Post by kaezar on Nov 10, 2009 14:34:41 GMT
The gods of magic usually rely on (sic) magic to defend their interests. However, in some ocasion a more martial touch is necessary. For that, they have their champions, more focused on the martial aspect of combat, but gettng an additional boost from magic abilities.
Requisites
Sorcerer 14, Champion of Torm 16 before level 32
Still Spell, SF: spellcraft, ESF: spell craft and spellcraft 30
Benefits
Arcane Champions gain autostill I and II for free upon achieving arcane champion status.
All spells use 9/10ths of str for casting ability
Spells on the following list use arcane champion level for casting levels.
Champion of Torm Divine Wrath use Arcane Champion Level -10 to determine its duration and number of use/rest.
Lvl 1 Corrosive grasp, Horizokaul's boom, Ice Dagger, Lesser Orbs, Negative Energy Ray, Ray of Enfeeblement, Shocking Grasp
Lvl 2 Combust, Ghoul Touch, Melf's Acid Arrow
Lvl 3 - Greater Magic Weapon, Keen Edge, Needle Point, Vampirc Touch, Weapon of Impact
Lvl 4 - Bestow Curse, Contagion, Enervation, Isaac's Lesser Missile Storm, Lesser Spell Breach, Orbs, Phanthasmal Killer
Lvl 5 - Dismissal, Dominate Person, Feeblemind, Hold Monster
Lvl 6 - Bigby's Forceful Hand, Desintegrate, Eyebite, Flesh to Stone, Isaac's Greater Missile Storm, Spell Breach, Tenser's Transformation.
lvl 7 - Bigby's Grasping Hand, Finger of Death, Greater Orbs, Rebuke
Lvl 8 - Bigby's Clenched Fist, Greater Spell Breach
Lvl 9 - Bigby's Crushing Hand, Dominate Monster, Energy Drain.
Reason for spells on the list is with the exception of tenser, they are single target Attack spells. Spells that demand saves are going to be hurt somewhat by the 9/10ths ability but that will be compensated somewhat by the +4 to str in LL that CoT get.
Notice that the list contain *no* defense spells, that is on purpose. Idea is to use the defense from champion of torm, not relying on arcane defense.
Tenser is included from necessity. Since CoT require +7 to AB a "pure" arcane champion will be giving up 7 points of base AB. The tenser will permit them to recover the lost attack and give some AC back as a compensation (for those that can't use a stronheart, at least).
As variations, this quasi could be made with wizard, and maybe even be more appropriate that way, but I was afraid of the abundance of feats it'd get that way. If done that way, maybe some spells (I'd say, the necro ones) should be pared from the list.
Take care
Kaezar
Edited to correct a typo.
Edite again to correct Divine Wrath effects
K.
Requisites
Sorcerer 14, Champion of Torm 16 before level 32
Still Spell, SF: spellcraft, ESF: spell craft and spellcraft 30
Benefits
Arcane Champions gain autostill I and II for free upon achieving arcane champion status.
All spells use 9/10ths of str for casting ability
Spells on the following list use arcane champion level for casting levels.
Champion of Torm Divine Wrath use Arcane Champion Level -10 to determine its duration and number of use/rest.
Lvl 1 Corrosive grasp, Horizokaul's boom, Ice Dagger, Lesser Orbs, Negative Energy Ray, Ray of Enfeeblement, Shocking Grasp
Lvl 2 Combust, Ghoul Touch, Melf's Acid Arrow
Lvl 3 - Greater Magic Weapon, Keen Edge, Needle Point, Vampirc Touch, Weapon of Impact
Lvl 4 - Bestow Curse, Contagion, Enervation, Isaac's Lesser Missile Storm, Lesser Spell Breach, Orbs, Phanthasmal Killer
Lvl 5 - Dismissal, Dominate Person, Feeblemind, Hold Monster
Lvl 6 - Bigby's Forceful Hand, Desintegrate, Eyebite, Flesh to Stone, Isaac's Greater Missile Storm, Spell Breach, Tenser's Transformation.
lvl 7 - Bigby's Grasping Hand, Finger of Death, Greater Orbs, Rebuke
Lvl 8 - Bigby's Clenched Fist, Greater Spell Breach
Lvl 9 - Bigby's Crushing Hand, Dominate Monster, Energy Drain.
Reason for spells on the list is with the exception of tenser, they are single target Attack spells. Spells that demand saves are going to be hurt somewhat by the 9/10ths ability but that will be compensated somewhat by the +4 to str in LL that CoT get.
Notice that the list contain *no* defense spells, that is on purpose. Idea is to use the defense from champion of torm, not relying on arcane defense.
Tenser is included from necessity. Since CoT require +7 to AB a "pure" arcane champion will be giving up 7 points of base AB. The tenser will permit them to recover the lost attack and give some AC back as a compensation (for those that can't use a stronheart, at least).
As variations, this quasi could be made with wizard, and maybe even be more appropriate that way, but I was afraid of the abundance of feats it'd get that way. If done that way, maybe some spells (I'd say, the necro ones) should be pared from the list.
Take care
Kaezar
Edited to correct a typo.
Edite again to correct Divine Wrath effects
K.