This all began when I wanted to build a spontaneous martial caster (Fighter'ish/ sorcerer'ish).
So I started out creating a modified Magus, but the balance and feel felt wrong. So it then grew into a full Archetype for the Magus (using the Cabalist from SGG as inspiration). The balance, flow and feel still felt "off". In the end I ended up pulling the bard, sorcerer, and Magus apart then rebuilding the concept into a fully functional (hopefully) class.
The name came from ancient norse sorcerers. Skjöldr means shield
Please let me know what you guys think about this class; balance issues, concept ideas, leveling flows, ect.
Seidhr
Heirs to inherent power, Seidhr seek martial expertise as a natural counterpoint to their magically infused blood. As they grow in power, the Seidhr unlock powerful forms of arcana that allow them to combine their talents further, eventually becoming a blur of steel and magic, a force that few foes would dare to stand against.
Role: Seidhr spend much of their time traveling the world, seeking to experience any martial or arcane secrets they can find. They might spend months learning a new fighting-style from a master warrior, while simultaneously moonlighting in the local library, poring through tomes of ancient lore. Most who take this path dabble in all sorts of lore, picking up anything that might aid them in their search for perfection.
Alignment: Any.
Hit Die: d8.
CLASS SKILLS
The seidhr's class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge: Arcana (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per level: 4 + Int Modifier
CLASS FEATURES
The following are the class features of the seidhr.
Weapon and Armor Proficiency: A seidhr is proficient with all simple weapons and in a single martial or exotic weapon of their choice. A seidhr is not proficient with armor or shields and suffers normal arcane spell failure chance when casting seidhr spells while armored.
Spells: A seidhr casts arcane spells drawn primarily from the magus spell list. They can cast any spell they know without preparing it ahead of time. To learn or cast a spell, a seidhr must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a seidhr's spell is 10 + the spell level + the seidhr's Charisma modifier.
Like other spellcasters, a seidhr can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: 1-1. In addition, they receive bonus spells per day if they have a high Charisma score.
A seidhr's selection of spells is extremely limited. A seidhr begins play knowing four 0-level spells and two 1st-level spells of seidhr's choice. At each new seidhr level, they gain one or more new spells, as indicated on Table: 1-2 Seidhr Spells Known. (Unlike spells per day, the number of spells a seidhr knows is not affected by their Charisma score; the numbers on Table: Seidhr Spells Known are fixed.) These new spells can be common spells chosen from the magus spell list, or they can be unusual spells that the seidhr has gained some understanding of through study.
Upon reaching 5th level, and at every third Seidhr level after that (8th, 11th, and so on), a Seidhr can choose to learn a new spell in place of one they already know. In effect, the seidhr “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, and it must be at least one level lower than the highest-level seidhr spell they can cast. A seidhr 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 they gain new spells known for the level.
A seidhr need not prepare their spells in advance. They can cast any spell they know at any time, assuming that they have not yet used up their allotment of spells per day for the spell’s level.
Arcane Pool (Su): At 1st level, the seidhr gains a reservoir of mystical arcane energy that they can draw upon to fuel their powers and enhance their weapon. This arcane pool has a number of points equal to 1/2 their seidhr level (minimum 1) + their Charisma modifier. The pool recharges once per day when the seidhr rests for 8 hours. Any points used in the last 8 hours are not recharged until the day.
At 1st level, a seidhr can expend 1 point from their arcane pool as a swift action to grant any weapon they are holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, 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 weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the seidhr uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the seidhr.
A seidhr can only enhance one weapon in this way at one time. If they use this ability again, the first use immediately ends.
Cantrips: Seidhr's learn a number of cantrips, or 0-level spells, as noted on Table: 1-2 Seidhr Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.
Skjöldr of Presence (Su): At 1st level a seidhr's innate magic reacts to defend them. When wearing light or no armor, a seidhr adds 1 point of Charisma bonus (if any) per seidhr level to their Dexterity bonus to modify Armor Class.
Bloodline: Each seidhr has a source of magic somewhere in their heritage that grants them spells, augments their seidhr bonus feat list, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in their family's past. For example, a seidhr might have a dragon as a distant relative or their grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the seidhr gains levels. A seidhr must pick one bloodline upon taking their 2nd level of seidhr. Once made, this choice cannot be changed. Note: replace "sorcerer" levels with "seidhr" levels if a bloodline ability uses it as part of the ability. They do not gain the listed Class Skill associated with the Bloodline.
At 2nd level the seidhr gain their Bloodline Arcana.
At 4th level, and every two levels thereafter, a seidhr learns an additional spell, derived from their bloodline. These spells are in addition to the number of spells given on Table: 1-2 Seidhr Spells Known. These spells cannot be exchanged for different spells at higher levels.
Beginning at 2nd level the seidhr gains access to their chosen Bloodline's power when they are 1 level higher than the listed level for the power. For example; If the seidhr had chosen the Arcane Bloodline they would gain Arcane Bond at 2nd level, Metamagic Adept at 4th, and so on. The seidhr does not gain access to the 20th level "capstone" Bloodline Power.
When a seidhr gains a bonus feat from seidhr levels they may also add their bloodline's bonus feats to their list of choices. The seidhr must meet the prerequisites for these bonus feats.
For some seidhr, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented below are a number of bloodlines representing the mysterious origin of your seidhr’s abilities.
The following bloodlines represent only some of the possible sources of power that a seidhr can draw upon. Unless otherwise noted, most seidhr are assumed to have the arcane bloodline:
Aberrant Bloodline, Abyssal Bloodline, Accursed Bloodline, Ancestral Bloodline, Aquatic Bloodline, Arcane Bloodline, Boreal Bloodline, Celestial Bloodline, Daemon Bloodline, Deep Earth Bloodline, Destined Bloodline, Djinni Bloodline, Draconic Bloodline, Dreamspun Bloodline, Efreeti Bloodline, Elemental Bloodline, Fey Bloodline, Frost Bloodline, Giant Bloodline, Infernal Bloodline, Maestro Bloodline, Marid Bloodline, Oni Bloodline, Orc Bloodline, Pestilence Bloodline, Protean Bloodline, Rakshasa Bloodline, Serpentine Bloodline, Shadow Bloodline, Shaitan Bloodline, Skyborne Bloodline, Starsoul Bloodline, Stone Bloodline, Stormborn Bloodline, Undead Bloodline, and Verdant Bloodline.
Spell Combat (Ex): At 2nd level, a seidhr learns to cast spells and wield their weapons 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 seidhr must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, they can make all of their attacks with their melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If they cast this spell defensively, they can decide to take an additional penalty on their attack rolls, up to their Charisma bonus, and add the same amount as a circumstance bonus on their concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A seidhr can choose to cast the spell first or make the weapon attacks first, but if they have more than one attack, they cannot cast the spell between weapon attacks.
Spellstrike (Su): At 3rd level, whenever a seidhr casts a spell with a range of “touch” from the magus spell list, they can deliver the spell through any weapon they are wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a seidhr can make one free melee attack with their weapon (at their 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 seidhr 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 weapon’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 weapon damage uses its own critical modifier.
Seidhr Arcana: As they gain levels, a seidhr learns arcane secrets tailored to their specific way of blending martial puissance and magical skill. Starting at 4th level, a seidhr gains one magus arcana from the Magus Arcana List. They gain an additional magus arcana for every three levels of Seidhr attained after 4th level. Unless specifically noted in the magus arcana’s description, a seidhr cannot select a particular magus arcana more than once. Seidhr arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted. They use their levels in seidhr in place of magus levels to meet the magus level requirements.
Bonus Feat: At 5th level, and every six levels thereafter, a seidhr gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, metamagic, or Bloodline feats. They must meet the prerequisites for these feats as normal.
Improved Spell Combat (Ex): At 9th level, the seidhr’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the seidhr receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.
Fighter Training (Ex): Starting at 11th level, a seidhr counts 1/2 their total seidhr level as their fighter level for the purpose of qualifying for feats. If they have levels in fighter, these levels stack.
Greater Spell Combat (Ex): At 15th level, the seidhr gains the ability to seamlessly cast spells and make melee attacks. Whenever they use their spell combat ability, their concentration check bonus equals double the amount of the attack penalty taken.
Counterstrike (Ex): At 17th level, whenever an enemy within reach of the seidhr successfully casts a spell defensively, that enemy provokes an attack of opportunity from the seidhr after the spell is complete. This attack of opportunity cannot disrupt the spell.
True Seidhr (Su): At 20th level, the seidhr becomes a master of spells and combat. Whenever they use their spell combat ability, they do not need to make a concentration check to cast the spell defensively. Whenever the seidhr uses spell combat and their spell targets the same creature as his melee attacks, they can choose to either increase the DC to resist the spell by +2, grant themselves a +2 circumstance bonus on any checks made to overcome spell resistance, or grant themselves a +2 circumstance bonus on all attack rolls made against the target during their turn.
Ok so the table came out screwed up; as its really late i will just post the important information and fix it later:
BAB: Medium
Fort: Good
Ref: Poor
Will: Good
Casting is Bard progression as is spells known.
They gain less bloodline stuff than a Sorcerer (class skill, capstone ability) and less casting ability.
They gain less abilities than a normal Magus. They gain the same abilities at a slightly slower rate than the normal Magus.They also lose armor and weapon proficiencies while gaining a unique ability: Skjöldr of Presence (the same as canny defense except Charisma based and magical, thus Supernatural ability instead of Extraordinary.)
Table: 1-1 Seidhr
Level BAB Fort
Save Ref
Save Will
Save Special Spells per Day
1st 2nd 3rd 4th 5th 6th
1 +0 +2 +0 +2 Arcane Pool, Cantrips, Skjöldr of Presence 1 - - - - -
2 +1 +3 +0 +3 Bloodline Arcana, Bloodline Power, Spell Combat 2 - - - - -
3 +2 +3 +1 +3 SpellStrike 3 - - - - -
4 +3 +4 +1 +4 Bloodline Power, Bloodline Spell, Seidhr Arcana 3 1 - - - -
5 +3 +4 +1 +4 Bonus Feat 4 2 - - - -
6 +4 +5 +2 +5 Bloodline Spell 4 3 - - - -
7 +5 +5 +2 +5 Seidhr Arcana 4 3 1 - - -
8 +6/+1 +6 +2 +6 Bloodline Spell 4 4 2 - - -
9 +6/+1 +6 +3 +6 Improved Spell Combat 5 4 3 - - -
10 +7/+2 +7 +3 +7 Bloodline Power, Bloodline Spell, Seidhr Arcana 5 4 3 1 - -
11 +8/+3 +7 +3 +7 Bonus Feat, Fighter Training 5 4 4 2 - -
12 +9/+4 +8 +4 +8 Bloodline Spell 5 5 4 3 - -
13 +9/+4 +8 +4 +8 Seidhr Arcana 5 5 4 3 1 -
14 +10/+5 +9 +4 +9 Bloodline Spell 5 5 4 4 2 -
15 +11/+6/+1 +9 +5 +9 Greater Spell Combat 5 5 5 4 3 -
16 +12/+7/+2 +10 +5 +10 Bloodline Power, Bloodline Spell, Seidhr Arcana 5 5 5 4 3 1
17 +12/+7/+2 +10 +5 +10 Bonus Feat, Counterstrike 5 5 5 4 4 2
18 +13/+8/+3 +11 +6 +11 Bloodline Spell 5 5 5 5 4 3
19 +14/+9/+4 +11 +6 +11 Seidhr Arcana 5 5 5 5 5 4
20 +15/+10/+5 +12 +6 +12 Bloodline Spell, True Seidhr 5 5 5 5 5 5
Table: 1-2 Seidhr Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th
1 4 2 - - - - -
2 5 3 - - - - -
3 6 4 - - - - -
4 6 4 2 - - - -
5 6 4 3 - - - -
6 6 4 4 - - - -
7 6 5 4 2 - - -
8 6 5 4 3 - - -
9 6 5 4 4 - - -
10 6 5 5 4 2 - -
11 6 6 5 4 3 - -
12 6 6 5 4 4 - -
13 6 6 5 5 4 2 -
14 6 6 6 5 4 3 -
15 6 6 6 5 4 4 -
16 6 6 6 5 5 4 2
17 6 6 6 6 5 4 3
18 6 6 6 6 5 4 4
19 6 6 6 6 5 5 4
20 6 6 6 6 6 5 5