While the majority of individuals who adventure adopt the mantle of familiar occupations, others choose to focus on the most ancient traditions of their race and train unique arts. For the High Elves, with their love for swordplay and arcane magic, there are a few who have managed to combine the traditions. Arcane Warriors do not master magic as fully as a Wizard, nor do they have quite the martial prowess of a fighter, but they are capable of filling both positions in a pinch.
Most uniquely, however, Arcane Warriors are capable of casting magic while wearing light armours, with no apparent disadvantage. Many arcane warriors specialize in utilizing arcane spells to their greater martial advantage- many spells which allow the wizard a short respite to survive and retreat become powerful offensive buffs in the hands of the Arcane Warrior.
Those who become especially advanced in the Arcane Warrior tradition are capable of imbuing their weapons with the effects of magical spells, allowing them to strike select enemies with both their arcane and martial might.
High Elven Arcane Warrior (Intelligence)
Hit Dice: d8
BtH Progression: As Cleric
Weapons Allowed: Any one-handed weapon, including ranged.
Armour Allowed: Padded Armour, Leather Coat, Leather Armour, Studded Leather, Laminar Leather, Elven Chain
Alignment: Any
Racial Restriction: High Elves only
Experience Point Progression: As Paladin
Class Features:
Arcane Spells: Arcane Warriors cast spells from the wizard list, and recieve bonus spells per day with a high Intelligence score.
1st Level: 2 cantrips, 1 1st level
2nd Level: 2 cantrips, 2 1st level
3rd Level: 3 cantrips, 2 1st level
4th Level: 3 cantrips, 3 1st, 1 2nd level
5th Level: 3 cantrips, 3 1st, 2 2nd level
6th Level: 4 cantrips, 3 1st, 2 2nd level
7th Level: 4 cantrips, 4 1st, 3 2nd, 1 3rd level
8th Level: 4 cantrips, 4 1st, 3 2nd, 2 3rd level
9th Level: 4 cantrips, 4 1st, 3 2nd, 2 3rd level
10th Level: 4 cantrips, 4 1st, 4 2nd, 3 3rd, 1 4th level
11th Level: 4 cantrips, 5 1st, 4 2nd, 3 3rd, 2 4th level
12th Level: 4 cantrips, 5 1st, 4 2nd, 3 3rd, 2 4th level
13th Level: 4 cantrips, 5 1st, 4 2nd, 4 3rd, 3 4th level, 1 5th level
14th Level: 4 cantrips, 5 1st, 5 2nd, 4 3rd, 3 4th, 2 5th level
15th Level: 4 cantrips, 5 1st, 5 2nd, 4 3rd, 3 4th, 2 5th level
16th Level: 4 cantrips, 5 1st, 5 2nd, 4 3rd, 4 4th, 3 5th level, 1 6th level
17th Level: 4 cantrips, 5 1st, 5 2nd, 5 3rd, 4 4th, 3 5th, 2 6th level
18th Level: 4 cantrips, 5 1st, 5 2nd, 5 3rd, 4 4th, 3 5th, 2 6th level
19th Level: 4 cantrips, 5 1st, 5 2nd, 5 3rd, 4 4th, 4 5th, 3 6th level
20th Level: 4 cantrips, 5 1st, 5 2nd, 5 3rd, 5 4th, 4 5th, 3 6th level
21st Level: 4 cantrips, 5 1st, 5 2nd, 5 3rd, 5 4th, 4 5th, 3 6th level
22nd Level: 4 cantrips, 5 1st, 5 2nd, 5 3rd, 5 4th, 4 5th, 4 6th Level
23rd Level: 4 cantrips, 5 1st, 5 2nd, 5 3rd, 5 4th, 5 5th, 4 6th Level
24th Level: 4 cantrips, 5 1st, 5 2nd, 5 3rd, 5 4th, 5 5th, 4 6th Level
25th Level: 4 cantrips, 5 1st, 5 2nd, 5 3rd, 5 4th, 5 5th, 4 6th Level
Cantrips: Arcane Warriors can cast cantrips at will.
Magical Apprenticeship: Arcane Warriors are capable of using magical items in the same manner as a Wizard, including making an Intelligence check to Identify the item, but are not capable of constructing magical items of their own without further training (at the GMs discretion).
Spellblade: At 10th level, Arcane Warriors gain the ability to, once per day, imbue their weapon with the additional effects of any 1st level spell. When they strike their enemies with the weapon, they can inflict additional damage or penalties with their weapon. At 15th level, they can imbue their blades with 2nd level spells. At 20th level, they can use this ability twice per day, and three times per day at 25th level. This ability does not use up a spell of that level, and stacks with existing magical bonuses on the weapon.
Ascension Power: At 20th level, the Arcane Warrior can either choose to maximize their martial or their magical potential. If they choose to emphasize their martial skills, they gain a permanent +2 to Strength or Dexterity and the ability to use Spellblade once more per day. If they choose to maximize their magical potential, they gain a permanent +2 to Intelligence, and an extra 1st and 2nd level spell slot.
Elven Arcane Warrior (High Elven Racial Class)
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Kaiser_Kris
- Ungern
- Posts: 99
- Joined: Sun Jul 19, 2009 7:00 am
Curious about a few things:
1) can the one-handed weapon be a ranged weapon, such as a sling, spear/javelin, or a crossbow?
2) do these elfs have the ability to construct potions, scrolls, and other magic items as a wizard might? If so, at what level?
3) does the spellblade ability add to existing magical properties? I assume it does as it mentions only "inflict additional."
Traditional elf approach, which is good. Makes having to explain it easy.
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Serl's Corner
1) can the one-handed weapon be a ranged weapon, such as a sling, spear/javelin, or a crossbow?
2) do these elfs have the ability to construct potions, scrolls, and other magic items as a wizard might? If so, at what level?
3) does the spellblade ability add to existing magical properties? I assume it does as it mentions only "inflict additional."
Traditional elf approach, which is good. Makes having to explain it easy.
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Serl's Corner
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Kaiser_Kris
- Ungern
- Posts: 99
- Joined: Sun Jul 19, 2009 7:00 am
serleran wrote:
Curious about a few things:
1) can the one-handed weapon be a ranged weapon, such as a sling, spear/javelin, or a crossbow?
2) do these elfs have the ability to construct potions, scrolls, and other magic items as a wizard might? If so, at what level?
3) does the spellblade ability add to existing magical properties? I assume it does as it mentions only "inflict additional."
Traditional elf approach, which is good. Makes having to explain it easy.
1.) Yes, it's only the one-handedness that really counts. They need a hand (and mouth) free to cast spells.
2.) Maybe at (significantly higher) levels. They have much better BAB and HP than a wizard, and the synergy of wizard buffs with that much better combat capability, so I think wizards should have a big advantage there.
3.) It would, yes. Which means that that spellblade ability could be quite a dangerous power.