The Tundanesti
Elves were once slaves to the Kequalak Empire.Slowly over
the centuries a few thousand slaves escaped and formed a new
society in the harsh taiga of the Tundarasne Forest.Almost
every escaped slave without magical abilities died, so the
resulting subrace of Elves developed almost entirely from
the offspring of spellcasters.Embodying these two principles
of the Tundanesti people are the Warrior Sages, warriors whose
magic enhances their combat abilities, and whose hearts burn
in defiance of those who would try to oppress their people
again.The Tundanesti Warrior Sages defend the borders of the
Tundarasne Forest, often traveling alone or in small bands
with a spellcaster whose powers can augment their own combat
abilities.
Requirements:
Base Attack
Bonus:+7
Race:Any Elvish
or half-Elvish
Alignment:Any non-lawful
Skills: Concentration, 3 ranks
Spellcraft, 3 ranks
Feats:Weapon Focus (any one-handed melee weapon), Expertise, Combat Casting,
Dodge, Power Attack, Cleave
Other Requirement:Must
have proven your devotion to protecting the Tundanesti people by saving a
Tundanesti Elf from oppression.
Lvl
| Atk
| For
| Ref
| Wil
| Spells per Day 1
2 3
4 | Special Ability
|
1 | +0 | +2 | +0 | +0 | 1 -
- -
| Improved Defensive Casting, Resist Charm |
2 | +1 | +3 | +0 | +0 | 1 -
- -
| Imbue Weapon (personal)
|
3 | +2 | +3 | +1 | +1 | 2 1
- -
| Snowstep |
4 | +3 | +4 | +1 | +1 | 2 1
- -
| Spellcleave |
5 | +3 | +4 | +1 | +1 | 2 1
1 -
| Parry Magic |
6 | +4 | +5 | +2 | +2 | 2 2
1 -
| Spellslash |
7 | +5 | +5 | +2 | +2 | 3 2
1 1
| Imbue Weapon (other)
|
Hit Dice: d8
Skill Points: 2+ Int/level
Class Skills:Balance, Climb, Concentration,
Craft, Jump, Knowledge (Arcana), Profession, Ride, Spellcraft, Swim
Weapon and Armor Proficiency:The
Tundanesti Warrior Sage gains no proficiency in any weapons or armor.
Spells Per Day:A Tundanesti Warrior Sage receives
training in how to cast a small number of offensive arcane spells.To cast
a spell, the warrior sage must have an Intelligence of at least 10 + the spell’s
level, so a warrior sage with an Intelligence of 10 or lower cannot cast these
spells.Warrior Sage bonus spells are based on Intelligence, and saving throws
against these spells have a DC of 10 + spell level + the warrior sage’s Intelligence
modifier.The warrior sage’s spell list appears below.A warrior sage has access
to any spell on the list and can freely choose which to prepare, much like
a wizard chooses from his spellbook.A warrior sage prepares and casts spells
much like a wizard does, only without needing a spellbook.
Spell List:
1st-Burning
Hands, Chill Touch, Daze, Disrupt Undead, Flare, Magic Weapon, Remove Fear, Shocking
Grasp, True Strike
2nd-Bull’s
Strength, Cat’s Grace, Stallion’s Endurance, Magic Missile
3rd-Greater
Magic Weapon, Haste, Keen Edge, Melf’s Acid Arrow, fireball
4th-Flame Arrow, Freedom of Movement, Lightning
Bolt
Improved Defensive Casting (Ex):A Tundanesti
Warrior Sage is trained in defending himself while spellcasting, using his
weapon fend off attacks that would disrupt the necessary spellcasting gestures
of his free hand.Whenever casting a spell, if he is wielding a one-handed
weapon which he has weapon focus in, the Warrior Sage gains a competence bonus
to Concentration checks to defensively cast.This bonus is equal to the Warrior
Sage’s level.
Resist Charm (Ex):Part of the Warrior Sage’s training
and indoctrination emphasizes the need to be free from control.Tundanesti
Warrior Sages operate for the good of the people, and usually expect to have
free reign as long as they do not endanger anyone.This attitude of freedom
grants the Warrior Sage a +2 morale bonus to all saves to resist enchantments
and compulsions.
Imbue
Spell (Su):At 2nd
level, a Warrior Sage learns how to imbue his type of chosen weapon with any spells
he is capable of casting.When casting a spell,
instead of having it take effect immediately, the Warrior Sage can store it in
his weapon up to a number of rounds equal to his level plus his Intelligence bonus.Whenever the Warrior Sage successfully hits a target, he can choose
to activate the spell as a free action.The spell
only affects the target, even if it would normally have an area of effect.Spells that cannot affect the target (such as those with range: personal)
have no effect.
The
Warrior Sage can only have one spell imbued in any of his weapons at any time.When this ability is activated, the spell is expended.No one but the Warrior Sage can discharge the imbued spell.
If the attack is a
critical hit, the spell functions as though affected by the Empower Spell feat.
Example:James, a Warrior Sage
with caster level 5, has imbued his dagger with a burning hands, and
strikes a critical hit against his target.In addition to dealing normal critical
hit damage to the target, the attack’s burning hands deals 5d4 times
1.5 points of damage.Although burning hands normally has an area of
effect, the spell only affects the target.
At 7th
level, a Warrior Sage can allow another spellcaster to imbue spells into his weapon.
Example:James, now a 7th
level Warrior Sage with a 14 Intelligence, allows his wizard ally to imbue
a horrid wilting spell into James’ sword.James rushes into melee with
a huge water elemental.Any time in the next 9 rounds (7 from level, +2 from
Int), James can discharge the horrid wilting after a successful attack.He’ll
probably decide to wait until he gets a critical hit.
Snowstep (Ex):By 3rd level, the Tundanesti
Warrior Sage’s training enables him to fight nimbly even on the loose surface
of snow or ice.He gains a +10 competence bonus to Dexterity checks to remain
standing while fighting.
Spellcleave (Su):At 4th level, the Warrior
Sage’s spellcasting abilities and combat abilities become so fully connected
that if he receives a bonus attack because of the Cleave or Great Cleave feat,
he may immediately cast an attack spell instead taking his bonus attack.The
Warrior Sage cannot cast this spell defensively, and he provokes an attack
of opportunity by using this ability.The attack spell must be targeted against
someone within 10 feet.He still only gains extra cleaving attacks from dropping
opponents in melee.A burning hands that drops an opponent grants no
bonuses.
Parry Magic (Su):At 5th level, the Tundanesti
Warrior Sage gains the ability to stop incoming melee touch spell.If he succeeds
in an attack against an opponent with a charged touch spell, he may immediately
attempt to disrupt the spell, as if he had cast dispel magic.The dispel
only affects the single charged touch spell.
Spellslash (Su):At
6th level, the Warrior Sage can as a full-round action both
cast a spell and make a melee attack.The Warrior
Sage makes one attack at his highest attack bonus and then casts any one spell.Doing so does not provoke an attack of opportunity.The spell and attack must both be directed toward the same target.If the spell has an area of effect or if it can affect multiple targets,
it functions normally, but must at least affect the target of
the spell slash.