p></p><p>Requirements</p><p>To qualify to become a battle mage, a character must fulfill all the following criteria:</p><p>Feats: Combat Casting, Craft wand, Weapon Focus (any melee weapon).</p><p></p><p>Weapon Proficiency: Must be proficient with all martial weapons.</p><p></p><p>Spells: Ability to cast arcane spells of 3rd level or higher.</p><p></p><p>Class Skills</p><p>The Battle Mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str). See Chapter 4: Skills in the Player's Handbook for skill descriptions.</p><p>Skill Points at Each Level: 2 + Int modifier.</p><p></p><p>Ability Progression</p><p>Base Attack Bonus: Excellent (+1 per level, as fighter)</p><p>Strong Saves: Fortitude, Will (as cleric).</p><p>Special Abilities</p><p></p><p>1st - Attune weapon, ignore spell failure 10%</p><p>2nd - +1 level of existing arcane spellcasting class</p><p>3rd - +1 level of existing arcane spellcasting class</p><p>4th - Eldritch celerity 1/ day</p><p>5th - +1 level of existing arcane spellcasting class</p><p>6th - +1 level of existing arcane spellcasting class</p><p>7th - Greater combat casting, ignore spell failure 20%</p><p>8th - +1 level of existing arcane spellcasting class</p><p>9th - +1 level of existing arcane spellcasting class</p><p>10th - Eldritch celerity 2/day</p><p></p><p>Attune Weapon (Su): Battle Mages gain the ability to undertake a ritual involving a melee weapon that magically attunes the weapon with them, enabling them to use it as a focus for spells. The ritual takes a full day A Battle Mage can only have one attuned weapon at any given time.</p><p></p><p>The mage can incorporate the weapon into the somatic components of arcane spells she casts; she thus does not need a free hand to cast spells when holding her attuned weapon.</p><p></p><p>The Battle Mage can use her attuned weapon as a wand. all costs and restrictions are identical except the Battle Mage can use a different medium. all 50 charges must be used up before it is recharged or a new spell is added only one spell may be added to the weapon at a time this way. Only the Battle Mage can use her attuned weapon as a wand. This ability doesn't interfere with the spell storing ability if a charachter chooses to add that enhancement to her weapon (and vise versa) If the Battle Mage has craft staff or gets it during or after the battle mage progression they can instead use the attuned weapon as a rechargable staff following all the rules for creating a staff. with exceptions as above. and that an attuned weapon cannot be both a wand and a staff at the same time. </p><p></p><p>Ignore spell failure (Ex): See flavor text for spell sword. 10% @ 1st 20% at 7th. I was also thinking of 2x Battle mage level as the ignore spell failure but I'm not sure</p><p></p><p>Eldritch Celerity (Su): At 4th level and above, the Mattle Mage can quickly raise her magical defenses before combat. In effect, the Battle Mage gains a special version of the Quicken Spell metamagic feat. Once per day, (and twice a day at 10th) she may cast either mage armor or shield as a free action. Spells cast in this way use up a slot two levels higher than the spell's actual level, and count against the normal limit of one quickened spell per round. Unlike the Quicken Spell feat, spontaneous casters can benefit normally from this ability.</p><p></p><p>Greater Combat Casting (Ex): A 7th level or higher eldritch knight may take 10 when making a Concentration check to cast a spell defensively.</p></blockquote><p></p>
[QUOTE="DiFier, post: 1050709, member: 2345"] Hmm Interisting I like it but I agree it is a bit too powerful. here are my adjustments: (well as I started making adjustments I discovered that I was making some major changes. it is still similar but I changed the name cause I don't think it is a EK variant anymore. I still stole major parts of the original variant posted by comrade raoul and I really liked the greater combat casting and the Eldritch celerity but I made it have a #per day limit and only working with specific spells any suggestions on additional spells? the ignore spell failure chance is similar to that of the spellsword) Name: Battle Mage. Hit dice: d6 Requirements To qualify to become a battle mage, a character must fulfill all the following criteria: Feats: Combat Casting, Craft wand, Weapon Focus (any melee weapon). Weapon Proficiency: Must be proficient with all martial weapons. Spells: Ability to cast arcane spells of 3rd level or higher. Class Skills The Battle Mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str). See Chapter 4: Skills in the Player's Handbook for skill descriptions. Skill Points at Each Level: 2 + Int modifier. Ability Progression Base Attack Bonus: Excellent (+1 per level, as fighter) Strong Saves: Fortitude, Will (as cleric). Special Abilities 1st - Attune weapon, ignore spell failure 10% 2nd - +1 level of existing arcane spellcasting class 3rd - +1 level of existing arcane spellcasting class 4th - Eldritch celerity 1/ day 5th - +1 level of existing arcane spellcasting class 6th - +1 level of existing arcane spellcasting class 7th - Greater combat casting, ignore spell failure 20% 8th - +1 level of existing arcane spellcasting class 9th - +1 level of existing arcane spellcasting class 10th - Eldritch celerity 2/day Attune Weapon (Su): Battle Mages gain the ability to undertake a ritual involving a melee weapon that magically attunes the weapon with them, enabling them to use it as a focus for spells. The ritual takes a full day A Battle Mage can only have one attuned weapon at any given time. The mage can incorporate the weapon into the somatic components of arcane spells she casts; she thus does not need a free hand to cast spells when holding her attuned weapon. The Battle Mage can use her attuned weapon as a wand. all costs and restrictions are identical except the Battle Mage can use a different medium. all 50 charges must be used up before it is recharged or a new spell is added only one spell may be added to the weapon at a time this way. Only the Battle Mage can use her attuned weapon as a wand. This ability doesn't interfere with the spell storing ability if a charachter chooses to add that enhancement to her weapon (and vise versa) If the Battle Mage has craft staff or gets it during or after the battle mage progression they can instead use the attuned weapon as a rechargable staff following all the rules for creating a staff. with exceptions as above. and that an attuned weapon cannot be both a wand and a staff at the same time. Ignore spell failure (Ex): See flavor text for spell sword. 10% @ 1st 20% at 7th. I was also thinking of 2x Battle mage level as the ignore spell failure but I'm not sure Eldritch Celerity (Su): At 4th level and above, the Mattle Mage can quickly raise her magical defenses before combat. In effect, the Battle Mage gains a special version of the Quicken Spell metamagic feat. Once per day, (and twice a day at 10th) she may cast either mage armor or shield as a free action. Spells cast in this way use up a slot two levels higher than the spell's actual level, and count against the normal limit of one quickened spell per round. Unlike the Quicken Spell feat, spontaneous casters can benefit normally from this ability. Greater Combat Casting (Ex): A 7th level or higher eldritch knight may take 10 when making a Concentration check to cast a spell defensively. [/QUOTE]
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