Arcane Adept (Barbarian/Wizard)
(Original Concept by Trogdar)
Primary: Barbarian.
Secondary: Wizard.
Alignment: Any nonlawful.
Hit Dice: d8.
Bonus Skills and Ranks: The arcane adept selects three wizard skills to add to her class skills in addition to the normal barbarian class skills. The arcane adept gains a number of ranks at each level equal to +4 Int modifier.
Weapon and Armor Proficiency: The arcane adept is proficient with all simple and martial weapons. An arcane adept is not proficient with any types of armor or shields.
Spellcasting: An arcane adept casts arcane spells drawn from the arcane adept spell list. An arcane adept’s spell list consists of all spells from the Abjuration school plus three of the following schools of her choice: Conjuration, Divination, Enchantment, Illusion, and Transformation. An arcane adept must choose and prepare her spells ahead of time.
To learn, prepare, or cast a spell, the arcane adept must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arcane adept’s spell is 10 + the spell level + the arcane adept’s Intelligence modifier.
An arcane adept can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Arcane Adept. In addition, she receives bonus spells per day if she has a high Intelligence score.
An arcane adept may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcane adept decides which spells to prepare.
Cantrips: An arcane adept can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Arcane Adept under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spellbooks: An arcane adept must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in his spellbook except for read magic, which all arcane adepts can prepare from memory. An arcane adept begins play with a spellbook containing all 0-level arcane adept spells plus three 1st-level arcane adept spells of her choice. The arcane adept also selects a number of additional 1st-level arcane adept spells equal to her Intelligence modifier to add to her spellbook. At each new arcane adept level, she gains two new arcane adept spells of any spell level or levels that she can cast (based on her new arcane adept level) for her spellbook. At any time, an arcane adept can also add spells found in other spellbooks to her own.
An arcane adept can learn spells from a wizard’s spellbook, just as a wizard can from an arcane adept’s spellbook. The spells learned must be on the arcane adept spell list, as normal. An alchemist can learn formulae from an arcane adept’s spellbook, if the spells are also on the alchemist spell list. An arcane adept cannot learn spells from an alchemist.
Stratagem (Su): An arcane adept can call upon her combat training and tactical acumen, granting her additional combat prowess. Starting at 1st level, an arcane adept can use stratagem for a number of rounds per day equal to 4 + her Intelligence modifier. At each level after 1st, she can use stratagem for 2 additional rounds. Temporary increases to Intelligence, such as those gained from spells like fox’s cunning do not increase the total number of rounds that an arcane adept can use stratagem per day. An arcane adept can use stratagem as a free action. The total number of rounds of stratagem per day is renewed after resting to regain her daily allotment of spells.
While using stratagem, the arcane adept gains an insight bonus on all her attack rolls and her combat maneuver bonus equal to her Intelligence modifier. An arcane adept can end her stratagem as a free action and is staggered after her stratagem has ended for a number of rounds equal to the number of rounds spent in the stratagem. An arcane adept cannot use stratagem while staggered but can otherwise use stratagem multiple times during a single encounter or combat. If an arcane adept falls unconscious, her stratagem immediately ends. This ability replaces rage.
Force Armor (Sp): At 1st level, an arcane adept can surround himself in a tangible field of force. This ability is similar to the mage armor spell and grants a +4 armor bonus to AC. This ability is specially designed to stack with bracers of armor and all other items (ring of protection), spells (shield), or effects that grant any bonus to Armor Class other than an armor bonus. This ability does not stack with the mage armor spell or any types of armor, magical or mundane. This ability replaces light armor proficiency, medium armor proficiency, and shield proficiency.
Battle Style Feats: At 1st level, an arcane adept selects one battle style to pursue. The arcane adept's expertise manifests in the form of bonus feats at 1st, 5th, 9th, 13th, and 17th level. She can choose feats from her selected battle style, even if she does not have the normal prerequisites. The benefits of the arcane adept's chosen style feats apply only when she wears no armor. She loses all benefits of her battle style feats when wearing any armor. Once an arcane adept selects a battle style, it cannot be changed.
An arcane adept can choose from the following battle styles.
Cunning Warrior: If the arcane adept selects cunning warrior style, she can choose from the following list whenever she gains a battle style feat: Catch Off Guard, Combat Casting, Combat Expertise, Combat Patrol, Point Blank Shot, Precise Shot, Spell Focus, Spell Penetration, and Swift Aid.
At 5th level, she adds Bloody Assault, Clustered Shots, Disrupting Shot, Greater Spell Focus, Greater Spell Penetration, Improvised Weapon Mastery, Second Chance, Spell Specialization, Uncanny Concentration, and Wind stance to the list.
At 9th level, she adds Dazzling Assault, Greater Spell Specialization, Improved Second Chance, Lightning Stance, and Snap Shot to the list.
Mighty Warrior: If the arcane adept selects mighty warrior style, she can choose from the following list whenever she gains a battle style feat: Cleave, Power Attack, Point Blank Shot, Precise Shot, Rapid Shot, and Weapon Focus.
At 5th level, she adds Furious Focus, Great Cleave, and Vital Strike to the list.
At 9th level, she adds Dreadful carnage, Improved Vital Strike, and Improved Sunder to the list.
Nimble Warrior: If the arcane adept selects nimble warrior style, she can choose from the following list whenever she gains a battle style feat: Agile Maneuvers, Combat Expertise, Deadly Aim, Double Slice, Far Shot, Focused Shot, Point Blank Shot, Quick Draw, Precise Shot, Rapid Reload, Rapid Shot, and Two-Weapon Fighting.
At 5th level, she adds Crossbow Mastery, Improved Precise Shot, Improved Two-Weapon Fighting, Parting Shot, Point Blank Master, Manyshot, and Two-Weapon Defense to the list.
At 9th level, she adds Greater Two-Weapon Fighting, Pinpoint Targeting, Shot on the Run, and Two-Weapon Defense to the list.
This ability replaces fast movement, greater rage, damage reduction 1/—, indomitable will, and tireless rage.
Combat Exploits: As an arcane adept gains levels, she learns to use her stratagem in new ways. Starting at 2nd level, an arcane adept gains a combat exploit. She gains another combat exploit for every two levels of arcane adept attained after 2nd level. An arcane adept gains the benefits of combat exploits only while using stratagem, and some of these exploits require the arcane adept to take an action first. Unless otherwise noted, an arcane adept cannot select an individual combat exploit more than once.
Any arcane adept who meets the exploit’s prerequisites can select and use any of the following combat exploits.
Berserker Warrior (Ex): The arcane adept can rage as the barbarian class feature for a number of rounds per day equal to 1/2 her arcane adept level. She gains all the benefits and penalties of rage, including being fatigued once it has ended. While rage is in effect, or she is fatigued due to her ended rage, she cannot use her stratagem ability. The arcane adept must be at least 4th level to select this exploit.
Channeled Fortitude (Su): While using stratagem, the arcane adept gains an insight bonus to fortitude saves equal to her intelligence modifier. In addition the adept gains a number of temporary hit points equal to her hit die.
Enhance Force Armor (Sp): The arcane adept can increase the power of her force armor at the cost of her spells. An arcane adept can expend a prepared spell of 1st level or higher to increase the armor bonus of her force armor for 1 minute. For each level of the spell expended the armor bonus of her force armor increases by +1. For example, if a 7th level arcane adept expends a 3rd level spell, the armor bonus granted by her force armor increases by +3 for 1 minute.
Energy Blade (Su): The arcane adept can deal energy damage with her weapon attacks at the cost of her spells. As a swift action, the arcane adept expends a prepared spell and selects one of the following energy types: acid, cold, electricity, or fire. For a number of rounds equal to her Intelligence modifier, the arcane adept deals an additional amount of damage of that energy type with her weapon equal to 1d6 for each level of the spell expended.
At 11th level, as a standard action, the arcane adept can choose to make a single attack using her highest attack bonus instead of her normal attacks. If this attack is successful, she deals the normal energy damage and produces one of the following additional effects, depending upon the energy type selected.
Acid: After the initial attack, the energy lingers. At the beginning of the arcane adept’s next turn, the target takes an additional amount of acid damage equal to the initial energy damage.
Cold: After the initial attack, the target is chilled to the bone. The target must make a Fortitude saving throw (DC 10 + the expended spell’s level + her intelligence modifier). If the target fails, he is subject to a slow spell for a number of rounds equal to the arcane adept’s Intelligence modifier.
Electricity: After the initial attack, electricity arcs to a number of secondary targets equal to the arcane adept’s Intelligence modifier. These secondary strikes deal as much energy damage to each target as the initial attack. Each target can attempt a Reflex saving throw for half damage. The Reflex DC to halve the damage of the secondary strikes is equal to 10 + the expended spell’s level + her intelligence modifier. The arcane adept chooses the secondary targets as she would like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. An arcane adept can choose to affect fewer secondary targets than the maximum.
Fire: After the initial attack, flame erupts from the target. At the beginning of the arcane adept’s next turn, fire erupts from the target in a 10-foot radius burst. Any creature (including the target) caught within the burst takes an amount of fire damage equal to the initial energy damage. Each creature can make a Reflex saving throw (DC 10 + the expended spell’s level + her intelligence modifier) for half damage.
Greater Weapon Enhancement (Su): As a swift action, the arcane adept can expend a prepared spell of 5th level or higher to gain one of the following weapon properties for 1 minute: brilliant energy. At 19th level, an arcane adept can expend a 6th level spell to gain the following weapon properties: vorpal. The arcane adept must have the weapon enhancement exploit and be at least 16th level to select this exploit.
Lesser Weapon Enhancement (Su): As a swift action, the arcane adept can expend a prepared spell of 1st level or higher to gain one of the following weapon properties for 1 minute: corrosive, cunning, distance, flaming, frost, keen, shock, throwing, thundering. At 7th level, an arcane adept can expend a 2nd level spell or higher to gain the following weapon properties: bane, defending, dispelling, endless ammunition, ghost touch, returning, seeking. The arcane adept can expend additional prepared spells to gain multiple weapon properties simultaneously, but she can only expend one such spell per round. For example, an arcane adept can expend a 2nd level spell to gain the ghost touch weapon property and then expend a 1st level spell on her next turn to gain the flaming weapon property. In such cases, the duration of a granted weapon property is calculated from the round it is granted. The arcane adept must be at least 4th level to select this exploit.
Metalline Weapon (Su): The arcane adept’s weapons are considered to be crafted from special materials. At 4th level, an arcane adept’s weapons are treated as silver weapons for the purpose of overcoming damage reduction. At 7th level, her weapons are also treated as cold iron for the purpose of overcoming damage reduction. At 16th level, her weapons are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. The arcane adept must be at least 4th level to select this exploit.
Spectral Barrage (Su): The arcane adept can conjure a barrage of duplicate spectral missiles to strike her chosen target. As a swift action with a ranged or thrown weapon in hand (a bow, crossbow, throwing dagger, etc.), the arcane adept can expend a prepared spell. As a standard action, the arcane adept makes a ranged attack roll against her opponent, plus a number of additional ranged attack rolls equal to her Intelligence modifier. A spectral barrage missile has the same range, damage dice, enhancement bonuses, and weapon properties as the original ranged weapon (or ammunition). The arcane adept adds her Intelligence modifier to all damage rolls made with her spectral barrage instead of her Strength modifier (if any). This exploit lasts for a number of rounds equal to the level of the expended spell.
Tactical Warrior (Ex): The arcane adept focuses on either cunning or speed to win her battles. She chooses Dexterity or Intelligence. Once chosen, it cannot be changed. Whenever she deals damage with a melee or ranged weapon, the arcane adept adds either her Dexterity or Intelligence bonus to her weapon damage, instead of her Strength.
Weapon Enhancement (Su): As a swift action, the arcane adept can expend a prepared spell of 3rd level or higher to gain one of the following weapon properties for 1 minute: anarchic, corrosive burst, dispelling burst, flaming burst, holy, impact, unholy, wounding. At 13th level, the arcane adept can expend a 4th level spell or higher to gain the following weapon properties: nimble shot, nullifying, speed, spell stealing. The arcane adept must have the lesser weapon enhancement exploit and be at least 10th level to select this exploit.
An arcane adept can also select any rage power whose prerequisites she meets as a combat exploit, except for the following: animal fury, armor ripper, auspicious mark, boar’s charge, body bludgeon, disemboweling tusks, energy eruption, ferocious beast, ferocious beat (greater), ferocious mount, ferocious mount (greater), primal scent, roused anger, scent, spirit steed, and all totem rage powers. This ability replaces rage powers.
Mighty Wizardry: Beginning at 3rd level, an arcane adept gains the ability to cast additional spells. She can cast two additional cantrips each day. At 6th level, an arcane adept can choose one 1st–level spell that she can cast. Every three levels thereafter (9th, 12th, and so on), she can chose one spell of each subsequent spell level that she can cast, up to a 6th–level spell at 18th level. These spells are known as her intuitive spells. An arcane adept can cast each intuitive spell once per day without preparing it or using up a spell slot.
For example, a 12th level arcane adept, can choose a 1st, 2nd, and 3rd level spell as her intuitive spells. She chooses shield, acid arrow, and haste. She can now cast each of these spells without preparing it ahead of time once per day. Once an arcane adept chooses an intuitive spell, she cannot change it. These spells cannot be modified by metamagic feats or abilities. These intuitive spells must be from her spell list and are otherwise treated exactly like any other spell the arcane adept casts. This ability replaces traps sense and mighty rage.
Armor Reduction (Ex): At 7th level, an arcane adept gains damage reduction while her force armor is active. Subtract 1 from the damage the arcane adept takes each time she is dealt damage from a weapon or a natural attack while she is using her force armor ability. At 11th level, and every four arcane adept levels thereafter (15th and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. This ability otherwise functions as and replaces damage reduction 2/—, damage reduction 3/—, damage reduction 4/—, and damage reduction 5/—.
Table: Arcane Adept