Martial Mage (3.5e Prestige Class)

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Author: Eiji-kun (talk)
Date Created: 12-29-14
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A dual progressing class between spellcasting and martial maneuvers, designed for 7th to 20th level. 14 6 Moderate Good Poor Good Prepared Arcane Spellcasting Spontaneous Arcane Spellcasting Prepared Divine Spellcasting Spontaneous Divine Spellcasting Psionics Invocations Martial Maneuvers Full



Martial Mage[edit]

Arcsword!
—Robin, Human Martial Mage, The Smashing Tale of Brothers

You got martial maneuvers in my spellcasting!

You got spellcasting in my martial maneuvers!

Some just want the best of both worlds. Between magical prowess and martial maneuvers, it can be hard to choose. Sure, you can be a spellcaster who dabbles thanks to the way initiator level scales, but those willing to abandon their previous classes and dedicate themselves to the cause get the best of it. These are the martial mages.

Becoming a Martial Mage[edit]

Entry Requirements
Base Attack Bonus: +4.
Skills: Martial Lore 9 ranks, Psicraft 9 ranks (for psionics) or Spellcraft 9 ranks (for magic).
Feats: Combat Casting.
Spellcasting: Able to cast 2nd level spells.
Special: Able to use 2nd level maneuvers, including at least one supernatural maneuver.

Table: The Martial Mage

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting or Manifesting
Fort Ref Will
1st +0 +2 +0 +2 Improved Combat Casting, Spellblade (3rd), Somatic Weaponry, Strength of Spirit +1 level of existing initiator class/+1 level of existing spellcasting class or manifesting
2nd +1 +3 +0 +3 Magical Refresh 1 +1 level of existing initiator class/+1 level of existing spellcasting class or manifesting
3rd +2 +3 +1 +3 Spellblade (4th) +1 level of existing initiator class/+1 level of existing spellcasting class or manifesting
4th +3 +4 +1 +4 Bonus Feat +1 level of existing initiator class/+1 level of existing spellcasting class or manifesting
5th +3 +4 +1 +4 Perfect Combat Casting, Spellblade (5th) +1 level of existing initiator class/+1 level of existing spellcasting class or manifesting
6th +4 +5 +2 +5 Magical Refresh 2 +1 level of existing initiator class/+1 level of existing spellcasting class or manifesting
7th +5 +5 +2 +5 Spellblade (6th) +1 level of existing initiator class/+1 level of existing spellcasting class or manifesting
8th +6 +6 +2 +6 Bonus Feat +1 level of existing initiator class/+1 level of existing spellcasting class or manifesting
9th +6 +6 +3 +6 Spellblade (7th) +1 level of existing initiator class/+1 level of existing spellcasting class or manifesting
10th +7 +7 +3 +7 Runica +1 level of existing initiator class/+1 level of existing spellcasting class or manifesting
11th +8 +7 +3 +7 Spellblade (8th) +1 level of existing initiator class/+1 level of existing spellcasting class or manifesting
12th +9 +8 +4 +8 Bonus Feat +1 level of existing initiator class/+1 level of existing spellcasting class or manifesting
13th +9 +8 +4 +8 Spellblade (9th) +1 level of existing initiator class/+1 level of existing spellcasting class or manifesting
14th +10 +9 +4 +9 Expanded Runica +1 level of existing initiator class/+1 level of existing spellcasting class or manifesting

Class Skills (4 + Int modifier per level.
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Martial Lore (Int), Perform (Cha), Profession (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex).

Table: The Epic Martial Mage
Level Special
15th Spellblade (10th), +1 level of existing initiator class/+1 level of existing spellcasting class or manifesting
16th Bonus Feat, +1 level of existing initiator class/+1 level of existing spellcasting class or manifesting
17th Spellblade (11th), +1 level of existing initiator class/+1 level of existing spellcasting class or manifesting
18th +1 level of existing initiator class/+1 level of existing spellcasting class or manifesting
19th Spellblade (12th), +1 level of existing initiator class/+1 level of existing spellcasting class or manifesting
20th Bonus Feat, +1 level of existing initiator class/+1 level of existing spellcasting class or manifesting
21th Spellblade (13th), +1 level of existing initiator class/+1 level of existing spellcasting class or manifesting
22th +1 level of existing initiator class/+1 level of existing spellcasting class or manifesting
23th Spellblade (14th), +1 level of existing initiator class/+1 level of existing spellcasting class or manifesting
24th Bonus Feat, +1 level of existing initiator class/+1 level of existing spellcasting class or manifesting

Class Features[edit]

All of the following are class features of the Martial Mage.

Spellcasting: At each level, you gain an increase in initiator level and new maneuvers known, maneuvers readied, and stances known as if you had also gained a level in an initiator 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 initiator class before becoming a Martial Mage, you must decide to which class to add each level for the purpose of determining initiator level, maneuvers known, maneuvers readied, and stances known.

In addition, at every 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 spellcasting class before becoming a Martial Mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Improved Combat Casting (Ex): Martial Mages need to be able to cast reliably in the middle of combat. They gain their class level as a bonus on concentration checks for the purpose of casting spells (until supplanted by Perfect Combat Casting at 5th).

Spellblade (Su): The Martial Mage may hold any spell at bay on their weapon (or unarmed strike if not holding a weapon) as if they were holding a touch spell. This counts as holding a touch spell for the purposes of interacting with touch spells. At 1st level they can hold any spell they cast, or willingly cast at them, up to 3rd level at bay, and may activate it as a free action as part of an attack action. The spell need not target the subject they are attacking. At 3rd and every odd level beyond, the level of the spell they can hold increases by 1. In epic they can hold 10th level spells and beyond, such as spells modified by metamagic (but not epic spells themselves).

Somatic Weaponry (Ex): The Martial Mage can cast spells with somatic components, even if their hand is occupied by a weapon or shield. They can also handle and use material and focus components, which are consumed or activated from their storage.

Strength of Spirit: The Martial Mage may use the ability score tied to their spellcasting to fuel all of their maneuvers as well. Thus a sorcerer (who uses Charisma) may use Charisma on the save DC for colossus strike (normally a Strength based DC).

Magical Refresh (Ex): The 2nd level Martial Mage can expend a spell slot to refresh a maneuver of equal or lesser level than the spell slot used as a swift action.

At 6th level, they can reverse this process to recover spell slots, expending a maneuver to restore a spell slot of equal or lesser level. However, doing this "burns out" the maneuver, reducing the number of maneuvers readied by 1 each time. This burn out is restored to normal after 8 hours of rest.

Bonus Feats: The Martial Mage gains a bonus feat at 4th level and every four levels beyond (8th, 12th, etc). They may select any metamagic or fighter bonus feat. They must qualify for the feat as normal.

Perfect Combat Casting (Ex): When you've cast for so long in the face of danger, you eventually don't even think about it anymore. The 5th level Martial Mage never provokes attacks of opportunity for casting a spell.

Runica (Su): At 10th level, the Martial Mage can draw in spells into their spellblade class feature which are hostile. As an immediate action, they may make an opposed caster level check against any spell which is aimed or targeted at them (but not area effects or multi-target spells). If they meet or beat the opponent, the spell is absorbed into their spellblade class feature and may be used immediately or held onto.

If they ready an action, they can choose to try to absorb any spell whose line of effect passes within their reach, regardless if it is aimed at them or single target.

If the spell is a higher level than their spellblade allows them to hold, the spell is negated but not stored.

Expanded Runica (Su): At 14th level, the Martial Mage's runica ability now applies to any spell which affects them, including multi-target and area effect spells. A successful absorbing of a spell negates the spell on all targets. They do not need to ready actions for this ability.

If you take a total defense action, you absorb all magic which comes you way rendering you effectively immune to magic while in total defense.

Campaign Information[edit]

Playing a Martial Mage[edit]

Combat: You have options to choose from, be it magic or maneuvers. Your action economy is important, so you may invest in metamagic to quicken your spells, or run exclusively on boosts and counters while casting magic. Keep your spellblade full of your most useful spell to activate in a pinch.

Advancement: Other gish classes or martial maneuvers classes may be important to you.

Resources: Martial Mages are uncommon, so when two martial mages meet they often swap notes before parting ways.

Martial Mages in the World[edit]

Strangely I found myself paralyzed with options. I suppose that's why I lost, I really was overthinking it.
—Mult, Human Martial Mage

NPC Reactions: Common folk know little of the difference between gishes, and the distinction is rarely important. However, the fact one has mastered both martial finesse and spellcasting power may inspire fear and respect.

Martial Mage Lore[edit]

Characters with ranks in Martial Lore can research Martial Mages to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Martial Lore
DC Result
10 Martial Mages combine martial maneuvers with spellcasting. They can also store spells and hold onto them as if it were a physical thing.
15 Martial Mages are fearless when it comes to casting in the middle of combat. They can also refresh spellcasting or maneuvers by switching energy between their abilities.
20 Strong Martial Mages can absorb hostile spells as well. Some can even protect entire parties from a stray fireball or horrid wilting, absorbing the power into their sword.
30 Those that reach this level of success can research specific Martial Mages, their whereabouts, lore surrounding them, and other details.

Martial Mages in the Game[edit]

Sample Encounter: The dreaded warlock is not just the master of eldritch power, but also swordplay. Who can stand up to his magic blade?


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Eiji-kun's Homebrew (5608 Articles)
Eiji-kunv
Article BalanceHigh +
AuthorEiji-kun +
Base Attack Bonus ProgressionModerate +
Class AbilityPrepared Arcane Spellcasting +, Spontaneous Arcane Spellcasting +, Prepared Divine Spellcasting +, Spontaneous Divine Spellcasting +, Psionics +, Invocations + and Martial Maneuvers +
Class Ability ProgressionFull +
Fortitude Save ProgressionGood +
Identifier3.5e Prestige Class +
Length14 +
Minimum Level6 +
RatingUnrated +
Reflex Save ProgressionPoor +
SkillBalance +, Climb +, Concentration +, Craft +, Jump +, Knowledge +, Listen +, Martial Lore +, Perform +, Profession +, Spellcraft +, Spot +, Swim + and Tumble +
Skill Points4 +
SummaryA dual progressing class between spellcasting and martial maneuvers, designed for 7th to 20th level. +
TitleMartial Mage +
Will Save ProgressionGood +