wayfare
2011-06-13, 01:00 PM
After talking with some party members, I have decided to let the tier 3-4 spellcasters into my 10 level game. This is an attempt to re-work my homebrewed tier 3 abjurer for this particular game:
Sigil Knight
Hit Die: d8
Skill Points: (2+Int)
Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (Arcana, History, Nobility) (Int), Intimidate (Cha), Profession (Wis), Ride (Dex), Spellcraft (Int).
Armor: The Sigil Knight is Proficient with Light Armor and Up to Heavy Shields
Weapons: The Sigil Knight is Proficient with Simple Weapons and all Shields as weapons.
{table=head]Level|Base Attack Bonus|Ref Save|Fort Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th
1st|
+0|
+0|
+2|
+2|Shield Ward; Armored Mage 1|3|3
2nd|
+1|
+0|
+3|
+3|Brilliant Blade, Improvised Counterspell|3|4|-
3rd|
+1|
+1|
+3|
+3|Mage Hunter|3|5|-|-
4th|
+2|
+1|
+4|
+4|Brand of Weakness|4|6|3|-|-|-
5th|
+2|
+1|
+4|
+4|Armored Mage 2|4|6|4|-|-|-
6th|
+3|
+2|
+5|
+5|Improved Dispel|4|6|5|3|-|-|-
7th|
+3|
+2|
+5|
+5|Shield Smite|4|6|6|4|-|-|-|-
8th|
+4|
+2|
+6|
+6|Mark of Blasting|4|6|6|5|3|-|-|-|-|-
9th|
+4|
+2|
+6|
+6|Armored Mage 3|4|6|6|6|4|-|-|-|-|-
10th|
+5|
+3|
+7|
+7|Master Counterspell|4|6|6|6|5|3|-|-|-|-[/table]
Arcane Caster: The Sigil Knight can cast arcane spells from the Sigil Knight spell list without preparation. The Sigil Knight knows all spells on this list without need for research -- they are simply part of its training.
To learn or cast a spell, the Sigil Knight must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Sigil Knight’s spell is 10 + the spell level + the Knight’s Intelligence modifier.
Armored Mage 1 (Ex): A 1st level Sigil Knight has learned how to use certain armor without restricting his casting ability. The Sigil Knight may equip Light Armor and up to Heavy Shields without suffering spell failure chance.
Shield Warding (Su): While using a shield in combat, a 1st level Sigil Knight gains a +1 bonus to Spell Resistance per Sigil Knight level possessed. This bonus stacks with any Spell Resistance already possessed by the Sigil Knight, though the Sigil Knight can lower this spell resistance at any point.
Brilliant Blade (Ex): The Sigil Knight fights with strategy and cunning, rather than main force. When making melee attacks, the Sigil Knight of 2nd level uses his Intelligence instead of Strength when determining his bonus to attack or damage.
Improvised Counterspell: A Sigil Knight of 2nd level or has learned how to use raw arcane energy to counter even the most elegantly crafted spells. When countering a spell, the Sigil Knight may expend any spell of equivalent level in the effort.
Mage Hunter: A Sigil Knight of 3rd level is particularly adept at using his attacks to interrupt spellcasting. A spellcaster cannot cast defensively while the Sigil Knight attacks him.
Brand of Weakness: At 4th level, the Sigil Knight gains the ability to mark his opponent with a baleful brand. An opponent marked by the Brand of Weakness finds spellcasting more difficult as the mark is writ upon his flesh, an agony that is renewed whenever the Sigil Knight attacks his foe.
As a standard action, the Sigil Knight must sacrifice a spell slot of 1st level or higher to mark his foe. The target so marked gains a spell failure chance equal to (5 x Spell Level Sacrificed). Additionally, whenever the Sigil Knight attacks an opponent marked in this way, the Sigil Knight gains +1 to attack and damage hit per level of the spell sacrificed. The effect lasts for 1 minute/2 levels in the Sigil Knight class.
Armored Mage 2 A Sigil Knight of 5th level or higher can use Tower Shields without a chance of spell casting failure.
Improved Dispel At 6th level, a Sigil Knight has learned how to dispel ongoing magical effects with the greatest of ease. When making a Dispel Magic attempt, the Sigil Knight gains a +2 bonus to his attempt.
Shield Smite: The Sigil Knight is no stranger to battle -- though his talents are more suited to evading damage, a knight with shield in hand can be just as deadly as a trained warrior. At 7th level, whenever the Sigil Knight strikes an opponent in melee combat, he may attempt to shield bash his opponent as a free action at his full attack bonus.
Shield smite cannot be used during an attack of opportunity.
Mark of Blasting: At the height of his power, the Sigil Knight learns how to deprive his opponent of the very power that separates them from mortal men. As a standard action, the Sigil Knight may sacrifice a spell slot to directly attack an opponents memorized spells. The opponent loses a spell (or spell slot) with a level equivalent to the one sacrificed by the Sigil Knight. Alternately, the Sigil Knight can cause his opponent to lose a number of lower level spells (or spell slots) with a total spell level no greater than that which the Sigil Knight sacrificed.
Additionally, the opponent must make a Fortitude Save or take 1d8 points of force damage per spell level lost. A successful save negates the damage.
Mark of Blasting is a full action that provokes Attacks of Opportunity.
Armored Mage 3: A Sigil Knight of 9th level can wear medium armor without a chance of spell failure.
Master Counterspell: A sigil knight of 10th level never needs to identify a spell to counter it.
Additionally, whenever a Sigil Knight successfully counters a spell the caster must make a Fortitude Save (DC 10 + 1/2 Sigil Knight Level + Intelligence modifier) or be Stunned for 1 round. A successful save negates the stun effect.
Spell List
Level 1 Spells
Alarm: Wards an area for 2 hours/level.
Endure Elements: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Mage Armor: Gives subject +4 armor bonus
Obscuring Mist: Fog surrounds you.
Enlarge Person: Humanoid creature doubles in size.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Level 2 Spells
Arcane Lock M: Magically locks a portal or chest.
Obscure Object: Masks object against scrying.
Protection from Arrows: Subject immune to most ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Darkness: 20-ft. radius of supernatural shadow.
Blur: Attacks miss subject 20% of the time.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Level 3 Spells
Dispel Magic: Cancels magical spells and effects.
Explosive Runes: Deals 6d6 damage when read.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Nondetection M: Hides subject from divination, scrying.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Tiny Hut: Creates shelter for ten creatures.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Displacement: Attacks miss subject 50%.
Blink: You randomly vanish and reappear for 1 round/level.
Gaseous Form: Subject becomes insubstantial and can fly slowly
Level 4 Spells
Dimensional Anchor: Bars extradimensional movement.
Fire Trap M: Opened object deals 1d4 damage +1/level.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Remove Curse: Frees object or person from curse.
Stoneskin M: Ignore 10 points of damage per attack.
Black Tentacles: Tentacles grapple all within 20 ft. spread.
Secure Shelter: Creates sturdy cottage.
Solid Fog: Blocks vision and slows movement
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Level 5 Spells
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dismissal: Forces a creature to return to native plane.
Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Wall of Stone: Creates a stone wall that can be shaped.
Hold Monster: As hold person, but any creature.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Wall of Force: Wall is immune to damage.
Symbol of Pain: Triggered rune wracks nearby creatures with pain.
Waves of Fatigue: Several targets become fatigued
Permanency: Makes certain spells permanent.
Many thanks
--Wayfare
Sigil Knight
Hit Die: d8
Skill Points: (2+Int)
Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (Arcana, History, Nobility) (Int), Intimidate (Cha), Profession (Wis), Ride (Dex), Spellcraft (Int).
Armor: The Sigil Knight is Proficient with Light Armor and Up to Heavy Shields
Weapons: The Sigil Knight is Proficient with Simple Weapons and all Shields as weapons.
{table=head]Level|Base Attack Bonus|Ref Save|Fort Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th
1st|
+0|
+0|
+2|
+2|Shield Ward; Armored Mage 1|3|3
2nd|
+1|
+0|
+3|
+3|Brilliant Blade, Improvised Counterspell|3|4|-
3rd|
+1|
+1|
+3|
+3|Mage Hunter|3|5|-|-
4th|
+2|
+1|
+4|
+4|Brand of Weakness|4|6|3|-|-|-
5th|
+2|
+1|
+4|
+4|Armored Mage 2|4|6|4|-|-|-
6th|
+3|
+2|
+5|
+5|Improved Dispel|4|6|5|3|-|-|-
7th|
+3|
+2|
+5|
+5|Shield Smite|4|6|6|4|-|-|-|-
8th|
+4|
+2|
+6|
+6|Mark of Blasting|4|6|6|5|3|-|-|-|-|-
9th|
+4|
+2|
+6|
+6|Armored Mage 3|4|6|6|6|4|-|-|-|-|-
10th|
+5|
+3|
+7|
+7|Master Counterspell|4|6|6|6|5|3|-|-|-|-[/table]
Arcane Caster: The Sigil Knight can cast arcane spells from the Sigil Knight spell list without preparation. The Sigil Knight knows all spells on this list without need for research -- they are simply part of its training.
To learn or cast a spell, the Sigil Knight must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Sigil Knight’s spell is 10 + the spell level + the Knight’s Intelligence modifier.
Armored Mage 1 (Ex): A 1st level Sigil Knight has learned how to use certain armor without restricting his casting ability. The Sigil Knight may equip Light Armor and up to Heavy Shields without suffering spell failure chance.
Shield Warding (Su): While using a shield in combat, a 1st level Sigil Knight gains a +1 bonus to Spell Resistance per Sigil Knight level possessed. This bonus stacks with any Spell Resistance already possessed by the Sigil Knight, though the Sigil Knight can lower this spell resistance at any point.
Brilliant Blade (Ex): The Sigil Knight fights with strategy and cunning, rather than main force. When making melee attacks, the Sigil Knight of 2nd level uses his Intelligence instead of Strength when determining his bonus to attack or damage.
Improvised Counterspell: A Sigil Knight of 2nd level or has learned how to use raw arcane energy to counter even the most elegantly crafted spells. When countering a spell, the Sigil Knight may expend any spell of equivalent level in the effort.
Mage Hunter: A Sigil Knight of 3rd level is particularly adept at using his attacks to interrupt spellcasting. A spellcaster cannot cast defensively while the Sigil Knight attacks him.
Brand of Weakness: At 4th level, the Sigil Knight gains the ability to mark his opponent with a baleful brand. An opponent marked by the Brand of Weakness finds spellcasting more difficult as the mark is writ upon his flesh, an agony that is renewed whenever the Sigil Knight attacks his foe.
As a standard action, the Sigil Knight must sacrifice a spell slot of 1st level or higher to mark his foe. The target so marked gains a spell failure chance equal to (5 x Spell Level Sacrificed). Additionally, whenever the Sigil Knight attacks an opponent marked in this way, the Sigil Knight gains +1 to attack and damage hit per level of the spell sacrificed. The effect lasts for 1 minute/2 levels in the Sigil Knight class.
Armored Mage 2 A Sigil Knight of 5th level or higher can use Tower Shields without a chance of spell casting failure.
Improved Dispel At 6th level, a Sigil Knight has learned how to dispel ongoing magical effects with the greatest of ease. When making a Dispel Magic attempt, the Sigil Knight gains a +2 bonus to his attempt.
Shield Smite: The Sigil Knight is no stranger to battle -- though his talents are more suited to evading damage, a knight with shield in hand can be just as deadly as a trained warrior. At 7th level, whenever the Sigil Knight strikes an opponent in melee combat, he may attempt to shield bash his opponent as a free action at his full attack bonus.
Shield smite cannot be used during an attack of opportunity.
Mark of Blasting: At the height of his power, the Sigil Knight learns how to deprive his opponent of the very power that separates them from mortal men. As a standard action, the Sigil Knight may sacrifice a spell slot to directly attack an opponents memorized spells. The opponent loses a spell (or spell slot) with a level equivalent to the one sacrificed by the Sigil Knight. Alternately, the Sigil Knight can cause his opponent to lose a number of lower level spells (or spell slots) with a total spell level no greater than that which the Sigil Knight sacrificed.
Additionally, the opponent must make a Fortitude Save or take 1d8 points of force damage per spell level lost. A successful save negates the damage.
Mark of Blasting is a full action that provokes Attacks of Opportunity.
Armored Mage 3: A Sigil Knight of 9th level can wear medium armor without a chance of spell failure.
Master Counterspell: A sigil knight of 10th level never needs to identify a spell to counter it.
Additionally, whenever a Sigil Knight successfully counters a spell the caster must make a Fortitude Save (DC 10 + 1/2 Sigil Knight Level + Intelligence modifier) or be Stunned for 1 round. A successful save negates the stun effect.
Spell List
Level 1 Spells
Alarm: Wards an area for 2 hours/level.
Endure Elements: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Mage Armor: Gives subject +4 armor bonus
Obscuring Mist: Fog surrounds you.
Enlarge Person: Humanoid creature doubles in size.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Level 2 Spells
Arcane Lock M: Magically locks a portal or chest.
Obscure Object: Masks object against scrying.
Protection from Arrows: Subject immune to most ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Darkness: 20-ft. radius of supernatural shadow.
Blur: Attacks miss subject 20% of the time.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Level 3 Spells
Dispel Magic: Cancels magical spells and effects.
Explosive Runes: Deals 6d6 damage when read.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Nondetection M: Hides subject from divination, scrying.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Tiny Hut: Creates shelter for ten creatures.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Displacement: Attacks miss subject 50%.
Blink: You randomly vanish and reappear for 1 round/level.
Gaseous Form: Subject becomes insubstantial and can fly slowly
Level 4 Spells
Dimensional Anchor: Bars extradimensional movement.
Fire Trap M: Opened object deals 1d4 damage +1/level.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Remove Curse: Frees object or person from curse.
Stoneskin M: Ignore 10 points of damage per attack.
Black Tentacles: Tentacles grapple all within 20 ft. spread.
Secure Shelter: Creates sturdy cottage.
Solid Fog: Blocks vision and slows movement
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Level 5 Spells
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dismissal: Forces a creature to return to native plane.
Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Wall of Stone: Creates a stone wall that can be shaped.
Hold Monster: As hold person, but any creature.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Wall of Force: Wall is immune to damage.
Symbol of Pain: Triggered rune wracks nearby creatures with pain.
Waves of Fatigue: Several targets become fatigued
Permanency: Makes certain spells permanent.
Many thanks
--Wayfare