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
- Burning Hands
- Cause Fear
- Chill Touch
- Color Spray
- Endure Elements
- Energy Missile
- Expeditious Retreat
- Feather Fall
- Grease
- Identify
- Jump
- Magic Missile
- Magic Weapon
- Ray of Enfeeblement
- Sleep
- True Strike
2nd-Level Spellsword Spells
- Acid Arrow
- Blur
- Continual Flame
- Daze Monster
- Flaming Sphere
- Fog Cloud
- Ghoul Touch
- Glitterdust
- Gust of Wind
- Hideous Laughter
- Hypnotic Pattern
- Mirror Image
- Resist Energy
- Shatter
- Web
3rd-Level Spellsword Spells
- Fireball
- Haste
- Heroism
- Lightning Bolt
- Protection from Energy
- Sleet Storm
- Slow
- Stinking Cloud
- Vampiric Touch
4th-Level Spellsword Spells
- Bestow Curse
- Black Tentacles
- Confusion
- Ice Storm
- Phantasmal Killer
- Shout
- 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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