| Arcanemuses |
| 3 people marked this as a favorite. |
This class was inspired by every character who found a mysterious weapon that turned them into a mystical warrior. I have borrowed heavily from pre-existing classes for the sake of balance, but have also attempted to give it its own mechanical identity. This base class also attempts to fill the missing roll of a full BAB arcane spellcaster in a flavorfully appropriate way. And so, ladies and gentlemen, I submit to you:
Electus (Old Latin for “Chosen”)
Role: Electus are inheritors of mysterious, intelligent weapons called Caliburs. Both the weapon and the wielder share a mystic bond and, some say, the same warrior spirit. Electus gain their Caliburs in numerous ways. Sometimes they are passed on when a former Electus dies or retires, sometimes the Calibur appears as a boon granted by some divine benefactor, and sometimes the Calibur itself chooses its new Electus, usually under the pretense of found treasure. Together, the Electus and his Calibur bring raw arcane power and mighty martial prowess to the battlefield.
Alignment Any. The Calibur’s alignment must be within one step of the Electus.
HD: d10
Electus Class Skills: Climb, Diplomacy, Fly, Intimidate, Perception, Profession, Ride, and Swim.
Skill Ranks Per Level: 2 + Int modifier.
Calibur Skills: Knowledge (all), Linguistics, Perform (acting, comedy, oratory, or sing), Spell Craft, Use Magic Device.
Calibur Skill Points: See table below.
Weapon and Armor: All simple and martial. All light and medium. Not with shields.
Starting Gold: 3d6 x 10 gp.
BAB: Full
Good Save: Fortitude
Poor Saves: Reflex and Will
Spells Per Day: As Ranger/Paladin (Charisma-based)
Spells Known: ???????
Spell List: Uses the Magus Spell list but is restricted to spell levels 1-4.
Calibur
A Calibur takes the shape of a one-handed martial melee weapon (that can be used two-handed as per the normal option). Regardless of what it looks like, the Calibur deals 1d8 with a 19-20x2 crit range. As levels are gained the weapon damage and crit range increases (see table below). At first level, choose two damage types to apply to the Calibur (bludgeoning, piercing, or slashing). Once chosen, this choice cannot be changed. A Electus and his Calibur both gain power through experience, and gain evolutions similar to a Summoner’s Eidolon as it matures. See table below for details regarding Calibur Evolutions. A Calibur can be Broken, but never Destroyed. If dropped to 0 hit points the Electus and Calibur temporarily lose all their evolutions until healed/repaired and is treated as if it has the Broken Condition. If lost, stolen, or separated from its Electus, the Calibur reappears 1d4 rounds later to be drawn again. A Calibur has a Hardness of 8 + Electus Cha modifier and hit points equal to half that of the Electus. All Caliburs begin with Mental Ability Scores of 10 and gain a bonus to all scores as they progress (See Table Below).
Because the Calibur weapon has an alignment and is intelligent, it has an Ego. However, the Player always has full control over the actions of the Electus and the Calibur, so any conflict between the two is completely up to the player. Therefore, Ego is a moot part of the Calibur’s gaming mechanic.
Calibur Progression Table
Level/Mental Ability Boost/Damage and Crit Range/Evolution Points(EP)/Skill Points(SP)/Special
1/+0/1d8 19-20x2/3 EP/4 SP/Weapon Empathy
2/+1/1d8 19-20x2/4 EP/8 SP/Weapon Senses 30ft
3/+1/1d8 19-20x2/5 EP/12 SP/---
4/+2/1d8 19-20x2/7 EP/12 SP/Darkvison (For Electus and Calibur)
5/+2/1d8 19-20x2/8 EP/16 SP/Speech
6/+3/1d8 19-20x2/9 EP/20 SP/---
7/+3/1d8 19-20x2/10 EP/24 SP/---
8/+4/1d10 19-20x2/11 EP/24 SP/Senses 60ft
9/+4/1d10 19-20x2/13 EP/28 SP/---
10/+5/1d10 19-20x2/14 EP/32 SP/Telepathy
11/+5/1d10 19-20x2/15 EP/36 SP/---
12/+6/2d6 18-20x2/16 EP/36 SP/---
13/+6/2d6 18-20x2/17 EP/40 SP/Senses 120ft
14/+7/2d6 18-20x2/19 EP/44 SP/---
15/+7/2d6 18-20x2/20 EP/48 SP/---
16/+8/2d8 18-20x2/21 EP/48 SP/Read Languages
17/+8/2d8 18-20x2/22 EP/52 SP/---
18/+9/2d8 18-20x2/23 EP/56 SP/Read Magic
19/+9/2d8 18-20x2/25 EP/60 SP/---
20/+10/2d10 18-20x3/28 EP/60 SP/Unbreakable
Evolutions
The following Evolutions are powers, special abilities that can be applied to the Electus and his Calibur. One only one evolutionary form can be chosen per level. Evolutions marked with a * apply only to the Calibur. Those marked with a ** apply only to the Electus. Those marked with *** can be applied to either.
1 Point Evolutions
**Skilled: Same as Eidolon.
*Disguised: The Calibur gains a secondary form, usually a non-magical masterwork tool, masterwork simple weapon, or worn item. The Caliber can switch back and forth between forms as a swift action.
*Weapon Special Quality: The Calibur gains a new quality such as reach, blocking, brace, disarm, trip, non-lethal, monk, or double. A Calibur may only possess one special quality per three levels.
**Improved Natural Armor: Same as Eidolon.
***Resistance: Same as Eidolon.
2 Point Evolutions
**Ability Increase: Same as Eidolon.
**Flight: Same as Eidolon.
***Immunity: Same as Eidolon.
**+Tremorsense: Same as Eidolon
3 Point Evolutions
***Blindsense: Same as Eidolon.
**Damage Reduction: Same as Eidolon.
*Enhancement: Enhancement bonus: The living weapon gains a +1 enhancement bonus. You may take this evolution once for every 5 Electus levels you possess.
**Frightful Presence: Same as Eidolon.
4 Point Evolutions
***Blindsight: Same as Eidolon.
*Breath Weapon: Same as Eidolon.
***Fast Healing: Same as Eidolon.
***Spell Resistance: Same as Eidolon.
| Oceanshieldwolf |
Nice one Arcanemuses! I must admit I got confused when Borthos Brewhammer seemed to post a very similar concept a few days after posting in your thread...
I think I do have a slight problem though with both of you guys approach vis a vis using an eidolon chassis. I like the evolution approach, but the possibility of being "killed" has thematic problems for me. Why does it reappear if it is killed? An eidolon returning from death makes a (small) bit of sense, but a weapon? Granted, a living weapon should be able to "die" and thus (I guess) return to life, but where does it go when dead, and where does it return to. Additionally, can it be banished? How would it be stolen - it seems like it's a symbiotic entity, "part" of the hero. I guess it could be stolen if the hero is inapacitated?
Apart from that, I say it's excellent, and I look forward to more variants (armor, shields) and evolutions...
| +5 Toaster |
could you perhaps have the weapon also treated as an outsider that's bound to you, as if you were its home plane? the weapon is forged from your very soul and it will return to you when dead? just spitballing ideas out at you, also for the whole darkvision thing you could include language that its an exception to the rule (like the elan deal in psionics).
edit this was an answer to osw's post above.
| Arcanemuses |
Nice one Arcanemuses! I must admit I got confused when Borthos Brewhammer seemed to post a very similar concept a few days after posting in your thread...
I think I do have a slight problem though with both of you guys approach vis a vis using an eidolon chassis. I like the evolution approach, but the possibility of being "killed" has thematic problems for me. Why does it reappear if it is killed? An eidolon returning from death makes a (small) bit of sense, but a weapon? Granted, a living weapon should be able to "die" and thus (I guess) return to life, but where does it go when dead, and where does it return to. Additionally, can it be banished? How would it be stolen - it seems like it's a symbiotic entity, "part" of the hero.
I would say that an Eidolon or a Calibur is the embodiment of a summoner/electus' own soul. It can be lost, broken, hurt, but never fully destroyed. +5 Toaster has the right idea :)
Thanks always for the feedback, Ocean!
| Arcanemuses |
Nice one Arcanemuses! I must admit I got confused when Borthos Brewhammer seemed to post a very similar concept a few days after posting in your thread...
I really like Borthos Brewhammer's thread. He is making a great alternate for the summoner class and his ideas are awesome. My Electus idea is a separate idea. If I inspired him on my previous thread then I am honored :)
| Borthos Brewhammer |
Oceanshieldwolf wrote:Nice one Arcanemuses! I must admit I got confused when Borthos Brewhammer seemed to post a very similar concept a few days after posting in your thread...I really like Borthos Brewhammer's thread. He is making a great alternate for the summoner class and his ideas are awesome. My Electus idea is a separate idea. If I inspired him on my previous thread then I am honored :)
You did! I had the idea and then ran with it.
| Arcanemuses |
Arcanemuses wrote:You did! I had the idea and then ran with it.Oceanshieldwolf wrote:Nice one Arcanemuses! I must admit I got confused when Borthos Brewhammer seemed to post a very similar concept a few days after posting in your thread...I really like Borthos Brewhammer's thread. He is making a great alternate for the summoner class and his ideas are awesome. My Electus idea is a separate idea. If I inspired him on my previous thread then I am honored :)
Cool man! Great stuff so far! Keep it up!
| Arcanemuses |
....stealing this. I think my players will love it. You've managed to combine several pre-exisiting features into an entirely new class. I'll see if any of my players have any feed back and post it up here later.
EDIT: Also, what exactly does "weapon senses" and "weapon empathy" do?
Thanks, Sphen86! Please, let us know how it goes. As for your question; see page 533 table 15-23 of the Core Rulebook for details on these features.
| Sphen86 |
I have another question: You list them as having spells per day like a ranger/paladin. Then you have spells known. Do you mean for them to have arcane or divine spells? Spontaneous or Prepared casters? I'm trying to format this class and create a table for it so that it can actually be used by my players, but I need some more definition first.
EDIT: I just saw that it uses the Magus as a base for spells, so I'm guessing arcane. But does it then also get some sort of armor proficiency or anything that lets it cast while wearing armor? Also, is it prepared or spontaneous?
| Tom S 820 |
Does any one else have any thoughts to share or ideas?
First off "Great First Draft!!!" and Thumbs up!
Now thoughts...
1)Why/how dose weapon use/get UMD?
2)Calibur needs perform dance and the abilty to get Danceing abilty.
3)Calibur should start doing only 1 damge type not 2(Blunt, Pireceing & Slashing). The other damge type should be pick up as 1 Point Evolutions.
4)Calibur should be able to be come Range, or 2 handed weapon for 2 poin Evolution.
5)Electus skill list Fly and Perception should not be on it. Need to add Craft.
6)Some type of call or summon weapon abilty need to added not just 1d4 rounds latter. Maybe this is a feat but to have come now.
7)Missing the Peform and deady weapon quality on you list 1 piont evolution list.
8)Double weapon, Reach, Brace need to 2 point evolution.
9)Some tpye of abilty Surge (STR, DEX, CON) to the Electus
10) The rest Weapon magic Enhacemnts form +1 to +5.
11) The abilty for the Calibur to become Magic.
12) The abilty to Calibur to be Cold Iron or Silver for +2 evolution, Mitheral and Adamantine for +3.
13) Speacial power for the electus like fly, Size change, call lighing ect. If your useing Summoner as base line it has tone of abilty.(If it take fly abilty then It should get fly as a class skill).
| Arcanemuses |
Arcanemuses wrote:Does any one else have any thoughts to share or ideas?First off "Great First Draft!!!" and Thumbs up!
Now thoughts...
1)Why/how dose weapon use/get UMD?
2)Calibur needs perform dance and the abilty to get Danceing abilty.
3)Calibur should start doing only 1 damge type not 2(Blunt, Pireceing & Slashing). The other damge type should be pick up as 1 Point Evolutions.
4)Calibur should be able to be come Range, or 2 handed weapon for 2 poin Evolution.
5)Electus skill list Fly and Perception should not be on it. Need to add Craft.
6)Some type of call or summon weapon abilty need to added not just 1d4 rounds latter. Maybe this is a feat but to have come now.
7)Missing the Peform and deady weapon quality on you list 1 piont evolution list.
8)Double weapon, Reach, Brace need to 2 point evolution.
9)Some tpye of abilty Surge (STR, DEX, CON) to the Electus
10) The rest Weapon magic Enhacemnts form +1 to +5.
11) The abilty for the Calibur to become Magic.
12) The abilty to Calibur to be Cold Iron or Silver for +2 evolution, Mitheral and Adamantine for +3.
13) Speacial power for the electus like fly, Size change, call lighing ect. If your useing Summoner as base line it has tone of abilty.(If it take fly abilty then It should get fly as a class skill).
1)The Calibur grants the skill to the Electus. But I feel know the Electus should have it already as part of his skill set.
2)Great idea. Agreed.
3) Fair enough. Agreed.
4) Agreed.
5) Why not? Disagree.
6) Agreed.
7) Agreed. The Grappling quality, too.
8)Alright.
9) There is. See the 2 point evolutions.
10) See 3 point evolutions.
11) Considered magic at 1st level.
12)Disagree. The hardness and hit points of the Calibur are already determined. It is made of a mysterious mystical substance tied to the Electus' spirit. Good idea though.
13)Flight/Flying is covered in the 2 point evolutions. Everything else can be covered by spells.
Thank you for your ideas and input Tom! I think using the hexblade as a basis for Spells Known is a great idea!
Sphen, YES PLEASE! Draw something up. I don't know how. And please working Tom's suggestions above if you can. I would certainly appreciate it :D
| Tom S 820 |
Do you already have a draw up of this class (tables and what not)? If not, I could send you one, probably by week's end.
5)Electus skill list Fly and Perception should not be on it. Need to add Craft.
Fly question well fly is only on Druid, Wizard, Sorcerer, and Witch Skill list. It is quite a rare skill. Some other class may get it due to archa type or other abilty but in general it only give you to class that are 9 level spells and cast fly or some such. If take the fly abilty sure then it be comes class skill but, do not blanket give to all.
Perecption is normaly only give to skill PC ie ones the 6+int skill some or 8+int list, and some 4+int not 2+int skill in generaly.(The only 2+int class that get it is Commoner). Main reason it one of the strongest skill game.
9)Some tpye of abilty Surge (STR, DEX, CON) to the Electus . That to Calibur(Weapon) not to the Electus(Wielder).
10) See 3 point evolutions..K I am ready it is only give +1 to Hit and Damage not the Flaming, Bane, speed, ect.
11) Considered magic at 1st level.
While it understood as such but the write up dose not say that.
12) The abilty to Calibur to be Cold Iron or Silver for +2 evolution, Mitheral and Adamantine for +3.
12)Disagree. The hardness and hit points of the Calibur are already determined. It is made of a mysterious mystical substance tied to the Electus' spirit. Good idea though.
Not thinky as much Changing the HP/ Hardness of the Weapon as having the abilty to over come DR/ Cold Iron or DR/Silver ect. maybe even aliganment(this may be feat or archa type idea)
Why does a weapon need DR and Hardness? One of the thing I am see you thing I am see is you have Evolution for the weapon that you ment to have for the wielder. Need to be seperant power/ name.
Weapon dose not need Natural Armor or DR. The Weapon getting fast heal and SR I am iffy on. Did you mean the Wielder?
| Arcanemuses |
Sphen wrote:Do you already have a draw up of this class (tables and what not)? If not, I could send you one, probably by week's end.9)Some tpye of abilty Surge (STR, DEX, CON) to the Electus . That to Calibur(Weapon) not to the Electus(Wielder).
I marked that evolution with ** which means it goes to the Electus, not that Calibur.
| Arcanemuses |
Sounds like a cool class- kudos for the work and idea.
But I do have a question, I know you wrote that the Calibur can never be destoryd but what of Disjunction or Sphere of Annihilation?
AMF I assume that the Caliber is just suppressed. But could it be destroyed while in the AMF by other means?
Thank you! Very good questions. I honestly have no answers for them. I would say use the raw material already provided in this thread and do what you think is fair for your own game sessions.
| Arcanemuses |
Ok, I took the information from this thread and what Sphen typed up, and made a pdf of the Electus.
I don't really know about this class. I mean it's a great idea, but the class it's self, not counting the Calibur, seems like it is missing something. What do you guys think?
Spyder25, that PDF you made is just AWESOME! You did a wonderful job on it. I am not really sure what more could or should be added. As for the Ego question, the player would have full control over the Electus and Calibur the whole time unless some outside influence comes into play. If the Cailbur were to ever "possess" or "control" the Electus, it would simply be the player is making it happen for the sake of the in-game story. Thank you so much for taking part in this thread!
| Spyder25 |
Spyder25 wrote:Spyder25, that PDF you made is just AWESOME! You did a wonderful job on it. I am not really sure what more could or should be added. As for the Ego question, the player would have full control over the Electus and Calibur the whole time unless some outside influence comes into play. If the Cailbur were to ever "possess" or "control" the Electus, it would simply be the player is making it happen for the sake of the in-game story. Thank you so much for taking part in this thread!Ok, I took the information from this thread and what Sphen typed up, and made a pdf of the Electus.
I don't really know about this class. I mean it's a great idea, but the class it's self, not counting the Calibur, seems like it is missing something. What do you guys think?
Thanks! Like I said I like this class and it would fit very well in my setting. I'll take a look over the class and see what's missing. Maybe add bonus feats or evasion or something like that, if it doesn't make the class over powered. And you're very welcome, it was a pleasure taking part in this thread.
| SmiloDan RPG Superstar 2012 Top 32 |
This looks really cool!
I would give the weapon an option of 19-20/x2 or 20/x3.
I made a rule set for customizable weapons for my Tinker base class.
Unique Weapon (Ex): The tinker invents a unique exotic weapon that he is proficient in. The weapon can be a light melee weapon, one-handed melee weapon, a two-handed melee weapon, a light ranged weapon, a one-handed ranged weapon, or a two-handed ranged weapon, and cause either bludgeoning, piercing, or slashing damage.
Light weapons have a base damage die of 1d4, and a threat and critical range of 20/x2.
One-handed weapons have a base damage of 1d6, and a threat and critical range of 20/x2.
Two-handed weapons have a base damage of 1d8, and a threat and critical range of 20/x2.
Unique exotic weapons have 6 uniqueness points that can be spent to make the weapon exotic by adding features to it.
Increasing the base damage die by one costs 2 points.
Increasing the base damage die by two costs 4 points.
Reducing the base damage die by one adds 1 point.
Reducing the base damage die by two adds 3 points
Increasing the threat range to 19-20 costs 2 points.
Increasing the threat range to 18-20 costs 4 points.
Increasing the critical multiplier to x3 costs 2 points.
Increasing the critical multiplier to x4 costs 4 points.
Causing 2 types of damage (bludgeoning, piercing, and/or slashing) costs 1 point
Adding the brace ability costs 1 point
Adding the disarm ability costs 1 point
Adding the double weapon quality costs 3 points
Adding the monk quality costs 1 point
Adding the non-lethal quality costs 1 point
Adding the reach quality costs 2 points
Adding the throw-able quality costs 2 points
Adding the trip ability costs 1 point
Adding the Weapon Finesse quality costs 1 point
| Spyder25 |
This looks really cool!
I would give the weapon an option of 19-20/x2 or 20/x3.
I made a rule set for customizable weapons for my Tinker base class.
** spoiler omitted **
That's a good idea, but I like what Arcanemusses has, but most of those are covered in evolutions...although some of them could be added to the evolutions. Sorry for the vague post, I'm at work and not able to make a full post.
Sphen
|
Arcanemuses wrote:Thanks! Like I said I like this class and it would fit very well in my setting. I'll take a look over the class and see what's missing. Maybe add bonus feats or evasion or something like that, if it doesn't make the class over powered. And you're very welcome, it was a pleasure taking part in this thread.Spyder25 wrote:Spyder25, that PDF you made is just AWESOME! You did a wonderful job on it. I am not really sure what more could or should be added. As for the Ego question, the player would have full control over the Electus and Calibur the whole time unless some outside influence comes into play. If the Cailbur were to ever "possess" or "control" the Electus, it would simply be the player is making it happen for the sake of the in-game story. Thank you so much for taking part in this thread!Ok, I took the information from this thread and what Sphen typed up, and made a pdf of the Electus.
I don't really know about this class. I mean it's a great idea, but the class it's self, not counting the Calibur, seems like it is missing something. What do you guys think?
I do fear it would make it overpowered. The nearest thing to this class is a Paladin, so I look at what it gets and compare. Full BAB? Got it. Spells? Equal. Cool weapon? Better. Two good saves? Got it. And, even though I forgot it in the file I sent out, it will get Arcane Armor Training (or something to the same effect). So maybe a bonus feat or two, but it really needs to be kept limited.
| SmiloDan RPG Superstar 2012 Top 32 |
Yeah, you probably want to avoid empty or "dead" levels. Maybe borrow some arcana from the magus? Maybe grant some "free" magical pluses to the weapon as the character advances in level? Like +1 per 2 levels (minimum +1), so +10 at 20th level. Or +1 at 1st, +1 for each 3 levels thereafter, so +7 at 19th?
| Spyder25 |
It may need SPELLSTRIKE at later levels since it uses Magus Spells. Just a thought on rounding it out. I do not agree with Evasion.
I think Spellstrike would be a good fit for the class. The reason I brought up Evasion is because I was thinking of all the times He-Man deflected magic attacks with his sword. By the way, Keep in mind that I've been watching the 80's He-Man and the Master of the Universe on Netflix....a lot, so I'll be using him as a reference for a lot of this. Anyway, I guess He-Man deflecting magic attacks with his sword makes me think of Evasion.
Yeah, you probably want to avoid empty or "dead" levels. Maybe borrow some arcana from the magus? Maybe grant some "free" magical pluses to the weapon as the character advances in level? Like +1 per 2 levels (minimum +1), so +10 at 20th level. Or +1 at 1st, +1 for each 3 levels thereafter, so +7 at 19th?
Yeah, there are a lot of "dead" level in this class. Though, I think adding Arcana from the Magus would help fill a lot of them. Also, as for the magic enhancement, that is covered with the calibur. You will find it under the Special column Under "Magical" in the Calibur table. It is also explained in a little more detail in the written section for the "Magical" special.
Oh, I did have an idea about giving the Electus something that would increase his AC (Natural, Touch, and so on) because of the weapon. Or it could give him extra armor on top of the armor it already has.
Edit: orry, Arcanemusses, if it looks like I'm taking your class design.
| Arcanemuses |
Edit: orry, Arcanemusses, if it looks like I'm taking your class design.
I am happy you are taking over, Spyder! No worries at all. In fact, if you want to start a new "Revised Electus" thread to show people what you've got, that is fine by me, too. This is a homebrew collaboration and it is shaping out great.
But first we need to solve this dead level issue. Combat feats, maybe?Or should it be something more original to give the class it's own identity. Not just another borrowed mechanic.
| Arcanemuses |
Maybe a deflection bonus to AC? The calibur can "deflect" the attacks against the electus. And maybe at higher levels, act as Deflect Arrows and even Spell Turning--as an immediate action!
Great idea! But I think that counting it as a "shield bonus" is more appropriate. Yes for magical defection!
| Orthos |
SmiloDan wrote:Maybe a deflection bonus to AC? The calibur can "deflect" the attacks against the electus. And maybe at higher levels, act as Deflect Arrows and even Spell Turning--as an immediate action!Great idea! But I think that counting it as a "shield bonus" is more appropriate. Yes for magical defection!
Except a Shield Bonus won't count against touch attacks such as rays and other magic attacks. So it won't do any magical deflection.
A Deflection Bonus will, however. Deflection bonuses are the one type that works on all statuses - touch, flat-footed, or full AC, all three still count Deflection as an active defense.
| SmiloDan RPG Superstar 2012 Top 32 |
ELECTUS
BAB: +1
Good Saves: Fortitude
Hit Dice: 1d10
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge arcana (Int), Knowledge history (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), and Swim (Str).
Skill Ranks per Level: 2 + Intelligence modifier.
Electi are proficient with all simple and martial weapons, plus their calibur. They are proficient in all armor and shields (but not tower shields).
LEVEL ABILITY
1. Arcane Pool, Calibur +1, Cantrips
2. Bonus Feat
3. Electus Arcana
4. Arcane Armor Improvement (-10%), Calibur +2, Spells
5. Spell Combat, Spell Strike
6. Electus Arcana
7. Calibur +3
8. Arcane Armor Improvement (-15%), Bonus Feat
9. Electus Arcana
10. Calibur +4
11. Improved Spell Combat
12. Arcane Armor Improvement (-20%), Electus Arcana
13. Calibur +5
14. Bonus Feat
15. Electus Arcana
16. Arcane Armor Improvement (-25%), Calibur +6
17. Greater Spell Combat
18. Electus Arcana
19. Calibur +7
20. Arcane Armor Improvement (-30%), Bonus Feat, Calibur Mastery
Arcane Pool (Su): At 1st level, the electus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his electus level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the electus prepares his spells.
At 1st level, a electus can expend 1 point from his arcane pool as a swift action to improve the enhancement bonus of his calibur by +1 for 1 minute. For every eight levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +3 at 17th level. These bonuses stack with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
These bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the calibur already has, but duplicates do not stack. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the electus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the electus.
Calibur (Su): The electus has a special bond with a unique exotic weapon called a calibur; the electus gains Exotic Weapon Proficiency for his calibur as a bonus feat. The calibur can be a light melee weapon, one-handed melee weapon, a two-handed melee weapon, a light ranged weapon, a one-handed ranged weapon, or a two-handed ranged weapon. The calibur causes one of the following types of damage: bludgeoning, piercing, or slashing. Although the calibur may appear to be constructed from metal or wood, or even more exotic materials such as bone, crystal, or stone, it is in fact made out of a shard of the electus’s spirit and has a hardness and hit points equal to 10 + ½ the electus’s level + the electus’s Charisma modifier. The electus can draw his calibur as a free action as if using the Quick Draw feat. If the electus is broken, destroyed, or leaves his possession, he can re-form it in his hand as a swift action.
Light weapons have a base damage die of 1d4, and a threat and critical range of 20/x2.
One-handed weapons have a base damage of 1d6, and a threat and critical range of 20/x2.
Two-handed weapons have a base damage of 1d8, and a threat and critical range of 20/x2.
Light ranged weapons have a range increment of 30 feet.
One-handed ranged weapons have a range increment of 60 feet.
Two-handed ranged weapons have a range increment of 90 feet.
At 1st level, the calibur has 6 weapon points that can be spent to make the weapon unique by adding features to it. As a full round action, the electus can redistribute the weapon points of his calibur; this costs a number of points from his arcane pool equal to the number of weapon points that were redistributed. At 4th level, and every 3 levels thereafter, the electus’s calibur gains an additional weapon point.
Increasing the base damage die by one costs 2 points.
Increasing the base damage die by two costs 4 points.
Reducing the base damage die by one adds 1 point.
Reducing the base damage die by two adds 3 points
Increasing the threat range to 19-20 costs 2 points.
Increasing the threat range to 18-20 costs 4 points.
Increasing the critical multiplier to x3 costs 2 points.
Increasing the critical multiplier to x4 costs 4 points.
Increasing the range increment by 10 feet costs 1 point.
Causing 2 types of damage (bludgeoning, piercing, and/or slashing) costs 1 point
Causing 3 types of damage (bludgeoning, piercing and slashing) costs 3 points.
Adding the brace ability costs 1 point.
Adding the disarm ability costs 1 point.
Adding the double weapon quality costs 3 points.
Adding the monk quality costs 1 point.
Adding the non-lethal quality costs 1 point.
Adding the reach quality costs 2 points.
Adding the throw-able quality costs 2 points. The range increment is 10 feet.
Adding the trip ability costs 1 point.
Adding the Weapon Finesse quality costs 1 point.
Beginning at 7th level, the electus may choose to add the following qualities to his calibur:
The ability to overcome damage reduction as if it were made of cold iron costs 1 point.
The ability to overcome damage reduction as if it were made of silver costs 1 point.
Beginning at 10th level, the electus may choose to add the following qualities to his calibur. The electus must be of the selected alignment if he chooses an alignment-based weapon quality:
The ability to overcome damage reduction as if it were made of admantine costs 3 points.
The ability to overcome damage reduction as if it were chaotic aligned costs 2 points.
The ability to overcome damage reduction as if it were evil aligned costs 2 points.
The ability to overcome damage reduction as if it were good aligned costs 2 points.
The ability to overcome damage reduction as if it were lawful aligned costs 2 points.
In addition, as long as the electus has at least 1 point in his arcane pool, the calibur has a +1 enhancement bonus to attack and damage rolls. At 4th level, and every 3 levels thereafter, the weapon gains another +1 enhancement bonus. These bonuses stack with existing weapon enhancement to a maximum of +5; any plusses in excess of +5 must be spent to add special weapon properties to the calibur. These bonuses can be used to add one or more weapon properties. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the calibur already has, but duplicates do not stack. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the electus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the electus.
Cantrips (Sp): At 1st level, the electus learns two 0 level spells from the magus, sorcerer/wizard, or witch lists. At 2nd level, 4th level, and every 4 levels thereafter, the electus learns an additional 0 level spell. These spells are cast like any other spell, but they are not expended when cast and may be used again. The electus’s caster level is equal to his class level.
Bonus Feat: At 2nd level, and every 6 levels thereafter, the electus gains a bonus Combat feat. The electus must meet the requirements of the selected feat.
Electus Arcana (Ex, Sp, or Su): At 3rd level, and every 3 levels thereafter, the electus gains a magus arcana, using his electus level as his effective magus level; electus levels and magus levels stack for the purposes of this ability.
Arcane Armor Improvement (Ex): Beginning at 4th level, the electus reduces the chance of arcane spell failure by 10% when he wears armor and/or uses a shield while casting an arcane spell. At 8th level, and every 4 levels thereafter, the electus’s chance of arcane spell failure is reduced by an additional 5%. These reductions in arcane spell failure stack with the reductions from the Arcane Armor Training and Arcane Armor Mastery feats.
Spells: Beginning at 4th level, an electus gains the ability to cast a small number of arcane spells which are drawn from the magus, sorcerer/wizard, or witch list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an electus must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an electus's spell is 10 + the spell level + the electus's Charisma modifier. The electus’s caster level is equal to his class level. The electus’s Concentration checks are based on his Charisma modifier
Like other spellcasters, an electus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Paladin, but increases the amount of spells he can cast per by 1 if he is capable of casting spells of that level. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the electus gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level +1.
The electus knows a number of spells per spell equal to 2 + the number of spells listed on the Paladin Table for spells per day. These spells must be selected from the magus, sorcerer/wizard, or witch list.
Upon reaching 6th level, and at every even-numbered electus level after that (8th, 10th, and so on), an electus can choose to learn a new spell in place of one he already knows. In effect, the electus 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. An electus 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.
Spell Combat (Ex): At 5th level, an electus learns to cast spells and wield his calibur at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the electus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee calibur in the other hand. As a full-round action, he can make all of his attacks with his melee calibur at a –2 penalty and can also cast any spell from his spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Charisma bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. An electus can choose to cast the spell first or make the calibur attacks first, but if he has more than one attack, he cannot cast the spell between calibur attacks.
Spellstrike (Su): At 5th level, whenever an electus casts a spell with a range of “touch” from his spell list, he can deliver the spell through his calibur (if he is wielding it) as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, an electus can make one free melee attack with his calibur (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the electus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the calibur’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the calibur damage uses its own critical modifier.
Improved Spell Combat (Ex): At 11th level, the electus’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the electus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.
Greater Spell Combat (Ex): At 17th level, the electus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus equals double the amount of the attack penalty taken.
Calibur Mastery (Ex): At 20th level, the electus perfects the use of his calibur. Any attacks made with his calibur automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example) at no additional increase in weapon point cost. In addition, he can re-form his calibur as a free action.
| Spyder25 |
Very nice! I like this version, this really gives the feel of what Arcanemusses had in mind. Smilo, you never cease to amaze me man, lol. There are a few things I have questions about. 1) I thought there would be a sort of deflection bonus to AC? 2) I don't like the idea of the Electus getting 0lvl speels at first lvl, but not being able to cast spells lvl 1-4 until 4thlvl. It just seems weird to me.
| SmiloDan RPG Superstar 2012 Top 32 |
Yeah, I forgot about the Deflection thing....but there might be an Arcana that does that...or at least something similar. I can fix it.
I think the Cantrips are kind of necessary. Maybe add them at 4th level instead of 1st? Then we can reduce the caster level to class level -3, like paladins and rangers.
Maybe an ability like this?
Deflect attacks (Su): As an immediate action, you can spend 1 point from your Arcane Pool gain a deflection bonus to your AC equal to the enhancement bonus to your calibur for a number of rounds equal to your Charisma modifier (minimum 1).