Xerlith
2013-08-18, 09:11 AM
As both my table and I love the gish archetype, yet are constantly reminded by the game that on low levels it is almost unplayable, I made a short class that is, I hope, not too powerful while enabling the spellsword (I hate the "gish" word, sounds like someone sneezed) archetype to come to play early-on. The class comes in two variants - ToB and non-ToB, since I like it that way and I know that for some ToB is a no-go.
This should rather significantly buff melee... gishes.
The Sublime Arcanist
Alignment
Any
Hit Die
d6
Class Skills
The Sublime Arcanist's class skills (and the key ability for each skill) are Climb (Str), Diplomacy (Cha), Jump (Str), Knowledge (all skills) (Int), Listen (Wis), Martial Lore (Int), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level
4 + Int modifier (x4 at 1st level).
Sublime Arcanist
Level
BAB
Fort
Ref
Will
Special
Spellcasting
1st
+0
+0
+0
+2
AC Bonus, Arcane Form
-
2nd
+1
+0
+0
+3
Spellstrike
+1 level of existing arcane spellcasting
3rd
+2
+1
+1
+3
Arcane Edge
+1 level of existing arcane spellcasting
Maneuvers
Known
Readied
Stances
2
2
1
3
2
1
4
3
1
Class Features
Weapon and Armor Proficiency
Sublime Arcanists are proficient with all simple weapons, two martial weapons of their choice and shortbows. They are proficient with light armor, but not with shields.
Spells per Day
At 2nd and 3rd level, you gain new spells per day (and spells known, if applicable) as if you had also gained a level in a spellcasting class you belonged to before adding the level. You do not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on).
If you had more than one spellcasting class before you became a Sublime Arcanist, you must decide to which class you add the level of Sublime Arcanist.
If a you had no levels in a spellcasting class, you may choose to begin a sorcerer or wizard progression (So a Sublime Arcanist 2 may cast spells as a 1st level Wizard or Sorcerer), that may be progressed further by taking the appropriate base class.
Maneuvers: You begin your career with knowledge of two martial maneuvers. You are able to learn maneuvers from any three disciplines chosen by you at the first level of this class. You add the discipline skills to your skill list. Once you know a maneuver, you must ready it before you can use it.
Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. You must meet a maneuver’s prerequisite to learn it.
Maneuvers Readied: You can ready all two of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter.
Whenever you cast a spell, you may choose to recover a number of maneuvers equal to the spell's level or your main spellcasting ability modifier, whichever would be lower. For this purpose cantrips count as 1-st level spells.
Stances Known: You begin play with knowledge of one 1st level stance from any discipline open to you. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
AC Bonus(Ex): Whether by a smart positioning or graceful movements, you are able to avoid many attacks directed at you. You add your Intelligence or Charisma modifier (whichever would be higher) as a bonus to Armor Class, so long as you wear light or no armor, are unencumbered, and do not use a shield.
These bonuses to AC apply even against touch attacks but not if you are flat-footed.
You lose these bonuses when you are immobilized or helpless, when you wear any armor heavier than light , when you carry a shield, or when you carry a medium or heavy load.
This doesn't stack with similar abilities (Such as Monk's or Swordsage's ability of the same name).
Arcane Form (Su): Beginning at 1st level, whenever you cast an arcane spell, you add the spell's level as a bonus to an attack roll and your main spellcasting ability modifier as a bonus to damage to all the attacks you make before the end of your next turn.
Spellstrike (Su): Beginning at 2nd level, you can use a standard action to cast any cantrip or touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
This attack uses the weapon’s critical range, but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Alternatively, you may use a full-round action to cast and deliver an eligible spell as a part of a martial strike. The martial strike must have initiating time of a standard action.
Spellstrike applies and benefits from Arcane Form.
Arcane Edge (Su): Beginning at 3rd level, as a swift action, you may sacrifice a prepared spell or spell slot to double any slashing or piercing weapon's threat range for a number of rounds equal to the level of the spell sacrificed. This bonus does not stack wih the Improved Critical feat or the keen special weapon property.
A 0th level spell can be used with this ability. In such a case, only one attack benefits from it. The attack must be made before the end of your current turn.
__________________________________________________
The Martial Arcanist
Alignment
Any
Hit Die
d8
Class Skills
The Martial Arcanist's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (all skills) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level
4 + Int modifier (x4 at 1st level).
Martial Arcanist
Level
BAB
Fort
Ref
Will
Special
Spellcasting
1st
+1
+2
+0
+2
AC Bonus, Arcane Form
-
2nd
+2
+3
+0
+3
Spellstrike
+1 level of existing arcane spellcasting
3rd
+3
+3
+1
+3
Arcane Edge, Bonus Feat
+1 level of existing arcane spellcasting
Class Features
Weapon and Armor Proficiency
Martial Arcanists are proficient with all simple weapons, two martial weapons of their choice and shortbows. They are proficient with light armor, but not with shields.
Spells per Day
At 2nd and 3rd level, you gain new spells per day (and spells known, if applicable) as if you had also gained a level in a spellcasting class you belonged to before adding the level. You do not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on).
If you had more than one spellcasting class before you became a Martial Arcanist, you must decide to which class you add the level of Martial Arcanist.
If a you had no levels in a spellcasting class, you may choose to begin a sorcerer or wizard progression (So a Martial Arcanist 2 may cast spells as a 1st level Wizard or Sorcerer), that may be progressed further by taking the appropriate base class.
AC Bonus(Ex): Whether by a smart positioning or graceful movements, you are able to avoid many attacks directed at you. You add your Intelligence or Charisma modifier (whichever would be higher) as a bonus to Armor Class, so long as you wear light or no armor, are unencumbered, and do not use a shield.
These bonuses to AC apply even against touch attacks but not if you are flat-footed.
You lose these bonuses when you are immobilized or helpless, when you wear any armor heavier than light , when you carry a shield, or when you carry a medium or heavy load.
This doesn't stack with similar abilities (Such as Monk's or Swordsage's ability of the same name).
Arcane Form (Su): Beginning at 1st level, whenever you cast an arcane spell, you add the spell's level as a bonus to hit and your main spellcasting ability modifier as a bonus to your weapon damage until the end of your next turn.
Spellstrike (Su): Beginning at 2nd level, you can use a standard action to cast any cantrip or touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
This attack uses the weapon’s critical range, but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Spellstrike applies and benefits from Arcane Form.
Arcane Edge (Su): Beginning at 3rd level, as a swift action, you may sacrifice a prepared spell or spell slot to double any slashing or piercing weapon's threat range and increase the weapon's critical multiplier by 1 for a number of rounds equal to the level of the spell sacrificed. This bonus does not stack wih the Improved Critical feat or the keen special weapon property.
A 0th level spell can be used with this ability. In such a case, only one attack benefits from it. The attack must be made before the end of your current turn.
Bonus Feat:At 3rd level you may pick either a fighter bonus feat or any metamagic or spell enhancement feat for which you meet the prerequisites.
____________________________________
Notes: I'm particularly worried about giving them a wizard spellcasting _start_, which means that you can be a wizard without a wizard level... But then, you lose a caster level anyway.
Also, if all in all the class is too strong, I'd rather nerf the abilities than the spellcasting progression.
Medium BAB and 2/3 spellcasting with one good save seemed rather balanced to me.
Note as of 2013-08-19: With the new Arcane Strike this actually has some pretty nice early-level combat options. I hope this class doesn't step on the Duskblade's toes too much (since the Magus and the Duskblade were my reference points on this one).
This should rather significantly buff melee... gishes.
The Sublime Arcanist
Alignment
Any
Hit Die
d6
Class Skills
The Sublime Arcanist's class skills (and the key ability for each skill) are Climb (Str), Diplomacy (Cha), Jump (Str), Knowledge (all skills) (Int), Listen (Wis), Martial Lore (Int), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level
4 + Int modifier (x4 at 1st level).
Sublime Arcanist
Level
BAB
Fort
Ref
Will
Special
Spellcasting
1st
+0
+0
+0
+2
AC Bonus, Arcane Form
-
2nd
+1
+0
+0
+3
Spellstrike
+1 level of existing arcane spellcasting
3rd
+2
+1
+1
+3
Arcane Edge
+1 level of existing arcane spellcasting
Maneuvers
Known
Readied
Stances
2
2
1
3
2
1
4
3
1
Class Features
Weapon and Armor Proficiency
Sublime Arcanists are proficient with all simple weapons, two martial weapons of their choice and shortbows. They are proficient with light armor, but not with shields.
Spells per Day
At 2nd and 3rd level, you gain new spells per day (and spells known, if applicable) as if you had also gained a level in a spellcasting class you belonged to before adding the level. You do not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on).
If you had more than one spellcasting class before you became a Sublime Arcanist, you must decide to which class you add the level of Sublime Arcanist.
If a you had no levels in a spellcasting class, you may choose to begin a sorcerer or wizard progression (So a Sublime Arcanist 2 may cast spells as a 1st level Wizard or Sorcerer), that may be progressed further by taking the appropriate base class.
Maneuvers: You begin your career with knowledge of two martial maneuvers. You are able to learn maneuvers from any three disciplines chosen by you at the first level of this class. You add the discipline skills to your skill list. Once you know a maneuver, you must ready it before you can use it.
Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. You must meet a maneuver’s prerequisite to learn it.
Maneuvers Readied: You can ready all two of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter.
Whenever you cast a spell, you may choose to recover a number of maneuvers equal to the spell's level or your main spellcasting ability modifier, whichever would be lower. For this purpose cantrips count as 1-st level spells.
Stances Known: You begin play with knowledge of one 1st level stance from any discipline open to you. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
AC Bonus(Ex): Whether by a smart positioning or graceful movements, you are able to avoid many attacks directed at you. You add your Intelligence or Charisma modifier (whichever would be higher) as a bonus to Armor Class, so long as you wear light or no armor, are unencumbered, and do not use a shield.
These bonuses to AC apply even against touch attacks but not if you are flat-footed.
You lose these bonuses when you are immobilized or helpless, when you wear any armor heavier than light , when you carry a shield, or when you carry a medium or heavy load.
This doesn't stack with similar abilities (Such as Monk's or Swordsage's ability of the same name).
Arcane Form (Su): Beginning at 1st level, whenever you cast an arcane spell, you add the spell's level as a bonus to an attack roll and your main spellcasting ability modifier as a bonus to damage to all the attacks you make before the end of your next turn.
Spellstrike (Su): Beginning at 2nd level, you can use a standard action to cast any cantrip or touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
This attack uses the weapon’s critical range, but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Alternatively, you may use a full-round action to cast and deliver an eligible spell as a part of a martial strike. The martial strike must have initiating time of a standard action.
Spellstrike applies and benefits from Arcane Form.
Arcane Edge (Su): Beginning at 3rd level, as a swift action, you may sacrifice a prepared spell or spell slot to double any slashing or piercing weapon's threat range for a number of rounds equal to the level of the spell sacrificed. This bonus does not stack wih the Improved Critical feat or the keen special weapon property.
A 0th level spell can be used with this ability. In such a case, only one attack benefits from it. The attack must be made before the end of your current turn.
__________________________________________________
The Martial Arcanist
Alignment
Any
Hit Die
d8
Class Skills
The Martial Arcanist's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (all skills) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level
4 + Int modifier (x4 at 1st level).
Martial Arcanist
Level
BAB
Fort
Ref
Will
Special
Spellcasting
1st
+1
+2
+0
+2
AC Bonus, Arcane Form
-
2nd
+2
+3
+0
+3
Spellstrike
+1 level of existing arcane spellcasting
3rd
+3
+3
+1
+3
Arcane Edge, Bonus Feat
+1 level of existing arcane spellcasting
Class Features
Weapon and Armor Proficiency
Martial Arcanists are proficient with all simple weapons, two martial weapons of their choice and shortbows. They are proficient with light armor, but not with shields.
Spells per Day
At 2nd and 3rd level, you gain new spells per day (and spells known, if applicable) as if you had also gained a level in a spellcasting class you belonged to before adding the level. You do not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on).
If you had more than one spellcasting class before you became a Martial Arcanist, you must decide to which class you add the level of Martial Arcanist.
If a you had no levels in a spellcasting class, you may choose to begin a sorcerer or wizard progression (So a Martial Arcanist 2 may cast spells as a 1st level Wizard or Sorcerer), that may be progressed further by taking the appropriate base class.
AC Bonus(Ex): Whether by a smart positioning or graceful movements, you are able to avoid many attacks directed at you. You add your Intelligence or Charisma modifier (whichever would be higher) as a bonus to Armor Class, so long as you wear light or no armor, are unencumbered, and do not use a shield.
These bonuses to AC apply even against touch attacks but not if you are flat-footed.
You lose these bonuses when you are immobilized or helpless, when you wear any armor heavier than light , when you carry a shield, or when you carry a medium or heavy load.
This doesn't stack with similar abilities (Such as Monk's or Swordsage's ability of the same name).
Arcane Form (Su): Beginning at 1st level, whenever you cast an arcane spell, you add the spell's level as a bonus to hit and your main spellcasting ability modifier as a bonus to your weapon damage until the end of your next turn.
Spellstrike (Su): Beginning at 2nd level, you can use a standard action to cast any cantrip or touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
This attack uses the weapon’s critical range, but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Spellstrike applies and benefits from Arcane Form.
Arcane Edge (Su): Beginning at 3rd level, as a swift action, you may sacrifice a prepared spell or spell slot to double any slashing or piercing weapon's threat range and increase the weapon's critical multiplier by 1 for a number of rounds equal to the level of the spell sacrificed. This bonus does not stack wih the Improved Critical feat or the keen special weapon property.
A 0th level spell can be used with this ability. In such a case, only one attack benefits from it. The attack must be made before the end of your current turn.
Bonus Feat:At 3rd level you may pick either a fighter bonus feat or any metamagic or spell enhancement feat for which you meet the prerequisites.
____________________________________
Notes: I'm particularly worried about giving them a wizard spellcasting _start_, which means that you can be a wizard without a wizard level... But then, you lose a caster level anyway.
Also, if all in all the class is too strong, I'd rather nerf the abilities than the spellcasting progression.
Medium BAB and 2/3 spellcasting with one good save seemed rather balanced to me.
Note as of 2013-08-19: With the new Arcane Strike this actually has some pretty nice early-level combat options. I hope this class doesn't step on the Duskblade's toes too much (since the Magus and the Duskblade were my reference points on this one).