Combat Magician (D20 Modern Class)

Combat Magician
This is a Character Class for Step into the Gloom - Nightwatch (3.5e Sourcebook)

This class is NOT suggested for Non-Night Watch campaigns, due to it's powerful abilities.

Combative Others who have shown promise as Spellcasters, Combat Magicians are specially trained for years before becoming full fledged agents. Their abilities are as terrifying as they are deadly, and although they are normally restricted to Evocation, Abjuration, and Transmutation spells, they can learn a few tricks from other schools in order to accent their training.

Making a Combat Magician
Combat Magicians are front-line fighters, weaving in and out of combat and casting powerful Evocation spells. Before battle, he may use Abjuration spells to defend himself and his allies. Or he may use Transmutation spells to alter his form to become physically more powerful. Or he may do both.

Abilities: Intellignce, Wisdom, and Charisma are all important for this class. Intelligence determines your spells per day and the DCs of your spells. Wisdom allows a Combat Magician to stay in the Twilight for longer periods of time. Charisma determines how easy it is for them to cast spells of an opposing Alignment. Constitution gives him more hit points, and better Fortitude Saves and Concentration checks to stay in the Twilight for even longer.

Alignment: Any

Wealth Bonus: +2

Action Points: 6 + 1/2 Character Level (Rounded Down) per level.

Starting Age: Simple

Class Features
All of the following are class features of the Twilight Magician.

Weapon and Armor Proficiency: The Combat Magician is proficient with all Simple Weapons, and Light Armor.

': A Combat Magician can cast any Arcane or Divine Spells of the Abjuration, Transmutation, and Evocation subschools. He can cast any spell he knows without preparing it ahead of time.

To learn or cast a spell, a Combat Magician must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Combat Magician’s spell is 10 + the spell level + the Combat Magician’s Intelligence modifier.

Like other spellcasters, a Combat Magician can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table above. In addition, she receives bonus spells per day if she has a high Intelligence score. A Combat Magician may know any number of spells, gaining 2 spells per level, and the ability to learn any spell by paying the appropriate costs, and spending the normal "research" time with a mentor teaching you how to cast the spell.

A Combat Magician begins play knowing six 0-level spells, plus three 1st-level spells of your choice. For each point of Intelligence bonus the Combat Magician has, she knows one additional 1st-level spell of your choice. At each new Combat Magician level, she gains two new spells of any spell level or levels that she can cast (based on her new Combat Magician level).

 (Su): Combat Magicians have the ability to see into, and enter, the Twilight. See Step into the Gloom - Night Watch (3.5e Sourcebook)/The Night, the Day, and the Twilight

Advanced Learning: At levels 3, 6, and 9, the Combat Magician learns a new spell. This spell is not restricted by their normal inability to learn spells. It does not have to be an Abjuration, Evocation, or Transmutation spell, but it must be a spell that they are capable of casting based upon their level.

Human Combat Magician Starting Package
Weapons: Combat Knife.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: Twilight Resistance

Bonus Feats: Twilight Acclimation

Gear: Night Watch Uniform, Identification Papers.