Lix Lorn
2010-04-26, 05:31 PM
Muscle Mage
‘Mages? Puny, fleshy things. I could kill them with my eyes shut. Him? Oh, he’s different. I saw him pick up a Colossal demon once and throw it. Yes, I know he’s five foot tall and built like an underweight elf. No, I haven’t drunk anything yet.’
Theo, Barbarian
Background-The Muscle Mage is a practicioner of arcane magic who uses an utterly unique approach. Using only a little outside power, they magnify a hundred fold the strength bound into their body, whether the simple power of the muscles, or magic left to grow within them.
Races-Any race with spellcasting ability could become a Muscle Mage, though it is most common among the very strong or the very weak races.
Other Classes-Muscle Mages get on well with most classes, although some wizards can grate on their nerves. Barbarians and Sorcerers in particular get on well with them, as they both see part of themselves in them. They get on best with other classes that do things in a stranger way that most-the Ghostblade, for example, or the Anarch.
Role-A Muscle Mage must make a balance between hitting things and casting their spells-most of which sacrifice their power for better or different ways of hitting things.
Muscle Mages in the World-Muscle Mages are a relatively new phenomenon. The first example was an elven girl named Leah, who was sick of people being able to push her around all the time. Needless to say, a lithe elven maiden who could lift a mace twice her size drew a lot of attention-and quickly enough, students.
Inspiration- Strength based spellcasting and boredom. XD
Alignment-Any, leaning slightly towards Neutral due to a propensity for arrogance.
Hit Die-d8
Starting Gold-As Fighter
Starting Age-As Fighter
Class Skills-The Muscle Mage’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Swim (Str),
Skill Points at 1st level-(4 + Int Modifier) x4
Skill Points per Level-4 + Int Modifier
NAME OF CLASS
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+2
+2
+0
Body and Mind as One, Mightcasting
3
1
2nd
+1
+3
+3
+0
4
1
3rd
+1
+3
+3
+1
Juggernaut
4
2
4th
+2
+4
+4
+1
Eldritch Blow (1/encounter)
5
2
1
5th
+2
+4
+4
+1
5
3
1
6th
+3
+5
+5
+2
Power of the Titans
6
3
1
7th
+3
+5
+5
+2
Eldritch Blow (2/encounter)
6
4
2
1
8th
+4
+6
+6
+2
7
4
2
1
9th
+4
+6
+6
+3
7
4
3
2
1
10th
+5
+7
+7
+3
Inner Might, Eldritch Blow (3/encounter)
8
4
3
2
1
11th
+5
+7
+7
+3
8
4
4
3
2
1
12th
+6/+1
+8
+8
+4
8
4
4
3
2
1
13th
+6/+1
+8
+8
+4
Eldritch Blow (4/encounter)
8
4
4
3
3
2
1
14th
+7/+2
+9
+9
+4
Vessel of Power
8
5
4
3
3
2
1
15th
+7/+2
+9
+9
+5
8
5
4
3
3
3
2
1
16th
+8/+3
+10
+10
+5
Eldritch Blow (5/encounter)
8
5
4
4
3
3
2
1
17th
+8/+3
+10
+10
+5
Greater Power of the Titans
8
5
4
4
3
3
2
2
1
18th
+9/+4
+11
+11
+6
8
5
5
4
3
3
2
2
1
19th
+9/+4
+11
+11
+6
Eldritch Blow (6/encounter)
8
5
5
4
3
3
2
2
2
1
20th
+10/+5
+12
+12
+6
Haymaker
8
5
5
4
3
3
2
2
2
2
Weapon and Armour Proficiencies: Muscle Mages are proficient with light armour and shields, all simple weapons and all bludgeoning martial weapons. In addition, they may take their choice of any one weapon proficiency feat, or the Improved Unarmed Strike feat for free.
Mightcasting: A Muscle Mage draws their strength only partially from the outside, magnifying it with the power stored in their bodies, both arcane and physical. Their spellcasting is based off their Strength Stat.
To learn or cast a spell, a Muscle Mage must have a Strength score equal to at least 10 plus twice the spell level. The Difficulty Class for a saving throw against a Muscle Mage’s spell is 10 + the spell level + the Muscle Mage’s Strength modifier.
In addition, due to their strength, both physical and their stored arcane power, being drained by their magic, they do not use the spells per day system. (The table above refers to spells known.) Instead, whenever they cast a spell, they suffer ability burn to their Strength score according to the following table. Note that 0-level spells have no cost: they may cast them as often as they like.
Spell Level
1
2
3
4
5
6
7
8
9
Burn Per Cast
1
1
1
2
2
2
3
3
4
A side effect of this casting style is a resistance to the draining of their power. They gain a +1 on any saving throws against ability damage, ability drain or negative levels. In addition, their strength can never fall below 1.
Body And Mind As One: A Muscle Mage uses their magic to enhance their strength, just as they enhance their strength with their magic. They gain an inherent bonus to Strength equal to their Muscle Mage caster level, although this number may not exceed their ECL.
Juggernaut: It's hard to suppress the power of the Muscle Mage. At 3rd level, their natural rate for healing ability damage and ability burn increases to one point per hour, or two while resting. While completely relaxes, or asleep, they regain four per hour. In addition, they gain a bonus equal to half their class level on checks made to recover negative levels.
Eldritch Blow: A Muscle Mage slowly learns to combine their use of magical power with their use of raw strength.
Once per encounter at 4th level, and another time for each 3rd level thereafter, a Muscle Mage may take a full round action to cast any one spell with a range of touch, and make a single attack with any attack form they possess. If the attack hits, the spell is applied to the target as well as the normal effects of the attack.
Using this ability does not provoke attacks of opportunity due to spellcasting.
If the attack misses, the spell may be delivered as normal on a subsequent round, unless the attack was made with a ranged weapon, in which case it is lost.
Power of the Titans: At 6th level, a Muscle Mage begins to apply their strength in creative ways. They may use a weapon sized for a creature one size category larger than them as normal, though the difficulty of doing so still gives them a -2 penalty. When wielding an oversized weapon, they can wield it as if it were one step more complex (Light becomes Single handed, Single handed becomes Two handed). If they do, they negate the -2 penalty.
However, a weapon can be constructed at this greater size to be easily wielded by smaller characters, at a +50% to base cost. In this case, it may be wielded as if it were their size, other than the increased damage.
This ability counts as Monkey Grip for prerequisites.
As an additional benefit, the Muscle Mage may deal unarmed and natural weapon damage as if one size larger.
At 17th level, they may use a weapon sized two categories larger than them, though the same rules apply. (They may use a weapon one size greater with no penalty, or two sizes greater with a -2 penalty, or two sizes greater, but one step more complex with no penalty.)
This ability stacks with Powerful Build and all similar abilities other than the monkey grip feat.
They can also deal unarmed and natural weapon damage as if up to two sizes larger.
Inner Might: Although some power is drawn from outside, most of the strength used by a Muscle Mage comes from within. At 10th level, their skill becomes such that they can ignore some arcane spell failure % when casting Muscle mage spells. They ignore % equal to their Muscle Mage caster level, although this number may not exceed their ECL.
Vessel of Power: A Muscle Mage’s magic is a part of them-as are their weapons. At 14th level, they can use any weapon to deliver touch spells.
Haymaker: A Muscle Mage of 20th level is the ultimate example of magic and might together. He may cast one spell in a round as if quickened without increased casting time or spell level, as long as he has dealt HP damage to a foe of at least ¾ of his CR that round. In addition, he deals more damage with his attacks: Increase the ratio of his Strength applied to each attacks by 0.5. (So a one handed weapons deals x1.5 Str, a two handed weapon deals x2 Str, and if you somehow deal x2 Str already, you increase to x2.5.
Spell List
When expanding the Muscle Mage's spell list, consider adding spells that buff the Muscle Mage's fighting abilities, and a small number of damaging spells, especially those delivered at melee range.
0-Level:Prestidigitation, Read Magic, Resistance, Light, Mage Hand, Guidance, Detect Magic, Flare, Virtue, Daze, Arcane Mark, Lesser Bull’s Strength
1st level: Mage Armour, Shield, Bull’s Strength, Disguise Self, Cause Fear, Expeditious Retreat, Fortune (As Divine Favour), Magic Weapon, Shield of Might (As Shield of Faith, but the material component is a copper coin), Enlarge Person, Mighty Wallop (Races of the Dragon)
2nd level: True Strike, Burning Hands, Shocking Grasp, Cat’s Grace, Bears Endurance, Blur, Inflict Light Wounds
3rd level: Magic Missile, Owl’s Wisdom, Fox’s Cunning, Eagle’s Splendour, Lesser Restoration, Inflict Moderate Wounds, Keen Edge, Greater Magic Weapon, Inflict Light Wounds, Greater Mighty Wallop (Races of the Dragon)
4th level: Lightning Bolt, Phantom Steed, Fly, Stoneskin, Haste, Vampiric Touch, Inflict Serious Wounds, Cure Moderate Wounds, Fist of Might
5th level: Shout, Inflict Critical Wounds, Restoration, Cure Serious Wounds, Dimensional Anchor, Enervation, Mass Enlarge Person
6th level: Greater Bull’s Strength, Slay Living, Cure Critical Wounds, Mass Inflict Light Wounds, True Seeing, Teleport, Cone of Cold, Overland Flight, Permanancy, Mass Bull’s Strength
7th level: Chain Lightning, Freezing Sphere, Mass Cat’s Grace, Mass Bear’s Endurance, Disintegrate, Harm, Mass Inflict Moderate Wounds, Mass Cure Light Wounds
8th level: Heal, Mass Cure Moderate Wounds, Greater Teleport, Prismatic Spray, Limited Wish, Greater Restoration, Mass Inflict Serious Wounds
9th level: Time Stop, Sunburst, Finger of Death, Polar Ray, Might's Warpath
Four New Spells
Lesser Bull's Strength
Level-MusM 0, Clr 1, Sor/Wiz 1, Pal 1
Effect-As Bull's Strength, but provides only a +1 enhancement bonus to strength.
Greater Bull's Strength
Level-MusM 6, Cleric 7, Sor/Wiz 7
Effect-As Bull's Strength, but provides a +10 enhancement bonus to strength.
Focus-A Sorcerer or Wizard requires a bone from a creatures with a Strength of twenty to cast this spell.
Fist of (Deity/Might)
Conjuration
Level-MscM 4, Cleric 5, Strength 4
Components-V, S
Casting Time-Standard Action
Range-Medium (100ft+10ft/level)
Targets-10ft radius
Duration-Instant
Saving Throw-Reflex Halves
Spell Resistance-No
Your invocation brings down a divine fist upon your foes, dealing 1d6+Str modifier damage per caster level (max 10d6) to all foes in the area, and causing them to make a save or be knocked prone. A successful reflex save halves damage and negates the knocking prone.
A Cleric with the strength domain chooses this spell OR Spell Immunity each time she prepares spells.
(Deity/Might)'s Warpath
Level-MscM 9, Strength 9
Components-V, S
Casting Time-Standard Action
Range-Medium (100ft+10ft/level)
Targets-15ft radius
Duration-CL/2 rounds (D)
Saving Throw-Reflex Halves
Spell Resistance-No
Your grand invocation brings down a divine foot to crush your foes, and to wreak havoc upon the enemy's ranks. You pray that they will never slip, and tread upon your own forces.
Each round, including the one where you cast this spell, select a foe - you choose the first target, but afterwards they are selected randomly - and subject them to the effects of Fist of (Deity/Might), only with a 20d6 damage cap and a 15ft radius. Each round, roll a d20 and add your strength modifier. If the result is less than 10+number of stamps this spell has delivered, one foe (a spellcaster, if present) instead chooses who is stamped - usually you - and then the spell ends.
Each round, the spell's range is determined from its previous target.
A Cleric with the strength domain chooses this spell OR Crushing Hand each time she prepares spells.
Feats
Hastened Eldritch Blow
Prerequisites: Eldritch Blow
Benefits: You may make an Eldritch Blow as a standard action.
Normal: Doing two things at once takes a whole action.
Storm of Fists
Prerequisites: Hastened Eldritch Blow, Knowledge (Arcana) 15 ranks
Benefits: You may make an Eldritch Blow as an attack action, even multiple times in a single full attack.
Normal: Multiple spells in one round is really hard.
Arcane Fury
Prerequisites: Eldritch Blow, Rage 1/day
Benefits: You may use your Eldritch Blow while raging.
Normal: duuuh spells are hard
‘Mages? Puny, fleshy things. I could kill them with my eyes shut. Him? Oh, he’s different. I saw him pick up a Colossal demon once and throw it. Yes, I know he’s five foot tall and built like an underweight elf. No, I haven’t drunk anything yet.’
Theo, Barbarian
Background-The Muscle Mage is a practicioner of arcane magic who uses an utterly unique approach. Using only a little outside power, they magnify a hundred fold the strength bound into their body, whether the simple power of the muscles, or magic left to grow within them.
Races-Any race with spellcasting ability could become a Muscle Mage, though it is most common among the very strong or the very weak races.
Other Classes-Muscle Mages get on well with most classes, although some wizards can grate on their nerves. Barbarians and Sorcerers in particular get on well with them, as they both see part of themselves in them. They get on best with other classes that do things in a stranger way that most-the Ghostblade, for example, or the Anarch.
Role-A Muscle Mage must make a balance between hitting things and casting their spells-most of which sacrifice their power for better or different ways of hitting things.
Muscle Mages in the World-Muscle Mages are a relatively new phenomenon. The first example was an elven girl named Leah, who was sick of people being able to push her around all the time. Needless to say, a lithe elven maiden who could lift a mace twice her size drew a lot of attention-and quickly enough, students.
Inspiration- Strength based spellcasting and boredom. XD
Alignment-Any, leaning slightly towards Neutral due to a propensity for arrogance.
Hit Die-d8
Starting Gold-As Fighter
Starting Age-As Fighter
Class Skills-The Muscle Mage’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Swim (Str),
Skill Points at 1st level-(4 + Int Modifier) x4
Skill Points per Level-4 + Int Modifier
NAME OF CLASS
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+2
+2
+0
Body and Mind as One, Mightcasting
3
1
2nd
+1
+3
+3
+0
4
1
3rd
+1
+3
+3
+1
Juggernaut
4
2
4th
+2
+4
+4
+1
Eldritch Blow (1/encounter)
5
2
1
5th
+2
+4
+4
+1
5
3
1
6th
+3
+5
+5
+2
Power of the Titans
6
3
1
7th
+3
+5
+5
+2
Eldritch Blow (2/encounter)
6
4
2
1
8th
+4
+6
+6
+2
7
4
2
1
9th
+4
+6
+6
+3
7
4
3
2
1
10th
+5
+7
+7
+3
Inner Might, Eldritch Blow (3/encounter)
8
4
3
2
1
11th
+5
+7
+7
+3
8
4
4
3
2
1
12th
+6/+1
+8
+8
+4
8
4
4
3
2
1
13th
+6/+1
+8
+8
+4
Eldritch Blow (4/encounter)
8
4
4
3
3
2
1
14th
+7/+2
+9
+9
+4
Vessel of Power
8
5
4
3
3
2
1
15th
+7/+2
+9
+9
+5
8
5
4
3
3
3
2
1
16th
+8/+3
+10
+10
+5
Eldritch Blow (5/encounter)
8
5
4
4
3
3
2
1
17th
+8/+3
+10
+10
+5
Greater Power of the Titans
8
5
4
4
3
3
2
2
1
18th
+9/+4
+11
+11
+6
8
5
5
4
3
3
2
2
1
19th
+9/+4
+11
+11
+6
Eldritch Blow (6/encounter)
8
5
5
4
3
3
2
2
2
1
20th
+10/+5
+12
+12
+6
Haymaker
8
5
5
4
3
3
2
2
2
2
Weapon and Armour Proficiencies: Muscle Mages are proficient with light armour and shields, all simple weapons and all bludgeoning martial weapons. In addition, they may take their choice of any one weapon proficiency feat, or the Improved Unarmed Strike feat for free.
Mightcasting: A Muscle Mage draws their strength only partially from the outside, magnifying it with the power stored in their bodies, both arcane and physical. Their spellcasting is based off their Strength Stat.
To learn or cast a spell, a Muscle Mage must have a Strength score equal to at least 10 plus twice the spell level. The Difficulty Class for a saving throw against a Muscle Mage’s spell is 10 + the spell level + the Muscle Mage’s Strength modifier.
In addition, due to their strength, both physical and their stored arcane power, being drained by their magic, they do not use the spells per day system. (The table above refers to spells known.) Instead, whenever they cast a spell, they suffer ability burn to their Strength score according to the following table. Note that 0-level spells have no cost: they may cast them as often as they like.
Spell Level
1
2
3
4
5
6
7
8
9
Burn Per Cast
1
1
1
2
2
2
3
3
4
A side effect of this casting style is a resistance to the draining of their power. They gain a +1 on any saving throws against ability damage, ability drain or negative levels. In addition, their strength can never fall below 1.
Body And Mind As One: A Muscle Mage uses their magic to enhance their strength, just as they enhance their strength with their magic. They gain an inherent bonus to Strength equal to their Muscle Mage caster level, although this number may not exceed their ECL.
Juggernaut: It's hard to suppress the power of the Muscle Mage. At 3rd level, their natural rate for healing ability damage and ability burn increases to one point per hour, or two while resting. While completely relaxes, or asleep, they regain four per hour. In addition, they gain a bonus equal to half their class level on checks made to recover negative levels.
Eldritch Blow: A Muscle Mage slowly learns to combine their use of magical power with their use of raw strength.
Once per encounter at 4th level, and another time for each 3rd level thereafter, a Muscle Mage may take a full round action to cast any one spell with a range of touch, and make a single attack with any attack form they possess. If the attack hits, the spell is applied to the target as well as the normal effects of the attack.
Using this ability does not provoke attacks of opportunity due to spellcasting.
If the attack misses, the spell may be delivered as normal on a subsequent round, unless the attack was made with a ranged weapon, in which case it is lost.
Power of the Titans: At 6th level, a Muscle Mage begins to apply their strength in creative ways. They may use a weapon sized for a creature one size category larger than them as normal, though the difficulty of doing so still gives them a -2 penalty. When wielding an oversized weapon, they can wield it as if it were one step more complex (Light becomes Single handed, Single handed becomes Two handed). If they do, they negate the -2 penalty.
However, a weapon can be constructed at this greater size to be easily wielded by smaller characters, at a +50% to base cost. In this case, it may be wielded as if it were their size, other than the increased damage.
This ability counts as Monkey Grip for prerequisites.
As an additional benefit, the Muscle Mage may deal unarmed and natural weapon damage as if one size larger.
At 17th level, they may use a weapon sized two categories larger than them, though the same rules apply. (They may use a weapon one size greater with no penalty, or two sizes greater with a -2 penalty, or two sizes greater, but one step more complex with no penalty.)
This ability stacks with Powerful Build and all similar abilities other than the monkey grip feat.
They can also deal unarmed and natural weapon damage as if up to two sizes larger.
Inner Might: Although some power is drawn from outside, most of the strength used by a Muscle Mage comes from within. At 10th level, their skill becomes such that they can ignore some arcane spell failure % when casting Muscle mage spells. They ignore % equal to their Muscle Mage caster level, although this number may not exceed their ECL.
Vessel of Power: A Muscle Mage’s magic is a part of them-as are their weapons. At 14th level, they can use any weapon to deliver touch spells.
Haymaker: A Muscle Mage of 20th level is the ultimate example of magic and might together. He may cast one spell in a round as if quickened without increased casting time or spell level, as long as he has dealt HP damage to a foe of at least ¾ of his CR that round. In addition, he deals more damage with his attacks: Increase the ratio of his Strength applied to each attacks by 0.5. (So a one handed weapons deals x1.5 Str, a two handed weapon deals x2 Str, and if you somehow deal x2 Str already, you increase to x2.5.
Spell List
When expanding the Muscle Mage's spell list, consider adding spells that buff the Muscle Mage's fighting abilities, and a small number of damaging spells, especially those delivered at melee range.
0-Level:Prestidigitation, Read Magic, Resistance, Light, Mage Hand, Guidance, Detect Magic, Flare, Virtue, Daze, Arcane Mark, Lesser Bull’s Strength
1st level: Mage Armour, Shield, Bull’s Strength, Disguise Self, Cause Fear, Expeditious Retreat, Fortune (As Divine Favour), Magic Weapon, Shield of Might (As Shield of Faith, but the material component is a copper coin), Enlarge Person, Mighty Wallop (Races of the Dragon)
2nd level: True Strike, Burning Hands, Shocking Grasp, Cat’s Grace, Bears Endurance, Blur, Inflict Light Wounds
3rd level: Magic Missile, Owl’s Wisdom, Fox’s Cunning, Eagle’s Splendour, Lesser Restoration, Inflict Moderate Wounds, Keen Edge, Greater Magic Weapon, Inflict Light Wounds, Greater Mighty Wallop (Races of the Dragon)
4th level: Lightning Bolt, Phantom Steed, Fly, Stoneskin, Haste, Vampiric Touch, Inflict Serious Wounds, Cure Moderate Wounds, Fist of Might
5th level: Shout, Inflict Critical Wounds, Restoration, Cure Serious Wounds, Dimensional Anchor, Enervation, Mass Enlarge Person
6th level: Greater Bull’s Strength, Slay Living, Cure Critical Wounds, Mass Inflict Light Wounds, True Seeing, Teleport, Cone of Cold, Overland Flight, Permanancy, Mass Bull’s Strength
7th level: Chain Lightning, Freezing Sphere, Mass Cat’s Grace, Mass Bear’s Endurance, Disintegrate, Harm, Mass Inflict Moderate Wounds, Mass Cure Light Wounds
8th level: Heal, Mass Cure Moderate Wounds, Greater Teleport, Prismatic Spray, Limited Wish, Greater Restoration, Mass Inflict Serious Wounds
9th level: Time Stop, Sunburst, Finger of Death, Polar Ray, Might's Warpath
Four New Spells
Lesser Bull's Strength
Level-MusM 0, Clr 1, Sor/Wiz 1, Pal 1
Effect-As Bull's Strength, but provides only a +1 enhancement bonus to strength.
Greater Bull's Strength
Level-MusM 6, Cleric 7, Sor/Wiz 7
Effect-As Bull's Strength, but provides a +10 enhancement bonus to strength.
Focus-A Sorcerer or Wizard requires a bone from a creatures with a Strength of twenty to cast this spell.
Fist of (Deity/Might)
Conjuration
Level-MscM 4, Cleric 5, Strength 4
Components-V, S
Casting Time-Standard Action
Range-Medium (100ft+10ft/level)
Targets-10ft radius
Duration-Instant
Saving Throw-Reflex Halves
Spell Resistance-No
Your invocation brings down a divine fist upon your foes, dealing 1d6+Str modifier damage per caster level (max 10d6) to all foes in the area, and causing them to make a save or be knocked prone. A successful reflex save halves damage and negates the knocking prone.
A Cleric with the strength domain chooses this spell OR Spell Immunity each time she prepares spells.
(Deity/Might)'s Warpath
Level-MscM 9, Strength 9
Components-V, S
Casting Time-Standard Action
Range-Medium (100ft+10ft/level)
Targets-15ft radius
Duration-CL/2 rounds (D)
Saving Throw-Reflex Halves
Spell Resistance-No
Your grand invocation brings down a divine foot to crush your foes, and to wreak havoc upon the enemy's ranks. You pray that they will never slip, and tread upon your own forces.
Each round, including the one where you cast this spell, select a foe - you choose the first target, but afterwards they are selected randomly - and subject them to the effects of Fist of (Deity/Might), only with a 20d6 damage cap and a 15ft radius. Each round, roll a d20 and add your strength modifier. If the result is less than 10+number of stamps this spell has delivered, one foe (a spellcaster, if present) instead chooses who is stamped - usually you - and then the spell ends.
Each round, the spell's range is determined from its previous target.
A Cleric with the strength domain chooses this spell OR Crushing Hand each time she prepares spells.
Feats
Hastened Eldritch Blow
Prerequisites: Eldritch Blow
Benefits: You may make an Eldritch Blow as a standard action.
Normal: Doing two things at once takes a whole action.
Storm of Fists
Prerequisites: Hastened Eldritch Blow, Knowledge (Arcana) 15 ranks
Benefits: You may make an Eldritch Blow as an attack action, even multiple times in a single full attack.
Normal: Multiple spells in one round is really hard.
Arcane Fury
Prerequisites: Eldritch Blow, Rage 1/day
Benefits: You may use your Eldritch Blow while raging.
Normal: duuuh spells are hard