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The Arcane Duelist - A Frontline Core Class

The document provides an overview of the arcane duelist class, a hybrid warrior and spellcaster. Arcane duelists excel at defending against magical attacks while assaulting opponents with spells and weapons. They tend to be independent adventurers motivated by personal goals. While proficient with weapons, their spellcasting ability is limited compared to full spellcasters. The class favors disciplines that combine martial combat training with limited magical ability.
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0% found this document useful (0 votes)
275 views7 pages

The Arcane Duelist - A Frontline Core Class

The document provides an overview of the arcane duelist class, a hybrid warrior and spellcaster. Arcane duelists excel at defending against magical attacks while assaulting opponents with spells and weapons. They tend to be independent adventurers motivated by personal goals. While proficient with weapons, their spellcasting ability is limited compared to full spellcasters. The class favors disciplines that combine martial combat training with limited magical ability.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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c

duelists to explore their gifts through duels and


The Arcane adventures.
The arcane duelist is ready for almost anything
Duelist he encounters. His combination of mundane
might and magical techniques makes him a for-
A Frontline Core Class by midable opponent. An arcane duelist excels at
protecting himself from magical attack while
David Caffee he assaults his opponent with spells and steel
Development and Publishing: Adventures: Arcane duelists can be
Malcolm Sheppard wandering mercenaries, seekers of hidden
treasure, or noble defenders of the oppressed.
© 2006 Malcolm Sheppard and Mob United Many arcane duelists are motivated by per-
Media. No part of this work may be repro- sonal vendettas or quests for glory. These ad-
duced, stored in a retrieval system or transmit- venturers have also earned the nickname
ted by any form or by any means, electronic, “Mage Killer” for their uncanny ability to stand
mechanical, photocopying, recording of other- up against traditional magic users.
wise without the written permission of the
copyright holders or under the terms of the Characteristics: The arcane duelist is
Open Game License. proficient with all simple and martial weapons
and can use them to great advantage. He (or
All of the text in this book is designated Open she) uses magic, though his spell casting ability
Game Content. is limited. Where the arcane duelist excels is at
Please let us know if you use this Open Con- defending against magical attacks and using a
tent. wand in combat.
Email [email protected] with the Alignment: Arcane duelists tend to be
details! hot-headed. They rely on personal discipline
and aren’t interested in abstract ethics. An ar-
http://www.mobunited.com cane duelist usually respects anyone who can
teach him or defeat him. Arcane duelists are a
fractious lot, but they all agree that it is best to
Straddling the world between the training conquer any limitations they encounter. Conse-
grounds of the professional soldier and the se- quently, it’s impossible to enter this class with
cluded schools of the spellcaster, the arcane a lawful alignments. Changing to a lawful
duelist is spell-wielding warrior. An arcane du- alignment later in the character’s career has no
elist is too free-spirited or multitalented to effect on the his or her powers.
study martial discipline or magical training ex-
clusively. Instead, he combines elements of Religion: The members of this class are
both to deadly effect. not known for their great piety, though there
are individual exceptions. Arcane duelists
Many arcane duelists are self-taught sword- worship deities associated with war, magic and
masters and mages, relying on personal genius luck with equal fervor. Of course, most arcane
to excel in a unique form of combined combat. duelists simply pray to the deity they have
Others are the products of special academies most need of at the moment.
devoted to the art of the wand and sword.
Some of these schools specialize in particular Background: Many arcane duelists are
weapons and spells; others encourage arcane mercenary swordsman and guards who have

2
chosen to dabble in offensive magic. A few Arcane Duelists in the Campaign World: An
are failed wizards who are driven to rougher arcane duelist is a highly specialized warrior.
careers by their unscholarly character. There Many wealthy and powerful people hire them
do exist a few informal schools of spell dueling as personal guards, confident in the duelist‘s
that have sprung up in various courts. Most ability to face both magic and physical attack.
often a noble patron will support such a school Cities that are home to a large number of spell-
in hopes of improving the quality of their casters may train a force of arcane duelists to
house guards. A dueling school is generally reinforce the city watch.
run by one or two experienced arcane duelists
with the more promising students helping to Game Rule
teach the rest.
There are only two established institu-
Information
tions that are dedicated exclusively to the art of Arcane duelists have the following game statis-
spell dueling. The Academy of Martize pro- tics.
vides cadets with a combination of basic spell
training and instruction in the use of Alignment: Any nonlawful.
longswords, battle axes and daggers. The Flay- Hit Die: d8
ens School of Arcane Combat utilizes a train-
ing regimen focused of the use of rapiers, Class Skills
scimitars, daggers and hand axes. Both schools The arcane duelist’s class skills (and the
employ fight masters and arcanists as well as key ability related to each spell) are Balance
full-fledged arcane duelists. Both schools (Dex), Climb (Str), Concentration (Con), Jump
maintain a policy of seeking the services of (Str), Ride (Dex), Spellcraft (Int).
skilled wand-crafters to stock their arsenals.
Races: Most arcane duelists are humans,
elves or half-elves. Dwarves and half-orcs Skill Points at 1st Level: (2+Intelligence modi-
may be drawn to this class as a way to gain fier) x 4.
magical prowess without sacrificing martial Skill Points at Each Additional Level: 2 + In-
skill. Halflings and gnomes rarely become ar- telligence modifier.
cane duelists, though the more militant mem-
bers of these races find that it suits them well. Class Features
If you use arcane duelists in your campaign,
they become a favored class for elves. Weapon and Armor Proficiency: An
arcane duelist is proficient with all simple and
Other Classes: Arcane duelists tend to martial weapons. Arcane duelists are profi-
get along well with everyone but each other. cient with light armor and bucklers. Note that
Boasting and competition can turn ugly be- armor check penalties for armor heavier than
tween members of rival schools. Arcane duel- leather applies to the skills Balance, Climb Es-
ists know enough about magic to make small cape Artist, Hide, Jump, Move Silently, Sleight
talk with wizards and they are always eager to of Hand and Tumble. Also, Swim checks suf-
grab a few pointers from the fighters and other fer a -1 penalty for every 5 pounds of armor or
martial classes. The non-lawful aspect of ar- equipment carried. Like any other arcane spell
cane duelists gives them personal appeal to caster, an arcane duelist can cast spells while
barbarians, bards and most rogues. wearing armor or using a shield but suffers a
chance of arcane spell failure if the spell in

3
question has a somatic component (most do). bonus item creation feat Craft Wand at 6th
level.
Spells: Arcane Duelists cast arcane spells
from a unique spell list. He is limited to a cer- Counter Cast: At 10th level, an arcane
tain number of spells of each spell level per duelist develops the ability to counter cast, us-
day, according to the table below. An arcane ing one spell to partially negate the effects of
duelist must prepare spells ahead of time by another. Once per round, if the arcane duelist
getting a good night’s sleep and spending 1 becomes the target of a spell that utilizes a spe-
hour studying his spell book. While studying, cific energy type (fire, cold, etc.), and he has
the arcane duelist decides what spells to pre- prepared a spell of the opposite energy type, he
pare. To learn, prepare, or cast a spell, an ar- can choose to cast this spell as a free action.
cane duelist must have an Intelligence score of The damage dealt by this counter-spell is sub-
10 + the spell’s level. An arcane duelist’s bo- tracted from the damage dealt by the first spell.
nus spells are based on Intelligence. The Diffi- If the spell allows a save for half damage, then
culty Class for saving throws against arcane the saving throw is resolved before the arcane
duelist spells is 10 + the spell’s level + the ar- duelist casts his counter spell. If the counter-
cane duelist’s Intelligence modifier. spell normally allows a saving throw then it
should be ignored.
Spellbooks: Arcane duelists must study
their spell books each day to prepare their Spell Parry: At 14th level, an arcane du-
spells. An arcane duelist cannot prepare any elist gains the supernatural ability to deflect
spell that is not recorded in his spell book. An spells with his blade. Whenever he is targeted
arcane duelist begins play with a spell book by a spell that allows a Reflex saving throw,
that has all 0-level arcane duelist spells re- the arcane duelist can choose to substitute an
corded inside. As he advances in level, an ar- attack roll at his highest base for his Reflex
cane duelist can learn any arcane duelist spell saving throw. If the attack roll beats the save
that is of a level that he can cast. DC, the effects of the spell are resolved as if
the arcane duelist has succeeded in his saving
Combat Casting: The arcane duelist
throw.
gains the bonus feat Combat Casting at 1st
level.
Spell and Blade: At 2nd level, an arcane
duelist learns how to use a wand and cast cer-
tain spells with one hand while still using the
other hand to strike with a weapon. Whenever
the arcane duelist uses a wand or casts a spell
that requires a touch attack, ranged touch at-
tack or attack roll, he may also make a single
melee attack roll. This attack is made at the
arcane duelist’s highest base, though a -2 pen-
alty does apply. The character cannot make
more than a 5 foot step in this round. Spells
cast during melee combat still require a Con-
centration check (DC 15) in order to cast de-
fensively and avoid provoking any attacks of
opportunity.
Craft Wand: Arcane duelists gain the
4
Enhancing Touch: An arcane duelist of 18th level or higher develops an innate ability to
channel magical energy into a weapon. From this point on, any normal or masterwork weapon
held by the arcane duelist gains a +1 enhancement bonus. Any weapon with an existing magical
enhancement bonus adds +1 to its bonus.

The Arcane Duelist Spells per Day


Level Base Attack Fort Ref Will Special 0 1 2 3 4 5
Bonus Sav Sav Sav
e e e

1 +1 +2 +0 +2 Combat 2 -- -- -- -- -
Casting -
2 +2 +3 +0 +3 Spell and 2 0 -- -- -- -
Steel -
3 +3 +3 +1 +3 3 1 -- -- -- -
-
4 +4 +4 +1 +4 3 1 0 -- -- -
-
5 +5 +4 +1 +4 3 2 1 -- -- -
-
6 +6/+1 +5 +2 +5 Craft Wand 3 2 2 -- -- -
-
7 +7/+2 +5 +2 +5 3 3 2 0 -- -
-
8 +8/+3 +6 +2 +6 3 3 3 1 -- -
-
9 +9/+4 +6 +3 +6 3 3 3 2 -- -
-
10 +10/+5 +7 +3 +7 Counter 3 3 3 2 -- -
Cast -
11 +11/+6/+1 +7 +3 +7 3 3 3 3 -- -
-
12 +12/+7/+2 +8 +4 +8 3 3 3 3 -- -
-
13 +13/+8/+3 +8 +4 +8 3 3 3 3 0 -
-
14 +14/+9/+4 +9 +4 +9 Spell Parry 3 3 3 3 1 -
-
15 +15/+10/+5 +9 +5 +9 4 3 3 3 2 -
-
16 +16/+11/+6/+1 +10 +5 +10 4 4 3 3 2 0

17 +17/+12/+7/+2 +10 +5 +10 4 4 4 3 3 1

18 +18/+13/+8/+3 +11 +6 +11 Enhancing 4 4 4 4 3 2


Touch
19 +19/+14/+9/+4 +11 +6 +11 4 4 4 4 4 3

20 +20/+15/+10/+5 +12 +6 +12 4 4 4 4 4 4

5
Arcane Duelist Spell 5th Level

List Cone of Cold


Mordenkainen’s Faithful Hound
Arcane duelists can use the following spells. Wall of Force
0 Level Wall of Iron
Wall of Stone
Daze
Flare
Disrupt Undead Favored Wands of the
Ray of Frost Arcane Duelist
Resistance
Wand of Frost (Ray of Frost)
1st Level
XP Cost: 0
Chill Touch
Mage Armor Raw Materials Cost: 0
Magic Missile
Ray of Enfeeblement
Wand of Disrupt Undead
Shield
Shocking Grasp XP Cost: 0
True Strike Raw Materials Cost: 0
2nd Level
Wand of Magic Missile
Flaming Sphere
Melf’s Acid Arrow XP Cost: caster level x 30 experience points
Protection from Arrows Raw Materials Cost: caster level x 375 gp.
Shatter
Ghoul Touch
Wand of Enfeeblement
3rd Level
(Ray of Enfeeblement)
Flame Arrow
Fireball XP Cost: caster level x 30 experience points
Lightning Bolt Raw Materials Cost: caster level x 375 gp.
Protection from Elements
Vampiric Touch
4th Level Wand of Flaming Sphere

Fire Shield XP Cost: caster level x 60 experience points


Minor Globe of Invunerability Raw Materials Cost: caster level x 750 gp.
Stoneskin
Wall of Fire
Wand of Acid Arrow (Melf’s Acid Arrow)
Wall of Ice
XP Cost: caster level x 60 experience points
Raw Materials Cost: caster level x 750 g
6
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