Swordmage (Apath)
Unofficial rules compendium | |
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To the swordmage, arcane magic is life. Even more magical than the usual spellsword, the swordmage uses magical powers to defend himself, relying on such powers rather than on mundane armor.
Weapons and Armor Proficencies
Spellswords are proficient with the dagger, greatsword, longsword, scimitar, and short sword, but not with any other weapons or with any type of armor.
Swordmage Shielding
Swordmages surround themselves with a field of force armor that provides an armor bonus to armor class of +4, +1 per four levels. A swordmage that has the off-hand free, not wielding a weapon in two hands or using a shield or two weapons, increases this bonus to +6, +1 per 2 levels.
Spellsword level | Normal bonus | Increased bonus |
1 | +4 | +6 |
2-3 | +4 | +7 |
4-5 | +5 | +8 |
6-7 | +5 | +9 |
8-9 | +6 | +10 |
10-11 | +6 | +11 |
12-13 | +7 | +12 |
14-15 | +7 | +13 |
16-17 | +8 | +14 |
18-19 | +8 | +15 |
20 | +9 | +16 |
Activating this shield is a full-round action, and the shield stays up as long as the swordmage is conscious. It can be reactivated any number of times per day. Switching from the normal to the impoved version or vice-versa is a free action that must be performed at the beginning of the swordmage's turn.