Difference between revisions of "Arcane Avenger (Apath)"
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=== Spells === | === Spells === | ||
− | An arcane avenger | + | An arcane avenger casts arcane spells drawn from the inquisitor spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an arcane avenger must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against an arcane avenger’s spell is 10 + the spell level + the arcane avenger’s Charisma modifier. |
+ | Like other spellcasters, an arcane avenger can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Arcane Avenger. In addition, she receives bonus spells per day if she has a high Charisma score. | ||
+ | |||
+ | The arcane avenger’s selection of spells is extremely limited. An arcane avenger begins play knowing four 0-level spells and two 1st-level spells of the arcane avenger’s choice. At each new arcane avenger level, she gains one or more new spells, as indicated on Table: Inquisitor Spells Known. (Unlike spells per day, the number of spells an arcane avenger knows is not affected by her Charisma score (See Table: Ability Modifiers and Bonus Spells). | ||
+ | Upon reaching 5th level, and at every third arcane avenger level after that (8th, 11th, and so on), an arcane avenger can choose to learn a new spell in place of one she already knows. In effect, the arcane avenger “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell the arcane avenger can cast. An arcane avenger may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. | ||
+ | |||
+ | An arcane avenger need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level. | ||
=== Spell List === | === Spell List === |
Revision as of 07:13, 30 April 2015
Unofficial rules compendium | |
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The arcane avenger is not really an inquisitor at all—he has borrowed their techniques to fuel his own personal vendetta. Replacing divine inspiration with arcane abilities, the arcane avenger is even more remorseless than an inquisitor, his mission unhampered by any considerations for divine justice. Despite having similar methods and objectives to inquisitors, they often feel betrayed by religion. An arcane avenger might be a failed inquisitor who turned to other sources of power or a student of the arcane motivated by a desperate cause.
Class Information
This is a inquisitor archetype
Hit Die: d8.
Class Features
This archetype has all normal class features, except as noted.
Arcane Bond (Ex or Sp)
At 1st level, arcane avengers 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 arcane avenger's skills and senses and can aid him in magic, while a bonded object is an item a arcane avenger can use to cast additional spells and to serve as a magical item. Once per day, a bonded item allows the arcane avenger to cast any one spell on his spell list (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item. Once a arcane avenger makes this choice, it is permanent and cannot be changed.
Unlike a witch, an arcane avenger does not learn spells from his arcane bond. This replaces domain.
Armored Caster
A arcane avenger can cast arcane spells from the inquisitor spell list while wearing light or medium armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an arcane avenger wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass arcane avenger still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Patron Spells
An arcane avenger has a patron like that of a witch. At 1st level he must select a patron. This patron is a vague and mysterious force, granting the arcane avenger power for reasons that he might not entirely understand. These forces need not be named, each patron is listed only by its theme. Its actual name is up to the GM and the arcane avenger to decide, and might not even be known.
Each patron has a list of patron spells, these spells are added to the arcane avenger's spell list. The first spell of each level the arcane avenger learns must be the patron spell for that level.
At 2nd level, and every three levels thereafter, an arcane avenger's patron adds new spells to the arcane avenger's list of spells known and to his spell list if the spell is not normally an inquisitor spell. The spells gained depend upon the patron chosen. Note that the rate an arcane avenger receives patron spells differs from that of a witch, and he never receives spells of 7th or higher level.
All the arcane avenger's inquisitor spells that refer to a patron deity are instead related to this patron.
Spells
An arcane avenger casts arcane spells drawn from the inquisitor spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an arcane avenger must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against an arcane avenger’s spell is 10 + the spell level + the arcane avenger’s Charisma modifier. Like other spellcasters, an arcane avenger can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Arcane Avenger. In addition, she receives bonus spells per day if she has a high Charisma score.
The arcane avenger’s selection of spells is extremely limited. An arcane avenger begins play knowing four 0-level spells and two 1st-level spells of the arcane avenger’s choice. At each new arcane avenger level, she gains one or more new spells, as indicated on Table: Inquisitor Spells Known. (Unlike spells per day, the number of spells an arcane avenger knows is not affected by her Charisma score (See Table: Ability Modifiers and Bonus Spells). Upon reaching 5th level, and at every third arcane avenger level after that (8th, 11th, and so on), an arcane avenger can choose to learn a new spell in place of one she already knows. In effect, the arcane avenger “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell the arcane avenger can cast. An arcane avenger may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
An arcane avenger need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
Spell List
Remove the following spells from the arcane avenger's spell list:
1st level - cure light wounds, inflict light wounds.
2nd level - cure moderate wounds, inflict moderate wounds, lesser restoration, remove paralysis, sacred bond.
3rd level - cure serious wounds, inflict serious wounds, remove disease.
4th level - cure critical wounds, inflict critical wounds.
5th level - atonement.
6th level - heal.
Certain patrons might restore some or all of these spells to the arcane avenger's spell list.
Table: Arcane Avenger
Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special | Spells per Day | |||||
1st | 2nd | 3rd | 4th | 5th | 6th | ||||||
1st | +0 | +2 | +0 | +2 | Arcane bond, judgment 1/day, monster lore, orisons, stern gaze | 1 | — | — | — | — | — |
2nd | +1 | +3 | +0 | +3 | Cunning initiative, detect alignment, track, patron spell (level 1) | 2 | — | — | — | — | — |
3rd | +2 | +3 | +1 | +3 | Solo tactics, teamwork feat | 3 | — | — | — | — | — |
4th | +3 | +4 | +1 | +4 | Judgment 2/day | 3 | 1 | — | — | — | — |
5th | +3 | +4 | +1 | +4 | Bane, discern lies, patron spell (level 2) | 4 | 2 | — | — | — | — |
6th | +4 | +5 | +2 | +5 | Teamwork feat | 4 | 3 | — | — | — | — |
7th | +5 | +5 | +2 | +5 | Judgment 3/day | 4 | 3 | 1 | — | — | — |
8th | +6/+1 | +6 | +2 | +6 | Second judgment, patron spell (level 3) | 4 | 4 | 2 | — | — | — |
9th | +6/+1 | +6 | +3 | +6 | Teamwork feat | 5 | 4 | 3 | — | — | — |
10th | +7/+2 | +7 | +3 | +7 | Judgment 4/day | 5 | 4 | 3 | 1 | — | — |
11th | +8/+3 | +7 | +3 | +7 | Stalwart, patron spell (level 4) | 5 | 4 | 4 | 2 | — | — |
12th | +9/+4 | +8 | +4 | +8 | Greater bane, teamwork feat | 5 | 5 | 4 | 3 | — | — |
13th | +9/+4 | +8 | +4 | +8 | Judgment 5/day | 5 | 5 | 4 | 3 | 1 | — |
14th | +10/+5 | +9 | +4 | +9 | Exploit weakness, patron spell (level 5) | 5 | 5 | 4 | 4 | 2 | — |
15th | +11/+6/+1 | +9 | +5 | +9 | Teamwork feat | 5 | 5 | 5 | 4 | 3 | — |
16th | +12/+7/+2 | +10 | +5 | +10 | Judgment 6/day, third judgment | 5 | 5 | 5 | 4 | 3 | 1 |
17th | +12/+7/+2 | +10 | +5 | +10 | Slayer, patron spell (level 6) | 5 | 5 | 5 | 4 | 4 | 2 |
18th | +13/+8/+3 | +11 | +6 | +11 | Teamwork feat | 5 | 5 | 5 | 5 | 4 | 3 |
19th | +14/+9/+4 | +11 | +6 | +11 | Judgment 7/day | 5 | 5 | 5 | 5 | 5 | 4 |
20th | +15/+10/+5 | +12 | +6 | +12 | True judgment | 5 | 5 | 5 | 5 | 5 | 5 |
Ex Inquisitors
At the gamemaster's option, an inquisitor that has fallen out of grace with his religion can turn into an arcane avenger.
Summary of Changed Class Abilities
- Spells
- Domain
Despite both modifying spells, the arcane avenger and learned inquisitor archetypes can be combined.
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