A friend of mine and I came up with a class we call the Spellblade, in response to a thread in the Pathfinder Alpha 3 forums talking about fighter/mage combination base classes. Of course, people seemed more intent on arguing back and forth than actually posting a comment or even acknowledging that I posted it, so I felt it would do better in its own thread. Here's the most recent version, so please let me know what you think and keep the comments constructive. Thanks!
((Note: The formatting wound up a bit wonky, but I think it's easy to figure out. If not, the formatted version can be found here.))
Hit Die: d8
Class Skills: (2+Int Modifier)
Acrobatics, Climb, Craft, Fly, Intimidate, Knowledge (All, taken individually), Profession, Spellcraft, Ride, Swim.
Level B.A.B. Fort Save Ref Save Will Save Special
1 +0 +0 +2 +2 Armored Casting, Cantrips
2 +1 +0 +3 +3 Dance of Warding
3 +2 +1 +3 +3 Eschew Materials
4 +3 +1 +4 +4 Weapon Attunement +1
5 +3 +1 +4 +4 Wraith Step 1/day
6 +4 +2 +5 +5 Summon Weapon
7 +5 +2 +5 +5 Spell Channeling
8 +6/+1 +2 +6 +6 Weapon Attunement +2
9 +6/+1 +3 +6 +6 Wraith Step 2/day
10 +7/+2 +3 +7 +7 Evasion
11 +8/+3 +3 +7 +7 Altered Attunement
12 +9/+4 +4 +8 +8 Weapon Attunement +3
13 +9/+4 +4 +8 +8 Wraith Step 3/day
14 +10/+5 +4 +9 +9 Greater Channeling
15 +11/+6/+1 +5 +9 +9
16 +12/+7/+2 +5 +10 +10 Weapon Attunement +4
17 +12/+7/+2 +5 +10 +10 Wraith Step 4/day
18 +13/+8/+3 +6 +11 +11 Improved Evasion
19 +14/+9/+4 +6 +11 +11
20 +15/+10/+5 +6 +12 +12 Mastered Attunement
Spells Per Day
0-level 1st 2nd 3rd 4th 5th 6th
1st 3 1 - - - - -
2nd 4 2 - - - - -
3rd 4 2 - - - - -
4th 4 2 1 - - - -
5th 4 3 2 - - - -
6th 4 3 2 - - - -
7th 4 3 2 1 - - -
8th 4 4 3 2 - - -
9th 4 4 3 2 - - -
10th 4 4 3 2 1 - -
11th 4 4 4 3 2 - -
12th 4 4 4 3 2 - -
13th 4 4 4 3 2 1 -
14th 4 4 4 4 3 2 -
15th 4 4 4 4 3 2 -
16th 4 4 4 4 3 2 1
17th 4 4 4 4 4 3 2
18th 4 4 4 4 4 3 3
19th 4 4 4 4 4 3 3
20th 4 4 4 4 4 4 4
Proficiencies: The Spellblade is proficient with light armor (but not with shields) and with all simple weapons, as well as all light and one-handed martial weapons.
Spells: Spellblades cast arcane spells from the spellblade spell list (shown below). They must prepare spells ahead of time and keeps spellbooks, just as a wizard does. To cast any spell on their list, a spellblade must have an Intelligence score of at least 10 + the level of the spell. Their spellbooks contain 4 0-level spells and 2 1st-level spells at 1st level, and they add 2 spells of any level they can cast upon gaining each new level. TO add additional spells beyond these, they must pay to scribe the spell into their spellbook, just as a wizard does.
Armored Casting (Ex): When wearing light armor, and wielding a one-handed melee weapon in one hand, a Spellblade ignores arcane spell failure for the armor they are wearing.
Cantrips: Spellblades can prepare a number of cantrips, or 0-level spells, each day. They can cast these spells at will as a spell-like ability. The number of cantrips a Spellblade can prepare is noted under “Spells Per Day”. Cantrips are treated like any other spell cast by the Spellblade in terms of duration and other variables based on level.
Dance of Warding (Ex): Starting at 2nd level, when wielding a one-handed melee weapon in one hand and nothing in the other, and only when wearing light armor, the Spellblade adds a dodge bonus to his armor class based on his half his level, rounded down, up to a maximum of his int bonus.
Eschew Materials: At 3rd level, the Spellblade gains Eschew Materials as a bonus feat.
Weapon Attunement (Su): Starting at 4th level, a Spellblade can attune to their weapon of choice during a day-long process of meditation and training using the weapon to be bonded. Once complete, the Spellblade receives a +1 enhancement bonus to all attack and damage rolls with the bonded weapon. At every 4th level thereafter, the enhancement bonus increases by +1. Finally, at 20th level, they have become so attuned to their weapon that it gains a +5 enhancement bonus, and a simple, empathic intelligence.
Wraith Step (Su): Starting at 5th level, the Spellblade can call upon their innate magic to teleport up to 30ft in any direction as a swift action, as long as the spot is within their line of sight, 1/day. At 9th level this increases to 2/day, at 13th 3/day, and at 17th 4/day.
Summon Weapon (Su): At 6th level, the Spellblade can summon their attuned weapon to their hand as a swift action.
Spell Channeling (Su): Starting at 7th level, a spellblade can channel touch or ray spells through his bonded weapon. He may choose to substitute a normal attack with his weapon for the touch attack required of the spell. This attack is resolved as a normal attack rather than a touch attack, and does damage as a normal attack in addition to the spell's effects.
Evasion (Ex): At 9nd level and higher, a spellblade can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the spellblade is wearing light armor or no armor. A helpless spellblade does not gain the benefit of evasion.
Altered Attunement (Su): Beginning at 11th level, a spellblade is able to adjust the form of his weapon attunement. Rather than an enhancement bonus, he may allocate his Weapon Attunement bonus to special abilities as he sees fit. The weapon's special abilities may be adjusted at the spellblade's desire with a ritual that takes one hour. The spellblade's bonded weapon must always possess at least a +1 enhancement, however, whether from the Weapon Attunement ability or from a normal enchantment
Greater Spell Channeling (Su): Starting at 14th level, a spellblade's ability to channel his spells increases. He can now channel spells through his weapon as a swift action during a full attack.
Improved Evasion (Ex): At 18th level, the spellblade's evasion improves. This ability works like evasion, except that while the spellblade still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless spellblade does not gain the benefit of improved evasion.
Spellblade Spells
0-Level
Resistance
Acid Splash
Detect Magic
Read Magic
Dancing Lights
Light
Ray of Frost
Message
1st-Level
Protection from Chaos/Evil/Good/Law
Shield
Mage Armor
Obscuring Mist
True Strike
Burning Hands
Magic Missile
Shocking Grasp
Chill Touch
Ray of Enfeeblement
Expeditious Retreat
Magic Weapon
2nd-Level
Protection from Arrows
Resist Energy
Acid Arrow
Fog Cloud
See Invisibility
Scorching Ray
Shatter
Blur
Invisibility
Mirror Image
Bear's Endurance
Bull's Strength
Cat's Grace
3rd-Level
Dispel Magic
Protection from Energy
Sleet Storm
Fireball
Lightning Bolt
Wind Wall
Displacement
Vampiric Touch
Fly
Haste
Keen Edge
Magic Weapon, Greater
Slow
4th-Level
Dimensional Anchor
Stoneskin
Black Tentacles
Dimension Door
Solid Fog
Fire Shield
Ice Storm
Wall of Fire
Wall of Ice
5th-Level
Cloudkill
Wall of Stone
Telepathic Bond
Cone of Cold
Sending
Wall of Force
Waves of Fatigue
6th-Level
Dispel Magic, Greater
Acid Fog
Wall of Iron
Chain Lightning
Freezing Sphere
Disintegrate
