Magnetic Warrior (3.5e Prestige Class)

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Magnetic Warrior

Magnetic Warrior

Attractive? You could say that.
—Aileri, Human Magnetic Warrior

Magnetic Warriors uses magic to control the magnetic fields of objects, causing them to levitate. Using a magical technique to manipulate the intangible magnetism of her Magnetic Blades, she can levitate the blades with the finesse of a brush stroke. Magnetic Warriors, nicknamed "Lodeswords", dance across the battlefield, using their unique technique to skewer multiple opponents with the elegance and swiftness of a hummingbird.

Becoming a Magnetic Warrior

Aspiring Magnetic Warriors usually have their initial interest sparked after discovering lodestone in nature and discover how to manipulate its magnetic field. Often Lodeswords develop their abilities on their own through trial and error. Through practice and a cursory understanding of physics, the Magnetic Warrior 's abilities increase in complexity and strength. Arcane caster's that like to mix some melee combat into their spell rotations will enjoy this class.

Entry Requirements
Base Attack Bonus: +2
Skills: Spellcraft 4 ranks, Knowledge (Alchemy) 8 ranks
Feats: Combat Casting
Spellcasting: Ability to cast Mage Hand and Levitate and any level 3 spell.
Special: Must possess 30g worth of Lodestone.
Table: The Magnetic Warrior

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Flux Special Spellcasting
FortRefWill
1st+0+0+0+21 Flux, Lodestone Gloves, Magnetic Blades I -
2nd+1+0+0+32 Magnetic Surge 2/day, Guardian Shield +1 level of existing arcane spellcasting class
3rd+1+1+1+32 Dissonance -
4th+2+1+1+43 Magnetic Blades II, Magnetic Surge 4/day +1 level of existing arcane spellcasting class
5th+2+1+1+43 -
6th+3+2+2+54 Improved Dissonance, Magnetic Surge 6/day +1 level of existing arcane spellcasting class
7th+3+2+2+55 Magnetic Blades III -
8th+4+2+2+66 Magnetic Surge 8/day, Improved Guardian Shield +1 level of existing arcane spellcasting class
9th+4+3+3+67 -
10th+5+3+3+78 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

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 Warrior's magnetic control, it is used to determine the range and power of her abilities. Her Flux has a maximum possible score of 1 plus her Intelligence modifier.

Lodestone Gloves (Sp): Magnetic Warriors can magically manipulate the gravitational field of metal objects using her focus, Lodestone Gloves. It takes one day to craft a pair of lodestone gloves using 150gp of materials and 30gp of lodestones and a Craft(Alchemy) check DC 18.

  • These gloves provide a focus for the user's magnetic powers, and if they are lost or destroyed she cannot use any of her class abilities until she replaces them. The Lodestone Gloves are considered masterwork quality gauntlets and can be enhanced like two normal weapons. Any enhancements on the right glove are shared by her first and second Magnetic Blades. Any enhancements on the left glove are shared by her third and fourth Magnetic Blades.
  • She gains a modified form of the spell Mage Hand as a spell-like ability she can use at will on any iron, steel, mithral or adamantine object. She may target a number of objects equal to Flux. As a move action, she can propel the objects 15 feet each in any direction within her range. 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 + 5ft per Flux.

Magnetic Blades (Su): A Magnetic Warrior's primary offensive ability comes from her lodestone swords. At level 1, a Magnetic Warrior permanently dismisses all familiars gained from spellcasting classes. Instead, the Magnetic Warrior can now summon or dismiss as a swift action a number of Magnetic Blades laced with lodestone, which she controls using her Lodestone Gloves. As a move action, she can move any number of Magnetic Blades each up to 15ft in any direction, as long as the Blade is within range (25ft + 5ft per Flux). As a standard action, the Magnetic Warrior can make an attack with each blade. Each blade is deals 1d8 magic damage + 1 damage per Flux. Her caster level is substituted for her Base Attack Bonus and her Flux is used instead of strength for the attack roll. Each blade occupies a 5x5 square, but any number of blades can occupy one square. The blades have a reach of 5ft but do not threaten any adjacent squares and cannot perform Attacks of Opportunity. At level 4, she can summon a second Magnetic Blade. At level 7, she can summon a third Magnetic Blade. At level 10, she can summon a fourth Magnetic Blade.

Magnetic Surge (Su): At level 2, a Magnetic Warrior gains a Surge ability which she can use a certain number of times per day. As a full-round action a Magnetic Warrior can recall all of her blades to her and charge forward at minimum 20ft and at maximum her base movement speed. If she ends her charge adjacent to an opponent, she may make an attack and deal damage to the opponent equal to 1d6 per Flux. She may attack multiple adjacent 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. This ability does not provoke an attack of opportunity, and as long as she ends on an unoccupied space she may move through occupied squares with no consequences. If she drops a foe below 0 hit points with a Magnetic Surge, she gains an additional use.

Guardian Shield (Su): At level 2, a Magnetic Warrior can create an 5 inch ball of steel with a small lodestone core. As a swift action, she can transform the ball into a Guardian Shield, her primary defensive ability. The Guardian Shield is treated as a Steel Heavy Shield but without any Armor Check Penalty or Arcane Spell Failure Chance. It always occupies the same square as her.

Dissonance (Su): At level 3, a Magnetic Warrior may, as a Standard Action, make each Magnetic Blade spin in a whirlwind circle, slicing at adjacent opponents. Reflex Save DC (14 + Flux points) or take 1d8 damage per blade (Maximum 4d8 damage if all four blades hit the same target) and become slowed for 1d4 rounds. A successful save deals half damage (only one reflex save is needed for all blades that may hit the opponent) and the target is not slowed. This attack may only be used once every 1d4+2 rounds.

Improved Dissonance (Su): At level 6, the Magnetic Warrior may perform a Magnetic Surge immediately after using Dissonance. If she chooses not to do so, the Dissonance attack instead leaves a field of magnetism everywhere that both blades passed through. The field lasts for 3 rounds and applies a slow with no save to all opponents who pass through it, lasting for 1d4 rounds.

Improved Guardian Shield (Su): At level 8, a Magnetic Warrior improves the size of her Guardian Shield. The Magnetic Warrior's Guardian Shield is now treated as a Steel Tower Shield.

}} (Ex):

(Ps):

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(Su):

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Bonus Feats: .

The epic Magnetic Warrior gains a bonus feat (selected from the list of epic Magnetic Warrior feats) every levels after .

Epic Magnetic Warrior Bonus Feat List: -->

Ex-Magnetic Warriors


Playing a Magnetic Warrior

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:

Resources:

Magnetic Warriors in the World

That's a 'loded' question


NPC Reactions:

Magnetic Warrior Lore

Characters with ranks in 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.

DCResult
11.
16.
21.
26.

Magnetic Warrior in the Game

A fighter hits you with a sword, a wizard hits you with magic from afar. A Magnetic Warrior hits you with a sword by using magic from afar.
—Aileri, Human Magnetic Warrior


A Magnetic Warrior is a glass cannon wizard with a deathwish, throwing themselves into the midst of combat and slicing through opponents.

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: A Magnetic Warrior would make a good guardian for a boss monster. The Magnetic Warrior could assassinate the party's squishy PC Wizard at the beginning of combat, thus putting the party on the defense.

Aileri, Wizard 5, Magnetic Warrior 10
Size/Type: Medium Human
Hit Dice: 10d4+30 (55 hp)
Initiative: +7
Speed: 30 ft
Armor Class: 21 (+4 Guardian Shield, +4 Natural Armor, +3 Dexterity), touch 13, flat-footed 18
Base Attack/Grapple: +7/+7
Attack: +23 Magnetic Blade (1d8+13 +1d6 fire)
Full Attack: 2 +23 Magnetic Blade (1d8+13 +1d6 fire) and 2 +23 Magnetic Blade (1d8+13 +1d6 cold)
Space/Reach: 5 ft/5 ft
Special Attacks: Magnetic Surge (10d8), Dissonance
Special Qualities:
Saves: Fort +8, Ref +9, Will +7
Abilities: Str 10, Dex 16, Con 14, Int 16, Wis 10, Cha 10
Skills: Concentration +10, Craft (Alchemy) +10, Knowledge (Arcana) +10, Spellcraft +10
Feats: Improved Initiative, Combat Casting, Eschew Materials, Craft Magic Arms and Armor, Iron Will, Lightning Reflexes
Environment: Cities, Temples
Organization: Any
Challenge Rating: 13
Treasure: Normal, +5 lodestone left glove flaming, +5 lodestone right glove frost, +4 bracers of Natural Armor, Pearl of Power 4th Level, Bag of Holding Type III, candle of truth, 55,000gp
Alignment: Neutral
Advancement: By Character Class
Level Adjustment:

Combat

EL whatever:



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