Limitless Worlds

Limitless Worlds

Saturday, January 19, 2013

The Spellsword - New B&T Class

And now the other class! The spellsword takes most of its cues from the 4e spellblade, along with a bit of just caster thrown in. I see the spellsword falling into the same crowd as the warmind/paladin/ranger, which is a martial fighter with magical abilities.

Spellsword

D8 Hit Dice

Requirements
            Strength and Intelligence of 13 or higher

Armor Allowed
            Padded Armor, Leather Armor, Ringmail, Studded Leather, Bucklers

Weapons Allowed
            All light melee weapons, all medium edged weapons (swords and axes), all thrown weapons, composite bow, longbow and short bow

Skills
            Decipher Codes, Jump, Balance

Level
HD
Attack
Fort
Ref
Will
Title
1
1d8
+1
13
15
13
Magus
2
2d8
+2
12
15
12
Hexblade
3
3d8
+3
12
15
12
Palmist
4
4d8
+3
11
14
11
Spellsword
5
5d8
+4
11
14
11
Mageblade
6
6d8
+5
10
13
10
Augurer
7
7d8
+6
10
13
10
Duskblade
8
8d8
+6
9
13
9
Scourge
9
9d8
+7
9
12
9
Edge Master
10
10d8
+8
8
12
8
Arcanist
11
+3
+9
8
12
8
Arcanist
12
+3
+9
7
11
7
Arcanist
13
+3
+10
7
11
7
Arcanist
14
+3
+11
6
11
6
Arcanist
15
+3
+12
6
10
6
Arcanist
16
+3
+12
5
10
5
Arcanist
17
+3
+13
5
10
5
Arcanist
18
+3
+14
4
9
4
Arcanist
19
+3
+15
4
9
4
Arcanist
20
+3
+15
3
9
3
Arcanist

Spells Per Day/Level

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


The spellsword is someone who has managed to funnel arcane energies through their weapon of choice. Their blades of flame, electricity, ice and acid shimmer as they cut through enemies. This ability is supplemented by damaging magical spells that the spellsword has access to at later levels.

The spellsword has a special link to a weapon he favors, as long as it is an edged weapon. Given an hour of meditation, the spellsword becomes physically in tune with his weapon. This allows the weapon to fly to the hand of the spellsword from up to 60-ft. away, which costs the spellsword his move action. Also, even though the blade itself may not have a magical bonus, it can strike any enemy who can only be damaged by magical weapons. Further, if the weapon is ever sundered or broken, the spellsword can meditate for an hour and reassemble the weapon. The spellsword can only have one linked weapon at a time, but he can transfer this link to a new weapon after an hour of meditating.

The spellsword, up to three times a day, can sheathe his linked weapon in an aura of energy. This aura, which lasts for 10 minutes, can be of fire, cold, electricity or acid energy. When the spellsword strikes with this weapon, it deals an additional 1d6 energy damage in addition to the normal damage inflicted by the blade. The weapon can also affect surrounding objects, such as a flaming sword igniting oil.

A 3rd level spellsword (palmist) can create a barrier of magical energy around himself three times a day. This barrier lasts for 1 hour, adding a +2 bonus to the spellswords AC as well as a +2 bonus to his saves to avoid spells.

A 5th level spellsword (mageblade) can begin to cast arcane spells using the same rules as a sorcerer. These spells are drawn from the spellsword spell list. Keep in mind that these spells are cast through the spellsword's blade; if his blade is broken or lost, he can not cast spells. Also note that the spellsword’s spells per day is the same number as their spells known.

A 9th level spellsword (arcanist) can establish his own training grounds. A spellsword who becomes a lord or lady attracts 1d6 men-at-arms per level, 1d6 first level spellswords who wish to train under them and one 3rd level spellsword to serve as a lieutenant.

Spellsword Spells

1st-Level Spellsword Spells

  1. Burning Hands
  2. Cause Fear
  3. Chill Touch
  4. Color Spray
  5. Endure Elements
  6. Energy Missile
  7. Expeditious Retreat
  8. Feather Fall
  9. Grease
  10. Identify
  11. Jump
  12. Magic Missile
  13. Magic Weapon
  14. Ray of Enfeeblement
  15. Sleep
  16. True Strike

2nd-Level Spellsword Spells

  1. Acid Arrow
  2. Blur
  3. Continual Flame
  4. Daze Monster
  5. Flaming Sphere
  6. Fog Cloud
  7. Ghoul Touch
  8. Glitterdust
  9. Gust of Wind
  10. Hideous Laughter
  11. Hypnotic Pattern
  12. Mirror Image
  13. Resist Energy
  14. Shatter
  15. Web

3rd-Level Spellsword Spells

  1. Fireball
  2. Haste
  3. Heroism
  4. Lightning Bolt
  5. Protection from Energy
  6. Sleet Storm
  7. Slow
  8. Stinking Cloud
  9. Vampiric Touch

4th-Level Spellsword Spells

  1. Bestow Curse
  2. Black Tentacles
  3. Confusion
  4. Ice Storm
  5. Phantasmal Killer
  6. Shout
  7. Stoneskin

Spellsword Variant: Gun Mage

Instead of fueling a blade with arcane energy, a gun mage fuels pistols and rifles with his magical energy, bestowing the magic upon his ammunition.

Gun mages lose their skill in jump and balance, and instead can wield all gunpowder weapons. They must make their linked weapon a gunpowder weapon, but it also increases the chances to reload the gun by 3 (e.g. 1-in-6 to 4-in-6).

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