An Arcane caster class with a Full BAB - The Varonis


Homebrew and House Rules


Varonis: The wandering folk hero, unbound by anyone else’s standards of righteousness, sets forth to new lands, righting wrongs and assisting those in need. He considers his chosen duty a sacred one. By using his experience on the road as his sharpening stone, he grants his combat prowess and social wit fearsome edges. A mystical warrior in search of altruistic adventure, the varonis is a wandering force to be reckoned with.

Role: Melee Tank, Novice Mage, and Social Representative.

Alignment: Any, although vast majority are NG or CG.

Hit Die: d10

Starting Wealth: As Ranger

Class Skills

The varonis' class skills are Acrobatics (Dex), Craft (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Perform (Oratory) (Cha), Profession (Wis), Sense Motive (Wis), and Survival (Wisdom)

Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiency: Varonis are proficient with all simple weapons, martial weapons, and one exotic weapon of their choice. Varonis are also proficient with light armor and medium armor, but not with shields.

Table: Varonis

Level BAB Fort Ref Will Special

1st +1 +0 +2 +2 Wandering Force, Declaration, Civil Nomad
2nd +2 +1 +3 +3 Dering Do +1, Roadwise
3rd +3 +1 +3 +3 Panache +1
4th +4 +1 +4 +4 Mindful Avoidance
5th +5 +1 +4 +4 Wanderer’s Bond
6th +6/+1 +2 +5 +5 Dering Do +2
7th +7/+2 +2 +5 +5 Improved Declaration
8th +8/+3 +2 +6 +6 Panache +2
9th +9/+4 +3 +6 +6 Evasion
10th +10/+5 +3 +7 +7 Dering Do +3
11th +11/+6/+1 +3 +7 +7 Mystical Fortitude +2
12th +12/+7/+2 +4 +8 +8 Panache +3
13th +13/+8/+3 +4 +8 +8 Greater Declaration
14th +14/+9/+4 +4 +9 +9 Dering Do +4
15th +15/+10/+5 +5 +9 +9 Mystical Fortitude +4
16th +16/+11/+6/+1 +5 +10 +10 Panache +4
17th +17/+12/+7/+2 +5 +10 +10 Improved Evasion
18th +18/+13/+8/+3 +6 +11 +11 Dering Do +5
19th +19/+14/+9/+4 +6 +11 +11 Mystical Fortitude +6
20th +20/+15/+10/+5 +6 +12 +12 Heroic Declaration, Panache +5

Important Note: A varonis gains spells per day as a ranger or paladin. However, the number of spells they know is EQUAL to the number they can cast per day.

Wandering Force: A Varonis specializes in utilizing bold and effective combat techniques that harm, as well as hinder. As a full round action, when making a successful combat maneuver check with which they also have an “Improved” feat, they may also add the weapon damage of the melee weapon they are wielding at the time of the combat maneuver. Because the Varonis’s strength is focused on the maneuver, the Varonis’s Strength bonus is not applied to the damage dealt by the weapon. For example: if a Varonis wielding a longsword who has the Improved Trip feat successfully trips a target, the target also takes 1d8 damage from the longsword (plus and magical properties the weapon may possess). At 6th level this ability can be used as a standard action. At 10th level this ability can be used in place of a normal attack. Precision damage cannot be applied with or through this ability.

Declaration: A Varonis’s words are as dangerous as any weapon he wields. Innate masters of verbal repartee, they are able to influence others and even create magical effects that aid them in combat. They may use their perform: oratory skill in place of diplomacy and intimidate checks. Additionally, they can take a full-round action to make a perform: oratory check (DC 15). If successful, they gain a bonus to their armor class, attack rolls, and one type of combat maneuver equal to their Charisma bonus for a number of rounds equal to their Charisma bonus +3. These rounds need not be consecutive. This ability can be used once per day.

Civil Nomad: A Varonis cultivates his skills by traveling and familiarizing himself with the land. He gains a +2 bonus to Knowledge (Geography) and Knowledge (Local) checks.

Dering Do: At 2nd level, a Varonis learns to avoid danger with daring ease. He gains a +1 dodge bonus against attacks of opportunity made against him. This bonus increases by +1 at levels 6, 10, 14, and 16.

Roadwise: In his travels the Varonis has learned to recognize dangerous situations and opportunities for gainful employment. At 2nd level, he adds ½ his level to Perception, Sense Motive, and Profession checks when on or near a manmade road or street.

Panache: At 3rd level, with your bold combat techniques you exploit the foolishness of your enemy’s mistakes. The Varonis gains a +1 bonus to attack and damage rolls when making attacks of opportunity. This bonus increases by +1 at levels 8, 12, 16th, and 20.

Mindful Avoidance: At 4th level, the Varonis learns to avoid the blood-hungry weapons of his enemies by not letting them cut too deeply into his flesh. He gains DR equal to his Dering Do bonus whenever successful attacks of opportunity are made against him.

Spells: Beginning at 4th level, a Varonis gains the ability to cast a small number of arcane spells, which are drawn from the sorcerer/wizard spell list. However, each spell level counts as one level higher for the Varonis; 0 level spells become 1st level spells, 1st level spells become 2nd level spells, etc. Like the sorcerer, the Varonis is an intuitive spontaneous caster.

To prepare or cast a spell, a Varonis must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Varonis's spell is 10 + the spell level + the Varonis's Charisma modifier.

Like other spellcasters, a Varonis can cast only a certain number of spells of each spell level per day. His base daily spell allotment AND spells known is given on Table: Varonis. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Varonis indicates that the Varonis gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

A Varonis must get 8 hours of rest per day to regain his daily allotment of spells. A Varonis may learn and cast any spell on the wizard/sorcerer spell list, provided that he can cast spells of that level, but once selected as part of his spells known, he cannot change his selection.

Through 3rd level, a Varonis has no caster level. At 4th level and higher, his caster level is equal to his Varonis level – 3.

A Varonis incurs no chance of spell failure when wearing light or medium armor.

Wanderer’s Bond: Through his travels and intuitive arcane potential, the Varonis learns to create a bond with his surrounding environment, allowing him to move and travel in wondrous ways. Upon reaching 5th level, the Varonis’s land speed increases by 10 ft, he is not hindered by difficult terrain, he is constantly under the effect of feather fall. At 10th level, the Varonis gains the constant effect of the spider climb spell. At 15th level he gains the constant effect of air walk. And at 20th level he can fly at will.

Improved Declaration: At 7th level, by making a perform: oratory check DC 18, he gains additional bonuses to the ones gained by Declaration. He gains a bonus to melee damage rolls, saving throws, and acrobatics checks equal to his Charisma bonus for a number of rounds equal to his Charisma bonus +5. These rounds need not be consecutive. This ability can be used once per day and replaces Declaration.

Evasion (Ex): When he reaches 9th level, a Varonis can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Varonis is wearing light armor, medium armor, or no armor. A helpless Varonis does not gain the benefit of evasion.

Mystical Fortitude: As the magic is awakened inside the Varonis, he learns to better defend against the magic of his enemies. At 11th level, he gains a +2 bonus on Fortitude saves against magical and supernatural effects. This bonus increases by +2 at levels 15 and 19.

Greater Declaration: At 13th level, by making a perform: oratory check DC 18, he gains additional bonuses to the ones gained by Declaration and Improved Declaration. He gains a bonus to all CMB checks and CMD equal to his Charisma bonus for a number of rounds equal to his Charisma bonus +7. These rounds need not be consecutive. This ability can be used once per day and replaces Improved Declaration.

Improved Evasion (Ex): At 17th level, a Varonis's evasion improves. This ability works like evasion, except that while the Varonis still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless helpless does not gain the benefit of improved evasion.

Heroic Declaration: Upon reaching 20th level, by making a perform: oratory check DC 22, the Varonis can make any d20 roll with a bonus equal to his Charisma bonus for a number of rounds equal to his Charisma bonus +12. These rounds need not be consecutive. This ability can be used once per day and replaces Greater Declaration. He gains a permanent dodge bonus and bonus to his armor class and CMD equal to his Charisma bonus, respectively.


What was your inspiration drawn from? This almost reminds me of some helpful warrior teacher found in a fantasy novel. It really evokes that sense of wonder that's been lacking in modern fantasy. Thank you for this.


Hexcaliber wrote:
What was your inspiration drawn from? This almost reminds me of some helpful warrior teacher found in a fantasy novel. It really evokes that sense of wonder that's been lacking in modern fantasy. Thank you for this.

First off, thank you for your kind words:D This class was partly inspired by the Chinese Wuxia/Youxia, a sort of wandering knight/monk/robin hood type of hero. It was also inspired by Cyrano de Bergerac, the French duelist/artist character. The name is the Latvian word for hero. However, I really did not want to make the class too similar to an actual historical culture. Just something fun and simple.


No Knowledge (Arcana) or Spellcraft for an arcane caster?

Wandering Force is a great mechanic. Personally I like menu options so I'd love to see some alternates for it, but in itself, well done.

20th level flight - what's his move speed and maneuverability?

Mystical Fortitude could probably be more spread out instead of kicking in so late.

Declaration is a neat idea, but I'm not sure how I feel about the idea of making a skill check against a set DC to kick off a bonus like that. I'd probably like it better as straight rounds/day like a Bard or Barbarian. Perhaps you could require them to have a minimum number of ranks in Perform (Oratory) to access the improved benefits to keep the flavor? Also, if it can only be activated once a day, but the rounds don't have to be consecutive, I'm not sure what that means.

It's got a very specific flavor and personally I'd make it a bit more generic (Civil Nomad and Streetwise as options instead of set abilities, for instance), but overall it seems well-made and fun. Nothing screams overpowered to me, if anything, perhaps a bit underpowered (which is not a bad thing for a new class).


Tim4488 wrote:

No Knowledge (Arcana) or Spellcraft for an arcane caster?

Wandering Force is a great mechanic. Personally I like menu options so I'd love to see some alternates for it, but in itself, well done.

20th level flight - what's his move speed and maneuverability?

Mystical Fortitude could probably be more spread out instead of kicking in so late.

Declaration is a neat idea, but I'm not sure how I feel about the idea of making a skill check against a set DC to kick off a bonus like that. I'd probably like it better as straight rounds/day like a Bard or Barbarian. Perhaps you could require them to have a minimum number of ranks in Perform (Oratory) to access the improved benefits to keep the flavor? Also, if it can only be activated once a day, but the rounds don't have to be consecutive, I'm not sure what that means.

It's got a very specific flavor and personally I'd make it a bit more generic (Civil Nomad and Streetwise as options instead of set abilities, for instance), but overall it seems well-made and fun. Nothing screams overpowered to me, if anything, perhaps a bit underpowered (which is not a bad thing for a new class).

All good points, and shall address them. 1. No knowledge arcana or spellcraft because his own magic is far too instinctual even for himself to analyze. Besides, he's too busy learning ways to cut people up. 2. Glad you liked wandering force. That's my favorite part. 3. Fly as per the fly spell. 4. Mystical Fortitude...maybe you are right about spreading it out. 5. Declaration...Yes, I agree that a rank requirement may be a better way to go than a difficulty check. Good thinking. 6. Your final thoughts. I figured a conservative approach was the best thing to do during creation. And if it is too underpowered I could always fill it out with something like bonus feats lol. Thank you for your comment!


Nice.

MA


Pathfinder Adventure, Rulebook Subscriber

Just a few things:
1) I have to second the call for KN(Arcana) and Spellcraft, yes they aren't focused on those (just as a Pal or Ranger aren't either) but they still cast Arcane Spells, so they should have these class skills

2) You should have a new spell list. Some Wiz spells will be very under powered, especially b/c of the loss of caster level, others will be possibly gamebreaking b/c they are designed for a 1/2 BAB unarmored caster as opposed to a full BAB armored melee fighter. Shield is a much better spell for a Fighter then a Wizard.

3) I would have the "No Spell failure" ramp up, say at level 4 you have no spell failure in light armor, and bumps up medium at 7th level.

4) I like declaration, but I would change it to be a +1 to one of the things in stead of all, i.e. attack OR AC OR CMB, not all three.

5) Your mechanics for Declaration are also confusing. It requires a Full-round-action, but you can do 3+cha rounds BUT they can be non-consecutive. Can I do this every encounter all day? Do I have to do the Check every time I drop the bonus?

6) DC 15 is not that hard for a 1st level PC. A Cha of 14 and class skill bonus makes it a +6, or a better than 50% chance to succeed. If he has a higher Cha or invests in skill focus, this is easily +11 at first level or an 80% success rate. At 7th level a DC 18 is really easy, the DC goes up by 3, but the skill will go up by 6, and likely more b/c the cha bonus will go up through items or just level bonuses, he could easily have a +17 at level 7, or an impossible to fail roll. I agree that this should be just a strait number of rounds per day. I would say 1/2 per level + Cha modifier per day. This reduces the usefulness of a lvl 1 dip.

7) you have spells known to equal spells per day. So at level 4, you can cast 1 spell b/c of bonus spells, but you know zero, so this needs to be addressed. I would suggest that you have him know more spells then he can cast per day. Similar to an Inquisitor.

Other then that, I would say that the powers are well thought out, and not terribly over powered. It's not more mobile than a monk or better caster than a magus, or fighter than a fighter


And you should add the clarification that "armored casting" only works for his Varonis spells, and not for any other arcane spell casting he might get from multiclassing.

Interesting idea BTW.

I agree with the two class skills. Spellcraft is a must, Knowledge (arcana) is disputable, but since they also seem like educated folks, it would fit.
No climb or swim? That's unusual for a fighting class (except the paladin I think...).


Thank you all for your input so far. I managed to create this in less than 24 hrs, so I was more more focused on the creative aspects than the mechanics. I like your ideas!


I can see a variant of this class having an arcane companion, something like a mix of familiar and animal companion


joriandrake wrote:
I can see a variant of this class having an arcane companion, something like a mix of familiar and animal companion

Not a bad option!


hm, I would add Appraise to the class skills, and replace Profession bonus in Roadwise for Appraise, and consider adding Know(Geography) as 4th to get a bonus there.


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You don't even need a mix of familiar and animal companion: if you simply give it a familiar that familiar will be insanely powerful (especially if he takes the Improved Familiar feat).

Remember, your familiar has YOUR Base Attack Bonus, which in this case is full. And Improved Evasion, AND your Base Save bonuses, AND half of your hit points (and you are a d10 hit die class!).

Take a look at a quasit: two claws (1d3-1 each) and a bite (1d4-1), plus poison. A bull's strength spell will turn that into 1d3+1 and 1d4+1, and its poison DC scales as YOU gain hit die.

Or an Imp: one sting for 1d4 plus poison, but has more options in spell-like abilities. Both can polymorph into combat forms (boar or giant spider for the imp, wolf or small centipede).

Pseudo-dragons, mephits, small elementals, and homoculi are other options here, along with various celestial, dire, and fiendish creatures.

An improved familiar for a full BAB, d10 arcane caster can be a very effective combat partner.

Master Arminas

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