Spellsword (Apath)

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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), 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 Arcane weapon somatics, cantrips
2 +2 +3 +0 +3 Bonus cantrip
3 +3 +3 +1 +3 Bonus feat, bonus cantrip
4 +4 +4 +1 +4 Bonus cantrip, spellstrike 0
5 +5 +4 +1 +4 Arcane pool +1 (1/day), bonus cantrip, 1 — —
6 +6/+1 +5 +2 +5 Bonus feat 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 pool (2/day), 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 +2 2 1 1
12 +12/+7/+2 +8 +4 +8 Bonus feat 2 2 1
13 +13/+8/+3 +8 +4 +8 Arcane pool (2/day) 3 2 1 0
14 +14/+9/+4 +9 +4 +9 Arcane pool +3 3 2 1 1
15 +15/+10/+5 +9 +5 +9 Bonus feat, arcane pool (10 min/level) 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 +4 4 3 2 1
18 +18/+13/+8/+3 +11 +6 +11 Bonus feat, arcane pool (4/day) 4 3 2 2
19 +19/+14/+9/+4 +11 +6 +11 Greater apell access 4 3 3 2
20 +20/+15/+10/+5 +12 +6 +12 Arcane pool +5 (1h/level), true apellsword 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 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. Arcane weapon somatics can be used in a grapple, but only if the spellsword is wielding a light weapon. There is no increase in the level or casting time of a spell affected by arcane weapon somatics.

This ability only works with melee weapons held in one or more hands; it is of no use with ranged weapons, natural weapons, shields, gauntlets, spiked armor, cestus, or similar weapons that are not held but strapped to the wearer.

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

Cantrips

Spellswords learn to cast cantrips, or 0-level spells. A spellsword does not prepare cantrips; 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 up to level 5, for a total of 4 bonus cantrips.

Spells

A spellsword casts arcane spells drawn from the magus 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 one new spell 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).

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 fighter bonus feat, a metamagic feat, or Spell Mastery. The spellsword must still meet all prerequisites for a bonus feat, including caster level minimums. Spellswords are not fighters and spellsword levels do not help the qualify for fighter-only feats, so not all fighter bonus feats are accessible to the spellsword. 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 fighter bonus feats, Metamagic Feats, or Spell Mastery when choosing those ordinary feats.

Spellstrike (Su)

At 4th level, whenever a spellsword casts a spell with a range of "touch" from the spellsword 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. See FAQ/Errata for the magus Spellstrike ability for more information.

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 1/2 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 swift 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.

At 5th level, these bonuses can 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 separateuses of the ability can be used to enhance both ends. 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. At level 15, the weapon bond lasts 10 minutes/level. At level 20, the weapon bond lasts 1 hour/level, allowing the spellsword to keep it continuously active if desired. A spellsword can end the current weapon bond at any time as a free action.

Whirlwind Attack

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

Spellsword Step

At 16th level, a spellsword learns the Spellsword Step ability. As a move action, a spellsword can teleport up to 30 ft. As a standard action, a spellsword can teleport up to 100 ft. This works like dimension door, except that the spellsword can only teleport himself.

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 14 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 spellsword spell list:

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

True Spellsword (Su)

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

Spellsword Archetypes/Alternate Class features