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Abjurant Champion The abjurant champion focuses his arcane abilities both to augment his personal defense and to hinder enemy spellcasters. Perfectly suited for martial stalwarts who dabble in magic, this class offers characters the ability to improve their combat skills in ways neither soldiers nor spellcasters can. As an abjurant champion, your abilities are focused on melding arcane defenses and martial offense into a deadly alloy, a fierce combination of techniques that allow you to overpower or outlast your foes. You are also skilled in utilizing your abilities separately, casting spells or wielding weapons as other classes do. Requirements: Base Attack Bonus: +5 Feats: Combat Casting Spellcasting: Must be able to cast 1 st level arcane spells including at least one abjuration spell. Special: Must be proficient with at least one martial weapon. Class Skills: The abjurant champion's class skills are Intimidate, Knowledge (arcane) and Spellcraft. Skill Points each level: 2 + Int Modifier Hit Die: D10 Class Features: Weapon and Armor Proficiencies: Abjurant Champions gain no new weapon or armor proficiencies. Special Abilities: Lv BaB Special Fo Re Wi Spellcasting

Abjurant Champion

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Abjurant Champion

The abjurant champion focuses his arcane abilities both to augment his personal defense and to hinder enemy spellcasters. Perfectly suited for martial stalwarts who dabble in magic, this class offers characters the ability to improve their combat skills in ways neither soldiers nor spellcasters can.

As an abjurant champion, your abilities are focused on melding arcane defenses and martial offense into a deadly alloy, a fierce combination of techniques that allow you to overpower or outlast your foes. You are also skilled in utilizing your abilities separately, casting spells or wielding weapons as other classes do.

Requirements:

Base Attack Bonus: +5

Feats: Combat Casting

Spellcasting: Must be able to cast 1st level arcane spells including at least one abjuration spell.

Special: Must be proficient with at least one martial weapon.

Class Skills:The abjurant champion's class skills are Intimidate, Knowledge (arcane) and Spellcraft.

Skill Points each level: 2 + Int Modifier

Hit Die: D10

Class Features:Weapon and Armor Proficiencies:Abjurant Champions gain no new weapon or armor proficiencies.

Special Abilities:Lvl BaB Special Fort Ref Will Spellcasting

1 +1 Abjurant Armor +1, Extended Abjuration +0 +0 +1 +1 level of existing2 +2 Swift Abjuration +1 +1 +13 +3 Abjurant Armor +2 +1 +1 +2 +1 level of existing4 +4 Arcane Defense +1 +1 +25 +5 Martial Arcanist +2 +2 +3 +1 level of existing

Page 2: Abjurant Champion

Spells per DayAt 1st, 3rd and 5th, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an abjurant champion, she must decide to which class she adds the new level for purposes of determining spells per day.

Abjurant Armor (Su): Any time you cast an abjuration spell that grants an armor bonus or shield bonus to AC, you increase the AC value of the spell by +1. At level 3 this bonus increases to +2. This bonus does not stack so only one spell at a time will be receiving the bonus for any given target.

Extended Abjuration (Su): You depend on your abjuration spells to protect you in combat. Double the duration of abjuration spells you cast on yourself only, as if you had applied the Extend Spell feat to them (but without any change in level or casting time).

Swift Abjuration (Su): Beginning at 2nd level, you can cast abjuration spells on yourself only as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to 1/2 your class level (rounded up).

Arcane Defense (Su): Beginning at 4th level, you gain the ability to burn arcane energy to empower your martial defensive abilities. As an immediate action, you can spend one of your un-cast spells or spell slots to grant yourself one of the following insight bonuses for 1 round.

• Bonus to AC equal to the spell's level• Bonus on saving throws equal to the spell's level.• Resistance to acid, cold, electricity, fire, or sonic equal to 5 x the spell's level.

Using Arcane Defense during an opponent’s turn counts as a quickened spell on the subsequent turn.

Martial Arcanist (Sp): At 5th level, you master the art of abjuration and can cast an abjuration spell as if you had applied the Persistent Spell feat to them (but without any change in level). This ability can be used once per day and cannot affect spells above 4th level.