Magnetic Warrior (3.5e Prestige Class)
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| Editing: | Constructive edits welcome |
Contents |
[edit] Magnetic Warrior
| “ | <-Some quote from a character of this class-> | ” |
| —<-NPC name->, <-race-> <-class-> | ||
| This section needs a more complete description. For more information please look here |
The Magnetic Warrior uses magic to control lodestone blades. They have learned a technique to make their magic usage more efficient by using magnetism to control the Magnetic Blades instead of direct magic.
[edit] Becoming a Magnetic Warrior
<-why characters pursue this class, what other classes they typically have, and what abilities are important->
| Alignment: | Any. |
|---|---|
| Base Attack Bonus: | +2 |
| Skills: | Spellcraft 4 ranks, Knowledge (Magnetism) 8 ranks |
| Feats: | Combat Casting |
| Spellcasting: | Ability to cast Mage Hand and Levitate and any level 3 spell. |
| Special: | Must possess 100g worth of Lodestone. |
| Level | Base Attack Bonus |
Saving Throws | Flux | Special | Spellcasting | ||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
| 1st | +0 | +0 | +0 | +2 | 1 | Magnetic Blades I, Loadstone Glove | +1 level of existing arcane spellcasting class | ||||||||||||||||||||||||||||||||||
| 2nd | +1 | +0 | +0 | +3 | 2 | Magnetic Surge 2/day | +1 level of existing arcane spellcasting class | ||||||||||||||||||||||||||||||||||
| 3rd | +1 | +1 | +1 | +3 | 2 | Loadstone Bullet | +1 level of existing arcane spellcasting class | ||||||||||||||||||||||||||||||||||
| 4th | +2 | +1 | +1 | +4 | 3 | Magnetic Blades II, Magnetic Surge 4/day, Guardian Blade | +1 level of existing arcane spellcasting class | ||||||||||||||||||||||||||||||||||
| 5th | +2 | +1 | +1 | +4 | 3 | +1 level of existing arcane spellcasting class | |||||||||||||||||||||||||||||||||||
| 6th | +3 | +2 | +2 | +5 | 4 | Loadstone Storm, Magnetic Surge 6/day | +1 level of existing arcane spellcasting class | ||||||||||||||||||||||||||||||||||
| 7th | +3 | +2 | +2 | +5 | 5 | Magnetic Blades III | +1 level of existing arcane spellcasting class | ||||||||||||||||||||||||||||||||||
| 8th | +4 | +2 | +2 | +6 | 6 | Magnetic Surge 8/day, Improved Guardian Blade | +1 level of existing arcane spellcasting class | ||||||||||||||||||||||||||||||||||
| 9th | +4 | +3 | +3 | +6 | 7 | +1 level of existing arcane spellcasting class | |||||||||||||||||||||||||||||||||||
| 10th | +5 | +3 | +3 | +7 | 8 | Magnetic Blades IV, Magnetic Surge 10/day | +1 level of existing arcane spellcasting class | ||||||||||||||||||||||||||||||||||
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Class Skills (2 + Int modifier per level) | |||||||||||||||||||||||||||||||||||||||||
[edit] Class Features
All of the following are class features of the Magnetic Warrior.
Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Magnetic Warrior, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Flux (Su): Flux is a measure of the Magnetic Warriors Magnet Strength. It is used to determine the range and power of her abilities. The Flux has a maximum possible score of her Intelligence modifier.
Lodestone Gloves (Sp): Magnetic Warriors manipulate objects by using their magic to affect the magnetic field of the object, instead of the object itself. To do this, she uses a pair of gloves with 10g of lodestones woven into them. These gloves provide a focus for the user's magnetic powers. She may use a modified form of the spell Mage Hand at will on any steel, mithral or adamantine object. She may target a number of objects equal to Flux (in addition to your Magnetic Blades). As a move action, she can propel the objects 15 feet each in any direction, including up and down. A metal creature (or a creature wearing metal armor) must be willing to be moved, and an object must be unattended or possessed by a willing creature. The range of her Magnetic powers is equal to 25ft, plus an additional 5ft for every point of Flux she has.
Magnetic Blades (Su): A Magnetic Warrior's primary offensive ability comes from her lodestone swords. At level one, she may, instead of summoning a Familiar, create one Magnetic Blade, made of 15g of lodestone. She controls the Blade using her Lodestone Glove, allowing her to move the Blade 15ft in any direction, including up and down, as long as the Blade is within range. The Magnetic Warrior may, as a standard action, attack once with the blade, as though she was holding it. The Blade is treated as a Steel Longsword, with a BAB of +(class level + Intelligence), to a maximum of +15. Her Flux is used instead of strength for to hit and damage. The Blade may be enhanced normally.
Magnetic Surge (Su): At level 2, a Magnetic Warrior gains a Surge ability which she can use a certain number of times per day. By drawing herself towards her Magnetic Blade(s), she charges powerfully into a foe. If her blades are 20ft or less from her, she may, as a full-round action, move directly to the Blade(s) and, with the Blade(s) directly in-front of her, up to 10ft past. If the Blade(s) are adjacent to an opponent, she may attack it for additional damage of number equal to her Flux of d6s. If she drops a foe below 0 hit points with a Magnetic Surge, she gains an additional use. She may attack multiple targets if she has more than one Blade, but she deals most of the Surge damage to only one target, dealing 1d6 of the damage to each extra target. If she has four Blades, she deals 10d6 additional damage instead.
Lodestone Bullet (Su): A Magnetic Warrior of 3rd level learns to make and launch Lodestone Bullets. The bullets natural magnetic properties are amplified and directed at a foe, flying at them with tremendous force. The more armor the target is wearing, the more powerful the strike. The Bullet deals 1d6 damage and has twice the range of the Magnetic Warrior's Lodestone Gloves, with a bonus to to-hit and damage equal to the base Armor Bonus of the target, as long as their armor is made of metal. If the the aren't wearing any armor, or it isn't made of metal, then the bullet gets a -1 to-hit. A Magnetic Warrior may use her Lodestone Gloves to retrieve the bullet as long as she is within range of the square it landed it or the target it hit, determined by the DM.
Guardian Blades (Su): A Magnetic Warrior's primary defensive ability comes from her lodestone guardian blade. A Magnetic Warrior of 3rd level may create a Guardian Blade. It is a floating blade shaped like a teardrop. The Guardian Blade is treated as a Steel Heavy Shield, but it acts as a Longsword when she attacks with it. It always occupies the same square as her, uses her BAB for attacks, and her Flux is used instead of strength for to hit and damage. An enhancement bonus on a Guardian Blade does not improve the effectiveness of an attack made with it, but a Guardian Blade can be made into a magic weapon in its own right.
Magnetic Blades II (Su): At level 4, a Magnetic Warrior gains the ability to control two Blades at once. She may now summon a second Blade, identical in every way to the first, except that the second Blade must be enhanced separately from the first. Both Blades must stay in the same square, but they may attack separate targets.
Lodestone Bullet (Su): A Magnetic Warrior of 6th level learns to launch multiple Lodestone Bullets in the same round, creating a storm of bullets. She may launch a number of Lodestone Bullets, equal to twice the number of Blades she can control, in one round. The bullets may be fired at up to 4 different targets. You must roll to confirm critical hits individually, and bonus damage from Shocking or such only apply to one bullet.
Magnetic Blades III (Su): At level 7, a Magnetic Warrior gains the ability to control three Blades at once. She may now summon a third Blade, identical in every way to the first and second, except that the third Blades enhancements are identical to the first. However, changes can be made, such as one being Flaming and the other Frost. All three Blades must stay in the same square, but they may attack separate targets.
Improved Guardian Blades (Su): At level 8, a Magnetic Warrior improves the size of her Guardian Blade. The Magnetic Warrior's Guardian Blade is now treated as a Steel Tower Shield, and it acts as a Bastard Sword when she attacks with it. An enhancement bonus on the Guardian Blade still does not improve the effectiveness of an attack made with it, and a Guardian Blade can still be made into a magic weapon in its own right.
Magnetic Blades IV (Su): At level 10, a Magnetic Warrior gains the ability to control four Blades at once. She may now summon a fourth Blade, identical in every way to the first, second, and third, except that the fourth Blades enhancements are identical to the seconds. However, changes can be made, such as one being Flaming and the other Frost. All four Blades must stay in the same square, but they may attack separate targets.
[edit] Campaign Information
[edit] Playing a Magnetic Warrior
| This section needs a more complete description. For more information please look here |
Combat: A Magnetic Warrior usually stays about 20ft from her opponents, and simply attacks them with her Lodestone Blades from afar. She only attacks with the Guardian Blade if someone manages to get up close and personal, and she can't move her Blades, either because they've been destroyed or, more commonly, she needs the move action to run away. Often the Surge is used for assassination, putting most of the bonus into one blade and the maximum allowed into the other three, attacking one foe with the powerful one and another with the other three.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->
Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->
[edit] Magnetic Warriors in the World
| This section needs a more complete description. For more information please look here |
| “ | <-Some quote from a character of this class-> | ” |
<-Where characters of this class fit in a d20 world->
NPC Reactions: <-How NPCs react to characters of this class->
[edit] Magnetic Warrior Lore
| This section needs a more complete description. For more information please look here |
Characters with ranks in <-the appropriate skills-> can research Magnetic WarriorIf the slightly sciency theme doesn't fit with the campaign, try eliminating the mention of magnets. Replace Lodestone with your own unobtainium, and have the Warrior spam Mage Hand. to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
| DC | Result |
|---|---|
| 11 | <-not so common knowledge->. |
| 16 | <-rare information->. |
| 21 | <-very rare information->. |
| 26 | <-information so obscure that members of this class might not even know it->. |
[edit] Magnetic Warrior in the Game
| This section needs a more complete description. For more information please look here |
<-How characters of this class fit in the game (PC and NPC) and what roles they play->
Adaptation: If the slightly sciency theme doesn't fit with the campaign, try eliminating the mention of magnets. Replace Lodestone with your own unobtainium, and have the Warrior spam Mage Hand.
Sample Encounter: <-DM placement for NPC of this class->
EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->
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