BlackWands RPG World
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Class: Arcane Templar
Article Author: BlackWand
View Count: 94 ![]() Arcane Templar The Arcane Templars specialize in both melee and the art of Arcane magic. They are holy warriors with the powers to command Arcane magic. This makes them the ultimate holy warrior able to withstand any obstacle. Hit Die: d8. RequirementsTo qualify to become an Arcane Templar, a character must fulfill all the following criteria. Alignment: Any Good. Base attack bonus: +10 Classes: The character must be at least a level 10 Paladin and level 10 Wizard/Sorceror. Class SkillsConcentration (Str), Diplomacy (Cha), Handle Animal (Cha), Knowledge (Religion) (Int), Ride (Dex), Swim (Str), Spellcraft (Int). Skill points at each level: 2 + Int modifier. Arcane Templar Table
Class Features Weapon and Armor Proficiency Arcane Templars are proficient with all simple and martial weapons, with all types of armor, and with shields. Spell Failure All Arcane Templars may ignore 30% Arcane spell failure. This gives them the ability to wear most medium armors without affecting their Arcane spellcasting. Lay on Hands The Arcane Templar may add his class levels to the Paladin class levels for the purpose of calculating his Lay on Hands healing bonus. Smite Evil This ability is identical to the ones given to any Paladin. This daily use stacks with the ones granted by the Paladin class. Charge Weapon As a standard action the Arcane Templar may spend one 1-action Arcane spell and infuse his weapon with the raw magical energy contained in that spell and attack his enemy. The charged weapon will receive an attack bonus equal to the infused spell level and a 1d8 bonus damage per spell level. This bonus damage is raw Arcane, and most likely not absorbed by your target. The target will have a hard time to cast Arcane spells from the school that which your infused spell was for 5 rounds. Any spell casted from that school will have an arcane spell failure of 30%. If you infused an Evocation spell into your weapon, the target may lose his next casted Evocation spell. This effect lasts for 5 rounds per school. If you miss your enemy the infused spell will hold for 5 rounds. |