Abjurative Options

January 23rd, 2012

Joshua Zaback

Best in Class Archive

            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 abjurative champion 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, an aburative champion may choose any abjuration spell whose spell level is no greater than 1/3 his class level (rounded down) 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 abjurative champion’s Intelligence modifier.
            This ability replaces armor training

            Banishing Blade (Su): When he reaches 5th level, the abjurative champion 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 abjurative champion’s class 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 abjurative champion's class level, rounded down. For every four levels the abjurative champion 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 devotee of defense does not choose domains and does not gain the usual benefits of having a domain, including the bonus domain spell per spell level.

            Abjurative Apostle: A devotee of defense 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 spells of the abjuration school. 

            Abjurative Scholar: At each level, the devotee of defense 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 must choose the Protection domain.

            Personal Ward (Su): The ward mastercan create a powerful defensive charm as a full-round action that can affect herself or a creature she touches. The affected creature is granted a number of temporary hit points equal to twice the ward master’s class level.  These hit points go away at the end of one minute, at which time the subject also heals a number of hit points equal to the number of temporary hit points that had not already been lost when the duration expires. The ward master can use this ability a number of times per day equal to her Charisma modifier.

            Deadly Ward (Su): As a full-round action, the ward master can place a special ward over a 5-foot area which explodes when touched, dealing 1d6 points of damage per two class levels the ward master possesses (rounded down, minimum 1d6) to all creatures within 30 feet of the ward. Wards of this kind are invisible, but a ward master automatically remembers where he placed his ward.
           Deadly wards act in many ways as magical traps, and can be found and disabled in the same way as magical traps. The DCs for these actions are both the same, and are equal to 20 + the ward master's class level + the ward master's Wisdom modifier. A ward lasts for 24 hours or until triggered. A ward master 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.