d20 Mob United Media The Arcane Duelist - A Frontline Core Class.pdf
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duelists to explore their gifts through duels and
adventures.
The Arcane
Duelist
The arcane duelist is ready for almost anything
he encounters. His combination of mundane
might and magical techniques makes him a for-
midable opponent. An arcane duelist excels at
protecting himself from magical attack while
he assaults his opponent with spells and steel
A Frontline Core Class by
David Caffee
Development and Publishing:
Malcolm Sheppard
Adventures: Arcane duelists can be
wandering mercenaries, seekers of hidden
treasure, or noble defenders of the oppressed.
Many arcane duelists are motivated by per-
sonal vendettas or quests for glory. These ad-
venturers have also earned the nickname
ÐMage KillerÑ for their uncanny ability to stand
up against traditional magic users.
Characteristics: The arcane duelist is
proficient with all simple and martial weapons
and can use them to great advantage. He (or
she) uses magic, though his spell casting ability
is limited. Where the arcane duelist excels is at
defending against magical attacks and using a
wand in combat.
¨ 2006 Malcolm Sheppard and Mob United
Media. No part of this work may be repro-
duced, stored in a retrieval system or transmit-
ted by any form or by any means, electronic,
mechanical, photocopying, recording of other-
wise without the written permission of the
copyright holders or under the terms of the
Open Game License.
All of the text in this book is designated Open
Game Content.
Please let us know if you use this Open Con-
tent.
Alignment: Arcane duelists tend to be
hot-headed. They rely on personal discipline
and arenÓt interested in abstract ethics. An ar-
cane duelist usually respects anyone who can
teach him or defeat him. Arcane duelists are a
fractious lot, but they all agree that it is best to
conquer any limitations they encounter. Conse-
quently, itÓs impossible to enter this class with
a lawful alignments. Changing to a lawful
alignment later in the characterÓs career has no
effect on the his or her powers.
Email
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Straddling the world between the training
grounds of the professional soldier and the se-
cluded schools of the spellcaster, the arcane
duelist is spell-wielding warrior. An arcane du-
elist is too free-spirited or multitalented to
study martial discipline or magical training ex-
clusively. Instead, he combines elements of
both to deadly effect.
Many arcane duelists are self-taught sword-
masters and mages, relying on personal genius
to excel in a unique form of combined combat.
Others are the products of special academies
devoted to the art of the wand and sword.
Some of these schools specialize in particular
weapons and spells; others encourage arcane
Religion: The members of this class are
not known for their great piety, though there
are individual exceptions. Arcane duelists
worship deities associated with war, magic and
luck with equal fervor. Of course, most arcane
duelists simply pray to the deity they have
most need of at the moment.
Background: Many arcane duelists are
mercenary swordsman and guards who have
2
chosen to dabble in offensive magic. A few
are failed wizards who are driven to rougher
careers by their unscholarly character. There
do exist a few informal schools of spell dueling
that have sprung up in various courts. Most
often a noble patron will support such a school
in hopes of improving the quality of their
house guards. A dueling school is generally
run by one or two experienced arcane duelists
with the more promising students helping to
teach the rest.
There are only two established institu-
tions that are dedicated exclusively to the art of
spell dueling. The Academy of Martize pro-
vides cadets with a combination of basic spell
training and instruction in the use of
longswords, battle axes and daggers. The Flay-
ens School of Arcane Combat utilizes a train-
ing regimen focused of the use of rapiers,
scimitars, daggers and hand axes. Both schools
employ fight masters and arcanists as well as
full-fledged arcane duelists. Both schools
maintain a policy of seeking the services of
skilled wand-crafters to stock their arsenals.
Arcane Duelists in the Campaign World: An
arcane duelist is a highly specialized warrior.
Many wealthy and powerful people hire them
as personal guards, confident in the duelistÒs
ability to face both magic and physical attack.
Cities that are home to a large number of spell-
casters may train a force of arcane duelists to
reinforce the city watch.
Game Rule
Information
Arcane duelists have the following game statis-
tics.
Alignment: Any nonlawful.
Hit Die: d8
Class Skills
The arcane duelistÓs class skills (and the
key ability related to each spell) are Balance
(Dex), Climb (Str), Concentration (Con), Jump
(Str), Ride (Dex), Spellcraft (Int).
Races: Most arcane duelists are humans,
elves or half-elves. Dwarves and half-orcs
may be drawn to this class as a way to gain
magical prowess without sacrificing martial
skill. Halflings and gnomes rarely become ar-
cane duelists, though the more militant mem-
bers of these races find that it suits them well.
If you use arcane duelists in your campaign,
they become a favored class for elves.
Skill Points at 1
st
Level: (2+Intelligence modi-
fier) x 4.
Skill Points at Each Additional Level: 2 + In-
telligence modifier.
Class Features
Weapon and Armor Proficiency: An
arcane duelist is proficient with all simple and
martial weapons. Arcane duelists are profi-
cient with light armor and bucklers. Note that
armor check penalties for armor heavier than
leather applies to the skills Balance, Climb Es-
cape Artist, Hide, Jump, Move Silently, Sleight
of Hand and Tumble. Also, Swim checks suf-
fer a -1 penalty for every 5 pounds of armor or
equipment carried. Like any other arcane spell
caster, an arcane duelist can cast spells while
wearing armor or using a shield but suffers a
chance of arcane spell failure if the spell in
Other Classes: Arcane duelists tend to
get along well with everyone but each other.
Boasting and competition can turn ugly be-
tween members of rival schools. Arcane duel-
ists know enough about magic to make small
talk with wizards and they are always eager to
grab a few pointers from the fighters and other
martial classes. The non-lawful aspect of ar-
cane duelists gives them personal appeal to
barbarians, bards and most rogues.
3
bonus item creation feat Craft Wand at 6
th
level.
Counter Cast: At 10
th
level, an arcane
duelist develops the ability to counter cast, us-
ing one spell to partially negate the effects of
another. Once per round, if the arcane duelist
becomes the target of a spell that utilizes a spe-
cific energy type (fire, cold, etc.), and he has
prepared a spell of the opposite energy type, he
can choose to cast this spell as a free action.
The damage dealt by this counter-spell is sub-
tracted from the damage dealt by the first spell.
If the spell allows a save for half damage, then
the saving throw is resolved before the arcane
duelist casts his counter spell. If the counter-
spell normally allows a saving throw then it
should be ignored.
Spell Parry: At 14
th
level, an arcane du-
elist gains the supernatural ability to deflect
spells with his blade. Whenever he is targeted
by a spell that allows a Reflex saving throw,
the arcane duelist can choose to substitute an
attack roll at his highest base for his Reflex
saving throw. If the attack roll beats the save
DC, the effects of the spell are resolved as if
the arcane duelist has succeeded in his saving
throw.
question has a somatic component (most do).
Spells: Arcane Duelists cast arcane spells
from a unique spell list. He is limited to a cer-
tain number of spells of each spell level per
day, according to the table below. An arcane
duelist must prepare spells ahead of time by
getting a good nightÓs sleep and spending 1
hour studying his spell book. While studying,
the arcane duelist decides what spells to pre-
pare. To learn, prepare, or cast a spell, an ar-
cane duelist must have an Intelligence score of
10 + the spellÓs level. An arcane duelistÓs bo-
nus spells are based on Intelligence. The Diffi-
culty Class for saving throws against arcane
duelist spells is 10 + the spellÓs level + the ar-
cane duelistÓs Intelligence modifier.
Spellbooks: Arcane duelists must study
their spell books each day to prepare their
spells. An arcane duelist cannot prepare any
spell that is not recorded in his spell book. An
arcane duelist begins play with a spell book
that has all 0-level arcane duelist spells re-
corded inside. As he advances in level, an ar-
cane duelist can learn any arcane duelist spell
that is of a level that he can cast.
Combat Casting: The arcane duelist
gains the bonus feat Combat Casting at 1
st
level.
Spell and Blade: At 2
nd
level, an arcane
duelist learns how to use a wand and cast cer-
tain spells with one hand while still using the
other hand to strike with a weapon. Whenever
the arcane duelist uses a wand or casts a spell
that requires a touch attack, ranged touch at-
tack or attack roll, he may also make a single
melee attack roll. This attack is made at the
arcane duelistÓs highest base, though a -2 pen-
alty does apply. The character cannot make
more than a 5 foot step in this round. Spells
cast during melee combat still require a Con-
centration check (DC 15) in order to cast de-
fensively and avoid provoking any attacks of
opportunity.
Craft Wand: Arcane duelists gain the
4
Enhancing Touch: An arcane duelist of 18
th
level or higher develops an innate ability to
channel magical energy into a weapon. From this point on, any normal or masterwork weapon
held by the arcane duelist gains a +1 enhancement bonus. Any weapon with an existing magical
enhancement bonus adds +1 to its bonus.
The Arcane Duelist
Spells per Day
Level
Special
0
1
2
3
4
5
Base Attack
Bonus
Fort
Sav
e
Ref
Sav
e
Will
Sav
e
1
+1
+2
+0
+2
2
--
--
--
--
Combat
Casting
-
-
2
+2
+3
+0
+3
2
0
--
--
--
Spell and
Steel
-
-
3
+3
+3
+1
+3
3
1
--
--
--
-
-
4
+4
+4
+1
+4
3
1
0
--
--
-
-
5
+5
+4
+1
+4
3
2
1
--
--
-
-
6
+6/+1
+5
+2
+5
Craft Wand
3
2
2
--
--
-
-
7
+7/+2
+5
+2
+5
3
3
2
0
--
-
-
8
+8/+3
+6
+2
+6
3
3
3
1
--
-
-
9
+9/+4
+6
+3
+6
3
3
3
2
--
-
-
10
+10/+5
+7
+3
+7
3
3
3
2
--
Counter
Cast
-
-
11
+11/+6/+1
+7
+3
+7
3
3
3
3
--
-
-
12
+12/+7/+2
+8
+4
+8
3
3
3
3
--
-
-
13
+13/+8/+3
+8
+4
+8
3
3
3
3
0
-
-
14
+14/+9/+4
+9
+4
+9
Spell Parry
3
3
3
3
1
-
-
15
+15/+10/+5
+9
+5
+9
4
3
3
3
2
-
-
16
+16/+11/+6/+1
+10
+5
+10
4
4
3
3
2
0
17
+17/+12/+7/+2
+10
+5
+10
4
4
4
3
3
1
18
+18/+13/+8/+3
+11
+6
+11
4
4
4
4
3
2
Enhancing
Touch
19
+19/+14/+9/+4
+11
+6
+11
4
4
4
4
4
3
20
+20/+15/+10/+5
+12
+6
+12
4
4
4
4
4
4
5
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