| Kolokotroni |
Ok first off I apologize for yet another thread on this. I didnt want to, and was hoping to get a few responses to posting it in the generic thread. I didnt, and the thread has more or less moved on to more general discussions. Thats said I do want to use this in my home game so I would like some opinions on the class as I have written it. I forget who recommended Spellthane for the name, but I like it and thanks.
The Spellthane
Role: The Spellthane’s focus is using magic to bring the fight to the enemy. Their combat prowess is less then that of dedicated combatants, but when they combine that with their arcane talents they can be a match for most any foe.
Alignment: Any.
Hit Die: d8.
Class Skills
The Spellthane class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str), and Use Magic Device (Cha)
Skill Ranks per Level: 2 + Int modifier.
BAB: Average (3/4)
Saves: Good Fort, Ref Poor, Good Will
1. Weapon Bond, Weapon Channeling, Armored Casting (Light Armor), Cantrips
2. Spell Channel
3. Weapon Channel (Move 1/day)
4.
5. Armored Casting (Light Shields)
6. Weapon Channel (Move 2/day
7.
8. Defensive Spell Channel
9. Weapon Channel (Move 3/day)
10.
11. Armored Casting (Medium Armor)
12. Weapon Channel (Move 4/day)
13.
14. Armored Casting (Heavy Shields)
15. Spell Channeling (Move 5/day)
16.
17. Weapon Channel (2 spells)
18. Mass Spell Channel
19. (Armored Casting Heavy Armor)
20. Weapon Channel (full attack)
Weapon and armor Profficiencies: Spellthanes are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Spells: A Spellthane can cast arcane spells drawn from the Spellthane Spell List. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell the Spellthane must have an intelligence score equal to at least 10+the level of the spell. The Difficulty for the saving throw of the spell is 10+the spell level + the Spellthane’s intelligence modified.
Like other spell casters the Spellthane can only cast a certain number of spells of each level per day. This is the same as that on the Bard’s spell table. In addition he receives bonus spells for a high charisma score if applicable.
The Spellthane’s selection spells is extrememly limited. They begin play knowing 4 level 0 spells and 2 first level spells of their choices. At each new level they gain new spells based on the bard’s spells known table.
Upon reaching 5th level, and at every third Spellthane level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level Spellthane spell the bard can cast. A Spellthane may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A Spellthane need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.
Cantrips: A Spellthane can learn a number of cantrips or 0-level spells as noted in the Bard Spells known table. These spells are cast like any other spell but they do not consume any spell slots and may be used again.
Weapon Bond (Ex):
A Spellthane forms a bond with his weapon. Though bladed weapons are common, any weapon that the Spellthane is proficient with can be bonded with. The Spellthane beings play with this weapon which is always of masterwork quality. It is not made of any special material. If the Spellthane attempts to cast a spell without holding his bonded weapon he must make a concentration check or lose the spell. The DC for this check is 20+ the spells level. A bonded weapon can be used once per day to cast any one spell the Spellthane knows and is capable of casting. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. This spell can be used along with the Spell Channel Ability.
A Spellthane can add additional magic abilities to his bonded weapon as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a Spellthane with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). The magic properties of a bonded weapon, including any magic abilities added to the weapon, only function for the Spellthane who owns it. If a bonded weapon's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded weapon is damaged, it is restored to full hit points the next time the Spellthane prepares his spells. If the weapon is lost or destroyed, it can be replaced after 1 day in a special ritual that costs 200 gp per Spellthane level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Weapons replaced in this way do not possess any of the additional enchantments of the previous bonded item. A Spellthane can designate an existing magic weapon as his bonded weapon. This functions in the same way as replacing a lost or destroyed weapon except that the new magic weapon retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Armored Casting (Ex):
At first level the Spellthane does not suffer arcane spell failure for light armor. At 5th level this also includes light shields. When wielding a light shield the Spellthane is considered to have a hand free for somatic components of spells. At 11th level this expands to include medium armor. At 14th level this also includes heavy shields, and the Spellthane is considered to have a hand free for somatic components when wielding a heavy shield. At 19th level the Spellthane no longer suffers arcane spell failure for Heavy armor.
Weapon Channel(Su): The Spellthane is able to store a spell in their weapon. This involves casting the spell as normal but the spell does not take affect. It instead takes affect on the next successful hit delivered with their bonded weapon. Touch and ranged touch spells count as having hit, saves apply as normal. Channeled spells are still subject to spell resistance were applicable. If the spell has multiple targets, it only affects the subject struck by the attack. If the effect is an area effect the area must include the subject struck by the attack as the center or point of origin for the effect. Area effect spells such as this exclude the Spellthane’s square from their effects. At 3rd level the Spellthane can do this with a spell that normally takes a standard action as a move action once per day. At 6th, 9th, 12th and 15th level he can do this an additional time per day.
At 17th level the Spellthane can store 2 spells in his weapon, though still on separate actions. On his next two successful hits with his weapon he decides which spell is used. Despite being able to have 2 spells stored at the same time, the Spellthane can only ever deliver a single spell with each attack.
At 20th level Spellthane has reached the peak of combining swordplay with arcane arts. Every time the Spellthane takes a full attack action he may channel a single spell he could normally cast as a standard action. The Spellthane may never use this ability in the same round he expends a stored spell from his weapon.
Spell Channel(Su):
At 2nd level the Spellthane can sacrifice arcane energy to increase his combat prowess. As a swift action the Spellthane can sacrifice any unused spell slot for a temporary bonus. This bonus applies to either attack or damage at the Spellthane’s choice and is equal to the level of the sacrificed slot. This bonus lasts for rounds equal to the Spellthane’s intelligence modifier (minimum 1).
Defensive spell channel(Su):
At 8th level the Spellthane is able to channel arcane energies to protect himself. The Spellthane as a move action that does not provoke an attack of opportunity may sacrifice an unused spell slot to grant him damage reduction equal to the level of the slot. This damage reduction lasts for a number of rounds equal to the Spellthanes intelligence modifier (minimum 1). For instance if a Spellthane with a 16 intelligence were to sacrifice a 3rd level spell slot he would gain DR 3/- for 3 rounds.
Mass Spell channel(Su):
At 18th level the Spellthane can direct his offensive arcane abilities to some of his allies. This ability functions the same as the spell channeling ability (but not defensive spell channel) except it requires a standard action and it can be applied to a number of targets within 30 feet of the Spellthane equal to his intelligence modifier (minimum 1). The Spellthane must include himself as one of the targets of this ability.
Spell list
0
Resistance
Acid Splash
Detect Magic
Read Magic
Light
Ray of Frost
Bleed
Disrupt Undead
Touch of Fatigue
Prestidigitation
1
Protection from Chaos/Evil/Good/Law
Shield
Mage Armor
Mount
Obscuring Mist
True Strike
Burning Hands
Magic Missile
Shocking Grasp
Color Spray
Cause Fear
Ray of Enfeeblement
Enlarge Person
Expeditious Retreat
Jump
Magic Weapon
Reduce Person
Inflict Light Wounds
2
Protection From Arrows
Resist Energy
Acid Arrow
Web
Blur
Blindness Deafness
False Life
Scare
Bears Endurance
Bulls Strength
Cats Grace
Foxs Cunning
Inflict Moderate Wounds
3
Dispell Magic
Magic Circle against Chaos/Evil/Good/Law
Phantom Steed
Heroism
Rage
Ray of Exhaustion
Vampiric Touch
Fly
Haste
Magic Weapon Greater
Slow
Inflict Serious Wounds
4
Stoneskin
Black Tentacles
Dimension Door
Crushing Despair
Fire Shield
Bestow Curse
Contagion
Enervation
Fear
Inflict Critical Wounds
5
Dismissal
Cone of Cold
Blight
Waves of Fatigue
Baleful Polymorph
Overland Flight
Heroism Greater
6
Antimagic Field
Chain Lighting
Acid Fog
Freezing Sphere
Eyebite
Bears Endurance Mass
Bulls Strength Mass
Cats Grace Mass
Foxs Cunning Mass
Disintegrate
Flesh to stone
Stone to flesh