Circle of Life
2011-08-20, 01:49 PM
Disciple of the Arcane Order
http://img684.imageshack.us/img684/5639/powafist.png
Image is credit to Eidenet of deviantArt.
Hit Dice: d8
Starting Age: Simple
Starting Gold: 4d4x10
Class Skills
The Disciple of the Arcane Order's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Tumble (Dex)
Skills Points at Each Level: 4 + int
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|-0-|-1-|-2-|-3-|-4-|-5-|-6-
1st|
+0|
+0|
+2|
+2|Attune Gauntlets, Arcane Resonance +1, Armored Mage, Improved Unarmed Strike|3|2|-|-|-|-|-
2nd|
+1|
+0|
+3|
+3|Spellbattle|4|3|-|-|-|-|-
3rd|
+2|
+1|
+3|
+3|Imbue Gauntlets|5|4|-|-|-|-|-
4th|
+3|
+1|
+4|
+4|Mage Slayer, Martial Metamagic|6|5|2|-|-|-|-
5th|
+3|
+1|
+4|
+4|Spellgrace +1|6|5|3|-|-|-|-
6th|
+4|
+2|
+5|
+5|Arcane Resonance +2, Improved Spellbattle|6|6|4|-|-|-|-
7th|
+5|
+2|
+5|
+5|Arcane Evasion|6|6|5|2|-|-|-
8th|
+6/+1|
+2|
+6|
+6|Pierce Magical Protection|6|7|5|3|-|-|-
9th|
+6/+1|
+3|
+6|
+6|Martial Metamagic|6|7|6|4|-|-|-
10th|
+7/+2|
+3|
+7|
+7|Spellgrace +2|6|8|6|5|2|-|-
11th|
+8/+3|
+3|
+7|
+7|Arcane Resonance +3|6|8|7|5|3|-|-
12th|
+9/+4|
+4|
+8|
+8|Pierce Magical Concealment|6|8|7|6|4|-|-
13th|
+9/+4|
+4|
+8|
+8|Improved Arcane Evasion|6|8|8|6|5|2|-
14th|
+10/+5|
+4|
+9|
+9|Martial Metamagic|6|8|8|7|5|3|-
15th|
+11/+6/+1|
+5|
+9|
+9|Spellgrace +3|6|8|8|7|6|4|-
16th|
+12/+7/+2|
+5|
+10|
+10|Arcane Resonance +4|6|8|8|8|6|5|2
17th|
+12/+7/+2|
+5|
+10|
+10|Overwhelming Spellbattle|6|8|8|8|7|5|3
18th|
+13/+8/+3|
+6|
+11|
+11|Form of War|6|8|8|8|7|6|4
19th|
+14/+9/+4|
+6|
+11|
+11|Martial Metamagic|6|8|8|8|8|6|5
20th|
+15/+10/+5|
+6|
+12|
+12|Absorb Spell Energy, Spellgrace +4|6|8|8|8|8|7|5
[/table]
Class Features The following are all class features of the Disciple of the Arcane Order.
Weapon and Armor Proficiencies: Disciples of the Arcane Order are proficient with all simple weapons and with light armor and bucklers, but no other armor or shields.
Spellcasting: Disciples of the Arcane Order cast arcane spells, which are drawn from the Disciple's spell list (see below). A Disciple can cast any spell he knows without preparing it ahead of time, just as a sorcerer can.
To learn or cast a spell, a Disciple must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0th-level spells, Int 11 for 1st level spells, and so on). The Difficulty Class of a saving throw against a Disciple's spells is 10 + the level of the spell + the Disciple's Int modifier.
A Disciple can only cast a certain number of spells of a given spell level per day; the base daily allotment for each spell level is shown on the table above. In addition, a Disciple gains bonus spells per day for having a high Intelligence score.
Spells Known: A Disciple begins play knowing two 1st level spells and a number of 0th level spells equal to his Intelligence bonus (minimum of 1).
Each time you gain a new Disciple level, you learn two new spells of any level you can cast, chosen from the Disciple spell list.
Upon reaching 4th level and at every subsequent even-numbered level (6th, 8th, etc) you can choose to learn a new spell in place of one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell's level must be the same as that of the spell being exchanged. You can only swap a single spell at any given level, and you must choose whether or not to swap the spell at the same time that you gain new spells known for the level.
Attune Gauntlets (Su): By sacrificing an unused spellslot for the day, a Disciple can imbue a worn gauntlet with arcane energy as a swift action. When attuning a gauntlet, the Disciple chooses one of the energy types described below; an attuned gauntlet deals an additional 1d6 points of damage of the appropriate type per spell level of the sacrificed spell slot. A Disciple may attune any number of worn gauntlets, though each must be attuned separately. An attuned gauntlet retains its magic until the Disciple rests to regain spells or until it leaves his grasp, at which point it becomes nothing more than the base item once more.
The same gauntlet may be attuned again while already attuned to a specific element, but the effects do not stack; the new effect overwrites the previous attunement.
A Disciple may sacrifice a 0th level spell slot to attune a gauntlet; doing so does not grant bonus damage to successful attacks with the gauntlet, but does allow those attacks to benefit from his Arcane Resonance ability.
Air: A gauntlet imbued with air energy flares to life with lashes of wind on an attack, dealing bonus slashing damage.
Acid: A gauntlet imbued with acid splashes small quantities of caustic liquid across the Disciple's foe on a successful attack, dealing bonus acid damage.
Earth: A gauntlet imbued with earthen energy discharges a burst of rocky spires on a successful attack, dealing bonus piercing damage.
Flame: A gauntlet imbued with the force of fire flashes white-hot on contact with a foe, dealing bonus fire damage.
Frost: A gauntlet imbued with frost energy sends a chill through the body of a foe it touches, dealing bonus cold damage.
Shock: A gauntlet imbued with electricity releases a massive jolt on contact with a foe, dealing bonus electric damage.
Arcane Resonance (Su): When making an attack with an attuned gauntlet, a Disciple gains a +1 bonus to his attack roll. At 6th level and every 5 levels thereafter, this bonus increases by an additional point.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause spells to fail if those spells have a somatic component. A Disciple's limited focus and specialized training, however, allows them to avoid arcane spell failure so long as they wear armor no heavier than light armor and shields no more restrictive than bucklers. This ability applies only to Disciple spells, not to spells that may be gained from levels in other arcane spellcasting classes.
Improved Unarmed Strike: A Disciple gains Improved Unarmed Strike as a bonus feat at 1st level.
Spellbattle (Ex): As a full-round action, a Disciple of 2nd level or higher can make a single melee attack (or a mainhand and offhand attack, if he possesses the Two-weapon Fighting feat) and cast a Disciple spell with a casting time of 1 standard action or less that targets one or more enemies. The subject of his attacks must be a target of the spell cast in this fashion. The Disciple does not provoke an attack of opportunity for casting this spell if he successfully lands at least one attack as part of the action.
Imbue Gauntlets (Su): As a full-round action, a Disciple of 3rd level or higher can imbue a worn gauntlet with spell energy. This ability functions as though the Disciple's gauntlets were spell storing weapons, except that the gauntlets can hold any level of Disciple spell, but only Disciple spells. If a gauntlet imbued in this fashion leaves the Disciple's grasp, the spell energy becomes inert and unusable until he regains the gauntlet.
Mage Slayer: At 4th level, a Disciple gains Mage Slayer Complete Arcane as a bonus feat. He does not suffer from the usual reduction to caster level from this feat (though if he possesses the Mage Slayer feat prior to reaching the 4th level in this class, he suffers the full normal penalty until he attains this class feature).
Martial Metamagic (Ex): Beginning at 4th level, the Disciple selects a single metamagic feat. Whenever he succeeds on making an attack delivered via his Spellbattle ability, the spell level adjustment for the chosen metamagic feat is reduced by 1 for the next spell he casts before the end of the next round, and he does not increase the casting time for the spell as usual for spontaneous casters. This reduction in cost cannot reduce the spell level adjustment for the chosen metamagic feat below 0. The Disciple can select a metamagic feat that he does not possess, but gains no benefit from this class feature until he possesses it.
At 9th level and every five levels thereafter, the Disciple may select another metamagic feat to apply this effect to. He must choose which metamagic feat to apply the reduction to for each attack delivered in a spellbattle.
The Disciple's foe must pose a legitimate threat for him to benefit from Martial Metamagic.
Spellgrace (Su): Beginning at 5th level, the Disciple gains a +1 class bonus to all saving throws made to resist the effects of a spell or spell-like ability. At 10th level and every five levels thereafter, this bonus to saving throws increases by an additional point.
Improved Spellbattle (Ex): Beginning at 6th level, whenever the Disciple uses his Spellbattle ability, he may attempt to counterspell a spell he identifies before the start of his next turn as an immediate action. The Disciple may attempt to counterspell the spell as normal if he knows the spell being cast, otherwise he may sacrifice an unused spell slot for the day to counterspell as the counterspelling function of greater dispel magic, except that he takes a penalty to the dispel check equal to the difference between the level of the spell being cast and that of his sacrificed spell slot (the Disciple does not gain a bonus for sacrificing a spell slot of a higher level than the spell being cast).
Arcane Evasion (Ex): Beginning at 7th level, a Disciple can avoid magical attacks with great agility. If he makes a successful Reflex saving throw against an spell that normally deals half damage on a successful save, he instead takes no damage. Arcane Evasion can be used only if the Disciple is wearing light or no armor. A helpless Disciple does not gain the benefit of arcane evasion.
Pierce Magical Protection: At 8th level, a Disciple gains Pierce Magical Protection Complete Arcane as a bonus feat. He does not suffer from the usual reduction to caster level from this feat (though if he possesses the Pierce Magical Protection feat prior to reaching the 8th level in this class, he suffers the full normal penalty until he attains this class feature).
Pierce Magical Concealment: At 12th level, a Disciple gains Pierce Magical Concealment Complete Arcane as a bonus feat. He does not suffer from the usual reduction to caster level from this feat (though if he possesses the Pierce Magical Concealment feat prior to reaching the 12th level in this class, he suffers the full normal penalty until he attains this class feature).
Improved Arcane Evasion (Ex): Beginning at 13th level, while a Disciple still takes no damage on a successful Reflex save, he henceforth takes only half damage on a failed Reflex save against a spell.
Overwhelming Spellbattle (Ex): Beginning at 17th level, when using his Spellbattle ability, a Disciple automatically overcomes a number of points of spell resistance with the spell cast from the Spellbattle equal to his class level, provided he hit with at least one attack from the Spellbattle.
Form of War (Su): Beginning at 18th level, once per encounter as a standard action, a Disciple may take on the form of an arcane juggernaut for a number of rounds equal to his Intelligence modifier. While in this form, the Disciple increases in size by one category and gains construct immunities, damage reduction 10/-, and spell resistance equal to 10+class level.
Absorb Spell Energy (Su): At 20th level, a Disciple can store residual energy from spells that affect him, to later cast duplicates of those spells.
Whenever a Disciple is subjected to the effects of a spell, whether he resists its effects entirely or not, he may cast an exact duplicate of that spell at any point within the next 24 hours, using statistics identical to those of the caster at the time he was affected. The Disciple may only store a number of spell levels in this fashion equal to his class level.
http://img684.imageshack.us/img684/5639/powafist.png
Image is credit to Eidenet of deviantArt.
Hit Dice: d8
Starting Age: Simple
Starting Gold: 4d4x10
Class Skills
The Disciple of the Arcane Order's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Tumble (Dex)
Skills Points at Each Level: 4 + int
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|-0-|-1-|-2-|-3-|-4-|-5-|-6-
1st|
+0|
+0|
+2|
+2|Attune Gauntlets, Arcane Resonance +1, Armored Mage, Improved Unarmed Strike|3|2|-|-|-|-|-
2nd|
+1|
+0|
+3|
+3|Spellbattle|4|3|-|-|-|-|-
3rd|
+2|
+1|
+3|
+3|Imbue Gauntlets|5|4|-|-|-|-|-
4th|
+3|
+1|
+4|
+4|Mage Slayer, Martial Metamagic|6|5|2|-|-|-|-
5th|
+3|
+1|
+4|
+4|Spellgrace +1|6|5|3|-|-|-|-
6th|
+4|
+2|
+5|
+5|Arcane Resonance +2, Improved Spellbattle|6|6|4|-|-|-|-
7th|
+5|
+2|
+5|
+5|Arcane Evasion|6|6|5|2|-|-|-
8th|
+6/+1|
+2|
+6|
+6|Pierce Magical Protection|6|7|5|3|-|-|-
9th|
+6/+1|
+3|
+6|
+6|Martial Metamagic|6|7|6|4|-|-|-
10th|
+7/+2|
+3|
+7|
+7|Spellgrace +2|6|8|6|5|2|-|-
11th|
+8/+3|
+3|
+7|
+7|Arcane Resonance +3|6|8|7|5|3|-|-
12th|
+9/+4|
+4|
+8|
+8|Pierce Magical Concealment|6|8|7|6|4|-|-
13th|
+9/+4|
+4|
+8|
+8|Improved Arcane Evasion|6|8|8|6|5|2|-
14th|
+10/+5|
+4|
+9|
+9|Martial Metamagic|6|8|8|7|5|3|-
15th|
+11/+6/+1|
+5|
+9|
+9|Spellgrace +3|6|8|8|7|6|4|-
16th|
+12/+7/+2|
+5|
+10|
+10|Arcane Resonance +4|6|8|8|8|6|5|2
17th|
+12/+7/+2|
+5|
+10|
+10|Overwhelming Spellbattle|6|8|8|8|7|5|3
18th|
+13/+8/+3|
+6|
+11|
+11|Form of War|6|8|8|8|7|6|4
19th|
+14/+9/+4|
+6|
+11|
+11|Martial Metamagic|6|8|8|8|8|6|5
20th|
+15/+10/+5|
+6|
+12|
+12|Absorb Spell Energy, Spellgrace +4|6|8|8|8|8|7|5
[/table]
Class Features The following are all class features of the Disciple of the Arcane Order.
Weapon and Armor Proficiencies: Disciples of the Arcane Order are proficient with all simple weapons and with light armor and bucklers, but no other armor or shields.
Spellcasting: Disciples of the Arcane Order cast arcane spells, which are drawn from the Disciple's spell list (see below). A Disciple can cast any spell he knows without preparing it ahead of time, just as a sorcerer can.
To learn or cast a spell, a Disciple must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0th-level spells, Int 11 for 1st level spells, and so on). The Difficulty Class of a saving throw against a Disciple's spells is 10 + the level of the spell + the Disciple's Int modifier.
A Disciple can only cast a certain number of spells of a given spell level per day; the base daily allotment for each spell level is shown on the table above. In addition, a Disciple gains bonus spells per day for having a high Intelligence score.
Spells Known: A Disciple begins play knowing two 1st level spells and a number of 0th level spells equal to his Intelligence bonus (minimum of 1).
Each time you gain a new Disciple level, you learn two new spells of any level you can cast, chosen from the Disciple spell list.
Upon reaching 4th level and at every subsequent even-numbered level (6th, 8th, etc) you can choose to learn a new spell in place of one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell's level must be the same as that of the spell being exchanged. You can only swap a single spell at any given level, and you must choose whether or not to swap the spell at the same time that you gain new spells known for the level.
Attune Gauntlets (Su): By sacrificing an unused spellslot for the day, a Disciple can imbue a worn gauntlet with arcane energy as a swift action. When attuning a gauntlet, the Disciple chooses one of the energy types described below; an attuned gauntlet deals an additional 1d6 points of damage of the appropriate type per spell level of the sacrificed spell slot. A Disciple may attune any number of worn gauntlets, though each must be attuned separately. An attuned gauntlet retains its magic until the Disciple rests to regain spells or until it leaves his grasp, at which point it becomes nothing more than the base item once more.
The same gauntlet may be attuned again while already attuned to a specific element, but the effects do not stack; the new effect overwrites the previous attunement.
A Disciple may sacrifice a 0th level spell slot to attune a gauntlet; doing so does not grant bonus damage to successful attacks with the gauntlet, but does allow those attacks to benefit from his Arcane Resonance ability.
Air: A gauntlet imbued with air energy flares to life with lashes of wind on an attack, dealing bonus slashing damage.
Acid: A gauntlet imbued with acid splashes small quantities of caustic liquid across the Disciple's foe on a successful attack, dealing bonus acid damage.
Earth: A gauntlet imbued with earthen energy discharges a burst of rocky spires on a successful attack, dealing bonus piercing damage.
Flame: A gauntlet imbued with the force of fire flashes white-hot on contact with a foe, dealing bonus fire damage.
Frost: A gauntlet imbued with frost energy sends a chill through the body of a foe it touches, dealing bonus cold damage.
Shock: A gauntlet imbued with electricity releases a massive jolt on contact with a foe, dealing bonus electric damage.
Arcane Resonance (Su): When making an attack with an attuned gauntlet, a Disciple gains a +1 bonus to his attack roll. At 6th level and every 5 levels thereafter, this bonus increases by an additional point.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause spells to fail if those spells have a somatic component. A Disciple's limited focus and specialized training, however, allows them to avoid arcane spell failure so long as they wear armor no heavier than light armor and shields no more restrictive than bucklers. This ability applies only to Disciple spells, not to spells that may be gained from levels in other arcane spellcasting classes.
Improved Unarmed Strike: A Disciple gains Improved Unarmed Strike as a bonus feat at 1st level.
Spellbattle (Ex): As a full-round action, a Disciple of 2nd level or higher can make a single melee attack (or a mainhand and offhand attack, if he possesses the Two-weapon Fighting feat) and cast a Disciple spell with a casting time of 1 standard action or less that targets one or more enemies. The subject of his attacks must be a target of the spell cast in this fashion. The Disciple does not provoke an attack of opportunity for casting this spell if he successfully lands at least one attack as part of the action.
Imbue Gauntlets (Su): As a full-round action, a Disciple of 3rd level or higher can imbue a worn gauntlet with spell energy. This ability functions as though the Disciple's gauntlets were spell storing weapons, except that the gauntlets can hold any level of Disciple spell, but only Disciple spells. If a gauntlet imbued in this fashion leaves the Disciple's grasp, the spell energy becomes inert and unusable until he regains the gauntlet.
Mage Slayer: At 4th level, a Disciple gains Mage Slayer Complete Arcane as a bonus feat. He does not suffer from the usual reduction to caster level from this feat (though if he possesses the Mage Slayer feat prior to reaching the 4th level in this class, he suffers the full normal penalty until he attains this class feature).
Martial Metamagic (Ex): Beginning at 4th level, the Disciple selects a single metamagic feat. Whenever he succeeds on making an attack delivered via his Spellbattle ability, the spell level adjustment for the chosen metamagic feat is reduced by 1 for the next spell he casts before the end of the next round, and he does not increase the casting time for the spell as usual for spontaneous casters. This reduction in cost cannot reduce the spell level adjustment for the chosen metamagic feat below 0. The Disciple can select a metamagic feat that he does not possess, but gains no benefit from this class feature until he possesses it.
At 9th level and every five levels thereafter, the Disciple may select another metamagic feat to apply this effect to. He must choose which metamagic feat to apply the reduction to for each attack delivered in a spellbattle.
The Disciple's foe must pose a legitimate threat for him to benefit from Martial Metamagic.
Spellgrace (Su): Beginning at 5th level, the Disciple gains a +1 class bonus to all saving throws made to resist the effects of a spell or spell-like ability. At 10th level and every five levels thereafter, this bonus to saving throws increases by an additional point.
Improved Spellbattle (Ex): Beginning at 6th level, whenever the Disciple uses his Spellbattle ability, he may attempt to counterspell a spell he identifies before the start of his next turn as an immediate action. The Disciple may attempt to counterspell the spell as normal if he knows the spell being cast, otherwise he may sacrifice an unused spell slot for the day to counterspell as the counterspelling function of greater dispel magic, except that he takes a penalty to the dispel check equal to the difference between the level of the spell being cast and that of his sacrificed spell slot (the Disciple does not gain a bonus for sacrificing a spell slot of a higher level than the spell being cast).
Arcane Evasion (Ex): Beginning at 7th level, a Disciple can avoid magical attacks with great agility. If he makes a successful Reflex saving throw against an spell that normally deals half damage on a successful save, he instead takes no damage. Arcane Evasion can be used only if the Disciple is wearing light or no armor. A helpless Disciple does not gain the benefit of arcane evasion.
Pierce Magical Protection: At 8th level, a Disciple gains Pierce Magical Protection Complete Arcane as a bonus feat. He does not suffer from the usual reduction to caster level from this feat (though if he possesses the Pierce Magical Protection feat prior to reaching the 8th level in this class, he suffers the full normal penalty until he attains this class feature).
Pierce Magical Concealment: At 12th level, a Disciple gains Pierce Magical Concealment Complete Arcane as a bonus feat. He does not suffer from the usual reduction to caster level from this feat (though if he possesses the Pierce Magical Concealment feat prior to reaching the 12th level in this class, he suffers the full normal penalty until he attains this class feature).
Improved Arcane Evasion (Ex): Beginning at 13th level, while a Disciple still takes no damage on a successful Reflex save, he henceforth takes only half damage on a failed Reflex save against a spell.
Overwhelming Spellbattle (Ex): Beginning at 17th level, when using his Spellbattle ability, a Disciple automatically overcomes a number of points of spell resistance with the spell cast from the Spellbattle equal to his class level, provided he hit with at least one attack from the Spellbattle.
Form of War (Su): Beginning at 18th level, once per encounter as a standard action, a Disciple may take on the form of an arcane juggernaut for a number of rounds equal to his Intelligence modifier. While in this form, the Disciple increases in size by one category and gains construct immunities, damage reduction 10/-, and spell resistance equal to 10+class level.
Absorb Spell Energy (Su): At 20th level, a Disciple can store residual energy from spells that affect him, to later cast duplicates of those spells.
Whenever a Disciple is subjected to the effects of a spell, whether he resists its effects entirely or not, he may cast an exact duplicate of that spell at any point within the next 24 hours, using statistics identical to those of the caster at the time he was affected. The Disciple may only store a number of spell levels in this fashion equal to his class level.