D&D 3.5 - Complete Mage [OEF]
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
CHAPTER 3<br />
PRESTIGE<br />
CLASSES<br />
50<br />
War Weaver (Heroes of Battle): This arcane spellcaster<br />
links her allies together in an eldritch tapestry, allowing<br />
her spells to affect extra targets or to have a greater range<br />
than normal.<br />
ABJURANT CHAMPION<br />
“The true warrior disdains no weapon, no tool, that might win h<br />
im the day on the field of battle. And what is magic but another<br />
weapon hanging at your side, ready to be drawn and wielded when<br />
the need arises?”<br />
—Caspian LaMont,<br />
Guard-Captain of the Knights Ascendant<br />
While the eldritch knight (DMG 187) strives to balance his<br />
mystical and martial prowess, and the spellsword (<strong>Complete</strong><br />
Warrior) uses weapons to channel his spells, the abjurant<br />
champion focuses his arcane abilities both to augment his<br />
personal defense and to hinder enemy spellcasters. Perfectly<br />
suited for martial stalwarts who dabble in magic, this class<br />
offers characters the ability to improve their combat skills<br />
in ways neither soldiers nor spellcasters can.<br />
BECOMING AN<br />
ABJURANT CHAMPION<br />
Fighter/wizard and paladin/sorcerer are both common paths<br />
taken to become an abjurant champion, but given the requirements,<br />
any martial-oriented character can qualify by taking<br />
a single level of an arcane spellcasting class, from bard to wu<br />
jen. Single-classed hexblades (<strong>Complete</strong> Warrior) or duskblades<br />
(Player's Handbook II) can qualify but usually lack the abjuration<br />
spells that make this combination function best.<br />
ENTRY REQUIREMENTS<br />
Base Attack Bonus: +5.<br />
Feat: Combat Casting.<br />
Spellcasting: Must be able to cast 1st-level arcane spells,<br />
including at least one abjuration spell.<br />
Special: Must be proficient with at least one martial weapon.<br />
CLASS FEATURES<br />
As an abjurant champion, your abilities are focused on melding<br />
arcane defenses and martial offense into a deadly alloy, a<br />
fierce combination of techniques that allow you to overpower<br />
or outlast your foes. You are also skilled in utilizing your<br />
abilities separately, casting spells or wielding weapons as<br />
other classes do.<br />
Spellcasting: At each level, you gain new spells per day<br />
and an increase in caster level (and spells known, if applicable)<br />
as if you had also gained a level in an arcane spellcasting class<br />
to which you belonged before adding the prestige class level.<br />
You do not, however, gain any other benefit a character of that<br />
class would have gained. If you had more than one arcane<br />
spellcasting class before becoming an abjurant champion, you<br />
must decide to which class to add each level for the purpose of<br />
determining spells per day, caster level, and spells known.<br />
Abjurant Armor (Su): Any time you cast an abjuration<br />
spell that grants you an armor bonus or shield bonus to AC,<br />
you can increase the value of the bonus by your abjurant<br />
champion class level. Abjurant champions rely on mage armor,<br />
shield, and similar spells instead of actual armor.<br />
Extended Abjuration (Su): You depend on your abjuration<br />
spells to protect you in combat. Double the duration of<br />
abjuration spells you cast, as if you had applied the Extend<br />
Spell feat to them (but without any change in level or casting<br />
time).<br />
Swift Abjuration (Su): Beginning at 2nd level, you can<br />
cast abjuration spells as a swift action, as if you had applied<br />
the Quicken Spell feat to them (but without any change in<br />
level). The maximum level of spell you can quicken in this<br />
way is equal to 1/2 your class level (rounded up).<br />
Arcane Boost (Su): Beginning at 4th level, you gain the<br />
ability to burn arcane energy to empower your martial abilities.<br />
As a swift action, you can spend one of your uncast spells<br />
or spell slots to grant yourself one of the following insight<br />
bonuses for 1 round.<br />
• Bonus on attack rolls equal to the spell's level.<br />
• Bonus on weapon damage rolls equal to twice the spell's<br />
level.<br />
• Bonus to AC equal to the spell's level.<br />
• Bonus on saving throws equal to the spell's level.<br />
• Resistance to acid, cold, electricity, fire, and sonic equal to<br />
5 × the spell's level.<br />
Martial Arcanist (Ex): At 5th level, you master the art<br />
of combining your militant and mystical training. From<br />
this point on, your caster level in a chosen arcane spellcasting<br />
class is equal to your base attack bonus (unless it would<br />
otherwise be higher). For example, a 7th-level fighter/1st-level<br />
wizard/5th-level abjurant champion has a base attack bonus of<br />
+12 (and thus a caster level of 12th). You can apply this benefit<br />
to only one arcane class to which you have added spellcasting<br />
levels by your advancement as an abjurant champion.<br />
PLAYING AN ABJURANT CHAMPION<br />
You are a student of warfare and combat in all its forms. You<br />
seek to master the skills of the warrior but also to understand<br />
arcane magic, attempting to create a perfect fusion of the two<br />
seemingly disparate arts. You are pragmatic and practical,<br />
determined to achieve victory. This doesn't necessarily mean<br />
that you fight without honor, merely that you are willing to<br />
make use of every tool at your disposal. You respect those<br />
who master either martial or mystical disciplines, but believe<br />
that they are shortsighted in their failure to understand that<br />
the two are complementary, not opposed.<br />
If you are still a member of the order that trained you, you<br />
can count on regular opportunities for combat, adventure,<br />
and potentially lucrative assignments. On the other hand,<br />
you'll be giving up some degree of personal freedom, since<br />
you are expected to answer when the organization calls.<br />
Combat<br />
You are a straightforward combatant in battle. Although you<br />
might well be capable of casting offensive spells and should<br />
certainly do so when the situation calls for it, you are best