Ziegander
2011-08-14, 07:40 PM
The Spell Warrior
http://4.bp.blogspot.com/_yuEWl9QaD-E/Szj1GkIPR_I/AAAAAAAAAHw/quW881xRMY0/s320/mage_guerrier_mb.jpg
Alignment: Any
Hit Die: 1d8
{table=head]Level|BAB|Fort|Ref|Will|Special |1st|2nd|3rd|4th|5th|6th
1st|+0|+2|+0|+0|Bonus Feat, Warrior's Focus|0|||||
2nd|+1|+3|+0|+0|Bonus Feat|1|||||
3rd|+2|+3|+1|+1||2|0||||
4th|+3|+4|+1|+1||3|1||||
5th|+3|+4|+1|+1|Bonus Feat|3|2||||
6th|+4|+5|+2|+2||3|2|0|||
7th|+5|+5|+2|+2||3|3|1|||
8th|+6/+1|+6|+2|+2|Bonus Feat|3|3|2|||
9th|+6/+1|+6|+3|+3||3|3|2|0||
10th|+7/+2|+7|+3|+3||3|3|3|1||
11th|+8/+3|+7|+3|+3|Bonus Feat|3|3|3|2||
12th|+9/+4|+8|+4|+4||3|3|3|2|0|
13th|+9/+4|+8|+4|+4||3|3|3|3|1|
14th|+10/+5|+9|+4|+4|Bonus Feat|4|3|3|3|2|
15th|+11/+6/+1|+9|+5|+5||4|4|3|3|2|0
16th|+12/+7/+2|+10|+5|+5||4|4|4|3|3|1
17th|+12/+7/+2|+10|+5|+5|Bonus Feat|4|4|4|4|3|2
18th|+13/+8/+3|+11|+6|+6||4|4|4|4|4|3
19th|+14/+9/+4|+11|+6|+6||4|4|4|4|4|4
20th|+15/+10/+5|+12|+6|+6|Bonus Feat|4|4|4|4|4|4[/table]
Class Skills (2 + Int): Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Jump (Str), Knowledge (Any) (Int), Profession (Wis), Spellcraft (Int), and Swim (Str).
Weapon and Armor Proficiencies
Spell Warriors are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields (except tower shields).
Spellcasting
A spell warrior casts divine spells which are drawn from the spell warrior spell list (given below). He must spend time in prayer or meditation in order to prepare his spells before he may cast them, exactly as a Cleric. He likewise knows all spells on his spell list. His caster level is equal to his class level.
To learn or cast a spell, a spell warrior must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spell warriors spell is 10 + 1/2 his character level + his Intelligence modifier.
Like other spellcasters, a spell warrior can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given in the table above. In addition, he receives bonus spells per day if he has a high Intelligence score.
Spell Warrior Spell List
*Spells of the Cure and Inflict line have a range of Medium (100ft +10ft/level) rather than Touch. When either is used to restore hit points the spells use d12s but when used to deal damage they use d8s. The Mass versions have a range of Long (400ft +40ft/level) rather than Short and omit the phrase "no two of which may be more than 30ft apart" from the target entry.
1st - bane, bless, cause fear, command, comprehend languages, cure light wounds, detect chaos/evil/good/law, divine favor, endure elements, enlarge person, entangle, faerie fire, greater magic weapon1, inflict light wounds, jump, longstrider, magic vestment1, mount, obscuring mist, produce flame, protection from chaos/evil/good/law, ray of enfeeblement, shield of faith, shocking grasp, sleep, true strike
2nd - aid, align weapon, alter self, barkskin, bear's endurance, bull's strength, consecrate, continual flame, cure moderate wounds, darkness, death knell, delay poison, desecrate, find traps, flame blade, fog cloud, ghoul touch, inflict moderate wounds, invisibility, make whole, mirror image, remove paralysis, resist energy, scare, see invisibility, shatter, shield other, spider climb, spiritual weapon, touch of idiocy, web
3rd - animate dead, bestow curse, contagion, cure serious wounds, daylight, deep slumber, deeper darkness, dispel magic, fireball, flame arrow, haste, heroism, inflict serious wounds, invisibility sphere, lightning bolt, magic circle against chaos/evil/good/law, neutralize poison, phantom steed, protection from energy, remove curse, remove disease, speak with dead, tongues, vampiric touch, wind wall
4th - air walk, confusion, cure critical wounds, death ward, dimensional anchor, dimension door, divine power, enervation, fear, fire shield, freedom of movement, greater invisibility, imbue with spell ability, inflict critical wounds, mass enlarge person, minor creation, poison, polymorph, restoration, rusting grasp, solid fog, spike stones, stoneskin, wall of fire
5th - baleful polymorph, break enchantment, commune, cone of cold, dispel chaos/evil/good/law, fabricate, flame strike, hallow, harm, heal, major creation, mass cure moderate wounds, mass inflict moderate wounds, overland flight, seeming, symbol of sleep, telekinesis, true seeing, unhallow, wall of stone
6th - animate objects, blade barrier, chain lightning, circle of death, disintegrate, forbiddance, greater dispel magic, greater heroism, heroes' feast, mass bear's endurance, mass bull's strength, mass cure critical wounds, mass inflict critical wounds, mislead, shadow walk, wall of iron, wind walk
1 - "Enhancement bonus of +1 per four caster levels (maximum +5 at 20th level, minimum +1 below 4th level)".
Spells added from Complete Arcane
1st - fist of stone
2nd - blades of fire, earthen grasp, fireburst, phantasmal assailants, wall of gloom, whirling blade
3rd - bands of steel, enhance familiar, mass resist energy, ring of blades, stony grasp, unluck
4th - anticipate teleportation, blistering radiance, fortify familiar, orb of acid, orb of cold, orb of electricity, orb of fire, orb of force, orb of sound
5th - duel ward, energy immunity, freezing fog, greater fireburst, mass fire shield, prismatic ray, refusal, spiritwall, sword of deception
6th - ghostform, sword of darkness, withering palm
Spells added from Complete Warrior
1st - augment familiar, phantom threat
4th - cursed blade
5th - valiant fury
6th - lion's roar
Spells added from Player's Handbook II
1st - blade of blood, share talents
2nd - black karma curse, blade brothers, dimension hop, dispelling touch, electric vengeance, insight of good fortune, mass longstrider, master's touch, mystic aegis, ray of the python
3rd - dimension step, divine retaliation, healing spirit, inevitable defeat, legion of sentinels, meteoric strike, prismatic mist, regroup, sonic shield
4th - bleakness, blessing of the righteous, condemnation, greater electric vengeance, magic convalescense, phantom battle, slashing dispel, thunder field
5th - chasing perfection, dance of blades, pulse of hate
6th - bones of the earth, wrack earth
Bonus Feats
At 1st level, 2nd level, and every three levels thereafter a spell warrior gains a bonus feat which may be any Fighter Bonus Feat or any feat from the following list. Other than arcane caster level requirements, for which the spell warrior must have the equivalent divine caster level, the spell warrior must meet all prerequisites of feats taken this way.
Combat Casting, Improved Counterspell, Improved Familiar, Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration, Arcane DefenseCA, Arcane MasteryCA, Mage SlayerCA, Obtain FamiliarCA, Pierce Magical ConcealmentCA, Pierce Magical ProtectionCA, Practiced SpellcasterCA, Ranged Spell SpecializationCA, Touch Spell SpecializationCA, Arcane StrikeCW, Bonded FamiliarPHB2, Arcane ConsumptionPHB2, Arcane ToughnessPHB2, Combat FamiliarPHB2, Dampen SpellPHB2, Elven Spell LorePHB2, Lurking FamiliarPHB2, and Vatic GazePHB2, Augment HealingCD, Augment Wounding*, Spontaneous HealerCD, Spontaneous WounderCD.
*Augment Wounding
Prerequisites: Heal 4 ranks
Benefit: Add +2 points per spell level to the amount of damage dealt by any spell that you cast that deals negative energy damage.
Warrior's Focus (Ex): A spell warrior treats any weapon he wields as the divine focus component of spells he casts and ignores the somatic component of his spells as long as he wields a weapon in one of his hands.
http://4.bp.blogspot.com/_yuEWl9QaD-E/Szj1GkIPR_I/AAAAAAAAAHw/quW881xRMY0/s320/mage_guerrier_mb.jpg
Alignment: Any
Hit Die: 1d8
{table=head]Level|BAB|Fort|Ref|Will|Special |1st|2nd|3rd|4th|5th|6th
1st|+0|+2|+0|+0|Bonus Feat, Warrior's Focus|0|||||
2nd|+1|+3|+0|+0|Bonus Feat|1|||||
3rd|+2|+3|+1|+1||2|0||||
4th|+3|+4|+1|+1||3|1||||
5th|+3|+4|+1|+1|Bonus Feat|3|2||||
6th|+4|+5|+2|+2||3|2|0|||
7th|+5|+5|+2|+2||3|3|1|||
8th|+6/+1|+6|+2|+2|Bonus Feat|3|3|2|||
9th|+6/+1|+6|+3|+3||3|3|2|0||
10th|+7/+2|+7|+3|+3||3|3|3|1||
11th|+8/+3|+7|+3|+3|Bonus Feat|3|3|3|2||
12th|+9/+4|+8|+4|+4||3|3|3|2|0|
13th|+9/+4|+8|+4|+4||3|3|3|3|1|
14th|+10/+5|+9|+4|+4|Bonus Feat|4|3|3|3|2|
15th|+11/+6/+1|+9|+5|+5||4|4|3|3|2|0
16th|+12/+7/+2|+10|+5|+5||4|4|4|3|3|1
17th|+12/+7/+2|+10|+5|+5|Bonus Feat|4|4|4|4|3|2
18th|+13/+8/+3|+11|+6|+6||4|4|4|4|4|3
19th|+14/+9/+4|+11|+6|+6||4|4|4|4|4|4
20th|+15/+10/+5|+12|+6|+6|Bonus Feat|4|4|4|4|4|4[/table]
Class Skills (2 + Int): Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Jump (Str), Knowledge (Any) (Int), Profession (Wis), Spellcraft (Int), and Swim (Str).
Weapon and Armor Proficiencies
Spell Warriors are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields (except tower shields).
Spellcasting
A spell warrior casts divine spells which are drawn from the spell warrior spell list (given below). He must spend time in prayer or meditation in order to prepare his spells before he may cast them, exactly as a Cleric. He likewise knows all spells on his spell list. His caster level is equal to his class level.
To learn or cast a spell, a spell warrior must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spell warriors spell is 10 + 1/2 his character level + his Intelligence modifier.
Like other spellcasters, a spell warrior can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given in the table above. In addition, he receives bonus spells per day if he has a high Intelligence score.
Spell Warrior Spell List
*Spells of the Cure and Inflict line have a range of Medium (100ft +10ft/level) rather than Touch. When either is used to restore hit points the spells use d12s but when used to deal damage they use d8s. The Mass versions have a range of Long (400ft +40ft/level) rather than Short and omit the phrase "no two of which may be more than 30ft apart" from the target entry.
1st - bane, bless, cause fear, command, comprehend languages, cure light wounds, detect chaos/evil/good/law, divine favor, endure elements, enlarge person, entangle, faerie fire, greater magic weapon1, inflict light wounds, jump, longstrider, magic vestment1, mount, obscuring mist, produce flame, protection from chaos/evil/good/law, ray of enfeeblement, shield of faith, shocking grasp, sleep, true strike
2nd - aid, align weapon, alter self, barkskin, bear's endurance, bull's strength, consecrate, continual flame, cure moderate wounds, darkness, death knell, delay poison, desecrate, find traps, flame blade, fog cloud, ghoul touch, inflict moderate wounds, invisibility, make whole, mirror image, remove paralysis, resist energy, scare, see invisibility, shatter, shield other, spider climb, spiritual weapon, touch of idiocy, web
3rd - animate dead, bestow curse, contagion, cure serious wounds, daylight, deep slumber, deeper darkness, dispel magic, fireball, flame arrow, haste, heroism, inflict serious wounds, invisibility sphere, lightning bolt, magic circle against chaos/evil/good/law, neutralize poison, phantom steed, protection from energy, remove curse, remove disease, speak with dead, tongues, vampiric touch, wind wall
4th - air walk, confusion, cure critical wounds, death ward, dimensional anchor, dimension door, divine power, enervation, fear, fire shield, freedom of movement, greater invisibility, imbue with spell ability, inflict critical wounds, mass enlarge person, minor creation, poison, polymorph, restoration, rusting grasp, solid fog, spike stones, stoneskin, wall of fire
5th - baleful polymorph, break enchantment, commune, cone of cold, dispel chaos/evil/good/law, fabricate, flame strike, hallow, harm, heal, major creation, mass cure moderate wounds, mass inflict moderate wounds, overland flight, seeming, symbol of sleep, telekinesis, true seeing, unhallow, wall of stone
6th - animate objects, blade barrier, chain lightning, circle of death, disintegrate, forbiddance, greater dispel magic, greater heroism, heroes' feast, mass bear's endurance, mass bull's strength, mass cure critical wounds, mass inflict critical wounds, mislead, shadow walk, wall of iron, wind walk
1 - "Enhancement bonus of +1 per four caster levels (maximum +5 at 20th level, minimum +1 below 4th level)".
Spells added from Complete Arcane
1st - fist of stone
2nd - blades of fire, earthen grasp, fireburst, phantasmal assailants, wall of gloom, whirling blade
3rd - bands of steel, enhance familiar, mass resist energy, ring of blades, stony grasp, unluck
4th - anticipate teleportation, blistering radiance, fortify familiar, orb of acid, orb of cold, orb of electricity, orb of fire, orb of force, orb of sound
5th - duel ward, energy immunity, freezing fog, greater fireburst, mass fire shield, prismatic ray, refusal, spiritwall, sword of deception
6th - ghostform, sword of darkness, withering palm
Spells added from Complete Warrior
1st - augment familiar, phantom threat
4th - cursed blade
5th - valiant fury
6th - lion's roar
Spells added from Player's Handbook II
1st - blade of blood, share talents
2nd - black karma curse, blade brothers, dimension hop, dispelling touch, electric vengeance, insight of good fortune, mass longstrider, master's touch, mystic aegis, ray of the python
3rd - dimension step, divine retaliation, healing spirit, inevitable defeat, legion of sentinels, meteoric strike, prismatic mist, regroup, sonic shield
4th - bleakness, blessing of the righteous, condemnation, greater electric vengeance, magic convalescense, phantom battle, slashing dispel, thunder field
5th - chasing perfection, dance of blades, pulse of hate
6th - bones of the earth, wrack earth
Bonus Feats
At 1st level, 2nd level, and every three levels thereafter a spell warrior gains a bonus feat which may be any Fighter Bonus Feat or any feat from the following list. Other than arcane caster level requirements, for which the spell warrior must have the equivalent divine caster level, the spell warrior must meet all prerequisites of feats taken this way.
Combat Casting, Improved Counterspell, Improved Familiar, Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration, Arcane DefenseCA, Arcane MasteryCA, Mage SlayerCA, Obtain FamiliarCA, Pierce Magical ConcealmentCA, Pierce Magical ProtectionCA, Practiced SpellcasterCA, Ranged Spell SpecializationCA, Touch Spell SpecializationCA, Arcane StrikeCW, Bonded FamiliarPHB2, Arcane ConsumptionPHB2, Arcane ToughnessPHB2, Combat FamiliarPHB2, Dampen SpellPHB2, Elven Spell LorePHB2, Lurking FamiliarPHB2, and Vatic GazePHB2, Augment HealingCD, Augment Wounding*, Spontaneous HealerCD, Spontaneous WounderCD.
*Augment Wounding
Prerequisites: Heal 4 ranks
Benefit: Add +2 points per spell level to the amount of damage dealt by any spell that you cast that deals negative energy damage.
Warrior's Focus (Ex): A spell warrior treats any weapon he wields as the divine focus component of spells he casts and ignores the somatic component of his spells as long as he wields a weapon in one of his hands.