DrowVampyre
2008-07-22, 07:11 AM
A friend and I made this class over the last several days, and knowing that you guys are the experts, I thought I'd bring it here to see what you think. This is our first class, so if we made any serious mistakes, or minor ones, please let me know. Any suggestions about how to make it better, more balanced, etc. are welcome and appreciated. Thanks! :smallbiggrin:
Spellblade
Hit Die: d8
Class Skills: (2+Int Modifier)
Acrobatics, Climb, Craft, Fly, Intimidate, Knowledge (All, taken individually), Profession, Spellcraft, Ride, Swim.
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|0-lvl|1-lvl|2-lvl|3-lvl|4-lvl|5-lvl|6-lvl
1st|
+1|
+0|
+2|
+2|Armored Casting, Cantrips|3|1|-|-|-
2nd|
+2|
+0|
+3|
+3|Dance of Warding|4|2|-|-|-
3rd|
+3|
+1|
+3|
+3|Eschew Materials|4|2|-|-|-
4th|
+4|
+1|
+4|
+4|Weapon Attunement +1|4|2|1|-|-
5th|
+5|
+1|
+4|
+4|Wraith Step 1/day|4|3|2|-|-
6th|
+6|
+2|
+5|
+5|Summon Weapon|4|3|2|-|-
7th|
+7|
+2|
+5|
+5|Spell Channeling|4|3|2|1|-
8th|
+8|
+2|
+6|
+6|Weapon Attunement +2|4|4|3|2|-
9th|
+9|
+3|
+6|
+6|Wraith Step 2/day|4|4|3|2|-
10th|
+10|
+3|
+7|
+7|Physical Magical Defense|4|4|3|2|1
11th|
+11|
+3|
+7|
+7|Altered Attunement|4|4|4|3|2
12th|
+12|
+4|
+8|
+8|Weapon Attunement +3|4|4|4|3|2
13th|
+13|
+4|
+8|
+8|Wraith Step 3/day|4|4|4|3|2
14th|
+14|
+4|
+9|
+9|Mental Magical Defense|4|4|4|4|3
15th|
+15|
+5|
+9|
+9||4|4|4|4|3
16th|
+16|
+5|
+10|
+10|Weapon Attunement +4|4|4|4|4|3
17th|
+17|
+5|
+10|
+10|Wraith Step 4/day|4|4|4|4|4
18th|
+18|
+6|
+11|
+11|Evasive Magical Defense|4|4|4|4|4
19th|
+19|
+6|
+11|
+11||4|4|4|4|4
20th|
+20|
+6|
+12|
+12|Mastered Attunement|4|4|4|4|4[/table]
Proficiencies: The Spellblade is proficient with light armor (but not with shields) and with all simple weapons, as well as all light and one-handed martial weapons.
Spells: Spellblades cast arcane spells from the spellblade spell list (shown below). They must prepare spells ahead of time and keeps spellbooks, just as a wizard does. To cast any spell on their list, a spellblade must have an Intelligence score of at least 10 + the level of the spell. Their spellbooks contain 4 0-level spells and 2 1st-level spells at 1st level, and they add 2 spells of any level they can cast upon gaining each new level. TO add additional spells beyond these, they must pay to scribe the spell into their spellbook, just as a wizard does.
Armored Casting (Ex): When wearing light armor, and wielding a one-handed melee weapon in one hand, a Spellblade ignores arcane spell failure for the armor they are wearing.
Cantrips: Spellblades can prepare a number of cantrips, or 0-level spells, each day. They can cast these spells at will as a spell-like ability. The number of cantrips a Spellblade can prepare is noted under “Spells Per Day”. Cantrips are treated like any other spell cast by the Spellblade in terms of duration and other variables based on level.
Dance of Warding (Ex): Starting at 2nd level, when wielding a one-handed melee weapon in one hand and nothing in the other, and only when wearing light armor, the Spellblade adds a dodge bonus to his armor class based on his half his level, rounded down, up to a maximum of his int bonus.
Eschew Materials: At 3rd level, the Spellblade gains Eschew Materials as a bonus feat.
Weapon Attunement (Su): Starting at 4th level, a Spellblade can attune to their weapon of choice during a day-long process of meditation and training using the weapon to be bonded. Once complete, the Spellblade receives a +1 enhancement bonus to all attack and damage rolls with the bonded weapon. At every 4th level thereafter, the enhancement bonus increases by +1. Finally, at 20th level, they have become so attuned to their weapon that it gains a +5 enhancement bonus, and a simple, empathic intelligence.
Wraith Step (Su): Starting at 5th level, the Spellblade can call upon their innate magic to teleport up to 30ft in any direction as a swift action, as long as the spot is within their line of sight, 1/day. At 9th level this increases to 2/day, at 13th 3/day, and at 17th 4/day.
Summon Weapon (Su): At 6th level, the Spellblade can summon their attuned weapon to their hand as a swift action.
Spell Channeling (Su): Starting at 7th level, a spellblade can channel touch or ray spells through his bonded weapon. He may choose to substitute a normal attack with his weapon for the touch attack required of the spell. This attack is resolved as a normal attack rather than a touch attack, and does damage as a normal attack in addition to the spell's effects.
Physical Magical Defense (Ex): At 10th level and higher, a spellblade can avoid even magical and unusual attacks with great fortitude. If he makes a successful Fortitude saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. This ability can be used only if the spellblade is wearing light armor or no armor. A helpless spellblade does not gain the benefit of this ability.
Altered Attunement (Su): Beginning at 11th level, a spellblade is able to adjust the form of his weapon attunement. Rather than an enhancement bonus, he may allocate his Weapon Attunement bonus to special abilities as he sees fit. The weapon's special abilities may be adjusted at the spellblade's desire with a ritual that takes one hour. The spellblade's bonded weapon must always possess at least a +1 enhancement, however, whether from the Weapon Attunement ability or from a normal enchantment
Mental Magical Defense (Ex): At 14th level and higher, a spellblade can avoid even magical and unusual attacks with great willpower. If he makes a successful Will saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. This ability can be used only if the spellblade is wearing light armor or no armor. A helpless spellblade does not gain the benefit of this ability.
Evasive Magical Defense (Ex): At 18th level and higher, a spellblade can avoid even magical and unusual attacks with great Reflexes. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. This ability can be used only if the spellblade is wearing light armor or no armor. A helpless spellblade does not gain the benefit of this ability.
Spellblade Spells - UNDER REVISION
0-Level
Resistance
Acid Splash
Detect Magic
Read Magic
Dancing Lights
Light
Ray of Frost
Message
1st-Level
Protection from Chaos/Evil/Good/Law
Shield
Mage Armor
Obscuring Mist
True Strike
Burning Hands
Magic Missile
Shocking Grasp
Chill Touch
Ray of Enfeeblement
Expeditious Retreat
Magic Weapon
2nd-Level
Protection from Arrows
Resist Energy
Acid Arrow
Fog Cloud
See Invisibility
Scorching Ray
Shatter
Blur
Invisibility
Mirror Image
Bear's Endurance
Bull's Strength
Cat's Grace
3rd-Level
Dispel Magic
Protection from Energy
Sleet Storm
Fireball
Lightning Bolt
Wind Wall
Displacement
Vampiric Touch
Fly
Haste
Keen Edge
Magic Weapon, Greater
Slow
4th-Level
Dimensional Anchor
Stoneskin
Black Tentacles
Dimension Door
Solid Fog
Fire Shield
Ice Storm
Wall of Fire
Wall of Ice
Spellblade
Hit Die: d8
Class Skills: (2+Int Modifier)
Acrobatics, Climb, Craft, Fly, Intimidate, Knowledge (All, taken individually), Profession, Spellcraft, Ride, Swim.
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|0-lvl|1-lvl|2-lvl|3-lvl|4-lvl|5-lvl|6-lvl
1st|
+1|
+0|
+2|
+2|Armored Casting, Cantrips|3|1|-|-|-
2nd|
+2|
+0|
+3|
+3|Dance of Warding|4|2|-|-|-
3rd|
+3|
+1|
+3|
+3|Eschew Materials|4|2|-|-|-
4th|
+4|
+1|
+4|
+4|Weapon Attunement +1|4|2|1|-|-
5th|
+5|
+1|
+4|
+4|Wraith Step 1/day|4|3|2|-|-
6th|
+6|
+2|
+5|
+5|Summon Weapon|4|3|2|-|-
7th|
+7|
+2|
+5|
+5|Spell Channeling|4|3|2|1|-
8th|
+8|
+2|
+6|
+6|Weapon Attunement +2|4|4|3|2|-
9th|
+9|
+3|
+6|
+6|Wraith Step 2/day|4|4|3|2|-
10th|
+10|
+3|
+7|
+7|Physical Magical Defense|4|4|3|2|1
11th|
+11|
+3|
+7|
+7|Altered Attunement|4|4|4|3|2
12th|
+12|
+4|
+8|
+8|Weapon Attunement +3|4|4|4|3|2
13th|
+13|
+4|
+8|
+8|Wraith Step 3/day|4|4|4|3|2
14th|
+14|
+4|
+9|
+9|Mental Magical Defense|4|4|4|4|3
15th|
+15|
+5|
+9|
+9||4|4|4|4|3
16th|
+16|
+5|
+10|
+10|Weapon Attunement +4|4|4|4|4|3
17th|
+17|
+5|
+10|
+10|Wraith Step 4/day|4|4|4|4|4
18th|
+18|
+6|
+11|
+11|Evasive Magical Defense|4|4|4|4|4
19th|
+19|
+6|
+11|
+11||4|4|4|4|4
20th|
+20|
+6|
+12|
+12|Mastered Attunement|4|4|4|4|4[/table]
Proficiencies: The Spellblade is proficient with light armor (but not with shields) and with all simple weapons, as well as all light and one-handed martial weapons.
Spells: Spellblades cast arcane spells from the spellblade spell list (shown below). They must prepare spells ahead of time and keeps spellbooks, just as a wizard does. To cast any spell on their list, a spellblade must have an Intelligence score of at least 10 + the level of the spell. Their spellbooks contain 4 0-level spells and 2 1st-level spells at 1st level, and they add 2 spells of any level they can cast upon gaining each new level. TO add additional spells beyond these, they must pay to scribe the spell into their spellbook, just as a wizard does.
Armored Casting (Ex): When wearing light armor, and wielding a one-handed melee weapon in one hand, a Spellblade ignores arcane spell failure for the armor they are wearing.
Cantrips: Spellblades can prepare a number of cantrips, or 0-level spells, each day. They can cast these spells at will as a spell-like ability. The number of cantrips a Spellblade can prepare is noted under “Spells Per Day”. Cantrips are treated like any other spell cast by the Spellblade in terms of duration and other variables based on level.
Dance of Warding (Ex): Starting at 2nd level, when wielding a one-handed melee weapon in one hand and nothing in the other, and only when wearing light armor, the Spellblade adds a dodge bonus to his armor class based on his half his level, rounded down, up to a maximum of his int bonus.
Eschew Materials: At 3rd level, the Spellblade gains Eschew Materials as a bonus feat.
Weapon Attunement (Su): Starting at 4th level, a Spellblade can attune to their weapon of choice during a day-long process of meditation and training using the weapon to be bonded. Once complete, the Spellblade receives a +1 enhancement bonus to all attack and damage rolls with the bonded weapon. At every 4th level thereafter, the enhancement bonus increases by +1. Finally, at 20th level, they have become so attuned to their weapon that it gains a +5 enhancement bonus, and a simple, empathic intelligence.
Wraith Step (Su): Starting at 5th level, the Spellblade can call upon their innate magic to teleport up to 30ft in any direction as a swift action, as long as the spot is within their line of sight, 1/day. At 9th level this increases to 2/day, at 13th 3/day, and at 17th 4/day.
Summon Weapon (Su): At 6th level, the Spellblade can summon their attuned weapon to their hand as a swift action.
Spell Channeling (Su): Starting at 7th level, a spellblade can channel touch or ray spells through his bonded weapon. He may choose to substitute a normal attack with his weapon for the touch attack required of the spell. This attack is resolved as a normal attack rather than a touch attack, and does damage as a normal attack in addition to the spell's effects.
Physical Magical Defense (Ex): At 10th level and higher, a spellblade can avoid even magical and unusual attacks with great fortitude. If he makes a successful Fortitude saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. This ability can be used only if the spellblade is wearing light armor or no armor. A helpless spellblade does not gain the benefit of this ability.
Altered Attunement (Su): Beginning at 11th level, a spellblade is able to adjust the form of his weapon attunement. Rather than an enhancement bonus, he may allocate his Weapon Attunement bonus to special abilities as he sees fit. The weapon's special abilities may be adjusted at the spellblade's desire with a ritual that takes one hour. The spellblade's bonded weapon must always possess at least a +1 enhancement, however, whether from the Weapon Attunement ability or from a normal enchantment
Mental Magical Defense (Ex): At 14th level and higher, a spellblade can avoid even magical and unusual attacks with great willpower. If he makes a successful Will saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. This ability can be used only if the spellblade is wearing light armor or no armor. A helpless spellblade does not gain the benefit of this ability.
Evasive Magical Defense (Ex): At 18th level and higher, a spellblade can avoid even magical and unusual attacks with great Reflexes. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. This ability can be used only if the spellblade is wearing light armor or no armor. A helpless spellblade does not gain the benefit of this ability.
Spellblade Spells - UNDER REVISION
0-Level
Resistance
Acid Splash
Detect Magic
Read Magic
Dancing Lights
Light
Ray of Frost
Message
1st-Level
Protection from Chaos/Evil/Good/Law
Shield
Mage Armor
Obscuring Mist
True Strike
Burning Hands
Magic Missile
Shocking Grasp
Chill Touch
Ray of Enfeeblement
Expeditious Retreat
Magic Weapon
2nd-Level
Protection from Arrows
Resist Energy
Acid Arrow
Fog Cloud
See Invisibility
Scorching Ray
Shatter
Blur
Invisibility
Mirror Image
Bear's Endurance
Bull's Strength
Cat's Grace
3rd-Level
Dispel Magic
Protection from Energy
Sleet Storm
Fireball
Lightning Bolt
Wind Wall
Displacement
Vampiric Touch
Fly
Haste
Keen Edge
Magic Weapon, Greater
Slow
4th-Level
Dimensional Anchor
Stoneskin
Black Tentacles
Dimension Door
Solid Fog
Fire Shield
Ice Storm
Wall of Fire
Wall of Ice