| Phasics |
Been racking my brain on how to make a decent arcane fighter with full casting full BAB etc etc BAH make new base class etc etc
and then it occured to me while posting in another thread.
2 feats that could pretty much do exactly the same thing and even have some flavour about them. Please suggest some better names for them hehehe
Arcane Might
Prequistie: Able to cast arcane spells
As a swift action you can expend one of your spell levels to gain an increase to your base attack bonus equal to the spell level. This may grant you an increased number of attacks. Your BAB can not exceed your charcter level.
This effects lasts for a number of rounds equal to your charisma or intellgence modifer.
Arcane Power
Prequisite: Able to cast arcane spells
As a swift action you can expend one of your spell levels to gain temporay hit points equal to triple the spell level expended. temporary hit points from this source do not stack however you can reaplace your current temporay hit points with a higher amount using this ability. These last a number of rounds equal to your charisma or intellgence modifer.
In a nut shell your burning spell power to improve your physical abilities which flavour wise works for me.
Points for consideration
A wizard will have a better BAB than a sorc as they gain new spell levels 1 level earlier. neither can get a BAB of 20, they top out at 19
A Sorc will have more spell slots available to turn into temporary HP than a wizard
Consider there is arcane armor mastery and arcane strike competing with these feats for the swift action in a round. Not to mention competing for your feat choices early on.
Consider if you don't want to do any spellcasting during combat you could put your sorc into heavy armor since the arcane spell failure won't effect these feats. But it does gimp your casting if its needed.
You can only add temporary HP on your turn and only your highest spell level is going to be adding temporary HP of significance. using lower spell levels for temporary HP is possble but won't help as much. e.g. burning a level 1 spell for 3 HP when your level 10 and being hit by CR10 monsters ..... need I say more
In reference to the above, this feat makes you choose between being effective on the frontline and casting your best spells during combat, You'd need to spend 2-3 of your highest level spells over 3 rounds if you intend to stand next to the fighter.
If the occation calls for it you can be a pure caster although the chances are you'll not have taken the feats to be as good as a traditonal wizard/sorc.
The lets you be a near full BAB near full HP full casting arcane fighter, and require only testing 2 feats. I had some trouble deciding between double triple or quadruple HP for spell level, triple seems to be ok on paper, but its easy enough to change
This also lends itself to multiclassing. since with arcane might if you want to make up the BAB you lost taking wiz/sorc levels you can, at the same time the spell lists are there when you need them.
Please notice the BAB cannot exceed charcter level rule, this exisits because first thing I looked at was Eldrich Knight, and yes without it you could easily exceed a BAB of 20 which IS broken.
Interesting in any and all suggestions on balence or further preequistes to tighten it up against brokeness.
| Phasics |
One possible imbalance seems it could come from EK for the second feat as well.
with d10 hit dice and the higher max level of spells the bonus temp HP might make him a little too tanky
I would add to the 2nd Feat
If your character has a prestige class that grants continued progression in arcane spell casting and has more than d6 Hit Die then the temporary hit point gained from using this feat is reduced from triple to double.
Also I think arcane strike makes a nice prerequisite for the first feat
Cold Napalm
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One possible imbalance seems it could come from EK for the second feat as well.
with d10 hit dice and the higher max level of spells the bonus temp HP might make him a little too tanky
I would add to the 2nd Feat
If your character has a prestige class that grants continued progression in arcane spell casting and has more than d6 Hit Die then the temporary hit point gained from using this feat is reduced from triple to double.Also I think arcane strike makes a nice prerequisite for the first feat
Why? Vampiric touch already gives you access to metric ton load of temporary HP if that was your goal.
| Phasics |
Phasics wrote:Why? Vampiric touch already gives you access to metric ton load of temporary HP if that was your goal.One possible imbalance seems it could come from EK for the second feat as well.
with d10 hit dice and the higher max level of spells the bonus temp HP might make him a little too tanky
I would add to the 2nd Feat
If your character has a prestige class that grants continued progression in arcane spell casting and has more than d6 Hit Die then the temporary hit point gained from using this feat is reduced from triple to double.Also I think arcane strike makes a nice prerequisite for the first feat
no the goal was to burn spells to gain HP nearly equivalent to a fighter of the same level to improve survivability as a front line character