TheSteve
2010-06-28, 05:52 PM
So, like...everyone else in the world, I guess, I wanted a character who can sling spell and sword. I love the concept of the 4E Swordmage, but, the group I play with is 3.5, which means that if I want a gish, I have to multiclass my butt off.
Since I do enjoy the Swordmage, I tried to make a 3.5 version. My biggest concern is that it's overpowered for a basic class. I tried to balance it out and make it worth leveling to 20, but, I dunno. I need outside opinions.
The books I used were the PHB, Complete Warrior (for the Channel Spell), and Spell Compendium
So, without further ado, here it is:
Swordmage
Alignment - Any
Hit Die - D8
Class Skills
Bluff
Climb
Concentration
Craft
Decipher Script
Diplomacy
Hide
Intimidate
Jump
Knowledge (Arcana)
Move Silently
Spellcraft
Swim
Use Magic Device
Skill Points - 4 + Int Modifier
Weapons and Armor Proficiencies - A Swordmage is proficient with all Simple Weapons and all Melee Martial Weapons. They are proficient with Light Armor and Shields (except Tower Shields)
A Swordmage can cast Arcane spells while wearing Light Armor without incurring the normal spell failure chance.
Spells - A Swordmage casts Arcane spells, which are drawn from the Swordmage spell list (see below). A Swordmage must choose and prepare his spells ahead of time. To prepare, or cast a spell, the Swordmage must have an Intelligence score equal to at least 10+ the spell level. The Difficulty Class for a saving throw against a Swordmage's spell is 10 + the spell level + the Swordmage's Intelligence modifier.
Like other spellcasters, a Swordmage can only cast a certain number of spells per day. The base allotment is the same as a Wizard. In addition, they receive bonus spells per day if they have a high Intelligence score.
Spellbook - A swordmage must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook. A swordmage begins play with a spellbook containing all available Swordmage spells.
------------------------------------------------
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1|+2|+0|+0|+2|Swordbond
2|+2|+0|+0|+3|
3|+3|+1|+1|+3|
4|+4|+1|+1|+4|Improved Swordbond
5|+5|+1|+1|+4|Channel Spell 2/day, Bonus Feat (Fighter)
6|+6/+1|+2|+2|+5|
7|+7/+2|+2|+2|+5|
8|+8/+3|+2|+2|+6|Greater Swordbond
9|+9/+4|+3|+3|+6|
10|+10/+5|+4|+3|+7|Channel Spell 3/Day, Bonus Feat (Wizard)
11|+11/+6/+1|+3|+3|+7|
12|+12/+7/+2|+4|+4|+8|Greater Improved Swordbond
13|+13/+8/+3|+4|+4|+8|
14|+14/+9/+4|+4|+4|+9|
15|+15/+10/+5|+5|+5|+9|Channel Spell 4/Day, Bonus Feat (Fighter)
16|+16/+11/+6/+1|+5|+5|+10|Master Swordbond
17|+17/+12/+7/+2|+5|+5|+10|
18|+18/+13/+8/+3|+6|+6|+11|
19|+19/+14/+9/+4|+6|+6|+11|
20|+20/+15/+10/+5|+12|+6|+12|Channel Spell 5/day, True Swordbond, Bonus Feat (Wizard)[/table]
Spells Per Day{table=head]Level|0|1|2|3|4|5|6|7|8|9
1|2|0|-|-|-|-|-|-|-|-
2|2|1|-|-|-|-|-|-|-|-
3|2|1|0|-|-|-|-|-|-|-
4|2|2|1|-|-|-|-|-|-|-
5|2|2|1|0|-|-|-|-|-|-
6|2|2|2|1|-|-|-|-|-|-
7|2|2|2|1|0|-|-|-|-|-
8|2|2|2|2|1|-|-|-|-|-
9|2|2|2|2|1|0|-|-|-|-
10|2|2|2|2|2|1|-|-|-|-
11|2|2|2|2|2|1|0|-|-|-
12|2|2|2|2|2|2|1|-|-|-
13|2|2|2|2|2|2|1|0|-|-
14|2|2|2|2|2|2|1|1|-|-
15|2|2|2|2|2|2|1|1|0|-
16|2|2|2|2|2|2|2|2|1|-
17|2|2|2|2|2|2|2|2|1|0
18|2|2|2|2|2|2|2|2|1|1
19|2|2|2|2|2|2|2|2|2|1
20|2|2|2|2|2|2|2|2|2|2[/table]
Swordbond - By spending 1 hour of uninterrupted meditation, a Swordmage forms a magical bond with his sword, allowing him to summon it to his hand from up to 50 feet. away. Also, the Swordmage is treated as having the Weapon Focus feat for his bonded sword. Only one sword can be bonded to the Swordmage at a time, and if he forms a new bond with a different sword, the previous bond is lost. If the Swordmage dual wields, the bonus feat only applies to the bonded weapon (For example, the Swordmage fights using two Short Swords. The Swordmage only receives the benefits of the Weapon Specialization feats with attack rolls made with the bonded weapon. They do not apply to the other short sword.). The exception to this is if the Swordmage takes the Twin Bond feat (See Below)
Improved Swordbond - At level 4, your Swordbond grows stronger. In addition to the previous abilities, a Swordmage is also treated as having the Improved Critical feat when using his bonded sword.
Greater Swordbond - At 8th level, the Swordbond grows even stronger. In addition to the previously mentioned abilities, a Swordmage is treated as having the Weapon Specialization feat when using his bonded weapon.
Greater Improved Swordbond - At 12th level, in addition to the previous abilities, a Swordmage is treated as having the Greater Weapon Focus feat when using his bonded weapon.
Master Swordbond - At 16th level, in addition to the previous abilities, a Swordmage is treated as having the Greater Weapon Specialization feat when using his bonded weapon.
True Swordbond - At 20th level, the swordmage and his sword have become one, and are practically an extension of each other. The swordmage's bonded weapon now overcomes any DR as though it were made of the correct material.
Bonus Feats: At levels 5 and 15, you gain a bonus feat selected from the Fighter bonus feat list. At levels 10 and 20, you select a bonus feat from the Wizard selection list.
Channel Spell - Begining at level 5, a Swordmage can channel any spell he can cast into his melee weapon. Using this ability requires a move action, and the Swordmage uses up the prepared spell or spell slot as though he had just cast the spell. The channeled spell affects the next target that the Swordmage successfully attacks with his weapon (saving throws and spell resistance still apply). Even if the spell normally affects an area or is a ray, it affects only the target. The spell is discharged from the weapon, which can then hold another spell. A swordmage can channel his spells into only one weapon at a time, and are lost if not used within 8 hours.
The Swordmage is able to channel 2 spells/day at 5th level, and an additional spell/day at every 5th level afterward (5, 10, 15, 20)
-----------------------------------------------------------------------------------------
Swordmage Spells
0 - Level
Resistance
Acid Splash
Detect Magic
Read Magic
Daze
Flare
Light
Ray of Frost
Touch of Fatigue
Mending
Arcane Mark
Amanuensis*
Electric Jolt*
1 - Level
Alarm
Endure Elements
Protection from Chaos/Evil/Law/Good
Shield
Mage Armor
True Strike
Burning Hands
Shocking Grasp
Color Spray
Nystul's Magic Aura
Chill Touch
Ray of Enfeeblement
Expeditious Retreat
Feather Fall
Jump
Magic Weapon
Dispel Ward*
Ectoplasmic Armor*
Nightshield*
Benign Transposition*
Blades of Fire*
Corrosive Grasp*
Critical Strike*
Distract Assailant*
Light of Lunia*
Accelerated Movement*
Fist of Stone*
Slide*
2 - Level
Arcane Lock
Protection from Arrows
Resist Energy
Glitterdust
See Invisibility
Daze Monster
Continual Flame
Scorching Ray
Shatter
Blur
Invisibility
False Life
Bear's Endurance
Bull's Strength
Cat's Grace
Fox's Cunning
Spider Climb
Baleful Transposition*
Create Magic Tattoo*
Blast of Force*
Burning Sword*
Electric Loop*
Light of Mercuria*
Ray of Ice*
Bladeweave*
Delusions of Grandeur*
Curse of Impending Blades*
Death Armor*
Ray of Weakness*
Body of the Sun*
Bristle*
Ghost Touch Armor*
Infernal Wound*
Scale Weakening*
Slide, Greater*
Sonic Weapon*
Whirling Blade*
Wraithstrike*
3 - Level
Dispel Magic
Magic Circle against Chaos/Evil/Law/Good
Protection from Energy
Arcane Sight
Heroism
Hold Person
Fireball
Lightning Bolt
Wind Wall
Displacement
Ray of Exhaustion
Blink
Fly
Haste
Keen Edge
Magic Weapon, Greater
Slow
Mage Armor, Greater*
Unluck*
Flashburst*
Glowing Orb*
Light of Venya*
Rainbow Blast*
Sound Lance*
Curse of Impending Blades, Mass*
Diamondsteel*
Dolorous Blow*
Dragonskin*
Spell Vulnerability*
Spiderskin*
Steeldance*
Weapon of Energy*
4 - Level
Remove Curse
Stoneskin
Dimension Door
Crushing Despair
Fire Shield
Invisibility, Greater
Bestow Curse
Resistance, Greater*
Translocation Trick*
Know Vulnerabilities*
Dragon Breath*
Sword of Deception*
Sensory Deprivation*
Flight of the Dragon*
Voice of the Dragon*
5 - Level
Break Enchantment
Hold Monster
Cone of Cold
Waves of Fatigue
Telekinesis
Duelward*
Ironguard,Lesser*
Ball Lightning*
Cyclonic Blast*
Prismatic Ray*
Blink, Greater*
Draconic Might*
Vulnerability*
6 - Level
Dispel Magic, Greater
Guards and Wards
Analyze Dweomer
Legend Lore
True Seeing
Heroism, Greater
Chain Lightning
Contingency
Mislead
Eyebite
Tenser's Transformation
Resistance, Superior*
Ray of Light*
Ray of Entropy*
Brilliant Blade*
Stone Body*
7 - Level
Spell Turning
Hold Person, Mass
Power Word Blind
Prismatic Spray
Waves of Exhaustion
Antimagic Ray*
Energy Immunity*
Ghost Trap*
Ironguard*
Stun Ray*
Radiant Assault*
Avasculate*
Elemental Body*
Synostodweomer*
8 - Level
Mind Blank
Protection from Spells
Discern Location
Moment of Prescience
Power Word Stun
Polar Ray
Shout, Greater
Sunburst
Iron Body
Bestow Curse, Greater*
9 - Level
Freedom
Foresight
Hold Monster, Mass
Power Word Kill
Absorption*
Reaving Dispel*
Black Blade of Disaster*
*denotes a spell from the Spell Compendium
---------------------------------------------------------------------
Feat
Twin Bond
[General]
You forge a powerful bond with both of your swords.
Prerequisite: Swordmage 1
Benefit: You can form a Swordbond with two swords instead of one. Each sword gains the full benefits of a Swordbond.
Normal: You can only form a Swordbond with one sword.
Special: Two swords that are Bonded are treated as a set, and you must use them both in order to gain the Swordbond benefits. If either of the swords are lost or destroyed, the bond is broken and you must spend another hour establishing a new bond.
Recent edits:
Added table
Removed Bonus Spell ability
Reduced Fort saves
Reduced Spells per Day
Modified Spells Known list
Since I do enjoy the Swordmage, I tried to make a 3.5 version. My biggest concern is that it's overpowered for a basic class. I tried to balance it out and make it worth leveling to 20, but, I dunno. I need outside opinions.
The books I used were the PHB, Complete Warrior (for the Channel Spell), and Spell Compendium
So, without further ado, here it is:
Swordmage
Alignment - Any
Hit Die - D8
Class Skills
Bluff
Climb
Concentration
Craft
Decipher Script
Diplomacy
Hide
Intimidate
Jump
Knowledge (Arcana)
Move Silently
Spellcraft
Swim
Use Magic Device
Skill Points - 4 + Int Modifier
Weapons and Armor Proficiencies - A Swordmage is proficient with all Simple Weapons and all Melee Martial Weapons. They are proficient with Light Armor and Shields (except Tower Shields)
A Swordmage can cast Arcane spells while wearing Light Armor without incurring the normal spell failure chance.
Spells - A Swordmage casts Arcane spells, which are drawn from the Swordmage spell list (see below). A Swordmage must choose and prepare his spells ahead of time. To prepare, or cast a spell, the Swordmage must have an Intelligence score equal to at least 10+ the spell level. The Difficulty Class for a saving throw against a Swordmage's spell is 10 + the spell level + the Swordmage's Intelligence modifier.
Like other spellcasters, a Swordmage can only cast a certain number of spells per day. The base allotment is the same as a Wizard. In addition, they receive bonus spells per day if they have a high Intelligence score.
Spellbook - A swordmage must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook. A swordmage begins play with a spellbook containing all available Swordmage spells.
------------------------------------------------
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1|+2|+0|+0|+2|Swordbond
2|+2|+0|+0|+3|
3|+3|+1|+1|+3|
4|+4|+1|+1|+4|Improved Swordbond
5|+5|+1|+1|+4|Channel Spell 2/day, Bonus Feat (Fighter)
6|+6/+1|+2|+2|+5|
7|+7/+2|+2|+2|+5|
8|+8/+3|+2|+2|+6|Greater Swordbond
9|+9/+4|+3|+3|+6|
10|+10/+5|+4|+3|+7|Channel Spell 3/Day, Bonus Feat (Wizard)
11|+11/+6/+1|+3|+3|+7|
12|+12/+7/+2|+4|+4|+8|Greater Improved Swordbond
13|+13/+8/+3|+4|+4|+8|
14|+14/+9/+4|+4|+4|+9|
15|+15/+10/+5|+5|+5|+9|Channel Spell 4/Day, Bonus Feat (Fighter)
16|+16/+11/+6/+1|+5|+5|+10|Master Swordbond
17|+17/+12/+7/+2|+5|+5|+10|
18|+18/+13/+8/+3|+6|+6|+11|
19|+19/+14/+9/+4|+6|+6|+11|
20|+20/+15/+10/+5|+12|+6|+12|Channel Spell 5/day, True Swordbond, Bonus Feat (Wizard)[/table]
Spells Per Day{table=head]Level|0|1|2|3|4|5|6|7|8|9
1|2|0|-|-|-|-|-|-|-|-
2|2|1|-|-|-|-|-|-|-|-
3|2|1|0|-|-|-|-|-|-|-
4|2|2|1|-|-|-|-|-|-|-
5|2|2|1|0|-|-|-|-|-|-
6|2|2|2|1|-|-|-|-|-|-
7|2|2|2|1|0|-|-|-|-|-
8|2|2|2|2|1|-|-|-|-|-
9|2|2|2|2|1|0|-|-|-|-
10|2|2|2|2|2|1|-|-|-|-
11|2|2|2|2|2|1|0|-|-|-
12|2|2|2|2|2|2|1|-|-|-
13|2|2|2|2|2|2|1|0|-|-
14|2|2|2|2|2|2|1|1|-|-
15|2|2|2|2|2|2|1|1|0|-
16|2|2|2|2|2|2|2|2|1|-
17|2|2|2|2|2|2|2|2|1|0
18|2|2|2|2|2|2|2|2|1|1
19|2|2|2|2|2|2|2|2|2|1
20|2|2|2|2|2|2|2|2|2|2[/table]
Swordbond - By spending 1 hour of uninterrupted meditation, a Swordmage forms a magical bond with his sword, allowing him to summon it to his hand from up to 50 feet. away. Also, the Swordmage is treated as having the Weapon Focus feat for his bonded sword. Only one sword can be bonded to the Swordmage at a time, and if he forms a new bond with a different sword, the previous bond is lost. If the Swordmage dual wields, the bonus feat only applies to the bonded weapon (For example, the Swordmage fights using two Short Swords. The Swordmage only receives the benefits of the Weapon Specialization feats with attack rolls made with the bonded weapon. They do not apply to the other short sword.). The exception to this is if the Swordmage takes the Twin Bond feat (See Below)
Improved Swordbond - At level 4, your Swordbond grows stronger. In addition to the previous abilities, a Swordmage is also treated as having the Improved Critical feat when using his bonded sword.
Greater Swordbond - At 8th level, the Swordbond grows even stronger. In addition to the previously mentioned abilities, a Swordmage is treated as having the Weapon Specialization feat when using his bonded weapon.
Greater Improved Swordbond - At 12th level, in addition to the previous abilities, a Swordmage is treated as having the Greater Weapon Focus feat when using his bonded weapon.
Master Swordbond - At 16th level, in addition to the previous abilities, a Swordmage is treated as having the Greater Weapon Specialization feat when using his bonded weapon.
True Swordbond - At 20th level, the swordmage and his sword have become one, and are practically an extension of each other. The swordmage's bonded weapon now overcomes any DR as though it were made of the correct material.
Bonus Feats: At levels 5 and 15, you gain a bonus feat selected from the Fighter bonus feat list. At levels 10 and 20, you select a bonus feat from the Wizard selection list.
Channel Spell - Begining at level 5, a Swordmage can channel any spell he can cast into his melee weapon. Using this ability requires a move action, and the Swordmage uses up the prepared spell or spell slot as though he had just cast the spell. The channeled spell affects the next target that the Swordmage successfully attacks with his weapon (saving throws and spell resistance still apply). Even if the spell normally affects an area or is a ray, it affects only the target. The spell is discharged from the weapon, which can then hold another spell. A swordmage can channel his spells into only one weapon at a time, and are lost if not used within 8 hours.
The Swordmage is able to channel 2 spells/day at 5th level, and an additional spell/day at every 5th level afterward (5, 10, 15, 20)
-----------------------------------------------------------------------------------------
Swordmage Spells
0 - Level
Resistance
Acid Splash
Detect Magic
Read Magic
Daze
Flare
Light
Ray of Frost
Touch of Fatigue
Mending
Arcane Mark
Amanuensis*
Electric Jolt*
1 - Level
Alarm
Endure Elements
Protection from Chaos/Evil/Law/Good
Shield
Mage Armor
True Strike
Burning Hands
Shocking Grasp
Color Spray
Nystul's Magic Aura
Chill Touch
Ray of Enfeeblement
Expeditious Retreat
Feather Fall
Jump
Magic Weapon
Dispel Ward*
Ectoplasmic Armor*
Nightshield*
Benign Transposition*
Blades of Fire*
Corrosive Grasp*
Critical Strike*
Distract Assailant*
Light of Lunia*
Accelerated Movement*
Fist of Stone*
Slide*
2 - Level
Arcane Lock
Protection from Arrows
Resist Energy
Glitterdust
See Invisibility
Daze Monster
Continual Flame
Scorching Ray
Shatter
Blur
Invisibility
False Life
Bear's Endurance
Bull's Strength
Cat's Grace
Fox's Cunning
Spider Climb
Baleful Transposition*
Create Magic Tattoo*
Blast of Force*
Burning Sword*
Electric Loop*
Light of Mercuria*
Ray of Ice*
Bladeweave*
Delusions of Grandeur*
Curse of Impending Blades*
Death Armor*
Ray of Weakness*
Body of the Sun*
Bristle*
Ghost Touch Armor*
Infernal Wound*
Scale Weakening*
Slide, Greater*
Sonic Weapon*
Whirling Blade*
Wraithstrike*
3 - Level
Dispel Magic
Magic Circle against Chaos/Evil/Law/Good
Protection from Energy
Arcane Sight
Heroism
Hold Person
Fireball
Lightning Bolt
Wind Wall
Displacement
Ray of Exhaustion
Blink
Fly
Haste
Keen Edge
Magic Weapon, Greater
Slow
Mage Armor, Greater*
Unluck*
Flashburst*
Glowing Orb*
Light of Venya*
Rainbow Blast*
Sound Lance*
Curse of Impending Blades, Mass*
Diamondsteel*
Dolorous Blow*
Dragonskin*
Spell Vulnerability*
Spiderskin*
Steeldance*
Weapon of Energy*
4 - Level
Remove Curse
Stoneskin
Dimension Door
Crushing Despair
Fire Shield
Invisibility, Greater
Bestow Curse
Resistance, Greater*
Translocation Trick*
Know Vulnerabilities*
Dragon Breath*
Sword of Deception*
Sensory Deprivation*
Flight of the Dragon*
Voice of the Dragon*
5 - Level
Break Enchantment
Hold Monster
Cone of Cold
Waves of Fatigue
Telekinesis
Duelward*
Ironguard,Lesser*
Ball Lightning*
Cyclonic Blast*
Prismatic Ray*
Blink, Greater*
Draconic Might*
Vulnerability*
6 - Level
Dispel Magic, Greater
Guards and Wards
Analyze Dweomer
Legend Lore
True Seeing
Heroism, Greater
Chain Lightning
Contingency
Mislead
Eyebite
Tenser's Transformation
Resistance, Superior*
Ray of Light*
Ray of Entropy*
Brilliant Blade*
Stone Body*
7 - Level
Spell Turning
Hold Person, Mass
Power Word Blind
Prismatic Spray
Waves of Exhaustion
Antimagic Ray*
Energy Immunity*
Ghost Trap*
Ironguard*
Stun Ray*
Radiant Assault*
Avasculate*
Elemental Body*
Synostodweomer*
8 - Level
Mind Blank
Protection from Spells
Discern Location
Moment of Prescience
Power Word Stun
Polar Ray
Shout, Greater
Sunburst
Iron Body
Bestow Curse, Greater*
9 - Level
Freedom
Foresight
Hold Monster, Mass
Power Word Kill
Absorption*
Reaving Dispel*
Black Blade of Disaster*
*denotes a spell from the Spell Compendium
---------------------------------------------------------------------
Feat
Twin Bond
[General]
You forge a powerful bond with both of your swords.
Prerequisite: Swordmage 1
Benefit: You can form a Swordbond with two swords instead of one. Each sword gains the full benefits of a Swordbond.
Normal: You can only form a Swordbond with one sword.
Special: Two swords that are Bonded are treated as a set, and you must use them both in order to gain the Swordbond benefits. If either of the swords are lost or destroyed, the bond is broken and you must spend another hour establishing a new bond.
Recent edits:
Added table
Removed Bonus Spell ability
Reduced Fort saves
Reduced Spells per Day
Modified Spells Known list