Arcanamirium Spell Duelist Prestige Class


Homebrew and House Rules

RPG Superstar 2013 Top 4

1 person marked this as a favorite.

My friend challenged me to make something for spellcasters, and I remembered the original 3.5 version of the Golarion campaign setting mentioned the students of the Arcanamirium engaged in spell duels, so I went from there.

Please let me know what you think :)

Students of the Arcanamirium focus on practical magic, usable in the physical world. Formal and informal duels between students are common, but only the most exceptional draw the eye of the Archdean, Lady Darchana, who organizes the school's annual grand duel. Trained in advanced arcana, and rigorously tested against each other, these spell duelists become masters of sorcerous combat.

Class Details:

Hit Die: d6

Requirements:

Feats: Combat Casting
Skills: Knowledge (arcana) 5 ranks, Spellcraft 5 ranks
Spells: Able to cast 3rd-level arcane spells.
Special: Must have defeated a spellcaster of equal or higher level in single combat.

Class Skills:
The Arcanamirium Spell Duelist's class skills (and the key ability for each skill) are Bluff (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Perform (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skills Ranks at Each Level: 2+Int modifier.

Progression: Arcanamirium Spell Duelist

Level 1:
BAB: +0
Fort/Ref/Will: +0/+0/+1
Special: Focused Strikes
Spells per Day: +1 level of spellcasting class

Level 2:
BAB: +1
Fort/Ref/Will: +1/+1/+1
Special: Bonus Feat, Spell Tactics
Spells per Day: +1 level of spellcasting class

Level 3:
BAB: +1
Fort/Ref/Will: +1/+1/+2
Special: Battered Defenses 1
Spells per Day: +1 level of spellcasting class

Level 4:
BAB: +2
Fort/Ref/Will: +1/+1/+2
Special: Practiced Duelist (Anticipate)
Spells per Day: +1 level of spellcasting class

Level 5:
BAB: +2
Fort/Ref/Will: +2/+2/+3
Special: Bonus Feat, Power Grab
Spells per Day: +1 level of spellcasting class

Level 6:
BAB: +3
Fort/Ref/Will: +2/+2/+3
Special: Battered Defenses 2
Spells per Day: +1 level of spellcasting class

Level 7:
BAB: +3
Fort/Ref/Will: +2/+2/+4
Special: Practiced Duelist (Parry)
Spells per Day: +1 level of spellcasting class

Level 8:
BAB: +4
Fort/Ref/Will: +3/+3/+4
Special: Bonus Feat
Spells per Day: +1 level of spellcasting class

Level 9:
BAB: +4
Fort/Ref/Will: +3/+3/+5
Special: Battered Defenses 3
Spells per Day: +1 level of spellcasting class

Level 10:
BAB: +5
Fort/Ref/Will: +3/+3/+5
Special: Practiced Duelist (Riposte), Spell Devastation
Spells per Day: +1 level of spellcasting class

Class Features:

Bonus Feats:
At 2nd, 5th, and 8th level, the Arcanamirium Spell Duelist may select a bonus feat from the following list: Improved Counterspell, Improved Critical (any), Precise Shot, Skill Focus (spellcraft), Spell Focus (any), Spell Penetration, Weapon Focus (any)

The spell duelist need not have any of the prerequisites normally required for the feats to select them.

Focused Strikes (Su):
The Arcanamirium Spell Duelist punishes individual targets with well-placed strikes. Whenever the Spell Duelist targets a single creature or object with a spell that deals damage, she deals +1 damage per class level to that target.

Spell Tactics (Ex):
The Arcanamirium Spell Duelist has studied the typical movements and reactions to spellcasting and knows how to anticipate any possible counterattack, dodge, or defense. At level 2, she adds her Intelligence modifier to all attack rolls with spells and gains a +2 dodge bonus to AC when casting defensively.

Battered Defenses (Su):
The spell duelist wears down her opponents, chipping away at concentration and armor, leaving them vulnerable. At level 3, the spell duelist adds +1 to her attack rolls, saving throw DCs, and caster level checks against any creature she's damaged with a spell within a number of rounds equal to her Intelligence modifier. This increases to +2 at level 6 and +3 at level 9.

Practiced Duelist(Ex):
The spell duelists studies her opponents' casting, learning their patterns and finding weaknesses in their style. At level 4, the spell duelist learns to anticipate her opponent's casting, automatically succeeding on spellcraft checks to identify a spell she has witnessed that opponent cast within the past 24 hours. At level 7, the spell duelist can parry incoming magic. If she anticipates an opponent's spell with the first ability, she may attempt to counter it as an immediate action. At level 10, she is able to counterspell and attack, all in the same motion. If the spell duelist anticipates a spell with the first ability and successfully counters it, she may also target the enemy spellcaster with the spell she used to counterspell.

Power Grab (Su):
The spell duelist learns to repurpose her own spells to meet the needs of the moment. At 5th level, the spell duelist may end an ongoing spell she controls as a swift action to refresh a spell slot or recall one spell she has prepared and cast of lower level than the ongoing spell. The repurposed spell must be within line of sight and line of effect and have a duration other than instantaneous or permanent.

Spell Devastation (Ex):
The spell duelist has learned to place her spell attacks with deadly precision. At 10th level, she increases her base critical threat range with spells by 1.

RPG Superstar 2015 Top 8

Matt,

that seems like a very strong prestige class. I guess most wizards would rather take this instead of advancing in their original class.

- the entry cost isn't especially taxing
- the spell duellist gets the same number of bonus feats a wizard would get (the selection is more limited, but who would shy away from Spell Focus and Spell Penetration?)
- Focused Strikes is actually better than the evoker's school power (btw, what happens with spells that allow for multiple missiles/rays?)
- Spell Tactics seems hardly necessary, since most spell attacks are resolved as touch attacks (and therefore, aren't very likely to miss anyway). I assume the AC-bonus is meant to help against readied attacks.
- batter defenses: the bonus to save DC's (I assume of spells) is way too powerful.
- Practiced Duelist: fitting, but again better than the signature power of the abjuration (counterspell) subschool
- Power Grab: interesting, but should probably be limited to once or twice per day.

This class is definitely too strong. Also, I think it needs a stronger focus on the (more or less formalized) duelling aspect. The direction I would take would be to create some features based on opposed skill checks (Bluff, Sense Motive, Intimidate, Spellcraft, Sleight of Hand), which would make this class more roguish. Not sure though if that is what you have in mind for this class.

RPG Superstar 2013 Top 4

Hi!
Thank you very much for the comments. :)

-Focused strikes is intended to add only once per spell. I'm not sure it's better than the Evoker power, as it only adds to single target damage, while the Evoker school ability adds to all damage.

My attempt to balance most of the effects you listed is they generally require you to do something first: damage them with an earlier spell for batter defenses, or see them cast the same spell before with Practiced Duelist. That way the opponent gets at least one action before most of your abilities come online. Not to say I necessarily disagree with your opinion that it's too strong; I generally err on that side and then scale back rather than start weak and try to build up.

I think you're definitely right that the focus in design isn't there. There's two separate ideas here (ray-focused single target damage spellcaster / arcane duelist counterspell expert) that don't necessarily belong in the same PrC. I'm going to see about rebuilding more toward the latter, since that was my primary goal.

Thanks again!

RPG Superstar 2013 Top 4

I've made some adjustments, and added some features based on the spell dueling rules from Ultimate Magic. I think this better fits the theme of a formal academy spell duelist with some practical application.

Class Details:

Hit Die: d6

Requirements:

Feats: Combat Casting, Improved Counterspell
Skills: Knowledge (arcana) 5 ranks, Spellcraft 5 ranks
Spells: Able to cast 3rd-level arcane spells.
Special: Must have defeated a spellcaster of equal or higher level in single combat or a formal duel.

Class Skills:
The Arcanamirium Spell Duelist's class skills (and the key ability for each skill) are Bluff (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Perform (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skills Ranks at Each Level: 2+Int modifier.

Progression: Arcanamirium Spell Duelist

Level 1:
BAB: +0
Fort/Ref/Will: +0/+0/+1
Special: Spell Duelist's Insight 1
Spells per Day: +1 level of spellcasting class

Level 2:
BAB: +1
Fort/Ref/Will: +1/+1/+1
Special: Bonus Feat, Spell Tactics +1
Spells per Day: +1 level of spellcasting class

Level 3:
BAB: +1
Fort/Ref/Will: +1/+1/+2
Special: Cascading Spells 2/day
Spells per Day: +1 level of spellcasting class

Level 4:
BAB: +2
Fort/Ref/Will: +1/+1/+2
Special: Spell Tactics +2
Spells per Day: +1 level of spellcasting class

Level 5:
BAB: +2
Fort/Ref/Will: +2/+2/+3
Special: Practiced Duelist
Spells per Day: +1 level of spellcasting class

Level 6:
BAB: +3
Fort/Ref/Will: +2/+2/+3
Special: Spell Tactics +3
Spells per Day: +1 level of spellcasting class

Level 7:
BAB: +3
Fort/Ref/Will: +2/+2/+4
Special: Spell Duelist's Insight 2
Spells per Day: +1 level of spellcasting class

Level 8:
BAB: +4
Fort/Ref/Will: +3/+3/+4
Special: Bonus Feat, Spell Tactics +4
Spells per Day: +1 level of spellcasting class

Level 9:
BAB: +4
Fort/Ref/Will: +3/+3/+5
Special: Cascading Spells 4/day
Spells per Day: +1 level of spellcasting class

Level 10:
BAB: +5
Fort/Ref/Will: +3/+3/+5
Special: Academy Champion, Spell Tactics +5
Spells per Day: +1 level of spellcasting class

Class Features:

Bonus Feats:
At 2nd and 8th level, the Arcanamirium Spell Duelist may select a bonus feat from the following list: Alertness, Improved Initiative, Magical Aptitude, Skill Focus (sense motive), Skill Focus (spellcraft), Spell Penetration

The spell duelist need not have any of the prerequisites normally required for the feats to select them.

Spell Duelist's Insight (Ex):
The Arcanamirium Spell Duelist carefully studies her spellcasting opponents, watching for style and tells to determine their every incantation. The spell duelist gains a +2 insight bonus to Spellcraft checks to identify a spell being cast. This increases to +5 if the spell duelist is attempting a dueling counter (Ultimate Magic 100).

At 7th level, the spell duelist can anticipate her opponent's actions and be more selective in what she counterspells. Whenever she succeeds at a Spellcraft check to identify a spell being cast, she may attempt at Sense Motive check at the same DC as the Spellcraft check to identify all decisions the spellcaster is making for that spell, such as targets, creature(s) summoned (the appropriate Knowledge check is still required to learn any details about the creature), etc.

Spell Tactics (Ex):
The Arcanamirium Spell Duelist has studied the typical movements and reactions to spellcasting and knows how to anticipate any possible counterattack. At level 2, she gains a +1 dodge bonus to AC and +1 insight bonus to saving throws when casting defensively. This increases by an additional +1 every two class levels thereafter.

Cascading Spells (Su)
The spell duelist learns to sacrifice other magic to disguise and protect her true spells. At 3rd level, the spell duelist may expend an additional spell or spell slot when casting to add a bonus to the Spellcraft DC to identify her spell by +1 per level of the sacrificed spell. She may use this ability 2/day.

At 9th level, she shapes the sacrificed magic into a buffer, increasing the dispel DC of her spell by +1 per three levels of the sacrificed spell or providing a +1 bonus per three levels of the sacrificed spell to caster level checks to overcome spell resistance (round down; spells of level 2 or less provide no bonus). The spell duelist may now use the ability 4/day.

Practiced Duelist(Ex):
The Arcanamirium Spell Duelist is rigorously drilled to react instantly to spellcasting. At 5th level, on the first round of combat, before she has taken her turn, the spell duelist may attempt to counter a spell that targets her or includes her in its area of effect as if she had readied an action to counterspell.

Academy Champion (Ex):
At the pinnacle of her abilities, the spell duelist is ready to take on all challengers. At 10th level, if the spell duelist successfully attempts a dueling counter, she may dueling counter again that round. Once per day, she may perform a dueling counter outside of a formal duel.

RPG Superstar 2015 Top 8

I like this version a lot better.

It is somewhat unfortunate that the spell dueling rules from UM aren't more detailed (I would have liked a subsystem similar to performance combat).

If I understand Practiced Duelist correctly, since this works as a readied action, it resets the spell duelist's initiative account and uses up their action in this round, correct?

RPG Superstar 2013 Top 4

Glad you enjoyed it more. :-)

Yes, it's just like a readied action. Possibly saves you from being flatfooted against attackers later.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Arcanamirium Spell Duelist Prestige Class All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules