Difference between revisions of "Spellsword (Apath)"

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=== Bonus Feats ===
 
=== Bonus Feats ===
At 5th, 10th, 15th, and 20th level, a spellsword gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The spellsword must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The spellsword is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats.
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At 3rd, 6th, 9th, 12th, 15th, and 18th level, a spellsword gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The spellsword must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The spellsword is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats.
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=== Weapon Bond ===
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Upon reaching 5th level, a spellsword forms a divine bond with her weapons that allows the spellsword to enhance her weapon as a standard action by calling upon arcane power for 1 minute per spellsword level. When called, the power causes the weapon to shed light as a torch. At 5th level, this power grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: brilliant energy, dancing, defending, flaming, flaming burst, keen, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities 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. The bonus and properties granted by the power are determined when the power is called and cannot be changed until the power is called again. The arcane power imparts no bonuses if the weapon is held by anyone other than the spellsword but resumes giving bonuses if returned to the spellsword. These bonuses apply to only one end of a double weapon. A spellsword can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
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If a weapon bonded with a arcane power is destroyed, the spellsword loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the spellsword takes a –1 penalty on attack and weapon damage rolls.

Revision as of 15:37, 23 May 2012

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Unofficial rules compendium

The spellsword is an arcane spellcaster that focuses on battle, complimenting his fighting skills with minor spellcasting abilities.

Alignment: Any

Hit dice: d10

Class Skills

Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (Any) (Int), Linguistics (Int), Profession (Wis).

Skill points per level: 2 + Int bonus

Table: Spellsword

Class
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1 2 3 4
1 +1 +2 +0 +2 Arcane weapon somatics, cantrips
2 +2 +3 +0 +3
3 +3 +3 +1 +3
4 +4 +4 +1 +4 0
5 +5 +4 +1 +4 Bonus feat 1 — —
6 +6/+1 +5 +2 +5 1
7 +7/+2 +5 +2 +5 1 0
8 +8/+3 +6 +2 +6 1 1
9 +9/+4 +6 +3 +6 2 1
10 +10/+5 +7 +3 +7 Bonus feat 2 1 0
11 +11/+6/+1 +7 +3 +7 2 1 1
12 +12/+7/+2 +8 +4 +8 2 2 1
13 +13/+8/+3 +8 +4 +8 3 2 1 0
14 +14/+9/+4 +9 +4 +9 3 2 1 1
15 +15/+10/+5 +9 +5 +9 Bonus feat 3 2 2 1
16 +16/+11/+6/+1 +10 +5 +10 3 3 2 1
17 +17/+12/+7/+2 +10 +5 +10 4 3 2 1
18 +18/+13/+8/+3 +11 +6 +11 4 3 2 2
19 +19/+14/+9/+4 +11 +6 +11 4 3 3 2
20 +20/+15/+10/+5 +12 +6 +12 Bonus feat 4 4 3 3

Class features

Weapon and Armor Proficiency: Spellswords are proficient with all simple and martial melee weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Arcane Weapon Somatics

The spellsword can use a melee weapon to replace the somatic components of all spells he casts. This works just like the Still Spell feat, except that the spellsword must be wielding a melee weapon and must be able to use it. There is no increase in the level of a spell affected by arcane weapon somatics.

Cantrips

Spellswords know a number of cantrips, or 0-level spells equal to their Intelligence modifier at first level. They learn one new cantrip every third level. These spells are cast like any other spell, but they are not expended when cast and may be used again. A spellsword does not prepare cantrips; he knows a limited selection that does not change over time.

Spells

A spellsword casts arcane spells drawn from the sorcerer/wizard spell list. A spellsword must choose and prepare his spells ahead of time.

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

A spellsword can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Spellsword . In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). When Table: Spellsword indicates that the spellsword gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Intelligence score for that spell level.

A spellsword 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 spellsword decides which spells to prepare.

Starting Spells (See Spellbooks below): A spellsword at 4th level gains a spellbook containing three 1st-level spells of his choice. The spellsword also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new spellsword level, he gains two new spells of any spell level or levels that he can cast (based on his new spellsword level) for his spellbook. At any time, a spellsword can also add spells found in other spellbooks to his own (see Magic).

Spells Gained at a New Level: Spellsword perform a certain amount of spell research between adventures. Each time a character attains a new spellsword level, he gains one spell of his choice to add to his spellbook. The free spell must be of spell levels he can cast.

Bonus Feats

At 3rd, 6th, 9th, 12th, 15th, and 18th level, a spellsword gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The spellsword must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The spellsword is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats.

Weapon Bond

Upon reaching 5th level, a spellsword forms a divine bond with her weapons that allows the spellsword to enhance her weapon as a standard action by calling upon arcane power for 1 minute per spellsword level. When called, the power causes the weapon to shed light as a torch. At 5th level, this power grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: brilliant energy, dancing, defending, flaming, flaming burst, keen, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities 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. The bonus and properties granted by the power are determined when the power is called and cannot be changed until the power is called again. The arcane power imparts no bonuses if the weapon is held by anyone other than the spellsword but resumes giving bonuses if returned to the spellsword. These bonuses apply to only one end of a double weapon. A spellsword can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a arcane power is destroyed, the spellsword loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the spellsword takes a –1 penalty on attack and weapon damage rolls.