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    Dwarf in the Playground
     
    DrowGirl

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    Mar 2008

    Default Spellblade (New Base Class for Pathfinder, PEACH)

    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!

    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
    Last edited by DrowVampyre; 2008-07-26 at 03:24 AM.

    Remember, remember the ash and the ember
    That Perkins and company wrought.
    I know of no reason the Realmskilling treason
    Should ever be forgot.

  2. - Top - End - #2
    Dwarf in the Playground
     
    DrowGirl

    Join Date
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    Default Re: Spellblade (New Base Class for Pathfinder, PEACH)

    We've made a few changes to the class, so if it looks different than before, it's cause...it is!

    Remember, remember the ash and the ember
    That Perkins and company wrought.
    I know of no reason the Realmskilling treason
    Should ever be forgot.

  3. - Top - End - #3
    Dwarf in the Playground
     
    DrowGirl

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    Default Re: Spellblade (New Base Class for Pathfinder, PEACH)

    More changes are up, after comments from other sources. No one here has anything to say about it? >_> <_<

    Remember, remember the ash and the ember
    That Perkins and company wrought.
    I know of no reason the Realmskilling treason
    Should ever be forgot.

  4. - Top - End - #4
    Ettin in the Playground
     
    Tempest Fennac's Avatar

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    Default Re: Spellblade (New Base Class for Pathfinder, PEACH)

    To be honest, I hadn't seen the class until now. It's an interresting idea, but it seems too similar to the Duskblade class. (If you've not heard of Duskblades, they can be found on page 149 of http://www.crystalkeep.com/d20/rules...asses-Base.pdf ). Do Magical Defences work against non-damaging attacks with fortitude and Will saves?
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  5. - Top - End - #5

    Default Re: Spellblade (New Base Class for Pathfinder, PEACH)

    I can't really see any reason to take this class. It's got minor, slow-progressing spellcasting from a fixed list, and while it can channel the spells through it's weapon, that also limits it to one attack per round. On top of that, they can prepare so few spells, they won't be able to regularly spell channel.

    Check out the Duskblade class from the PHBII. When making a class, rather than just sprinkling abilities in, ask yourself, what is this class good at? What should it be able to do? What do I expect it to do each round of a sample combat?
    Right now, it's not good at anything.

  6. - Top - End - #6
    Dwarf in the Playground
     
    DrowGirl

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    Default Re: Spellblade (New Base Class for Pathfinder, PEACH)

    Well, the idea was to make it more of a light skirmisher type than the duskblade. Also, my friend (who came up with the idea) wants to stay away from splatbooks in favor of OGL or homebrew things, with the idea of publishing it at some later date.

    Aside from that...I'm honestly not sure what party role it's supposed to fill. The original versions had level 6 spellcasting and medium BAB (like a bard) with more more...blasty and buffy list than bards. The changes here were suggested on another board (Paizo's, if you're curious) as a way to make it the arcane version of a ranger or paladin (that is, ranger being a combination fighter/druid, and paladin fighter/cleric), which my friend seemed to like.

    And I imagine the magical defenses would work against non-damaging fort and will partial spells - that's one of the new things, and he wrote it up, so I'm not completely sure, but I'll drag him in here to answer that tomorrow if I can.

    (Edit for the curious - the original version is in the first post here.)
    Last edited by DrowVampyre; 2008-07-26 at 04:54 AM.

    Remember, remember the ash and the ember
    That Perkins and company wrought.
    I know of no reason the Realmskilling treason
    Should ever be forgot.

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    Barbarian in the Playground
     
    Faithless's Avatar

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    Default Re: Spellblade (New Base Class for Pathfinder, PEACH)

    While you can't imbue your spells into your attacks, you get free weapon enhancement. That's not too bad take a look at the Kensai(I think) rules for how they enchant their weapons for free to make sure that's all balanced out.

    My only real concern is that the duskblade class has spells that cap out in damage dice. The spellblade here can cast a 20d6 fireball while the duskblade could only ever do a 5d4 or something along those lines.

  8. - Top - End - #8
    Troll in the Playground
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    Default Re: Spellblade (New Base Class for Pathfinder, PEACH)

    Kensai weapon enchantment isn't free; it costs a (minor) amount of XP (1/25 the cost of the item).

    The class looks good so far; I'll look through it a little more.

  9. - Top - End - #9
    Dwarf in the Playground
     
    DrowGirl

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    Default Re: Spellblade (New Base Class for Pathfinder, PEACH)

    Quote Originally Posted by Faithless View Post
    My only real concern is that the duskblade class has spells that cap out in damage dice. The spellblade here can cast a 20d6 fireball while the duskblade could only ever do a 5d4 or something along those lines.
    Well, its spells still have to obey the spell limits (ie., fireball can only go to 10d6), which is, I believe, how Duskblades work too. Just that some of their spells have different damage progressions (1d8/2 CL or something).

    And yeah, the Kensai does it with XP. However, in Pathfinder there are no longer XP costs for anything, and as the class is designed primarily for the Pathfinder rules, adding an XP cost into the mix would be kinda...odd...

    Thanks for the comments! We're still new at this whole class-making thing, so it's good to hear from people who've had more experience.

    Remember, remember the ash and the ember
    That Perkins and company wrought.
    I know of no reason the Realmskilling treason
    Should ever be forgot.

  10. - Top - End - #10
    Ogre in the Playground
     
    boomwolf's Avatar

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    Default Re: Spellblade (New Base Class for Pathfinder, PEACH)

    You spells seem to get stuck at level 14, but otherwise its rather cool.


    Quote Originally Posted by Cormag81 View Post
    2117: No matter how good a debater I am out of character there is no way to logically get out of falling after your paladin kills his patron god.

  11. - Top - End - #11
    Barbarian in the Playground
     
    Arcane_Snowman's Avatar

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    Default Re: Spellblade (New Base Class for Pathfinder, PEACH)

    Quote Originally Posted by DrowVampyre View Post
    Aside from that...I'm honestly not sure what party role it's supposed to fill. The original versions had level 6 spellcasting and medium BAB (like a bard) with more more...blasty and buffy list than bards. The changes here were suggested on another board (Paizo's, if you're curious) as a way to make it the arcane version of a ranger or paladin (that is, ranger being a combination fighter/druid, and paladin fighter/cleric), which my friend seemed to like.
    Hexblade, despite being an almost utterly powerless class, it still follows the Ranger/Paladins full bab, 4th level casting, minor spellcaster/melee benefits.

    Instead of limiting it by giving a specific list, limit it by spell school, say: Transmutation, Conjuration and whatever. This way you avoid splat, but still leave an open end for anyone interested in getting something moderately interesting.

    And instead of Weapon Attunement, perhaps Skirmish? It seems to encourage the "get in, get out" strategy, and with wraith step it becomes even better.
    Last edited by Arcane_Snowman; 2008-07-26 at 06:47 PM. Reason: Forgot the S on paladin to make it plural :/ ... and capital I

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