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D&D 3.5 - Complete Mage [OEF]

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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

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