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Aegis Lancer (Cavalier/Wizard)

Fluff description goes here.
(Original Concept by Raiderrpg)

Primary Class: Cavalier.
Secondary Class: Wizard.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The aegis lancer may select three wizard skills to add to his class skills in addition to the normal cavalier class skills, one of which must be Spellcraft. The aegis lancer gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The aegis lancer is proficient with all simple and martial weapons, with light armor, medium armor, and with shields (except for tower shields).

Aegis Arcanum (Sp): Beginning at 1st level, an aegis lancer can cast a small number of arcane spells as a spell-like ability. The aegis lancer must select an arcane school, but gains no school powers and chooses no opposition schools. An aegis lancer’s selection of aegis arcanum spells is limited to those from his arcane school. An aegis lancer can cast arcane mark, detect magic, or prestidigitation a number of times per day equal to 3 + his Intelligence modifier. In addition, an aegis lancer may select one 1st–level spell from his arcane school as his 1st–level arcanum.

At 5th level, an aegis lancer may select one 2nd–level spell from his arcane school as his 2nd–level arcanum.

At 6th level, and at every even-numbered aegis lancer level after that (8th, 10th, and so on), an aegis lancer can choose to learn a new aegis arcanum spell in place of one he already knows. In effect, the aegis lancer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and must be from his arcane school. An aegis lancer may swap only a single spell at any given level.

At 9th level, an aegis lancer may select one 3rd–level spell from his arcane school as his 3rd level arcanum.

At 13th level, an aegis lancer may select one 4th–level spell from his arcane school as his 4th level arcanum.

At 17th level, an aegis lancer may select one 5th–level spell from his arcane school as his 5th level arcanum.

When casting a 1st–, 2nd–, or 3rd–level arcanum spell, the aegis lancer expends one daily use of his aegis arcanum ability, while casting a 4th– or 5th–level arcanum spells expends two daily uses of his aegis arcanum ability. An aegis lancer can use his 1st–level or higher aegis arcanum a number of times per day equal to 1/2 his aegis lancer level. An aegis lancer has a caster level equal to his aegis lancer level. This ability replaces tactician, banner, greater tactician, greater banner, and master tactician.

Aegis Lance (Su): At 1st level, an aegis lancer can, as a swift action, imbue any lance, spear, or longspear he is wielding with force energy until the end of his next turn. Whenever the aegis lancer makes a successful attack with this weapon, it deals an additional amount of force damage equal to his Intelligence modifier. The aegis lancer can use this ability a number of times per day equal to 3 + his Intelligence modifier. This ability replaces challenge 1/day.

Arcane Order: At 1st level, an aegis lancer must select one of the arcane orders listed in the New Orders section. An arcane order is similar to the order of a cavalier, but has an arcane focus and is based on one of the schools of magic. This ability otherwise functions as and replaces order.

Challenge (Ex): This is exactly like the cavalier’s challenge ability, except that the aegis lancer can use it once per day at 1st level, and an additional time per day every six levels thereafter, to a maximum of 4/day at 19th level.

Bulwark (Su): At 3rd level, the aegis lancer can protect his allies by employing a mystical ward a number of times per day equal to 3 + his Intelligence modifier. This ward grants any ally (including the aegis lancer) a +1 resistance bonus to any saves against spells or spell-like effects. Bulwark has a 10–foot radius emanation centered on the aegis lancer, and lasts for a number of rounds equal to 1/2 his aegis lancer level. This ability replaces cavalier’s charge.

Mount (Ex): This is exactly like the cavalier ability of the same name, except that aegis lancer’s effective druid level is equal to his aegis lancer level –3. This ability otherwise functions as and replaces mount.

Mystic Studies (Ex): At 4th level, an aegis lancer can use magical wands, staffs, and arcane scrolls as a wizard with a caster level equal to 1/2 his aegis lancer level (minimum 1). He also takes a –4 penalty on Spellcraft checks related to spells. This ability replaces expert trainer.

Mystic Strike (Ex): At 6th level, the aegis lancer gains the Disruptive feat as a bonus feat, even if he does not meet the requirements. At 12th level, the aegis lancer gains the Spellbreaker feat as a bonus feat, even if he does not meet the requirements. At 18th level, the aegis lancer gains the Teleport Tactician feat as a bonus feat, even if he does not meet the requirements. This ability replaces bonus feat at 6th, 12th, and 18th level.

Improved Bulwark (Su): At 10th level, the aegis lancer’s bulwark grants a +2 resistance bonus to any saves against spells or spell-like effects. This ability replaces mighty charge.

Intermediate Studies (Ex): At 11th level, the aegis lancer can use magical wands, staffs, and arcane scrolls as a wizard with a caster level equal to his aegis lancer level –3 (minimum 1), and only takes a –2 penalty on Spellcraft checks related to spells. This ability replaces challenge 4/day.

Greater Bulwark (Su): At 14th level, the aegis lancer’s bulwark’s emanation increases to a 15–foot emanation and grants a +3 resistance bonus to any saves against spells or spell-like effects. This ability replaces challenge 6/day.

Advanced Studies (Ex): At 16th level, the aegis lancer can use magical wands, staffs, and arcane scrolls as a wizard with a caster level equal to his aegis lancer level (minimum 1), and no longer takes any penalty on Spellcraft checks related to spells. This ability replaces demanding challenge.

Supreme Bulwark (Su): At 20th level, the aegis lancer’s bulwark’s emanation increases to a 20–foot emanation and grants a +6 resistance bonus to any saves against spells or spell-like effects. This ability replaces supreme charge.


Table: Aegis Lancer
Class
Base
Fort
Ref
Will

Level
Attack Bonus
Save
Save
Save
Special
1st
+0
+2
+0
+2
Aegis arcanum (1st), aegis lance, arcane order, challenge 1/day
2nd
+1
+3
+0
+3
Order ability
3rd
+2
+3
+1
+3
Bulwark
4th
+3
+4
+1
+4
Mount, mystic studies
5th
+3
+4
+1
+4
Aegis arcanum (2nd)
6th
+4
+5
+2
+5
Mystic strike (Disruptive)
7th
+5
+5
+2
+5
Challenge 2/day
8th
+6/+1
+6
+2
+6
Order ability
9th
+6/+1
+6
+3
+6
Aegis arcanum (3rd)
10th
+7/+2
+7
+3
+7
Improved bulwark
11th
+8/+3
+7
+3
+7
Intermediate studies
12th
+9/+4
+8
+4
+8
Mystic strike (Spellbreaker)
13th
+9/+4
+8
+4
+8
Aegis arcanum (4th), challenge 3/day
14th
+10/+5
+9
+4
+9
Greater bulwark
15th
+11/+6/+1
+9
+5
+9
Order ability
16th
+12/+7/+2
+10
+5
+10
Advanced studies
17th
+12/+7/+2
+10
+5
+10
Aegis arcanum (5th)
18th
+13/+8/+3
+11
+6
+11
Mystic strike (Teleport Tactician)
19th
+14/+9/+4
+11
+6
+11
Challenge 4/day
20th
+15/+10/+5
+12
+6
+12
Supreme bulwark
This content was created by the MultiClass Productions fan group.


Primary Class: Ranger.

Secondary Class: Fighter.

Alignment: Any.

Hit Dice: d10.

Bonus Skills and Ranks: The apex warrior may select three fighter skills to add to his class skills in addition to the normal ranger class skills. The apex warrior gains a number of ranks at each level equal to 4 + Int modifier.

Table: Apex Warrior

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Aspect trait, species affinity, track
2nd +2 +3 +3 +0 Combat style feat
3rd +3 +3 +3 +1 1st favored terrain, apex power, Endurance
4th +4 +4 +4 +1 Affinity trait, hunter's bond
5th +5 +4 +4 +1 Greater species affinity
6th +6/+1 +5 +5 +2 Apex power, combat style feat
7th +7/+2 +5 +5 +2 Woodland stride
8th +8/+3 +6 +6 +2 2nd favored terrain, affinity trait, swift tracker
9th +9/+4 +6 +6 +3 Apex power
10th +10/+5 +7 +7 +3 Combat style feat
11th +11/+6/+1 +7 +7 +3 Quarry
12th +12/+7/+2 +8 +8 +4 Advanced power, affinity trait, apex power, camouflage
13th +13/+8/+3 +8 +8 +4 3rd favored terrain
14th +14/+9/+4 +9 +9 +4 Combat style feat
15th +15/+10/+5 +9 +9 +5 Apex power
16th +16/+11/+6/+1 +10 +10 +5 Affinity trait
17th +17/+12/+7/+2 +10 +10 +5 Hide in plain sight
18th +18/+3/+8/+3 +11 +11 +6 4th favored terrain, apex power, combat style feat
19th +19/+14/+9/+4 +11 +11 +6 Improved quarry
20th +20/+15/+10/+5 +12 +12 +6 Affinity trait, master hunter

Weapon and Armor Proficiency

The apex warrior is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields). If the apex warrior selects the ursine species affinity, he is also proficient with heavy armor.

Affinity Traits (Ex)

An apex warrior exhibits the traits of his species affinity. At 1st level, and again at 4th level and every four levels thereafter, an apex warrior can select one trait according to his chosen affinity (see  Species Affinities). Affinity traits can only be used while wearing medium armor or lighter. This ability replaces favored enemy and improved evasion.

Species Affinity (Ex/Sp)

At 1st level, an apex warrior must choose a species affinity. Once chosen, it cannot be changed. He gains a +2 circumstance bonus on Handle Animal and wild empathy checks with animals of his species affinity, and he can communicate with them as if using a continual speak with animals spell-like ability. This ability otherwise functions as and replaces wild empathy.

Combat Style Feats

This is exactly like the ranger’s ability of the same name, except that the apex warrior must select either the Natural Weapon style below or a combat styles listed in his species affinity. This ability otherwise functions as and replaces combat style feats.

Natural Weapon Style: If the apex warrior selects natural weapon style, he can choose from the following list whenever he gains a combat style feat: Aspect of the Beast, Improved Natural Weapon#, Rending Claws*, and Weapon Focus. At 6th level, he adds Eldritch Claws and Vital Strike to the list. At 10th level, he adds Multiattack# and Improved Vital Strike to the list. (*Advanced Player’s Guide, #Bestiary)

Apex Powers (Su)

At 3rd level, and every three levels thereafter, apex warrior may select one apex power according to his  species affinity  Apex powers (or advanced powers) can only be used while wearing medium armor or lighter. This ability and advanced powers replace the ranger’s spellcasting ability.

Hunter's Bond (Ex)

This is exactly like the ranger ability of the same name, except that an apex warrior must choose the animal companion bond. He must select a bear (ursine affinity), a cheetah, leopard, lion or tiger (feline affinity), or a dog, hyena, or wolf (canine affinity) as his animal companion, according to his species affinity.

Greater Species Affinity (Ex)

At 5th level, an apex warrior gains a +2 insight bonus on wild empathy checks with animals of his species affinity, and he may use wild empathy to duplicate an Intimidate check rather than a Diplomacy check. In addition, he can influence lycanthropes and magical beasts related to his species affinity with wild empathy, if their Intelligence score is 1 or 2, or they do not possess an Intelligence score. For example, an apex warrior with the canine affinity could influence a werewolf or a blink dog with this ability. Once the apex warrior chooses the type of creature, it cannot be changed. This ability replaces evasion.

Advanced Powers

At 12th level, and every three levels thereafter, an apex warrior can choose an advanced power in place of an apex power, according to his  species affinity.