Difference between revisions of "Argent Battle Mage (3.5e Prestige Class)"

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! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup>
 
 
|-  
 
|-  
 
| 1st || +0 || +0 || +0 || +2
 
| 1st || +0 || +0 || +0 || +2
 
| class="left" | Piercing Energy +1, Energy Thesis 1, Arcane Reflex
 
| class="left" | Piercing Energy +1, Energy Thesis 1, Arcane Reflex
| class="left" | — || —  
+
| class="left" | —  
 
|-  
 
|-  
 
| 2nd || +1 || +0 || +0 || +3
 
| 2nd || +1 || +0 || +0 || +3
 
| class="left" | Energized 1, Bonus Feat, Energy Adept 1
 
| class="left" | Energized 1, Bonus Feat, Energy Adept 1
| class="left" | +1 Existing || —
+
| class="left" | +1 Existing
 
|-  
 
|-  
 
| 3rd || +1 || +1 || +1 || +3
 
| 3rd || +1 || +1 || +1 || +3
 
| class="left" | Extended Energy, Overpowering Energy
 
| class="left" | Extended Energy, Overpowering Energy
| class="left" | +1 Existing || —
+
| class="left" | +1 Existing
 
|-  
 
|-  
 
| 4th || +2 || +1 || +1 || +4
 
| 4th || +2 || +1 || +1 || +4
 
| class="left" | Piercing Energy +2, Energy Thesis 2
 
| class="left" | Piercing Energy +2, Energy Thesis 2
| class="left" | +1 Existing || —
+
| class="left" | +1 Existing
 
|-  
 
|-  
 
| 5th || +2 || +1 || +1 || +4
 
| 5th || +2 || +1 || +1 || +4
 
| class="left" | Energized 2, Bonus Feat, Innate Energy
 
| class="left" | Energized 2, Bonus Feat, Innate Energy
| class="left" | +1 Existing || —
+
| class="left" | +1 Existing
 
|-  
 
|-  
 
| 6th || +3 || +2 || +2 || +5
 
| 6th || +3 || +2 || +2 || +5
 
| class="left" | Energized 3, Bonus Feat, Energy Reduction
 
| class="left" | Energized 3, Bonus Feat, Energy Reduction
| class="left" | — || —  
+
| class="left" | —  
 
|-  
 
|-  
 
| 7th || +3 || +2 || +2 || +5
 
| 7th || +3 || +2 || +2 || +5
 
| class="left" | Piercing Energy +3, Energy Thesis 3
 
| class="left" | Piercing Energy +3, Energy Thesis 3
| class="left" | +1 Existing || —
+
| class="left" | +1 Existing
 
|-  
 
|-  
 
| 8th || +4 || +2 || +2 || +6
 
| 8th || +4 || +2 || +2 || +6
 
| class="left" | Extra Extended Energy, Disrupt Force
 
| class="left" | Extra Extended Energy, Disrupt Force
| class="left" | +1 Existing || —
+
| class="left" | +1 Existing
 
|-  
 
|-  
 
| 9th || +4 || +3 || +3 || +6
 
| 9th || +4 || +3 || +3 || +6
 
| class="left" | Energized 4, Bonus Feat, Energy Adept 2
 
| class="left" | Energized 4, Bonus Feat, Energy Adept 2
| class="left" | +1 Existing || —
+
| class="left" | +1 Existing
 
|-  
 
|-  
 
| 10th || +5 || +3 || +3 || +7
 
| 10th || +5 || +3 || +3 || +7
 
| class="left" | Piercing Energy +4, Energy Thesis 4, Energy Mastery
 
| class="left" | Piercing Energy +4, Energy Thesis 4, Energy Mastery
| class="left" | +1 Existing || —
+
| class="left" | +1 Existing  
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |

Revision as of 00:43, 13 August 2011

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Argent Battle Mage

The power that surges forth from my hand is the purest of energies, you however are not!
—Dewidh, Human Sorcerer/Argent Battle Mage, -Moments before dispatching a lich.

An Argent battle mage has practiced and studied the arcane arts until they have discovered the raw forces of magic. They wield these forces as mercenaries, or as high ranking officers in the wars of mortals. Some even become adventurers seeking personal fortune and fame.

Becoming a Argent Battle Mage

Many arcane magic users pursue this path in attempt to grasp the real raw energies of magic. Others are trained in the armies of their lords to be powerful special forces to win wars almost single handed.

Entry Requirements
Alignment: None.
Base Attack Bonus: Any.
Race: None.
Skills: None.
Feats: One of these: Eschew Materials, Silent Spell, Still Spell
Spellcasting: Arcane Casting 3rd, Know at least 3 Force Spells
Patron: Any
Special: Proficiency with at least one Martial Weapon

Table: The Argent Battle Mage

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Piercing Energy +1, Energy Thesis 1, Arcane Reflex
2nd +1 +0 +0 +3 Energized 1, Bonus Feat, Energy Adept 1 +1 Existing
3rd +1 +1 +1 +3 Extended Energy, Overpowering Energy +1 Existing
4th +2 +1 +1 +4 Piercing Energy +2, Energy Thesis 2 +1 Existing
5th +2 +1 +1 +4 Energized 2, Bonus Feat, Innate Energy +1 Existing
6th +3 +2 +2 +5 Energized 3, Bonus Feat, Energy Reduction
7th +3 +2 +2 +5 Piercing Energy +3, Energy Thesis 3 +1 Existing
8th +4 +2 +2 +6 Extra Extended Energy, Disrupt Force +1 Existing
9th +4 +3 +3 +6 Energized 4, Bonus Feat, Energy Adept 2 +1 Existing
10th +5 +3 +3 +7 Piercing Energy +4, Energy Thesis 4, Energy Mastery +1 Existing

Class Skills (4 + Int) modifier per level.
Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).


Class Features

All of the following are class features of the Argent Battle Mage.

Spellcasting: At 2nd-5th and 7th-10th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming an Argent Battle Mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Spells: To cast a particular spell, you must have an Dexterity score of at least 10 + the spell's level. Your bonus spells are based on your Dexterity. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Dex bonus (if any).

Bonus Spells: An Ardent Battle Mage gets one additional spell known at each level of spells they can cast. This spell must have the Force Descriptor.

Bonus Feats: An Argent Battle Mage gains a bonus feat at levels 2, 5 ,6 and 9. They must meet all requirements for these feats.

Piercing Energy (Ex): At first level the Argent Battle Mage hits harder than other casters with its force spells. If the Argent Battle Mage casts a spell with the force descriptor that expresses its damage with dice, add a +1 bonus to each die of damage rolled, if the damage is not expressed with dice just add a +1 bonus to the total damage dealt.. This increases to 2 at level 4, 3 at level 7 and finally 4 at level 10.

Energy Thesis (Ex): Beginning at first level the Argent Battle Mage discovers that it is easier to manipulate the energies of their force spells. Whenever an Argent Battle Mage casts a spell with the force descriptor they may add any metamagic they know to that spell without increasing the spell’s casting time. Also, whenever a Argent Battle Mage applies a metamagic feat to a force spell, the total adjustment to the spell’s level is reduced by 1. This increases to a reduction of 2 at level 4, 3 at level 7, and finally 4 at level 10. This ability cannot reduce the total adjustment below 0.

Arcane Reflex (Sp):An Argent battle mage hones his skills until they become almost reflexive in speed and nature. At first level the mage gains the ability to cast a 1st level spell with the force descriptor from their spells known as a immediate action a number of times a day equal to 1 plus his charisma modifier.This spell is cast in addition to the mage's usual number of spells per day and at the mage's ECL.

Energy Adept (Ex): An Argent Battle Mage is innately more capable when it comes to force spells. Any spell cast by a second level Argent Battle Mage with the force descriptor is cast at +1 caster level. This increases to +2 caster levels at level 9.

Energized (Ex): An Argent Battle Mage surges with power whenever they draw arcane forces. Whenever a Argent Battle Mage casts a spell with the force descriptor if the spell expresses damage in dice, add another of those dice. If the spell is comprised of multiple attacks [magic missile, manyjaws] instead add another attack to the total the spell produces. If the spell instead only adds a bonus to AC [mage armor, shield] increase the bonus by 1. These bonuses increase to +2 dice/missile/AC at level 5, +3 at level 6, +4 at level 9.

Extended Energy (Ex): Starting at 3rd level, Whenever an Argent Battle Mage casts a spell with the force descriptor that has a duration measured in minutes or hours, that duration is doubled. If it has a duration measured in rounds increase the total duration by 1 round.

Overpowering Energy (Ex): At 3rd level, the Argent Battle Mage’s spells with the force descriptor become especially potent, breaking through spell resistance more readily than normal. He gains a +2 bonus on caster level checks to overcome a creature's spell resistance with a force spell. This ability also grants the Argent Battle Mage a +2 to the DC of his force spells and effects to defend against dispel or counter attempts. In addition, a Argent Battle Mage’s magic missiles might penetrate shield spells, Wall of Force spells, Immunity or resistance to Force, and brooches of shielding. Against such protections, he makes a caster level check with a DC equal to the caster level, in the case of Shield or Wall of Force; or DC 20, in the case of a brooch; or DC 20 + Targets HD in the case of Immunity or Resistance.

Innate Energy (Sp): An Ardent Battle Mage of 5th level is so intertwined with the raw energy of magic that they can use it at will. As a standard action an Argent Battle Mage may fire a single Magic Missile as a SLA, or they may use a swift action to add 1 damage per caster level of force damage to their next melee or ranged attack. If they have enough actions available to do both they can only choose one of theses options per turn. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. This spell is effected by all effects, penalties, defenses and bonuses that would effect a Magic Missile spell. There can only ever be one missile per casting and it is cast at a caster level equal to the characters ECL.

Energy Reduction (Ex): An Argent Battle Mage of 6th level or higher can prevent force damage to himself. He subtracts his ECL from damage dealt by any force spell or effect. A force spell producing multiple attacks, such as magic missile, is considered a single attack for this purpose; deduct the level from the total damage dealt by the spell, not the damage dealt by each missile.

Extra Extended Energy (Ex): Starting at 8th level, Whenever an Argent Battle Mage casts a spell with the force descriptor that has a duration measured in minutes or hours, that duration is tripled. If it has a duration measured in rounds increase the total duration by 2 rounds.

Disrupt Energy (Su): As a standard action, an 8th level Argent Battle Mage can attempt to dispel a single force spell or effect within 60 feet (even those normally immune to dispel magic, such as wall of force). If he succeeds on a caster level check (DC 11 + opposing caster’s level), the force effect is disrupted. This immediately dispels the effect and deals 1d6 points of force damage per level of the dispelled spell to all creatures and objects within 10 feet of the unbound spell. For example, if an Argent Battle Mage Disrupts another caster’s wall of force, the released spell energy would deal 5d6 points of force damage to anyone within 10 feet of the wall’s former location. This damage cannot be increased by any spells or abilities.

Energy Mastery (Ex): Reaching the peak of power, an Argent Battle Mage has discovered how to master their control of arcane forces. Whenever a 10th level Argent Battle Mage casts a spell with the force descriptor that expresses its damage with dice, increase the size of the dice by one category.(IE: A magic missile would be 1d6+1 instead of 1d4+1)





Back to Main Page3.5e HomebrewClassesPrestige Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceVery High +
AuthorBagel +
Base Attack Bonus ProgressionPoor +
Class AbilityArcane Spellcasting +
Fortitude Save ProgressionPoor +
Identifier3.5e Prestige Class +
Rated ByThunderGod Cid +
RatingRating Pending +
Reflex Save ProgressionPoor +
SkillBluff +, Concentration +, Craft +, Intimidate +, Jump +, Knowledge +, Profession +, Spellcraft +, Spot + and Use Magic Device +
Skill Points4 +
SummaryA class focused on dealing force damage and manipulating force energies. +
TitleArgent Battle Mage +
Will Save ProgressionGood +