DaTedinator
2009-12-18, 11:32 PM
This is something I made a while ago that I just dug up. I was feeling particularly creative and came up with a couple of variants, too, I'll post those later if I feel like doing all the formatting for them too.
The basic concept is an arcane spellcaster who wants to be able to pull his weight in melee too, gaining special abilities whenever he isn't casting spells. So each round he can either be a spellcaster or a combatant.
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ARCANE DUELIST
Hit Die: d8.
Requirements
To qualify to become an arcane duelist, a character must fulfill all the following criteria.
Base Attack Bonus: +4.
Skills: Concentration 9 ranks, Spellcraft 3 ranks, Tumble 3 ranks.
Feats: Combat Casting, Weapon Finesse.
Spellcasting: Able to cast 2nd level Arcane spells.
Class Skills
The arcane duelist’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration, Escape Artist (Dex), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Spellcasting
1st|+0|+0|+0|+2|Spellgrace +2, Arcane Strike (+1)|
+1 level of existing arcane
2nd|+1|+0|+0|+3|Preternatural Defense, Arcane Strike (Channel touch spells)|
--
3rd|+2|+1|+1|+3|Improved Combat Casting|
+1 level of existing arcane
4th|+3|+1|+1|+4|Spellgrace +3|
--
5th|+3|+1|+1|+4|Arcane Strike (+2)|
+1 level of existing arcane
6th|+4|+2|+2|+5|Arcane Strike (+1d6)|
--
7th|+5|+2|+2|+5|Eldritch parry|
+1 level of existing arcane
8th|+6|+2|+2|+6|Witch's luck|
--
9th|+6|+3|+3|+6| Arcane Strike (+3)|
+1 level of existing arcane
10th|+7|+3|+3|+7| Arcane Strike (+2d6), Spellgrace +4, Warrior Wizard|
--
[/table]
Class Features
Weapon and Armor Proficiency: The arcane duelist is proficient with all simple weapons, and four martial weapons of her choice, but no type of armor or shield.
Spells per Day/Spells Known: When a new odd arcane duelist level is gained and at tenth level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 2nd-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 2nd-level spells before he became an arcane duelist, he must decide to which class he adds each level of arcane duelist for the purpose of determining spells per day.
Arcane Strike (Su): At 1st level, an arcane duelist gains the ability to infuse her magical abilities into any natural attack or light or one-handed melee weapon, gaining a +1 to all attack rolls any round that she doesn't cast an Arcane spell, and the attacks are treated as if made with a magic weapon. This bonus to attack increases to +2 at 5th level, and +3 at 9th. At 2nd level, as a full-round action, an arcane duelist may cast and channel any Arcane spell with a range of “Touch” through a light or one-handed melee weapon; if she does so, she still gains all the benefits of Arcane Strike for that attack only (and for the rest of the round is treated as though she'd casted a spell for the purpose of her other class abilities). At 6th level, and arcane duelist deals an extra 1d6 damage when gaining the benefits of Arcane Strike. This increases to +2d6 at 10th.
When making an arcane strike, an arcane duelist cannot have cast any Arcane spells this round (unless channeling, as noted above), and she is unable to cast any until the beginning of her next turn.
Spellgrace (Su): Any round that an arcane duelist doesn't cast an Arcane spell, she gains an additional +2 bonus on all Reflex saving throws, increasing by 1 at 4th and 10th level.
Preternatural Defense (Su): In any round that an arcane duelist doesn't cast any spells, she adds her main casting stat's (Int for Wizards, Cha for Bards and Sorcerers, etc.) bonus (if any) to her Armor Class as an insight bonus. If an arcane duelist is caught flat-footed or otherwise denied her Dexterity bonus, she does not lose this bonus, but if she is somehow held immobile, she does lose it.
In addition, an arcane duelist may, as an immediate action, expend a spell slot (this does not count as casting a spell for the purposes of any of her class abilities) in order to gain a bonus to AC equal to the level of the spell expended for a number of rounds equal to her class level.
Improved Combat Casting (Su): Whenever an arcane duelist would be subject to an attack of opportunity for casting a spell, she may pick one enemy that does not gain an attack of opportunity on her.
Eldritch Parry (Su): At 7th level and higher, if an arcane duelist chooses to fight defensively, use Combat Expertise (taking at least a -3 to attacks), or use total defense in melee combat, and she hasn't cast any Arcane spells this round, she gains an additional +1 dodge bonus to AC for each level of her highest level spell she's capable of casting.
Witch's Luck (Su): At 8th level and higher, any round that an arcane duelist doesn't cast any Arcane spells and is subject to spell or effect that normally allows a saving throw for a partial or reduced effect, she instead is not subject to the spell at all if she succeeds at the saving throw.
Warrior Wizard: At 10th level, an arcane duelist has so master using latent magical energy that she can make use of any of her class abilities even in a round she has cast a spell, as long as it isn't a spell of the highest level she is capable of casting.
The basic concept is an arcane spellcaster who wants to be able to pull his weight in melee too, gaining special abilities whenever he isn't casting spells. So each round he can either be a spellcaster or a combatant.
--
ARCANE DUELIST
Hit Die: d8.
Requirements
To qualify to become an arcane duelist, a character must fulfill all the following criteria.
Base Attack Bonus: +4.
Skills: Concentration 9 ranks, Spellcraft 3 ranks, Tumble 3 ranks.
Feats: Combat Casting, Weapon Finesse.
Spellcasting: Able to cast 2nd level Arcane spells.
Class Skills
The arcane duelist’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration, Escape Artist (Dex), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Spellcasting
1st|+0|+0|+0|+2|Spellgrace +2, Arcane Strike (+1)|
+1 level of existing arcane
2nd|+1|+0|+0|+3|Preternatural Defense, Arcane Strike (Channel touch spells)|
--
3rd|+2|+1|+1|+3|Improved Combat Casting|
+1 level of existing arcane
4th|+3|+1|+1|+4|Spellgrace +3|
--
5th|+3|+1|+1|+4|Arcane Strike (+2)|
+1 level of existing arcane
6th|+4|+2|+2|+5|Arcane Strike (+1d6)|
--
7th|+5|+2|+2|+5|Eldritch parry|
+1 level of existing arcane
8th|+6|+2|+2|+6|Witch's luck|
--
9th|+6|+3|+3|+6| Arcane Strike (+3)|
+1 level of existing arcane
10th|+7|+3|+3|+7| Arcane Strike (+2d6), Spellgrace +4, Warrior Wizard|
--
[/table]
Class Features
Weapon and Armor Proficiency: The arcane duelist is proficient with all simple weapons, and four martial weapons of her choice, but no type of armor or shield.
Spells per Day/Spells Known: When a new odd arcane duelist level is gained and at tenth level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 2nd-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 2nd-level spells before he became an arcane duelist, he must decide to which class he adds each level of arcane duelist for the purpose of determining spells per day.
Arcane Strike (Su): At 1st level, an arcane duelist gains the ability to infuse her magical abilities into any natural attack or light or one-handed melee weapon, gaining a +1 to all attack rolls any round that she doesn't cast an Arcane spell, and the attacks are treated as if made with a magic weapon. This bonus to attack increases to +2 at 5th level, and +3 at 9th. At 2nd level, as a full-round action, an arcane duelist may cast and channel any Arcane spell with a range of “Touch” through a light or one-handed melee weapon; if she does so, she still gains all the benefits of Arcane Strike for that attack only (and for the rest of the round is treated as though she'd casted a spell for the purpose of her other class abilities). At 6th level, and arcane duelist deals an extra 1d6 damage when gaining the benefits of Arcane Strike. This increases to +2d6 at 10th.
When making an arcane strike, an arcane duelist cannot have cast any Arcane spells this round (unless channeling, as noted above), and she is unable to cast any until the beginning of her next turn.
Spellgrace (Su): Any round that an arcane duelist doesn't cast an Arcane spell, she gains an additional +2 bonus on all Reflex saving throws, increasing by 1 at 4th and 10th level.
Preternatural Defense (Su): In any round that an arcane duelist doesn't cast any spells, she adds her main casting stat's (Int for Wizards, Cha for Bards and Sorcerers, etc.) bonus (if any) to her Armor Class as an insight bonus. If an arcane duelist is caught flat-footed or otherwise denied her Dexterity bonus, she does not lose this bonus, but if she is somehow held immobile, she does lose it.
In addition, an arcane duelist may, as an immediate action, expend a spell slot (this does not count as casting a spell for the purposes of any of her class abilities) in order to gain a bonus to AC equal to the level of the spell expended for a number of rounds equal to her class level.
Improved Combat Casting (Su): Whenever an arcane duelist would be subject to an attack of opportunity for casting a spell, she may pick one enemy that does not gain an attack of opportunity on her.
Eldritch Parry (Su): At 7th level and higher, if an arcane duelist chooses to fight defensively, use Combat Expertise (taking at least a -3 to attacks), or use total defense in melee combat, and she hasn't cast any Arcane spells this round, she gains an additional +1 dodge bonus to AC for each level of her highest level spell she's capable of casting.
Witch's Luck (Su): At 8th level and higher, any round that an arcane duelist doesn't cast any Arcane spells and is subject to spell or effect that normally allows a saving throw for a partial or reduced effect, she instead is not subject to the spell at all if she succeeds at the saving throw.
Warrior Wizard: At 10th level, an arcane duelist has so master using latent magical energy that she can make use of any of her class abilities even in a round she has cast a spell, as long as it isn't a spell of the highest level she is capable of casting.