Suel Arcanamach

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The ancient Suel Empire was known for the great and terrible power wielded by its mighty archmages. Suloise sorcerers delved deep into arcane lore that other folk avoided, unearthing many dark and dangerous secrets in the process. The Suel Empire was ruled by noble families headed by mages of unsurpassed power, and the countless rivalries and vendettas between these families led to the rise of an elite school of combat training: the way of the arcanamach. Conditioned for loyalty, determination, and absolute obedience, arcanamachs were skillful warriors who studied arcane magic for the express purpose of learning how to slay powerful wizards.

In the days of the Suel Empire, the arcanamachs were guards for their archmage masters, serving the greatest Suel wizards with sword and spell. They were also assassins and spies trained to slay powerful wizards of rival families, as well as defend the wizards of their own families. In hundreds of secret duels of spell and steel, arcanamachs practiced their arts against others of their kind, learning their skills from hidden arcanamach academies.

While the Suel Empire is long dead, the tradition of the arcanamach still survives in a rare set of magical tomes: the Grimoire Arcanamacha. No academies for these warrior- wizards remain, but a skilled swordsman who studies from the Grimoire Arcanamacha—or who learns from a master who has studied the Grimoire—can unlock many secrets of stealth, alertness, mental fortitude, and combative spellcasting.

While the arcanamachs formerly existed as elite guards and agents for powerful wizards, those who follow the tradition in the modern day retain no special allegiance to other arcanists. Suel arcanamacs are spies and assassins, secretive individuals who excel at using stealth, spells, and swordplay to achieve their goals. Some are dedicated mage-slayers who make a career out of destroying other spellcasters.

The notion of an elite order of warrior-mages is not restricted to the Greyhawk setting. You can easily adapt the arcanamach to your own campaign, even if you do not play in Greyhawk. In the Forgotten Realm setting, the arcanamach can be a student of the elite warrior traditions of the Empire of Netheril, the Imaskari Empire, or even the realms of Jhaamdath or Mulhorand. Simply change the language requirement to an appropriate dead language for the empire in question (Loross, Roushoum, Thorass, or Mulhorandi), and the class should work well with no further modification.

Role: Spell DPS

Characteristics: Limited Casting. Sword slinging spellcasters whose own spells are hard to dispel

Source: Complete Arcane

Game Rule Information

The Suel Arcanamach has the following game statistics.

Abilities: Charisma for spells and otherwise you would want to boost your physical stats, as you need to hit your foes with your sword to dispel your foes spells

Alignment: Any

Hit Die: d8

Starting Gold: N/A

Class Skills

The Suel Arcanamach's class skills are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)

Skill Points at 1st Level: (4 + Int modifier) × 4

Skill Points at Each Additional Level: 4 + Int modifier

Class Features

All of the following are class features of the Suel Arcanamach.

Weapon and Armor Proficiency: A Suel Arcanamach is proficient with whatever they were already proficient with prior to taking levels in this class.

Spells per Day: A Suel arcanamach has the ability to cast a small number of arcane spells. To cast a Suel arcanamach spell, he must have a Charisma score of at least 10 + the spell's level, so if he has a Charisma of 10 or lower, he cannot cast these spells. Bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + Character Level. When he gets 0 spells per day of a given level (for instance, 1st-level spells for 1st level), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. He has access to any spell of the abjuration, divination, illusion, and transmutation schools on the sorcerer/wizard spell list. He casts spells just as a sorcerer does, including the ability to replace a known Suel arcanamach spell with a new spell at every even-numbered class level beginning at 4th.

Ignore Spell Failure Chance Ex: A Suel arcanamach?s practice at merging spellcasting and swordplay results in a reduction in the arcane spell failure chance associated with using armor or shields. This reduction starts at 5% at 1st level and increases by 5% every three levels thereafter. The arcanamach subtracts the given percentage value from his total spell failure chance, if any. For example, a 1st-level arcanamach wearing a mithral shirt has a spell failure chance of 5%, not 10%. This ability only functions when the character casts a Suel arcanamach spell.

Tenacious Spells Ex: An arcanamach's Suel arcanamach spells are particularly difficult to dispel; add 6 to the DC required to dispel the character's arcanamach spells.

Dispelling Strike Su: Once per day, a Suel arcanamach of 2nd level or higher can attempt a dispelling strike with one normal melee attack. If he hits, he deals normal damage, and the victim is subject to a targeted greater dispel magic. The arcanamach's dispel check is 1d20 + class level + 6. If a Suel arcanamach makes a dispelling strike against a creature with no spells or effects to dispel, the dispelling strike has no effect, but the ability is used up for that day. At 6th level, an arcanamach can use this power two times per day, and at 10th level he can use it three times per day.

Extended Spellstrength Ex: Beginning at 3rd level, a Suel arcanamach knows how to extend the duration of spells that he casts on himself. The duration of any of his Suel arcanamach spells with which he targets himself is doubled, as if affected by the Extend Spell feat (but without any adjustment to the spell's effective level or casting time). For instance, a bull's strength spell cast by a 3rd-level Suel arcanamach on himself has a duration of 6 minutes rather than 3 minutes. Spells that target multiple targets are affected by this power, but only the arcanamach gains the extended duration. For example, a 5th-level arcanamach who casts haste would be hasted for 10 rounds, while his allies would gain the effect only for the normal 5-round duration. Spells that do not have a Target entry are unaffected by this power even if the arcanamach is the only one affected.