Meepo

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2 posts. Alias of Sorcerer Leukocyte.


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The players in my game took it of their own initiative to redeem Aldern. When they reached his room, I went through with his actions as dictated in the book. Instead of killing him, they Dazed him, Disarmed him, had an Eidolon grapple him and then slapped a pair of masterwork cuffs on him. Thus far, he had failed every attempt to escape, even with added fudging by the DM. They eventually got him chained to a ladder with a bag over his head and noseplugs in all their noses and carried him back to Sheriff Hemlock.

He is currently sitting in a jail cell until they return with a cleric to kill him and then Resurrect him, with me scrambling to fill out a redeemed character sheet for him (the target of his obsession is the only one who is helping Aldern, but is dedicated to bringing his old hunting buddy back to life and recruiting him). I'm also hoping Aldern will even the odds against Xanesha, later on.


My group's changes to the Magus class were somewhat different. First off, we renamed the class to Spellblade. Many of these changes are taken from ideas in the Playtest Forums that we thought were interesting.

The class felt like a sword-wielding wizard before. With the changes, I feel that it is more of a spontaneous spellcaster that mixes offensive spellcasting with an intense focus on a single weapon, binding the two together in his attacks.

This is probably still far from the final product of my group's Magus changes, as there are still more great ideas on these forums, Also, the spells known and per day still feel like they need balancing, as the class is going to run out of spells every day very quickly as it is. There will probably end up being more Spellblade Arcana choices, too.

BAB: 3/4
Good Saves: Will and Reflex
Hit Die: d10
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Cha), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
Skill Ranks: 2 + intelligence modifier
Proficiencies: Same as Magus
Spellcasting: The Spellblade now has spontaneous spellcasting, with the same spells per day as the bard and the same spells known as the bard.

NEW SPELL: Tiring Strike

Spoiler:
School: necromancy; Level: Spellblade/sorcerer/wizard/witch 0; Casting Time: 1 standard action; Components: S; Range: touch; Target: one creature; Duration: instantaneous; Saving Throw: none; Spell Resistance: yes; Description: You reach out, you hand crackling with negative energy. You must succeed with a melee touch attack to affect your target. The attack bestows the fatigued condition on the target for 1 round.

NEW SPELL: Striking Flames

Spoiler:
School: evocation [fire]; Level: Spellblade/sorcerer/wizard 0; Casting Time: 1 standard action; Components: S; Range: touch; Target: one creature or object; Duration: instantaneous; Saving Throw: none; Spell Resistance: yes; Description: You reach out, your hand glowing with blindingly bright flames. You must succeed with a melee touch attack to affect your target. The attack deals 1d3 points of damage and bestows the dazzled condition on the target for 1 round.

CLASS SPELL LIST:

Spoiler:
0: Tiring Strike, Striking Flames, Spark, Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Touch of Fatigue

1: Flare Burst, Hydraulic Push, Stone Fist, Burning Hands, Color Spray, Enlarge Person, Expeditious Retreat, Feather Fall, Floating Disk, Grease, Jump, Magic Missile, Magic Weapon, Mount, Obscuring Mist, Reduce Person, Shield, Shocking Grasp, Silent Image, True Strike, Unseen Servant, Chill Touch

2: Burning Gaze, Elemental Touch, Fire Breath, Stone Call, Acid Arrow, Alter Self, Bear’s Endurance, Blur, Bull’s Strength, Cat’s Grace, Darkness, Flame Sphere, Fog Cloud, Glitterdust, Gust of Wind, Invisibility, Levitate, Minor Image, Mirror Image, Pyrotechnics, Scorching Ray, Shatter, Spider Climb, Web, Ghoul Touch, Touch of Idiocy, Protection From Arrows, False Life

3: Aqueous Orb, Cloak of Winds, Elemental Aura, Hydraulic Torrent, Versatile Weapon, Arcane Sight, Beast Shape I, Daylight, Dispel Magic, Displacement, Fireball, Flame Arrow, Fly, Gaseous Form, Haste, Keen Edge, Lightning Bolt, Greater Magic Weapon, Major Image, Phantom Steed, Sleet Storm, Slow, Stinking Cloud, Water Breathing, Wind Wall, Heroism, Rage, Vampiric Touch, Blink

4: Ball Lightning, Detonate, Dragon’s Breath, Firefall, River of Wind, Beast Shape II, Black Tentacles, Dimension Door, Elemental Body, Mass Enlarge Person, Fire Shield, Ice Storm, Greater Invisibility, Phantasmal Killer, Mass Reduce Person, Shout, Solid Fog, Stoneskin, Wall of Fire, Wall of Ice, Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, Confusion, Crushing Despair, Resilient Sphere

5: Fire Snake, Geyser, Baleful Polymorph, Beast Shape III, Cloudkill, Cone of Cold, Elemental Body II, Interposing Hand, Overland Flight, Telekinesis, Teleport, Wall of Force, Wall of Stone, Feeblemind, Mind Fog, Waves of Fatigue, Greater Heroism, Chain Lightning

6: Contagious Flame, Sirocco, Acid Fog, Beast Shape IV, Disintegrate, Greater Dispel Magic, Elemental Body III, Flesh to Stone, Forceful Hand, Form of the Dragon I, Freezing Sphere, Mislead, Stone to Flesh, Transportation, True Seeing, Wall of Iron, Antimagic Field, Finger of Death

CLASS FEATURES:
1. Cantrips, Spellstrike
2. Spell Combat
3. Spellblade Arcana, Implement Aptitude
4. Arcane Weapon
5. Spellblade Arcana, Weapon Familiarity I
6. Bonus Feat
7. Spellblade Arcana
8. Improved Spell Combat, Fighter Training
9. Spellblade Arcana
10. Weapon Familiarity II
11. Spellblade Arcana, Bonus Feat
12. Counterstrike
13. Spellblade Arcana
14. Greater Spell Combat
15. Spellblade Arcana, Weapon Familiarity III
16. Implement Mastery
17. Spellblade Arcana, Bonus Feat
18. Weapon Call
19. Spellblade Arcana
20. True Spellblade

CANTRIPS:

Spoiler:
A Spellblade learns a number of cantrips, or 0-level spells, as noted below. These spells are cast like any other spell, but they do not consume any slots and may be used again.

SPELLSTRIKE:

Spoiler:
You can make a melee attack with Spellstrike at normal attack bonus and channel a spell with a range of touch (note: not a spell that requires a melee or ranged touch attack) through the strike as a standard action. Casting the spell does not trigger an attack of opportunity. If the melee attack would normally trigger an attack of opportunity, it still does so. When a critical hit is confirmed, the weapon is calculated normally, but the spell uses a x2 modifier to calculate critical damage, regardless of the critical modifier of the weapon used (the spell does use the weapon’s critical threat range, however). Only the spell damage of the attack bypasses damage resistance; the weapon damage deals with damage resistance normally. If the spell has to overcome spell resistance or forces a saving throw, the spell resistance or saving throw applies only to the spell part of the attack, not the weapon part of the attack. You do not have to make a separate attack roll with the spell, only a normal attack roll with the melee attack. If the attack hits, the spell is discharged. If you miss with the melee attack, you do not lose the spell; it is stored following the rules for holding the charge on a touch spell, and can be delivered the next time the weapon the spell is held in makes contact with a creature or object. Use your Spellblade level as your Base Attack Bonus for melee attacks when attacking with Spellstrike.

SPELL COMBAT:

Spoiler:
Use your Spellblade level as your Base Attack Bonus for melee attacks when attacking with Spell Combat.

SPELLBLADE ARCANA:

Spoiler:
Additional Rule for Metamagic Arcana: For every four levels of the Spellblade class taken after selecting a Metamagic Arcana, you may increase the uses per day by 1. (example: a Spellblade takes the Maximized Magic Arcana at level 12. He is now level 16, and can cast two spells per day as if they were modified by the Maximize Spell feat) This is not a Spellblade Arcana that can be selected, but a rule that is always in effect for Spellblade characters.

(The following are all of the Spellblade Arcana choices)

Arcane Accuracy (Su): A Spellblade with this Spellblade Arcana can sacrifice one of his spell slots as a swift action to grant himself an insight bonus on all attack rolls equal to the level of the spell slot consumed until the end of his turn. Consuming cantrips in this way has no effect.

Broad Study (Ex): A Spellblade with this Spellblade Arcana must select one other class that grants the ability to cast spells. The Spellblade can use his spellstrike and spell combat abilities while casting or using spells from the spell list of that class. This does not allow him to cast arcane spells from that class’s spell list without suffering the normal chances of arcane spell failure. The Spellblade must be at least 5th level before selecting this Spellblade Arcana.

Concentrate (Ex): A Spellblade with this Spellblade Arcana can reroll any concentration check he has just made with a +4 bonus. He must use this ability after the roll is made, but before it is determined if the roll is a success. The Spellblade must take the second roll, even if it is worse. The Spellblade can use this ability once per day.

Critical Strike (Ex): Whenever a Spellblade with this Spellblade Arcana scores a critical hit with a melee weapon, he may cast a spell with a range of touch as a swift action, then make a touch attack against the target of the critical hit as a free action. The Spellblade can use this ability once per day. The Spellblade must be at least 11th level before selecting this Spellblade Arcana.

Dispelling Strike (Su): A Spellblade with this Spellblade Arcana can sacrifice one of his spell slots as a swift action to imbue his weapon with a special aura. If the weapon strikes a creature within the next minute, that creature is the subject of a targeted dispel magic using the Spellblade’s level as the caster level, except that this effect cannot dispel a spell of a level higher than that sacrificed spell slot (treat higher-level spells as if they do not exist and apply the dispel attempt to the remaining spells with the highest caster level). Once the strike is made, the aura dissipates, even if the dispel attempt is unsuccessful. The Spellblade must be at least 9th level before selecting this Spellblade Arcana.

Empowered Magic (Su): A Spellblade with this Spellblade Arcana can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or the level of the spell. The Spellblade must be at least 5th level before selecting this Spellblade Arcana.

Evasion (Ex): A Spellblade with this Spellblade Arcana 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, medium armor, or no armor. A helpless Spellblade does not gain the benefit of evasion. The Spellblade must be at least 9th level before selecting this Spellblade Arcana.

Familiar (Su): A Spellblade with this Spellblade Arcana gains a familiar, using his Spellblade level as his effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature. The Spellblade cannot take both the Familiar and Weapon Familiar Spellblade Arcana.

Focused Caster (Ex): A Spellblade with this Spellblade Arcana gains a permanent +2 on all Concentration Checks. This Spellblade Arcana can be taken multiple times.

Hasted Assault (Su): A Spellblade with this Spellblade Arcana can sacrifice one of his spell slots as a swift action to move more quickly. This functions as haste, but it only targets the Spellblade and the duration lasts a number of rounds equal to the level of the sacrificed spell slot. The Spellblade must be at least 9th level before selecting this Spellblade Arcana.

Heavy Armor Spellcasting (Ex): A Spellblade with this Spellblade Arcana is proficient with heavy armor. The Spellblade can cast Spellblade spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a Spellblade using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. The Spellblade must have taken the Medium Armor Spellcasting Spellblade Arcana before selecting this Spellblade Arcana. The Spellblade must be at least 11th level before selecting this Spellblade Arcana.

Improved Evasion (Ex): A Spellblade with this Spellblade Arcana’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, he henceforth takes only half damage on a failed save. A helpless Spellblade does not gain the benefit of improved evasion. The Spellblade must have taken the Evasion Spellblade Arcana before selecting this Spellblade Arcana. The Spellblade must be at least 13th level before selecting this Spellblade Arcana.

Maneuver Mastery (Ex): A Spellblade with this Spellblade Arcana has mastered one combat maneuver. He selects one maneuver when selecting this arcana. Whenever he is attempting the selected maneuver, he treats his Spellblade level as his base attack bonus (in addition to any base attack bonus gained from other classes). A Spellblade can select this Spellblade Arcana more than once. Its effects do not stack. Each time he selects this Spellblade Arcana, he selects another combat maneuver.

Maximized Magic (Su): A Spellblade with this Spellblade Arcana can cast one spell per day as if it were modified by the Maximize Spell feat. This does not increase the casting time or the level of the spell. The Spellblade must be at least 11th level before selecting this Spellblade Arcana.

Medium Armor Spellcasting (Ex): A Spellblade with this Spellblade Arcana is proficient with medium armor. The Spellblade can cast Spellblade spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a Spellblade wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. The Spellblade must be at least 5th level before selecting this Spellblade Arcana.

Quickened Magic (Su):A Spellblade with this Spellblade Arcana can cast one spell per day as if it were modified by the Quicken Spell feat. This does not increase the level of the spell. The Spellblade must be at least 15th level before selecting this Spellblade Arcana.

Raging Magic (Ex): A Spellblade with this Spellblade Arcana can Rage as per the Barbarian class feature once per day, with a duration in rounds equal to the Spellblade’s intelligence modifier. The Spellblade can choose to end the rage early, reducing the number of rounds he will be fatigued accordingly. The Spellblade, while other restrictions of the rage still apply, can still cast any spell he knows as if he were not under the effects of rage. Raging Magic follows the Metamagic Arcana rules to determine additional uses per day. The Spellblade must be at least 5th level before selecting this Spellblade Arcana.

Reflection (Su): A Spellblade with this Spellblade can sacrifice one of his spell slots as an immediate action to reflect a spell back at its caster. This functions as spell turning, but only if the targeted spell is of a level equal to or less than the level of the sacrificed spell slot. The Spellblade must be at least 14th level before selecting this Spellblade.

Silent Magic (Su): A Spellblade with this Spellblade Arcana can cast one spell per day as if it were modified by the Silent Spell feat. This does not increase the casting time or the level of the spell.

Spell Shield (Su): A Spellblade with this Spellblade Arcana can sacrifice one of his spell slots as an immediate action to grant himself a shield bonus to AC equal to the level of the spell slot consumed until the end of his next turn. Consuming cantrips in this way has no effect.

Still Magic (Su): A Spellblade with this Spellblade Arcana can cast one spell per day as if it were modified by the Still Spell feat. This does not increase the casting time or the level of the spell.

Weapon Familiar (Ex): The Spellblade cannot take both the Familiar and the Weapon Familiar Spellblade Arcana. The weapon familiar is detailed below.

More information on the Weapon Familiar:

Spoiler:

Ability Scores: Strength 14, Dexterity 12, Constitution -, Intelligence X, Wisdom 8, Charisma 6

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level.

Hit Points: The weapon familiar has half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: The weapon familiar doesn’t make attacks itself, but is used by the master to attack.

Saving Throws: The weapon familiar uses the master’s base saving throw, but adds its own attribute modifiers. The weapon familiar gains a racial bonus to Fortitude saves equal to 1/3 of its Hit Dice, rounded down.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal ranks for the weapon familiar (according to personality) or the master’s skill ranks, whichever is better. In either case, the weapon familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the weapon familiar’s ability to use (A weapon familiar cannot use Acrobatics, Climb, Disable Device, Disguise, Escape Artist, Fly, Heal, Perform, Ride, Sleight of Hand, Stealth, Swim, and Use Magic Device. Depending on the personality of the weapon familiar, it will have differing ranks in Appraise, Bluff, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Engineering), Knowledge (Geography), Knowledge (History), Knowledge (Local), Knowledge (Nature), Knowledge (Nobility), Knowledge (Planes), Knowledge (Religion), Linguistics, Perception, Profession, Sense Motive, Spellcraft, and Survival depending on its personality. A personality will only have ranks in a class skill).

Type: The weapon familiar is a Construct. The Construct Traits are immunity to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage. Constructs do not need to eat, drink, or breathe (Note: the weapon familiar is still treated as an object for the purpose of sundering and similar effects, even though it is a Construct).

Weapon Familiar Bonuses (Master Class Level: Hardness, Intelligence, Special Features)
1st-2nd: +1 hardness, intelligence is 1/2 of Spellblade +1, Alertness, Communicate With Master, Improved Evasion, Inherited Sight, Personality, Soul Link, Share Spells
3rd-4th: +2 hardness, intelligence is 1/2 of Spellblade +2, Deliver Touch Spells, Weapon Focus
5th-6th: +3 hardness, intelligence is 1/2 of Spellblade +3, Blind-Fight, Speak With Master
7th-8th: +4 hardness, intelligence is 1/2 of Spellblade +4, Speak With Allies, Quick Draw
9th-10th: +5 hardness, intelligence is 1/2 of Spellblade +5, Speak With Anyone
11th-12th: +6 hardness, intelligence is 1/2 of Spellblade +6, Spell Resistance
13th-14th: +7 hardness, intelligence is 1/2 of Spellblade +7, Scry on Familiar
15th-16th: +8 hardness, intelligence is 1/2 of Spellblade +8, Greater Weapon Focus
17th-18th: +9 hardness, intelligence is 1/2 of Spellblade +9, Personality Focus
19th-20th: +10 hardness, intelligence is 1/2 of Spellblade +10, Stunning Critical

Hardness Adjustment: The number here is in addition to the weapon familiar’s existing hardness.

Intelligence: The weapon familiar’s intelligence score.

Alertness: While the weapon familiar is within arm’s reach, the master gains the Alertness feat.

Communicate With Master: The master has a telepathic link with his weapon familiar to a 1 mile distance. The master can communicate telepathically with his weapon familiar, but cannot see through the eyes of the weapon familiar because the weapon familiar does not have eyes. The master has the same connection to an item or place that his weapon familiar does.

Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a weapon familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Inherited Sight: As the weapon familiar was created using a piece of the master’s own soul, the weapon familiar, while it doesn’t have eyes, senses the surrounding world as though it had the same forms of vision as the master.

Personality: Each weapon familiar has a distinct personality, randomly assigned at the time of its creation from among those soon to follow. At 1st level, its owner typically gets a feel for a weapon familiar’s personality only through occasional impulses, but as the owner increases in level the weapon familiar’s personality becomes more pronounced. At higher levels, it is not uncommon for a weapon familiar to constantly ply its owner with observations and advice, often severely slanted toward the weapon familiar’s particular worldview. The owner always sees a bit of himself in his weapon familiar, even if magnified and therefore distorted.

Soul Link: The master of a weapon familiar has a deep link to the piece of his soul residing in the weapon familiar. If the weapon familiar has the broken condition, the master has the fatigued condition until the weapon familiar is repaired. If the weapon familiar is destroyed, the master gains one negative level, which remains and cannot be removed by any means until the master goes through a ritual no sooner than one week after the weapon familiar is destroyed, which takes 8 hours and costs 200 gp per Spellblade level the master has. The ritual also requires a weapon to be bound as the new weapon familiar (Note: the weapon familiar cannot be a natural weapon). As soon as the ritual is completed, the negative level is instantly removed.

Share Spells: The Spellblade may cast a spell with a target of “You” on his weapon familiar (as a touch spell) instead of on himself. A Spellblade may cast spells on his weapon familiar even if the spells do not normally affect creatures of the weapon familiar’s type.

Deliver Touch Spells: If the master is 3rd level or higher, a weapon familiar can deliver touch spells for him. If the master and the weapon familiar are in contact at the time the master casts a touch spell, he can designate his weapon familiar as the “toucher.” The weapon familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Weapon Focus: If the master is 3rd level or higher, while the weapon familiar is within arm’s reach, the master gains the Weapon Focus feat with the weapon type of the weapon familiar.

Blind-Fight: If the master is 5th level or higher, while the weapon familiar is within arm’s reach, the master gains the Blind-Fight feat.

Speak With Master: If the master is 5th level or higher, the weapon familiar gains the ability to speak verbally in any language the master knows. Nobody but the master can hear this speech.

Speak With Allies: If the master is 7th level or higher, the weapon familiar’s ability to speak verbally in any language the master knows now extends to those the master considers allies (this generally includes the adventuring group and any NPCs which are currently in good standing with the master, unless specified otherwise to the DM). The weapon familiar can choose to speak as if it did not have this ability.

Quick Draw: If the master is 7th level or higher, while the weapon familiar is within arm’s reach, the master gains the Quick Draw feat, but the feat only functions when drawing the weapon familiar.

Speak With Anyone: If the master is 9th level or higher, the weapon familiar gains the ability to speak verbally in any language the master knows. Any creature or object that can detect sound through any method, such as a spell or having ears, can hear the weapon familiar. The weapon familiar can choose to speak as if it did not have this ability.

Spell Resistance: If the master is 11th level or higher, a weapon familiar gains spell resistance equal to the master’s level + 5. To affect the weapon familiar with a spell, another spellcaster
must get a result on a caster level check (1d20 + caster level) that equals or exceeds the weapon familiar’s spell resistance.

Scry on Familiar: If the master is 13th level or higher, he may scry on his weapon familiar (as if casting the scrying spell) once per day.
Greater Weapon Focus: If the master is 15th level or higher, while the weapon familiar is within arm’s reach, the master gains the Greater Weapon Focus feat with the weapon type of the weapon familiar.

Personality Focus: If the master is 17th level or higher, while the weapon familiar is within arm’s reach, the master gains the Skill Focus feat in any one skill that is a class skill for the familiar, depending on personality. If the weapon familiar leaves arm’s reach of the master and then returns to within arm’s reach of the master, the master does not get to select a different skill to use Skill Focus on. The choice of which skill Skill Focus applies to is permanent for as long as the master has the same weapon familiar.

Stunning Critical: If the master is 19th level or higher, while the weapon familiar is within arm’s reach, the master gains the Stunning Critical feat, but the feat only functions for critical hits when wielding the weapon familiar.

Personalities for the Weapon Familiar:

Spoiler:

Roll a 1d20 to randomly select your weapon familiar personality. If you roll a 16-20, reroll until you roll a number between 1-15. (Note: Yes, this concept was lovingly borrowed from the psicrystal of 3.5 fame)

1 - Artiste: This splinter personality notes without humility that it is wonderfully talented in almost any “cultured” occupation, be it dancing, opera, or cooking. Equal parts truth and pretension make up this claim. (Bluff: +4, Knowledge (Nobility) +6int, Appraise +6int, Linguistics +4int, Sense Motive +2, Profession (Playwright) +3)

2 - Bully: Sometimes bad seeds are still good for something. The bully splinter personality’s overbearing harangues and constant insistence on getting its way can be trying, but its influence is sometimes handy for the owner. (Intimidate +4, Knowledge (Local) +6int, Survival +5, Perception +3, Handle Animal +2, Knowledge (Nobility) +4int) (Note: while the Bully can speak to you telepathically, you cannot speak to the Bully telepathically)

3 - Coward: Buried deep in everyone is a healthy dose of self-preservation. When captured and magnified, the essence of cowardliness aids the owner in finding safe harbor in dangerous situations. However, this weapon familiar is far too eager to urge the owner to run and hide, even in not seriously dangerous situations. (Bluff +4, Perception +5, Survival +5, Knowledge (Local) +4int, Knowledge (Dungeoneering) +4int, Knowledge (Nature) +4int)

4 - Friendly: This splinter personality is disposed to promote the well-being of others—even of reviled enemies. The owner puts up with lectures on his hard-hearted ways, but in return he is better able to deal with creatures in a nonviolent manner. (Diplomacy +4, Handle Animal +4, Sense Motive +4, Knowledge (Local) +4int, Knowledge (Religion) +4int, Linguistics +4int)

5 - Hero: We all want to be heroes, and the weapon familiar with this implanted splinter personality is that desire personified. Given to urging the owner into dangerous situations, it pays back its owner with fortitude in moments of difficulty. (Knowledge (Dungeoneering) +6int, Perception +5, Intimidate +4, Bluff +2, Appraise +4int, Knowledge (History) +4int)

6 - Liar: This weapon familiar just can’t help telling falsehoods, even to its owner—who knows all too well when it is prevaricating and when it is communicating truthfully. This inability to mislead its owner doesn’t stop the weapon familiar from lying anyway—and its lying ways can serve its owner in good stead when he is forced to stretch the truth himself. (Bluff +4, Diplomacy +4, Sense Motive +4, Perception +3, Knowledge (History) +4int, Appraise +4int)

7 - Meticulous: A meticulous weapon familiar has a hard time discerning between important details and those that are irrelevant. In describing itself, it would say it is “punctilious in its attention to the rules of etiquette, and furthermore marked by extreme care in the treatment of details.” Sometimes maddening, this trait is at other times useful to the owner who attempts a precise study of his environment. (Perception +5, Knowledge (Engineering) +6int, Sense Motive +4, Knowledge (Dungeoneering) +4int, Spellcraft +4int, Appraise +4int)

8 - Nimble: Quick and dexterous, a nimble weapon familiar is the perfect companion in any situation where reaction must follow on the heels of action. If anything, this splinter personality is a little too prone toward seeing potential danger in every shadow. (Knowledge (Dungeoneering) +6int, Perception +5, Bluff +4, Survival +3, Sense Motive +2, Knowledge (Nature) +4int)

9 - Observant: “Did you see that?” is the most common communication between an observant weapon familiar and its owner. Sometimes a weapon familiar with this personality enables its owner to note details he might have otherwise passed by. (Perception +5, Survival +5, Sense Motive +4, Appraise +4int, Knowledge (Dungeoneering) +4int, Knowledge (Planes) +4int)

10 - Poised: The ability to be constantly aware of your body and how it interacts with your surroundings is something often lost in the welter of more important thoughts. Not so for this weapon familiar, which is perfectly poised and sure of itself—if not its owner. It often preaches the importance of equilibrium and readiness for action. (Perception +5, Knowledge (Local) +6int, Knowledge (Nature) +6int, Knowledge (Dungeoneering) +4int, Knowledge (Arcana) +4int, Sense Motive +2)

11 - Resolved: Resolution is a quality everyone wishes he or she had, and this weapon familiar has it in spades. It is firm in purpose and belief, and its advice and observations are characterized by fierce determination. Or, as its owner might say, it is a stubborn so-and-so. Still, this unshakable faith aids the owner in all contests of will. (Knowledge (Religion) +6int, Knowledge (History) +6int, Survival +5, Diplomacy +2, Linguistics +4int, Perception +3)

12 - Sage: This splinter personality attempts to be a mentor to its owner, even though it is drawn from the owner’s mind. Still, unfettered by any other personality type, the sage sees itself as the be-all, end-all master of all spiritual and philosophical topics (not to mention the area of knowledge in which it is especially skilled). Outside the scope of its particular area of expertise, the sage weapon familiar’s advice is some times suspect. (Spellcraft +6int, Knowledge (Arcana) +6int, Knowledge (History) +6int, Knowledge (Religion) +4int, Knowledge (Nature) +4int, Linguistics +4int)

13 - Single-Minded: A weapon familiar with this personality has the ability to focus on the task at hand, ignoring all other environmental and emotional factors. Sometimes its owner has a difficult time getting the weapon familiar’s attention, but its influence also magnifies its owner’s ability to concentrate. (Knowledge (Geography) +6int, Appraise +6int, Diplomacy +4, Perception +3, Survival +3, Bluff +2)

14 - Sneaky: Why announce your presence with loud footfalls when you could just as easily glide in with less noise than a breath of air? Or so asks the sneaky weapon familiar, who believes wholeheartedly in the adage that silence is golden. It is given to hushing its owner—and its owner’s companions. Still, its expertise in the area of quiet locomotion can’t be denied. (Knowledge (Dungeoneering) +6int, Bluff +4, Perception +5, Survival +3, Sense Motive +2, Knowledge (Local) +4int)

15 - Sympathetic: This personality allows a weapon familiar to see into the hearts of other living things by putting itself in their shoes. Unfortunately, the weapon familiar also spends a lot of time analyzing the owner and his companions, commenting on their mental states, and making pronouncements about the fitness of their actions. This personality can be useful, though, when the owner wants to determine the motives of a potential enemy. (Diplomacy +4, Sense Motive +4, Linguistics +6int, Knowledge (Nobility) +4int, Knowledge (Nature) +4int, Handle Animal +2)

IMPLEMENT APTITUDE:

Spoiler:
You can now use scrolls or wands wielded in your off-hand in combination with your Spellstrike and Spell Combat class features. You gain this class feature at level 3.

ARCANE WEAPON: Same as Magus

WEAPON FAMILIARITY I:

Spoiler:
At level 5, when you are wielding a weapon that has been the target of your Arcane Weapon class feature for at least 7 days in a row, you gain a +4 bonus to CMD vs. disarm attempts against the weapon. Additionally, any weapon that has been the target of your Arcane Weapon class feature for at least 7 days in a row now calculates its AC as 10 + Size modifier + the Spellblade’s dexterity modifier as long as you are wielding the weapon.

IMPROVED SPELL COMBAT: Same as Magus

FIGHTER TRAINING (Ex):

Spoiler:
Starting at 8th level, a Spellblade counts his total Spellblade Level - 4 as his fighter level for the purpose of qualifying for feats that requires a specific number of levels in the Fighter class (for example: a 16th level Spellblade counts as being a 12th level Fighter for the purpose of qualifying for feats that require a specific number of levels in the Fighter class). If he has levels in fighter, these levels stack.

WEAPON FAMILIARITY II:

Spoiler:
At level 10, when you are wielding a weapon that has been the target of your Arcane Weapon class feature for at least 7 days in a row, you gain the ability to, when a creature makes a disarm attack against you, immediately make a disarm attack as an attack of opportunity against the creature. You can make this attack even if the creature’s disarm attack would not normally provoke an attack of opportunity. You cannot make this disarm attack if the enemy is outside of your range of attack with your bonded weapon.

COUNTERSTRIKE: Counterstrike is now attained at level 12.

GREATER SPELL COMBAT: Same as Magus

WEAPON FAMILIARITY III:

Spoiler:
At level 15, when you are wielding a weapon that has been the target of your Arcane Weapon class feature for at least 7 days in a row, the damage die of the weapon is increased as if the weapon were one size bigger and you auto-confirm all critical hits with the weapon.

IMPLEMENT MASTERY:

Spoiler:
You can now use a magical staff wielded in your off-hand in combination with your Spellstrike and Spell Combat class features. You gain this class feature at level 16.

WEAPON CALL: Weapon Call is now attained at level 18.

TRUE SPELLBLADE:

Spoiler:
In addition to the other effects of True Spellblade, a 20th level Spellblade who confirms a critical hit with Spellstrike now treats the spell he had cast as though it had been maximized. If the spell used was already maximized, it is considered to be empowered as well. If the spell was already maximized and empowered, why aren’t you playing an Incantatrix?