- Category: Classes
- Published on Monday, 17 August 2009 05:00
- Written by Matthew Morris
A warrior who seeks to strike the balance between arcane and martial mastery often takes the route of the eldritch knight or the battle sorcerer. In some communities though, the tradition of the arcane legionary is known and taught. Mixing magic and steel, the goal is to work for combat perfection.
Lightly armored, the arcane legionary uses magic as another tool, with his sword or axe carving his way through his foes, bolstering himself with spells.
The Arcane Legionary is not a melee specialist like a fighter, or a master of the arcane arts like a sorcerer. Instead he is a blend of both styles into his own lethal combination.
Hit Die: d8
Arcane Legionaries are attracted to conflict. They strive for challenge and conflict. Both to display their prowess and compliment their skills, they often seek out others to adventure with them.
An Arcane Legionary is defined by using his magic to augment his, and to a lesser extent his allies physical combat prowess. Most of their magic is focused on enhancing their mobility or their abilities, with a scattering of other schools as well.
For a character to seamlessly mix the arcane and martial arts requires discipline. To this end, the majority of Arcane Legionaries are Lawful in alignment, with Neutral alignments being more common
than Chaotic. Good and Evil are equally represented.
Arcane Legionaries commonly follow deities of War, Destruction, and Magic, with a minority serving deities of Sun and Death, depending on the foes they focus on.
Arcane Legionaries are represented under all the races, though dwarves commonly find the armored casting abilities the most akin to their nature. Elves mesh the arcane and martial naturally, but most prefer the path of a wizard for greater long term arcane power. Gnomes disdain the class, as the legionary’s spells do not mesh with the gnomes natural affinities.
Intelligence is the Arcane Legionary’s casting ability and is a high priority. Dexterity is important as well. The Arcane Legionary is limited to light armour and is not proficient in shields. He also has a poor reflex save.
Starting Gold: 6d4x10 GP (150 GP)
Starting Age: As Wizard
Acrobatics (Dex), Climb (Str), Craft (Int), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier
|Level||Base Attack||Fort||Ref||Will||Special Abilities|
|4th||+3||+4||+1||+4||Swap Spell (0th)|
|6th||+4||+5||+2||+5||Insightful Discovery (1st)|
|7th||+5||+5||+2||+5||Swap Spell (1st)|
|9th||+6/+1||+6||+3||+6||Insightful Discovery (2nd)|
|10th||+7/+2||+7||+3||+7||Swap Spell (2nd)|
|12th||+9/+4||+8||+4||+8||Insightful Discovery (3rd)|
|13th||+9/+4||+8||+4||+8||Swap Spell (2nd)|
|15th||+11/+6/+1||+9||+5||+9||Insightful Discovery (4th)|
|16th||+12/+7/+2||+10||+5||+10||Swap Spell (3rd)|
|18th||+13/+8/+3||+11||+6||+11||Insightful Discovery (5th)|
|19th||+14/+9/+4||+11||+6||+11||Swap Spell (4th)|
Weapon and Armor Proficiency: Arcane Legionaries are proficient with all simple and martial weapons, light armor, and bucklers and light shields. An arcane legionary can cast arcane legionary spells while wearing light armor and bucklers without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, an arcane legionary wearing medium or heavy armor or using a shield heavier than a buckler incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass legionary still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: An arcane legionary casts arcane spells, which are drawn from the arcane legionary spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an arcane legionary must have an intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arcane legionary’s spell is 10 + the spell level + the legionary’s Intelligence modifier.
Cantrips: Arcane Legionaries learn a number of cantrips, or 0-level spells, as noted on the following table under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
|Spells Per Day||Spells Known|
Eschew Materials: An arcane legionary’s spells are meant to be cast with minimal effort. At first level the Arcane Legionary gets eschew materials as a bonus feat.
Bonus Feats (Ex): At 2nd, 5th, and every three levels after, the arcane legionary gains a bonus feat. This feat may be any combat feat he qualifies for, or one of the following: Any metamagic feat, combat casting, magical aptitude, spell focus, greater spell focus, spell penetration, or greater spell penetration. If you have Malhavoc Press’s Book of Iron Might the feats included there would be appropriate as well.
Swap Spell (Ex): At 4th level and every three levels afterwards, the Arcane Legionary may ‘forget’ a known spell to replace it with another spell of the same level. The new spell must be on the arcane legionary spell list, and it must be at least two levels lower than the highest-level arcane legionary spell the arcane legionary can cast. An arcane legionary may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Insightful Discovery (Ex): At 5th level and every 3 levels afterwards the arcane legionary discovers a new insight into magic. He may pick a spell of the listed level or lower from another class’s spell list.
Arcane Legionary Spell List
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects spells and magic items within 60 ft.
Know Direction: You discern north.
Light: Object shines like a torch.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Touch of Fatigue: Touch attack fatigues target.
Arc of Lightning: Line of electricity inflicts 1d4/level electricity damage (max 5d4).
Burning Hands: 1d4/level fire damage (max 5d4).
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Enlarge Person: Humanoid creature doubles in size.
Endure Elements: Exist comfortably in hot or cold environments.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Jump checks.
Mage Armour: Gives subject +4 armor bonus.
Magic Weapon: Weapon gains +1 bonus.
Reduce Person: Humanoid creature halves in size.
Shield: Invisible disc gives +4 to AC, blocks Magic Missile.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
True Strike: +20 on your next attack roll.
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Alter Self: Assume form of a similar creature.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Blur: Attacks miss subject 20% of the time.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Fox's Cunning: Subject gains +4 Int for 1 min./level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Protection from Arrows: Subject immune to most ranged attacks.
Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
See Invisibility: Reveals invisible creatures or objects.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spider Climb: Grants ability to walk on walls and ceilings.
Arcane Sight: Magical auras become visible to you.
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50%.
Fly: Subject flies at speed of 60 ft.
Haste: One creature/level moves faster, +1 attack rolls, AC, and Reflex saves.
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: +1/four levels (max +5).
Phantom Steed: Magic horse appears for 1 hour/level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Water Breathing: Subjects can breathe underwater.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dimension Door: Teleports you short distance.
Enervation: Subject gains 1d4 negative levels.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Polymorph: Gives one willing subject a new form.
Ray of Exhaustion: Ray makes subject exhausted.
StoneskinM: Ignore 10 points of damage per attack.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Dispelling Buffer, Arcane: Absorbs one successful dispel attempt.
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Permanency: Makes certain spells permanent.
Phase Door: Creates an invisible passage through wood or stone.
Teleport: Instantly transports you as far as 100 miles/level.
TransformationM: You gain combat bonuses.
Undeath to DeathM: Destroys 1d4/level HD of undead (max 20d4).
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Finger of Death: Kills one subject.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Mind Blank: Subject is protected from mental/emotional magic and scrying
Polar Ray: Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
|Balance:||1 1 1 1 1 1 1 1 1 1 Rating 4.29 (7 Votes)|
|Utility:||1 1 1 1 1 1 1 1 1 1 Rating 4.14 (7 Votes)|
|Clarity:||1 1 1 1 1 1 1 1 1 1 Rating 4.00 (7 Votes)|