New Hybrid Class: Zauberer

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Lillianyth Mournwood, the iconic Zuberer


Masters of weapons and spells. The zauberer has perfected the art of blending sword and sorcery many eons ago, as sorcerers who needed combat prowess to push back dire foes. Their natural talents and raw skill were lost to the ages, now their kin is slowly returning to our world. The zauberer spends his life perfecting his natural spellcasting and combat abilities, taking any opportunity that comes his way to prove himself to all those around him.

Usually zauberer’s view the magus with disdain, as they feel the magus copied their combat abilities and bastardized them. A zauberer typically enjoys upstaging fellow magi, and do whatever within their abilities to eliminate a hostile one.

Role: A frontline combatant mostly, the zauberer is rarely afraid to take on any enemy in his path, possessing spontaneous spellcasting, they are sure they can ready themselves for any foe.

Hit Die: d8

Alignment: Any.

Parent Classes: Magus and sorcerer.

Starting Wealth: 4d6 x 10 gp (140 gp)

Class Skills: A zauberer’s class skills are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per day
1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Mag Pool, Cantrips, Spell Combat 1
2nd +1 +3 +0 +3 Bloodline, Spell Strike 2
3rd +2 +3 +1 +3 Bloodline Power 3
4th +3 +4 +1 +4 Perfected Range 3 1
5th +3 +4 +1 +4 Bloodline Power 4 2
6th +4 +5 +2 +5 Medium Armor, Spell Pool 4 3
7th +5 +5 +2 +5 Fighter Training 4 3 1
8th +6/+1 +6 +2 +6 Perfected Blade 4 4 2
9th +6/+1 +6 +3 +6 Improved Zauberer 5 4 3
10th +7/+2 +7 +3 +7 Bonus Feat 5 4 3 1
11th +8/+3 +7 +3 +7 Bloodline Power, Heavy Armor 5 4 4 2
12th +9/+4 +8 +4 +8 Improved Spell Pool 5 5 4 3
13th +9/+4 +8 +4 +8 Bonus Feat 5 5 4 3 1
14th +10/+5 +9 +4 +9 Greater Zauberer 5 5 4 4 2
15th +11/+6/+1 +9 +5 +9 Spell Critical 5 5 5 4 3
16th +12/+7/+2 +10 +5 +10 Bonus Feat 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Bloodline Power 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Perfect Spell Knowledge 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Bonus Feat 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Perfect Zauberer 5 5 5 5 5 5

Weapon and Armor Proficiency: A zauberer is proficient with all simple and martial weapons. A zauberer is also proficient with light armor. He can cast zauberer spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a zauberer wearing medium armor, heavy armor or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass zauberer still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A zauberer casts arcane spells drawn from the sorcerer spell list (even if these spells are drawn from the sorcerer spell list, they are treated as zauberer spells, and not sorcerer spells). He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a zauberer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a zauberer’s spell is 10 + the spell level + the zauberer’s Charisma modifier.

A zauberer can cast only a certain number of spell of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day id he has a high Charisma score.

A zauberer’s selection of spell is extremely limited. A zauberer begins play knowing three 0-level spells and two 1st-level spells of the zauberer’s choice. At each new zauberer level, he gains one or more new spells, as indicated on the table below.

Upon reaching 5th level, and at every third zauberer level after that, a zauberer can choose to learn a new spell in place of one he already knows. In effect, the zauberer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower that the highest-level zauberer spell the zauberer can cast. A zauberer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A zauberer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Zauberer Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th
1 3 2
2 4 3
3 4 3
4 4 4 2
5 5 4 3
6 5 4 3
7 5 5 4 2
8 5 5 4 3
9 5 5 4 3
10 5 5 5 4 2
11 5 5 5 4 3
12 5 5 5 4 3
13 5 5 5 5 4 2
14 5 5 5 5 4 3
15 5 5 5 5 4 3
16 5 5 5 5 5 4 1
17 5 5 5 5 5 4 2
18 5 5 5 5 5 4 3
19 5 5 5 5 5 5 4
20 5 5 5 5 5 5 5

Cantrips: Zauberer’s learn a number of cantrips, or 0level spells, as noted on the table below. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Mag Pool (Su): At 1st level, the zauberer gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This mag pool has a number of points equal to ½ his zauberer level (minimum 1) + his Charisma modifier. The pool refreshes once per day after the zauberer finishes a long rest.

At 1st level, a zauberer can expend 1 point from his mag pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancements to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: corrosive, corrosive burst, dancing, flaming, flaming burst, frost, icy burst, shock, shocking burst, speed, spell storing, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the mag pool point is spent and cannot be changed until the next time the zauberer uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the zauberer.

A zauberer can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat (Ex): At 1st level, a zauberer learns to cast spells and wield his weapon at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the zauberer must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a -2 penalty and can also cast any zauberer spell with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively he can decide to take an additional penalty on his attack rolls, up to his Charisma bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A zauberer can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike (Su): At 2nd level, whenever a zauberer casts a zauberer spell with a range of “touch”, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a zauberer can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the zauberer makes his attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range, but the spell effect only deals x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Bloodline (Su): Similar to a sorcerer, a zauberer has a source of magic somewhere in his heritage that grants additional special abilities. A zauberer of 2nd level chooses one sorcerer bloodline; once this choice is made it cannot be changed. A zauberer gains the bloodline arcana related to the bloodline the zauberer chose. If a zauberer gains a level in a class that grants bloodline abilities, he has to choose a bloodline that matches his original one. Similarly, he the zauberer previously had a class that granted his a bloodline; he must choose the same bloodline as his previous class. The zauberer’s levels stack with those of any other class that grants a bloodline to determine the bloodline power abilities.

Bloodline Powers (Su): A zauberer gains bloodline powers two levels later than the sorcerer. Thus, instead of gaining bloodline powers at levels 1, 3, 9 and 15; the zauberer gains them at levels 3, 5, 11 and 17. The zauberer treats his full zauberer level as his sorcerer level when determining the effect of his bloodline powers.

Perfected Range (Su): At 4th level, the zauberer can deliver ray spells that feature a ranged touch attack as melee touch spells. He can use a ranged touch attack spell that targets more than one creature (such as scorching ray), but unless he has more than one melee attack per round (due to a high base attack bonus or another ability), he makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that spell are used as regular ranged touch attack (possibly causing attacks of opportunity). These spells can be used with the spellstrike class feature.

Spell Pool (Su): At 6th level, the zauberer learns to use his mag pool to casts his spells. The zauberer can cast a spell he knows by expending a number or mag pool points equal to the spell’s level. The zauberer cannot cast a spell modified by a metamagic feat when using this ability.

Medium Armor (Ex): At 6th level, a zauberer gains proficiency with medium armor. A zauberer can cast zuberer spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a zauberer wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Fighter Training (Ex): Starting at 7th level, a zauberer counts ½ his total zauberer level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter these levels stack.

Perfected Blade (Su): At 8th level, the zauberer’s ability to enhance his weapons increases. From now on, a zauberer can spend 1 additional point from his mag pool when enhancing his weapon to increase the duration of the enhancement to one hour.

Improved Zauberer (Su): At 9th level, the zauberer’s ability to cast spells and make melee attacks improves. When using the spell combat or spellstrike abilities, the zauberer receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

Bonus Feats: At 10th level, and every three levels thereafter, a zauberer gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.

Heavy Armor (Ex): At 11th level, a zauberer gains proficiency with heavy armor. A zauberer can cast zauberer spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a zauberer using a shield incurs a chance of arcane spell failure if the spell in question has somatic components.

Improved Spell Pool (Su): At 12th level, a zauberer’s ability to cast spells using his mag pool becomes more efficient. Whenever he uses the Spell Pool class feature he expends a number of mag points equal to ½ the spell’s level (minimum 1). In addition, he can now modify those spells with metamagic feats he knows, expending a number of mag points equal to the number of additional spell slots used by the metamagic feat. Casting spells modified by metamagic feats in this manner does not increase the casting time of the spell.

Greater Zauberer (Su): At level 14th, the zauberer gains the ability to seamlessly cast spells and make melee attacks. He no longer provokes attacks of opportunity when using spell combat or spell strike.

Spell Critical (Ex): At 15th level, a zauberer learns to take advantage of a foe he struck a grievous wound to. Whenever he successfully confirms a critical hit, he can cast a spell as an immediate action. The spell must include the target of the attack as one of its targets or in its area of effect.

Perfect Spell Knowledge (Ex): At 18th level, the zauberer gains access to additional spells known. He learns 7 spells from the cleric spell list and adds them to his list of spells known as zauberer spells of their cleric level. He gains one of each of the following cleric spells not on the sorcerer spell list:

0-level, 1st-level, 2nd-level, 3rd-level, 4th-level, 5th-level, and 6th-level.

Perfect Zauberer (Su): At 20th level, the zauberer perfects the art of spell and combat. Whenever the zauberer uses spell combat or spellstrike, he gains a +2 circumstance bonus to all his attack and damage rolls until the end of his turn, a +2 circumstance bonus on checks to overcome Spell Resistance, and any spell he casts gains a +2 bonus to its Save DC.

New Feat

Expanded Mag Pool

Prerequisites: Mag pool class feature.

Benefit: Your mag pool increases by 2.

Special: You can gain this feat multiple times. Its effect stack, granting you an increase to your mag pool each time you take this feat.

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Art by: Shalia-Windterra


5/30/15 – Zauberer now has access to all sorcerer spells. Class is now a hybrid class. Zaubering pool changed to mag pool. Edited the spell section (to avoid people dipping into this class just to get spell combat and spell strike). Edited Perfected Spell Knowledge

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