Mr Adventurer
2014-04-01, 06:17 PM
ARCANE JUSTICAR
https://farm5.static.flickr.com/4141/5414716815_d9553a4e3c_b.jpg
The way of the Arcane Justicar is sometimes taught by magocracies needing an effective warrior force to police their own; and sometimes by ancient societies dedicating to protecting the world from the worst of magic-user's excesses. In any case, these fighters learn to anticipate and use the skills and tools of the arcanist against them.
Prerequisites
Base Attack Bonus +5
Skill: Spellcraft 4 ranks
Feat: Quick Draw
Feat: Delay Potion (Complete Mage)
Class Skills
Concentration, Spellcraft, Use Magic Device, Jump, Climb, Swim, Balance, Craft, Profession, Spot, Listen, Knowledge (arcana), Hide, Move Silently, Sense Motive
Skill Points: 4 + Int per level
Hit Die 1d8
Level
BAB
Fort
Ref
Will
Special
1
+1
+0
+0
+2
Arcane Infusion, Spell Lore, Spurn Spell (saves, AC)
2
+2
+0
+0
+3
Master Device
3
+3
+1
+1
+3
Reactive Arcana, Spell Lore (scrying)
4
+4
+1
+1
+4
Spurn Spell (spell-like), Master of Sword and Staff
5
+5
+1
+1
+4
Arcane Infusion (spellblood), Spurn Spell (resistance), Unveiled Gaze, Spell Lore (teleportation)
Special Abilities
Arcane Infusion (Ex): Using your Delay Potion feat, you can keep one additional potion in delay for each class level. Each potion can be activated as a swift action. Each potion expires after a number of hours equal to your Constitution modifier (minimum 1 hour), as normal. You can choose to have one delayed potion expire in order to “make room” for another one; this is a standard action.
In addition, if you have a different class with supernatural or spell-like abilities, you add your levels of Arcane Justicar to your levels in that class to determine caster level for those abilities whenever they are determined by class level (for example, a Monk 12/Arcane Justicar 4 would have a caster level of 8 for her Abundant Step monk class feature).
Spellblood: At fifth level, you can activate a potion you are keeping in delay as an immediate action. Unlike a normal immediate action, you keep your swift action in your following turn.
Spell Lore (Ex): You gain a bonus to Spellcraft checks made to identify spellcasting equal to your class level.
You also gain Vatic Gaze (PHB II) as a bonus feat, even if you do not meet the prerequisites. If you already have Vatic Gaze you instead gain one bonus feat for which you do meet the prerequisites.
At third level you automatically notice scrying sensors as though you had successfully made the Intelligence check, even if your Intelligence would normally be too low for you to attempt the check.
At fifth level you sense when a creature is about to appear near you via teleportation. If a creature teleports to a space within 25 feet plus 5 feet per two character levels of you, you automatically identify the space in which they will appear and can use your Reactive Arcana ability, as detailed below, to teleport anywhere adjacent to the space you have identified; become ethereal; or attempt to counterspell the spell being used to teleport by targeting the destination space (as an exception to the usual rules). All of these Reactive Arcana effects occur before the creature appears. In addition you are never surprised by a creature teleporting within the specified distance - you always get a surprise round.
Spurn Spell (Ex): You gain a bonus on saving throws against spells and spell-like abilities equal to your class level.
In addition, you use your full AC (not your Touch AC) when attacked by spells, spell-like abilities, or supernatural abilities that require a touch attack.
At fourth level, you can identify a creature activating a spell-like ability using Spellcraft in the same way and with the same results as identifying spellcasting. The DC to do so is 20 + spell level and you must be able to see the creature or see its spellcasting via Unveiled Gaze (below). You can also apply your other class features to spell-like abilities as though they were spells, including Spell Lore and counterspelling with Reactive Arcana.
At fifth level, you gain spell resistance equal to 10 plus your base attack bonus plus the enhancement bonus of any melee weapon you are currently wielding. This spell resistance only applies against spells which you are aware of and which you wish to resist.
Master Device (Ex): At second level, you gain Magic Device Attunement (Complete Mage) as a bonus feat, even if you do not meet the prerequisite. If you already have this feat, you gain a bonus feat for which you do meet the prerequisite.
You can remain attuned to a number of devices using this feat equal to your class level. You remain attuned to each device for 24 hours. You can chose to lose your attunement to one item as a standard action.
You can attune yourself to a device by spending 5 minutes and making a DC 15 Use Magic Device check (you do not have to activate the device, just make this special check - this can help you conserve charges from charged items).
So long as you are holding, wielding, or wearing in a magic item body slot an item you are attuned to in this way, you gain a bonus on Initiative checks equal to your class level.
You also gain a competence bonus on all Use Magic Device checks equal to your class level.
Reactive Arcana (Su): At third level, when you successfully identify spellcasting or a spell completion device being activated within a distance of 400 feet plus 40 feet per character level, you can choose to spend one of your attacks of opportunity on one of the following effects depending on your class level:
At third level, you can teleport, as though by a Greater Teleport spell, adjacent to the source of the spellcasting. If you still threaten the target, they may provoke an attack of opportunity from you as normal if you have any left in this round.
At fourth level, you can become ethereal as though by an Ethereal Jaunt spell except the effect lasts only 1 round. Unlike normal creatures that become ethereal, you move at your normal speed (not half your speed) while on the Ethereal Plane.
At fifth level, you can attempt to counterspell the spellcaster as though casting Greater Dispel Magic with a caster level equal to your character level. Unlike the spell your effective caster level is not capped at a maximum of +20.
Master of Sword and Staff (Ex or Su): At fourth level, you do not provoke attacks of opportunity when activating a spell trigger item you have attuned to using your Magic Device Attunement feat or Master Device class feature.
When you are wielding a melee weapon and a spell trigger item you are attuned to at the same time, once per round while making a full attack you can substitute one of your iterative melee attacks with an activation of the spell trigger item you wield. You choose which iterative attack to substitute before rolling the attack die. If you do this you cannot activate another spell trigger device until the start of your next turn. If the spell requires an attack of some kind, use the iterative bonus which you sacrificed to activate the item.
You can wield a magical staff in one hand as a club (instead of two hands as normal for a double weapon). If you have the Two-Weapon Fighting feat, you can substitute an off-hand attack you would make with the staff (as a club thanks to this class feature) to activate the staff as above. All your attacks take the normal two-weapon fighting penalties.
In addition, for as long as you wield both a melee weapon and a spell trigger item you have mastered, you can bestow the Animated property on one shield for as long as you use it. This is a Supernatural ability.
Unveiled Gaze (Su): At fifth level you see as though you are permanently under the effects of See Invisibility, Darkvision, and Arcane Sight with a caster level equal to your character level. You can suppress or resume any of these spell effects of your Unveiled Gaze as a free action.
https://farm5.static.flickr.com/4141/5414716815_d9553a4e3c_b.jpg
The way of the Arcane Justicar is sometimes taught by magocracies needing an effective warrior force to police their own; and sometimes by ancient societies dedicating to protecting the world from the worst of magic-user's excesses. In any case, these fighters learn to anticipate and use the skills and tools of the arcanist against them.
Prerequisites
Base Attack Bonus +5
Skill: Spellcraft 4 ranks
Feat: Quick Draw
Feat: Delay Potion (Complete Mage)
Class Skills
Concentration, Spellcraft, Use Magic Device, Jump, Climb, Swim, Balance, Craft, Profession, Spot, Listen, Knowledge (arcana), Hide, Move Silently, Sense Motive
Skill Points: 4 + Int per level
Hit Die 1d8
Level
BAB
Fort
Ref
Will
Special
1
+1
+0
+0
+2
Arcane Infusion, Spell Lore, Spurn Spell (saves, AC)
2
+2
+0
+0
+3
Master Device
3
+3
+1
+1
+3
Reactive Arcana, Spell Lore (scrying)
4
+4
+1
+1
+4
Spurn Spell (spell-like), Master of Sword and Staff
5
+5
+1
+1
+4
Arcane Infusion (spellblood), Spurn Spell (resistance), Unveiled Gaze, Spell Lore (teleportation)
Special Abilities
Arcane Infusion (Ex): Using your Delay Potion feat, you can keep one additional potion in delay for each class level. Each potion can be activated as a swift action. Each potion expires after a number of hours equal to your Constitution modifier (minimum 1 hour), as normal. You can choose to have one delayed potion expire in order to “make room” for another one; this is a standard action.
In addition, if you have a different class with supernatural or spell-like abilities, you add your levels of Arcane Justicar to your levels in that class to determine caster level for those abilities whenever they are determined by class level (for example, a Monk 12/Arcane Justicar 4 would have a caster level of 8 for her Abundant Step monk class feature).
Spellblood: At fifth level, you can activate a potion you are keeping in delay as an immediate action. Unlike a normal immediate action, you keep your swift action in your following turn.
Spell Lore (Ex): You gain a bonus to Spellcraft checks made to identify spellcasting equal to your class level.
You also gain Vatic Gaze (PHB II) as a bonus feat, even if you do not meet the prerequisites. If you already have Vatic Gaze you instead gain one bonus feat for which you do meet the prerequisites.
At third level you automatically notice scrying sensors as though you had successfully made the Intelligence check, even if your Intelligence would normally be too low for you to attempt the check.
At fifth level you sense when a creature is about to appear near you via teleportation. If a creature teleports to a space within 25 feet plus 5 feet per two character levels of you, you automatically identify the space in which they will appear and can use your Reactive Arcana ability, as detailed below, to teleport anywhere adjacent to the space you have identified; become ethereal; or attempt to counterspell the spell being used to teleport by targeting the destination space (as an exception to the usual rules). All of these Reactive Arcana effects occur before the creature appears. In addition you are never surprised by a creature teleporting within the specified distance - you always get a surprise round.
Spurn Spell (Ex): You gain a bonus on saving throws against spells and spell-like abilities equal to your class level.
In addition, you use your full AC (not your Touch AC) when attacked by spells, spell-like abilities, or supernatural abilities that require a touch attack.
At fourth level, you can identify a creature activating a spell-like ability using Spellcraft in the same way and with the same results as identifying spellcasting. The DC to do so is 20 + spell level and you must be able to see the creature or see its spellcasting via Unveiled Gaze (below). You can also apply your other class features to spell-like abilities as though they were spells, including Spell Lore and counterspelling with Reactive Arcana.
At fifth level, you gain spell resistance equal to 10 plus your base attack bonus plus the enhancement bonus of any melee weapon you are currently wielding. This spell resistance only applies against spells which you are aware of and which you wish to resist.
Master Device (Ex): At second level, you gain Magic Device Attunement (Complete Mage) as a bonus feat, even if you do not meet the prerequisite. If you already have this feat, you gain a bonus feat for which you do meet the prerequisite.
You can remain attuned to a number of devices using this feat equal to your class level. You remain attuned to each device for 24 hours. You can chose to lose your attunement to one item as a standard action.
You can attune yourself to a device by spending 5 minutes and making a DC 15 Use Magic Device check (you do not have to activate the device, just make this special check - this can help you conserve charges from charged items).
So long as you are holding, wielding, or wearing in a magic item body slot an item you are attuned to in this way, you gain a bonus on Initiative checks equal to your class level.
You also gain a competence bonus on all Use Magic Device checks equal to your class level.
Reactive Arcana (Su): At third level, when you successfully identify spellcasting or a spell completion device being activated within a distance of 400 feet plus 40 feet per character level, you can choose to spend one of your attacks of opportunity on one of the following effects depending on your class level:
At third level, you can teleport, as though by a Greater Teleport spell, adjacent to the source of the spellcasting. If you still threaten the target, they may provoke an attack of opportunity from you as normal if you have any left in this round.
At fourth level, you can become ethereal as though by an Ethereal Jaunt spell except the effect lasts only 1 round. Unlike normal creatures that become ethereal, you move at your normal speed (not half your speed) while on the Ethereal Plane.
At fifth level, you can attempt to counterspell the spellcaster as though casting Greater Dispel Magic with a caster level equal to your character level. Unlike the spell your effective caster level is not capped at a maximum of +20.
Master of Sword and Staff (Ex or Su): At fourth level, you do not provoke attacks of opportunity when activating a spell trigger item you have attuned to using your Magic Device Attunement feat or Master Device class feature.
When you are wielding a melee weapon and a spell trigger item you are attuned to at the same time, once per round while making a full attack you can substitute one of your iterative melee attacks with an activation of the spell trigger item you wield. You choose which iterative attack to substitute before rolling the attack die. If you do this you cannot activate another spell trigger device until the start of your next turn. If the spell requires an attack of some kind, use the iterative bonus which you sacrificed to activate the item.
You can wield a magical staff in one hand as a club (instead of two hands as normal for a double weapon). If you have the Two-Weapon Fighting feat, you can substitute an off-hand attack you would make with the staff (as a club thanks to this class feature) to activate the staff as above. All your attacks take the normal two-weapon fighting penalties.
In addition, for as long as you wield both a melee weapon and a spell trigger item you have mastered, you can bestow the Animated property on one shield for as long as you use it. This is a Supernatural ability.
Unveiled Gaze (Su): At fifth level you see as though you are permanently under the effects of See Invisibility, Darkvision, and Arcane Sight with a caster level equal to your character level. You can suppress or resume any of these spell effects of your Unveiled Gaze as a free action.