Friday, April 11, 2014

Magical Warrior

Nerali, Magical Warrior of Baphomet
In the name of Baphomet, I will punish you!

It is not uncommon for young people to be chosen by mysterious patrons, learning of their destiny only when an adorable animal shows up and won't stop following them, or a small charm falls out of space and smacks them in the head. 
Whether they know of their patron or not, and how much they know if anything, has no bearing on a magical warrior's power. 

Individual Magical Warriors display a wide variety of specific powers, but all have an outfit and weapon granted and augmented by their patron, as well as an adviser they can consult. 

Wizards, Bards, Archivists and other classes which have good will saves and at least one Kn. Skill have the easiest time becoming Magical Warriors. There are, however, many ways of gaining Knowledge skills as class skills, and so a character of any class may find themselves called to fight under their patron's banner. 

Race: Patrons typically favour attractive and strong willed races, but any character who meets the requirements can enter the class. 

Alignment: Magical Warriors often fight "for beauty and truth," or at least an aesthetic ideal and a belief that their way of life is superior. They tend to be Lawful, but nothing requires them to be. 



Requirements 
Base Will Save: +4 

Skills: Knowledge (any one, see Patron) 8 ranks 

8 ranks in any of the following: Bluff, Diplomacy, Disguise, Intimidate, Perform (Any), Use Magic Device 


Class Skills: Balance, Diplomacy, Disguise, Handle Animal, Intimidate, Jump, Knowledge (type by Patron), Sense Motive, Spellcraft, Tumble, Use Magic Device

 Level   BAB   Fort   Ref   Will  Special
1
+0
+0 +2 +2 Patron, Craft of the Warrior, Patron's Regalia, Diminutive Adviser
2
+1
+0 +3 +3 Sphere (Basic), Smite 1/day
3
+2
+1 +3 +3 Prophetic Power, Regalia Power Up (increased damage), Quick Transformation (Standard)
4
+3
+1 +4 +4 Smite 2/day, Regalia Power Up (improved armour)
5
+3
+1 +4 +4 Sphere (Advanced), Regalia Power Up (increased damage), Quick Transformation (Move)
6
+4
+2 +5 +5 Regalia Power Up (improved armour)
7
+5
+2 +5 +5 Smite 3/day, Regalia Power Up (increased damage), Quick Transformation (Free)
8
+6/+1
+2 +6 +6 Sphere (Expert), Regalia Power Up (improved armour)
9
+6/+1
+3 +6 +6 Quick Transformation (Swift), Regalia Power Up (increased damage)
10
+7/+2
+3 +7 +7 Smite at will, Regalia Power Up (improved armour), Quick Transformation (Immediate)


Weapon and Armour Proficiencies: A Magical Warrior gains proficiency in one weapon and one armour of her choice. 

Patron: Each Magical Warrior is chosen by a patron. The nature of this patron determines the Knowledge skill they must have 8 ranks in to enter the class and get a bonus to from their familiar, the target of their smite attack, and the sphere they gain access to. 

Craft of the Warrior: Every warrior has their own suite of powers which draw on their history. When a character takes levels in Magical Warrior, they choose one class for levels of which to stack with levels of Magical Warrior for advancing specific features, chosen from below:
  • Assassin: Death Attack, Spellcasting (Magical Warrior counts half for Death Attack) 
  • Barbarian: Rage (Tome- Rage, Rage Dice) 
  • Bard: Bardic Music, Spellcasting 
  • Cleric: Spellcasting 
  • Druid: Wild Shape or Spellcasting 
  • Fighter: Feats (A Magical Warrior who has levels in Fighter also has Full BAB for her Magical Warrior levels if she does not apply Craft of the Warrior to another class) 
  • Knight: Knight's Challenge (Tome- Designate Opponent, Damage Reduction 
  • Monk: Unarmed Attack Damage, Flurry of Blows, Ki Strike (Tome- Armoured in Life, Fighting Style) 
  • Paladin: Smite Evil, Magic Warrior Smite, Lay on Hands(Tome- Smite, Spells) 
  • Ranger: Combat Style, Favoured Enemy 
  • Rogue: Sneak Attack, Special Ability 
  • Samurai: (Tome- Bonus Feats, Kiai!) 
  • Sorcerer: Spells 
  • Wizard: Spells 
  • Other: Generally speaking, a class with full casting has their casting advanced by levels in Magical Warrior. Classes which do not have full casting have their one or two most key features advanced.
Patron's Regalia: All Magical Warriors receive a weapon and armour from their patron, which, when not in use, change to an innocuous form or are stowed in an extra-dimensional space. As a Full Round Action, a Magical Warrior may transform, unleashing this armour and weapon for the duration of her combat, or until she becomes exhausted. 

The armour of the Magical Warrior takes the form of any one type of armour, which always benefits from an enhancement bonus equal to 1/3 the Magical Warrior's character level. 

The weapon of the Magical Warrior may be any one weapon, ranged or melee, or a ranged touch blast which she fires from her hand and deals 1d6 damage (the type may be chosen from the following: Cold, Electricity, Fire, Light, Sonic, Positive or Negative Energy). 

The Magical Warrior always applies her Charisma modifier as a Deflection bonus to Armour Class, and as a bonus to damage rolls made with her weapon. 

This armour and weapon is granted by her patron, and cannot be destroyed save by the patron's whim. If the weapon or armour is sundered, it will reform with 24 hours. Particularly grievous attacks against the regalia may prevent the regalia from reforming automatically, effectively placing a geas (which can be completed within 1 day's time once it is begun) upon the Magical Warrior, but in these events, the Warrior always retains a piece of the item in question, and once the geas is completed, the item reforms within 1d6 minutes. 



Diminutive Adviser: A Magical Warrior is always accompanied by an intelligent adviser, who conveys the will and lessons of her Patron, and aids her in understanding her enemies. This functions as a familiar, save that the creature has an intelligence score equal to that of the base creature, or 10+Magical Warrior Class level, whichever is higher, and always has max ranks in the knowledge skill (using the Magical Warrior's HD) which the Magical Warrior's patron required. This means that a Magical Warrior's familiar is always able to aid her on her Patron's knowledge skill, effectively granting a +2 to rolls, and allowing the familiar to make it's own roll if the Magical Warrior's fails. Each level of Magical Warrior is treated as two levels of Wizard for the purposes of the Adviser's special abilities and natural armour. 

Effectively, Magical Warriors gain Obtain Familiar and Improved Familiar as bonus feats. Typically, their Improved Familiar is a celestial or fiendish version of a normal animal.


Magical Warrior Teams
It is not uncommon for multiple Magical Warriors to fight as a single team. In this case, they often share a single patron, who grants them one adviser for the group. These advisers are treated as the adviser of the Magical Warrior with the highest class level, with each other Magical Warrior acting as a bonus class level for determining special abilities, natural armour, intelligence and ranks in the patron's preferred Knowledge of the adviser.

Sphere: At 2nd level, a Magical Warrior gains basic access to one sphere, the nature of which is based on her Patron. This improves to Advanced at 5th level and Expert at 8th level. 

Smite: A 2nd level Magical Warrior learns her mission is to destroy enemies of her Patron. To that end, she is granted the ability to smite a particular category or categories of foe 1/day as a paladin of her class level. She may smite one additional time per day at 4th and 7th level. When she reaches 10th level, she gains the ability to smite at will. 
A Magical Warrior with levels of Paladin counts both her Paladin and Magical Warrior levels to determine the number of times per day she may use each smite ability, and may, at her option, apply both smite abilities to a single attack if appropriate to her target. A Magical Warrior with levels in any other class which grants a Smite ability may do the same. 
Patrons generally grant the ability to smite one or two of the below categories: 
Aberration 
Arcane Spellcasters 
Construct 
Creatures of a specific alignment part (good, evil, lawful or chaotic) 
Divine Spellcasters 
Dragon 
Giant 
Humanoid (typically a broad type or group of subtypes. "Goblinoids, Orcs and Kobolds," or "Civilized [Dwarves, Elves, Gnomes, Halflings and Humans]" for example) 
Magical Beasts 
Monstrous Humanoids 
Oozes 
Undead 
Vermin 
"Servants of [Nemesis]" (Example- Servants of Lolth, which would include drow, bebiliths, monstrous spiders, driders, etc)

Prophetic Power: Magical Warriors frequently display the ability to suddenly unlock new power in the midst of combat. Once per level, a 3rd level or higher Magical Warrior, if she is 75% or more of the way to her next level, may use any ability she does not have, but would reasonably be able to acquire at her next level. If she does so, however, she must acquire that ability on her next level up. 
For example, a Wiz5/Magical Warrior3 with 34,000 or more xp could make use of the spell Dismissal once during CharLv8. If she did so, however, she would have to select Dismissal as a new spell upon leveling up to CharLv9. 
A Fighter5/Magical Warrior3 with 34,000 or more xp could make use of the feat Improved Critical ([Regalia Weapon]), but would be required to take the feat as her ninth level feat, or fighter bonus feat at 9th level. 
A Bard5/Magical Warrior3 with 34,000 or more xp and only 2 ranks of Concentration could make a single roll during 8th level as if she possessed 11 ranks, but would be required to purchase 9 ranks of the skill when she next leveled up. If she could not afford this (taking into account Intelligence modifier and skill points per level), she would only be able to act as if she had as many ranks as she could afford to purchase. 
To reiterate: This ability may only be used once per character level, and only when the Magical Warrior has 75% or more of the experience required to move from her current level to the next level. 

Regalia Power Up: At 3rd level, the Magical Warriors Regalia increases in Power. The weapon granted by her patron deals damage as if it were one size larger. Alternatively, the Magical Warrior may choose a second weapon to wield in her off hand. At 5th level, the weapon becomes a Minor Item, gaining an appropriate ability. At 7th level, it's damage increases as if it were another size larger. At 9th level, the weapon becomes a Moderate Item, gaining an appropriate bonus. 
At 4th level, the Magical Warrior's armour becomes more protective, the armour bonus from the armour increases by 50%. At 6th level, the armour becomes a Minor Item, gaining an appropriate special ability. At 8th level, the armour bonus from the armour increases again, this time by 33% (For a total increase of 100% from the armour's base armour bonus). At 10th level, the armour becomes a Moderate Item, gaining an appropriate ability. 
Once the Magical Warrior has gained four character levels beyond Magical Warrior 9, the weapon becomes a Major Item, gaining an appropriate ability, and once she gains four character levels beyond Magical Warrior level 10, her armour becomes a Major Item, gaining an appropriate ability. 

Quick Transformation: At 3rd level, the Magical Warrior learns to transform into their battle regalia more quickly, taking only a standard action to do so. 
At 5th level, they may transform as a move action, at 7th level as a swift action, at 9th level as a free action, and at 10th as an immediate action.


Alternate Class Feature: Talented Magical Warrior 

Replaces: Diminutive Adviser 
Benefit: Instead of a cute animal to tell you what to do, you get a little more out of your Transformation. Choose one class skill Good save, or weapon proficiency for the class your magical warrior levels stack worth for Craft of the Warrior. While you are transformed, you gain a competence bonus on checks with that skill equal to your magical warrior class level, our half it for attacks our saves with the chosen weapon or save. If you have the feast Versatile Magical Warrior, each persona may provide a bonus to a different skill, weapon or save. 

Feat: Versatile Magical Warrior [General] 

"I'm going to change!" 
The Magical Warrior has a number of personas, choosing the one to assume as fits the situation. 
Prerequisite: Craft of the Warrior 
Benefit: You may choose a number of Classes equal to your Charisma Modifier to stack with your Magical Warrior levels for benefits, as well as a number of weapons and armours with which you are proficient for your regalia to mimic equal to the same. Each class,weapon and armour form a specific persona. You may only benefit from one persona at a time, and each time you wish to change your persona, you must Transform. 

Feat: Focused Magical Warrior [General] 

Some Patrons grant their boons in more discrete packages. 
Prerequisite: Patron's Regalia 
Benefit: Your Devoted Adviser and a piece of your Regalia are one in the same. Your adviser has the Construct type (instead of the Magical Beast type), and may have the Living Construct subtype at your option (if you're not using Tome). Your adviser has a telepathic link with you at all times, and if destroyed, is reformed exactly as your regalia would be, and maintains a telepathic link through the piece of the regalia you keep if you must complete a geas to reform it. Because your regalia is sentient, it can aid you even better in combat, suggesting tactics, and using the Aid Another action on your attacks, if it is your weapon, or effectively using it to help you dodge, if it is your armour, granting a +2 misc bonus to your AC. 
Finally, if you are unconscious or caught unawares, a Weapon Adviser can deflect a single attack each round (replace your AC with an attack roll at your highest bonus for one attack you are subject to each round if unconscious or denied your dexterity to AC), and an Armour Adviser may take a single standard or move action with your stats each round while you are unconscious.

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