King Herodes
2008-09-22, 12:28 AM
The Concept:
The Idea behind this class was to make some kind of arcane warrior... „Wait, we already have arcane warriors, so why should we need this class!“ some of you might think, but let me explain the concept and its differences to other arcane warriors. To my knowledge there are two kinds of official arcane warrios out there:
the Warmage (CA), more or less a sorcerer, specializing in combat via a huge arsenal of damage-dealing spells, at the expense of most other spells, and
the Duskblade (PHB II) and the Hexblade (CW), supporting their normal fighting skills (mainly melee) with spells.
The baculumant on the other hand is meant to strike a new path here. He fights with pure magic, like a fighter fights with his sword and shield, using it to strike (sword) and defend himself against other’s strikes (shield). The Spellstaff as necessary focus is mainly a fluff-element, based upon the class’ inspiration, the fight between Gandalf and Saruman in the Lord of the Rings movie.
BACULUMANT
http://www.wizards.com/dnd/images/cor_gallery/89547.jpg
„I have no need for weapons, armor or shields, not even for the gods at the high heavens above me, with this staff in my hands!“
Allerion Jens-Drin, human Baculumant
Table 1-1: The BACULUMANT
{table=head]Level|BAB|FORT|REF|WILL|Special|0lvl|1st|2nd|3rd|4 th|5th
1st|
+0|
+2|
+0|
+2|Spellstaff, Magic-Strike|5|2|-|-|-|-
2nd|
+1|
+3|
+0|
+3|Spell-Strike (Ranged Touch Spells) |6|3|-|-|-|-
3rd|
+2|
+3|
+1|
+3|Spellstaff-Defense (Parry Ray) |7|5|-|-|-|-
4th|
+3|
+4|
+1|
+4|Spell-Strike (+2 to overcome SR) |8|6|-|-|-|-
5th|
+3|
+4|
+1|
+4|- |8|6|2|-|-|-
6th|
+4|
+5|
+2|
+5|Spell-Strike (Single Target Spells) |9|7|3|-|-|-
7th|
+5|
+5|
+2|
+5|Spellstaff-Defense (Negate Spell) |9|7|5|-|-|-
8th|
+6/+1|
+6|
+2|
+6|Spell-Strike (+1 to save DC) |10|8|6|-|-|-
9th|
+6/+1|
+6|
+3|
+6|- |10|8|6|2|-|-
10th|
+7/+2|
+7|
+3|
+7|Spell-Strike (Area Spells) |10|9|7|3|-|-
11th|
+8/+3|
+7|
+3|
+7|Spellstaff-Defense (Block Area) |10|9|7|5|-|-
12th|
+9/+4|
+8|
+4|
+8|Spell-Strike (Bypass Resistance, half) |10|10|8|6|-|-
13th|
+9/+4|
+8|
+4|
+8|- |10|10|8|6|2|-
14th|
+10/+5|
+9|
+4|
+9|Spell-Strike (Touch Spells) |10|10|9|7|3|-
15th|
+11/+6/+1|
+9|
+5|
+9|Spellstaff-Defense (Deflect Ray) |10|10|9|7|5|-
16th|
+12/+7/+2|
+10|
+5|
+10|Spell-Strike (+4 to overcome SR) |10|10|10|8|6|-
17th|
+12/+7/+2|
+10|
+5|
+10|- |10|10|10|8|6|2
18th|
+13/+8/+3|
+11|
+6|
+11|Spell-Strike (+2 to save DC) |10|10|10|9|7|3
19th|
+14/+9/+4|
+11|
+6|
+11|Spellstaff-Defense (Turn Spell) |10|10|10|9|7|5
20th|
+15/+10/+5|
+12|
+6|
+12|Spell-Strike (Bypass Resistance, total) |10|10|10|10|8|6 [/table]
FLUFF
The possibilities of magic are manifold, miraculous and fearful. In a world full of cruel conflicts, horrible monsters and mystical dangers, its use in battle is one of the most common and promising practices. But even though there are many different philosophies about this, the most rudimental point of view is surely those of the baculumants. These account magic in its purest form as a kind of weapon they can handle through their study of the arcane martial arts. These individuals, blessed with inborn magical power similar to a sorcerer, bunch their given magical powers via personal, magical weapons, to use it for special offensive and defensive arcane fighting techniques. Even though they cast arcane spells, they are barely comparable to wizards or sorcerers. They’re arcane warriors, skilled in the combat-oriented use of magic like nobody else.
Adventures: Baculumants don’t have to study their powers, they hone and improve them the best through practical exercises. Developing their powers by this means to approach self-perfection is a common and important reason for most baculumants to adventure. In addition, a baculumant can have any further usual motives for adventures, depending on their alignment, background and personality. However, a more or less distinctive quest for power can be found among almost all baculumants.
Characteristics: Like sorcerers baculumants use inborn, spontaneous arcane magic. Their skills in the field of pure magic are clearly less trained, however, because they sacrifice a huge part of their power and time to train and master the arcane martial arts. These enable them to use their magic as a powerful weapon on the one hand, and to defend against the spells of others on the other hand. Furthermore, through this battlesome focus, they are tougher and sturdier than sorcerers.
Alignment: Baculumants can be of any alignment. Because of the spontaneous nature of their magic, many of them slightly tend toward chaos over law.
Religion: Baculumants don’t show any general, significant tendencies concerning faith and religion. Also most of them pray to gods associated with magic, fighting skills or warfare, many of them pray to other gods, while some ignore religion at all.
Background: Baculumants usually develop rudimentary powers at a young age, but sometimes not until higher ages, too. By far the most baculumants were detected by an older Baculumant, often by order of secret baculumants’ organizations. Those baculumants instruct young talented individuals in the mystical art of the baculumants. Only few individuals research the art of the baculumants on their own. Therefore, baculumants see themselves as members of a distinct group of elitist arcane warriors, which is why they demonstrate respect to each other, even if their alignments doesn’t fit well together. Other arcane casters, like wizards or sorcerers, see baculumants with mixed feelings. On the one hand, they are somehow afraid of the abilities of baculumants against other casters in combat, but on the other hand they see them selve superior due to their larger, better and more powerful spells.
Races: Most baculumants are humans and half-elfs, individuals trying to perfect the militant aspect of magic, because the manifold human cultures bring forth all kinds of arcane magic. Although the inborn magical talents, necessary for the path of the baculumant, are often found among elves and gnomes, members of these races normally choose other kinds of magic. Gnomes commonly disdain the militant aspect of the baculumant, preferring trickery and illusions over raw power. Elves, seeking to combine magic and fighting normally become duskblades, the traditional magical fighters of their culture. Halflings with battlesome preferences quite often become baculumants, if they have access to the required information, admiring the ability to compensate their weak figure through magical power. Also dwarven baculumants are extremely rare, dwarfs usually sympathize with baculumants more than with other arcane casters, admiring their militant aspects. However, similar to half-orcs, most dwarfs lack the magical talents for the path of the baculumant.
Other Classes: Baculumants usually get along well with other independent, autonomous classes, especially when these classes are magically or battlesome talented. Therefore they get on particularly well with warlocks, hexblades, duskblades, bards and spellthiefs, but also with sorcerers, rogues, rangers and barbarians. Baculumants often don’t show great respect to inflexible and weakly classes like wizards, but this has not to end in aversion or hostility.
Role: Baculumants are sort of arcane fighters, who perfect the use of their magic as a weapon. Although they can fill the role of a “normal” arcane caster, they’ll never be on par with a wizard or sorcerer in the field of pure magical power, because of their significantly slowed down spell progression. This is balanced by their powerful arcane fighting abilities, offensive and defensive. Baculumants are especially strong against single targets, while they are significantly weaker at fighting against large numbers of enemies. Outside of combat a baculumant, with his usually high Charisma, can often shine at social tasks, particularly when supported by his skill- and spell-selection.
Starting Age: As Bard
Starting Gold: 3d4 x 10 gp (75 gp)
http://www.wizards.com/dnd/images/cosw_gallery/90426.jpg
GAME RULE INFORMATION
Baculumants have the following game statistics.
Abilities: Charisma determines how powerful a spell a baculumant can cast, how many spells he can cast per day, and how hard those spells are to resist (see spells; below). Like sorcerers, baculumants benefit from high Dexterity and Constitution scores, providing them higher AC and hit points.
Alignment: Any.
Hit Die: d6.
Class Skills
The Baculumant’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcane) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magical Device (Cha).
Skill Points at 1st level: ( 2 + Int modifier ) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Table 1-1: THE BACULUMANT
Base Fort Ref Will --------- Spells per day / Spells known ----------
Level Attack Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th
1st +0 +2 +0 +2 Spellstaff, Magic-Strike 5 / 4 2 / 2 - / - - / - - / - - / -
2nd +1 +3 +0 +3 Spell-Strike (Ranged Touch spells) 6 / 4 3 / 3 - / - - / - - / - - / -
3rd +2 +3 +1 +3 Spellstaff-Defense (Parry Ray) 7 / 5 5 / 3 - / - - / - - / - - / -
4th +3 +4 +1 +4 Spell-Strike (+2 to overcome SR) 8 / 5 6 / 4 - / - - / - - / - - / -
5th +3 +4 +1 +4 - 8 / 5 6 / 4 2 / 2 - / - - / - - / -
6th +4 +5 +2 +5 Spell-Strike (Single Target spells) 9 / 5 7 / 4 3 / 3 - / - - / - - / -
7th +5 +5 +2 +5 Spellstaff-Defense (Negate Spell) 9 / 6 7 / 5 5 / 3 - / - - / - - / -
8th +6/+1 +6 +2 +6 Spell-Strike (+1 to save DC) 10/ 6 8 / 5 6 / 4 - / - - / - - / -
9th +6/+1 +6 +3 +6 - 10/ 6 8 / 5 6 / 4 2 / 2 - / - - / -
10th +7/+2 +7 +3 +7 Spell-Strike (Area spells) 10/ 6 9 / 5 7 / 4 3 / 3 - / - - / -
11th +8/+3 +7 +3 +7 Spellstaff-Defense (Block Area) 10/ 6 9 / 6 7 / 5 5 / 3 - / - - / -
12th +9/+4 +8 +4 +8 Spell-Strike (Bypass resistance, half) 10/ 6 10/ 6 8 / 5 6 / 4 - / - - / -
13th +9/+4 +8 +4 +8 - 10/ 6 10/ 6 8 / 5 6 / 4 2 / 2 - / -
14th +10/+5 +9 +4 +9 Spell-Strike (Touch spells) 10/ 6 10/ 6 9 / 5 7 / 4 3 / 3 - / -
15th +11/+6/+1 +9 +5 +9 Spellstaf-Defense (Deflect Ray) 10/ 6 10/ 6 9 / 6 7 / 5 5 / 3 - / -
16th +12/+7/+2 +10 +5 +10 Spell-Strike (+4 to overcome SR) 10/ 6 10/ 6 10/ 6 8 / 5 6 / 4 - / -
17th +12/+7/+2 +10 +5 +10 - 10/ 6 10/ 6 10/ 6 8 / 5 6 / 4 2 / 2
18th +13/+8/+3 +11 +6 +11 Spell-Strike (+2 to save DC) 10/ 6 10/ 6 10/ 6 9 / 5 7 / 4 3 / 3
19th +14/+9/+4 +11 +6 +11 Spellstaff-Defense (Turn Spell) 10/ 6 10/ 6 10/ 6 9 / 6 7 / 5 5 / 3
20th +15/+10/+5 +12 +6 +12 Spell-Strike (Bypass resistance, total) 10/ 6 10/ 6 10/ 6 10/ 6 8 / 5 6 / 4
Class Features
All the following are class features of the Baculumant.
Weapon and Armor Proficiency: A baculumant is proficient with all simple weapons. Baculumants are proficient with light armor, but not with shields.
Because the somatic components required for baculumant spells are relatively simple, a baculumant can cast baculumant spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a baculumant wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass baculumant still incurs the normal arcane spell failure chance for arcane spell received from other classes.
Spells: A baculumant casts arcane spells, which are drawn from the sorcerer/wizard spell list (but only up to spell level 5). He can cast any spell he knows without preparing it ahead of time, just like a sorcerer.
To learn or cast a spell, a baculumant must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a baculumant’s spell is 10 + the spell level + the baculumant’s Charisma modifier. Like other spellcasters, a baculumant can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1-1: The Baculumant. In addition, he receives bonus spells per day if he has a high Charisma score.
A baculumant’s selection of spells is extremely limited. A baculumant begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new baculumant level, he gains one or more new spells, as indicated on the table above. Upon reaching 5th level, and at every uneven-numbered baculumant level after that, a baculumant can choose to learn a new spell in place of one he already knows. In effect, the baculumant “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level baculumant spell the baculumant can cast.
The baculumant’s spells don’t need any material components with a value of 1gp or less. Additionally, a baculumant can perform all somatic components of his baculumant spells with his personal spellstaff, if he wants to.
Spellstaff: The typical recognition feature of a baculumant is his personal spellstaff, a powerful magical weapon. A baculumant creates this item by personalizing a melee weapon of his choice he has proficiency with (this don’t have to be a real staff actually), transferring some of his magical power into it. A baculumant begins with a personal spellstaff at 1st level, and he can never have more than one personal spellstaff at any given time. Only when wielding his spellstaff a baculumant can perform his different arcane fighting techniques. For more details of personal spellstaffs see below.
Magic-Strike (Sp): A baculumant can perform a special arcane martial art, called Magic-Strike, with his personal spellstaff. A Magic-Strike is a spell-like ability, with an equivalent spell level of 1 + 1/4 caster-levels of the baculumant. Bashing through the air with his personal spellstaff, the baculumant can attack a single opponent within 50 ft. + 5 ft. / caster-level as a standard action with his Magic-Strike by succeeding on a ranged touch attack. With a successful hit he deals 1d6 points of damage (crit. 20/x2). This damage raises every uneven caster-level thereafter by one additional d6. There’s no save allowed to reduce or negate this damage, but a Magic-Strike is subject to a target’s spell resistance.
A baculumant can use his Magic-Strike at will, as long as he wields his personal spellstaff.
Spell-Strike (Su): The most outstanding ability of a baculumant is without a doubt his Spell-Strike, which enables him to combine his Magic-Strike with specific spells beginning at second level.
Preface: By performing a Spell-Strike, you can cast a spell and deliver it through your Magic-Strike as a single standard action. Only spells with a casting time of 1 standard action or less can be used for a Spell-Strike. The target of the spell is always the same as the target of the Magic-Strike, and the range of the spell is replaced by the Magic-Strike’s range.
With a Spell-Strike, you first attack the target with your Magic-Strike as a ranged touch attack. If the Magic-Strike misses, the spell fades without any effect. If the Magic-Strike hits, the spell automatically hits the target thereafter, too. If the baculumant scores a critical hit with his Magic-Strike, the spell is considered as a critical hit, too, if appropriate for the spell.
Usable Spells: Beginning at 2nd level, a baculumant can use all spells which need a ranged touch attack (for example acid splash) with their Spell-Strike. If such a spell allows more than one ranged touch attack as a single action (for example scorching ray at caster-level 7 or higher), you can deliver all of them through your Magic-Strike, but all have to hit the same target (the target of your Magic Strike). Beginning at 6th level, a baculumant can also use all spells with a single, specific target (for example hold person) with their Spell-Strike. Beginning at 10th level, a baculumant can also use all area-effect spells (for example fireball) with their Spell-Strike, whereupon the target of the Spell-Strike represents the center or origin of the particular area (radius, cone, line, etc…). Beginning at 14th level, a baculumant can finally also use all spells which need a normal touch attack (for example shocking grasp) with their Spell-Strike.
A multiclass baculumant cannot use spells received from other classes for his Spell-Strike.
Spell Enhancement: Additionally, the spells cast via a Spell-Strike become more and more difficult to resist at higher baculumant levels. Beginning at 4th level, a baculumant gets a +2 bonus to all caster level checks to overcome the opponent’s spell resistance with a spell cast through his Spell-Strike. This bonus rises to +4 beginning at 16th level. Beginning at 8th level a baculumant gets a +1 bonus to the Difficulty Class for saving throws against a spell cast through a Spell-Strike. This bonus rises to +2 beginning at 18th level. Beginning at 12th level, a spell cast through a Spell-Strike ignores half of any energy-resistance, the opponent might possess. Beginning at 20th level, a spell cast through a Spell-Strike eventually completely ignores any energy-resistance the opponent might possess. This last ability has no effect on enemies with energy-immunities or without energy-resistance.
Spellstaff-Defense (Sp): A baculumant can use his spellstaff not only for the explained arcane attack options, but can also use it to defend himself against most magical attacks. A baculumant can use his Spellstaff-Defense against spells and spell-like abilities, but not against extraordinary or supernatural abilities. To use his Spellstaff-Defense, the baculumant must succeed on a caster-level check against [11 + spell’s caster-level] as an Immediate Action. Afterwards the baculumant can sacrifice the use of one of his spells for that day with a spell-level at least 1 highter than half the enemy’s spell-level (rounded down, see Table 1-2: Spellstaff-Defense) to use his Spellstaff-Defense.
Beginning at 3rd level a baculumant can parry any ray targeted on him (as well as any other spell requiring a ranged touch attack) via his Spellstaff-Defense. Beginning at 15th level a baculumant can redirect any parried attack to any target within 60 ft. as a free action, whereas all spell qualities remain unchanged. This requires a successful ranged touch attack.
Beginning at 7th level a baculumant can negate any spell cast on him (which have the baculumant as target, no effects or area-spells) via his Spellstaff-Defense. Beginning at 19th level a baculumant can turn any negated spell back to the caster as a free action, whereas all spell qualities remain unchanged.
Beginning at 11th level a baculumant can block any area spell with a duration of 1 round or less via his Spellstaff-Defense, whereas the baculumant is some kind of barrier, protecting everything “behind” him.
Table 1-2: Spellstaff-Defense
Spell-Level
Enemy Spell 0,1 2,3 4,5 6,7 8,9
Baculumant Spell 1 2 3 4 5
SPELLSTAFFS
A spellstaff is a baculumant’s powerful, personalized melee weapons. A baculumant needs his spellstaff to use his arcane martial arts.
Personalizing a Spellstaff: To transfer some of his magical powers into a chosen weapon, a baculumant must perform a special ritual, requiring 8 hours of uninterrupted work, as well as special materials worth 100 gp. A baculumant begins with such a personalized spellstaff at first level.
Losing a Spellstaff: If a baculumant’s spellstaff is destroyed or dismissed, the baculumant looses 200 experience points per caster-level. If he’s wielding his spellstaff at the time of destruction or dismissal, a baculumant can try to absorb the released spellstaff essence by succeeding on a Fortitude saving throw (DC 15), negating the experience loss.
Thereafter a baculumant can personalize a new spellstaff without any additional drawbacks.
Personal Spellstaffs
A personal spellstaff becomes stronger with the baculumant's casterlevel, and grants his master several, special abilities (beside those detailed above), as given in the table below. A baculumant’s spellstaff keeps its enhanced properties even in an antimagic field, but all abilities indicated as spell-like or supernatural as well as normal magical enhancements the spellstaff might have are suppressed in such a field as normal.
Table 1-3 Personal Spellstaffs
CL Hardness Resistances hp Special
1.-2. +2 0 +5 Clear Mind, Find Spellstaff, Repair Spellstaff
3.-4. +4 0 +10 Spellstaff-Telekinesis
5.-6. +6 5 +15 Bypass Damage Reduction (Magic)
7.-8. +8 5 +20 Spell-Resistance
9.-10. +10 10 +25 Bypass Damage Reduction (Alchemical Silver)
11.-12. +12 10 +30 Scry on Spellstaff
13.-14. +14 15 +35 Bypass Damage Reduction (Cold Iron)
15.-16. +16 15 +40 Long Range Spellstaff-Bond
17.-18. +18 20 +45 Bypass Damage Reduction (Adamantine)
19.-20. +20 20 +50 Call Spellstaff
Hardness: The number noted here is an improvement to the personal spellstaff's hardness.
Resistances: A baculumant’s spellstaff gets the indicated resistances against all elemental attacks.
Hit Points: The number noted here is an improvement to the personal spellstaff's hit points.
Clear Mind: While a baculumant holds his personal spellstaff in his hands, he receives a +2 bonus on all Listen and Spot checks, as well as a +3 bonus on all Concentration checks.
Find Spellstaff (Su): A baculumant can feel the direction to his personal spellstaff as a standard action, as long as his spellstaff is on the same plane. If his spellstaff is on another plane, he only gets this information.
Repair Spellstaff (Sp): By transferring some of his magical energy into his spellstaff, a baculumant can repair his personal spellstaff. By sacrificing one of his spells as a full round action, the baculumant can repair 1d8 points of damage / spell-level (1d4 points of damage with a cantrip). A baculumant has to hold his spellstaff in his hands, for doing so.
Spellstaff-Telekinesis (Sp): Beginning at 3rd level, a baculumant can move his personal spellstaff up to 30 ft. as a move action, as long as the spellstaff is within 100 ft. + 10 ft. / caster-level of the baculumant. If this movement is hindered by some means (for example another creature holding the spellstaff), the baculumant’s Strength modifier equals ½ caster-level + the baculumant’s Charisma modifier for any opposed rolls.
Bypass Damage Reduction: At higher levels, a baculumant’s spellstaff gains the ability to bypass the indicated types of damage reduction.
Spell-Resistance (Su): Beginning at 7th level, a baculumant’s spellstaff gets spell-resistance equal to 5 + the baculumant’s caster-level.
Scry on Spellstaff (Sp): If the baculumant is 11th level or higher, he may scry on his personal spellstaff (as if casting the scrying spell) once per day.
Long Range Spellstaff-Bond: Beginning at 15th level, a baculumant can catch his spellstaff’s essence, as long as the spellstaff and baculumant are on the same plane at the moment of destruction/dismissal.
Call Spellstaff (Sp): Beginning at 19th level, a baculumant can magically teleport his spellstaff into his hands as a standard action once per day, if his spellstaff is located on the same plane. Pure, physical power (for example a strong creature holding the spellstaff) cannot prevent the baculumant from calling his spellstaff, but some spells can prevent this teleport.
EPIC PROGRESSION (Thanks to Atsettam, who did this piece of work :) )
EPIC BACULUMANT
Level Special
21st --
22nd --
23rd Bonus Feat
24th --
25th --
26th Bonus Feat
27th --
28th --
29th Bonus Feat
30th --
Hit Die: d6
Skill Points at Each Additional Level: 2 + Int modifier
Spells: The baculumant’s caster level is equal to his class level. The baculumant’s number of spells per day does not increase after 20th level. The baculumant does not learn additional spells unless he selects the Spell Knowledge feat.
Spellstaff: The baculumant’s spellstaff grows more powerful after 20th level. Its bonus hit points, resistances, and hardness continue to increase as indicated below. At 21st level, it grants ability to bypass Epic damage reduction.
CL Hardness Resistances HP Special
21-22 +22 25 +55 Bypass Damage Reduction (EPIC)
23-24 +24 25 +60 --
25-26 +26 30 +65 --
27-28 +28 30 +70 --
29-30 +30 35 +75 --
Magic Strike: The baculumant’s magic strike damage continues to increase by 1d6 every other level after 19th level, (21st, 23rd, 25th, etc).
Spell-Strike: The bonuses granted by baculumant’s spell-strike ability do not continue to improve beyond 20th level.
Bonus Feats: The epic baculumant gains a bonus feat every three levels after 20th.
FEATS
Improved Spellstaff-Defense
Prerequisites: Spellstaff-Defense-Ability
Benefit: You gain a +3 Bonus on all your caster-level checks to use any of your spellstaff-defense abilities.
Long Range Magic-Strike
Prerequisites: Magic-Strike, BAB +6
Benefit: The Range of your Magic-Strike (and Spell-Strike, if you have access to it) increases to Medium Range (100 ft. + 10 ft. / caster-level).
Melee-Magic-Strike
Prerequisites: Magic-Strike-Ability, BAB +4
Benefit: You can use your Magic-Strike (and Spell-Strike, if you have access to it) in conjunction with normal melee attacks, but when doing so via a full attack, only the first target hit is affected by the Magic-Strike / Spell-Strike.
Metamagic Spell-Strike
Prerequisites: Spell-Strike-Ability, one metamagic feat, caster-level 6
Benefit: You can use your Spell-Strike ability with metamagical enhanced spells, even if those spells normally would have a casting time of 1 full-round action.
Powerful Magic-Strike
Prerequisites: Magic-Strike-Ability, BAB +6, Cha 15
Benefit: You can perform a powerful Magic-Strike as a full-round action (or its combination with spells as Spell-Strike), to get more raw magical power into it. For every damage-die your Magic-Strike has, the damage of a Powerful Magic-Strike is increased by 1.
Split Magic-Strike
Prerequisites: Magic-Strike-Ability, BAB +6, Cha 15
Benefit: You can use your Magic-Strike against more targets (all within 30 ft. of each other) as a full-round action, but for every additional target every single attack deals 2d6 less damage. If you use a spliced Magic-Strike for a Spell-Strike, only one of the attacks (your choice) can deliver the spell.
Greetings,
King Herodes
The Idea behind this class was to make some kind of arcane warrior... „Wait, we already have arcane warriors, so why should we need this class!“ some of you might think, but let me explain the concept and its differences to other arcane warriors. To my knowledge there are two kinds of official arcane warrios out there:
the Warmage (CA), more or less a sorcerer, specializing in combat via a huge arsenal of damage-dealing spells, at the expense of most other spells, and
the Duskblade (PHB II) and the Hexblade (CW), supporting their normal fighting skills (mainly melee) with spells.
The baculumant on the other hand is meant to strike a new path here. He fights with pure magic, like a fighter fights with his sword and shield, using it to strike (sword) and defend himself against other’s strikes (shield). The Spellstaff as necessary focus is mainly a fluff-element, based upon the class’ inspiration, the fight between Gandalf and Saruman in the Lord of the Rings movie.
BACULUMANT
http://www.wizards.com/dnd/images/cor_gallery/89547.jpg
„I have no need for weapons, armor or shields, not even for the gods at the high heavens above me, with this staff in my hands!“
Allerion Jens-Drin, human Baculumant
Table 1-1: The BACULUMANT
{table=head]Level|BAB|FORT|REF|WILL|Special|0lvl|1st|2nd|3rd|4 th|5th
1st|
+0|
+2|
+0|
+2|Spellstaff, Magic-Strike|5|2|-|-|-|-
2nd|
+1|
+3|
+0|
+3|Spell-Strike (Ranged Touch Spells) |6|3|-|-|-|-
3rd|
+2|
+3|
+1|
+3|Spellstaff-Defense (Parry Ray) |7|5|-|-|-|-
4th|
+3|
+4|
+1|
+4|Spell-Strike (+2 to overcome SR) |8|6|-|-|-|-
5th|
+3|
+4|
+1|
+4|- |8|6|2|-|-|-
6th|
+4|
+5|
+2|
+5|Spell-Strike (Single Target Spells) |9|7|3|-|-|-
7th|
+5|
+5|
+2|
+5|Spellstaff-Defense (Negate Spell) |9|7|5|-|-|-
8th|
+6/+1|
+6|
+2|
+6|Spell-Strike (+1 to save DC) |10|8|6|-|-|-
9th|
+6/+1|
+6|
+3|
+6|- |10|8|6|2|-|-
10th|
+7/+2|
+7|
+3|
+7|Spell-Strike (Area Spells) |10|9|7|3|-|-
11th|
+8/+3|
+7|
+3|
+7|Spellstaff-Defense (Block Area) |10|9|7|5|-|-
12th|
+9/+4|
+8|
+4|
+8|Spell-Strike (Bypass Resistance, half) |10|10|8|6|-|-
13th|
+9/+4|
+8|
+4|
+8|- |10|10|8|6|2|-
14th|
+10/+5|
+9|
+4|
+9|Spell-Strike (Touch Spells) |10|10|9|7|3|-
15th|
+11/+6/+1|
+9|
+5|
+9|Spellstaff-Defense (Deflect Ray) |10|10|9|7|5|-
16th|
+12/+7/+2|
+10|
+5|
+10|Spell-Strike (+4 to overcome SR) |10|10|10|8|6|-
17th|
+12/+7/+2|
+10|
+5|
+10|- |10|10|10|8|6|2
18th|
+13/+8/+3|
+11|
+6|
+11|Spell-Strike (+2 to save DC) |10|10|10|9|7|3
19th|
+14/+9/+4|
+11|
+6|
+11|Spellstaff-Defense (Turn Spell) |10|10|10|9|7|5
20th|
+15/+10/+5|
+12|
+6|
+12|Spell-Strike (Bypass Resistance, total) |10|10|10|10|8|6 [/table]
FLUFF
The possibilities of magic are manifold, miraculous and fearful. In a world full of cruel conflicts, horrible monsters and mystical dangers, its use in battle is one of the most common and promising practices. But even though there are many different philosophies about this, the most rudimental point of view is surely those of the baculumants. These account magic in its purest form as a kind of weapon they can handle through their study of the arcane martial arts. These individuals, blessed with inborn magical power similar to a sorcerer, bunch their given magical powers via personal, magical weapons, to use it for special offensive and defensive arcane fighting techniques. Even though they cast arcane spells, they are barely comparable to wizards or sorcerers. They’re arcane warriors, skilled in the combat-oriented use of magic like nobody else.
Adventures: Baculumants don’t have to study their powers, they hone and improve them the best through practical exercises. Developing their powers by this means to approach self-perfection is a common and important reason for most baculumants to adventure. In addition, a baculumant can have any further usual motives for adventures, depending on their alignment, background and personality. However, a more or less distinctive quest for power can be found among almost all baculumants.
Characteristics: Like sorcerers baculumants use inborn, spontaneous arcane magic. Their skills in the field of pure magic are clearly less trained, however, because they sacrifice a huge part of their power and time to train and master the arcane martial arts. These enable them to use their magic as a powerful weapon on the one hand, and to defend against the spells of others on the other hand. Furthermore, through this battlesome focus, they are tougher and sturdier than sorcerers.
Alignment: Baculumants can be of any alignment. Because of the spontaneous nature of their magic, many of them slightly tend toward chaos over law.
Religion: Baculumants don’t show any general, significant tendencies concerning faith and religion. Also most of them pray to gods associated with magic, fighting skills or warfare, many of them pray to other gods, while some ignore religion at all.
Background: Baculumants usually develop rudimentary powers at a young age, but sometimes not until higher ages, too. By far the most baculumants were detected by an older Baculumant, often by order of secret baculumants’ organizations. Those baculumants instruct young talented individuals in the mystical art of the baculumants. Only few individuals research the art of the baculumants on their own. Therefore, baculumants see themselves as members of a distinct group of elitist arcane warriors, which is why they demonstrate respect to each other, even if their alignments doesn’t fit well together. Other arcane casters, like wizards or sorcerers, see baculumants with mixed feelings. On the one hand, they are somehow afraid of the abilities of baculumants against other casters in combat, but on the other hand they see them selve superior due to their larger, better and more powerful spells.
Races: Most baculumants are humans and half-elfs, individuals trying to perfect the militant aspect of magic, because the manifold human cultures bring forth all kinds of arcane magic. Although the inborn magical talents, necessary for the path of the baculumant, are often found among elves and gnomes, members of these races normally choose other kinds of magic. Gnomes commonly disdain the militant aspect of the baculumant, preferring trickery and illusions over raw power. Elves, seeking to combine magic and fighting normally become duskblades, the traditional magical fighters of their culture. Halflings with battlesome preferences quite often become baculumants, if they have access to the required information, admiring the ability to compensate their weak figure through magical power. Also dwarven baculumants are extremely rare, dwarfs usually sympathize with baculumants more than with other arcane casters, admiring their militant aspects. However, similar to half-orcs, most dwarfs lack the magical talents for the path of the baculumant.
Other Classes: Baculumants usually get along well with other independent, autonomous classes, especially when these classes are magically or battlesome talented. Therefore they get on particularly well with warlocks, hexblades, duskblades, bards and spellthiefs, but also with sorcerers, rogues, rangers and barbarians. Baculumants often don’t show great respect to inflexible and weakly classes like wizards, but this has not to end in aversion or hostility.
Role: Baculumants are sort of arcane fighters, who perfect the use of their magic as a weapon. Although they can fill the role of a “normal” arcane caster, they’ll never be on par with a wizard or sorcerer in the field of pure magical power, because of their significantly slowed down spell progression. This is balanced by their powerful arcane fighting abilities, offensive and defensive. Baculumants are especially strong against single targets, while they are significantly weaker at fighting against large numbers of enemies. Outside of combat a baculumant, with his usually high Charisma, can often shine at social tasks, particularly when supported by his skill- and spell-selection.
Starting Age: As Bard
Starting Gold: 3d4 x 10 gp (75 gp)
http://www.wizards.com/dnd/images/cosw_gallery/90426.jpg
GAME RULE INFORMATION
Baculumants have the following game statistics.
Abilities: Charisma determines how powerful a spell a baculumant can cast, how many spells he can cast per day, and how hard those spells are to resist (see spells; below). Like sorcerers, baculumants benefit from high Dexterity and Constitution scores, providing them higher AC and hit points.
Alignment: Any.
Hit Die: d6.
Class Skills
The Baculumant’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcane) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magical Device (Cha).
Skill Points at 1st level: ( 2 + Int modifier ) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Table 1-1: THE BACULUMANT
Base Fort Ref Will --------- Spells per day / Spells known ----------
Level Attack Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th
1st +0 +2 +0 +2 Spellstaff, Magic-Strike 5 / 4 2 / 2 - / - - / - - / - - / -
2nd +1 +3 +0 +3 Spell-Strike (Ranged Touch spells) 6 / 4 3 / 3 - / - - / - - / - - / -
3rd +2 +3 +1 +3 Spellstaff-Defense (Parry Ray) 7 / 5 5 / 3 - / - - / - - / - - / -
4th +3 +4 +1 +4 Spell-Strike (+2 to overcome SR) 8 / 5 6 / 4 - / - - / - - / - - / -
5th +3 +4 +1 +4 - 8 / 5 6 / 4 2 / 2 - / - - / - - / -
6th +4 +5 +2 +5 Spell-Strike (Single Target spells) 9 / 5 7 / 4 3 / 3 - / - - / - - / -
7th +5 +5 +2 +5 Spellstaff-Defense (Negate Spell) 9 / 6 7 / 5 5 / 3 - / - - / - - / -
8th +6/+1 +6 +2 +6 Spell-Strike (+1 to save DC) 10/ 6 8 / 5 6 / 4 - / - - / - - / -
9th +6/+1 +6 +3 +6 - 10/ 6 8 / 5 6 / 4 2 / 2 - / - - / -
10th +7/+2 +7 +3 +7 Spell-Strike (Area spells) 10/ 6 9 / 5 7 / 4 3 / 3 - / - - / -
11th +8/+3 +7 +3 +7 Spellstaff-Defense (Block Area) 10/ 6 9 / 6 7 / 5 5 / 3 - / - - / -
12th +9/+4 +8 +4 +8 Spell-Strike (Bypass resistance, half) 10/ 6 10/ 6 8 / 5 6 / 4 - / - - / -
13th +9/+4 +8 +4 +8 - 10/ 6 10/ 6 8 / 5 6 / 4 2 / 2 - / -
14th +10/+5 +9 +4 +9 Spell-Strike (Touch spells) 10/ 6 10/ 6 9 / 5 7 / 4 3 / 3 - / -
15th +11/+6/+1 +9 +5 +9 Spellstaf-Defense (Deflect Ray) 10/ 6 10/ 6 9 / 6 7 / 5 5 / 3 - / -
16th +12/+7/+2 +10 +5 +10 Spell-Strike (+4 to overcome SR) 10/ 6 10/ 6 10/ 6 8 / 5 6 / 4 - / -
17th +12/+7/+2 +10 +5 +10 - 10/ 6 10/ 6 10/ 6 8 / 5 6 / 4 2 / 2
18th +13/+8/+3 +11 +6 +11 Spell-Strike (+2 to save DC) 10/ 6 10/ 6 10/ 6 9 / 5 7 / 4 3 / 3
19th +14/+9/+4 +11 +6 +11 Spellstaff-Defense (Turn Spell) 10/ 6 10/ 6 10/ 6 9 / 6 7 / 5 5 / 3
20th +15/+10/+5 +12 +6 +12 Spell-Strike (Bypass resistance, total) 10/ 6 10/ 6 10/ 6 10/ 6 8 / 5 6 / 4
Class Features
All the following are class features of the Baculumant.
Weapon and Armor Proficiency: A baculumant is proficient with all simple weapons. Baculumants are proficient with light armor, but not with shields.
Because the somatic components required for baculumant spells are relatively simple, a baculumant can cast baculumant spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a baculumant wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass baculumant still incurs the normal arcane spell failure chance for arcane spell received from other classes.
Spells: A baculumant casts arcane spells, which are drawn from the sorcerer/wizard spell list (but only up to spell level 5). He can cast any spell he knows without preparing it ahead of time, just like a sorcerer.
To learn or cast a spell, a baculumant must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a baculumant’s spell is 10 + the spell level + the baculumant’s Charisma modifier. Like other spellcasters, a baculumant can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1-1: The Baculumant. In addition, he receives bonus spells per day if he has a high Charisma score.
A baculumant’s selection of spells is extremely limited. A baculumant begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new baculumant level, he gains one or more new spells, as indicated on the table above. Upon reaching 5th level, and at every uneven-numbered baculumant level after that, a baculumant can choose to learn a new spell in place of one he already knows. In effect, the baculumant “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level baculumant spell the baculumant can cast.
The baculumant’s spells don’t need any material components with a value of 1gp or less. Additionally, a baculumant can perform all somatic components of his baculumant spells with his personal spellstaff, if he wants to.
Spellstaff: The typical recognition feature of a baculumant is his personal spellstaff, a powerful magical weapon. A baculumant creates this item by personalizing a melee weapon of his choice he has proficiency with (this don’t have to be a real staff actually), transferring some of his magical power into it. A baculumant begins with a personal spellstaff at 1st level, and he can never have more than one personal spellstaff at any given time. Only when wielding his spellstaff a baculumant can perform his different arcane fighting techniques. For more details of personal spellstaffs see below.
Magic-Strike (Sp): A baculumant can perform a special arcane martial art, called Magic-Strike, with his personal spellstaff. A Magic-Strike is a spell-like ability, with an equivalent spell level of 1 + 1/4 caster-levels of the baculumant. Bashing through the air with his personal spellstaff, the baculumant can attack a single opponent within 50 ft. + 5 ft. / caster-level as a standard action with his Magic-Strike by succeeding on a ranged touch attack. With a successful hit he deals 1d6 points of damage (crit. 20/x2). This damage raises every uneven caster-level thereafter by one additional d6. There’s no save allowed to reduce or negate this damage, but a Magic-Strike is subject to a target’s spell resistance.
A baculumant can use his Magic-Strike at will, as long as he wields his personal spellstaff.
Spell-Strike (Su): The most outstanding ability of a baculumant is without a doubt his Spell-Strike, which enables him to combine his Magic-Strike with specific spells beginning at second level.
Preface: By performing a Spell-Strike, you can cast a spell and deliver it through your Magic-Strike as a single standard action. Only spells with a casting time of 1 standard action or less can be used for a Spell-Strike. The target of the spell is always the same as the target of the Magic-Strike, and the range of the spell is replaced by the Magic-Strike’s range.
With a Spell-Strike, you first attack the target with your Magic-Strike as a ranged touch attack. If the Magic-Strike misses, the spell fades without any effect. If the Magic-Strike hits, the spell automatically hits the target thereafter, too. If the baculumant scores a critical hit with his Magic-Strike, the spell is considered as a critical hit, too, if appropriate for the spell.
Usable Spells: Beginning at 2nd level, a baculumant can use all spells which need a ranged touch attack (for example acid splash) with their Spell-Strike. If such a spell allows more than one ranged touch attack as a single action (for example scorching ray at caster-level 7 or higher), you can deliver all of them through your Magic-Strike, but all have to hit the same target (the target of your Magic Strike). Beginning at 6th level, a baculumant can also use all spells with a single, specific target (for example hold person) with their Spell-Strike. Beginning at 10th level, a baculumant can also use all area-effect spells (for example fireball) with their Spell-Strike, whereupon the target of the Spell-Strike represents the center or origin of the particular area (radius, cone, line, etc…). Beginning at 14th level, a baculumant can finally also use all spells which need a normal touch attack (for example shocking grasp) with their Spell-Strike.
A multiclass baculumant cannot use spells received from other classes for his Spell-Strike.
Spell Enhancement: Additionally, the spells cast via a Spell-Strike become more and more difficult to resist at higher baculumant levels. Beginning at 4th level, a baculumant gets a +2 bonus to all caster level checks to overcome the opponent’s spell resistance with a spell cast through his Spell-Strike. This bonus rises to +4 beginning at 16th level. Beginning at 8th level a baculumant gets a +1 bonus to the Difficulty Class for saving throws against a spell cast through a Spell-Strike. This bonus rises to +2 beginning at 18th level. Beginning at 12th level, a spell cast through a Spell-Strike ignores half of any energy-resistance, the opponent might possess. Beginning at 20th level, a spell cast through a Spell-Strike eventually completely ignores any energy-resistance the opponent might possess. This last ability has no effect on enemies with energy-immunities or without energy-resistance.
Spellstaff-Defense (Sp): A baculumant can use his spellstaff not only for the explained arcane attack options, but can also use it to defend himself against most magical attacks. A baculumant can use his Spellstaff-Defense against spells and spell-like abilities, but not against extraordinary or supernatural abilities. To use his Spellstaff-Defense, the baculumant must succeed on a caster-level check against [11 + spell’s caster-level] as an Immediate Action. Afterwards the baculumant can sacrifice the use of one of his spells for that day with a spell-level at least 1 highter than half the enemy’s spell-level (rounded down, see Table 1-2: Spellstaff-Defense) to use his Spellstaff-Defense.
Beginning at 3rd level a baculumant can parry any ray targeted on him (as well as any other spell requiring a ranged touch attack) via his Spellstaff-Defense. Beginning at 15th level a baculumant can redirect any parried attack to any target within 60 ft. as a free action, whereas all spell qualities remain unchanged. This requires a successful ranged touch attack.
Beginning at 7th level a baculumant can negate any spell cast on him (which have the baculumant as target, no effects or area-spells) via his Spellstaff-Defense. Beginning at 19th level a baculumant can turn any negated spell back to the caster as a free action, whereas all spell qualities remain unchanged.
Beginning at 11th level a baculumant can block any area spell with a duration of 1 round or less via his Spellstaff-Defense, whereas the baculumant is some kind of barrier, protecting everything “behind” him.
Table 1-2: Spellstaff-Defense
Spell-Level
Enemy Spell 0,1 2,3 4,5 6,7 8,9
Baculumant Spell 1 2 3 4 5
SPELLSTAFFS
A spellstaff is a baculumant’s powerful, personalized melee weapons. A baculumant needs his spellstaff to use his arcane martial arts.
Personalizing a Spellstaff: To transfer some of his magical powers into a chosen weapon, a baculumant must perform a special ritual, requiring 8 hours of uninterrupted work, as well as special materials worth 100 gp. A baculumant begins with such a personalized spellstaff at first level.
Losing a Spellstaff: If a baculumant’s spellstaff is destroyed or dismissed, the baculumant looses 200 experience points per caster-level. If he’s wielding his spellstaff at the time of destruction or dismissal, a baculumant can try to absorb the released spellstaff essence by succeeding on a Fortitude saving throw (DC 15), negating the experience loss.
Thereafter a baculumant can personalize a new spellstaff without any additional drawbacks.
Personal Spellstaffs
A personal spellstaff becomes stronger with the baculumant's casterlevel, and grants his master several, special abilities (beside those detailed above), as given in the table below. A baculumant’s spellstaff keeps its enhanced properties even in an antimagic field, but all abilities indicated as spell-like or supernatural as well as normal magical enhancements the spellstaff might have are suppressed in such a field as normal.
Table 1-3 Personal Spellstaffs
CL Hardness Resistances hp Special
1.-2. +2 0 +5 Clear Mind, Find Spellstaff, Repair Spellstaff
3.-4. +4 0 +10 Spellstaff-Telekinesis
5.-6. +6 5 +15 Bypass Damage Reduction (Magic)
7.-8. +8 5 +20 Spell-Resistance
9.-10. +10 10 +25 Bypass Damage Reduction (Alchemical Silver)
11.-12. +12 10 +30 Scry on Spellstaff
13.-14. +14 15 +35 Bypass Damage Reduction (Cold Iron)
15.-16. +16 15 +40 Long Range Spellstaff-Bond
17.-18. +18 20 +45 Bypass Damage Reduction (Adamantine)
19.-20. +20 20 +50 Call Spellstaff
Hardness: The number noted here is an improvement to the personal spellstaff's hardness.
Resistances: A baculumant’s spellstaff gets the indicated resistances against all elemental attacks.
Hit Points: The number noted here is an improvement to the personal spellstaff's hit points.
Clear Mind: While a baculumant holds his personal spellstaff in his hands, he receives a +2 bonus on all Listen and Spot checks, as well as a +3 bonus on all Concentration checks.
Find Spellstaff (Su): A baculumant can feel the direction to his personal spellstaff as a standard action, as long as his spellstaff is on the same plane. If his spellstaff is on another plane, he only gets this information.
Repair Spellstaff (Sp): By transferring some of his magical energy into his spellstaff, a baculumant can repair his personal spellstaff. By sacrificing one of his spells as a full round action, the baculumant can repair 1d8 points of damage / spell-level (1d4 points of damage with a cantrip). A baculumant has to hold his spellstaff in his hands, for doing so.
Spellstaff-Telekinesis (Sp): Beginning at 3rd level, a baculumant can move his personal spellstaff up to 30 ft. as a move action, as long as the spellstaff is within 100 ft. + 10 ft. / caster-level of the baculumant. If this movement is hindered by some means (for example another creature holding the spellstaff), the baculumant’s Strength modifier equals ½ caster-level + the baculumant’s Charisma modifier for any opposed rolls.
Bypass Damage Reduction: At higher levels, a baculumant’s spellstaff gains the ability to bypass the indicated types of damage reduction.
Spell-Resistance (Su): Beginning at 7th level, a baculumant’s spellstaff gets spell-resistance equal to 5 + the baculumant’s caster-level.
Scry on Spellstaff (Sp): If the baculumant is 11th level or higher, he may scry on his personal spellstaff (as if casting the scrying spell) once per day.
Long Range Spellstaff-Bond: Beginning at 15th level, a baculumant can catch his spellstaff’s essence, as long as the spellstaff and baculumant are on the same plane at the moment of destruction/dismissal.
Call Spellstaff (Sp): Beginning at 19th level, a baculumant can magically teleport his spellstaff into his hands as a standard action once per day, if his spellstaff is located on the same plane. Pure, physical power (for example a strong creature holding the spellstaff) cannot prevent the baculumant from calling his spellstaff, but some spells can prevent this teleport.
EPIC PROGRESSION (Thanks to Atsettam, who did this piece of work :) )
EPIC BACULUMANT
Level Special
21st --
22nd --
23rd Bonus Feat
24th --
25th --
26th Bonus Feat
27th --
28th --
29th Bonus Feat
30th --
Hit Die: d6
Skill Points at Each Additional Level: 2 + Int modifier
Spells: The baculumant’s caster level is equal to his class level. The baculumant’s number of spells per day does not increase after 20th level. The baculumant does not learn additional spells unless he selects the Spell Knowledge feat.
Spellstaff: The baculumant’s spellstaff grows more powerful after 20th level. Its bonus hit points, resistances, and hardness continue to increase as indicated below. At 21st level, it grants ability to bypass Epic damage reduction.
CL Hardness Resistances HP Special
21-22 +22 25 +55 Bypass Damage Reduction (EPIC)
23-24 +24 25 +60 --
25-26 +26 30 +65 --
27-28 +28 30 +70 --
29-30 +30 35 +75 --
Magic Strike: The baculumant’s magic strike damage continues to increase by 1d6 every other level after 19th level, (21st, 23rd, 25th, etc).
Spell-Strike: The bonuses granted by baculumant’s spell-strike ability do not continue to improve beyond 20th level.
Bonus Feats: The epic baculumant gains a bonus feat every three levels after 20th.
FEATS
Improved Spellstaff-Defense
Prerequisites: Spellstaff-Defense-Ability
Benefit: You gain a +3 Bonus on all your caster-level checks to use any of your spellstaff-defense abilities.
Long Range Magic-Strike
Prerequisites: Magic-Strike, BAB +6
Benefit: The Range of your Magic-Strike (and Spell-Strike, if you have access to it) increases to Medium Range (100 ft. + 10 ft. / caster-level).
Melee-Magic-Strike
Prerequisites: Magic-Strike-Ability, BAB +4
Benefit: You can use your Magic-Strike (and Spell-Strike, if you have access to it) in conjunction with normal melee attacks, but when doing so via a full attack, only the first target hit is affected by the Magic-Strike / Spell-Strike.
Metamagic Spell-Strike
Prerequisites: Spell-Strike-Ability, one metamagic feat, caster-level 6
Benefit: You can use your Spell-Strike ability with metamagical enhanced spells, even if those spells normally would have a casting time of 1 full-round action.
Powerful Magic-Strike
Prerequisites: Magic-Strike-Ability, BAB +6, Cha 15
Benefit: You can perform a powerful Magic-Strike as a full-round action (or its combination with spells as Spell-Strike), to get more raw magical power into it. For every damage-die your Magic-Strike has, the damage of a Powerful Magic-Strike is increased by 1.
Split Magic-Strike
Prerequisites: Magic-Strike-Ability, BAB +6, Cha 15
Benefit: You can use your Magic-Strike against more targets (all within 30 ft. of each other) as a full-round action, but for every additional target every single attack deals 2d6 less damage. If you use a spliced Magic-Strike for a Spell-Strike, only one of the attacks (your choice) can deliver the spell.
Greetings,
King Herodes