Somensjev
2014-01-19, 08:19 AM
the armamentalist, a perfect combination of sword and magic, they can channel spells through their blades, they can make allies or foes stronger or weaker, they can throw spells at all who stand in their way
hit die: D6
skills points: 4+int mod (x4 at 1st level)
class skills: knowledge (arcana), spellcraft, concentration, profession, craft, swim, climb, intimidate, search, spot, listen, jump
{table=head]Level|BAB|ref|fort|will|special|{colsp=8}spells per day
{colsp=6}|0|1|2|3|4|5|6|7
1|+1|+2|+2|+2|channel 3/day|5|2|-|-|-|-|-|-
2|+2|+3|+3|+3|+5 deflection bonus to AC|6|3|-|-|-|-|-|-
3|+3|+3|+3|+3|free still spell 2/day|7|4|1|-|-|-|-|-
4|+4|+4|+4|+4|aura of competency|8|5|2|-|-|-|-|-
5|+5|+4|+4|+4|channel 6/day|8|5|3|-|-|-|-|-
6|+6/+1|+5|+5|+5|free silent spell 4/day, +20 hp|8|5|4|1|-|-|-|-
7|+7/+2|+5|+5|+5|free still spell 4/day|8|5|5|2|-|-|-|-
8|+8/+3|+6|+6|+6|quick blade|8|5|5|3|-|-|-|-
9|+9/+4|+6|+6|+6|channel 9/day|8|5|5|4|1|-|-|-
10|+10/+5|+7|+7|+7|absorb weapon|8|5|5|5|2|-|-|-
11|+11/+6/+1|+7|+7|+7|antimagic aura 2/day|8|5|5|5|3|-|-|-
12|+12/+7/+2|+8|+8|+8|free maximise spell 6/day |8|5|5|5|4|1|-|-
13|+13/+8/+3|+8|+8|+8|flitting blade|8|5|5|5|5|2|-|-
14|+14/+9/+4|+9|+9|+9|aura of incompetency|8|5|5|5|5|3|-|-
15|+15/+10/+5|+9|+9|+9|antimagic aura 4/day|8|5|5|5|5|4|1|-
16|+16/+11/+6/+1|+10|+10|+10|+60 land base speed|8|5|5|5|5|5|2|-
17|+17/+12/+7/+2|+10|+10|+10|flashing blade|8|5|5|5|5|5|3|-
18|+18/+13/+8/+3|+11|+11|+11|-|8|5|5|5|5|5|4|1
19|+19/+14/+9/+4|+11|+11|+11|antimagic aura 8/day|8|5|5|5|5|5|5|2
20|+20/+15/+10/+5|+12|+12|+12|flurry of blades|8|5|5|5|5|5|5|3
[/table]
spells: the armamentalist casts arcane spells from the armamentalist spell list
the saves for an armamentalist's spells is 10+spell level+int modifier
free metamagic is metamagic which does not increase casting time, or increase the effective level of a spell.
eg, a free silent fireball takes the same casting time as a normal fireball, and uses a spell slot of the same level
the only free metamagic which reduces casting time is free quicken, which reduces casting time
channel: as a duskblade
aura of competency (Su): allies within a 10ft radius of you gain a +2 untyped bonus to attacks, saves and skill checks
quick blade (Ex): an 8th level armamentalist gains an extra attack at full BAB during a full attack (at eight level this gives them a full attack of +8/+8/+3)
absorb weapon (su): used as the spell (http://dndtools.eu/spells/spell-compendium--86/absorb-weapon--3565/)
it is an at-will ability, and can store up to four weapons on a human, one on each limb
antimagic aura (su): at 11th level and every four levels thereafter an armamentalist gainst the ability to use an antimagic aura, which lasts as long as the armamentalist can make successful concentration checks (DC 20)
at every four level the antimagic aura gains another 20ft to radius (11th is 20ft, 15th is 40ft, and 19th is 60ft)
the antimagic aura is identical to an antimagic field, with a caster level equal to the armamentalist's HD+int mod
the armamentalist can not move, attack, or cast spells while concentrating on the aura
flitting blade (Ex): at 13th level an armamentalist gains an extra attack at full BAB-5 during full attacks (at 13th level they have a full attack of +13/+13/+8/+8/+3)
aura of incompetency (Su): enemies within a 30ft radius of an armamentalist with this ability take a -4 penalty to to-hit, damage, armour class, saves, and skill checks
flashing blade (Ex): at 17th level an armamentalist gains an extra attack at full BAB-10 during full attacks (at 17th level they have a full attack of +17/+17/+12/+12/+7/+7/+2)
flurry of blades (Ex): at 20th level an armamentalist gains an extra attack at full BAB-15 during full attacks (at 20th level they have a full attack of +20/+20/+15/+15/+10/+10/+5/+5)
(edit: i'd like to get rid of the dead levels, but i'm not sure what to put there, although)
(edit2: -fixed-)
(edit3: fixed up the table a little, still mulling over the dead levels)
hit die: D6
skills points: 4+int mod (x4 at 1st level)
class skills: knowledge (arcana), spellcraft, concentration, profession, craft, swim, climb, intimidate, search, spot, listen, jump
{table=head]Level|BAB|ref|fort|will|special|{colsp=8}spells per day
{colsp=6}|0|1|2|3|4|5|6|7
1|+1|+2|+2|+2|channel 3/day|5|2|-|-|-|-|-|-
2|+2|+3|+3|+3|+5 deflection bonus to AC|6|3|-|-|-|-|-|-
3|+3|+3|+3|+3|free still spell 2/day|7|4|1|-|-|-|-|-
4|+4|+4|+4|+4|aura of competency|8|5|2|-|-|-|-|-
5|+5|+4|+4|+4|channel 6/day|8|5|3|-|-|-|-|-
6|+6/+1|+5|+5|+5|free silent spell 4/day, +20 hp|8|5|4|1|-|-|-|-
7|+7/+2|+5|+5|+5|free still spell 4/day|8|5|5|2|-|-|-|-
8|+8/+3|+6|+6|+6|quick blade|8|5|5|3|-|-|-|-
9|+9/+4|+6|+6|+6|channel 9/day|8|5|5|4|1|-|-|-
10|+10/+5|+7|+7|+7|absorb weapon|8|5|5|5|2|-|-|-
11|+11/+6/+1|+7|+7|+7|antimagic aura 2/day|8|5|5|5|3|-|-|-
12|+12/+7/+2|+8|+8|+8|free maximise spell 6/day |8|5|5|5|4|1|-|-
13|+13/+8/+3|+8|+8|+8|flitting blade|8|5|5|5|5|2|-|-
14|+14/+9/+4|+9|+9|+9|aura of incompetency|8|5|5|5|5|3|-|-
15|+15/+10/+5|+9|+9|+9|antimagic aura 4/day|8|5|5|5|5|4|1|-
16|+16/+11/+6/+1|+10|+10|+10|+60 land base speed|8|5|5|5|5|5|2|-
17|+17/+12/+7/+2|+10|+10|+10|flashing blade|8|5|5|5|5|5|3|-
18|+18/+13/+8/+3|+11|+11|+11|-|8|5|5|5|5|5|4|1
19|+19/+14/+9/+4|+11|+11|+11|antimagic aura 8/day|8|5|5|5|5|5|5|2
20|+20/+15/+10/+5|+12|+12|+12|flurry of blades|8|5|5|5|5|5|5|3
[/table]
spells: the armamentalist casts arcane spells from the armamentalist spell list
the saves for an armamentalist's spells is 10+spell level+int modifier
free metamagic is metamagic which does not increase casting time, or increase the effective level of a spell.
eg, a free silent fireball takes the same casting time as a normal fireball, and uses a spell slot of the same level
the only free metamagic which reduces casting time is free quicken, which reduces casting time
channel: as a duskblade
aura of competency (Su): allies within a 10ft radius of you gain a +2 untyped bonus to attacks, saves and skill checks
quick blade (Ex): an 8th level armamentalist gains an extra attack at full BAB during a full attack (at eight level this gives them a full attack of +8/+8/+3)
absorb weapon (su): used as the spell (http://dndtools.eu/spells/spell-compendium--86/absorb-weapon--3565/)
it is an at-will ability, and can store up to four weapons on a human, one on each limb
antimagic aura (su): at 11th level and every four levels thereafter an armamentalist gainst the ability to use an antimagic aura, which lasts as long as the armamentalist can make successful concentration checks (DC 20)
at every four level the antimagic aura gains another 20ft to radius (11th is 20ft, 15th is 40ft, and 19th is 60ft)
the antimagic aura is identical to an antimagic field, with a caster level equal to the armamentalist's HD+int mod
the armamentalist can not move, attack, or cast spells while concentrating on the aura
flitting blade (Ex): at 13th level an armamentalist gains an extra attack at full BAB-5 during full attacks (at 13th level they have a full attack of +13/+13/+8/+8/+3)
aura of incompetency (Su): enemies within a 30ft radius of an armamentalist with this ability take a -4 penalty to to-hit, damage, armour class, saves, and skill checks
flashing blade (Ex): at 17th level an armamentalist gains an extra attack at full BAB-10 during full attacks (at 17th level they have a full attack of +17/+17/+12/+12/+7/+7/+2)
flurry of blades (Ex): at 20th level an armamentalist gains an extra attack at full BAB-15 during full attacks (at 20th level they have a full attack of +20/+20/+15/+15/+10/+10/+5/+5)
(edit: i'd like to get rid of the dead levels, but i'm not sure what to put there, although)
(edit2: -fixed-)
(edit3: fixed up the table a little, still mulling over the dead levels)