
commonlyquixotic |
I love the 4th Edition Swordmage Class, and haven't seen anything even remotely close to it for Pathfinder. I like the swordmage because it is highly mobile, is an effective defender of allies, and has some cool magical abilities that don't require tracking spells/day and the like. Pathfinder doesn't have a class that comes close to fulfilling these criteria. So, I put together my own version of the Swordmage. Let me know what you think!
Swordmage
Hit Die: d8.
Class Skills: Athletics, Endurance, Acrobatics, Disable/Use Device, Craft, Knowledge, Arcana, Perception, Insight, Diplomacy, Handle Animal, Intimidate
Skill Ranks per Level: 4 + Int modifier.
Level/Base Attack Bonus/Fort Save/Ref Save/Will Save/Special
1st/+1/+0/+0/+2/Dimensional Agility, Swordmage Warding, Swordmage Charms
2nd/+2/+0/+0/+3/Swordbond +1
3rd/+3/+1/+1/+3/Enchant Weapon +1
4th/+4/+1/+1/+4/Bonus Feat
5th/+5/+1/+1/+4/Swordmage Charms
6th/+6/+2/+2/+5/Swordbond +2
7th/+7/+2/+2/+5/Enchant Weapon +2
8th/+8/+2/+2/+6/Bonus Feat, Dimensional Dervish
9th/+9/+3/+3/+6/Swordmage Charms
10th/+10/+3/+3/+7/Improved Warding, Swordbond +3
11th/+11/+3/+3/+7/Enchant Weapon +3
12th/+12/+4/+4/+8/Bonus Feat
13th/+13/+4/+4/+8/Swordmage Charms
14th/+14/+4/+4/+9/Swordbond +4
15th/+15/+5/+5/+9/Dimensional Savant, Enchant Weapon +4
16th/+16/+5/+5/+10/Bonus Feat
17th/+17/+5/+5/+10/Swordmage Charms
18th/+18/+6/+6/+11/Swordbond +5
19th/+19/+6/+6/+11/Enchant Weapon +5
20th/+20/+6/+6/+12/Bonus Feat, Ultimate Swordbond
Class Features
Weapon and Armor Proficiency
A swordmage is proficient with simple weapons, as well as three additional weapon groups (I use weapon groups instead of individual weapon proficiencies in my campaign. Substitute this however you like). A swordmage is also proficient with light armor.
Dimensional Agility
As a move action, you may teleport up to your speed. You may not bring any other creatures with you, and afterward you can take any actions you still have remaining on your turn.
Swordmage Warding
The Swordmage Warding class feature grants the swordmage a +1 Armor bonus to AC while wielding a one-handed weapon. This bonus increases to +3 if the swordmage has at least one hand free and is wearing light or no armor.
Swordmage Charms
Once per turn, as an immediate action when the swordmage hits a creature with a basic melee attack, he may choose one of the following effects.
Level 1
Swordmage Aegis
The swordmage may target the creature hit with one of the following effects. This allows the swordmage to spend an attack of opportunity triggered when the target hits with an attack that did not include the swordmage as a target. The creature is targeted for a number of rounds equal to the swordmage's level, or until the swordmage targets a different creature with an aegis.
Aegis of assault allows the swordmage to teleport to the target and make a melee basic attack against it.
Aegis of ensnarement allows the swordmage to teleport the target into an adjacent square and make it grant combat advantage until the end of your next turn.
Aegis of shielding reduces the triggering attack's damage against one creature by an amount equal to the swordmage's CON plus ½ swordmage level.
Level 5
Take a 5 Foot Step
This movement does not count against your ability to move or take a 5-foot step earlier or later in the round
Level 7
Defender
You may give one adjacent ally +2 to AC for one round.
Level 9
Reduce Damage Resistance – Reduce the target's DR by 5 for 1 round.
Level 13
Maneuvering strike
Make a combat maneuver check against the creature. This does not provoke attacks of opportunity, and the opponent cannot attempt a combat maneuver against you if you fail.
Level 17
Spell Copy – You may gain the effect of one spell or magical effect active on the target for 1 minute (or until the effect expires, whichever comes first).
Enchant Weapon
You may enchant a weapon as a standard action that does not provoke attacks of opportunity
Enchant Weapon +1
Your weapon gains a +1 enhancement bonus, as well as one of the following abilities. You may apply bonus damage and other effects to your attacks. If the weapon is magic, take the better bonus. It's normal ability is temporarily suppressed. The enchantment lasts a number of rounds equal to your level, or until you use Enchant Weapon again.
Impervious - An impervious weapon is warded from damage and decay.
Benevolent - When the wielder of a benevolent weapon uses the aid another action to grant an ally a bonus on attack rolls, he increases the aid another bonus by the enhancement bonus of the weapon.
Corrosive - deals an extra 1d6 points of acid damage on a successful hit.
Countering - +2 bonus to his combat maneuver defense against combat maneuvers made to disarm or sunder this weapon. If the attempt fails, the wielder can immediately attempt the same maneuver against the opponent
Flaming - deals an extra 1d6 points of fire damage on a successful hit.
Frost - deals an extra 1d6 points of cold damage on a successful hit.
Ghost touch - A ghost touch weapon deals damage normally against incorporeal creatures.
Heartseeker - A heartseeker weapon ignores the miss chance for concealment against most living targets, though the attack must still target the proper square.
Keen - This ability doubles the threat range of a weapon.
Limning - On a successful strike against a creature affected by a means of magical concealment, the weapon outlines the creature in faerie fire (as the spell) for 1 round.
Menacing - When the wielder is adjacent to a creature that is being flanked by an ally, the flanking bonus on attack rolls for all flanking allies increases by +2.
Merciful - A merciful weapon deals an extra 1d6 points of damage, but all damage it deals is nonlethal damage.
Mighty cleaving - A mighty cleaving weapon allows a wielder using the Cleave feat to make one additional attack if the first attack hits, as long as the next foe is adjacent to the first and also within reach.
Ominous - An ominous weapon trails a shadowy haze behind every stroke, and moans a menacing dirge in battle. An ominous weapon adds its enhancement bonus on Intimidate checks made by the wielder. In addition, when an ominous weapon confirms a critical hit, the target is shaken for 1 minute (DC 13 Will negates)
Planar - When used to attack outsiders, a planar weapon ignores 5 points of their damage reduction.
Seaborne - With the weapon in hand, the wielder gains a bonus on Swim checks equal to twice the weapon's enhancement bonus. In addition, the wielder does not take the normal penalties to attack and damage rolls imposed by being underwater, as if he were subject to the spell freedom of movement.
Shock - deals an extra 1d6 points of electricity damage on a successful hit.
Throwing - gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use.
Level 7
Enchant Weapon +2
Your weapon gains a +2 enhancement bonus, as well as two +1 abilities, or one of the following abilities. You may apply bonus damage and other effects to your attacks. If the weapon is magic, take the better bonus. It's normal ability is temporarily suppressed. The enchantment lasts a number of rounds equal to your level, or until you use Enchant Weapon again.
Corrosive burst - deals an extra 1d6 points of acid damage on a successful hit, and an additional 1d10 points of acid damage on a successful critical hit.
Defiant - A defiant weapon stays in its wielder's hand even if she is panicked, stunned, or unconscious. She adds the weapon's enhancement bonus as a bonus on checks to stabilize when dying and on saving throws to end ongoing conditions such as disease, poison, and hold person.
Flaming burst - deals an extra 1d6 points of fire damage on a successful hit, and an additional 1d10 points of fire damage on a successful critical hit.
Furyborn - Each time the wielder damages an opponent with the weapon, its enhancement bonus increases by +1 when making attacks against that opponent (to a maximum total enhancement bonus of +5). This extra enhancement bonus goes away if the opponent dies, the wielder uses the weapon to attack a different creature, or 1 hour passes.
Glorious - A glorious weapon glows with a dazzling light equal to a daylight spell when drawn. Any creature the wielder attacks in melee is automatically dazzled until the beginning of the wielder's next turn. When a glorious weapon confirms a critical hit, the target is blinded until the beginning of the wielder's next turn (DC 14 Will negates)
Icy burst - deals an extra 1d6 points of cold damage on a successful hit, and an additional 1d10 points of cold damage on a successful critical hit.
Igniting - deals an extra 1d6 points of fire damage on a successful hit, also causes the target to catch fire upon striking it with a successful critical hit. The target does not get a saving throw to avoid catching fire, but can make a save each round (DC 15 Ref) on its turn to put out the fire or take an additional 1d6.
Invigorating - After an attack with this weapon drops a living foe, if its wielder is fatigued, the weapon removes the fatigue. If exhausted, the wielder becomes fatigued instead. If neither, the wielder gains a +2 morale bonus on attack rolls and a +10 foot enhancement bonus to all modes of movement possessed until the end of the wielder's next turn.
Shocking burst - deals an extra 1d6 points of fire damage on a successful hit, and an additional 1d10 points of fire damage on a successful critical hit.
Wounding - deals 1 point of bleed damage when it hits a creature. Multiple hits from a wounding weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a successful DC 15 Heal check or through the application of any spell that cures hit point damage.
Level 11
Enchant Weapon +3
Your weapon gains a +3 enhancement bonus, as well as any combination of abilities equal to +3. You may apply bonus damage and other effects to your attacks. If the weapon is magic, take the better bonus. It's normal ability is temporarily suppressed. The enchantment lasts a number of rounds equal to your level, or until you use Enchant Weapon again.
Nullifying - Anytime the weapon strikes a creature with spell resistance and the creature takes damage from the weapon, the target's spell resistance is reduced by 1 for 1 minute. On a confirmed critical hit, its spell resistance is instead reduced by an amount equal to the weapon's critical multiplier. Multiple hits from a nullifying weapon stack.
Speed - When making a full-attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder's full base attack bonus, plus any modifiers appropriate to the situation.
Level 15
Enchant Weapon +4
Your weapon gains a +4 enhancement bonus, as well as a combination of abilities equal to +4. You may apply bonus damage and other effects to your attacks. If the weapon is magic, take the better bonus. It's normal ability is temporarily suppressed. The enchantment lasts a number of rounds equal to your level, or until you use Enchant Weapon again.
Brilliant energy - A brilliant energy always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC do not count against it because the weapon passes through armor. A brilliant energy weapon cannot harm undead, constructs, or objects.
Level 19
Enchant Weapon +5
Your weapon gains a +5 enhancement bonus, as well as a combination of abilities equal to +5. You may apply bonus damage and other effects to your attacks. If the weapon is magic, take the better bonus. It's normal ability is temporarily suppressed. The enchantment lasts a number of rounds equal to your level, or until you use this ability again.
Transformative - A transformative weapon alters its shape at its wielder's command, becoming any other melee or thrown weapon.
Bonus Feats
At 4th level, and every four levels thereafter, a swordmage gains a bonus feat in addition to those gained by normal advancement.
Swordbond (Su)
By spending 1 hour of meditation with a chosen weapon, the swordmage can forge a special bond with the weapon. As a swift action, the swordmage can call the bonded weapon to their hand from up to 100 feet away. A swordmage can bond to a new weapon by spending an hour in meditation with the chosen weapon. The old bond is broken, and a new bond forms after the time elapses. If the bonded weapon is broken or damaged, the swordmage can spend an hour of meditation to recreate the weapon from a mere fragment. The process automatically destroys the other fragments of the weapon, and can’t create multiple copies of the weapon.
At 2nd level, the swordmage has a bonus to attack and damage with the bonded weapon equal to +1. This increases by one every four levels. The bonded weapon also gains the impervious ability (this is not suppressed by your enchant weapon skill), using the swordbond bonus in place of the weapon's enhancement bonus
Dimensional Dervish
You can take a full-attack action and teleport up to twice your speed, dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.
Improved Warding
The Improved Warding class feature increases the swordmage warding bonuses to a +2 armor bonus to AC while wearing light or no armor and carrying their bonded weapon or wielding a one-handed weapon. This bonus increases to +6 if the swordmage has at least one hand free.
Dimensional Savant
While using the Dimensional Dervish ability, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the end of your turn. You can effectively flank with yourself and with multiple allies when using this feat.
Ultimate Swordbond
Your bound weapon permanently gains the Transformative ability (This is not suppressed by your Enchant weapon skill). Treat the weapon as its original form for the purposes of proficiencies and bonuses from feats or class abilities. You automatically confirm critical hits with your bound weapon. You may recall your weapon to your hand with a free action.