Spellblade Class


3.5/d20/OGL

Liberty's Edge

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.))

Spoiler:
Spellblade

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

RPG Superstar 2012 Top 32

It seems pretty cool. Kind of like a pumped up Duskblade. You might want to change the wording of Armored Caster or whatever to only be in reference to Spellblade spells, otherwise there's the risk of dipping.


I'd say switch the Fort and Reflex saves. If it's a mage/fighter blend, you'd think it might get the good saves of both (fort & ref).

Just one man's opinion.

Brian

Shadow Lodge

Excellent ideas, definitely. I'll alter the wording to reflect that it's only with Spellblade spells. As for the reflex save, I did it that way to reflect that they're meant to be lighter than a straight fighter...the class, flavor-wise, is elven in origin, and works in elements of the bladesinger as well as bits of Duskblade. That's why I went with Reflex, at least, but as I said, I'm definitely open to suggestions, and if anyone wants to playtest this they're welcome to. My current character in my group is a Spellblade, and it's been fun so far. :)


Dane Pitchford wrote:
Excellent ideas, definitely. I'll alter the wording to reflect that it's only with Spellblade spells. As for the reflex save, I did it that way to reflect that they're meant to be lighter than a straight fighter...the class, flavor-wise, is elven in origin, and works in elements of the bladesinger as well as bits of Duskblade. That's why I went with Reflex, at least, but as I said, I'm definitely open to suggestions, and if anyone wants to playtest this they're welcome to. My current character in my group is a Spellblade, and it's been fun so far. :)

I can see that. Especially with the Evasion/Improved Evasion. Perhaps give them the Hexblades Mettle instead (works as evasion but for Will and Fort). Maybe give them one at 10th level and the other at 18th? Makes them fighters that can go toe-to-toe when the wizard is throwing spells at them, only the powers don't become as good as improved. Like they are attuned to spells so well they defend them better. I don't know. Just some more ideas.

Brian

Shadow Lodge

hmm...I like the idea, definitely. Better than giving them improved evasion, at least, as that might be a step toward being a bit too much. Something akin to Mettle would work well at a later level to represent their growing attunement to magic.


I dunno. I think dropping from a Fighter's BAB to a Rogue's BAB is a SMALL price to pay for the ability to cast shield, mage armor, obscuring mist, protection from arrows, blur, invisibility(!), mirror image(!), displacement(!), fly(!), haste, stoneskin(!), and greater dispel magic. In my experience with Duskblades (and I have quite a bit) they definitely seem powerful enough (a bit too powerful at low levels IMO, much like the Tome of Battle characters). I believe the creators of the Duskblade class deliberately left out powerful defensive and utilitarian spells such as this to keep it from being a balance issue. While I like the flavor of this class, and I'm a HUGE fan of fighter\wizard hybrids, I think I would have a problem with powergamers with the spellblade because it has no drawbacks whatsoever.


Dane Pitchford wrote:
hmm...I like the idea, definitely. Better than giving them improved evasion, at least, as that might be a step toward being a bit too much. Something akin to Mettle would work well at a later level to represent their growing attunement to magic.

I still say give them good fort and will saves. Maybe instead of Mettle(which is not OGL) give them "Magical defensive attunement" with the effect on Fort at 10th, Will at 14th, Ref at 18th. This does grow their power as most 1/2 saves are Reflex, then Will, then Fort. This also keeps with The higher Fort and Will saves as Reflex is the last he gets attuned to. Yes he gives up improved which makes even a failed save 1/2 damage, but gets improved defense against all spells that save for 1/2.

This isn't really overpowered, as I have played a rogue/cleric/pious templar who had both improved evasion and mettle. He still took his share of spell damage. And in this case, we aren't allowing any Improved version. Plus the fact they start at 10th and are drawn out over 8 levels with the most useful at 18th. It does give a good reason to stay in the class. Then again, a 2 level dip into rogue gets you evasion. Would Evasion stack with "MDA"? I don't know. I don't see it being a big issue as Evasion stacks from all classes.

Just a few more ideas.

Brian

Physical Magical Defense
At 10th level and higher, a spellbinder can avoid even magical and unusual attacks with great fortitude. If she makes a successful Fortitude saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. This ability can be used only if the spellbinder is wearing light armor or no armor. A helpless spellbinder does not gain the benefit of this ability.

Mental Magical Defense
At 14th level and higher, a spellbinder can avoid even magical and unusual attacks with great willpower. If she makes a successful Will saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. This ability can be used only if the spellbinder is wearing light armor or no armor. A helpless spellbinder does not gain the benefit of this ability.

Evasive Magical Defense
At 18th level and higher, a spellbinder can avoid even magical and unusual attacks with great Reflexes. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. This ability can be used only if the spellbinder is wearing light armor or no armor. A helpless spellbinder does not gain the benefit of this ability.


Deathedge wrote:
I dunno. I think dropping from a Fighter's BAB to a Rogue's BAB is a SMALL price to pay for the ability to cast shield, mage armor, obscuring mist, protection from arrows, blur, invisibility(!), mirror image(!), displacement(!), fly(!), haste, stoneskin(!), and greater dispel magic. In my experience with Duskblades (and I have quite a bit) they definitely seem powerful enough (a bit too powerful at low levels IMO, much like the Tome of Battle characters). I believe the creators of the Duskblade class deliberately left out powerful defensive and utilitarian spells such as this to keep it from being a balance issue. While I like the flavor of this class, and I'm a HUGE fan of fighter\wizard hybrids, I think I would have a problem with powergamers with the spellblade because it has no drawbacks whatsoever.

Greater dispel magic, I'm with you on. But all the others are 3rd level and lower. A 15th level fighter/5th level wizard has access to all those spells and an even higher BAB. And yes it's not OGL, but how many feats allow casting in light armor? I don't think that's too bad...

Brian

Edit: I'd go with a maximum of fourth level spells; Such as the Ranger. Maybe increasing BAB. I guess I'm looking more for a wizard/fighter blend as the druid/fighter of the ranger or the cleric/fighter of the paladin.


Brian Kovich wrote:
Deathedge wrote:
I dunno. I think dropping from a Fighter's BAB to a Rogue's BAB is a SMALL price to pay for the ability to cast shield, mage armor, obscuring mist, protection from arrows, blur, invisibility(!), mirror image(!), displacement(!), fly(!), haste, stoneskin(!), and greater dispel magic. In my experience with Duskblades (and I have quite a bit) they definitely seem powerful enough (a bit too powerful at low levels IMO, much like the Tome of Battle characters). I believe the creators of the Duskblade class deliberately left out powerful defensive and utilitarian spells such as this to keep it from being a balance issue. While I like the flavor of this class, and I'm a HUGE fan of fighter\wizard hybrids, I think I would have a problem with powergamers with the spellblade because it has no drawbacks whatsoever.

Greater dispel magic, I'm with you on. But all the others are 3rd level and lower. A 15th level fighter/5th level wizard has access to all those spells and an even higher BAB. And yes it's not OGL, but how many feats allow casting in light armor? I don't think that's too bad...

Brian

Edit: I'd go with a maximum of fourth level spells; Such as the Ranger. Maybe increasing BAB. I guess I'm looking more for a wizard/fighter blend as the druid/fighter of the ranger or the cleric/fighter of the paladin.

I'm less concerned about the LEVEL of the spells in question than the EFFECT of the spells in question.

And yes, a 15th level fighter/5th level wizard would have access to all those spells and an even higher base attack bonus, but he will NOT be flinging around disintegrates as a 20th level caster, he will not be channeling touch and ray spells through his melee attacks also as a 20th level caster, and he CERTAINLY won't have evasion or improved evasion. He won't have any spells higher than 3rd level, either. And good luck breaking through spell resistance as a 15th level fighter/5th level wizard.
This class has it all, very powerful defensive spells AND very powerful offensive spells, spell channeling through weapons, rogue base attack bonus, two good saves, the evasions, and full caster progression.
I had a player who wanted to use feats to give his Duskblade other spells from the Wizard/Sorceror spell list such as fly, invisibility, haste, stoneskin, shield, etc. and I had to tell him no, because he was already doing more damage than anyone else in the party because of his spellchanneling attacks. If I let him take super defensive spells of ANY level, I would have had an uncontrollable situation (and the other players would have been pissed). The last thing I needed was a flying, stoneskinned, shielded, mirror imaged character channeling 20th level disintegrates through all his melee attacks.


Deathedge wrote:

I'm less concerned about the LEVEL of the spells in question than the EFFECT of the spells in question.
And yes, a 15th level fighter/5th level wizard would have access to all those spells and an even higher base attack bonus, but he will NOT be flinging around disintegrates as a 20th level caster, he will not be channeling touch and ray spells through his melee attacks also as a 20th level caster, and he CERTAINLY won't have evasion or improved evasion. He won't have any spells higher than 3rd level, either. And good luck breaking through spell resistance as a 15th level fighter/5th level wizard.
This class has it all, very...

And that is why I'm more inclined towards a ranger-styled spell progression, like I have stated in this thread. Give him gimmicks to make the class come together. But limit to 4 levels of spells, maybe adding cantrips as a fifth. Caster level = 1/2 class level. Just as a Ranger.

I agree the class as written is overpowered. That's why I'm giving suggestions to change/improve/balance it.

Brian

Here's how I see spell progression.

Spells per day
LEVEL 0 1 2 3 4
1st 2 - - - -
2nd 3 - - - -
3rd 3 0 - - -
4th 3 1 - - -
5th 3 2 0 - -
6th 3 3 1 - -
7th 3 3 2 - -
8th 3 3 2 0 -
9th 3 3 3 1 -
10th 3 3 3 2 -
11th 3 3 3 2 0
12th 4 3 3 3 1
13th 4 3 3 3 2
14th 4 4 3 3 2
15th 4 4 3 3 3
16th 4 4 4 3 3
17th 4 4 4 3 3
18th 4 4 4 4 3
19th 4 4 4 4 3
20th 4 4 4 4 4


Now THAT looks better to me! Not having full caster level is a big step in the right direction. :) I like the four levels of spells, too.
Sorry if I seemed a little overzealous in my earlier protestations, but I come from a large group of people who EXCEL in building power characters. I have learned to fend this type of thing off and nip it in the bud REALLY quickly out of necessity.

Shadow Lodge

*nods*
Thank you for the feedback. I see your concerns for the spell list and progression, and I have to agree. I left the choice of spell list to the friend that was helping me create the class. Perhaps a reduction in spellcasting levels is warrented, and I actually can live with the reduced level of spells that they can achieve. The next step would be to decide -which- spells they can use, and, if necessary, create some that would work better with such a class. They would mostly be a mix between types of damage spells and personal buffs, of course, to keep with the class's flavor. I can live without fifth and sixth level spells, and, honestly, there weren't many spells that high that felt like they fit the class to me. They were too powerful.

Edit: Okay, I used the adjusted SPD and truncated spell levels, keeping it to level 4 spells and cantrips. I'll work on an appropriate spell list, and I worked in the ideas for the three different types of saves vs magical attacks. (I definitely thank you both for the feedback on those bits.)
I raised their BAB, removed Greater Channeling, and replaced Evasion and Improved Evasion with Physical, Mental, and Reflexive Magical Defense. I hope this works more to everyone's liking, and I rather do like it myself. :)

Shadow Lodge

Here's the most recent version, with the revisions.

Spoiler:

Spellblade

Hit Die: d8
Class Skills: (2+Int Modifier)
Acrobatics, Climb, Craft, Fly, Intimidate, Knowledge (All, taken individually), Profession, Spellcraft, Ride, Swim.

Weapon and Armor Proficiencies: Spellblades are proficient with Light armor, all simple weapons, and light and one-handed martial melee weapons

Spellbook: Spellblades start at 1st level with 4 0-level spells and two 1st level spells, and an additional 0-level spell for every point of their int bonus. At every level thereafter, they can choose two more spells of any level they can cast.

Level B.A.B. Fort Save Ref Save Will Save Special
1 +1 +0 +2 +2 Armored Casting, Cantrips
2 +2 +0 +3 +3 Dance of Warding
3 +3 +1 +3 +3 Eschew Materials
4 +4 +1 +4 +4 Weapon Attunement +1
5 +5 +1 +4 +4 Wraith Step 1/day
6 +6/+1 +2 +5 +5 Summon Weapon
7 +7/+2 +2 +5 +5 Spell channeling
8 +8/+3 +2 +6 +6 Weapon Attunement +2
9 +9/+4 +3 +6 +6 Wraith Step 2/day
10 +10/+5 +3 +7 +7 Pysical Magical Defense
11 +11/+6/+1 +3 +7 +7 Alter Attunement
12 +12/+7/+2 +4 +8 +8 Weapon Attunement +3
13 +13/+8/+3 +4 +8 +8 Wraith Step 3/day
14 +14/+9/+4 +4 +9 +9 Mental Magical Defense
15 +15/+10/+5 +5 +9 +9
16 +16/+11/+6/+1 +5 +10 +10 Weapon Attunement +4
17 +17/+12/+7/+2 +5 +10 +10 Wraith Step 4/day
18 +18/+13/+8/+3 +6 +11 +11 Evasive Magical Defense
19 +19/+14/+9/+4 +6 +11 +11
20 +20/+15/+10/+5+6 +12 +12 Mastered Attunement

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 when casting spells from the Spellblade spell list.

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.

Physical Magical Defense (Ex): At 10th level and higher, a spellblade can avoid even magical and unusual attacks with great fortitude. If he makes a successful Fortitude saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. This ability can be used only if the spellblade is wearing light armor or no armor. A helpless spellblade does not gain the benefit of this ability.

Alter 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.

Mental Magical Defense (Ex): At 14th level and higher, a spellblade can avoid even magical and unusual attacks with great willpower. If he makes a successful Will saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. This ability can be used only if the spellblade is wearing light armor or no armor. A helpless spellblade does not gain the benefit of this ability.

Evasive Magical Defense (Ex): At 18th level and higher, a spellblade can avoid even magical and unusual attacks with great Reflexes. 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. This ability can be used only if the spellblade is wearing light armor or no armor. A helpless spellblade does not gain the benefit of this ability.

Spells Per Day

0 1st 2nd 3rd 4th
1st 2 - - - -
2nd 3 - - - -
3rd 3 0 - - -
4th 3 1 - - -
5th 3 2 0 - -
6th 3 3 1 - -
7th 3 3 2 - -
8th 3 3 2 0 -
9th 3 3 3 1 -
10th 3 3 3 2 -
11th 3 3 3 2 0
12th 4 3 3 3 1
13th 4 3 3 3 2
14th 4 4 3 3 2
15th 4 4 3 3 3
16th 4 4 4 3 3
17th 4 4 4 3 3
18th 4 4 4 4 3
19th 4 4 4 4 3
20th 4 4 4 4 4

I'm still working on a redone spell list, though, so that will come later. :)

RPG Superstar 2012 Top 32

I hate to rock the boat, but reducing the spell levels also reduces the Save DCs, which will make a lot of the signature spells of this class pretty much useless at higher levels.

The focus of this class is a melee tank that self-buffs and uses magic to occasionally cause a lot of damage, right? I would drop pretty much all ranged attack spells, unless they emanate directly from the Spellblade (like burning hands and cone of cold).

I also have an alternative idea for Dance of Warding. How about a class feature that provides the Spellblade an AC bonus equal to the highest level spell slot he has available to cast? That way, casting those higher level spells have another consequence. Then you might be able to make this a 6-level or even 9-level caster with some kind of balance. It might make book-keeping AC a little complicated, but no more so than a Scout with Expeditious Dodge and Improved Skirmish.


Dane Pitchford wrote:

Spellbook: Spellblades start at 1st level with 4 0-level spells and two 1st level spells, and an additional 0-level spell for every point of their int bonus. At every level thereafter, they can choose two more spells of any level they can cast.

Need to change this. Why would they have 1st level spells in their books when they can't cast any?

Brian


Here is what I've come up with so far. Taking cues from your build, as well as pathfinder paladin/ranger builds. Let me know what you think.

Used only spells that are in the PHB for OGL purposes.

Renamed "Spell Warrior" to keep our two builds seperate for discussion purposes.

Spoiler:

Level Base attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +2 Armored Casting
2nd +2 +3 +0 +3
3rd +3 +3 +1 +3 Eschew Materials
4th +4 +4 +1 +4
5th +5 +4 +1 +4 Arcane Weapon +1
6th +6/+1 +5 +2 +5
7th +7/+2 +5 +2 +5 Somatic Weaponplay
8th +8/+3 +6 +2 +6 Arcane Weapon +2
9th +9/+4 +6 +3 +6
10th +10/+5 +7 +3 +7
11th +11/+6/+1 +7 +3 +7 Arcane Weapon +3
12th +12/+7/+2 +8 +4 +8
13th +13/+8/+3 +8 +4 +8 Physical Magical Defense
14th +14/+9/+4 +9 +4 +9 Arcane Weapon +4
15th +15/+10/+5 +9 +5 +9
16th +16/+11/+6/+1 +10 +5 +10 Mental Magical Defense
17th +17/+12/+7/+2 +10 +5 +10 Arcane Weapon +5
18th +18/+13/+8/+3 +11 +6 +11
19th +19/+14/+9/+4 +11 +6 +11 Evasive Magical Defense
20th +20/+15/+10/+5 +12 +6 +12 Arcane Weapon +6

Spells per day
LEVEL 0 1 2 3 4
1st 2 - - - -
2nd 3 - - - -
3rd 3 0 - - -
4th 3 1 - - -
5th 3 2 - - -
6th 3 3 0 - -
7th 3 3 1 - -
8th 3 3 2 - -
9th 3 3 2 0 -
10th 3 3 3 1 -
11th 3 3 3 2 -
12th 4 3 3 2 0
13th 4 3 3 3 1
14th 4 4 3 3 2
15th 4 4 3 3 2
16th 4 4 4 3 3
17th 4 4 4 3 3
18th 4 4 4 4 3
19th 4 4 4 4 3
20th 4 4 4 4 4

Alignment
Any

Hit Die
d8

Class Skills

The Spell Warrior Class Skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Knowledge (Arcana) (Int), Intimidate (Str), Jump (Str), Profession (Wis), Ride (Dex), Spellcraft (Int), and Swim (Str)

Skill Points at 1st Level
(2+ Int modifier) x 4

Skill Points at Each Additional Level
2 + Int Modifier

Class Features

Weapon and Armor Proficiency
Proficiencies: The Warrior 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
Spell Warriors cast arcane spells from the spell warrior 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 spell warrior must have an Intelligence score of at least 10 + the level of the spell. . A spell warrior’s spellbook starts with four cantrips. They add two 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. The Spell Warrior’s Caster Level is equal to ½ his Class Level.

Cantrips (Sp):
Spell Warrior’s know a number of cantrips. They can cast these spells at will as a spell-like ability. The number of cantrips a sorcerer knows is noted on Table 4–13 under 0-level spells known. Cantrips are treated like any other spell cast by the sorcerer in terms of duration and other variables based on level.

Armored Casting (Ex):
When wearing light armor, and wielding a one-handed melee weapon in one hand, a Spell Warrior ignores arcane spell failure when casting spells from the Spell Warrior spell list for the armor they are wearing.

Eschew Materials:
At 3rd level, the Spell Warrior gains Eschew Materials as a bonus feat.

Arcane Weapon
Starting at 5th level, a Spell Warrior 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 Spell Warrior grants the weapon a +1 bonus.
For every four levels beyond 5th, the weapon gains another +1 bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon or they can be used to add any of the following weapon properties: axiomatic, brilliant, energy, defending, disruption, f laming, f laming burst, keen, and speed. These bonuses do not stack with any properties the weapon already has.

Somatic Weaponplay
At 7th level, the Spell Warrior can make somatic gestures while wielding a one-handed weapon.

Physical Magical Defense
At 13th level and higher, a spellbinder can avoid even magical and unusual attacks with great fortitude. If she makes a successful Fortitude saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. This ability can be used only if the spellbinder is wearing light armor or no armor. A helpless spellbinder does not gain the benefit of this ability.

Mental Magical Defense
At 16th level and higher, a spellbinder can avoid even magical and unusual attacks with great willpower. If she makes a successful Will saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. This ability can be used only if the spellbinder is wearing light armor or no armor. A helpless spellbinder does not gain the benefit of this ability.

Evasive Magical Defense
At 19th level and higher, a spellbinder can avoid even magical and unusual attacks with great Reflexes. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. This ability can be used only if the spellbinder is wearing light armor or no armor. A helpless spellbinder does not gain the benefit of this ability.

SPELL LIST
0th Level
Resistance(PH p272)
Detect Magic(PH p219)
Know Direction(PH p246)
Read Magic(PH p269)
Daze(PH p217)
Light(PH p248)
Mage Hand(PH p249)
Mending(PH p253)
Message(PH p253)
Open/Close(PH p258)
Prestidigitation(PH p264)

1st Level
Alarm(PH p197)
Endure Elements(PH p226)
Shield(PH p278)
Mage Armor(PH p249)
Magic Weapon(PH p251)
Grease(PH p237)
Unseen Servant(PH p297)
Detect Secret Doors(PH p220)
Identify(PH p243)
Sleep(PH p280)
Silent Image(PH p279)
Animate Rope(PH p199)
Expeditious Retreat(PH p228)
Feather Fall(PH p229)

2nd Level
Glitterdust(PH p236)
Detect Thoughts(PH p220)
Daze Monster(PH p217);
Hold Person(PH p241)
Rage(PH p268)
Suggestion(PH p285)
Darkness(PH p216)
Blur(PH p206)
Invisibility(PH p245)
Minor Image(PH p254)
Mirror Image(PH p254)
Silence(PH p279)
Blindness/Deafness(PH p206)
Scare(PH p274)
Cat’s Grace(PH p208)

3rd Level
Acid Arrow(PH)
Dispel Magic(PH p223)
Phantom Steed(PH p260)
See Invisibility(PH p275)
Charm Monster(PH p209)
Confusion(PH p212)
Crushing Despair(PH p215)
Deep Slumber(PH p217)
Daylight(PH p216)
Leomund’s Tiny Hut(PH p247)
Displacement(PH p223)
Major Image(PH p252)
Fear(PH p229)
Blink(PH p206)
Haste(PH p239)
Slow(PH p280)
Magic Weapon, Greater(PH p251)
Keen Edge(PH p245)

4th Level
Break Enchantment(PH p207)
Freedom of Movement(PH p233)
Dimension Door(PH p221)
Neutralize Poison(PH p257)
Dominate Person(PH p224)
Hold Monster(PH p241)
Modify Memory(PH p255)
Invisibility, Greater(PH p245)
Shadow Conjuration(PH p276)
Zone of Silence(PH p303)

Contemplating adding Spell Channeling at 10th level. If I do I may add a few more touch spells (shocking grasp, etc.).


GRR dang postmonster!

Ahem.

I really like your attempt here - seems like one of the closest to balanced ones I've seen.

My quicker notes:

Probably shouldn't get *all* knowledge skills.

*DO* change to 1/2 caster level, to match paladin and ranger.

Level 1 BAB should be +1 (looking at the other site)

Dance of Warding - very strong. Sugg: Either change it to a deflection bonus, or get rid of it and allow all core sorc/wiz spells (should be balanced with 1/2 caster level).

Armored Casting - make it -10% Arcane spell failure, stacks with Pathfinder Arcane Armor Training feats.

Wraith Step - name needs to flow with whatever theme (holy champion, nature defender-esque) you come up with.

Summon Weapon - Sugg. one of the following: 1) Times per day limit, 2) range limit (30'?), or 3) move action not swift.

Magical Defenses .. I like! - don't change them to Mettle - the only 1/2 damage spells is a very good limitation on this. Do change Reflex to Evasion, unless there's a difference I'm not seeing.

RPG Superstar 2012 Top 32

I wouldn't do the 1/2 caster level thing. Then it wouldn't be able to bypass SR. I WOULD tweak the spell list, and maybe even make up some new spells for the class. I guess I'm looking at this class like the Duskblade...is it supposed to fill the same, a similar, or a different role? Or is it supposed to be a gish?

Shadow Lodge

Brian Kovich wrote:
Dane Pitchford wrote:

Spellbook: Spellblades start at 1st level with 4 0-level spells and two 1st level spells, and an additional 0-level spell for every point of their int bonus. At every level thereafter, they can choose two more spells of any level they can cast.

Need to change this. Why would they have 1st level spells in their books when they can't cast any?

Brian

ah, okay, I missed that

mmkay...will change dance of warding to a deflection bonus, and give "summon weapon" a range limit (I had intended to, actually, but I suppose I forgot.)
my main reason for using the name "wraith step" was because I was thinking "hmm, what might someone start referring to this power as, if they saw it in action" since it involves the spellblade essentially vanishing, and reappearing up to 30ft away. If I can come up with a name that fits the theme better, though, I'll use it

The class itself is meant to be a gish of sorts, yes. Mostly of the self-buffing with a few damage spells to augment melee variety.

Grand Lodge

The Spellblade is a core class in Arcanis, a hybrid fighter/mage type. he's spelled out in the updated Magic of Arcanis sourcebook.

Monte Cooke also created the Mage Blade for Arcana Unearthed another interesting variation.

Shadow Lodge

Well, if the name is an issue, it's up for change anyway. It's nice that other people are making versions, but I wanted to tackle one myself that fit my own concepts more :)

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