Difference between revisions of "Spellsword (Apath)"

From Action
Jump to navigation Jump to search
m (wk)
Line 7: Line 7:
 
'''Primary Class: ''' Fighter.   
 
'''Primary Class: ''' Fighter.   
  
'''Secondary Class: ''' Wizard.   
+
'''Secondary Class: ''' Magus.   
  
 
The spellsword has all the class features of the primary class except as noted here.
 
The spellsword has all the class features of the primary class except as noted here.

Revision as of 14:37, 19 December 2013

ApathApath Logo
Unofficial rules compendium
Notepad.png This is a work in progress.

The spellsword is a warrior who is also a minor arcane spellcaster. He focuses on using magic outside of combat, complimenting his fighting skills with minor spellcasting abilities and a deep theoretical understanding of arcane magic. This makes him able to create and use scrolls and other magic items to cast spells in a deliberate, planned manner.

Class Information

This is a multiclass archetype.

Primary Class: Fighter.

Secondary Class: Magus.

The spellsword has all the class features of the primary class except as noted here. An arcane mystic cannot multiclass as a either the primary or secondary class, or with any of their subclasses, combination classes, or multiclass archetypes.

Age: The spellsword is an educated class and uses the oldest starting age bracket.

Alignment: Any

Hit dice: d10

Class Skills

Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (Any) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use magic device (Cha).

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 Cantrips, magic theorist, weapon somatics,
2 +2 +3 +0 +3 Bonus cantrip, scribe scroll
3 +3 +3 +1 +3 Bonus feat, bonus cantrip, spellbook mastery
4 +4 +4 +1 +4 Bonus cantrip, spellstrike 0
5 +5 +4 +1 +4 Arcane pool +1, bonus cantrip, 1 — —
6 +6/+1 +5 +2 +5 Bonus feat, spell recall 1
7 +7/+2 +5 +2 +5 Whirlwind attack 1 0
8 +8/+3 +6 +2 +6 Arcane pool +2 1 1
9 +9/+4 +6 +3 +6 Arcane theorist, bonus feat 2 1
10 +10/+5 +7 +3 +7 Arcane pool (swift action) 2 1 0
11 +11/+6/+1 +7 +3 +7 Arcane pool +3 2 1 1
12 +12/+7/+2 +8 +4 +8 Arcane pool (10 min/level), bonus feat 2 2 1
13 +13/+8/+3 +8 +4 +8 Arcane Quicken 3 2 1 0
14 +14/+9/+4 +9 +4 +9 Arcane pool +4 3 2 1 1
15 +15/+10/+5 +9 +5 +9 Bonus feat, improved spell recall 3 2 2 1
16 +16/+11/+6/+1 +10 +5 +10 Spellsword step 3 3 2 1
17 +17/+12/+7/+2 +10 +5 +10 Arcane pool +5 4 3 2 1
18 +18/+13/+8/+3 +11 +6 +11 Bonus feat 4 3 2 2
19 +19/+14/+9/+4 +11 +6 +11 Greater spell access 4 3 3 2
20 +20/+15/+10/+5 +12 +6 +12 Arcane pool +6 (1h/level), true spellsword 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).

Spells

A spellsword casts arcane spells drawn from the magus spell list, but only up to the 4th level of spells. A spellsword has no access to magus spells of level 5 or higher, such spells are not considered to be on his spell list for any purpose, precluding him from using spell trigger and spell completion items based on those spells. A spellsword must choose and prepare his spells ahead of time. The spellsword only begins with the ability to cast cantrips, but is a spellcaster from level 1 and has a caster level equal to his spellsword level.

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, he gains only the bonus spells he would be entitled to based on his 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.

Spellbooks: A spellsword must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook. At 1st level a spellsword gains a spellbook containing the cantrips he knows. At 4th level the spellsword adds three 1st-level spells of his choice to his spellbook. The spellsword also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to the spellbook. At each new spellsword level after the fourth, he gains one spell of any spell level that he can cast (based on his new spellsword level) for his spellbook.

At any time, a spellsword can also add spells of level 1 or greater found in other spellbooks to his own. A spellsword can learn spells from a wizard’s spellbook, just as a wizard can from a spellsword’s spellbook. The spells learned must be on the magus spell list. A spellsword cannot learn spells from an alchemist's formula book.

Cantrips

Spellswords learn to cast cantrips, or 0-level spells. A spellsword does not prepare cantrips and cannot add them to his spellbook like he can add higher-level spells; he knows a limited selection that does not change over time and can use any of the cantrips he knows at any time. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spellswords know a number of cantrips equal to their Intelligence modifier at first level. They learn one new cantrip every level from level 2 to level 5, for a total of 4 bonus cantrips.

Magic Theorist

A spellsword has a deep understanding of the theories of magic. All spells from the magus and sorcerer/wizard spell list are assumed to be on the spellsword's spell list for the purpose of using spell trigger and spell completion items, even those spells a spellsword can never learn to cast.

Weapon Somatics

The spellsword can use a melee weapon to replace the somatic components of any spellsword 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. Heneed not have a free hand besides the one holding the weapon. Weapon somatics can be used in a grapple, but only of the spellsword would be able to use his weapon to attack (not if wielding a two-handed weapon) and the normal concentration checks to cast spells without somatic components in grapple still apply.

This ability only works with melee weapons held in one or more hands; it is of no use with ranged weapons, natural weapons, spiked armor, or similar weapons that are not held in the hand.

When using this ability the spellsword adds +5 to Concentration checks to cast spells defensively, regardless of whether the spell has somatic components.

Scribe Scroll

The spellsword gains Scribe Scroll as a bonus feat at 2nd level.

Spellbook Mastery

At third level, a spellsword can use a sorcerer/wizard spell from a spellbook he owns as a prerequisite for creating a magic item. This need not be his own spell book or a spell he knows or is capable of casting. As long as the spell in question has been deciphered (using Spellcraft or read magic), the spellsword can use the spellbook to satisfy prerequisites for creating magic items.

Note that this and Scribe Scroll gives the spellsword a sort of ritual magic; by scribing a scroll of a high-level spell, he can make that spell available for a single use.

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 combat feat or an item creation feat. The spellsword must still meet all prerequisites for a bonus feat, including caster level minimums. Spellswords can also qualify for feats that are normally restricted only to fighters. Half of any spellsword levels count as fighter levels to qualify for fighter-only feats. This level credit stacks with level credits from other classes that grant access to fighter feats, such as magus or fighter.

Spellstrike (Su)

At 4th level, whenever a spellsword casts a spell with a range of "touch" from the magus 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 spellsword 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. 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.

Arcane Pool (Su)

Upon reaching 5th level, the spellsword gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to ½ his spellsword level + his Intelligence modifier. The pool refreshes once per day when the spellsword prepares his spells.

At 5th level, a spellsword can expend 1 point from his arcane pool as a standard action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. 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 enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. These bonuses can also be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, 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 arcane pool point is spent and cannot be changed until the next time the spellsword uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the spellsword. These bonuses apply to only one end of a double weapon, but two separate uses of the ability can be used to enhance both ends.

At level 10, using the arcane pool becomes a swift action.

At level 12, this lasts 10 minutes/level. At level 20, this lasts 1 hour/level, allowing the spellsword to keep it continuously active if desired. A spellsword can end the arcane pool weapon enchantment at any time as a free action.

Spell Recall (Su)

At 6th level, the spellsword learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.

Whirlwind Attack

Upon attaining 7th level, the spellsword gains Whirlwind Attack as a bonus feat, ignoring the prerequisites.

Arcane Theorist (Su)

At 9th level, when a spellsword prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.

Arcane Quicken

At 13th level, the spellsword can apply Quicken Spell to any spell from the magus spell list at the cost of one point of Arcane Pool per level of the spell.

Improved Spell Recall (Su)

At 15th level, the spellsword’s ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points from his arcane pool equal to ½ the spell’s level (minimum 1). Furthermore, instead of recalling a used spell, as a swift action the magus can prepare a spell of the same level that he has in his spellbook. He does so by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spellsword cannot apply metamagic feats to a spell prepared in this way. The spellsword does not need to reference his spellbook to prepare a spell in this way.

Spellsword Step

At 16th level, the spellsword can instantly transfer himself from his current location to a spot in range that he can see in a way similar to the dimension door spell. The spellsword can bring along objects as long as their weight doesn't exceed his maximum load, but not other creatures. As a move action, the spellsword can teleport 30 ft. in this manner. As a standard action, the spellsword can teleport up to 100 ft. Unlike the dimension door spell, the spellsword's turn does not end after using this ability.

By expanding one use of the Arcane Pool ability, the spellsword can teleport up to 100 ft. as a free action, but only at the beginning of his turn.

Greater Spell Access (Su)

At 19th level, the spellsword gains access to an expanded spell list. He learns and places 8 spells from the wizard’s spell list into his spellbook as spellsword spells of their wizard level. These spells count as spellsword spells for him from now on, and can be used with the arcane weapon somatics ability. He gains two of each of the following wizard spells not on the magus spell list:

1st-level, 2nd-level, 3rd-level, 4th-level.

True Spellsword (Su)

At 20th level, the spellsword becomes a master at combining spells and combat. Whenever he uses his weapon somatics ability, he does not need to make a concentration check to cast the spell defensively.