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Wizard Feats: Arcane Weapons
Class Options
Wizard Feats: Arcane Weapons
This set of feats allows a wizard character with a weapon as her choice for Arcane Bond to further specialize in it. While they are feats, they are meant to work together and enhance one of the lesser class option inherent with the wizard, giving their character more flavor without sacrificing utility/power.
These are not playtested; be careful not to break your game and any constructive feedback is welcome. I have been writing a long time, many years in the d20 system, so these are based on my general ability to decide whether something is broken or not, but I cannot say that I know every angle, and I am still getting to know Pathfinder (thank you Paizo!! you rock!!)
Improved Arcane Bond: Weapon
The bond you have with your weapon is stronger than other wizards; energies flow freely between the two of you allowing your spells to be materialize more firmly.Prerequisites
Proficiency with selected weapon, Arcane Bond Class feature. Must select a weapon as the bonded object, known hereafter as Arcane Weapon.
Benefit
As long as the Arcane Weapon is wielded, the Wizard gains a +1 bonus to his caster level.
Special
Combat feats that apply to the Arcane Weapon are considered available to the caster to pick for arcane bonus feats. She must still meet all other prerequisites for the feats.
Inner Strength
As the bond continues to grow and your combat experience grows as well, you learn to draw forth your weapon's natural talents.Prerequisites
Improved Arcane Bond: Weapon, Base Attack Bonus +1.
Benefit
Depending on the type of weapon your Arcane Weapon is, you gain a particular benefit. This benefit only applies when the weapon is wielded. (Time constraints restrain me to only doing the basic weapons a wizard is proficient with)
Club: +2 bonus to short range spell damage. This damage can only be applied once per target per spell. This does not apply to any other type of damage other than hit points and only to spells that have a range of touch or close.
Dagger: +1 bonus to melee attacks, including melee touch attacks.
Heavy Crossbow: +1 bonus to ranged attacks, including ranged touch attacks.
Light Crossbow: +1 bonus to mid ranged spell damage. This damage can only be applied once per target per spell. This does not apply to any other type of damage other than hit points and only to spells with a range of close or medium.
Quarterstaff: +1 bonus to Armor Class. This bonus is lost whenever you lose your Dexterity bonus to Armor Class (if any).
Warning: If you are using any weapon other than the ones listed above, this feat can easily be abused. Take care to balance the weapon benefits properly.
Mana Spike
Like magic enhancing your Arcane Weapon, your Arcane Weapon draws more mana, making your magic harder to resist.Prerequisites
Inner Strength, Caster Level 3rd.
Benefit
Your Arcane Weapon grants you a +4 bonus to caster level checks to overcome spell resistance.
Arcane Weapon Specialization
Specializing in using your Arcane Weapon as much as your magic, you come one step closer to merging the two.Prerequisites
Inner Strength, Caster Level 3rd.
Benefit
You may use an attack with your Arcane Weapon to deliver a spell. As a full attack action, you may take one attack with your Arcane Weapon. If the attack hits, it deals its normal damage plus the spell effect you imbued. You must specify what spell you are casting before the attack, and the charge is lost if you miss. Spells must still be within their proper range; you cannot use your light crossbow Arcane Weapon to deliver a touch attack, for example. If the target is within the range of the weapon but not the spell, the attack may still hit and deal damage but the spell will fizzle out. Area of Effect effects imbued will be centered on where they hit, which may include the caster. Spells with a target of personal may not be imbued.
Normal
You cannot use weapons to deliver spells.
Special
You may use your caster level as fighter levels for feat prerequisites. You must still meet all other prerequisites.
Arcane Weapon Might
Just as you use your mental faculties to understand your Arcane Weapon, you have naturally extended this same understanding towards your Arcane Weapon's deadliness.
Prerequisites
Inner Strength, Caster Level 5th.
Benefit
You may use your Intelligence modifier instead of your Strength modifier for damage rolls with your Arcane Weapon (if applicable).
Normal
You may only use your Strength modifier for damage rolls.
Spell Strike
Merging spell and martial proficiency, you imbue your Arcane Weapon with some of your stored magic to make it more accurate.Prerequisites
Inner Strength, Caster Level 5th.
Benefit
As part of an attack action, you can choose to expend a prepared spell to imbue your Arcane Weapon with power, granting all your attacks with your Arcane Weapon for one round a bonus equal to double the spell level you expended. Using a 0 level spell grants a +1 bonus, but burns out the cantrip for the rest of the day, making it unavailable to cast.
Arcane Weapon Focus
Just as you use your mental faculties to understand your Arcane Weapon, you have naturally extended this same understanding towards your Arcane Weapon's Acuracy.Prerequisites
Inner Strength, Caster Level 6th.
Benefit
You may use your Intelligence modifier instead of your Strength or Dexterity modifier for attack rolls with your Arcane Weapon.
Normal
You may only use your Strength modifier for melee attack rolls and Dexterity modifier for ranged attack rolls.
Improved Spontaneous Spell
You further unlock your Arcane Weapon's natural affinity.Prerequisites
Inner Strength, Caster Level 7th.
Benefit
You gain another use of your Arcane Weapon's ability to cast a spell from your spellbook and are capable of casting it, regardless if the spell is not prepared.
Normal
You may use this ability once per day.
Improved Inner Strength
your blood, sweat, and tears have strengthened your bond with your Arcane Weapon beyond anything you could have immagined.Prerequisites
Inner Strength, Caster Level 7th.
Benefit
The benefits from your Inner Stength feat double.
Warning: If you are using any weapon other than the ones listed above, this feat can easily be abused.
Arcane Weapon Convergence
To you, wielding your Arcane Weapon and wielding mighty spells means the same. Knowledge in one is knowledge in the other.Prerequisites
Arcane Weapon Focus, Caster Level 10th.
Benefit
Your Base attack bonus is equal to your caster level when wielding your Arcane Weapon. You do not gain any extra attacks.
Weapon of Power
Harnessing your Arcane Weapon in hand, you know your spells are that much deadlier.Prerequisites
Arcane Weapon Might, Arcane Weapon Focus, Caster Level 10th.
Benefit
Whenever you roll an attack or damage roll for any spells, as long as you are also wielding your Arcane Weapon, you gain its enhancement bonus to either type of roll.
Speed of Thought
You discover another way to imbue your Arcane Weapon, this time speeding your attacks at the cost of some accuracy.Prerequisites
Improved Inner Strength, Caster Level 12th.
Benefit
As part of a full attack action, you can choose to expend a prepared spell to imbue your Arcane Weapon with power, granting you an extra attack for each spell level of the expended spell at your highest base attack bonus. All of your attacks for the round suffer a -2 penalty. You may only choose a spell that is up to 1/3 of your caster level with this feat.
Bonded by Destiny
Neither you, nor your Arcane Weapon, can entertain the thought of being apart.Prerequisites
Mana Spike, Improved Inner Strength, Caster Level 12th.
Benefit
At any time, as an immediate action, you can expend 4 spell levels worth of magic to immediately have your Arcane Weapon conjurered in your hand. This effect will work through any planar boundaries. Only deity level power may stop this effect from occuring.
Special
The only other thing that may prevent the Arcane Weapon from appearing is if either the caster or the Arcane Weapon are in a dead magic zone.
Superior Spontaneous Spell
You further unlock your Arcane Weapon's natural affinity.Prerequisites
Improved Spontaneous Spell, Caster Level 16th.
Benefit
You gain another use of your Arcane Weapon's ability (for a total of three) to cast a spell from your spellbook and are capable of casting it, regardless if the spell is not prepared.
Normal
You may use this ability once per day. Twice per day with Improved Spontaneous Spell.
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