Homebrewed Class: Raider (Arcane Warrior)


Homebrew and House Rules


I am still working on this class trying to balance it, and I am looking for suggestions.

The idea is to make a Fast BAB class with access to up to 4th level spells. Kind of an arcane ranger. I tried to think of a role that would fit this, and I came up with a treasure hunter theme. I wanted him to have a knack with traps but not as good as a rogue. The Schoolmaster abilities I think are cool, but maybe to much, so I added an arcane pool to limit the uses. Most raiders would have a + 2 or + 3 modifier, so the pool would run out fast if overused.

Below is the current setup. In the arcane secrets I have listed my idea seeds but not how they work yet.

Lost riches of ancient civilizations beckon adventures of every color, but few are as prepared to meet the challenge as the raider. Trained in treasure lore, and prepared for battle against guardians of hidden treasures. The raider brings his martial skill and some arcane magic to aid in claiming riches from others. Some raiders are just thieves taking any treasure no matter how sacred it is. Others are of a more academic bent, researching history through artifacts left behind by others.

Role: Raiders study battle, history, and magic to give them the tools they need to gain fame and treasure. They are strong combatants, but are also good at researching information, and finding treasure. They are weak spellcasters, using simple magics to aid in discovering treasures.

Alignment: Any.

Hit Die: d10.

BAB: Fast; Fort: Good, Ref: Poor, Will: Good

Class Skills
The raider’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiency: A raider is proficient with all simple and martial weapons and with light and medium armor. They are not proficient with any shields. A raider can cast raider spells while wearing light armor and medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a raider wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass raider still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Arcane Bond (Ex or Sp): At 1st level, raiders form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the raider’s skills and senses and can aid him in magic, while a bonded object is an item a raider can use to cast additional spells or to serve as a magical item. Once a raider makes this choice, it is permanent and cannot be changed. Rules for bonded items and familiars are the same as it is for a wizard. Raiders treat their raider levels as wizard levels for determining how this ability works. If the raider takes levels in another class that grant a familiar the levels stack.

Detect Magic: (Sp): At will, a raider can use detect magic, as the spell. A raider can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is magic, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the raider does not detect magic on any other object or individual within range.

Trap Spotter (Ex): At 1st level, whenever a raider comes within 10 feet of a trap, he can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.

Arcane Pool (Su): At 2nd level, the raider gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers . This arcane pool has a number of points equal to 1/2 his raider level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the raider prepares his spells.

Schoolmaster (Su): At 2nd level the raider can select a school of magic gaining the abilities of that school. Once chosen this ability can not be changed. To use this ability you must be in physical contact with your arcane bonded object or with your familiar. Each schoolmaster ability cost one arcane pool point.
The raider learns a new schoolmaster ability at 6th level 12th level and at 18th level.

Abjuration School: Arcane Shield: As an immedaite action the raider can create a magical barrier that grants a + 2 shield bonus to a target’s armor class. This bonus increases by + 1 for every four levels of raider the character has. The target must be with in 25 ft. plus 5 ft. per every two levels of raider. The shield remains with the target for one minute before disappearing.

Conjuration School: Elemental Weapon: As a swift action the raider can summon a powerful weapon from the elemental planes. The weapons power increases as the raider’s level increases. At 1st level the weapon summoned can be of any type chosen by the raider. If the weapon requires ammunition to be used 10 arrows/bolts/bullets appear with the weapon. At 3rd level the weapon is treated as a masterwork weapon. At 5th level the weapon can be made of cold iron or mithral; if the neither of these are chosen the weapon is treated as magic. At 7th level the weapon gains an elemental property chosen each time the weapon is summoned from the following list. Acid; + 1d4 acid damage. Air; + 2 to combat maneuvers. Fire; + 1d4 fire damage. Water: non-lethal damage, and puts out non magical fires. At 9th level the weapon can be made of adamantine. 11th level the weapon can gain an alignment type instead of being magical. The alignment must match one of the alignment types of the raider. If the raider is true neutral he may chose the alignment type the weapon has. The alignment can be change each time this ability is selected. 13th level the weapon can have two sub types; such as good and mithral. At 15th level the elemental properties improve: Acid; + 1d8 acid damage. Air; + 4 to combat maneuvers. Fire; + 1d8 fire damage. Water: non-lethal damage, and puts out magical fires of lower caster level than the raider. 17th level the weapon gains an elemental spirit that can use the weapon instead of the raider. The weapon gains the dancing weapon ability. At 19th level the weapons elemental properties improve: Acid; + 2d6 acid damage. Air; + 6 to combat maneuvers. Fire; + 2d6 fire damage. Water: non-lethal damage and targets become fatigued on a failed Fortitude save (DC= 10 + 1/2 your raider level + your Int modifier), and puts out magical fires of lower caster level than the raider.The weapon remains for one minute after it is summoned, and can be used by anyone.

Divination School: Future Sight: As an intimidate action the raider can grant himself a + 1 bonus to any roll except for damage rolls. This bonus increases by + 1 every even level after 2nd level (+ 2 at 4th, + 3 at 6th…)

Enchantment School: Stunner: As a swift action the raider can attempt to stun a target. This can be done as a touch attack or as part of a normal attack with a weapon. The target gets to make a Fortitude saving throw (DC 10 + 1/2 your raider level + your Int modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. The duration of the stun increases at 7th level to 2 rounds, at 14th level to 3rds.

Evocation School: Energy Orb: As a swift action the raider can throw an energy orb at close range at a target as a range touch attack. The orb inflicts 1d4+ 1 per every 2 levels of raider. The type of energy is chosen from the following list each time the raider uses this ability. Cold, Electric, Fire, Sonic. At 5th level the orbs damage increases to 1d6 and gains additional effects if the target fails their reflex save (DC = 10 + 1/2 your raider level + your Int modifier.) Cold – Entangled, Electric – Fatigued, Fire – catch on fire, Sonic – Deafened. Each round the target can make an additional save to end the effects. At 10th level the orbs damage increases to 2d6 + 1 per every 2 levels of raider, and gains splash damage, inflicting 1 point of energy damage to anything within 5 ft. At 15th level the the orb explodes on impact filling a 10 ft. radius from the point of impact. At 20th level the damage increases to 3d6+ 1 per every 2 levels of raider, and the additional effect change; Cold – Pinned while frozen within ice, Electric – Exhausted, Fire – catch on fire and , Sonic – Deafened and Nauseated.

Illusion School: Phantom Swarm: As a swift action you can cause a target to see more enemies on the battlefield than their truly are. The number of phantasmal enemies you create is equal to 1+ 1 more for every three levels of raider. These phantoms look like the raider. The target must be within close range, and they get to make a will save against this effect (DC = 10 + 1/2 your raider level + your Int modifier.) Failure means that the target believes he is surrounded; the target is treated as if they are flat-footed against all attacks. Each round the target may make an additional save to end this effect. At 5th level the phantom is so convincing they may attack an illusory foe instead of a true enemy (treat as the mirror image spell.) At 10th level the phantoms attacks can cause some damage. The weapons carried by the phantoms is the same as the raider, but only 20% of the damage is real. At 15th level the damage is 50% real. At 20th level the damage is 80% real.

Necromancy School: Terror: As a swift action the raider can touch an enemy with a touch attack or as part of a normal melee weapon attack. The target gets to make a will save (DC = 10 + 1/2 your raider level + your Int modifier.) Failure means that the target is shaken. The target gets to make an additional save each round to end this effect. At 7th level the condition becomes frightened, At 14th level the condition becomes panicked.

Transmutation School: Enhancement: As a swift action the raider can grant himself a enhancement bonus to any of his ability scores. This enhancement last for one minute. At 1st level the enhancement is a + 2 to any ability score. At 5th level the bonus is + 3, at 10th level the bonus is + 4 at 15th level the bonus is + 5, and at 20th level the bonus is + 6.

Arcane Secret (Su): At 3rd level a raider learns more powers that the schools of magic contain. Each arcane secret has a prerequisite of a school of magic that the raider must meet in order to learn the arcane secret.

Abjuration Secrets
Magic Control
Rune
Ward

Conjuration Secrets
Creation
Summoning
Teleport

Divination Secrets
Destiny Control
Mindlink
Scrying

Enchantment Secrets
Charm
Control Morale
Control Others

Evocation Secrets
Force Barrier
Energy Shield
Magic Energy

Illusion Secrets
Figment
Invisibility
Shape Shadow

Necromancy Secrets
Control Undead
Curse
Extra Life

Transmutation Secrets
Enchant Weapon
Change Object
Change Self

Danger Sense (Ex): At 3rd level, a raider gains a + 1 bonus on Reflex saves to avoid traps and a + 1 dodge bonus to AC against attacks made by traps. In addition, she gains a + 1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 raider levels thereafter (to a maximum of + 6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Bonus Feat At 4th level raiders gain a bonus feat that is chosen from any combat feat. The raider gains an additional combat feat every 4 levels beyond 4th level. The raider treats his raider level as fighter levels when choosing bonus feats; feats gained from leveling up do not gain the benefit of having fighter levels.

Spells (Sp): Beginning at 4th level, a raider gains the ability to cast a small number of arcane spells, which are drawn from the wizard/sorcerer spell list. A raider must choose and prepare his spells in advance.
To prepare or cast a spell, a raider must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a raider’s spell is 10 + the spell level + the raider’s Intelligence modifier.
Like other spellcasters, a raider can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score. When the table indicates that the raider gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
A raider must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A raider may prepare and cast any spell from his spellbook, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a raider has no caster level. At 4th level and higher, his caster level is equal to his raider level – 3.

Spellbooks: A raider must study his spellbook each day to prepare his spells. Around 4th level a raider begins to keep a spellbook containing two 1st-level raider spells of his choice. The raider also selects a number of additional 1st-level raider spells equal to his Intelligence modifier to add to his spellbook. At each new raider level above 4th level, he gains one new raider spell of any spell level or levels that he can cast (based on his new raider level) for his spellbook. At any time, a raider can also add spells found in other spellbooks to his own.

Greater Lore (Ex): At 10th level, a raider gains the ability to understand magic items. Whenever a raider examines a magic item to determine its properties, he gains a + 10 circumstance bonus on his Spellcraft skill check.

Pocket Dimension (Su): At 14th level, the raider gains a permanent extra dimensional storage space to store his treasures in. This works like the magic chest spell, as a spell like ability. The raider can only have one pocket dimension he uses for storage.

Treasure Master (Su): At 20th level a raider learns how to create a demi-plane hide-away. Treat the demi-plane as a Create Demiplane spell made permanent. He can open a portal as a full round action against a vertical flat surface. This location must be prepared for the portal by a ritual that takes 10 hours, but after that the portal can be opened as a full round action. The portal stays open as long as the raider maintains concentration allowing travel of as many as he wishes. no creature larger than size huge may pass through the portal. The raider also gains plane shift as a spell-like ability usable three times per day. Any plane the raider is on is treated as his home plane.


I suggest building some characters that are identical except for their classes (same attributes, gears, feats, etc.). Have one be your Raider and the others be vanilla classes with fast BaB and up to 4th level spells (paladin, ranger, etc.). Perform simulations having them fight, and see if your Raider tends to wins more/less often than the others. You can hasten the simulations by using average damage from attacks rather than actually rolling attacks and damage. The more you can automate the easier the simulations will be.

Best of luck.


You might also look at the Magus class... The flavor and many of the mechanics seem to fit as a possible magus archetype with delayed/altered spellcasting. The exact progression may not be what you are looking for, but it will give you an idea of the power balance.


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The concept isn't strong, and I only say this because by virtue of how Pathfinder works most PCs are treasure hunters even if they don't identify as such. On the other hand, I feel that your skill list does a decent job creating a theme.

I feel that your three 1st level abilities do not create a cohesive feel for the class. Arcane bond is suggestive of a stronger casting class. You say that you don't want this guy to be a better trapfinder than a rogue, but Trap Spotter does exactly that. Its strange that he is a spellcaster who cannot find magic traps though. Detect magic actuallly makes him better at sensing magic at 1st level than even a high level wizard. These are abilities of a skillmonkey and full caster, but the raider has a full-bab and bonus combat feats. Its confusing. I feel that these abilities could perhaps be available to the character as a selection from a talent pool, but also that you should devise a new 1st level feature that really tells us something about the raider. The ranger has Favored Enemy. A paladin has smite evil. A rogue has sneak attack. A wizard has an arcane bond. A barbarian can rage. A cleric can channel a deity's energy. What does the raider do? You don't seem to be sure.

Arcane Pool is OK. I like point pools, but a new name might be in order to avoid confusion with the magus ability.

I'm not a fan of Schoolmaster. Again, you seem to want a fighting skill monkey but are caught up on abilities of a dedicated spell caster, such as specializing in a school of magic. I'm very much in favor of spending points to use magic abilites, but they should help him find treasure, secret doors, traps, and enemies. He could create magic maps that help him chart out dungeons, or an ability that gets him whatever piece of equipment he needs, or open magical locks.

I don't know what arcane secret does.

Trap Sense / Danger Sense is a good fit.

Spells at 4th level are fine, especially if you want a full bab. However, I strongly recommend a custom spell list. In this way, you can include some handy treasure hunting spells from other lists, and toss in a few spells that are one spell level lower than normal. For example, "find traps" is a 2nd level cleric spell that he should have as a 1st level spell.

Greater Lore is interesting but could use some work. Why just magic items? What if he finds a rare and significant item that isn't magical, such as an ancient ruler's crown? He might gain a bonus on the History or Appraise check. I would also change the bonus type so it doesn't stack with the "identify" spell. If you have a scaling bonus, this could be available at an earlier level - maybe even 1st.

Pocket Dimension is a neat ability. I like it, but it should be available at a lower level. Another good cantidate for something from a talent pool.

If you are having a tough time creating a class, I would suggest that you try rewriting this as an archetype for the magus or some other clas..

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I agree with Ciaran Barnes. The class lacks a strong game mechanic, which is a common problem with homebrew classes. Pathfinder classes have to be more than just a bag of abilities with a loose theme. I recommend making na archeype and swapping out abilities you don't want for abilities that fit the theme you're going for.


Thank you to Ciaran Barnes, that was all great insight, and just what I was looking for as feedback. I have got some work to do with this class before it is ready for use.


I think the class name is fine, although it could easily conjure the theme of a pirate-like raider too. Maybe raider abilities could stretch beyond just dungeons and the like. I don't want to step on the toes of your idea, but when I contemplate a treasure-hunter/adventurer class, my imagination veers towards something like a bard without the music, or a rogue with the picking pockets and backstabbing. However, a fighter or ranger type with the original class's most identifying themes wiped clear could work too. I have toyed with the idea of making a class like this for several years now. The undeveloped concept was based on an old figurine I painted. He has a sword in one hand and a raised lantern in the other, and is obviously searching for something.

As far an a spotlight class feature goes, I'm afraid that my inability to develop my own class idea means I'm probably not well suited to help you. The only idea I have is a point pool that helps him "find" hidden things. It could be secret doors, compartments, enemies, valuables, traps, clues, hard to find goods, etc. Sort of an unexplained sense for finding threats and rewards.


I worked on this concept over the weekend. This is my second draft for it. I am still am working towards a fast BAB, with 4th level arcane spells max. Currently, only the bloodrager fits that group in pathfinder. Your mentioning that it did not have anything that made it special like sneak attack, or favored enemy does for the rogue and ranger got me thinking. I came up with treasure sense, and treasure lore abilities. They are not about damage, like the ranger or the rogue, but they fit well with my raider idea.

I have played games before where treasures where hidden throughout the dungeon in really odd places, or in places that seemed dangerous to risk a character (like in another dark pool of water, after we had been attacked by aquatic foes already.) Treasure sense would allow the character to know what he is risking his life for.
I also gave the ability of cross training, which grants class skills flavored for different types of raiders, some bonus feats, and a bonus ability.

Here is the new write up.

Lost riches of ancient civilizations beckon adventures of every color, but few are as prepared to meet the challenge as the raider. Trained in treasure lore, and prepared for battle against guardians of hidden treasures. The raider brings his martial skill and some arcane magic to aid in claiming riches from others. Some raiders are just thieves taking any treasure no matter how sacred it is. Others are of a more academic bent, researching history through artifacts left behind by others.

Role: Raiders study battle, history, and magic to give them the tools they need to gain fame and treasure. They are strong combatants, but are also good at researching information, and finding treasure. They are weak spellcasters, using simple magics to aid in discovering treasures.

Alignment: Any.

Hit Die: d10.

Class Skills
The raider’s class skills are Appraise (Int), Climb (Str), Craft (Int), Disable Device (Dex), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

BAB: Fast; Fort: Good, Ref: Poor, Will: Good

Spellcasting table like ranger/paladin.

Weapon and Armor Proficiency: A raider is proficient with all simple and martial weapons and with light and medium armor. They are not proficient with any shields. A raider can cast raider spells while wearing light armor and medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a raider wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass raider still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Treasure Lore (Ex): At 1st level a raider gains a competence bonus equal to half their level in the raider class (minimum + 1) on Appraise, and Knowledge checks in regards to treasures. The raider can make all Knowledge skill checks against any DC in regards to treasure lore even if they are not trained in that skill.

Treasure Sense (Ex): At 1st level a raider gains the ability to sense the presence of treasure at will. This sense is not visual, it is a feeling that causes the raiders mind to get excited, causing them to experience slight shaking, hair standing on end, becoming flushed, or stuttering when they talk while sensing nearby treasures. This ability works like detect evil except it detects gold piece value as shown below using the Treasure Values per Encounter table from the Core Rulebook. Use the raiders level in place of the Average Party Level on the table when using this ability.

Faint – lower than the raiders level.
Moderate – same as or + 1 level above the raider’s level.
Strong – + 2 or + 3 levels above the raider’s level.
Overwhelming – + 4 or greater levels above the raider’s level.

Any time the raider senses an overwhelming presence of treasure they must make a will save with a DC equal to 10 + the level of the treasure. Failure means the raider is dazed for one round. Magical artifacts automatically cause this effect unless the raider rolls a natural 20 on the save.
Note: This ability does not detect living or undead creatures as treasure. Constructs can be detected, but they are not exposed as constructs by this ability.

Pocket Dimension (Su): At 2nd level, the raider gains a permanent extra dimensional storage space to store his treasures. Items stored in this way are stored on the ethereal plane. The pocket dimension can only hold a number of pounds equal to twice the raider’s level. Storing an item is a standard action, and it provokes an attack of opportunity. Storing a items in the pocket dimension cost one point from the raider’s reserve bank. When the raider spends this point he can place up to the maximum amount of weight his pocket dimension can hold. Retrieving items from the pocket dimension is a standard action that provokes attacks of opportunity, but it does not cost anything from the raider’s reserve bank.

Reserve Bank (Su): At 2nd level, the raider gains a reservoir of arcane energy that he can draw upon to fuel his powers . This reserve bank has a number of points equal to 1/2 his raider level (minimum 1) + his Intelligence modifier. The bank refreshes once per day after the raider has rested for 8 hours.

Cross Training (Ex): At 3rd level the raider learns some of the basic training in another class that aids them in their pursuit of treasure. The raider can chose between arcane training, combat training or skill training. The benefits of each are shown below.
Arcane Training: The raider gains Use Magic Device as a class skill. Additionally, the raider’s treats his Intelligence score as 2 points higher for his reserve bank, concentration, all spellcasting purposes, and his caster level is equal to his raider level. All bonus feats chosen at 5th, 10th 15th and 20th level must be chosen from the following list a metamagic feat, an item creation feat, Spell Focus or Spell Mastery.
Combat Training: The raider gains Intimidate as a class skill. Additionally, a raider counts 1/2 his total raider level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack. All bonus feats chosen at 5th, 10th 15th and 20th level must be combat feats.
Skill Training: The raider gains Bluff and Sense Motive as class skills. The raider gains the trapfinding ability of the rogue treating all raider levels as rogue levels in regard to this ability. All bonus feats chosen at 5th, 10th 15th and 20th level must be chosen from feats that modify skills (like Alertness, Skill Focus, and Signature Skill).

Raider Talents (Ex or Su): Starting at 3rd level, a raider gains one raider talent. He gains an additional raider talent for every 4 levels of raider attained after 3rd level. A raider cannot select an individual talent more than once. Many of the talents require the raider to use their reserve bank. Some talents require that the raider to have a certain type of cross training in order to learn a talent listed below.

Arcane Accuracy (Su): The raider can expend 1 point from his reserve bank as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.

Arcane Shield (Su): As a move action the raider can create a magical barrier that grants a + 2 shield bonus to a target’s armor class. This bonus increases by + 1 for every four levels of raider the character has. The target must be with in 25 ft. plus 5 ft. per every two levels of raider. The shield remains with the target for one minute before disappearing. This talent requires a point from the reserve bank, and arcane cross training.

Artificer’s Touch (Sp): You can cast mending at will, based on your caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage + 1 for every two raider levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your raider level. This talent requires a point from the reserve bank.

Bonus Feat (Ex): The raider gains the benift of a bonus feat. The type of feat must match the type of feats gained through cross training. This talent can only be chosen once.

Conjured Weapon (Su): As a move action the raider can create a weapon to meet his need. The weapon created must be one the raider is proficient with. The weapon created is of masterwork quality and is treated as magic for overcoming damage resistance, As the raider’s increases in level the weapon picks up other qualities. At 6th level the weapon when created is made of cold iron or mithral at the raider’s choice. At 12th level the weapon can be made out of adamantine or it can overcome damage resistance against alignment (the raider’s alignment type must match one part of the raider’s alignment). At 18th level the weapon is treated as epic against damage resistance. This weapon can not be permanently enchanted, but spells can be cast to improve the weapon, but these end when the weapon vanishes. The conjured weapon last for one minute per raider level. This talent requires a point from the reserve bank, and combat cross training.

Dimensional Slide (Sp): You can teleport up to 5 feet per raider level as a move action. This teleportation does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. The raider must be 11th level to chose this ability. This talent requires a point from the reserve bank.

Disrupt Magic (Sp): As a standard action, you can use dispel magic as a touch attack. Use your caster level to determine effects of this ability as per the dispel magic spell. The raider must be 7th level to chose this talent.

Elemental Enchantment (Su): As a move action the raider can cause a weapon he is holding to gain an aura of elemental energy. This aura causes + 1d4 damage of the type of energy chosen. If used on a ranged weapon this ability effects the weapons ammunition. The type of energy can be changed each time this talent is activated. The types of energy are acid, cold, electricity, and fire. On a confirmed critical hit this damage is doubled. This talent requires a point from the reserve bank, and combat cross training.

Energy Orb (Su): As a standard action the raider can throw an energy orb at close range (as a spell) at a target as a range touch attack. The orb inflicts 1d4+ 1 per every 2 levels of raider. The type of energy is chosen from the following list when the raider learns this ability. Acid, Cold, Electric, Fire, Sonic. This talent requires a point from the reserve bank, and arcane cross training. A raider can choose this talent multiple times each it is chosen a different energy type must be chosen.

Evil Eye (Su): The raider can cause doubt to creep into the mind of a foe within 30 feet that he can see. The target takes a – 2 penalty on one of the following (raider’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This talent lasts for a number of rounds equal to 3 + the raider’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to – 4. This talent requires a point from the reserve bank.

Extend Magic (Su): The raider can cast one spell per day as if it were modified by the Extend Spell feat. This does not increase the casting time or the level of the spell.

Familiar (Ex): The raider gains a familiar, using his caster level as his effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature.

Follow Clues (Ex): A raider with this talent can use Perception to follow tracks as per the Survival skill. This talent requires a point from the reserve bank and skill cross training. This ability remains active for one hour once activated.

Fortify Self As a immediate action the raider can fortify themselves against damage. When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally. At 3rd level the chance is 25%, at 10th level the chance is 50%, and at 17th level the chance is 75%. This talent requires a point from the reserve bank, and combat cross training.

My Own Master (Ex): As a swift action, the raider’s can try to wriggle free from magical effects that would otherwise control or compel him. If a raider with my own master is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He can use this ability each round he desires to do so. This talent requires a point from the reserve bank.

Physical Enhancement (Su): As a standard action the raider can grant himself a enhancement bonus to one of his physical ability scores (Str, Dex, or Con). This enhancement last for one minute. At 3rd level the enhancement is a + 2 to any ability score. At 6th level the bonus is + 3, at 9th level the bonus is + 4 at 12th level the bonus is + 5, and at 15th level the enhancement is + 6, this is the maximum increase for this talent. This talent requires a point from the reserve bank.

Quick Disable (Ex): It takes a raider with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round). When he uses Disable Device to open a lock that would normally take a full-round action to open, he reduces the duration to a standard action. This talent requires a point from the reserve bank and skill cross training. This ability remains active for one hour once activated.

Quick Shot (Ex): Whenever the raider rolls initiative, he can also make a single attack with a ranged weapon as a swift action. He can use this ability only if he has a weapon in hand and it is loaded (if applicable). This talent requires a point from the reserve bank, and combat cross training.

Shadow Trap (Su): As a standard action you can command shadows to come to life. You cause shadows to grapple a target that is within your sight. You attempt a grapple check using your intelligence modifier instead of you strength modifier against the target. You can move, damage (damage is non-lethal and equal to your unarmed attack), or pin a target with this ability. You can not effect a creature in bright light with this ability. The raider must be 7th level to chose this talent. This talent requires a point from the reserve bank, and combat cross training.

Signature Skill (Ex): The raider gains Signature Skill as a bonus feat. The skill that it is applied to must be one that was learned through cross training. This talent can only be chosen once.

Silent Magic (Su): The raider can cast one spell per day as if it were modified by the Silent Spell feat. This does not increase the casting time or the level of the spell.

Silver Tongue (Su): As a swift action you can gain a + 3 moral bonus to any Charisma ability check or skill check the is modified by Charisma. This bonus increases by + 1 for every three level you have in the raider class beyond 3rd level. (+ 4 at 6th level, + 5 at 9th level, …). This talent requires a point from the reserve bank, and skill cross training.

Still Magic (Su): The raider can cast one spell per day as if it were modified by the Still Spell feat. This does not increase the casting time or the level of the spell.

Spell Recall (Su): The raider learns to pull an additional spell from his spell book to cast. This spell does not have to be one the raider has prepared, but it must be recorded in his spell book or on a scroll that he has and would be able to cast. This talent requires one point per spell level of the spell that the raider wants to cast, and arcane cross training.

Spell Shield (Su): The raider can expend a point from his reserve bank as an immediate action to grant himself a shield bonus to AC equal to his Intelligence bonus until the end of his next turn.

Tongues (Su): A raider with this hex can understand any spoken language for a number of minutes per day equal to his level, as comprehend languages. At 7th level, a raider can use this ability to speak any language, as per tongues. This talent requires a point from the reserve bank.

Trap Spotter (Ex): Whenever a raider with this talent comes within 10 feet of a trap, he receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM. This talent requires a point from the reserve bank and skill cross training. This ability remains active for one hour once activated.

Danger Sense (Ex): At 3rd level, a raider gains a + 1 bonus on Reflex saves to avoid traps and a + 1 dodge bonus to AC against attacks made by traps. In addition, she gains a + 1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 raider levels thereafter (to a maximum of + 6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Bonus Feat At 5th level raiders gain a bonus feat. The raider gains an additional combat feat every 5 levels beyond 5th level.

Spells (Sp): Beginning at 4th level, a raider gains the ability to cast a small number of arcane spells, which are drawn from the raider spell list. A raider must choose and prepare his spells in advance.
To prepare or cast a spell, a raider must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a raider’s spell is 10 + the spell level + the raider’s Intelligence modifier.
Like other spellcasters, a raider can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score. When the table indicates that the raider gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
A raider must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A raider may prepare and cast any spell from his spellbook, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a raider has no caster level (unless they have arcane cross training). At 4th level and higher, his caster level is equal to his raider level – 3.

Spellbooks: A raider must study his spellbook each day to prepare his spells. Around 4th level a raider begins to keep a spellbook containing two 1st-level raider spells of his choice. The raider also selects a number of additional 1st-level raider spells equal to his Intelligence modifier to add to his spellbook. At each new raider level above 4th level, he gains one new raider spell of any spell level or levels that he can cast (based on his new raider level) for his spellbook. At any time, a raider can also add spells found in other spellbooks to his own

Treasure Master (Su): At 20th level a raider learns how to create a demi-plane hide-away. Treat the demi-plane as a Create Demiplane spell made permanent. He can open a portal as a full round action against a vertical flat surface. This location must be prepared for the portal by a ritual that takes 10 hours, but after that the portal can be opened as a full round action. The portal stays open as long as the raider maintains concentration allowing travel of as many as he wishes. no creature larger than size huge may pass through the portal. The raider also gains plane shift as a spell-like ability usable three times per day. Any plane the raider is on is treated as his home plane.

RAIDER SPELL LIST

1ST: Abundant Ammunition, Air Bubble, Air Step, Alarm, Animate Rope, Ant Haul, Anticipate Peril, Apport Object, Arcane Mark, Blurred Movement, Bowstaff, Break, Comprehend Languages, Create Treasure Map, Dancing Lantern, Decrepit Disguise, Detect Magic, Detect Poison, Detect Secret Doors, Detect Undead, Disguise Self, Disguise Weapon, Disrupt Undead, Endure Elements, Erase, Expeditious Excavation, Expeditious Retreat, Fabricate Bullets, Find Traps, Floating Disk, Glue Seal, Gravity Bow, Grease, Heightened Awareness, Hold Portal, Icicle Dagger, Identify, Illusion of Calm, Invisibility Alarm, Jump, Keen Senses, Know Direction, Lead Blades, Line in the Sand, Linebreaker, Long Arm, Longshot, Mage Armor, Magic Aura, Magic Mouth, Magic Weapon, Mask Dweomer, Memorize Page, Mending, Message, Mindlink, Monkey Fish, Mount, Mudball, Open/Close, Protection from Chaos/Evil/Good/Law, Quintessence, Read Magic, Restful Sleep, Returning Weapon, Shadow Weapon, Share Language, Shield, Silent Table, Stone Fist, Summon Monster I, Sunder Breaker, Sundering Shards, Tactical Acumen, Technomancy, Theft Ward, Tireless Pursuit, Unerring Weapon, Unseen Servant, Urban Grace, Vanish

2ND: Acute Senses, Analyze Aura, Anonymous Interaction, Communal Ant Haul, Anticipate Thoughts, Arcane Lock, Bear’s Endurance, Bestow Insight, Bestow Weapon Proficiency, Blood Biography, Blur, Calm Spirit, Bull's Strength, Cat’s Grace, Certain Grip, Continual Flame, Darkvision, Delay Disease, Delay Poison, Demand Offering, Detect Thoughts, Disable Construct, Discovery Torch, Dust of Twilight, Eagle’s Splendor, Effortless Armor, Enshroud Thoughts, Extreme Flexibility, Focused Scrutiny, Fox’s Cunning, Guiding Star, Hidden Speech, Hydraulic Push, Improve Trap, Invisibility, Keen Edge, Knock, Levitate, Locate Object, Make Whole, Mirror Hideaway, Misdirection, Object Reading, Owl’s Wisdom, Perceive Cues, Phantom Trap, Pilfering Hand, Produce Flame, Protection from Arrows, Protection from Technology, Rage, Recharge Innate Magic, Recharge, Reloading Hands, Resist Energy, Ricochet Shot, Rope Trick, See Invisibility, Shadow Anchor, Share Memory, Shatter, Spider Climb, Stone Discus, Summon Monster II, Twilight Haze, Versatile Weapon

3RD: Absorbing Inhalation, Adjustable Disguise, Lesser Age Resistance, Arcane Sight, Blessing of the Mole, Burst of Speed, Clairaudience/Clairvoyance, Command Undead, Daylight, Discharge, Dispel Magic, Elemental Touch, Explosive Runes, False Life, Flame Arrow, Flame Blade, Gaseous Form, Glibness, Gust of Wind, Haste, Hypercognition, Illusory Script, Greater Magic Weapon, Mirror Image, Nondetection, Pierce Disguise, Protection from Energy, Secret Page, Shifting Sand, Shrink Item, Slow, Suggestion, Summon Monster III, Tiny Hut, Tongues, Water Breathing, Water Walk

4TH: Age Resistance, Arcana Theft, Arcane Eye, Aura Alteration, Break Enchantment, Greater Darkvision, Detect Scrying, Dimension Door, Dimensional Anchor, Dismissal, Dream, Earth Glide, Echolocation, Elemental Aura, Enchantment Foil, Erase Impressions, Eyes of the Void, Fire Trap, Freedom of Movement, Illusory Wall, Greater Invisibility, Legend Lore, Life Bubble, Locate Creature, Magic Circle Against Technology, Greater Make Whole, Malfunction, Modify Memory, Neutralize Poison, Passwall, Planar Adaptation, Planeslayer’s Call, Rebuke Technology, Retrocognition, Scrying, Secret Chest, Secure Shelter, Shadowy Haven, Soothe Construct, Spellsteal, Stoneskin, Summon Monster IV, Symbol of Revelation, Symbol of Scrying, Symbol of Slowing, Telekinetic Maneuver, Thaumaturgic Circle, Treasure Stitching, Truespeak


The bonus feats are given at the following levels.
Bonus Feat (Ex): The raider gains the benefit of a bonus feat at 4th level, 9th level, 14th level and at 19th level. The type of feat must match the type of feats gained through cross training. This talent can only be chosen once.


I have made a NPC raider using the combat cross training above that I think will be an interesting character to place as a rival to a group of adventurers. The build is for a 14th level raider.

Half-orc raider 14
CN Medium female humanoid (human, orc)
Init + 1 (+ 5 vs. surprise); Senses Darkvision 60 ft.; Perception + 21

DEFENSE
AC 22 (26), touch 13, flat-footed 20 (24) (+ 8 armor, + 1 def, + 1 Dex, + 1 dodge, + 1 natural) (+ 4 shield)
hp 119 (14d10+ 42)
Fort + 13, Ref + 7, Will + 11; + 4 vs. traps
Defensive Abilities Danger Sense + 4, ; DR 2/—

OFFENSE
Speed 20 ft.
Melee + 1 flaming falchion + 20/+ 15/+ 10 (2d4+ 8+ 1d6 fire/18–20x2)
Range mwk light crossbow + 16 (1d8/19-20×2)
Special Attacks
Spell-like Abilities (CL 14)
At will—Treasure Sense
Raider Spells Prepared (CL 11th; concentration + 14)
4th—Passwall
3rd—Haste, Greater Magic Weapon
2nd—Discovery Torch, Object Reading, Resist Energy
1st—Create Treasure Map, Find Traps, Monkey Fish, Shield

STATISTICS
Str 18, Dex 13, Con 14, Int 16, Wis 10, Cha 12
Base Atk + 14; CMB + 18 (+ 20 to bull rush); CMD 30 (32 vs. bull rush)
Feats Alertness, Antagonize, Arcane Strike b, Dodge, Improved Bull Rush b, Persuasive, Power Attack, Scribe Scroll, Weapon Focus (falchion), Weapon Specialization (falchion) b
Skills (Ranks 98; Background 28; Favorite (raider) 0)
Appraise + 13 (7), Bluff + 9 (8), Climb + 15 (5), Diplomacy + 20 (12), Disable Device + 16 (10), Intimidate + 23 (12), Knowledge (arcana) + 14 (8), Knowledge (hisory) + 11 (5), Knowledge (local – Waterdeep) + 9 (3), Linguistics + 9 (3), Perception + 21 (14), Ride + 2 (5), Sense Motive + 14 (10), Spellcraft + 14 (8), Swim + 15 (5), Use Magic Device + 8 (7)
Languages Chondathan, Common, Dwarf, Elf, Giant, Orc, Undercommon
SQ Orc Blood, Orc Ferocity, Orc Weapon Familiarity, Cross Training (Combat), Pocket Dimension (28 lbs.), Raider Talents (Artificer’s Touch (1d6+ 7), Dimensional Slide (70 ft.), Shadow Trap), Reserve Bank (10 points), Treasure Lore + 7,
Combat Gear potion of cure moderate wounds, scrolls of bear’s endurance, scroll of bull’s strength, scroll of cure serious wounds (arcane, CL 7th), scroll of dimension door, wand of scorching ray (CL 11th, 8 charges)
Other Gear + 2 adamantine breastplate, + 1 flaming falchion, mwk light crossbow with 10 bolts, amulet of natural armor + 1, belt of giant strength + 2, ring of protection + 1, cloak of resistance + 2, gloves of swimming and climbing, handy haversack, mwk thieves tools, 370 gp

I am thinking that the pocket dimension should be 10 lbs. per level.


Given that most treasure is not piled together all in one location I lowered the levels for treasure sense as well.

Faint = - 4 levels or lower than the raiders level.
Moderate = - 3 to - 2 level above the raider's level.
Strong = - 1 or + 1 levels above the raider's level.
Overwhelming = + 2 or greater levels above the raider's level.

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