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Devigor
2016-06-09, 09:16 PM
|edit| MAJOR UPDATE! I'm working on three new classes to replace the parts of this one, and the long-intended prestige class for it is now in the works for all three new classes instead of this one. |edit|

I am unsure exactly how balanced or unbalanced this class is. I tried to make it so you couldn't really "dip" into it, but "dipping" out of it is slightly less discouraged by the design.

This is meant to be a class that goes from Tier 3 to Tier 2 or maybe even Tier 1 over the course of the middle and later levels. The fluff is from a mix of different sources, but mostly my extensive homebrew campaign setting.

NOTE: Sorry for the terrible grammar; this was through texting on my phone. "Sv." means "saving throws", and "Vs." means "against". I'll be updating the Cards so that they look simpler and so that they can be understood better. Also, any ideas are more than welcome! I'd love to see this grow a bit.

The battle magician is unique in more than one way. There is only ever a single battle magician in the world, though the role can shift from one century to another or even from day to day, as the Cards see fit. The Cards appear to each inheritor in a fit of waking dreams, granting a power unlike any other.

The battle magician can fulfill many types of roles in a battle, but they are always flashy and always designed to make its allies appear even more heroic and larger-than-life than they already are. If the battle magician casts spells, they usually reach for the glory of an ally over the battle magician, unless the battle magician has no allies nearby, or there is a case of dire need; if that happens, the Cards likely wish a tragic story upon the inheritor, or for the inheritor to make a dramatic triumph.

The battle magician is most often a goodly being, since its power comes directly from helping others, and requires doing so constantly to keep those powers. An evil inheritor will usually be passed over in a matter of days, unless the Cards deem the inheritor unfit to live, in which case the inheritor faces constant bad luck and powerlessness.



LevelBABFortRefWillSpecial
1st+0+0+0+0Anticipation
2nd+1+0+0+0Cards Up The Sleeves +1
3rd+2+1+1+1Battle Gear
4th+3+1+1+1Cards Up The Sleeves +2, Expert Timing
5th+3+1+1+1Novice Deck
6th+4+2+2+2Cards Up The Sleeves +3, Greater Anticipation +1
7th+5+2+2+2Apprentice Deck, Instant Shuffle
8th+6/+1+2+2+2Cards Up The Sleeves +4, Greater Anticipation +2
9th+6/+1+3+3+3Journeyman Deck
10th+7/+2+3+3+3Cards Up The Sleeves +5, Greater Anticipation +3
11th+8/+3+3+3+3Master Deck
12th+9/+4+4+4+4Cards Up The Sleeves +6, Greater Anticipation +4
13th+9/+4+4+4+4Grandmaster Deck
14th+10/+5+4+4+4Cards Up The Sleeves +7, Greater Anticipation +5
15th+11/+6/+1+5+5+5Card Counting
16th+12/+7/+2+5+5+5Cards Up The Sleeves +8, Greater Anticipation +6
17th+12/+7/+2+5+5+5Card Tricks
18th+13/+8/+3+6+6+6Cards Up The Sleeves +9, Greater Anticipation +7
19th+14/+9/+4+6+6+6Card Caster
20th+15/+10/+5+6+6+6Cards Up The Sleeves +10, Greater Anticipation +8



Alignment: Any
Hit Die: d6
Starting Age: As Bard
Starting Gold: As Barbarian
Special: Only one Battle Magician may be alive at once. If there is another living Battle Magician, you cannot take levels in this class.
Special: Levels in the Battle Magician class are treated as levels in Bard for the purposes of assessing multiclass penalties for a creature with bard as a favored class (but not for those with a favored class of "Any").

Class Skills
The battle magician's class skills are Appraise, Balance, Bluff, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Hide, Iaijutsu Focus, Intimidate, Jump, Knowledge (Arcana), Knowledge (Architecture & Engineering), Knowledge (Geography), Knowledge (History), Knowledge (Nature), Knowledge (Psionics), Knowledge (Religion), Knowledge (War), Listen, Martial Lore, Move Silently, Perform (Weapon Drill), Psicraft, Search, Sense Motive, Sleight Of Hand, Spellcraft, Spot, Survival, Swim, Tumble, Use Magic Device, Use Psionic Device and Use Rope

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

(For use in the Pathfinder roleplaying system:

The battle magician's class skills are Acrobatics, Appraise, Bluff, Craft, Diplomacy, Disguise, Escape Artist, Fly, Intimidate, Knowledge (Arcana), Knowledge (Engineering), Knowledge (Geography), Knowledge (History), Knowledge (Nature), Knowledge (Psionics), Knowledge (Religion), Perception, Perform (Weapon Drill), Sense Motive, Sleight Of Hand, Spellcraft, Stealth, Survival, Swim and Use Magic Device

Skill Points at Each Level: 6 + Int modifier)

Weapon and Armour Proficiency
A battle magician is proficient with all simple weapons, light and medium armor, and with shields (except tower shields).


Level 1~

Anticipation (You gain an amount of SP, or Strategy Points, each time you successfully attempt the Aid Another action, equal to the bonus you granted the target of your Aid Another action, to a maximum value equal to 2 SP plus twice your Battle Magician level; you can expend any even-numbered amount of your available SP when you attempt the Aid Another action to improve the bonus of your Aid Another action by half the number of SP you expended; you lose 1d4 SP at the end of your turn if you did not successfully attempt the Aid Another action)


Level 2~

Cards Up The Sleeves (When wielding any improvised weapon that is a number of pounds equal to or less than half your Battle Magician level, its base damage die increases by one size, its base critical threat range increases by 1, its base critical multiplier increases by 1, it deals bludgeoning and piercing and slashing damage simultaneously, and its range increment increases by 5 feet; you can make bull rush, disarm, and trip attempts with improvised weapons of the aforementioned weight, and you gain a bonus equal to half your Battle Magician level on all attack rolls, bull rush attempts, disarm attempts, and trip attempts with improvised weapons of the aforementioned weight; you still take the normal -4 penalty to attack rolls with improvised weapons, and you take the same penalty to bull rush, disarm, and trip attempts with improvised weapons; you can make bull rush, disarm, and trip attempts in place of thrown ranged attacks with improvised weapons of the aforementioned weight, applying any range increment penalties to the attempt and otherwise functioning as the attempt normally would, though the target does not receive an opportunity attack for the attempt unless you are within the area the target threatens)


Level 3~

Battle Gear (You can bond to one suit of armor, one manufactured weapon, one spell completion magic item with a Caster Level equal to or lower than half your Battle Magician level, one wondrous item, and either an additional manufactured weapon or a shield as part of a ritual that requires you to not wear/wield/activate/use any other armor, manufactured weapons, spell trigger magic items, or wondrous items for one month; after this first month, the bonded armor and shield increase their enhancement bonuses by +1, bonded weapons increase their enhancement bonuses by +1 each and you treat bonded weapons you wield as if they were aligned to your own alignment, your first attempt to activate the bonded spell completion magic item each day automatically succeeds and does not cause the item's usage to be expended as long as you have at least 1 rank in the Use Magic Device skill, and the bonded wondrous item increases its resistance bonus to your saving throws by +1; saving throws made by bonded battle gear against effects that target objects have a +1 bonus per two Battle Magician levels)


Level 4~

Expert Timing (As an immediate action, you can increase or decrease your initiative by a number equal to or lower than the amount of SP you gained the round before)


Level 5~

Novice Deck (You unlock 1 benefit of your choice from a card when you are able to unlock the benefits of that card; you unlock a single additional benefit from any one card you have access to upon reaching 7th level and another benefit upon reaching each Battle Magician level thereafter; when you wield an improvised weapon, its base weapon damage die has a minimum size of 1d4 before applying Cards Up The Sleeves, and it gains a +1 enhancement bonus and the distance and returning properties, and remains unharmed after being thrown)


Level 6~

Greater Anticipation (You gain a bonus feat, and your maximum SP value increases by 1; your maximum SP value increases by an additional 1 at each of levels 8, 10, 12, 14, 16, 18, and 20;)


Level 7~

Apprentice Deck (You can unlock benefits from the following cards: Bludgeoning, Piercing, Slashing)

Instant Shuffle (You can spend one hour to lock any benefit from one card you can unlock benefits from, which cannot be a prerequisite for another benefit you currently have unlocked; if you do, you can unlock one benefit from any card you can unlock benefits from that you meet prerequisites for; you can do this in ten minutes instead of an hour at level 9, in one minute at level 11, as a full-round action at level 13, as a standard action at level 15, as a move action at level 17, or as a swift action at level 19)


Level 9~

Journeyman Deck (You can unlock benefits from the following cards: Extraordinary, Initiating, Precision, Supernatural)


Level 11~

Master Deck (You can unlock benefits from the following cards: Acid, Cold, Electricity, Fire, Sonic)


Level 13~

Grandmaster Deck (You can unlock benefits from the following cards: Force, Negative, Positive, Pressure)


Level 15~

Card Counting (All card benefits you have available that can be unlocked more than once provide their benefits as if they have been unlocked the maximum number of times possible; this only applies to a benefit if you have unlocked that benefit at least once)


Level 17~

Card Tricks (All card benefits you have unlocked are now always available to you, regardless of if the items specific to each card are within 5 feet of you)


Level 19~

Card Caster (You can duplicate any spell as a supernatural special ability by expending 5 SP +10 SP per effective spell level above zero; you cannot duplicate a spell in this way unless you have the required SP available to do so, but you can use any applicable metamagic feats you have to any spell you duplicate in this way by expending an additional 5 SP per spell slot level adjustment of the metamagic feats you apply to the spell you cast; your caster level for this feature is equal to your levels in Battle Magician; since this is a supernatural special ability, the spells duplicated use the lowest spell levels among classes that have the spells on their class spell lists; the DC for a duplicated spell is equal to 10 + effective spell level + half your levels in Battle Magician; you can use the Heighten Spell metamagic feat with this feature, but because it increases the effective level of the spell, each increase in level costs a total of 15 additional points, instead of the usual 5)


Cards List

Cards: The unlocked benefits from each of a Battle Magician’s cards are only available when at least one of the items specific to that card are within 5 feet of the Battle Magician, and when the Battle Magician is of a good alignment.


Acid- 10 lb. of moist clay or a masterwork club
Bludgeoning- 10 lb. of granite or a masterwork heavy mace
Cold- 10 lb. of solid ice or a masterwork shortspear
Electricity- 10 lb. of cobalt or a masterwork javelin
Extraordinary- 10 lb. of lead or a masterwork morningstar
Fire- 10 lb. of oil or a masterwork gauntlet
Force- 10 lb. of ash or a masterwork heavy crossbow
Initiating- 10 lb. of jade or a masterwork dagger
Negative- 10 lb. of bonemeal or a masterwork punching dagger
Piercing- 10 lb. of glass or a masterwork light crossbow
Positive- 10 lb. of alchemical silver or a masterwork light mace
Precision- 10 lb. of black lotus extract or a masterwork dart
Pressure- 10 lb. of coal or a masterwork spiked gauntlet
Slashing- 10 lb. of sandstone or a masterwork sickle
Sonic- 10 lb. of adamantine or a masterwork sling
Supernatural- 10 lb. of cold-iron or a masterwork quarterstaff


Benefits: Unlocked benefits are available when the appropriate item is within 5 feet (as above); locked benefits are completely unavailable until unlocked; a benefit cannot be unlocked more than once unless otherwise specified, in which case the effects of the benefit stack with itself (even though it shares the same source), including duration, and each instance of the unlocked benefit is treated as a separate benefit (meaning if the effects of such a benefit are improved in some way, each instance of the benefit is improved in that way); some benefits require you to meet specific requirements to unlock them; benefits are natural abilities unless otherwise specified.

Special: When duplicating a Tome of Battle maneuver, you use your levels in Battle Magician in place of your Initiator Level. In addition, you can only duplicate a maneuver or stance of a maneuver or stance level equal to half your levels in Battle Magician (rounded down, to a maximum of 9th), or lower; for example, a level 15 Battle Magician would only be able to duplicate a maneuver or stance of 7th level or lower, since 15/2 = 7.5 (which rounds down to 7).

Acid~

+3 to saving throws against effects related to acid damage, including (but not limited to) spells and weapon enhancements; this benefit can be unlocked more than once, but no more than two times
Resist 5 Acid per 4 Battle Magician levels; this benefit can be unlocked more than once, but no more than two times
Any creature that takes acid damage from you gains a -2 penalty to AC for 1 round; this benefit can be unlocked more than once, but no more than three times
When you’re hit by a (metal) non-projectile weapon, attacks made with that weapon gain a -2 penalty to the attack rolls and damage rolls for 1 round; this benefit can be unlocked more than once, but no more than three times
You gain a base swim speed equal to your base land speed, or double an existing base swim speed, as a supernatural ability; this benefit can be unlocked more than once, but no more than three times
As a full-round action, you can expend 20 SP to use the Change Shape ability to take the form of a digester for one minute, after which you revert back to your normal form



Bludgeoning~

+3 to saving throws against effects related to bludgeoning damage, including (but not limited to) spells and weapon enhancements; this benefit can be unlocked more than once, but no more than two times
You increase the total of any bludgeoning damage you deal by +1 per 2 Battle Magician levels
Your base critical threat range with anything that deals bludgeoning damage is doubled
Attacks you make with manufactured or natural weapons deal bludgeoning damage as well as the types of damage they normally deal



Cold~

+3 to saving throws against effects related to cold damage, including (but not limited to) spells and weapon enhancements; this benefit can be unlocked more than once, but no more than two times
Resist 5 Cold per 4 Battle Magician levels; this benefit can be unlocked more than once, but no more than two times
Any creature that takes cold damage from you gains a -10 feet penalty to speed for 1 round (minimum speed of affected creatures is 0 feet); this benefit can be unlocked more than once, but no more than three times
You can use the Ray Of Frost spell at will as a full round action, with a CL equal to half your Battle Magician level, except as a supernatural ability instead of as a spell or Spell-Like Ability
You no longer have to breath, as an extraordinary ability
As a full-round action, you can expend 15 SP to use the Change Shape ability to take the form of a winter wolf for one minute, after which you revert back to your normal form



Electricity~

+3 to saving throws against effects related to electricity damage, including (but not limited to) spells and weapon enhancements; this benefit can be unlocked more than once, but no more than two times
Resist 5 Electricity per 4 Battle Magician levels; this benefit can be unlocked more than once, but no more than two times
Immunity to the blinded condition
You gain a base fly speed equal to your base land speed with poor maneuverability, or double an existing base fly speed and improve your maneuverability by one step, as a supernatural ability; this benefit can be unlocked more than once, but no more than three times
Any creature that takes electricity damage from you is blinded for 1 round; this benefit can be taken more than once, but no more than three times
As a full-round action, you can expend 22 SP to use the Change Shape ability to take the form of a behir for one minute, after which you revert back to your normal form



Extraordinary~

+3 to saving throws against effects related to extraordinary abilities, including (but not limited to) spells and weapon enhancements; this benefit can be unlocked more than once, but no more than two times
Your Base Attack Bonus increases by 1, to a maximum equal to your Hit Dice; this benefit can be unlocked more than once, but no more than five times
You gain proficiency with heavy armor and martial weapons; this benefit can be unlocked more than once, but no more than two times (the second time it is unlocked, you gain proficiency with tower shields and exotic weapons)
You gain a bonus feat (as a Fighter) and treat your Fighter level as half your Battle Magician level for meeting the prerequisites of the selected feat; this benefit can be unlocked more than once, but no more than five times
You gain Mettle as a supernatural ability
You gain Evasion as a supernatural ability
You can use the Aid Another action as a move action, or instead you can expend 5 SP to use the Aid Another action as a swift action



Fire~

+3 to saving throws against effects related to fire damage, including (but not limited to) spells and weapon enhancements; this benefit can be unlocked more than once, but no more than two times
Resist 5 Fire per 4 Battle Magician levels; this benefit can be unlocked more than once, but no more than two times
Half of all fire damage you deal is replaced by hellfire damage
You are unaffected by smog and smoke effects that hamper your senses or harm your body (this does not include mist or storm effects)
As a full-round action, you can expend 15 SP to cast the Fire Stride spell (with a CL equal to half your Battle Magician level), except as a supernatural ability
As a full-round action, you can expend 30 SP to use the Change Shape ability to take the form of a nessian warhound for one minute, after which you revert back to your normal form



Force~

+3 to saving throws against effects related to force, including (but not limited to) spells and weapon enhancements; this benefit can be unlocked more than once, but no more than two times
You can move through force effects in the same way an incorporeal creature moves through material substances, and you take 5 fewer points of damage from force effects (in other words, Resist 5 Force); this applies to each instance of damage from a force effect separately, so it would effectively make you immune to the Magic Missile spell (unless it was empowered, such that an individual missile could deal more than 5 damage)
You gain a +4 bonus to opposed rolls to deny enemy combat maneuver attempts; this benefit can be unlocked more than once, but no more than three times
You gain DR (Damage Reduction) 1, which cannot be ignored or overcome by any means; if you have DR X/- from another source (such as levels in the Barbarian class), that damage reduction can no longer be ignored or overcome by any means (even magic, which would otherwise ignore or overcome DR automatically), and all such sources (including this benefit) stack to determine your total DR; this benefit can be taken more than once, but no more than three times



Initiating~

You can duplicate a martial maneuver or stance by expending the appropriate action and 5 SP +2 SP per level of the maneuver. The maneuver or stance must belong to the Abjurant Champion, Phantasmal Opus, Rising Spirit, Sacred Might, or Star Dream disciplines.
You can duplicate a martial maneuver or stance by expending the appropriate action and 5 SP +2 SP per level of the maneuver. The maneuver or stance must belong to the Adamant Soul, Diamond Mind, Iron Heart, or Stone Dragon disciplines.
You can duplicate a martial maneuver or stance by expending the appropriate action and 5 SP +2 SP per level of the maneuver. The maneuver or stance must belong to the Chthonic Serpent, Maula-Kae, Setting Sun, or Sky Serpent disciplines.
You can duplicate a martial maneuver or stance by expending the appropriate action and 5 SP +2 SP per level of the maneuver. The maneuver or stance must belong to the Dancing Goddess, God Slash, or Hero's Edge disciplines.
You can duplicate a martial maneuver or stance by expending the appropriate action and 5 SP +2 SP per level of the maneuver. The maneuver or stance must belong to the Devoted Spirit, Inner Light, Narrow Bridge, or Phoenix Tear disciplines.
You can duplicate a martial maneuver or stance by expending the appropriate action and 5 SP +2 SP per level of the maneuver. The maneuver or stance must belong to the Equinox, Quicksilver Aegis, Riven Hourglass, Solstice, or Sublime Tapestry disciplines.
You can duplicate a martial maneuver or stance by expending the appropriate action and 5 SP +2 SP per level of the maneuver. The maneuver or stance must belong to the Iron Rain, Raging Storm, Solar Wind, or Striking Eagle disciplines.
You can duplicate a martial maneuver or stance by expending the appropriate action and 5 SP +2 SP per level of the maneuver. The maneuver or stance must belong to the Swarming Hornet, Thunder Bolt, or True Arrow disciplines.
You can duplicate a martial maneuver or stance by expending the appropriate action and 5 SP +2 SP per level of the maneuver. The maneuver or stance must belong to the Kuji-Kiri, Lightning Fox, Shadow Hand, or Void Messiah disciplines.
You can duplicate a martial maneuver or stance by expending the appropriate action and 5 SP +2 SP per level of the maneuver. The maneuver or stance must belong to the Soul Eater, Unquiet Twilight, Untamed Essence, or Witch Razor disciplines.
You can duplicate a martial maneuver or stance by expending the appropriate action and 5 SP +2 SP per level of the maneuver. The maneuver or stance must belong to the Raging Dragon, Storm Soul, or Tiger Claw disciplines.
You can duplicate a martial maneuver or stance by expending the appropriate action and 5 SP +2 SP per level of the maneuver. The maneuver or stance must belong to the Relentless Dusk, Silver Pegasus, or Twin Spirit disciplines.
You can duplicate a martial maneuver or stance by expending the appropriate action and 5 SP +2 SP per level of the maneuver. The maneuver or stance must belong to the Volitant Feather or White Raven disciplines.



Negative~

+3 to saving throws against effects related to negative energy, including (but not limited to) spells and weapon enhancements; this benefit can be unlocked more than once, but no more than two times
Rebuke Undead as an evil Cleric of half your Battle Magician level
Immunity to ability drain, energy drain, and non-lethal damage
Immunity to the paralyzed and petrified conditions
You are permanently under the effects of a Detect Undead spell, except as an extraordinary ability instead of as a spell or SLA



Piercing~

+3 to saving throws against effects related to piercing damage, including (but not limited to) spells and weapon enhancements; this benefit can be unlocked more than once, but no more than two times
You increase the total of any piercing damage you deal by +1 per 2 Battle Magician levels
Objects (including walls) are not immune to piercing damage you deal, instead taking half piercing damage
You gain the Powerful Build extraordinary ability, except as a supernatural ability (which does not stack with Powerful Build from other sources)



Positive~

+3 to saving throws against effects related to positive energy, including (but not limited to) spells and weapon enhancements; this benefit can be unlocked more than once, but no more than two times
Turn Undead as a good Cleric of half your Battle Magician level
Immunity to the nauseated and sickened conditions
Immunity to curses, diseases, and poisons
You gain the Lifesense feat as a bonus feat, even if you don’t meet its prerequisites



Precision~

+3 to saving throws against effects related to precision damage, including (but not limited to) spells and weapon enhancements; this benefit can be unlocked more than once, but no more than two times
You increase the total of any precision damage you deal by +1 per 2 Battle Magician levels
Constructs are not immune to precision damage you deal, instead taking half precision damage
Undead are not immune to precision damage you deal, instead taking half precision damage
You gain Sneak Attack +1d6 (as the Rogue class feature, and you are treated as a Rogue of half your Battle Magician level for determining whether you can flank and Sneak Attack creatures with Improved Uncanny Dodge)



Pressure~

+3 to saving throws against effects related to pressure, including (but not limited to) spells and weapon enhancements; this benefit can be unlocked more than once, but no more than two times
Immunity to the dazed and stunned conditions
Any creature you grapple takes 1d4 pressure damage per 5 Battle Magician levels plus 1 pressure damage per Battle Magician level at the start of its turn
Enemies treat the area you threaten as difficult terrain
As a full-round action, you can expend 30 SP to cast the Freedom Of Movement spell (with a CL equal to half your Battle Magician level), except as a supernatural ability



Slashing~

+3 to saving throws against effects related to slashing damage, including (but not limited to) spells and weapon enhancements; this benefit can be unlocked more than once, but no more than two times
You increase the total of any slashing damage you deal by +1 per 2 Battle Magician levels
Any creature that takes slashing damage from you gains a -2 penalty to all ability scores for 1 round; this benefit can be unlocked more than once, but no more than three times
Your base critical multiplier with anything that deals slashing damage increases by 1



Sonic~

+3 to saving throws against effects related to sonic damage, including (but not limited to) spells and weapon enhancements; this benefit can be unlocked more than once, but no more than two times
Resist 5 Sonic per 4 Battle Magician levels; this benefit can be unlocked more than once, but no more than two times
Immunity to the deafened condition
You gain a base burrow speed (as the Earth Glide version of burrowing) equal to half your base land speed, or double an existing burrow speed (and it is modified to function as Earth Glide instead of normal burrowing), as a supernatural ability; this benefit can be unlocked more than once, but no more than three times
Any creature that takes sonic damage from you is deafened for 1 round; this benefit can be unlocked more than once, but no more than three times
As a full-round action, you can expend 20 SP to use the Change Shape ability to take the form of a destrachan for one minute, after which you revert back to your normal form



Supernatural~

+3 to saving throws against effects related to supernatural special abilities, including (but not limited to) spells and weapon enhancements; this benefit can be unlocked more than once, but no more than two times
You gain a bonus feat (as a Wizard) and treat your Wizard level as half your Battle Magician level for meeting the prerequisites of the selected feat (including caster level); this benefit can be unlocked more than once, but no more than five times
You gain SR (Spell Resistance) equal to 10 +1 per Battle Magician level; you can only unlock this benefit if you have unlocked at least one other benefit from this card

Devigor
2016-06-09, 10:20 PM
A few feats to make it easier to help your buddies...

Coordinated Combo~

Prerequisites: Anticipation class feature, Max SP 14+

Benefits: You increase the bonus you grant with the Aid Another action by +1 for every 10 points of the result (rounded down), or by +2 for every 10 points of the result if you spent SP to improve your Aid Another action.

Helios Trumpet~

Prerequisites: Anticipation class feature, Max SP 22+

Benefits: You can go above your Max SP, but all SP above your maximum at the start of your turn are lost. In addition, you do not lose SP for not using the Aid Another action, and you gain SP equal to half your Max SP (rounded down) each time you finish resting for at least 8 hours.

Special: You only gain one-quarter of your Max SP (rounded down), instead of half, if you finish resting and it is not daytime.

Manic Manager~

Prerequisites: At least two benefits from the Extraordinary card unlocked, Max SP 25+

Benefits: In place of making a normal attack roll (such as when you use the Attack or the Full Attack actions), you can use the Aid Another action. You can use this feat as many times in a round as you can make a attack rolls.

Systematic Tactics~

Prerequisites: At least one benefit from the Precision card unlocked, Max SP 30+

Benefits: As long as you can hear or see your allies, you do not have to threaten or be adjacent to an enemy or ally to attempt the Aid Another action, nor does any ally you select for your attempt of the Aid Another action. In addition, if you are unable to hear or see an ally, you can attempt the Aid Another action to aid yourself, as if you were aiding an ally.

Devigor
2016-06-10, 08:54 AM
This post is for showing other people's stuff and giving them credit. Also for my wish list for the class. :smalltongue:

Wish List:

MOAR FEATZ!
Example builds with this would be helpful, so I could gauge its power in relation to other classes more definitively.
Other things this class needs that I don't even know to wish for are welcome.

Wishes Granted!

The table and many helpful little fixes were granted by Jormengand (http://www.giantitp.com/forums/showsinglepost.php?p=20876121&postcount=4). Woot woot! :smallbiggrin:

Jormengand
2016-06-10, 10:51 AM
LevelBABFortRefWillSpecial
1st+0+0+0+0Anticipation
2nd+1+0+0+0Cards up the Sleeves
3rd+1+1+1+1Battle Gear
4th+2+1+1+1Expert Timing
5th+2+1+1+1Novice Deck
6th+3+2+2+2Greater Anticipation +1
7th+3+2+2+2Apprentice Deck
8th+4+2+2+2Greater Anticipation +2
9th+4+3+3+3Journeyman Deck
10th+5+3+3+3Greater Anticipation +3
11th+5+3+3+3Master Deck
12th+6/+1+4+4+4Greater Anticipation +4
13th+6/+1+4+4+4Grandmaster Deck
14th+7/+2+4+4+4Greater Anticipation +5
15th+7/+2+5+5+5Card Counting
16th+8/+3+5+5+5Greater Anticipation +6
17th+8/+3+5+5+5Master Shuffle
18th+9/+4+6+6+6Greater Anticipation +7
19th+9/+4+6+6+6Card Tricks
20th+10/+5+6+6+6Greater Anticipation +8

Alignment: Any
Hit Die: d6
Starting Age: As bard
Starting Gold: As barbarian
Special: Only one battle magician may be alive at once. If there is another living battle magician, you cannot take levels in this class.
Special: Battle magician levels are treated as bard levels for the purposes of assessing multiclass penalties for a creature with bard as a favoured class (but not for those with a favoured class of "Any").

Class Skills
The battle magician's class skills (and the key ability for each skill) are Appraise, Balance, Bluff, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Hide, Iaijutsu Focus, Intimidate, Jump, Knowledge (Arcana), Knowledge (Architecture & Engineering), Knowledge (Geography), Knowledge (History), Knowledge (Nature), Knowledge (Psionics), Knowledge (Religion), Knowledge (War), Listen, Martial Lore, Move Silently, Perform (Weapon Drill), Psicraft, Search, Sense Motive, Sleight Of Hand, Spellcraft, Spot, Survival, Swim, Tumble, Use Magic Device, Use Psionic Device and Use Rope

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

(For use in the Pathfinder roleplaying system:

The battle magician's class skills (and the key ability for each skill) are Acrobatics, Appraise, Bluff, Craft, Diplomacy, Disguise, Escape Artist, Fly, Intimidate, Knowledge (Arcana), Knowledge (Engineering), Knowledge (Geography), Knowledge (History), Knowledge (Nature), Knowledge (Psionics), Knowledge (Religion), Perception, Perform (Weapon Drill), Sense Motive, Sleight Of Hand, Spellcraft, Stealth, Survival, Swim and Use Magic Device

Skill Points at Each Level: 6 + Int modifier)

Weapon and Armour Proficiency
A battle magician is proficient with all simple weapons, light and medium armour, and with shields (except tower shields).



I'm afraid I'm going to leave re-writing the rest to you.

Devigor
2016-06-10, 02:15 PM
That is beautiful. Thank you, greatly!

Also, color me a fan of your contributions in the playground; they're always highly entertaining and the quality is on-par or better than the par.

Draculstar
2016-06-10, 06:35 PM
Uhm...

This would be insane as a Dvati.

Or in combination with a Limit Dragoon.

Or as a Dvati Battle Magician/Limit Dragoon.

Or with kenku (I think?).

Wait, I have it! A gestalt Dvati-template (I remember seeing a thing for this somewhere) Kenku Battle Magician/Limit Dragoon.