Hello everyone, and welcome to another exciting edition of Best in Class, where we bring you new class options and alternative archetypes each week. Its Abjuration Week here at Necromancers of the Northwest, and as such we’ll be devoting the theme of our articles to that most defensive magical school, abjuration, wherever possible and falling back on the essence of abjuration (plain old defense) whenever for some reason we just can’t make it work. Naturally then, you might be expecting me to create some kind of super abjuration wizard archetype this week; unfortunately, we did a wizard archetype last week when we celebrated the necromancer, and I just don’t feel it’s a very good idea to focus too much on any given class, at least not until some other classes get their turn. So if you really want a wizard dedicated solely to the pursuit of abjuration or to a particular aspect of abjuration, I’m afraid you’ll have wait at least for a little while. That being said, you might just wonder what kind of abjurative class options I have for you today and just who those options are for. Not wanting to spoil the surprise, I’ll let you discover for yourselves as you read on.
New Fighter Archetype:
Abjurative Champion
Abjurative champions are fighters who use a limited talent for abjuration magic to supplement their already exceptional defensive skills.
Enduring Abjuration (Su):
Abjurative spells which target the fighter automatically have their duration doubled as though by the metamagic feat Extend Spell.
This ability replaces bravery.
Abjurative Casting (Sp):
When he reaches 3rd level, and every 4 levels thereafter, a fighter may choose any abjuration spell whose spell level is equal to his class level divided by 3 and gain that spell as a spell like-ability usable 3 times per day. The saving throw DC for these spell like abilities is equal to 10 + the spell’s level + the fighter’s Intelligence modifier.
This ability replaces armor training
Banishing Blade (Su):
When he reaches 5th level, the fighter must choose a single type of weapon, such as longsword. Whenever he deals damage with the chosen weapon to an extraplanar creature, that creature must succeed on a Will saving throw (DC 10 + half the fighter’s level + the enhancement bonus of the weapon, if any) or be banished to its home plane as if by the spell banishment. The caster level for this effect is equal to the 1/2 the fighter's class level, rounded down. For every four levels the fighter obtains beyond 5th, he gains a +1 bonus to the saving throw DC for this ability.
This ability replaces weapon training
New Cleric Archetype:
Devotee of Defense
Devotees of defense are firm believers that being able to defend and protect oneself and those one loves is the cornerstone of true power and happiness.
Arcane Faith:
A cleric of this archetype does not choose domains and does not gain the usual benefits of having a domain, including a bonus domain spell per level.
Abjurative Apostle:
A cleric of this archetype is a master of abjuration magic, and as such gains a bonus spell per day for each spell level she can cast, which can only be used to cast a spell of the abjuration school.
Abjurative Scholar:
At each level, the cleric may choose to add a new abjuration spell from the sorcerer/wizard list to her list of spells known.
New Cleric Archetype:
Ward Master
Ward masters are experts at protecting people with magical charms, but have also mastered the art of creating deadly and dangerous sigils which can harm their foes.
Dedicated to Protection:
A ward master receives only one domain and can only choose the Protection domain.
Personal Ward (Su):
The cleric can create a powerful defensive charm as a full-round action that can affect him or a creature touched. The affected creature is granted a number of temporary hit points equal to twice the cleric’s level. These hit points go away at the end of one minute, at which time the subject also regains a number of hit points equal to the number of temporary hit points he had left when the duration expired. The cleric can use this ability a number of times per day equal to her Charisma modifier.
Deadly Ward (Su):
As a full-round action, the cleric can place a special ward over a 5-foot area which explodes when touched, dealing 1d6 points of damage per two levels the cleric possesses (minimum 1d6) to all creatures within 30 feet of the placed ward. Wards of this kind are invisible, but a cleric always remembers where he placed his ward. A ward lasts for 24 hours or until triggered. A cleric can only create one ward at a time and may not create a new ward until the old one has been discharged.
This ability replaces channel energy
Well that’s it for this week. I hope to see you all next week for more great class options.