The martial magician class was developed by the highelves of Mondan, who were blending martial and magical knowledge into one art and found ways to combine martial and magical techniques.
Roles in society: Elven martial magicians are usually elite members of the elven armies. Many martial magicians work as watchmen and bodyguards in times of peace.
Roles in adventuring parties: The martial magician is more a finesse and tactical fighter than a pure melee fighter. The martial magician needs space to maneuver, shifting between front and back ranks during a fight dependant on the situation. He might need preparation time and cast some spells before he is ready to join the front rank.
Spiritual and religious correlation: Most martial magicians pray to gods of magic and power like Dana, Dagda or Oghma and Morrígan. Lugh Lamfada as the patron deity of both intelligence and dexterity is another important god for martial magicians.
Powers and weaknesses: The martial magician can attack the enemy where he is weak, avoiding his strengths. He is most vulnerable to damaging and other area spells which require a Reflex saving throw.
He has to choose the spells in his spellbook carefully and those he prepares too. He learns and prepares fewer spells than a wizard, so they must be useful in nearly every possible situation. Most martial magicians therefore avoid spells with limited purposes.
Abilities: Intelligence, Dexterity and Strength are most important to the martial magician. His number of spells per day, the DC to resist a spell cast by him and his maximum spell level at higher levels all depend on Intelligence. Many of his bonus feats depend on either high Int or Dex.
Although there is no ability requirement for the class, Int and Dex scores of at least 15 are strongly recommended!
Hit Die: d8
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Table: The Martial Magician
|Spells per Day|
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||0||1st||2nd||3rd||4th||5th||6th||7th||8th||9th|
|2nd||+1||+2||+0||+2||Martial Bonus Feat||2||1|||||||||||||||||
|5th||+3||+3||+1||+3||Magical Bonus Feat||3||2||1||0|||||||||||||
|8th||+6/+1||+4||+2||+4||Martial Bonus Feat||3||3||2||1||1|||||||||||
|11th||+8/+3||+5||+3||+5||Magical Bonus Feat||3||3||3||2||2||1||0|||||||
|14th||+10/+5||+7||+4||+7||Martial Bonus Feat||3||3||3||2||2||2||1||1|||||
|17th||+12/+7/+2||+8||+5||+8||Magical Bonus Feat||3||3||3||3||2||2||2||2||1||0|
|20th||+15/+10/+5||+9||+6||+9||Martial Bonus Feat||3||3||3||3||3||2||2||2||2||2|
Weapon and Armor Proficiency: The martial magicians of Carrilion are proficient with all simple weapons, as well as light and one-handed martial melee weapons. They are solely proficient with light armor and can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. A martial magician who wears armor other than light or a shield suffers an arcane spell failure for spells with a somatic component.
Martial magicians are not proficient with medium armor, heavy armor or any shields.
Spells: A martial magician casts arcane spells, which are drawn from the martial magician spell list. Every martial magician spell requires a light or one-handed weapon in at least one hand as a focus component in addition to all other spell components mentioned in the spell description. A martial magician must choose and prepare her spells ahead of time (see below). To learn, prepare, or cast a spell, the martial magician must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a martial magician's spell is 10 + the spell level + the martial magician's Intelligence modifier. Like other spellcasters, a martial magician can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the above table: The Martial Magician. In addition, he receives bonus spells per day if he has a high Intelligence score. When the table indicates that the martial magician gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. Just like a true wizard, the martial magician may know any number of spells. He must choose and prepare his spells ahead of time by getting a good night's sleep and spending 1 hour studying his spellbook. While studying, the martial magician decides which spells to prepare.
Unlike a true wizard the martial magician has to restrict himself. He cannot know spells from all schools of arcane magic, because his combined magical and martial training forces him to focus his studies on some schools and neglect others. Like a wizard specialist he must give up two schools of magic, which become his prohibited schools. A martial magician cannot give up divination to fulfill this requirement. Spells of the prohibited schools are not available to the martial magician, and he can't even cast such spells from scrolls or wands. He may not change his prohibited schools later. The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.
Bonus Languages: A martial magician may substitute Draconic for one of the bonus languages available to the character because of his race.
Combat Casting: The martial magician gains Combat Casting as a bonus feat at 1st level.
Martial Bonus Feats:
At 2nd, 8th, 14th, and 20th level, the martial magician gains a martial bonus feat
from the following list:
Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Greater Rapid Strike, Greater Two-Weapon Fighting, Greater Weapon Focus, Improved Critical, Improved Disarm, Improved Initiative, Improved Rapid Strike, Improved Trip, Improved Two-Weapon Fighting, Mobility, Quickdraw, Rapid Strike, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Whirlwind Attack,
The list includes all combat feats which rely on intelligence or dexterity.
The martial magician must meet all prerequisites for a martial bonus feat. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.
Magical Bonus Feats:
At 5th, 11th, and 17th level, the martial magician gains a magical bonus feat
from the following list:
Appalling Spell, Empower Spell, Enlarge Spell, Eschew Materials, Extend Spell, Greater Melee Magic, Greater Spell Focus, Greater Spell Penetration, Heighten Spell, Improved Counterspell, Improved Melee Magic, Maximize Spell, Melee Magic, Silent Spell, Spell Focus, Spell Mastery, Spell Penetration, Widen Spell
The list includes all metamagic feats and other feats with a magical theme.
The martial magician must meet all prerequisites for a magical bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.
Spellbooks: A martial magician must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all martial magicians can prepare from memory. A martial magician begins play with a spellbook containing all 0-level wizard spells from his allowed schools plus one 1st-level spells of your choice. For each point of Intelligence bonus the martial magician has, the spellbook holds one additional 1st-level spell of your choice. At each new martial magician level, he gains a new spell of any spell level that he can cast (based on her new martial magician level) for his spellbook. At any time, a martial magician can also add spells found in other arcane caster's spellbooks to his own.
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