View Full Version : Druid is to Ranger what Cleric is to Paladin... [Base Class]

2007-04-25, 03:09 PM
Druid is to Ranger what Cleric is to Paladin what Wizard is to Spellsword.

Spellswords are deeply focused studiers of both weapons and magic. Through their studies they learn how to channel magic to strengthen their sword arms, and as they grow in power they can manifest spells like a wizard, however they lack the devotion to magic that wizards have and so cannot gain full magical power.

Religion: Spellswords have little time for faith, but don't begrudge others their faith. They tolerate Clerics and Paladins, however see divine magic as the 'easy path' and so dismiss their casting abilities as those of a middle-man.
Adventures: Spellswords crave information, hoping to find new knowledge or spells. They're useful employees to mages and sorcerors who have similar goals but lack muscle.

Alignment: Spellswords are often lawful due to their strict tutelage and studies drumming order into them from a young age. However, the occasional 'angry genius' comes about who studies for his own reasons, who tends to be more chaotic.

Alignment: Any
Hit Dice: d8
Skill points: 6+Int Modifier (*4 at first level)

Class skills: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Knowledge (Arcana) (Int), Knowledge (Architecture) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Nobility and Royalty) (Int), Knowledge (Planes) (Int), Profession (Int), Speak Language (N/A), Spellcraft (Int)

Spell-casting: Spellswords must prepare spells in advance, which takes an hour after waking from 8 hours sleep. They can also use scrolls, wands and magic items appropriate for their level. Their effective caster level is half their spellsword levels.

{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th
1st|+1|+2|+0|+2|Anatomic Strike|-|-
2nd|+2|+3|+0|+3|Weapon Focus (Sword)|-|-|-
4th|+4|+4|+1|+4|Still Spell|0|-|-|-
5th|+5|+4|+1|+4|Weapon Specialisation (Sword)|0|-|-|-
8th|+8/+3|+6|+2|+6|Knowledge Strike|1|0|-|-
10th|+10/+5|+7|+3|+7|Greater Weapon Focus (Sword)|1|1|-|-
11th|+11/+6/+1|+7|+3|+7|Greater Imbue, Fruits of Study|1|1|0|-
15th|+15/+10/+5|+9|+5|+9|Improved Critical (Sword)|2|1|1|1
16th|+16/+11/+6/+1|+10|+5|+10|Improved Still Spell|2|2|1|1
19th|+19/+14/+9/+4|+11|+6|+11|Master Imbue|3|3|3|2
20th|+20/+15/+10/+5|+12|+6|+12|Greater Weapon Specialisation (Sword)|3|3|3|3[/table]

Anatomic Strike (Ex)
I know where to hit them where it hurts.
Through study of the arcane arts and their swordplay, Spellswords learn a lot about anatomy of themselves and their foes. Spellswords can apply their intelligence modifier to damage rolls against any of their own type (So a standard race can apply it to all humanoids), and any race where the Spellsword has 10 or more ranks in the related knowledge skill.
Arcana (Constructs, Dragons, Magical Beasts)
Dungeoneering (Aberrations)
Local (Humanoids)
Nature (Animals, Fey, Giants, Plants, Vermin)
Planes (Outsiders, Elementals)
Special: This ability doesn't count against amorphous or incorporeal beings, or creatures with no working anatomies such as chaos beasts, oozes or undead. Constructs are still affected, as there are certain stress points on the construct that can be exploited.

Weapon Focus (Sword)
At second level spellswords receive the Weapon Focus feat for one of the following; short sword, long sword, great sword, scimitar or rapier. It cannot be applied to bastard swords or two-bladed swords even if the spellsword in proficient with exotic weapons.

Still Spell
At fourth level spellswords gain the Still Spell feat as per the feat description.

Weapon Specialisation (Sword)
At fifth level spellswords receive a weapon specialisation for the sword they selected weapon focus for at second level.

Imbue (Su)
Sometimes even magic blades need a bit more bite.
At sixth level spellswords can imbue their blades with elemental energy by expending a spell slot. The energy can be of fire, frost, acid or lightning, and adds an extra 1d6/spell slot expended (So a second level spell would do 2d6 extra damage). Imbuing is a standard action, and the charge remains for 24 hours afterwards or until the weapon strikes an enemy and deals damage. Only one charge can be held on a single weapon at any time, though the effects stack with innate magic damage the blade may cause. In the event of the spellsword being killed or being knocked unconscious, the charge dissipates.

Knowledge Strike (Ex)
Know your enemy, his allies, his weapons and the clothes he's standing in.
At 8th level, Spellswords training gives them more understanding about their enemies equipment and close allies. With every five ranks of Craft(Armour-smithing), Craft(Blacksmithing) or Craft(Bowyer) add +1 to any sunder attempt made against the related items. Also, any enemy where the Anatomic Strike may apply also affects their familiars, animal companions, or cohorts.

Greater Weapon Specialization (Sword)
This feat is as the feat description, however only applies to the sword type chosen at second level.

Greater Imbue (Su)
The four elements are for children. Let's play with the big boys toys.
At 11th level the Imbue ability can be used to create positive or negative energy charges. Positive energy deals 2d6/spell level to undead, while negative energy deals 1d6/spell level to all other creatures. These imbuements can be used to heal allies as well.

Fruits of Study (Ex)
Knowledge is power. And vice versa.
As of 11th level the Spellswords studies become even more diverse. All knowledge skills get a +2 innate bonus, and can be used untrained.

Improved Critical (Sword)
This feat is as the feat description, however it only applies to the sword type chosen at second level.

Improved Still Spell
At 16th level, the Spellsword automatically applies Still Spell to all spells without using a higher spell slot.

Master Imbue (Su)
At 19th level, the Spellsword becomes a master of imbuement. Every charge can deal 2d8/spell level, and can create pure magic charges. Also, in the event of maximum damage being caused by the charge, an extra effect takes place.
Fire- Target is dazzled for 1d4 rounds (Will negates)
Ice- Target is slowed for 1d4 rounds (Fortitude negates)
Acid- Target suffers 1d4 Constitution Damage (Fortitude 1/2)
Lightning- Target is stunned for 1d4 rounds (Will negates)
Positive energy- Deals double damage. If the target is undead, becomes turned as if by a cleric of the spellswords level
Negative energy- Deals double damage. If the target isn't undead, the target suffer 1d4 Strength damage (Fortitude 1/2)
Magic- Random effect from the previous six.

Greater Weapon Specialisation (Sword)
At 20th level, the Spellsword gains Greater Weapon Specialisation for the weapon he chose at 2nd level.

2007-04-25, 03:16 PM
Work on the table...

2007-04-25, 03:48 PM
I personally feel that Anatomic Strike could use some revision. To me, it feels somewhat inappropriate to have a persision strike with an arcane hybrid sort of class. I would suggest possibly replacing it with something a bit more Arcane-y.

Aside from that, seems cool, but it feels a little weak compared to something like a Duskblade.

mabriss lethe
2007-04-25, 08:27 PM
Aside from that, seems cool, but it feels a little weak compared to something like a Duskblade.

Everything in this vein seems a little weak compared to the Duskblade. I haven't had a chance to play one or DM a game with one in it....but on paper they look a little unbalanced to me.

Innis Cabal
2007-04-25, 08:29 PM
Duskblade is a little strong...so it makes sense it would look weak to it. Looks great!

2007-04-26, 06:34 PM
The idea behind Anatomic Strike was, through study, the spellsword knew where to aim to deal more damage. While this isn't really an arcane ability, it does tie in with the book-smart warrior vibe I was going for.
Haven't seen the Duskblade, but I thought I'd made this class overpowered (2 good saves, 6+INT skill points, d8 HD, full BAB progression and several weapon feats for free), so the mind boggles at how imbalanced that class is.
I was thinking of spells appropriate and, when playing as a ranger, I generally only use the spell-slots for buffs and one last-resort healing spell (If that). So maybe have the Spellsword only learn Abjuration/Conjuration/Divination spells, with a few transmutations? I don't see Evo/Necro/Illusion/Enchantment being that useful to a flanking unit, plus battle spells are hindered by spell failure until 16th level. Plus the imbue ability makes spells like Magic Weapon a bit moot.

Innis Cabal
2007-04-26, 06:35 PM
The duskblade is a tad more focused then this...very powerful class