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Date Created: | January 16 |
Status: | Complete |
Editing: | None |
{{#set:Summary= A Combat Sorcerer from the Night Watch Universe. More combat-inclined than their cousins, the Twilight Magicians. A Combat Magician is a welcome addition to any Night Watch Campaign. |Length= 10 |Base Attack Bonus Progression= Medium |Fortitude Save Progression= Good |Reflex Save Progression= Poor |Will Save Progression= Poor |Class Ability= Twilight Spellcasting |Class Ability Progression= Full }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}
Combat Magician[]
This is a Character Class for Step into the Gloom - Nightwatch (3.5e Sourcebook)
This class is NOT suggested for Non-Night Watch campaigns, due to it's powerful abilities.
Combative Others who have shown promise as Spellcasters, Combat Magicians are specially trained for years before becoming full fledged agents. Their abilities are as terrifying as they are deadly, and although they are normally restricted to Evocation, Abjuration, and Transmutation spells, they can learn a few tricks from other schools in order to accent their training.
Making a Combat Magician[]
Combat Magicians are front-line fighters, weaving in and out of combat and casting powerful Evocation spells. Before battle, he may use Abjuration spells to defend himself and his allies. Or he may use Transmutation spells to alter his form to become physically more powerful. Or he may do both.
Abilities: Intellignce, Wisdom, and Charisma are all important for this class. Intelligence determines your spells per day and the DCs of your spells. Wisdom allows a Combat Magician to stay in the Twilight for longer periods of time. Charisma determines how easy it is for them to cast spells of an opposing Alignment. Constitution gives him more hit points, and better Fortitude Saves and Concentration checks to stay in the Twilight for even longer.
Alignment: Any
Wealth Bonus: +2
Action Points: 6 + 1/2 Character Level (Rounded Down) per level.
Starting Age: Simple
Level | Base Attack Bonus |
Saving Throws | Special | Defense Bonus | Spells per Day | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | |||||||||||||||||||||||||||||||||
1st | +0 | +0 | +0 | +1 | The Twilight | 1 | 3 | 1 | — | — | — | — | |||||||||||||||||||||||||||||
2nd | +1 | +0 | +0 | +2 | — | 2 | 4 | 2 | — | — | — | — | |||||||||||||||||||||||||||||
3rd | +1 | +1 | +1 | +2 | Advanced Learning | 2 | 4 | 2 | 1 | — | — | — | |||||||||||||||||||||||||||||
4th | +2 | +1 | +1 | +2 | — | 3 | 4 | 3 | 2 | — | — | — | |||||||||||||||||||||||||||||
5th | +2 | +1 | +1 | +3 | — | 3 | 4 | 3 | 2 | 1 | — | — | |||||||||||||||||||||||||||||
6th | +3 | +2 | +2 | +3 | Advanced Learning | 3 | 4 | 3 | 3 | 2 | — | — | |||||||||||||||||||||||||||||
7th | +3 | +2 | +2 | +4 | — | 4 | 4 | 4 | 3 | 2 | 1 | — | |||||||||||||||||||||||||||||
8th | +4 | +2 | +2 | +4 | — | 4 | 4 | 4 | 3 | 3 | 2 | — | |||||||||||||||||||||||||||||
9th | +4 | +3 | +3 | +4 | Advanced Learning | 5 | 4 | 4 | 4 | 3 | 2 | 1 | |||||||||||||||||||||||||||||
10th | +5 | +3 | +3 | +5 | — | 5 | 4 | 4 | 4 | 3 | 2 | 2 | |||||||||||||||||||||||||||||
Class Skills (Skill Points::5 + Int modifier per level, ×4 at 1st level) |
Class Features[]
All of the following are class features of the Twilight Magician.
Weapon and Armor Proficiency: The Combat Magician is proficient with all Simple Weapons, and Light Armor.
Spells: The Combat Magician has access to All Arcane and Divine Spells of the Abjuration, Evocation, and Transmutation Schools. He casts his spells spontaneously, and can learn spells like a Wizard Does. He gains 2 free spells per level, but can pay the normal amount to learn other spells.
The Twilight (Su): Twilight Magicians have the ability to see into, and enter, the Twilight. See Step into the Gloom - Night Watch (3.5e Sourcebook)/The Night, the Day, and the Twilight
Advanced Learning: At levels 3, 6, and 9, the Combat Magician learns a new spell. This spell is not restricted by their normal inability to learn spells. It does not have to be an Abjuration, Evocation, or Transmutation spell, but it must be a spell that they are capable of casting based upon their level.
Human Combat Magician Starting Package[]
Weapons: Combat Knife.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill | Ranks | Ability | Armor Check Penalty |
---|---|---|---|
Knowledge (Others) | 4 | Int | — |
Knowledge (Twilight) | 4 | Int | — |
Concentration | 4 | Int | — |
Repair | 4 | Int | — |
Driving | 4 | Int | — |
Feat: Twilight Resistance
Bonus Feats: Twilight Acclimation
Gear: Night Watch Uniform, Identification Papers.
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