User Tools

Site Tools


swordmage

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
swordmage [2015/03/04 18:16] archmageswordmage [2015/03/05 04:30] (current) archmage
Line 13: Line 13:
  
 ^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 |- |- |- |- |- |
Line 37: Line 37:
  
 **<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.\\ **<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.\\ +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 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 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.
-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.
Line 51: Line 51:
 **<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:
Line 135: Line 135:
 <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 <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
  
-<font inherit/inherit;;#ffc671;;inherit>** Song of Fury (Ex):  **</font>    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;;#e6dfc1;;inherit>// Replaces:  //</font>    Heavy Armored Casting+<font inherit/inherit;;#ffc671;;inherit>** Song of Fury (Ex):  **</font>    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 end of the bladesinger’s next turn. \\ <font inherit/inherit;;#e6dfc1;;inherit>// Replaces:  //</font>    Heavy Armored Casting
  
 <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 <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.1425521776.txt.gz · Last modified: 2015/03/04 18:16 by archmage