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swordmage [2015/02/07 19:03] – [Class Abilities] archmageswordmage [2015/03/05 04:30] (current) archmage
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 ===== Class Attributes ===== ===== Class Attributes =====
  
 +**<font inherit/inherit;;#ffc671;;inherit>Hit Dice:</font>    ** d8\\
 **<font inherit/inherit;;#ffc671;;inherit>Alignment:</font>    ** Any\\ **<font inherit/inherit;;#ffc671;;inherit>Alignment:</font>    ** Any\\
 **<font inherit/inherit;;rgb(255, 198, 113);;inherit>Armor</font>    ** **<font inherit/inherit;;rgb(255, 198, 113);;inherit>Proficiencies:</font>    ** Light armor\\ **<font inherit/inherit;;rgb(255, 198, 113);;inherit>Armor</font>    ** **<font inherit/inherit;;rgb(255, 198, 113);;inherit>Proficiencies:</font>    ** Light armor\\
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 ^Level ^BAB ^Fort ^Ref ^Will ^Special ^0 ^1st ^2nd ^3rd ^4th ^5th ^6th | ^Level ^BAB ^Fort ^Ref ^Will ^Special ^0 ^1st ^2nd ^3rd ^4th ^5th ^6th |
-|1st |+0 |+2 |+0 |+2 |Combat Magic, Light Armored, Casting, Cantrips |3 |2 |- |- |- |- |- |+|1st |+0 |+2 |+0 |+2 |Combat Magic, Light Armored CastingCombat Casting, Cantrips |3 |2 |- |- |- |- |- |
 |2nd |+1 |+3 |+0 |+3 |Spellstrike, Breach +1 |4 |3 |- |- |- |- |- | |2nd |+1 |+3 |+0 |+3 |Spellstrike, Breach +1 |4 |3 |- |- |- |- |- |
 |3rd |+2 |+3 |+1 |+3 |Weapon Sigils |4 |4 |- |- |- |- |- | |3rd |+2 |+3 |+1 |+3 |Weapon Sigils |4 |4 |- |- |- |- |- |
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 ===== Class Abilities ===== ===== Class Abilities =====
 +
 +**<font inherit/inherit;;#ffc671;;inherit>Spells:</font>    ** A swordmage casts arcane spells drawn from the wizard spell list, but is limited to the schools of abjuration, evocation, illusion, necromancy, and transmutation. A swordmage must choose and prepare his spells ahead of time.\\
 +To learn, prepare, or cast a spell, the swordmage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a swordmage’s spell is 10 + the spell level + the swordmage’s Intelligence modifier.\\
 +A swordmage can cast only a certain number of spells 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 if he has a high Intelligence score (see page 8 of the Player’s Handbook).\\
 +A swordmage may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying the swordmage decides which spells to prepare. A swordmage must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook. A swordmage begins play with a spellbook containing all 0-level wizard spells plus three 1st-level wizard spells of his choice. The swordmage also selects a number of additional 1st-level wizard spells equal to his Intelligence modifier to add to his spellbook. At each new swordmage level, he gains two new wizard spells of any spell level or levels that he can cast (based on his new swordmage level) for his spellbook. At any time a swordmage can also add spells found in other spellbooks to his own. A swordmage can learn spells from a wizard’s spellbook, just as a wizard can from a swordmage.
  
 **<font inherit/inherit;;#ffc671;;inherit>Combat Magic (Ex):</font>    ** At 1st level, a swordmage learns to cast spells and wield his weapons 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 swordmage must have one hand free or holding an implement (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 spell from the wizard spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). The swordmage provokes attacks of opportunity as normal when casting a spell in this manner, and must cast defensively in order to avoid these attacks of opportunity. A swordmage 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. **<font inherit/inherit;;#ffc671;;inherit>Combat Magic (Ex):</font>    ** At 1st level, a swordmage learns to cast spells and wield his weapons 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 swordmage must have one hand free or holding an implement (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 spell from the wizard spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). The swordmage provokes attacks of opportunity as normal when casting a spell in this manner, and must cast defensively in order to avoid these attacks of opportunity. A swordmage 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.
  
 **<font inherit/inherit;;#ffc671;;inherit>Light Armored Casting (Ex):</font>    ** A swordmage gains proficiency in light armor if he isn’t already, and ignores the arcane spell failure chance from wearing light armor. This benefit does not apply to shields. **<font inherit/inherit;;#ffc671;;inherit>Light Armored Casting (Ex):</font>    ** A swordmage gains proficiency in light armor if he isn’t already, and ignores the arcane spell failure chance from wearing light armor. This benefit does not apply to shields.
 +
 +**<font inherit/inherit;;#ffc671;;inherit>Combat Casting (Ex):</font>    ** A swordmage gains the Combat Casting feat for free at 1st level.
  
 **<font inherit/inherit;;#ffc671;;inherit>Cantrips:</font>    ** A swordmage can prepare a number of cantrips, or 0-level spells, each day, as noted on the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. **<font inherit/inherit;;#ffc671;;inherit>Cantrips:</font>    ** A swordmage can prepare a number of cantrips, or 0-level spells, each day, as noted on the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
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 **<font inherit/inherit;;rgb(255, 198, 113);;inherit>Spellstrike (Su):</font>    ** At 2nd level, whenever a swordmage casts a spell with a range of “touch” from the wizard spell list, 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 swordmage 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 swordmage makes this attack in concert with the combat magic ability, this melee attack takes all the penalties accrued by combat magic melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. **<font inherit/inherit;;rgb(255, 198, 113);;inherit>Spellstrike (Su):</font>    ** At 2nd level, whenever a swordmage casts a spell with a range of “touch” from the wizard spell list, 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 swordmage 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 swordmage makes this attack in concert with the combat magic ability, this melee attack takes all the penalties accrued by combat magic melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
  
-**<font inherit/inherit;;rgb(255, 198, 113);;inherit>Breach (Ex):</font>    ** Starting at 2nd level, the swordmage can more easily overcome the spell resistance of any opponent he successfully injures with a melee attack. If you have injured an opponent with a melee attack, you gain a +1 bonus on your caster level check to overcome that creature’s spell resistance until the beginning of your next turn. This bonus increases by an additional +1 at 6th level and every four levels after.+**<font inherit/inherit;;rgb(255, 198, 113);;inherit>Breach (Ex):</font>    ** Starting at 2nd level, the swordmage can more easily overcome the spell resistance of any opponent he successfully injures with a melee attack. If you have injured an opponent with a melee attack, you gain a +1 bonus on your caster level check to overcome that creature’s spell resistance until the end of your next turn. This bonus increases by an additional +1 at 6th level and every four levels after.
  
 **<font inherit/inherit;;rgb(255, 198, 113);;inherit>Weapon Sigils (Su):</font>    ** At 3rd level, a swordmage learns how to imbue his weapon with arcane magic, enhancing its abilities. By spending 1 hour of uninterrupted time with his weapon, a swordmage can invest spell points to inscribe arcane sigils onto his weapon, granting it special abilities and enhancements of his choosing. These special enhancements function only for the swordmage that inscribed the sigils. The enhancements last until the swordmage chooses to erase the sigils or is slain. A swordmage can only enhance one weapon in this way at one time. If he attunes to another weapon, the sigils on the previous weapon disappear. Each sigil the swordmage places on his weapon requires a certain amount of spell points. The swordmage has a number of spell points equal to his swordmage level to spend on abilities. Each ability can only be purchased once unless its description says otherwise. The available enhancements are listed below: **<font inherit/inherit;;rgb(255, 198, 113);;inherit>Weapon Sigils (Su):</font>    ** At 3rd level, a swordmage learns how to imbue his weapon with arcane magic, enhancing its abilities. By spending 1 hour of uninterrupted time with his weapon, a swordmage can invest spell points to inscribe arcane sigils onto his weapon, granting it special abilities and enhancements of his choosing. These special enhancements function only for the swordmage that inscribed the sigils. The enhancements last until the swordmage chooses to erase the sigils or is slain. A swordmage can only enhance one weapon in this way at one time. If he attunes to another weapon, the sigils on the previous weapon disappear. Each sigil the swordmage places on his weapon requires a certain amount of spell points. The swordmage has a number of spell points equal to his swordmage level to spend on abilities. Each ability can only be purchased once unless its description says otherwise. The available enhancements are listed below:
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 The practice of merging both sword and spell together in combat was originally practiced by the high elves, who were known as bladesingers. Bladesingers see themselves more as artists than warriors, blending graceful swordplay and arcane magic together into a harmonious whole. The bladesinger has all the standard swordmage class features, except as noted below. The practice of merging both sword and spell together in combat was originally practiced by the high elves, who were known as bladesingers. Bladesingers see themselves more as artists than warriors, blending graceful swordplay and arcane magic together into a harmonious whole. The bladesinger has all the standard swordmage class features, except as noted below.
  
-Race: High elf or half-elf\\ +<font inherit/inherit;;#ffc671;;inherit>** Race: **</font> High elf or half-elf\\ 
-Saving Throws: Poor Fortitude, good Reflex and Will\\ +<font inherit/inherit;;#ffc671;;inherit>** Saving Throws: **</font> Poor Fortitude, good Reflex and Will\\ 
-Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Concentration (Con), Cosmology (Int), Dungeoneering (Int), Insight (Wis), Linguistics (Int), Trade (Int), Warfare (Int)+<font inherit/inherit;;#ffc671;;inherit>** Class Skills: **</font> Acrobatics (Dex), Arcana (Int), Athletics (Str), Concentration (Con), Cosmology (Int), Dungeoneering (Int), Insight (Wis), Linguistics (Int), Trade (Int), Warfare (Int)
  
 ===== Class Abilities ===== ===== Class Abilities =====
  
-Spells: A bladesinger casts arcane spells drawn from the wizard spell list just as the swordmage does, but loses access to the necromancy school and instead gains access to the enchantment school.+<font inherit/inherit;;#ffc671;;inherit>** Spells:  **</font>    A bladesinger casts arcane spells drawn from the wizard spell list just as the swordmage does, but loses access to the necromancy school and instead gains access to the enchantment school. 
 + 
 +<font inherit/inherit;;#ffc671;;inherit>** Bladesong (Ex):  **</font>    At 1st level, a bladesinger learns to cast spells and wield his sword 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 bladesinger must have one hand free (even if the spell being cast does not have somatic components), while wielding longsword, rapier, elven shamshir, or elven thinblade 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 spell from the wizard spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). The bladesinger provokes attacks of opportunity as normal when casting a spell in this manner, and must cast defensively in order to avoid these attacks of opportunity. A bladesinger 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.\\ 
 +<font inherit/inherit;;#e6dfc1;;inherit>// Replaces:  //</font>    Combat Magic
  
-Bladesong (Ex): At 1st level, a bladesinger learns to cast spells and wield his sword at the same time. This functions much like two-weapon fightingbut the off-hand weapon is a spell that is being cast. To use this ability, the bladesinger must have one hand free (even if the spell being cast does not have somatic components), while wielding longsword, rapier, elven shamshir, or elven thinblade 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 spell from the wizard spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty)The bladesinger provokes attacks of opportunity as normal when casting spell in this manner, and must cast defensively in order to avoid these attacks of opportunity. A bladesinger 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.\\ +<font inherit/inherit;;#ffc671;;inherit>** Combat Agility (Ex):  **</font>    At 2nd level, the bladesinger gains +1 dodge bonus to his AC and CMDwith the bonus increasing by one at every four levels after 2nd levelbladesinger loses this bonus when wearing medium or heavy armor or when carrying medium or heavy load.\\ 
-Replaces: Combat Magic+<font inherit/inherit;;#e6dfc1;;inherit>// Replaces:  //</font>    Breach
  
-Combat Agility (Ex)At 2nd level, the bladesinger gains a +1 dodge bonus to his AC and CMDwith the bonus increasing by one at every four levels after 2nd level.  A bladesinger loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.\\ +<font inherit/inherit;;#ffc671;;inherit>** Bladesinger Talent **</font>    As a bladesinger gains experience, he acquires specific talents that allow him to specialize in certain forms of arcane combat. Starting at 4th levela bladesinger gains one bladesinger talent. He gains an additional bladesinger talent for every levels of bladesinger attained after 4th level. A bladesinger cannot select an individual talent more than once unless otherwise notedThe available talents are listed below:
-ReplacesBreach+
  
-Bladesinger Talent: As a bladesinger gains experience, he acquires specific talents that allow him to specialize in certain forms of arcane combat.  Starting at 4th level, a bladesinger gains one bladesinger talent.  He gains an additional bladesinger talent for every 4 levels of bladesinger attained after 4th level.  A bladesinger cannot select an individual talent more than once unless otherwise noted. The available talents are listed below: +  <font inherit/inherit;;#bddeff;;inherit>// Advanced Learning (Ex): //</font> The bladesinger can add up to three spells to his spell list from the conjuration, divination, and necromancy schools, representing the result of broader magical studies. The spells must from the wizard spell list and of a level no higher than that of the highest-level spell the bladesinger already knows. Once the spells are selected, they are forever added to the bladesinger’s list and can be used just like any other spell on his list. 
-  * Advanced Learning (Ex): The bladesinger can add up to three spells to his spell list from the conjuration, divination, and necromancy schools, representing the result of broader magical studies. The spells must from the wizard spell list and of a level no higher than that of the highest-level spell the bladesinger already knows. Once the spells are selected, they are forever added to the bladesinger’s list and can be used just like any other spell on his list. +  * <font inherit/inherit;;#bddeff;;inherit>// Arcane Aegis (Su): //</font> The bladesinger can expend one of his swordmage spells as an immediate action to gain damage reduction equal to twice the level of the spell sacrificed. The damage reduction lasts until the start of the bladesinger’s next turn and cannot be overcome by any type of weapon. 
-  * Arcane Aegis (Su): The bladesinger can expend one of his swordmage spells as an immediate action to gain damage reduction equal to twice the level of the spell sacrificed. The damage reduction lasts until the start of the bladesinger’s next turn and cannot be overcome by any type of weapon. +  * <font inherit/inherit;;#bddeff;;inherit>// Arcing Spellstrike (Ex): //</font> Once per day when the bladesinger successfully hits a target with a spellstrike, the bladesinger can target a number of enemies within 15 feet of the target equal to his Intelligence modifier with a ranged touch attack as a free action. Those struck suffer the effects of the channeled spell along with the original target. This talent may be selected multiple times, granting the swordmage an additional daily use of this ability each time it is selected. 
-  * Arcing Spellstrike (Ex): Once per day when the bladesinger successfully hits a target with a spellstrike, the bladesinger can target a number of enemies within 15 feet of the target equal to his Intelligence modifier with a ranged touch attack as a free action. Those struck suffer the effects of the channeled spell along with the original target. This talent may be selected multiple times, granting the swordmage an additional daily use of this ability each time it is selected. +  * <font inherit/inherit;;#bddeff;;inherit>// Evasion (Ex): //</font> A bladesinger with this ability can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the bladesinger is wearing light armor or no armor. A helpless bladesinger does not gain the benefit of evasion. 
-  * Evasion (Ex): A bladesinger with this ability can avoid even magical and unusual attacks with great agility.  If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.  Evasion can be used only if the bladesinger is wearing light armor or no armor.  A helpless bladesinger does not gain the benefit of evasion. +  * <font inherit/inherit;;#bddeff;;inherit>// Insightful Spellstrike (Ex): //</font> When performing a spellstrike, the bladesinger gains a bonus on the attack roll equal to his Intelligence modifier. 
-  * Insightful Spellstrike (Ex): When performing a spellstrike, the bladesinger gains a bonus on the attack roll equal to his Intelligence modifier. +  * <font inherit/inherit;;#bddeff;;inherit>// Quickness (Ex): //</font> A bladesinger with this talent receives a +10 ft. bonus to his land speed and a +1 dodge bonus to AC. 
-  * Quickness (Ex): A bladesinger with this talent receives a +10 ft. bonus to his land speed and a +1 dodge bonus to AC. +  * <font inherit/inherit;;#bddeff;;inherit>// Refocus Ray (Ex): //</font> The bladesinger 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 he makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that spell are wasted and have no effect. These spells can be used with the spellstrike class feature. 
-  * Refocus Ray (Ex): The bladesinger 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 he makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that spell are wasted and have no effect. These spells can be used with the spellstrike class feature. +  * <font inherit/inherit;;#bddeff;;inherit>// Swift Spell (Ex): //</font> Once per day, the bladesinger can cast any wizard spell he knows with a casting time of 1 standard action or less as a swift action. This talent may be selected multiple times, granting the bladesinger an additional daily use of this ability each time it is selected.
-  * Swift Spell (Ex): Once per day, the bladesinger can cast any wizard spell he knows with a casting time of 1 standard action or less as a swift action. This talent may be selected multiple times, granting the bladesinger an additional daily use of this ability each time it is selected.\\ +
-Replaces: Swordmage Talent+
  
-Song of Celerity (Ex): At 7th level, whenever the bladesinger uses his bladesong ability, he may cast two spells instead of one as long as both spells are at least two levels lower than the highest level bladesinger spell he is able to cast.\\ +<font inherit/inherit;;#e6dfc1;;inherit>// Replaces:  //</font>    Swordmage Talent
-Replaces: Medium Armored Casting+
  
-Greater Bladesong (Ex): At 10th level, the bladesinger gains the ability to seamlessly cast spells and make melee attacks. Whenever the bladesinger casts defensively while using the bladesong ability, he gains a bonus on his Concentration checks equal to his Intelligence modifier.\\ +<font inherit/inherit;;#ffc671;;inherit>** Song of Celerity (Ex):  **</font>    At 7th level, whenever the bladesinger uses his bladesong ability, he may cast two spells instead of one as long as both spells are at least two levels lower than the highest level bladesinger spell he is able to cast. \\ <font inherit/inherit;;#e6dfc1;;inherit>// Replaces:  //</font>    Medium Armored Casting
-Replaces: Combat Magic Expertise+
  
-Song of Fury (Ex): At 13th level, whenever the bladesinger successfully hits a target with a melee attack while using his bladesong ability, he lowers that target’s spell resistance by 2 per hit until the beginning of the bladesinger’s next turn.\\ +<font inherit/inherit;;#ffc671;;inherit>** Greater Bladesong (Ex):  **</font>    At 10th level, the bladesinger gains the ability to seamlessly cast spells and make melee attacks. Whenever the bladesinger casts defensively while using the bladesong ability, he gains a bonus on his Concentration checks equal to his Intelligence modifier. \\ <font inherit/inherit;;#e6dfc1;;inherit>// Replaces:  //</font>    Combat Magic Expertise
-Replaces: Heavy Armored Casting+
  
-Master Bladesong (Ex): At 19th level, the bladesinger becomes master of spells and sword. Whenever he uses his bladesong ability, he suffers no penalty on his attack rolls and does not need to make a Concentration check to cast the spell defensively.\\ +<font inherit/inherit;;#ffc671;;inherit>** Song of Fury (Ex):  **</font>    At 13th level, whenever the bladesinger successfully hits target with a melee attack while using his bladesong ability, he lowers that target’s spell resistance by 2 per hit until the end of the bladesinger’s next turn. \\ <font inherit/inherit;;#e6dfc1;;inherit>// Replaces:  //</font>    Heavy Armored Casting
-Replaces: Combat Magic Mastery+
  
 +<font inherit/inherit;;#ffc671;;inherit>** Master Bladesong (Ex):  **</font>    At 19th level, the bladesinger becomes a master of spells and sword. Whenever he uses his bladesong ability, he suffers no penalty on his attack rolls and does not need to make a Concentration check to cast the spell defensively. \\ <font inherit/inherit;;#e6dfc1;;inherit>// Replaces:  //</font>    Combat Magic Mastery
swordmage.1423364628.txt.gz · Last modified: 2015/02/07 19:03 by archmage