Deepsteel Champion (Orog, Fighter Archetype)

Most orogs are battle-hungry and bloodthirsty, preferring combat to other pastimes. However, their magical nature has bred a unique breed of heavily armed and armored warriors that employ war and metal-related magic alongside their weapon prowess. The deepsteel champions, wielding heavy weapons and magic, are a true force to reckon with. Class FeaturesThe deepsteel champion has the following class features. Steel Magic Training (Ex)

A deepsteel champion is trained in the basics of arcane magic as well as combat and adds Bluff (Cha), Fly (Dex), Knowledge (arcane) (Int), Spellcraft (Int), and Use Magical Device (Cha) to his list of class skills. In addition, a deepsteel champion can cast deepsteel champion spells while wearing heavy, light, or medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a deepsteel champion using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass deepsteel champion still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Mental Fortitude (Ex)

At 2nd level, a deepsteel champion gains a +1 bonus on Will saves against fear and compulsion spells and effects. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level). This ability replaces bravery.

Tremor (Sp)

At 2nd level, as a standard action, a deepsteel champion can cause the ground to shake beneath a single creature within 30 feet, functioning as a trip maneuver using his deepsteel champion level plus his Charisma modifier in place of his CMB. A deepsteel champion can use this ability a number of times per day equal to 3 + his Charisma modifier. This ability replaces the bonus feat gained at 2nd level.

Overhand Chop (Ex)

At 3rd level, when a deepsteel champion makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. This ability replaces armor training 1.

Spellcasting

Beginning at 4th level, a deepsteel champion gains the ability to cast a small number of arcane spells which are drawn from the deepsteel champion spell list. A deepsteel champion can cast any spell he knows without preparing it ahead of time.

To learn or cast a spell, a deepsteel champion must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a deepsteel champion’s spell is 10 + the spell level + the deepsteel champion’s Charisma modifier.

Like other spellcasters, a deepsteel champion can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Deepsteel Champion. In addition, he receives bonus spells per day if he has a high Charisma score.

A deepsteel champion’s selection of spells is extremely limited. At 4th level, a deepsteel champion begins play knowing two 1st-level spells of his choice. At each new deepsteel