Sei sulla pagina 1di 5

Written By:

Daniel Burnet
Illustrated By:

Brian Bond

order to make your armed attack. When resolving your attack,


compare your attack roll against your target's normal AC and AC
You can reduce your chance of arcane spell failure when wearing
against touch attacks. If your attack roll fails to beat the target's
armor.
normal AC but beats their AC against touch attacks, the spell is
Prerequisite:
discharged normally but the weapon inflicts no additional damage.
Dex 13, Armor Proficiency (in Armor Worn)
Once the spell is cast your melee weapon holds the charge of the spell
exactly as if the spell had been cast in the normal manner. You cannot
Benefit:
pass a charged weapon to another character, as doing so discharges
You can reduce your chance of arcane spell failure by 10%.
your spell. Likewise, the spell dissipates (without discharging) if the
weapon is ever thrown or leaves your hand. Casting a touch spell in
Special:
this manner uses up a spell slot one level higher than the level of the
You may take this feat multiple times, each time gaining an additional spell cast.
10% reduction, to a minimum of 0%.

ARMORED CASTER

Normal:

CAST ON THE RUN

You can discharge a touch spell as either a touch attack (no armor,
shield or natural armor bonus to AC) or a normal unarmed strike.

You can cast spells while moving.

Prerequisite:
Dex 13, Concentration 7 ranks, Dodge, Mobility

COLD RAGE
Your rage does not prevent you from thinking clearly.

Benefit:

Prerequisite:

When using a standard action to cast a spell or activate a magic item


you can move both before and after your action provided the totally
distance moved does not exceed your current speed.

Con 13, Wis 13, Rage ability

CHANNEL TOUCH SPELL


You can cast a touch spell through your melee weapon.

Benefit:

Benefit:
While raging, you can use Charisma-, Dexterity-, or Intelligencebased skills, the Concentration Skill, abilities that require patience or
concentration, and you can cast spells and activate magic items that
require a command word, a spell trigger or spell completion to
function. You can use Combat Expertise and metamagic feats.

You can cast any of your touch spells through a held melee weapon,
allowing you to make a standard armed attack and inflict normal
weapon damage plus the effect of your spell on a successful strike.
COMBAT CASTING
Casting the spell is still a standard action (unless you have the
You can cast spells more reliably in combat.
Quicken Spell feat) and you must wait until your next attack action in

Benefit:

Prerequisite:

You get a +4 bonus on Concentration checks made to cast a spell or


use a spell-like ability while on the defensive or while you are
grappling or pinned.

Favored Enemy, ability to cast 2nd level arcane or divine spells

COMBAT CONCENTRATION

Benefit:
When casting a spell against your favored enemies, you can either
add half your favored enemy bonus to the spell s save DC or your full
favored enemy bonus to the amount of damage inflicted by the spell.

You can cast spells more reliably in combat.

Prerequisite:

IMPROVED CHANNEL TOUCH SPELL

Combat Casting, Con 13, Concentration 8 ranks

You do not lose the spell charge on a missed attack while channeling
a spell.

Benefit:

You get a +4 bonus on Concentration checks made to cast a spell or Prerequisites:


Channel Touch Spell
use a spell-like ability. This stacks with the +4 bonus granted by
Combat Casting while on the defensive or while grappling or pinned.

Benefit:

CONCENTRATION MASTERY
You can maintain your concentration even under stress or amidst
distraction.

Prerequisite:
Dodge, Concentration 8 ranks

Benefit:
You have a strong ability to focus and concentrate, allowing you to
take 10 on Concentration skill checks even if stress and distractions
would normally prevent you from doing so.

FAVORED ENEMY SPELL


You are adept at casting spells against your favored enemies.

You can cast any of your spells which target one creature or object
through a held melee weapon, allowing you to make a standard armed
attack and inflict normal weapon damage plus the effect of your spell
on a successful strike. Casting the spell is still a standard action
(unless you have the Quicken Spell feat) and you must wait until your
next attack action in order to make your armed attack. When
resolving your attack, compare your attack roll against your target's
normal AC and AC against touch attacks. If your attack roll fails to
beat the target's normal AC but beats their AC against touch attacks,
the spell is discharged normally but the weapon inflicts no additional
damage. Once the spell is cast your melee weapon holds the charge of
the spell exactly as if the spell had been cast in the normal manner.
You cannot pass a charged weapon to another character, as doing so
discharges your spell. Likewise, the spell dissipates (without
discharging) if the weapon is ever thrown or leaves your hand.
Casting a touch spell in this manner uses up a spell slot one level
higher than the level of the spell cast.

Normal:

RAGE SPELL

A character without this feat can discharge a touch spell through a


held melee weapon, but not a ranged spell.

Your rage fuels you spells.

Prerequisites:
Spellcasting, Int 13, Wis 13, Rage ability

QUICK CHANNEL TOUCH SPELL

Benefit:

You can cast a touch spell through your melee weapon.

When you begin casting a spell, you may choose to expend a rage
usage and increase the caster level of the spell by four. The character
suffers no penalties for expending the rage. This counts as the
character's rage usage for the encounter.

Prerequisites:
Channel Touch Spell

Benefit:
You can cast any of your touch spells through a held melee weapon,
allowing you to make a standard armed attack and inflict normal
weapon damage plus the effect of your spell on a successful strike.
Casting the spell and attack is a full round action, provided the spell's
normal casting time is not greater than 1 standard action. When
resolving your attack, compare your attack roll against your target's
normal AC and AC against touch attacks. If your attack roll fails to
beat the target's normal AC but beats their AC against touch attacks,
the spell is discharged normally but the weapon inflicts no additional
damage. Once the spell is cast your melee weapon holds the charge of
the spell exactly as if the spell had been cast in the normal manner.
You cannot pass a charged weapon to another character, as doing so
discharges your spell. Likewise, the spell dissipates (without
discharging) if the weapon is ever thrown or leaves your hand.
Casting a touch spell in this manner uses up a spell slot four levels
higher than the level of the spell cast.

SPELL DEFENSE
You have learned to shield yourself from magic, dodge spells at the
last second or use some sort of folk ritual to protect yourself from
magical attack.

Prerequisite:
Knowledge (arcana) 5 ranks

Benefit:
When using the Total Defense action, you can forgo the +4 dodge
bonus normally granted to your AC in order to gain a +4 circumstance
bonus on your saving throws against spells, supernatural abilities and
spell like effects.

SPELL ENCHANTED ATTACK

Normal:

You expend a spell slot to gain a bonus to your attack roll.

You must wait until your next attack in order to make the armed
attack.

Prerequisites:
Spellcasting, Wis 14

Benefit:
When you make an attack roll, you may choose to expend one of your
spell slots for the day. For the purposes of this attack, the weapon
gains an enhancement bonus on attack and damage rolls of +1 per
four spell levels (maximum +5). You must declare you are using this
feat before you make your attack roll.

SPELL FUELED ATTACK


You expend a spell slot to gain a bonus to your attack roll.

Prerequisites:
Spellcasting, Int 13, Wis 13

Benefit:
When you make an attack roll, you may choose to expend one of your
spell slots for the day. You gain a bonus to the attack roll equivalent
+1 per two spell levels (maximum +5) . You must declare you are
using this feat before you make your attack roll.

Potrebbero piacerti anche