Mark of Autochthon and Spellsword (Pathfinder): Difference between pages

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The Spellsword prestige class is mix of martial and magical prowess, focused on using spells to enhance melee attacks. First introduced in the ''Complete Warrior'', this page updates this class for use with the [[system::Pathfinder]] system, and tries to correct some its flaws along the way. (Notes at the end of the page provide details of the goals of this conversion. Also, while we use this version of the class in play, feedback has suggested some alternates, one [[Spellsword (Pathfinder, alt 1)|a bit more arcane]], one [[Spellsword (Pathfinder, alt 2)|a bit more martial]].)
{{ExaltedArtifact
|summary = A magical mark over the heart, marking you as selected by Autochthon
|description = ''As the flash washes over you, you feel a slight burning sensation inside your heart. You hear your own voice inside your head, saying: "You have been selected for a task of great importance by the Great Maker. He offers you this mark on your heart to aid you, but this mark cannot be forced. Accept it now and be part of the Maker's Design forever more, or deny it now to make your way without His divine aid." As you decide what to do, you instinctively know what this mark will do. Read its effects below, and decide if you want to accept this mark or not. Think hard about this choice and ask questions. Accepting the mark will make a difference to your character and the campaign, but so will refusing it; there is no "correct" choice.''


The mark is considered to be an insubstantial artifact, with no commitment cost. Once accepted, it is a semi-permanent change to the character and cannot be transferred. It is normally invisible to the naked eye, but under some conditions, it will appear on your chest as a series of spectral gears, in colors matching your anima. The conditions where it can be seen are:
'''Hit Die''': d8


* Any time your caste mark shows, Autochthon's mark is equally visible.
'''Requirements'''
* Essence sight of any kind can perceive the mark on a Perception + Occult (5) roll.
* Alchemical exalted will notice the mark on a Perception + Occult (2) roll.
* Spirits of Autochthonia will notice the mark automatically.
* You can spend 2 motes to make the mark obvious to any onlookers.


The mark provides the following benefits and drawbacks:
* Base Attack Bonus: +4
* Proficiency: all simple and martial weapons
* Proficiency: all light, medium and heavy armor
* Feats: [http://www.d20pfsrd.com/feats/arcane-armor-training-combat---final Arcane Armor Training]
* Spells: Able to cast 2nd level arcane spells
* Special: Must have defeated a foe through force of arms alone, without any spell casting


'''Emissary of the Maker''': Any entity native to Autochthonia (mortal, spirit, alchemical) who sees your mark immediately knows its significance, and will consider you to be highly connected to the Machine God. This will generally result in a highly favorable reaction. Older gods in Creation may also recognize the mark; their reaction will depend on their opinion of Autochthon.
'''Class Skills'''


'''Will of Autochthon''': You gain an additional Nature of "Avatar". This allows you to make an immediate check for regaining Willpower any time you accomplish a goal significant to Autochthon's plans. You will get this check whether you know Autochthon's plans or not. Your original Nature continues to work as normal. In addition, for any tests that directly further the goals of Autochthon that you know about, you may channel Virtues without spending Willpower.
The spellsword's class skills (and the key ability for each skill) are Acrobatics (Str), Climb (Str), Craft (armor, weapons) (Int), Knowledge (arcana) (Int), Spellcraft (Int).


'''Five-Fold Synchronicity''': Adamant and all five of the magical materials are now considered your "favored" material; you no longer need to commit double the motes to attune to non-favored materials. If you have particular abilities that work specifically on your favored material, they expand to work on all five materials. (For example, various shapeshifting rules interact specifically with moonsilver; these now interact with all five metals.)
'''Skill Ranks at Each Level''': 2 + Int modifier.


'''Cog in the Wheel''': When confronted with a situation that ''obviously'' advances the goals of Autochthon, if you want to act counter to those goals, you must ''fail'' an appropriate Virtue test to do so. This works like normal virtue suppression (core.130), so if you get any successes on this test, you either need to work toward Autochthon's goals or spend a point of Willpower to avoid doing so (solars and lunars also gain a point of Limit when they do this).
{| class="wikitable"
!Level!!BAB!!Fort!!Ref!!Will!!Special!!Spells per day
|-
|1st||+1||+1||+0||+1||''Channel spell'' (0th level), ''Rapid channel'', Arcane Armor Mastery, Spellsword Armor||-
|-
|2nd||+2||+1||+1||+1||''Channel spell'' (1st level) ||+1 level of arcane spellcasting class
|-
|3rd||+3||+2||+1||+2||''Channel spell'' (2nd level), Reduce spell failure 5%||+1 level of arcane spellcasting class
|-
|4th||+4||+2||+1||+2||''Channel spell'' (3rd level)||+1 level of arcane spellcasting class
|-
|5th||+5||+3||+2||+3||''Additional channel'', Bonus feat, Reduce spell failure 10%||-
|-
|6th||+6||+3||+2||+3||''Channel spell'' (4th level)||+1 level of arcane spellcasting class
|-
|7th||+7||+4||+2||+4||Bonus feat, Reduce spell failure 15%||+1 level of arcane spellcasting class
|-
|8th||+8||+4||+3||+4||''Additional channel''||+1 level of arcane spellcasting class
|-
|9th||+9||+5||+3||+5||''Channel spell'' (5th level), Reduce spell failure 20%||-
|-
|10th||+10||+5||+3||+5||''Multiple channel spell''||+1 level of arcane spellcasting class
|}


'''Lost in the Machine''': You gain a Background called "Precision", representing the depth of your connection to the Great Maker, and generally measuring how much humanity you have lost. Unlike most backgrounds, your Precision rating will likely change quite a bit, both up and down. This is explained in more detail below. You gain Precision at one dot immediately upon agreeing to the mark.  
'''Weapon and Armor Proficiency''': Spellswords gain no proficiency with any weapon or armor.


'''Infinite Variety in Infinite Forms''': You gain the ability to learn combos instantaneously. You must still pay their xp cost, but learning a new combo takes no training time at all. You can even create them on the fly during combat. In addition, the xp cost of adding favored charms to a combo changes: you pay xp equal to either the minimum Ability or minimum Essence, whichever is lower. Each time you learn a combo in this way, you gain a dot of Precision (see below).
'''Arcane Armor Mastery''': At 1st level, a spellsword gains Arcane Armor Mastery as a bonus feat if he does not already have it.


'''Opening the Mind's Eye''': You may name an additional Ability as a favored ability upon agreeing to take the mark.
'''Spellsword Armor''': Spellsword levels stack with levels of Fighter for determining the effects of Armor Training.


'''Deep Resonance''': You may enter an eight-hour trance that allows you to learn rapidly. While in the trance, ''each point'' of Willpower you spend compresses 100 hours of training into the trance. In any given trance, you may pay as much Willpower as you like, but may only train toward a single goal (e.g. learning one charm, improving a trait by one dot, etc.). Such training is done, necessarily, without a teacher; however, see "Tapping the Source", below. After each trance, you gain a dot of Precision (see below).
'''''Channel Spell'' (Sp)''': At 1st level, a spellsword gains the ability to channel any spell he can cast into his melee weapon. This is a standard spellcasting action in all ways, including requiring the spell's normal casting time, except that rather than the spell being released, it is stored within the weapon. Once a spell is stored in this way, it may be released into a target successfully hit with that weapon. The spellsword chooses weather or not the spell is channeled into the target, but must make the choice after the attack hits, but before damage is rolled. The spell effects the target just as if the spellsword had just cast it on him, rolling any saving throws or spell resistance that might apply. Any to-hit rolls normally required by the spell are assumed to have already succeeded by virtue of the weapon's attack roll. Also, the spell affect is confined only to the target being hit, regardless of the spells normal area of effect or range. Once the spell is released, it is spent.


'''Tapping the Source''': You gain five dots in a Background called "Source", representing your ability to exploit the connection to Autochthon for knowledge. Dots in this background can be spent to gain enlightenment in several ways. Spending a dot of Source permanently reduces its rating by one and buys any one of the following:
Initially, spellswords may only channel 0-level spells into only one weapon at a time. The weapon can hold only one spell at a time, and a channeled spell is lost if not used in eight hours. As spellsword levels are gained, more potent spells may be channeled, as indicated in the table. At 4th level, for example, the spellsword may channel third level arcane spells. Channeling any spell uses up the prepared spell or spell slot just as if the spell has been cast normally. Spells cast from scrolls or similar items may be channeled (if under the level limit), but spell-like abilities cannot be. When channeling, the spell is measured by the slot it occupies. If, for example, a metamagic effect requires a certain spell be cast using a 4th level slot, a spellsword could only channel that spell if they were allowed to channel 4th level spells, regardless of the spell's base level.


* Immediately gain a specialty of your choice without paying xp or training costs.
Channeling spells using 3rd level slots or higher will destroy non-magical weapons. Once the attack and spell are resolved, the weapon turns to dust. Channeling spells using 5th level slots will do the same to +1 weapons as well.
* Reduce the xp cost of any training by four.
* You gain access to training in any one improvement that you would normally be able to learn without a trainer.
* Gain a "virtual trainer" for learning one restricted terrestrial or celestial martial arts charm (including forms, pinnacle charms, initial style charms and the Immaculate martial arts). Spending a dot in this way also gains a dot of Precision (see below).
* Solar exalted gain a "virtual trainer" for improving a [[Forgotten Suns: Science|Science]] by a dot, including any First Age science. Spending a dot in this way also gains a dot of Precision (see below).
* Sidereal exalted gain a "virtual trainer" for learning one sidereal martial arts charm. Spending a dot in this way also gains a dot of Precision (see below).
* Lunar exalted may drink the heart's blood of one standard size spirit, demon, elemental, wyld creature, or construct to add its form into their shapeshifting library. Spending a dot in this way also gains a dot of Precision (see below).


== Precision ==
'''''Rapid Channel'' (Sp)''': By using a full-round action, a spellsword can combine the action of channeling a spell with a single melee attack that releases the spell into the target. This works as a normal spell channel in all ways, except additional restrictions are placed on what spells can be cast. The spell must have a casting time of one standard action or less. Further, spells from scrolls or other devices cannot be channeled rapidly. Because it is part of the attack, the casting needed to rapidly channel does not provoke opportunity attacks, but does require a concentration roll for "violent motion while casting" (DC 15 + spell level). If this check fails, the spell is lost and the attack takes a -4 penalty.


Being connected to the Great Maker tends to make you more machine like. While this provides some benefits, you also run the risk of losing your humanity entirely. Even creatures like the Alchemical Exalted, who are built for such things, can loose themselves to the machine. They measure this with a trait called Clarity, but it works a bit differently for you, being born human. Your loss of humanity is measured by a Background called Precision.
'''Reduce Spell Failure (Ex)''': At 3rd level, the spellsword's merging of spellcraft and weaponry allows him to reduce the chance of arcane spell failure associated with armor by an additional 5%. This chance is reduced by a further 5% for every two levels thereafter. This ability stacks with the bonus from Arcane Armor Mastery; however, unlike that feat, it does not require any kind of action to activate, but rather is an intrinsic effect.


Precision is increased by tapping into the connection to Autochthon (as outlined above). Any time you gain a point of precision, you ''also'' gain a point of Limit or Paradox, as appropriate.
'''Bonus Feat''': At 4th level, a spellsword gains a bonus feat that must be either a metamagic feat, a bloodline feat, or one drawn from the list of fighter bonus feats. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats. A spellsword gains an additional such feat at 7th level.


Embracing your humanity and human emotion in significant ways decreases Precision, represented as follows:
'''''Additional Channel'' (Sp)''': At 5th level, the spellsword may prepare an additional channeled spell. This can either be a spell channeled into a second weapon, or a second spell channeled into the same weapon. In either case, only one spell may actually be released per successful attack. If the spellsword hits with a weapon containing multiple channels, he may select which goes off for a particular attack. Another additional channel is gained at 8th level.


* Any time you spend Willpower to channel a Virtue (core.129), and the resulting action is successful, you automatically loose a dot of Precision.
'''''Multiple Channel Spell'' (Sp)''': A 10th-level spellsword can activate any of the channels in his weapon in a single attack. Thus, on a successful attack, all of the spells channeled into the weapon used in the attack effect the target. When the attack is resolved, the spellsword decides which, if any, of the channels affect the target, and in what order. At most, one of the spells channeled by this attack can be rapidly channeled.
* Any time you use a stunt of two dice or more that reaffirms your humanity or expresses genuine emotion (joy, rage, pity, love), if the stunt succeeds, instead of regaining motes or Willpower, you may choose to loose a point of Precision.
* Significant emotional or social experiences may reduce Precision by a point.


Precision acts as both a blessing and a curse, with the following general effects:
'''Spells per Day''': At the indicated levels, a spell sword gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a spellsword, he must decide to which class he adds the new level for purposes of determining spells per day.


* Precision rating is added to initiative rolls.
'''Design Notes'''
* Precision rating dice are added to any Temperance checks or Temperance channels.
* Precision rating dice are subtracted from any Compassion checks or Compassion channels.
* Precision rating dice are subtracted from any social tests. This ''always'' includes tests involving Charisma, Manipulation, Socialize, Performance and Presence, but may include any test with a social component as well.
* Precision rating dice are subtracted from any defenses against social attacks.
* Precision rating dice are subtracted from any attempts at artistic self expression. This would include poetry, dance, painting, and any Craft test meant primarily to convey emotion, manipulate the viewer or make a social point.
* Precision rating dice are added to any meticulous, detailed, but not particularly emotional work. In addition to most complex repair work, this also explicitly includes calligraphy tests targeted at Pattern Spiders.
* Those attempting to notice your Mark add your Precision rating in dice to their Perception test.


In addition, as the rating increases, the more mechanical your personality becomes:
The original version of this class is considered to be fairly weak in the d20 system, giving up too much spellcasting ability to be considered useful for more than a few levels. As originally written, it also is somewhat weak when compared to Pathfinder's updated [http://www.d20pfsrd.com/classes/prestige-classes/eldritch-knight Eldritch Knight] class, particularly considering the availability of Pathfinder's [http://www.d20pfsrd.com/feats/arcane-armor-mastery-combat---final Arcane Armor Mastery] feat.


: {{Dots|1}} - No noticeable changes, but the character's thoughts are often more coldly logical.
Also, the original class tends to be viewed mostly as a way for arcane fighters to use armor, as the implementation of its core concept (channeling spells through weapons) was not that compelling. In particular, the daily limit for spell channeling seemed unnecessary, given that spell use itself already has a daily limit. All the channeling does is allow the spellsword to cast spells and melee attack in a single action. Essentially, it just provides a really versatile mechanism for buffing a weapon. So, it seemed more appropriate to allow the spell sword to channel as much as he likes, but use level progression to limit the effectiveness of the spells being channeled.
: {{Dots|2}} - Mannerisms convey a sense of distraction and an increased disdain for mortals and mortal frailty. Less patience for people.
: {{Dots|3}} - Notably inhuman. Movements and speech become clipped and laconic, replacing courtesy with efficiency. Mortals are never pitied and are largely ignored. At this level, the character's original Nature is ignored, no longer capable of regenerating Willpower.
: {{Dots|4}} - Humanity is a distant memory. Mortals are treated like resources, to be used as efficiently as possible. Enjoyment, desire and other feelings no longer exist. At this level, the character loses the ability to channel Valor and Compassion entirely.
: {{Dots|5}} - An utterly alien extension of the Machine God. The character has free will and is not a drone, but will consider the needs of the Machine God over its own. At this level, the character automatically fails Compassion rolls and can no longer roll to resist the Will of Autochthon (see above).


Precision can be reduced to zero, but the trait itself will remain as long as the mark does. Precision may not increase over five dots; attempts to do so simply fail.
So, keeping all this in mind, this port of the Spellsword is based mostly on the Pathfinder revision of the Eldritch Knight, altered as follows:


''Note: the ''intent'' of Precision is mostly to spread out the use of the Mark's abilities over time. It is fairly easy to get rid of, but doing so can't be done instantly, forcing you to pace out the frequency of using the Mark's advantages. It's also intended to provide some role-playing opportunity.''
* Channel Spell ability
* Better reduction arcane spell failure
* Better Will saves
* Smaller hit dice
* Slower spell progression
* Doesn't stack levels for feat qualification
* Does stack levels for Armor Training
* Fewer feats


== Renouncing the Mark ==
[[Category:Prestige Class]]
 
At the time the mark is offered, it can be easily refused just by saying so. Once you agree to take the mark, however, it is difficult, but not impossible, to remove. If you want to get rid of the Mark, you must make a test,  rolling a number of dice equal to your ''current'' Willpower. The test is modified as follows:
 
* The Difficulty is set to be 1 + your current Precision.
* Each dot of your Source background that you have ''spent'' (see above) increases the Difficulty by one.
 
If you ''fail'' this test, you lose a point of temporary Willpower, but may try again any time.
 
If you ''pass'' this test, you lose a point of ''permanent'' Willpower, but the Mark vanishes, along with all of its abilities. Your Precision trait vanishes entirely. The additional favored ability you gained with the mark returns to unfavored from that point forward.
 
|instances =
|rating = 5
|commitment = 0
}}

Latest revision as of 04:16, 3 October 2010

The Spellsword prestige class is mix of martial and magical prowess, focused on using spells to enhance melee attacks. First introduced in the Complete Warrior, this page updates this class for use with the Pathfinder system, and tries to correct some its flaws along the way. (Notes at the end of the page provide details of the goals of this conversion. Also, while we use this version of the class in play, feedback has suggested some alternates, one a bit more arcane, one a bit more martial.)

Hit Die: d8

Requirements

  • Base Attack Bonus: +4
  • Proficiency: all simple and martial weapons
  • Proficiency: all light, medium and heavy armor
  • Feats: Arcane Armor Training
  • Spells: Able to cast 2nd level arcane spells
  • Special: Must have defeated a foe through force of arms alone, without any spell casting

Class Skills

The spellsword's class skills (and the key ability for each skill) are Acrobatics (Str), Climb (Str), Craft (armor, weapons) (Int), Knowledge (arcana) (Int), Spellcraft (Int).

Skill Ranks at Each Level: 2 + Int modifier.

Level BAB Fort Ref Will Special Spells per day
1st +1 +1 +0 +1 Channel spell (0th level), Rapid channel, Arcane Armor Mastery, Spellsword Armor -
2nd +2 +1 +1 +1 Channel spell (1st level) +1 level of arcane spellcasting class
3rd +3 +2 +1 +2 Channel spell (2nd level), Reduce spell failure 5% +1 level of arcane spellcasting class
4th +4 +2 +1 +2 Channel spell (3rd level) +1 level of arcane spellcasting class
5th +5 +3 +2 +3 Additional channel, Bonus feat, Reduce spell failure 10% -
6th +6 +3 +2 +3 Channel spell (4th level) +1 level of arcane spellcasting class
7th +7 +4 +2 +4 Bonus feat, Reduce spell failure 15% +1 level of arcane spellcasting class
8th +8 +4 +3 +4 Additional channel +1 level of arcane spellcasting class
9th +9 +5 +3 +5 Channel spell (5th level), Reduce spell failure 20% -
10th +10 +5 +3 +5 Multiple channel spell +1 level of arcane spellcasting class

Weapon and Armor Proficiency: Spellswords gain no proficiency with any weapon or armor.

Arcane Armor Mastery: At 1st level, a spellsword gains Arcane Armor Mastery as a bonus feat if he does not already have it.

Spellsword Armor: Spellsword levels stack with levels of Fighter for determining the effects of Armor Training.

Channel Spell (Sp): At 1st level, a spellsword gains the ability to channel any spell he can cast into his melee weapon. This is a standard spellcasting action in all ways, including requiring the spell's normal casting time, except that rather than the spell being released, it is stored within the weapon. Once a spell is stored in this way, it may be released into a target successfully hit with that weapon. The spellsword chooses weather or not the spell is channeled into the target, but must make the choice after the attack hits, but before damage is rolled. The spell effects the target just as if the spellsword had just cast it on him, rolling any saving throws or spell resistance that might apply. Any to-hit rolls normally required by the spell are assumed to have already succeeded by virtue of the weapon's attack roll. Also, the spell affect is confined only to the target being hit, regardless of the spells normal area of effect or range. Once the spell is released, it is spent.

Initially, spellswords may only channel 0-level spells into only one weapon at a time. The weapon can hold only one spell at a time, and a channeled spell is lost if not used in eight hours. As spellsword levels are gained, more potent spells may be channeled, as indicated in the table. At 4th level, for example, the spellsword may channel third level arcane spells. Channeling any spell uses up the prepared spell or spell slot just as if the spell has been cast normally. Spells cast from scrolls or similar items may be channeled (if under the level limit), but spell-like abilities cannot be. When channeling, the spell is measured by the slot it occupies. If, for example, a metamagic effect requires a certain spell be cast using a 4th level slot, a spellsword could only channel that spell if they were allowed to channel 4th level spells, regardless of the spell's base level.

Channeling spells using 3rd level slots or higher will destroy non-magical weapons. Once the attack and spell are resolved, the weapon turns to dust. Channeling spells using 5th level slots will do the same to +1 weapons as well.

Rapid Channel (Sp): By using a full-round action, a spellsword can combine the action of channeling a spell with a single melee attack that releases the spell into the target. This works as a normal spell channel in all ways, except additional restrictions are placed on what spells can be cast. The spell must have a casting time of one standard action or less. Further, spells from scrolls or other devices cannot be channeled rapidly. Because it is part of the attack, the casting needed to rapidly channel does not provoke opportunity attacks, but does require a concentration roll for "violent motion while casting" (DC 15 + spell level). If this check fails, the spell is lost and the attack takes a -4 penalty.

Reduce Spell Failure (Ex): At 3rd level, the spellsword's merging of spellcraft and weaponry allows him to reduce the chance of arcane spell failure associated with armor by an additional 5%. This chance is reduced by a further 5% for every two levels thereafter. This ability stacks with the bonus from Arcane Armor Mastery; however, unlike that feat, it does not require any kind of action to activate, but rather is an intrinsic effect.

Bonus Feat: At 4th level, a spellsword gains a bonus feat that must be either a metamagic feat, a bloodline feat, or one drawn from the list of fighter bonus feats. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats. A spellsword gains an additional such feat at 7th level.

Additional Channel (Sp): At 5th level, the spellsword may prepare an additional channeled spell. This can either be a spell channeled into a second weapon, or a second spell channeled into the same weapon. In either case, only one spell may actually be released per successful attack. If the spellsword hits with a weapon containing multiple channels, he may select which goes off for a particular attack. Another additional channel is gained at 8th level.

Multiple Channel Spell (Sp): A 10th-level spellsword can activate any of the channels in his weapon in a single attack. Thus, on a successful attack, all of the spells channeled into the weapon used in the attack effect the target. When the attack is resolved, the spellsword decides which, if any, of the channels affect the target, and in what order. At most, one of the spells channeled by this attack can be rapidly channeled.

Spells per Day: At the indicated levels, a spell sword gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a spellsword, he must decide to which class he adds the new level for purposes of determining spells per day.

Design Notes

The original version of this class is considered to be fairly weak in the d20 system, giving up too much spellcasting ability to be considered useful for more than a few levels. As originally written, it also is somewhat weak when compared to Pathfinder's updated Eldritch Knight class, particularly considering the availability of Pathfinder's Arcane Armor Mastery feat.

Also, the original class tends to be viewed mostly as a way for arcane fighters to use armor, as the implementation of its core concept (channeling spells through weapons) was not that compelling. In particular, the daily limit for spell channeling seemed unnecessary, given that spell use itself already has a daily limit. All the channeling does is allow the spellsword to cast spells and melee attack in a single action. Essentially, it just provides a really versatile mechanism for buffing a weapon. So, it seemed more appropriate to allow the spell sword to channel as much as he likes, but use level progression to limit the effectiveness of the spells being channeled.

So, keeping all this in mind, this port of the Spellsword is based mostly on the Pathfinder revision of the Eldritch Knight, altered as follows:

  • Channel Spell ability
  • Better reduction arcane spell failure
  • Better Will saves
  • Smaller hit dice
  • Slower spell progression
  • Doesn't stack levels for feat qualification
  • Does stack levels for Armor Training
  • Fewer feats