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Armored Caster

 

 

            “Is nothing Sacred!”

            Words of the dwarven high wizard.

After being introduced to a dwarven armored caster in 698 AC.

 

Armored casting had long the object of lore and myth. Many wizards did not want to see the day when some of their brethren learned to cast spells while wearing armor. The two greatest bastions of wizardry, the String Mountains and Thynkizland, held an unspoken pact to deal with any attempts to perfect the armored casting. Their pact held until the time of the Tinkocracy in the 6th century AC. As the world fell under the steel boot of the tinkers, the wizards lost the ability to reign in all of their kind. In the far off places of the world, some wizards who had long sought to experiment with armored casting began to test their theories. The breakthrough came in the late 7th century in the Destroytian Republic by a wizard who was killed soon after he revealed his new power. Unluckily for the wizards who killed him, they did not get to him before he was able to pass the knowledge along to a few apprentices, who quickly scattered and kept the knowledge alive.
 

In the intervening century, armored casters have made their way into nearly every wizard enclave. Even Thynkizland and the dwarves of the String Mountains have relented and allowed the Armored Caster to practice his art.
 

Wizards and sorcerers are the only classes that benefit from the Armored Caster. There are far more wizard armored casters than sorcerer ones.
 

Requirements

                Alignment: any

                Base Attack Bonus: +0

                Feats: Endurance, Combat Casting

                Concentration: 8 ranks

                Craft (Armorer): 6 ranks

                Other: The ability to cast 2nd level arcane spells.

                              

Hit Dice: d6     

 

Class Skills: Skill points at each level: 2+ Intelligence modifier.

Concentration (Con); Craft (armorer); Knowledge (Arcana) (Int); Spellcraft (Int), Use Magic Device (Cha)

 

Arcane Caster

Lvl

BAB

FrtSv

RfxSv

WllSv

Special

1st

+0

+2

+0

+0

Reduce Spell Failure; + 1 Caster Level

2nd

+1

+3

+1

+1

Bonus Feat; + 1 Caster Level

3rd

+2

+3

+1

+1

Reduce Spell Failure; + 1 Caster Level

4th

+3

+4

+1

+1

Call Armor; + 1 Caster Level

5th

+3

+4

+2

+2

Reduce Spell Failure; + 1 Caster Level

6th

+4

+5

+2

+2

Bonus Feat; + 1 Caster Level

7th

+5

+5

+2

+2

Reduce Spell Failure; + 1 Caster Level

8th

+6

+6

+3

+3

Bonus Feat; + 1 Caster Level

9th

+6

+6

+3

+3

Reduce Spell Failure; + 1 Caster Level

10th

+7

+7

+3

+3

Mend Armor; + 1 Caster Level

 

Class Features

bulletWeapon and Armor Proficiencies: The Armored Caster gains no additional weapon proficiencies.  They gain Light, Medium, and Heavy armor proficiency.
bulletReduce Spell Failure: Every time the Armored Caster gains this ability, he reduces the spell failure chance from armor by 10%.
bullet+ 1 Caster Level: The caster level must be taken in wizard or sorcerer.
bulletBonus Feat: The Armored Caster may select from the following feats every time he gets a bonus feat: Armor Familiarity, Craft Magic Arms and Armor, Improved Shield Bash, Shield Proficiency, Tower Shield Proficiency.
bulletCall Armor: Once per day, the Armored Caster may summon his armor to him.  He is clad fully in the armor.  The armor is in effect teleported to the caster, so anything which would prevent teleportation will prevent this ability.  This is a free action and an extraordinary magical ability.
bulletMend Armor: Once per week, the Armored Caster can repair any armor that was damaged while he was wearing it.  The repaired armor retains any magical qualities that it possessed.  This process takes eight hours.  The caster does not need materials or tools, as the process is one of concentration and magical energy.  This is a supernatural ability.

 

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