View Full Version : D&D 3.x Class the armamentalist (WIP, PEACH)

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
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|-
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

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)

2014-01-20, 05:53 AM
armamentalist spell list

0 level

electric jolt (http://dndtools.eu/spells/spell-compendium--86/electric-jolt--3535/)
flare (http://dndtools.eu/spells/players-handbook-v35--6/flare--2616/)
ray of frost (http://dndtools.eu/spells/players-handbook-v35--6/ray-of-frost--2642/)
sonic snap (http://dndtools.eu/spells/spell-compendium--86/sonic-snap--4194/)
acid splash (http://dndtools.eu/spells/players-handbook-v35--6/acid-splash--2373/)

1st level

blades of fire (http://dndtools.eu/spells/spell-compendium--86/blades-of-fire--3887/)
chill touch (http://dndtools.eu/spells/players-handbook-v35--6/chill-touch--2717/)
shivering touch lesser (http://dndtools.eu/spells/frostburn--68/shivering-touch-lesser--1292/)
shocking grasp (http://dndtools.eu/spells/players-handbook-v35--6/shocking-grasp--2647/)
mage armour (http://dndtools.eu/spells/players-handbook-v35--6/mage-armor--2405/)
lesser orb of acid (http://dndtools.eu/spells/spell-compendium--86/orb-of-acid-lesser--4608/)
lesses orb of cold (http://dndtools.eu/spells/complete-arcane--55/orb-of-cold-lesser--465/)
corrosive grasp (http://dndtools.eu/spells/spell-compendium--86/corrosive-grasp--4053/)
hail of stone (http://dndtools.eu/spells/spell-compendium--86/hail-stone--4677/)
fist of stone (http://dndtools.eu/spells/complete-arcane--55/fist-of-stone--546/)
kelgore's fire bolt (http://dndtools.eu/spells/players-handbook-ii--80/kelgores-fire-bolt--2948/)
lesser orb of fire (http://dndtools.eu/spells/spell-compendium--86/orb-of-fire-lesser--4614/)
burning hands (http://dndtools.eu/spells/players-handbook-v35--6/burning-hands--2590/)

2nd level

animate weapon (http://dndtools.eu/spells/complete-mage--58/animate-weapon--866/)
allied footsteps (http://dndtools.eu/spells/complete-mage--58/allied-footsteps--795/)
animalistic power (http://dndtools.eu/spells/players-handbook-ii--80/animalistic-power--2997/)
addiction (http://dndtools.eu/spells/book-of-vile-darkness--37/addiction--158/) (may or may not be removed)
blades of fire (http://dndtools.eu/spells/complete-arcane--55/blades-of-fire--452/)
burning sword (http://dndtools.eu/spells/spell-compendium--86/burning-sword--4001/)
combust (http://dndtools.eu/spells/spell-compendium--86/combust--4039/)
dimension hop (http://dndtools.eu/spells/players-handbook-ii--80/dimension-hop--2921/)
doublespeak (http://dndtools.eu/spells/complete-mage--58/doublespeak--836/)
infernal wound (http://dndtools.eu/spells/spell-compendium--86/infernal-wound--3908/)
remove addiction (http://dndtools.eu/spells/book-of-exalted-deeds--52/remove-addiction--31/)
sonic weapon (http://dndtools.eu/spells/complete-adventurer--54/sonic-weapon--431/)
touch of idiocy (http://dndtools.eu/spells/players-handbook-ii--80/touch-idiocy--3566/)

i'll do levels 3 through 7 later
suggestions appreciated :smallbiggrin:

2014-01-21, 12:24 AM
Well... it seems a bit overpowered. Full BAB, perfect saves, and full progression casting? I'd play it just for that. Plus, Intelligence to hit and health, Strength to health, random bonuses to Charisma based skills (why?), free metamagic, and an antimagic aura? And some random base land speed bonus at 10th level? The definition of Tier 1 is pretty much full caster, so this falls into the territory, although a spell list would be needed to define it specifically.

First things first, it needs some formatting help. I'm not the best to ask, but there are guides to formatting around that can help. It also could use some of the other stats, such as HD, skills, skill points, proficiencies, and the like. Beyond that, some fluff might help explain some of their abilities more.

Then the pruning needs to begin. Without knowing the concept better (swordmage is pretty broad) it's hard to know what to take out. I would definitely pull the speed boost out, probably the Strength and Intelligence to random derived stats, and the Antimagic Aura needs to be toned down.

Beyond that, some more interesting abilities would be cool. These are almost pure utility, which is nice, but not perfect.

That's how I would begin, anyway.

2014-01-21, 12:46 AM
-useful stuff-

i havent actually decided on hit die, or skills or anything, yet, i'll put them in as i figure them out

the class currently gets access to only 7th level spells, and at a slower pace than a sorcerer or a wizard

the class is based off of this (http://dragonquest.wikia.com/wiki/Armamentalist) so i had to work in some of their abilities

the str/int to HP, and int to hit/dmg are currently just there until i can think of something more fitting (if i think of something) (-removed-)

i figured the antimagic was a bit good, but i'm not sure (-nerfed-)

the speed bonus is there because i couldn't think of anything, and the thing it's based off is fast (-replaced-)

2014-01-22, 06:42 AM
So, basically... A Warmage on the Duskblade chassis. Gestalt. On steroids. I'm sorry, but this needs major reworking.

This is almost Lightning Warrior all over again. I'd drop the BAB to medium or spell progression to 2/3 - 6th level max. Overall it's strong. It blows the duskblade, the warblade, crusader and the swordsage out of the water.

Now - you should decide on the theme and flavor of the class then build around it. As it is now, it's just a bunch of seemingly random abilities glued together on a too-good chassis.

My advice is you take the magic-related abilities and keep them intact, then build other abilities around them. I find that it's good to have a balance point. Take a look at how PF Magus plays out, then take a long look at the Initiator classes and compare all of those to your work.

ALternatively it might be passable to make it a 10-level prestige class with full bab, 2 good saves and a 8/10 casting progression. Fits more with it's DQ counterpart. Such a class could have int to x bonuses, adding spells to the spells known list and such. Also it's easier to balance.

2014-01-22, 07:25 AM
For the spell-list, it'd be workable as a tier 2 or 3 IMO, give it access to the Warmage list, or something similar. The Channel Spell is limited in times/day, so it isn't quite a duskblade.

I'd recommend you take skills down to 4+int modifier (not enough class skills to be a skill monkey).

It also needs proficiencies.

2014-02-24, 04:09 AM
i've fixed up the class a bit more, after being away from it for a while.
i still don't have all the spells, a dead level, and a useless ability/spell or two
i know if you're the creator of homebrew you can necro it, but i'm worried i did something wrong
any and all feedback/criticism/suggestions is appreciated :smallbiggrin:

2014-03-02, 07:47 AM
ok, i've edited the base class a little again

i need help with the spells, they're mostly touch attacks with an elemental descriptor, buff spells, and debuff spells

and the dead levels still stump me

and to the people saying it was overpowered would it be better if it was tier 2?