Magnetic Warrior (3.5e Prestige Class)

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Magnetic Warrior
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Magnetic Warrior

Magnetic Warrior[edit]

A fighter hits you with a sword, a wizard hits you with magic from afar. A lodesword hits you with a sword by useing magic from afar.
—<-NPC name->, <-race-> <-class->
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The Magnetic Warrior uses magic to control lodestone blades. They have learned a technique to make their magical efforts more efficient by using magic to manipulate the intangible magnetism of the Magnetic Blades in order to control and support the weight of the blades instead of using direct magic. Nicknamed "Lodeswords", Magnetic Warriors use a very unique system of

Becoming a Magnetic Warrior[edit]

Often Lodeswords develop their abilities on their own, by trial and error. They usually discover lodestone in nature, and find out how to manipulate its magnetic field. Most start with at least a cursory understanding of physics and the properties of some basic elements, and figure out how magnets work, again, on their own.

Entry Requirements
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.

Table: The Magnetic Warrior

Hit Die: d6

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

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha).

Class Features[edit]

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 a number of d6s 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 must divide the damage amongst the Blades, with a minimum of 1d6 damage on each Blade. If she has four Blades, she deals 10d6 total 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 metal 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. Lodestone Bullets have the same enhancements as the Magnetic Warrior's first (and by extension third) Magnetic Blade. However, changes can be made, such as the original being Flaming and the bullets being Frost.

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 Volley (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 the number of Blades she can control +1, 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.

Campaign Information[edit]

Playing a Magnetic Warrior[edit]

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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 minimum 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->

Magnetic Warriors in the World[edit]

This section is not complete, and needs to be finished. Edit this Page
<-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->

Magnetic Warrior Lore[edit]

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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.

<-the appropriate skills->
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->.

Magnetic Warrior in the Game[edit]

This section is not complete, and needs to be finished. Edit this Page

<-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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