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View Full Version : Sword-Mage (The City) (Advanced Class) (Part 2 of Magic Revamp)



Jibar
2007-06-15, 02:41 PM
So for The City setting, I'm doing do over of the magic system.
Because, frankly, I hate it. The levels, spells per day, it just doesn't fit with so many settings were magic is apparantly free.
Some of you may have noted the Part 2. Well, I haven't finished Part 1 yet. Part 1 is an overview of what the magic system now is, and explains the Meta-Physical and Thelogical planes. The Sword-Mage class is done however, so I'm posting this.
For those interested:
Part 3: Loremaster
Part 4: Oracle
Part 5: Warlock
Part 6: Technopagan
Part 7: Witch
Part 8: Archmage

(The prerequisite feat Sword Card will be explained in a different thread.)

Sword-Mage

The Sword Family has always been regarded as the strongest of the Mage Families. Mixing powers of the major meta-physical plane with dazzling sword skills. When a Sword-Mage first starts his training, he summons a blade unique to him, a sword that will serve him unto death. In the ancient days, Sword-Mages dwelled in mighty frotresses decked in splendour. These days they are more often found hiding out in abandoned warehouses. The current head of the Sword-Mages is Archmage Faerun. When the Families were brought together, it was the Sword-Mages who forged Excalibur, and Sir Lancalot represented them in the Arthur's Court.
Select this character class if you want your character to cause high amounts of damage.
The fastest path into this advanced class is from the Smart hero basic class, though other paths are possible.

Requirements
To qualify to become a Sword-Mage a character must fulfill the following criteria.
Base Attack Bonus: +3
Skills: Knowledge (Arcane Lore) 9 ranks, Knowledge (Tactics) 9 ranks
Feat: Sword Card

Sword-Mage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Defense Bonus|Repuation Bonus
1st|
+0|
+0|
+0|
+2|Blade of Kings, Prestidigiation|
+1|
+0

2nd|
+1|
+0|
+0|
+3|Magic Blast|
+1|
+0

3rd|
+2|
+1|
+1|
+3|Bonus Feat|
+2|
+1

4th|
+3|
+1|
+1|
+4|Magic Blast (Meta-Physical)|
+2|
+1

5th|
+3|
+1|
+1|
+4|Magic Blast (Cone)|
+3|
+1

6th|
+4|
+2|
+2|
+5|Bonus Feat, Magic Blast (Meta-Physical)|
+3|
+2

7th|
+5|
+2|
+2|
+5|Magic Blast (Chain)|
+4|
+2

8th|
+6|
+2|
+2|
+6|Magic Blast (Meta-Physical)|
+4|
+2

9th|
+6|
+3|
+3|
+6|Bonus Feat|
+5|
+3

10th|
+7|
+3|
+3|
+7|Magic Blast (Blast)|
+5|
+3 [/table]



Class Information
The following information pertains to the Urban Ninja.

Hit Die
The Sword-Mage gains 1d6 hit points per level. The character's Constituion modifier applies.

Action Points
The Sword-Mage gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.

Class Skills
The Sword-Mage's class skills are as follows.
Concerntration (Con), Decipher Script (Int), Gamble (Wis), Knowledge (Arcane Lore) (Int), Knowledge (Tactics) (Int), Spellcraft (Int).

Skill Points at each Level: 5 + Int modifier

Class Features
The following features pertain to the Urban Ninja advanced class.

Prestidigitation
As a mage, the Sword-Mage is capable of performing many minor tricks at will. These range from pulling flowers from a hat to making pebbles change colour, or even simple card tricks. At 1st level, a Sword-Mage can cast Prestidigitation at will as the spell with a DC 10 Spellcraft check.

Blade of Kings
The first lesson a Sword-Mage learns is how to summon his sword. This blade is a representation of the Sword-Mage's soul and mind and is bound to them. Stat-wise this sword is exactly the same as a +1 longsword, the design and appearence reliant on the player. At 3rd, 5th, 7th and 9th level the bonus increases by +1, making it a +5 sword at 9th level.
Summoning and unsummoning the sword is a free action. As soon as the Sword-Mage lets go of the sword it dissappears, meaning if they drop their sword an opponent cannot pick it up. Because of this, the sword cannot be thrown at enemies as a normal longsword could.
If the sword should break, as the result of wear and tear or a sunder attack, the Sword-Mage takes a number of d6 in damage equal to the bonus upon the sword. For example, Silver is a 4th level Sword Mage whose sword is broken by a superhero. He takes 2d6 in damage because the sword was a +2.

Magic Blast
All mages have access to this ability. It allows a mage to blast an opponent with a meta-physical element as a standard action. In order to conjure the blaster, the Sword Mage must succed on a Spellcraft check. The DC for this check is equal to 10 +2 per die of damage, +2 if the spell is channeling a major meta-physical element or +1 if the spell is channeling a minor meta-physical element.
For the spell to work, the Sword-Mage must succeed on a ranged touch attack against the target.
This blast deals a number of die equal to half your Sword-Mage level (rounded down). For example, a 6th level Sword-Mage deals 3d6 damage.
At 2nd, 4th, 6th and 8th level a Sword-Mage selects a meta-physical element to apply to his Magic Blast. This element can be either major or minor.
A magic blast can be prepared as readied action against enemy spellcasters to neutralise their Magic Blast. If the enemy casts a Magic Blast channeling an opposite meta-physical element, the spell is neutralised. If not, then your readied Magic Blast fails.
A Magic Blaster can channel no element, in which case the spell blast only deals d4 damage.

Bonus Feats
At 3rd, 6th and 9th level, the Sword-Mage gets a bonus feat. The bonus feat must be selected from the following list and the Sword-Mage must meet all the prerequisites of the feat to select it.
Alertness, Archaic Weapons Profiency, Brawl, Dodge, Educated, Great Fortitude, Heroic Surge, Iron Will, studious, Toughness, Trustworthy.

Magic Blast (Cone)
At 5th level, a Sword-Mage can cast his Magic Blast as a 10ft cone. This adds +2 onto the DC of the Spellcraft check.

Magic Blast (Chain)
At 7th level, a Sword-Mage can make his Magic Blast affect enemies near the target. He can strike a number of enemies within 15ft of the target equal to half his Magic Blast damage (1/4 Sword-Mage level) (rounded up). This adds +4 onto the DC.

Magic Blast (Blast)
At 10th level, a Sword-Mage can cast his Magic Blast as a burst in a 15ft by 15ft area. All enemies caught in the area take damage. This adds +6 onto the DC of the Spellcraft check.
Anyone caught in the blast can make a Reflex save (DC equal to the Spellcraft check) to take half damage instead.




New Feats

Magic Blast (Meta-Physical)
Prerequisites: Magic Blast ability.
Benefit: You can now cast your Magic Blast with a new meta-physical element. This element can be either major or minor.
Special: You can take this feat multiple times. Each time, you add a new element.

Magic Blast (Theological)
Prerequisites: Magic Blast 4d6.
Benefit: You can now cast your Magic Blast with a Theological element. This element can be either major or minor.
Special: Unlike Magic Blast (Meta-Physical), you can only take this feat twice.

Matthew
2007-06-16, 10:56 PM
Okay, interesting. Where do the Urban Samurai and Urban Ninja fit into all this? Is there a The City Main Thread that I'm missing? If so, you should probably link to it.

Jibar
2007-06-17, 01:52 AM
The City is a setting I've created that I'm now building a campaign setting for.
The Urban Samurai and Urban Ninja were just easier to do than a total magic system overhaul, so they were done as a sort of warm up.
Eventually, there will be an actual thread for a hub that will give all the details behind backstory and locations and whatnot, but right now the project is just coming along in bits and pieces.
Next should be Part 1 of the Magic Re-Vamp.

Matthew
2007-06-21, 05:10 PM
Cool, should be interesting.