Militant Wizard

The Militant Wizard is a boon to any unit.  He is able to defend himself passibly with a weapon, as well as the obvious damaging capabilities of his profession.  Be it with a Fireball or a longsword, the Militant is a dangerous opponent.

Requirements:
Alignment: Any lawful
Skills: Concentration 10 ranks
Feats: Any metamagic feat, Martial Weapon Profeciency(any melee weapon), Combat Casting
Spellcasting: Ability to cast 4th level arcane spells

Skills: 2+int
Concentration, Knowledge(any), Scry, Ride, Craft, Profession

Hit Die: d4
Level BAB Fort Ref Will       Special                                                           Spells/Day
1       +0     +0   +0   +3         Weapon Focus                                                +1 Existing Class
2       +1     +0   +0   +3         Favored Spell                                                  +1 Existing Class
3       +1     +1   +1   +3         Iron Mind                                                       +1 Existing Class
4       +2     +1   +1   +3         Arcane Combat                                               +1 Existing Class
5       +2     +1   +1   +4         Bonus Metamagic Feat                                     +1 Existing Class
6       +3     +1   +1   +4         Favored Spell                                                  +1 Existing Class
7       +3     +2   +2   +5         Improved Combat Casting                                +1 Existing Class
8       +4     +2   +2   +6         Steel Mind                                                      +1 Existing Class
9       +4     +3   +3   +6         Bonus Metamagic Feat                                     +1 Existing Class
10     +5     +3   +3   +7         Favored Spell                                                  +1 Existing Class
Weapon Focus: This is gained as a bonus feat, but must be taken with a weapon the Militant is proficient with.

Favored Spell: The Militant Wizard chooses a spell that he can cast.  Whenever the Militant Wizards either memorizes or casts(wiz or sorcerer respectively)that spell, the spell is automatically altered as though through the Empower Spell metamagic feat.  The slot level it occupies does not change.  Once the spell is chosen it cannot be changed.  If the Militant Wizard is a specialist wizard, the spell must be chosen from their specialized school.

Iron Mind:
When calculating number of spells and saving throw DC�s, treat the Militant�s Intelligence or Charisma(Wiz and Sor respectively) as 2 points higher.  This does not stack with any other feats or abilities that grant similar bonuses, ie. Spellcasting Prodigy.

Arcane Combat: The Militant may now use his Int or Cha modifier(wizards and sorcerers respectively) instead of his Str when calculating bonus to hit in melee.  This can only be used with the weapon he has Weapon Focus in.

Improved Combat Casting: The Militant now adds +6 to his Concentration checks when casting on the defensive.  This supercedes Combat Casting.

Steel Mind: As Iron Mind, save treat their scores as 4 points higher instead of 2.
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