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Here is a revision I did based on the feedback from my last posting. I changed the class abilities around and modified some of them. I do not have an idea for a capstone yet.
Spell Lists (raw first version):
Resistance
Acid Splash
Detect Magic
Daze
Flare
Light
Ray of Frost
Guidance
Mending
Protection from Chaos/Evil/Good/Law
Shield
Command
Grease
Mount
Obscuring Mist
True Strike
Burning Hands
Magic Missile
Shocking Grasp
Color Spray
Cause Fear
Chill Touch
Ray of Enfeeblement
Enlarge Person
Reduce Person
Feather Fall
Expeditious Retreat
Jump
Magic Weapon
Protection from Arrows
Resist Energy
Acid Arrow
Bull's Strength
Glitterdust
Web
See Invisible
Daze Monster
Touch of Idiocy
Bear's Endurance
Darkness
Gust of Wind
Scorching Ray
Shatter
Blur
mirror Image
Blindness/Deafness
False Life
Ghoul Touch
Cat's Grace
Dispel Magic
Protection from Energy
Phantom Steed
Sleet Storm
Deep Slumber
Heroism
Hold Person
Rage
Daylight
Fireball
Lightning Bolt
Displacement
Ray of Exhaustion
Vampiric Touch
Blink
Flame Arrow
Haste
Keen Edge
Magic Weapon, Greater
Slow
Dimensional Anchor
Globe of Invulnerability, Lesser
Stoneskin
Dimension Door
Solid Fog
Confusion
Crushing Despair
Fire Shield
Ice Storm
Shout
Phantasmal Killer
Bestow Curse
Contagion
Enervation
Fear
Death Ward
Poison
Enlarge Person, Mass
Reduce Person, Mass
Freedom of Movement
Break Enchantment
Cloudkill
Dismissal
Teleport
Telepathic Bond
Dominate Person
Feeblemind
Hold Monster
Cone of Cold
Nightmare
Symbol of Pain
Waves of Fatigue
Baleful Polymorph
Passwall
Polymorph
Telekinisis
Command, Greater
Spell Resistance
True Seeing
Symbol of Sleep
Antimagic Field
Dispel Magic, Greater
Globe of Invulnerability
Acid Fog
Heroism, Greater
Chain Lightning
Forceful Hand
Freezing Sphere
Circle of Death
Eyebite
Symbol of Fear
Bull's Strength, Mass
Bear's Endurance, Mass
Cat's Grace, Mass
Disintegrate
Flesh to Stone
Transformation

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I actually really like this class. (It's better balanced than Tome of Secrets, that's for sure.) Seems like everything works well, and the abilities are well in line with what many people would like.
I do have a couple of suggestions, though.
1)The duration of Enhanced Mage Armor isn't clear. Is it level+charisma modifier... minutes? Hours? I actually feel that Hours would be more appropriate for the character type, and wouldn't really unbalance the class in any way.
2)Charisma-based casting I don't REALLY like, but I could homerule it as being Int-based, so it doesn't really matter.
3)I've always thought that one of the coolest things about a "gish" class was how maneuverable it can become. That said, I really don't like the full-round action requirement of the "Charged Blade" ability. I would say, make it a standard action (or even attack action, to ensure that you can't stack, say, Vital Strike with it), but limit it to 1st-3rd level spells. Maybe at later levels allow higher level spells as a full-round action.
Keep in mind that these are my opinions, and I mean for them to be constructive. I'd really like to playtest the class, but that may not happen for some time. We'll see :P.

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3)I've always thought that one of the coolest things about a "gish" class was how maneuverable it can become. That said, I really don't like the full-round action requirement of the "Charged Blade" ability. I would say, make it a standard action (or even attack action, to ensure that you can't stack, say, Vital Strike with it), but limit it to 1st-3rd level spells. Maybe at later levels allow higher level spells as a full-round action.
Hmm. That would be an awkward mechanic. Since it is limited to a fairly low x/day, I can't see the harm in having it a standard action across the board. Changing it to that.

CaptainTed |
Wow, this class looks REALLY good. Also has a much better, less clunky feel to a conversion of duskblade.
For Cantrips, do you think you might want to include Dancing Lights, Prestidigitation, and Read Magic? If not, what is the general criteria you're using for spell selection?
Also, I assume you're just interested in spells currently in published Pathfinder products. The general guidelines for your spell selection would also probably help DMs who want to include spells from the 3.5 Spell Compendium (or new spells in upcoming PF products)...

Aelryinth RPG Superstar 2012 Top 16 |

I'm afraid I'd dump the IMproved Mage Armor for Arcane Armor training. mage armor is MUCH better then wearing chain mail. If you want to make it useful, just say he automatically adds a +1 Enhancement bonus to his chosen suit of armor every 4 levels starting at level 2, or something. Remember, you're a gish class, and mage armor is for mages who can't wear armor. No need to borrow a PrC ability. With this abiilty, you basically need no armor prof.
If you must, you can give him a bonus when he CASTS mage armor, at the most. I'd actually leave that for a feat that wizards can take, tho.
Secondly, the bonus to the weapon is okay, just make sure the max bonus on the weapon is still 5/10.
Skill points should not exceed that of a Fighter or wizard.
This class could be spontaneous or wizardly. It might be interesting to give the PC the choice.
Same number of spells on the list as the bard?
I'd hand them Arcane strike as a bonus feat somewhere.
The Sudden QUicken feat, usable through his sword with touch spells, would make another nice class ability. Bonus feats could and should take a hint from the war mage and center on the sudden feats, which don't cost spell levels.
Boosting the SR punch of his touch spells with his weapon enhancement could be a nice effect.
==Aelryinth

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I was trying to take spells that would be useful for the build, but did not step on the toes of a sorcerer/wizard. Some spells are their domain and should stay with only them. The 0 level list is very thin. That's also why the lists are about 6 spells less than a bard's (20 total vs 26/27). This is also the first run at the list. This class could definitely make use of new spells unique to the class.
Wow, this class looks REALLY good. Also has a much better, less clunky feel to a conversion of duskblade.
For Cantrips, do you think you might want to include Dancing Lights, Prestidigitation, and Read Magic? If not, what is the general criteria you're using for spell selection?
Also, I assume you're just interested in spells currently in published Pathfinder products. The general guidelines for your spell selection would also probably help DMs who want to include spells from the 3.5 Spell Compendium (or new spells in upcoming PF products)...

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- There is some armor redundancy with the ability and armor prof.
- the spell list is close to the number for bards, slightly shorter
- little wary about adding free feats. there are few levels where some class power isn't increasing.
I'm afraid I'd dump the IMproved Mage Armor for Arcane Armor training. mage armor is MUCH better then wearing chain mail. If you want to make it useful, just say he automatically adds a +1 Enhancement bonus to his chosen suit of armor every 4 levels starting at level 2, or something. Remember, you're a gish class, and mage armor is for mages who can't wear armor. No need to borrow a PrC ability. With this abiilty, you basically need no armor prof.
If you must, you can give him a bonus when he CASTS mage armor, at the most. I'd actually leave that for a feat that wizards can take, tho.
Secondly, the bonus to the weapon is okay, just make sure the max bonus on the weapon is still 5/10.
Skill points should not exceed that of a Fighter or wizard.
This class could be spontaneous or wizardly. It might be interesting to give the PC the choice.
Same number of spells on the list as the bard?
I'd hand them Arcane strike as a bonus feat somewhere.
The Sudden QUicken feat, usable through his sword with touch spells, would make another nice class ability. Bonus feats could and should take a hint from the war mage and center on the sudden feats, which don't cost spell levels.
Boosting the SR punch of his touch spells with his weapon enhancement could be a nice effect.
==Aelryinth

Caineach |

I like the class, but have a few comments:
You get medium armor prof, but are just going to be casting the improved mage armor and using it all day.
Imbuning the weapon is a swift action, so it can't be used with Arcane Strike.
I would keep the ability to cast a spell and attack. I would make it not provoke an AoO. Also, a good capstone might be to let him do it with a full attack.
I think this is what a lot of people are looking for.

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I like the class, but have a few comments:
You get medium armor prof, but are just going to be casting the improved mage armor and using it all day.
Imbuning the weapon is a swift action, so it can't be used with Arcane Strike.
I would keep the ability to cast a spell and attack. I would make it not provoke an AoO. Also, a good capstone might be to let him do it with a full attack.
I think this is what a lot of people are looking for.
- I will be removing the medium armor prof. The light should suffice for early levels between the spell ability duration.
- Turning on the imbuing is a swift action. Once it is up, then arcane strike could be used. Essentially, arcane strike would be usable on the 2nd consecutive round.
- The Charged Blade feature does not provoke AoO as I have it written
- That's a good idea for a capstone. The class could use Charged blade on each attack of a full round action, essentially giving 3 attacks and 3 spells per round at level 20. It sounds powerful, but you really have only 2 rounds a day that you could do that.

CaptainTed |
- I will be removing the medium armor prof. The light should suffice for early levels between the spell ability duration.- That's a good idea for a capstone. The class could use Charged blade on each attack of a full round action, essentially giving 3 attacks and 3 spells per round at level 20. It sounds powerful, but you really have only 2 rounds a day that you could do that.
I think medium armor proficiency is still a good idea. The mage armor ability (until you get close to 20th level) isn't going to last all day, so most of the day you'll still relying on you're normal armor. Considering the martial nature of the class, I think medium armor is a perfect match. You might consider giving the gish a choice between the improved mage armor ability and an ability to imbue armor with enhancement and special ability bonuses (like the the weapon imbueing ability) and/or arcane armor training.
Incidentally, do you consider imbueing weapons to still follow the +5/+10 rule? If so, the ability will lose much of it's effectiveness if the gish enhances their weapon normally. Personally, I would allow the imbuing to function like a temporary boost over and above normal enhancements. Maybe have the imbued abilities override the normal enhancements.
Sounds like a decent capstone. Maybe include the ability to hold the charges for much longer, and decide which spells go off when, and in what order. So, if I charge my blade with Poison, Lightning Bolt, and Hold Person when I'm fighting a BBE Blackguard and about to hit him, when suddenly his elven druid (immune to poison) riding a large dragon (no paralysis) jump me. I could allow the Lightning Bolt to go off, and hold the charge on the the other two spells until I've finished with the lieutenants and am once again facing the BBEG. Maybe hold the charge for class level in rounds or minutes, after that, you can either discharge spells or let them dissipate.
A 20th level Gish should be able to supremely blend what magic he has with his fighting style until both are totally natural and effortless for him.

KenderKin |
I like the charged blade concept.
I could not help but compare the ability to the rogues dispelling attack (SU).
I thought I would compare those a bit further.
Rogue can target dispel magic at 10th level
This targets the lowest level spell currently effecting the target.
Please correct me if I am wrong...
At 4th level your V2 could through "charged blade" dispel magic and target a specific spell for example contenegency.

Caineach |

The weapon imbuning should follow the same rule as the Paladin regarding +5/+10. The rule for that, as far as I can tell based off of the Divine Bond over 9000 thread and the Bane clarification thread was that it was up to the GM until they have an official clarification. Josh and James seem to be at a slight disagreement on this.

CaptainTed |
Other questions related to my earlier suggestions:
1) I understand that we're largely equating this class to Bard in terms of spell selection (as well as know/per day). However, Bard, as well as most other spellcasting classes with limited spell lists (Beguiler, Warmage, Assassin(3.5), Suel Arcanamach, etc.) have an overall theme of the spells in their lists (Beguiler is all Enchantment and Illusion, with a few other spells based on a trickster theme - Suel Arcanamach allowed the PC to chose their limited spells known from spells of 4 specific arcane schools). These other classes have gotten new spells added to their lists in books like spell Compendium. If a player comes to me and asks to learn a spell from one of these other books (or their PF equivalents), it would be helpful to understand what the theme of the class is. As it is, there doesn't seem to be a really clearly defined one. That's not necessarily a bad thing, but I think it would be useful to understand why certain spells were chosen, or why certain spells were not. For example, why no Invisibility/Greater Invisibility, but Blur and Displacement are in? Why no Fly/Levitate, but Feather Fall and Telekinesis are in? Why no Minor/Major/Programmed Images, but Mirror Image is included?
2) Forgive my somewhat hazy understanding of this part of spell rules, but could you tell me what spells can NOT be used with the Channel Blade ability? It says target. Does that mean no area, ranged attack, ranged touch attack, melee touch attack spells? Also, you don't state specifically, but it seems from the description and flavor of this ability that the spell is channeled through the Gish's weapon. Does casting the spell require you to succeed on a melee attack? Do you need to do damage?

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1- They can't do everything a wizard/sorcerer can do. As I said in the first post, it was a first run as a scanned the spell list. I wanted to leave certain spells to the full caster classes so as not to step on toes. For example, the full illusion spells (minor/major/programmed) I think are best left to the full caster class and bards.
2- The mechanic is very rough. The vision was expending the spell through the weapon. I would think you'd have to actually hit to make this particular power work. I will have to looks through the spell list again and try and see how the spells there would interact with the ability

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The weapon imbuning should follow the same rule as the Paladin regarding +5/+10. The rule for that, as far as I can tell based off of the Divine Bond over 9000 thread and the Bane clarification thread was that it was up to the GM until they have an official clarification. Josh and James seem to be at a slight disagreement on this.
I was wondering if it should be specifically separate from that limit by renaming the enhancement to something else.

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I like this version of the class much better than the previous version you developed. The Charged Blade ability makes those touch spells far more useful, as they should be to a martially inclined spellcaster.
I too want to reiterate my general dislike of the mage armor-esque ability though. A martial/mu character should be wearing armor and the class abilities should help facilitate this if possible. The mage-armor ability if anything will discourage the use of armor, which I think you want to avoid. Not sure what you'd want to replace it with though.
The spell list is much better and the powers feel a lot less overpowered than they did before. I'm still not entirely sure with the concentration ability. I'm not a fan of making concentration too trivial, and since his charged blade ability prevents AoOs when casting, it may not be required, or may need adaptation somehow.

stringburka |

I like the class and the abilities, but I'd be looking for different things in a spell list if I were to play a fighter/mage. I'd look for things that enhance my movement, and gives more opportunities for "tactical" combats. Things like levitation, spider climb and invisibility would be top priority for a fighter/mage I'd play. Jump and expedious retreat are there, and nice, but I'd like a little more expansion on that part. Like the drow in whatever-salvatore-book-it-is, that levitates among the stalactites in a cave, dropping down upon dwarves as they pass. That kind of warrior magic is my taste :3

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In a finished form, the class would need several new spells unique to the class that take advantage of the casting with weapon somatics. I will have to give those a think. The spell list does need soem tuning. Trying to balance things useful with the class without removing the need for a full arcane caster in the party. I don't think any class should trivialize another.
Also, correct about the concentration. may change it to combat casting as a bonus feat or a static bonus at level 1.

stringburka |

In a finished form, the class would need several new spells unique to the class that take advantage of the casting with weapon somatics. I will have to give those a think. The spell list does need soem tuning. Trying to balance things useful with the class without removing the need for a full arcane caster in the party. I don't think any class should trivialize another.
Also, correct about the concentration. may change it to combat casting as a bonus feat or a static bonus at level 1.
Maybe add as a special ability that at certain levels, he may choose a single spell from the wiz/sor list to add to his spells? He's only casting up to 6th level spells, so can't in any way outshine the full arcane, but since people want different types of arcane fighter, that should give it a bit more versatility.

Caineach |

I like this version of the class much better than the previous version you developed. The Charged Blade ability makes those touch spells far more useful, as they should be to a martially inclined spellcaster.
I too want to reiterate my general dislike of the mage armor-esque ability though. A martial/mu character should be wearing armor and the class abilities should help facilitate this if possible. The mage-armor ability if anything will discourage the use of armor, which I think you want to avoid. Not sure what you'd want to replace it with though.
The spell list is much better and the powers feel a lot less overpowered than they did before. I'm still not entirely sure with the concentration ability. I'm not a fan of making concentration too trivial, and since his charged blade ability prevents AoOs when casting, it may not be required, or may need adaptation somehow.
I share your concern with the mage armor but have to say I really like the concentration benefit. In my experience, with combat casting your still looking at 50/50s to cast defensively your highest level spells with a full caster. Like the Bard, this guy wont be maxing his casting stat, thus putting him at a lower probablity. I think this puts him back where it should be.

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Shar Tahl wrote:Maybe add as a special ability that at certain levels, he may choose a single spell from the wiz/sor list to add to his spells? He's only casting up to 6th level spells, so can't in any way outshine the full arcane, but since people want different types of arcane fighter, that should give it a bit more versatility.In a finished form, the class would need several new spells unique to the class that take advantage of the casting with weapon somatics. I will have to give those a think. The spell list does need soem tuning. Trying to balance things useful with the class without removing the need for a full arcane caster in the party. I don't think any class should trivialize another.
Also, correct about the concentration. may change it to combat casting as a bonus feat or a static bonus at level 1.
That could work. Add a few "free selection" spells.

Caineach |

Shar Tahl wrote:Maybe add as a special ability that at certain levels, he may choose a single spell from the wiz/sor list to add to his spells? He's only casting up to 6th level spells, so can't in any way outshine the full arcane, but since people want different types of arcane fighter, that should give it a bit more versatility.In a finished form, the class would need several new spells unique to the class that take advantage of the casting with weapon somatics. I will have to give those a think. The spell list does need soem tuning. Trying to balance things useful with the class without removing the need for a full arcane caster in the party. I don't think any class should trivialize another.
Also, correct about the concentration. may change it to combat casting as a bonus feat or a static bonus at level 1.
Perhaps the ability to take a new spell from the wizard/sorc list instead of a feat

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The problem I have with combat casting is that it's DC is very high compared to just sucking it up and taking some damage. If what you are fighting is weak, its better to just take a chance and get hit for a few points. Isn't the DC 10+damage? If getting that spell off means dropping an enemy, then i'd rather do that than failing a defensive cast and standing there failing a check.
MisterSlanky wrote:I share your concern with the mage armor but have to say I really like the concentration benefit. In my experience, with combat casting your still looking at 50/50s to cast defensively your highest level spells with a full caster. Like the Bard, this guy wont be maxing his casting stat, thus putting him at a lower probablity. I think this puts him back where it should be.I like this version of the class much better than the previous version you developed. The Charged Blade ability makes those touch spells far more useful, as they should be to a martially inclined spellcaster.
I too want to reiterate my general dislike of the mage armor-esque ability though. A martial/mu character should be wearing armor and the class abilities should help facilitate this if possible. The mage-armor ability if anything will discourage the use of armor, which I think you want to avoid. Not sure what you'd want to replace it with though.
The spell list is much better and the powers feel a lot less overpowered than they did before. I'm still not entirely sure with the concentration ability. I'm not a fan of making concentration too trivial, and since his charged blade ability prevents AoOs when casting, it may not be required, or may need adaptation somehow.

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I wonder if it would be better to replace the Mage Armor ability with an Armor Augment ability that complimented the Weapon Augment. Use the same basic function and give both the +5/+10 cap restriction. Start it at level 2 maybe. Would have to work in some ways to lower the ASF gradually.
Idea....
Included with the armor augment is a 5% drop in ASF for every +1 available. That would net 25% at the top levels. This could stack with arcane armor training and mastery. This way someone could be casting in full plate and large shield and have a decently low ASF if they blew a swift action

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How is this?
Augment Armor:Starting at level 4, the Phantom Blade gains a +1 augment bonus to his armor. This ability can either increase the enhancement bonus or allow him to choose an armor ability from the Armor Augment table. This bonus is selected at the beginning of the day. In addition, the arcane spell failure chance is reduced by 5%. Every 4 levels beyond, the bonus increases +1 and the arcane spell failure decreases 5%( +1 augment bonus, -25% arcane spell failure at 20). This ability can be combined with Arcane Armor Proficiency and Arcane Armor Mastery.

CaptainTed |
How is this?
Augment Armor:Starting at level 4, the Phantom Blade gains a +1 augment bonus to his armor. This ability can either increase the enhancement bonus or allow him to choose an armor ability from the Armor Augment table. This bonus is selected at the beginning of the day. In addition, the arcane spell failure chance is reduced by 5%. Every 4 levels beyond, the bonus increases +1 and the arcane spell failure decreases 5%( +1 augment bonus, -25% arcane spell failure at 20). This ability can be combined with Arcane Armor Proficiency and Arcane Armor Mastery.
This sounds promising. I might suggest giving the class the option of either this Augment Armor ability or the Improved Mage Armor ability you designed previously. I just like the idea of different warrior-mages focusing on different styles of combat (the mage armor one being more helpful for one who focuses on deception (I'm not a warrior!), who doesn't want to take the armor check penalties to climb, stealth, etc., who deals with lots of incorporeal threats, who may be multiclassing to druid, etc...).

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Shar Tahl wrote:This sounds promising. I might suggest giving the class the option of either this Augment Armor ability or the Improved Mage Armor ability you designed previously. I just like the idea of different warrior-mages focusing on different styles of combat (the mage armor one being more helpful for one who focuses on deception (I'm not a warrior!), who doesn't want to take the armor check penalties to climb, stealth, etc., who deals with lots of incorporeal threats, who may be multiclassing to druid, etc...).How is this?
Augment Armor:Starting at level 4, the Phantom Blade gains a +1 augment bonus to his armor. This ability can either increase the enhancement bonus or allow him to choose an armor ability from the Armor Augment table. This bonus is selected at the beginning of the day. In addition, the arcane spell failure chance is reduced by 5%. Every 4 levels beyond, the bonus increases +1 and the arcane spell failure decreases 5%( +1 augment bonus, -25% arcane spell failure at 20). This ability can be combined with Arcane Armor Proficiency and Arcane Armor Mastery.
Yeah. Could be a selection like Arcane Bond chosen at 1st level. You choose the manifestation type whether a arcane suit of armor or a boosting of real armor

CaptainTed |
Other issues:
1) Augment Armor ability - Is the enhancement bonus always on, or just the reduced spell failure chance?
2) Does Augment Armor and Augment Weapon enhancement bonuses allow you to go over the top of the normal +5/+10 limits for weapons and armor? At least for weapons, I believe they should, as you only get the benefit for a maximum of 2 minutes per day at 20th level.
3) Going back to the question I had about the Charged Blade ability, it seems to me there are two major ways to interpret the ability...
A) The ability works by imbuing your weapon with the spell, as in the Spell Storing weapon enhancement, which then delivers the spell by striking the subject (in this case, I might include a line whereby, even if the attack missed, if it would have hit the character's touch AC, the spell is still delivered - this makes sense to me, not sure if anyone thinks it would be overpowered for an ability that you only get 7 times per day). This "spell put in the weapon" style gives the class a particular feel, one that seems to say that the PC is mostly using magic to boost his gear, rather than being able to sling spells in close combat as easilly as a sword. This is a fine flavor for some.
B) The term "Charged Blade" is something of a misnomer, and the ability simply allows the PC to prepare himself and cast a spell at the same time as he is delivering an attack, or perhaps as a reaction to a successful hit (somewhat like the Duskblade's capstone ability, only X times per day). This "spell as a weapon" style gives the flavor of a combatant that wields a blade in one hand and a spell in the other, and who can occassionally set himself up to hit an opponent with both spell and strike (or to take advantage of an opponent's distraction from taking a sword blow to cast a spell). This is also a fine flavor for some.
These two flavors come into play for this next question... I think, as the Charged Blade ability maxes out at 7/day, you should be able to cast any spell when using it, not just those that specifically target "one creature" or require an attack roll. If you find this reasonable, let's look at an example using Lightning Bolt and Fireball...
If we are using the 'A - spell in blade' flavor, it seems like a Fireball or Lightning Bolt cast as part of the CB ability should probably only affect the creature or object you strike, no matter what the spell's area is. Well, I suppose it could work fine for the Lightning Bolt to arc out from the blade into the opponent and continue in a resonable direction (likely following the position of the blade when the spell was released), or for the Fireball to detonate normally right on top of the opponent (which would likely be bad for you unless you and possibly you're party unless you're al immune to fire - hitting with the attack and then having the Fireball shoot out and detonate 400 feet away doesn't seem very thematically reasonable). Maybe give the character the option of channeling the Lightning Bolt into the opponent exclusively (which maybe gives him a penalty to his save) or have it go off normally...
If we use the 'B - spell as weapon' flavor, it feels like the Lightning Bolt or Fireball should go off normally. Truthfully, the options using style A could also probably be used with this style, but style B seems to indicate a stronger lean toward area spells going off normally. Maybe give the PC the option to target the Lightning Bolt on the opponent exclusively, but the opponent gets a bonus to his save?
4) You might also include some kind of mechanic in the class whereby an opponent who takes melee damage from you receives a penalty to their saves versus your spells delivered before the end of your next round, and opponents who fail a save versus one of your spells receives a penalty to their AC against attacks you make before the end of your next turn. These penalties would not stack if they were hit by multiple attacks or failed multiple saves.

KenderKin |
This leads to a couple of other questions
If the blade is charged and say disarmed, does the spell target anyone other than the caster who picks it up?
Does the disarm actually have nothing to do with the spell, ie after the disarm you can still deliver the spell just as a touch attack?
I am not sure which is accurate....

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1 - The enhancement would be set for the day during the "preparation time" and be on the whole day.
2 - I was wanting them to be an "augment bonus" so they did not interact with the enhancement bonus and did not fall into the +5/+10 rules. By 20, the rule really cripples this ability. The would have to see how the armor one would be effected, thought I really don't thing another +5 is going to break the game.
3A - I should maybe name it "Spellstrike" since that more accurately describes it. a simultaneous cast and strike. IT seems it may be an awkward mechanic. Now that I think I would say your spell would be cast regardless if you hit or miss, but if it is a targeted attack spell (like shocking grasp) you would need at least a touch hit rolled.
4 - I was going to try to add something like that. Maybe like a 1d3 round penalty to SR or something. Also, I could add that to the augment weapon table. Like very short duration debuffs to certain elements or defenses.
****
Regarding disarmed, I think my naming convention is flawed since the blade isn't actually holding a spell for anything more than a moment. IT would need an immediate interrupt attack to disarm it while it had a spell

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1- I was going to have the armor augment be set at the beginning of each day.
2- I was going to give them a new name of "Augment Bonus" so it would not be effected by the +5/+10 cap. I am unsure how that would effect balance, but I can't see +5 for up to 2 minutes breaking a game.
3- I think I named it wrong. I will be changing the name to Spellstrike. This will more accurately show what it is doing.
For hitting, I would say the spell goes off regardless. If the spell is a touch attack, you would have to have at least made the touch AC to have it take effect. If you made the touch but failed the AC, you only get the spell's effect and not the weapon hit.
4- I was thinking about that yesterday. I could maybe add some elements to the augment table to augment with some very short duration debuffs of certain defenses, like fire, SR, poison.
Regarding disarming, I think I have a naming problem calling it charged blade. That implies it holds the spell. The spell and the hit happen at the same time.

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They would have to actually disarm as an immediate interrupt action to hit the weapon while it has a spell
This leads to a couple of other questions
If the blade is charged and say disarmed, does the spell target anyone other than the caster who picks it up?
Does the disarm actually have nothing to do with the spell, ie after the disarm you can still deliver the spell just as a touch attack?
I am not sure which is accurate....

CaptainTed |
1- I was going to have the armor augment be set at the beginning of each day.
2- I was going to give them a new name of "Augment Bonus" so it would not be effected by the +5/+10 cap. I am unsure how that would effect balance, but I can't see +5 for up to 2 minutes breaking a game.
I agree.
3- I think I named it wrong. I will be changing the name to Spellstrike. This will more accurately show what it is doing.
So the weapon doesn't contain the spell like a spell storing weapon? You just make an attack and cast a spell simultaneously, occassionally using the weapon as a conduit?
For hitting, I would say the spell goes off regardless. If the spell is a touch attack, you would have to have at least made the touch AC to have it take effect. If you made the touch but failed the AC, you only get the spell's effect and not the weapon hit.
Did you feel that area spells were appropriate for the ability, and if so, should they be altered to target only one creature?
I'm sorry to keep rehashing previous questions, but I'm not really clear on some of the answers.
4- I was thinking about that yesterday. I could maybe add some elements to the augment table to augment with some very short duration debuffs of certain defenses, like fire, SR, poison.
Sorry, I'm not sure what you mean here...

golden pony |

I like it a lot.
Thought about adding metamagic feat to the list of bonus feats, instead of fighter feats only?
The powerful armor should be, IMO, a buff to every mage armor the class casts, it is goign to be very vulnerable to dispel spam otherwise.
Thought about adding some mechanic like a weapon crit= can apply a metamagic feat that round for free?

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Shar Tahl wrote:
3- I think I named it wrong. I will be changing the name to Spellstrike. This will more accurately show what it is doing.
So the weapon doesn't contain the spell like a spell storing weapon? You just make an attack and cast a spell simultaneously, occassionally using the weapon as a conduit?
Shar Tahl wrote:
For hitting, I would say the spell goes off regardless. If the spell is a touch attack, you would have to have at least made the touch AC to have it take effect. If you made the touch but failed the AC, you only get the spell's effect and not the weapon hit.
Did you feel that area spells were appropriate for the ability, and if so, should they be altered to target only one creature?
I'm sorry to keep rehashing previous questions, but I'm not really clear on some of the answers.
Shar Tahl wrote:
4- I was thinking about that yesterday. I could maybe add some elements to the augment table to augment with some very short duration debuffs of certain defenses, like fire, SR, poison.
Sorry, I'm not sure what you mean here...
3 - I see it acting like a Sudden Quicken action without using up a swift action. I would also say area spells would be allowed at your own risk, but may need it to be specific target spells to balance.
4 - For the augment additions, I was thinking of adding new things to the table like -5 Fire resist 1 rounds at a cost of +1, -2 SR 1 round at a cost of +3, -2 AC 1 round at a cost of +2. Allow it to go to 1d3 rounds on a critical.

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I like it a lot.
Thought about adding metamagic feat to the list of bonus feats, instead of fighter feats only?
The powerful armor should be, IMO, a buff to every mage armor the class casts, it is goign to be very vulnerable to dispel spam otherwise.
Thought about adding some mechanic like a weapon crit= can apply a metamagic feat that round for free?
I could alter it so you could get fighter or wizard bonus feats, depending on which way you want to go. Maybe make it paths like ranger's archery and two weapon.
On the mage armor, may do that ranger type thing with that too. Have the class have Mage Armor as a bonus spell that doesn't count against the spells known, then have the player choose a path, maybe have the feat and the armor tied together, like an arcane path giving mage armor boost and wizards feats or a martial path which gives armor augmentation and fighter feats. (Way of the Warrior/Way of the Mage ? )

Caineach |

Someone in annother thread mentioned that they wanted to force a F/M to cast all their attacks through weapon strikes. While I do not agree with this, they had a good idea for allowing the character to focus a spell into the blade and have it only affect the target. So a fireball could be channeled to only hit 1 person. I could see giving them an ability to do it with AoE and change the reflex for 1/2 to a fort for 1/2.
Personally, I like the idea of allowing cones and chain spells somehow.

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I also don't like that. That's a totally different concept. That's more like a straight fighter that can give his weapon powers. That would lead to playing running around killing peasants and harmless animals so they could use their buff spells. Chaos!!!
Someone in annother thread mentioned that they wanted to force a F/M to cast all their attacks through weapon strikes.

CaptainTed |
4 - For the augment additions, I was thinking of adding new things to the table like -5 Fire resist 1 rounds at a cost of +1, -2 SR 1 round at a cost of +3, -2 AC 1 round at a cost of +2. Allow it to go to 1d3 rounds on a critical.
The concept is good, but this would need to be powered up significantly to make it worthwhile to even consider. The fire (or cold/electricity/acid/sonic/force/etc.) one is pretty fair, with a -5 to the resistance for every +1 given up.
I haven't had to deal with spell resistance in too many cases, but -2 to SR to give up a +3 weapon bonus (that you only get a limited number of times) seems pretty pitiful. Better to take flaming, frost, and shocking and get a +3d6 to weapon damage for one round and just hit the critter.
-2 AC for a +2 bonus (for a sec there I thought we could put the enhancement bonuses into +X on the weapons instead of just the abilities, which would make this abiity pointless... I'm better now) is okay, I guess. But, if you're going to trade bonus damage potential or weapon abilities for making your enemy easier to hit for one round, you may as well just let the Gish use the augment weapon ability to give a straight +X bonus to their weapon...
When I mentioned the ability I was thinking of, I was seeing it as something that was always active. The Gish learns to follow up a successful strike with a spell while the enemy is focused on the wound he just received (giving him a -1 or 2 to his next spell save); or, the Gish learns to follow up a successful spell cast against his enemy with a melee strike, taking advantage of his enemy's momentary distraction (giving him a -1 or 2 to AC). I think it's a good description of how the Gish begins to successfully blend his spells and his martial prowess together in combat. Maybe a -1 at 10th level, -2 at 20th? Or maybe just stick with the -1 and stick it in a higher dead level?
I could alter it so you could get fighter or wizard bonus feats, depending on which way you want to go. Maybe make it paths like ranger's archery and two weapon.On the mage armor, may do that ranger type thing with that too. Have the class have Mage Armor as a bonus spell that doesn't count against the spells known, then have the player choose a path, maybe have the feat and the armor tied together, like an arcane path giving mage armor boost and wizards feats or a martial path which gives armor augmentation and fighter feats. (Way of the Warrior/Way of the Mage ? )
I don't know. Concept's interesting, but I think tying the feats and armor selection together would hamper the options for a PC who wanted, say the augment armor ability, but didn't want to load up on the fighter feats.
I like the idea of having mage armor be a free spell that doesn't count as one of your spells known. Or did you mean mean you can cast it for free whenever, cause that might be a bit unbalancing (not sure). Maybe have it as a single spell that can be swapped out like a druid's summon animal spells?
Also, I've been thinking about what someone else on the board said about what happens if you choose the hour per level once a day boosted mage armor option, and an hour after your party gets up, you run into a magic user that casts dispel on you? Once per day, so the ability is basically useless now (and if that's your primary armor, you're screwed for any other encounters)...
How about this -
1) All members of this class have Mage Armor as an extra spell known (doesn't count against other spells known), that they may swap out for another spell like a druid's Summon Animal spells or a cleric's Cure Wounds spells. If the Gish swaps out (or casts Mage Armor normally) a 1st level spell, the armor bonus he gets is +5. If he casts or swaps Mage Armor as a 2nd level spell, the armor bonus is +6... all the way up to +10 armor bonus at 20th level by casting it as a 6th level spell. These bonuses would have to correspond to the levels where you would get the appropriate Augment Armor (so, no +10 until 20th level). In addition, Mage Armor lasts 10 min/level x the spell level you cast it at.
2) All members of the class get the Augment Armor options, which last one hour per level, but are not a once a day casting (time does not need to be consecutive). Activating or deactivating the armor bonuses is a standard action.
As the Mage Armor costs spell slots and doesn't stack with normal armor, I don't think this should be unbalancing. It also prevents one of the core abilities of the class from being made completely useless in the first round of the Gish's first fight of the day. He'll be hampered, as he should be, for a round or two (like a normal caster), but won't have his combat survivability trashed completely for the rest of the day.
3) All members of the class must choose at 1st level whether their bonus feats are to be taken from the fighter or wizard bonus feat lists. (not sure on this)
Someone in annother thread mentioned that they wanted to force a F/M to cast all their attacks through weapon strikes. While I do not agree with this, they had a good idea for allowing the character to focus a spell into the blade and have it only affect the target. So a fireball could be channeled to only hit 1 person. I could see giving them an ability to do it with AoE and change the reflex for 1/2 to a fort for 1/2.
I like this idea. Cool flavor. Maybe give it as a general class option? Or possibly a Augment Weapon option?

Caineach |

I also don't like that. That's a totally different concept. That's more like a straight fighter that can give his weapon powers. That would lead to playing running around killing peasants and harmless animals so they could use their buff spells. Chaos!!!
Caineach wrote:Someone in annother thread mentioned that they wanted to force a F/M to cast all their attacks through weapon strikes.
Well, buff spells could be cast by performing a kata, kinda like the warblade recharging maneuvers :)

CaptainTed |
Well, buff spells could be cast by performing a kata, kinda like the warblade recharging maneuvers :)
Cool flavor, but I'm with Shar Tahl. I think of a MageBlade as half warrior/half spell slinger/all ass-kicker (I can't believe I just said "all ass-kicker"... sigh).
A fighter who channels arcane spells through their sword feels more like a prestige class, or even just a well enchanted blade.

Krimson |

Considering a level 10 Eldritch knight can imbue a critical hit with a spell... it might be overpowered, at 20th level, to apply a spell to a full attack action 7 times per day, and allow this ability from 2nd level furthermore.
I think a Fighter/Sorcerer/Eldritch knight has pretty much the same abilities, and maybe more, except for the weapon imbuing taken from the Paladin concept.
So, basically, while I wouldn't see this class implemented in a Pathfinder book, it works fine, though indeed I would replace the MageArmor stuff for Arcane Armor Training/Mastery.

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Considering a level 10 Eldritch knight can imbue a critical hit with a spell... it might be overpowered, at 20th level, to apply a spell to a full attack action 7 times per day, and allow this ability from 2nd level furthermore.
I think a Fighter/Sorcerer/Eldritch knight has pretty much the same abilities, and maybe more, except for the weapon imbuing taken from the Paladin concept.
So, basically, while I wouldn't see this class implemented in a Pathfinder book, it works fine, though indeed I would replace the MageArmor stuff for Arcane Armor Training/Mastery.
Arcane Armor Training/Mastery is swift action drops in ASF. The static 25% drop by level 20 and augmentations are little more functional. I don't believe having to use up a swift action shows "mastery" in casting in armor.
On his special ability (now spellstrike)is limited to certain times per day, where as the EK ability is up to a 25% chance on every round of combat(assuming a scimitar that's keen.) The ability is using the spell and strike 7 times, so full attack with 3 attacks could blow 3 of the 7 uses.