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    Default The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

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    This class is mirrored on Fax Celestis's Wiki. The full text of Feats and Incantations can only be found there, as I ran out of space in this post.

    This is, as far as I'm aware, completely unrelated to the 4e Swordmage, I just liked the name. I know nothing about that class and any similarity (doubtful) is purely coincidental.

    Anyway, this is supposed to be a hybrid between arcane spellcasting and martial maneuvers. I think it's interesting. Primarily, I really want the class to be constantly switching up tactics, using different weapons on every attack, which is what this is designed to do.

    It is so far incomplete (need to work on feats and incantations greater than 1st), but before I invest more time in it, I need to make sure the basic concept is sound. Let me know what you think!


    "My magic is a weapon, a keen edge brought to bear against the greatest of foes, and none shall best me in combat." --Nothoreon Kilnarok, Swordmage

    The Swordmage is, at the essence, a fighter; he simply uses magic as his weapon instead of steel. While they may carry a mundane or magically enhanced weapon, their true weapon of choice is the constructs of arcana they can call upon at a moment's notice, to suit the situation at hand.

    Unlike true spellcasters, the Swordmage is not limited in how many times per day he may use his powers, but unlike mundane warriors, he cannot rely on a single, reliable weapon at all times. His weapons are intensely ephemeral and temporary, and he must call upon new ones constantly, and in a lengthy battle he may find himself bereft of the weapons he needs most. Despite the name, the sword is only one of many weapons a Swordmage will employ in any given battle.

    BECOMING A SWORDMAGE
    A Swordmage is typically one with sorcerous or otherwise innate arcane talent, but more of a penchant for physical combat than magical. Though hardier than true mages, the Swordmage must rely on their arcane arms and armor in order to stand toe to toe with more solid fighters.

    Abilities
    Charisma is the most important ability for Swordmages; their force of personality dictates the efficacy of their Incantations, the reality of the blades the conjure and the weapons the evoke, as well as their martial skill with said weapons. At the same time, Swordmages are usually lightly armored and are somewhat fragile compared to more physical combatants, so Dexterity and Constitution are also very important. Swordmages also have a sizable class skill list but only average skill points per level, making Intelligence quite useful.

    Alignment
    Often Chaotic. Swordmages are not in any way constricted by alignment, but their fighting style appeals to those who are willing to change their strategy at a moment's notice.

    Races
    Given their penchant for magic and graceful combat, Elves are unsurprisingly often drawn to Swordmagic. Gnomes, as a naturally arcane race, and Halflings, enjoying as they do a bit of chaos, often favor the path of the Swordmage over the mundane warrior, as their small size is less of a hindrance when using Incantations. Humanity, of course, with its large population and adaptable nature, makes up not a small share of Swordmages.

    CLASS FEATURES OF THE SWORDMAGE

    Hit Die
    d8.

    Skills
    Class Skills
    The class skills (and key ability modifier for each) of the Swordmage are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Listen (Wis), Martial Lore (Int), Profession (Wis), Spellcraft (Int), Spot (Wis), and Tumble (Dex).

    Skills at 1st Level
    (4 + Int modifier) ×4.

    Skills per Level Thereafter
    4 + Int modifier.

    Table 1: The Swordmage
    {table=head]Level | BAB | Fort | Ref | Will | Special | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
    1st | +1 | +0 | +0 | +2 | Weaponized Arcana | 4 | 2
    2nd | +2 | +0 | +0 | +3 | Masterful Cant | 4 | 3
    3rd | +3 | +1 | +1 |+3 | | 4 | 3 | 2
    4th | +4 | +1 | +1 | +4 | Enhanced Cant +1 | 4 | 3 | 3
    5th | +5 | +1 | +1 | +4 | Bonus Feat | 4 | 3 | 3 | 2
    6th | +6/+1 | +2 | +2 | +5 | Protective Personality | 4 | 3 | 3 | 3
    7th | +7/+2 | +2 | +2 | +5 | | 4 | 3 | 3 | 3 | 2
    8th | +8/+3 | +2 | +2 | +6 | Enhanced Cant +2 | 4 | 3 | 3 | 3 | 3
    9th | +9/+4 | +3 | +3 | +6 | | 4 | 3 | 3 | 3 | 3 | 2
    10th | +10/+5 | +3 | +3 | +7 | Arcanized Weaponry, Bonus Feat | 4 | 3 | 3 | 3 | 3 | 3
    11th | +11/+6/+1 | +3 | +3 | +7 | | 4 | 3 | 3 | 3 | 3 | 3 | 2
    12th | +12/+7/+2 | +4 | +4 | +8 | Enhanced Cant +3 | 4 | 3 | 3 | 3 | 3 | 3 | 3
    13th | +13/+8/+3 | +4 | +4 | +8 | | 4 | 3 | 3 | 3 | 3 | 3 | 3 | 2
    14th | +14/+9/+4 | +4 | +4 | +9 | | ∞ | 3 | 3 | 3 | 3 | 3 | 3 | 3
    15th | +15/+10/+5 | +5 | +5 | +9 | Bonus Feat | ∞ | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2
    16th | +16/+11/+6/+1 | +5 | +5 | +10 | Enhanced Cant +4 | ∞ | ∞ | 3 | 3 | 3 | 3 | 3 | 3 | 3
    17th | +17/+12/+7/+2 | +5 | +5 | +10 | | ∞ | ∞ | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2
    18th | +18/+13/+8/+3 | +6 | +6 | +11 | | ∞ | ∞ | ∞ | 3 | 3 | 3 | 3 | 3 | 3 | 3
    19th | +19/+14/+9/+4 | +6 | +6 | +11 | | ∞ | ∞ | ∞ | ∞ | 3 | 3 | 3 | 3 | 3 | 3
    20th | +20/+15/+10/+5 | +6 | +6 | +12 | Enhanced Cant +5, Bonus Feat | ∞ | ∞ | ∞ | ∞ | ∞ | 3 | 3 | 3 | 3 | 3[/table]
    Armor and Weapon Proficiencies
    Swordmages are considered proficient in all of the weapons they can conjure with their Incantations, and with all simple weapons as well. Swordmages are proficient with Light Armor, but not with Shields.

    Incantations (Su)
    Incantations are special, extremely short-lived arcane spells used as weapons by the Swordmage. In general, an Incantation takes an attack action to use, that is, they may be used as many times during a full attack action as the Swordmage has iteratives, and they may be used for attacks of opportunity. Incantations are supernatural abilities, which means they ignore spell resistance, cannot be dispelled or countered, and do not provoke attacks of opportunity nor require concentration checks. Incantations do not require any components per se, but enough freedom of movement is required to actually make the attack in order to use them.

    The DC of saving throws for Incantations is equal to 10 + the Incantation's level + the Swordmage's Charisma modifier. The Swordmage also has an Arcane Caster Level equal to his class level, which may be used by Incantations to determine various effects.

    Like a Beguiler, a Swordmage knows all of the Incantations on his list, and may cast them spontaneously. In addition to the Incantations specifically listed, he knows a Cantrip, or 0th level Incantation, for each weapon in which he is proficient: this Cantrip simply creates a copy of a perfectly average weapon, and makes a single attack with it.

    Unlike spellcasters, Swordmages may end up using any number of Incantations in a given day. However, they can only have a certain, small number of them, as listed in the table above, ready at any given time; readying these requires a mere five minutes of concentration, similar to the way a Sorcerer readies himself to use his magic for the day. A Swordmage may ready his Incantations whenever he likes, and may do so as often as he likes, provided he has the time to do so. When he does, he may ready any of his Incantations known, but none more than once.

    Beginning at 14th, the Swordmage gains the ability to cast lower-level Incantations at will; these do not have to be readied before hand, and can simply be used in combat as desired - though the same Incantation cannot be used again once used until the encounter has ended or the Swordmage has Recovered (see below). The Incantations that may be used at will are indicated by a '∞' in the table above.

    In combat, he may cast his Incantations, at which point they are expended. Recovering his expended Incantations is a standard action, which he make at any time; in doing so, he provokes attacks of opportunity, and may be forced to make a Concentration check to avoid wasting his action, as if he were casting a spell. He may also recover his Incantations defensively, with the same rules as if he were casting a spell defensively. Upon successfully completing this action, all of his expended Incantations are again readied, but he may not change which Incantations he has readied.

    An Incantation's effect is typically to create a "canted weapon" from pure arcana, and attack once with it. This attack typically has side-effects and other benefits associated with it. The weapon is considered magical for the purposes of overcoming Damage Reduction, but is otherwise identical to a perfectly average Medium-sized weapon of the appropriate type unless otherwise indicated by the Incantation's description, regardless of the Swordmage's own size. However, a Swordmage never suffers penalties due to wielding an inappropriately-sized canted weapon, unless the Incantation's description adds specific size penalties (and this penalty will be the same for Swordmages of all sizes).

    A Swordmage threatens any squares he could attack with any of his readied but unexpended Incantations.

    Weaponized Arcana
    In place of the usual Strength or Dexterity modifiers on attack and damage rolls, a Swordmage uses his Charisma modifier when using Incantations. If a weapon uses a multiplier on either the Strength or Dexterity modifier (exempli gratia, 1.5x Strength on a two-handed weapon, 0.5x Strength on an off-hand weapon), the same multiplier applies to his Charisma modifier.

    Masterful Cant
    At 2nd level, the Swordmage gains knowledge of a Cantrip for each martial weapon, and may use these even if not proficient with the actual weapons.

    In addtion, all weapons created with Incantations are considered at least Masterwork.

    Enhanced Cant
    Starting at 4th level, all weapons from Incantations gain a +1 enhancement bonus. This bonus increases by +1 every four levels thereafter (+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th). If an Incantation specifically gives the canted weapon an enhancement bonus, the two do not stack, simply use the greater of the two. Any special abilities of the canted weapon remain on the weapon.

    Protective Personality
    At 6th level, a Swordmage's constant use of Incantations has created a residual effect on him, and he can effortlessly surround himself in swirls of arcana to protect himself. He gains a Deflection bonus to AC equal to his Charisma modifier, so long as he has (or would have) his Dexterity bonus to AC.

    Bonus Feat
    At 5th, 10th, 15th, and 20th levels, the Swordmage gains a bonus feat from the following list. He must meet all requirements for a feat in order to select it.

    Swordmage Bonus Feat List
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    Adamantine Incantations*, Align Incantations*, Blind Fight, Cloak Dance, Combat Expertise, Combat Reflexes, Dodge, Energized Incantations*, Exotic Incantations*, Favored Incantations*, Fleet of Foot, Incantation of Choice*, Incantation Focus*, Incantation Specialization*, Innate Cant*, Iron Incantations*, Cantrip Initiation*, Martial Study (Tome of Battle), Martial Stance (Tome of Battle), Metacantations*, Mobility, Run, Sidestep Charge, Silver Incantations*, Spring Attack, Superior Expertise, Weapon Focus
    *: New Feat Described in Link.

    Arcanized Weaponry
    Starting at 10th level, a Swordmage may, while casting an Incantation, apply any enhancement bonuses or special abilities found on any actual weapon he is wielding, to the weapon granted by the Incantation. The canted weapon's enhancement bonus cannot exceed +5, nor can its total equivalent enhancement bonus exceed +10. The weapon is considered as if it does not have these bonuses or abilities until the beginning of the Swordmage's next turn.

    Multiclass Swordmages
    Swordmagic is at the crossroads between true arcane spellcasting and mundane martial maneuvers. As such, Swordmages are known to be excellent at both pursuits: one adds ¾ of his Swordmage level to all his Initiator Levels, instead of ½, and one also adds ½ his Swordmage level to any other Arcane Caster Levels (unless the Caster Level in question is already adding more than ½; this would not stack, for example, with a bonus akin to the Ur-Priest's). Note that this is considered to be a part of the base Initiator and Caster Levels, not bonuses, and so they are always added before any bonuses and penalties (most notably Practiced Spellcaster).

    Swordmages can also qualify for any Prestige Class that requires a Caster Level or the ability to cast Spells of a particular level, by having the appropriate Caster Level or being able to cast Incantations of the same level. He does not, however, have Spell Slots, so he cannot cast any spells that he might gain as Spells Known through Prestige Classes.

    INCANTATIONS

    0th Level Incantations
    • Cantrips - Summon a weapon and attack once with it.

    1st Level Incantations
    • Berserker Axe - Attack with Power Attack, scare witnesses.
    • Blinkplate - Gain 8 Armor AC against three attacks of your choice.
    • Charge Breaker - Attack with a halberd and prepare for a charge.
    • Charged Arcana - Make a Ride-By Attack Charge.
    • Critical Point - Make an attack with Rapier and Improved Critical, and critical threats automatically confirm.
    • Daggerhail - Conjure a burst of small knives to lacerate foes in an area.
    • Grappling Hook - Attack a foe at range and drag them to you or you to it.
    • Light Bow - Attack a foe with a glowing arrow that illuminates the area and causes Daze.
    • Piercing Spear - Spear attack ignores damage reduction, cover, and concealment.
    • Rending Claws - Attack with a pair of punchdaggers, deal extra damage if both hit.
    • Rope Cant - Thrown bola entangles foes.
    • Sable Whip - Illusionary whip convinces foes they've been disarmed.
    • Scourge - Attack with a holy flail that Turns Undead.
    • Soul Harvester - Attack with the Cleave feat, gain extra damage on Cleave attack based on first foe's former HP.
    • Sword and Board - Gain a Sword for a single attack and a Shield for the round.
    • Upender - Trip with Improved Trip.

    2nd Level Incantations
    • Bleed Out - Spiked gauntlets leave a foe bleeding profusely.
    • Blink Dagger - Teleport to foe and stab them.
    • Cleaving Axe - Attack with the Cleave feat, use different Incantation on follow-up.
    • Fellfrost Cross - Attack with two shortswords, leave foes suffering from frostbite and hypothermia.
    • Iron of the Mind - Attack with a crossbow that uses Cold Iron bolts.
    • Purification - Attack with a silver longsword or warhammer.
    • Megaton Hammer - Giant hammer stuns enemies.

    3rd Level Incantations
    • Balmung - With this dragonslayer's sword, dragons no longer seem so frightening.
    • Blade of Woe - Those killed after feeling this blade briefly rise again as zombies or skeletons under your command.
    • Burn (Art) - Whirlwind attack with a flaming sword.
    • Disruptive Discharge - Interrupt spellcasting with an electric arrow.
    • Enchanted Gladius - This stout and sturdy sword stands stalwart against the subtle sinistry of abberations.
    • Everdark (Art) - Sling fires a vile bullet that blinds foes.
    • Frost (Art) - Icy gauntlet chills foes to the bone, limiting their actions.
    • Purify (Art) - Divine bow destroys the undead.
    • Sherwood Bow - This hunter's bow can attack twice as fast, and brings down mighty beasts quickly.
    • Shock (Art) - Throw a shocking dagger that can paralyze foes.
    • Silence Glaive - This spear can Silence enemies.
    • Quickblade - A single attack with this dagger makes you faster.
    • Radiance - This golden blade of light ignores armor and burns foes.
    • Sever Gravity - Allows you to Fly, as the spell.
    • Stonehew - This enormous pick goes through earth and stone like butter.
    • Sunder - A blow from this hammer damages constructs, leaving a weak spot for follow-up attacks.

    4th Level Incantations
    • Chain of Despair - Attack with a spiked chain and bestow a curse upon your target.
    • Dragoon Leap - Jump into the air and impale a foe on your halberd.
    • Echo Blade - This knife will echo every one of your attacks for the round.
    • Hammer of Return - Throwing hammer banishes outsiders.
    • Mighty Cleaving Axe - as Cleaving Axe, but Mighty Cleaving!
    • Star of Courage - A brilliant mace encourages your allies and demoralizes your enemies.
    • Tempest Attrition - Parry attacks and counter.

    5th Level Incantations
    • Daggerwing - Summons wings with blades for feathers, to guard yourself or attack your foes.
    • Dominating Whip - Whip dominates humanoid foes.
    • Earth Rod - Staff fossilizes enemies.
    • Lightning Fury - Throw a lightning bolt that splinters into dozens more.
    • Needle of Light - This thinblade scores a critical fully half the time!
    • Thrice-Betraying Dagger - Attack three foes at once with a powerful teleportation effect.
    • Winter's Breath - Shuriken summons a whirlwind to pull foes out of the fight temporarily.

    6th Level Incantations
    • Assassin's Guile - Sneak a bit of extra damage to those who have been attacked by your teleportation effects.
    • Blaze (Art) - Punch out foes with a flaming gauntlet, cause an explosion.
    • Brilliance (Art) - A shining blade of justice blinds all but the purest of hearts.
    • Dance of Blades - Summon longswords to surround you and fight for you.
    • Ice (Art) - Shatter an icy flail and the resulting blizzard freezes an area and batters foes.
    • Kinslayer - Dominate your foe with a strike.
    • Memory Cutter - Cut away some of your foe's experience.
    • Mordenkainen's Sword - Summon a sword to fight for you.
    • Null (Art) - Vile chains fill the area with cloying darkness.
    • Return to Dust - Net entangles foes and disintegrates their remains.
    • Stun (Art) - A whack with this staff releases a discharge that stuns all around you.
    • Zero-Sum Interrupt - An attack so fast the foe bleeds before they are even hit, circumventing all defenses.

    7th Level Incantations
    • Blade of Fate - Strike at your foes and gain incredible fore-knowledge of their movements for the rest of the round.
    • Chaos Blade - Make a full-attack as a standard action, with a better attack bonus.
    • Flaming Sword of the Wrath of God - This sword is absolute anathema to the chaotic and the evil.
    • Graviton Hammer - Hammer reverses gravity.
    • Subtle Knife - Cut your way into a whole new world.
    • Unleash the Sun - Don a helmet forged from the sun itself.

    8th Level Incantations
    • Cut Off - Separate your mind from others, protecting it from danger.
    • Don't Fear - With a coup de grace, trap a foe's soul.
    • Ruby Prison - Trap foes in a personalized Forcecage.
    • Thunderclap - Blast your foes with a wave of sound.
    • The Warrior Returning - When about to die, instead heal yourself and take an attack of opportunity against your would-be killer.
    • Will Blade - An illusory sword can nonetheless be really fatal.

    9th Level Incantations
    • Annulment - Eliminate the supernatural powers of others.
    • Deadly Elegance - Shadow copies impale nearby foes.
    • Divinity (Art) - Gain angel wings, smite foes, and bolster allies.
    • Electrocute (Art) - Thrown javelin becomes an incredible bolt of lightning, damaging and stunning all in its path.
    • Freeze (Art) - This icy dart freezes foes solid.
    • Incinerate (Art) - Attack with a fiery flindbar.
    • Pankratosword - A sword so fine it can cut the indivisible, unleashing destruction and devastation.
    • Perfect Strike of the Thrice Betrayer - All those whom you've betrayed before take crippling damage from a shadow strike.
    • Prismatic Shield - Use a bit of Prismatic Wall as a shield.
    • Ravages of Time - Act at twice your normal speed.
    • Starfury - Four shurikens of light explode and attack secondary targets.
    • Threadstring Bow - Attack with your very soul.
    • Thunderbluss - A shotgun blast devastates foes.
    • Void (Art) - This vile strike can slay a foe outright, and blind those who witness it.


    IMAGE CREDITS
    The image for this class is heavily adapted (and rather poorly) from Anima: ??? no. 1 by Wen M. All credit to him for the excellent image, all blame to me for the horrid mangling.
    Last edited by DragoonWraith; 2010-05-25 at 11:55 PM.

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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    This is fantastically cool. I can't wait for the higher level incantations.

    Can a swordmage ready incantations of his/her highest level with impunity? Also, as it is, a swordmage will never run out of incantations any time soon at any level above 5. When do encounters last 15 rounds?
    Last edited by Tinydwarfman; 2010-04-20 at 12:07 AM.

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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    Ok, looks like it's safe to post. Overall, I like it, though I'm going to wait for more and higher level incantations before judgment. Also, I dislike the name "incantation". It needs another, more weaponized, name, but I'm blanking on something good.

    However, I'm grouchy at this moment, since after that magical weaponry thread and then reading the spellblade class in Arcana Evolved, I was mulling over a base class that conjures weapons and smacks people with them.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    Armor and Weapon Proficiencies
    Swordmages are considered proficient in all of the weapons they can conjure with their Incantations, and with all simple weapons as well. Swordmages are proficient with Light Armor, but not with Shields.
    This, along with the base stats, are weak.

    Incantations (Su)
    Incantations are special, extremely short-lived arcane spells used as weapons by the Swordmage. In general, an Incantation takes an attack action to use, that is, they may be used as many times during a full attack action as the Swordmage has iteratives, and they may be used for attacks of opportunity. Incantations are supernatural abilities, which means they ignore spell resistance, cannot be dispelled or countered, and do not provoke attacks of opportunity nor require concentration checks.

    The DC of saving throws for Incantations is equal to 10 + the Incantation's level + the Swordmage's Charisma modifier. The Swordmage also has an Arcane Caster Level equal to his class level, which may be used by Incantations to determine various effects.

    Unlike spellcasters, Swordmages may end up using any number of Incantations in a given day. However, they can only have a certain, small number of them, as listed in the table above, ready at any given time; readying these requires a mere five minutes of concentration, similar to the way a Sorcerer readies himself to use his magic for the day. A Swordmage may ready his Incantations whenever he likes, and may do so as often as he likes, provided he has the time to do so. When he does, he may ready any of his Incantations known, but none more than once.

    In combat, he may cast his Incantations, at which point they are expended. Recovering his expended Incantations is a standard action, which he make at any time; in doing so, he provokes attacks of opportunity, and may be forced to make a Concentration check to avoid wasting his action, as if he were casting a spell. He may also recover his Incantations defensively, with the same rules as if he were casting a spell defensively.

    A Swordmage threatens any squares he could attack with any of his readied but unexpended Incantations.

    Like a Sorcerer, a Swordmage only knows a limited number of Incantations. The number of Incantations known by the Swordmage at each level is given below. Also like a Sorcerer, the Swordmage may replace any Incantation he knows for another of the same level at each even level starting at 4th.
    Incantations Known
    {table=head]Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
    1st | 2
    2nd | 3
    3rd | 3 | 2
    4th | 3 | 3
    5th | 4 | 3 | 2
    6th | 4 | 3 | 3
    7th | 4 | 4 | 3 | 2
    8th | 4 | 4 | 3 | 3
    9th | 4 | 4 | 4 | 3 | 2
    10th | 4 | 4 | 4 | 3 | 3
    11th | 5 | 4 | 4 | 3 | 3 | 2
    12th | 5 | 4 | 4 | 3 | 3 | 3
    13th | 5 | 5 | 4 | 3 | 3 | 3 | 2
    14th | 5 | 5 | 4 | 3 | 3 | 3 | 3
    15th | 6 | 5 | 4 | 3 | 3 | 3 | 3 | 2
    16th | 6 | 5 | 4 | 3 | 3 | 3 | 3 | 3
    17th | 6 | 5 | 5 | 3 | 3 | 3 | 3 | 3 | 2
    18th | 6 | 5 | 5 | 4 | 3 | 3 | 3 | 3 | 3
    19th | 6 | 6 | 5 | 4 | 4 | 3 | 3 | 3 | 3
    20th | 6 | 6 | 5 | 4 | 4 | 4 | 3 | 3 | 3[/table]
    In addition, the Swordmage knows a Cantrip, a very simple Incantation, effectively 0th level, for every weapon in which he is proficient. Using a Cantrip simply creates the matching weapon, forged from pure arcana, for a single attack. This weapon is considered magical for the purposes of overcoming damage reduction, but is otherwise identical to a perfectly average example of the weapon.
    Notes: This looks like it could wind up being the Soulknife problem; your primary class feature is just having weapons. That is bad with a capital B, but I haven't read the incantation list yet. Cantrips seem overpowered, because with free enchantment bonuses, you get free +Xs. Also, what is the difference between different levels of incantations? I mean, if you simply ready the incantations, why would you ever ready more than just your top few levels of incantations, since they cost the exact same amount as the weaker ones?

    Unless noted otherwise, Incantations always use Medium-sized weapons, even if cast by a Swordmage of a different size.
    This is flat out stupid. I don't know what you are trying to solve with this, but making anybody who isn't a generic humanoid unable to play the class is a *bad* idea. I mean, why can't halflings play? Why can't you get buffed up like other classes? It's no more degenerate on this than on any other size abuser.

    Weaponized Arcana
    In place of the usual Strength or Dexterity modifiers on attack and damage rolls, a Swordmage uses his Charisma modifier when using Incantations. If a weapon uses a multiplier on either the Strength or Dexterity modifier (exempli gratia, 1.5x Strength on a two-handed weapon, 0.5x Strength on a light weapon), the same multiplier applies to his Charisma modifier.
    SAD, nice.

    Masterful Cant
    At 2nd level, the Swordmage gains knowledge of a Cantrip for each martial weapon, and may use these even if not proficient with the actual weapons.

    In addtion, all weapons created with Incantations are considered at least Masterwork, unless the Incantation in question specifies that they are superior.
    At least masterwork, unless they are superior is a bit redundant. Also, knowing all martial weapons seems to remove the whole point of "the only cantrips you know are weak versions of higher level incantations" but since cantrips are (despite being strong for a cantrip) totally worthless considering all you want are your higher level incantations, it's not a big deal.

    Enhanced Cant
    Starting at 4th level, all weapons from Incantations gain a +1 enhancement bonus. This bonus increases by +1 every four levels thereafter (+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th). If an Incantation specifically gives the canted weapon an enhancement bonus, the two do not stack, simply use the greater of the two.
    +5 cantrips is the issue here, but the point is to make stuff scale, which is nice.

    Multiclass Swordmages
    Swordmagic is at the crossroads between true arcane spellcasting and mundane martial maneuvers. As such, Swordmages are known to be excellent at both pursuits: one adds ¾ of his Swordmage level to all his Initiator Levels, instead of ½ (essentially, add his BAB from Swordmage levels to his Initiator Level), and one also adds half his Swordmage level to any other Arcane Caster Levels. Note that this is considered to be a part of the base Initiator and Caster Levels, not bonuses, and so they are always added before any bonuses and penalties (most notably Practiced Spellcaster).
    This can probably be used for strange things. Also, can this be advanced by caster PrCs that only require a caster level?

    [
    spoiler]Berserker Axe
    Enchantment (Compulsion) [Mind-Affecting] [Fear]
    Level: Swordmage 1
    Casting Time: 1 attack action
    Range: Melee Attack
    Area: Emanation with a radius of 5 ft./level
    Duration: 1 round
    Saving Throw: Will Negates
    A marked change has taken over the graceful and poised Swordmage: with a terrific greataxe in his hands, he seems a colossal beast of war and violence, and all who see him cannot help but tremble in fear.

    With this Incantation, the Swordmage makes a single melee attack with a canted Masterwork Greataxe, and all enemies within 5 ft./level of either the target or the Swordmage must make a Will save or become shaken for 1 round. For that attack, the Swordmage is treated as having the Power Attack feat, and the Save DC for the Incantation increases by +1 for every 3 attack bonus sacrificed for the feat.
    Shaken isn't bad when you get it, though seeing as this class really doesn't have the BAB for good power attacking, the PA feature isn't quite as useful as it could be.

    Charged Arcana
    Evocation (Air)
    Level: Swordmage 1
    Casting Time: 1 full round action
    Range: Charge
    Borne aloft by the very winds, the Swordmage races across the battlefield, a lance of the winds themselves spear-heading the charge.

    This Incantation causes the Swordmage to Charge up to 90 ft., and may make the Charge as if with the Ride-By Attack feat (that is, continuing to move past the target such that the total distance is no greater than 90 ft.). The attack is made with a Masterwork Lance.
    I don't understand why the charge limit is 90 feet; it seems a rather arbitrary number, and it isn't really based off normal charging distances for the only creatures capable of playing this class effectively (medium creatures).

    Critical Point
    Evocation [Force]
    Level: Swordmage 1
    Casting Time: 1 attack action
    Range: Melee Attack
    With a flourish, the Swordmage thrusts his new rapier of force into a foe's weak point, with devastating results.

    This Incantation makes an attack with a Masterwork Rapier, and for this attack the Swordmage is considered to have the Improved Critical feat. Furthermore, he automatically succeeds on a critical threat with this attack. This Rapier is made of force, and is therefore effective against Incorporeal targets.
    The generic critical build, all in one incantation. Nice and simple.

    [
    size=3]Daggerhail[/size]
    Conjuration (Creation)
    Level: Swordmage 1
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: 10 ft. radius Burst
    Saving Throw: Reflex halves
    With a motion as if throwing something into their midst, despite his empty hand, the Swordmage conjures myriad tiny needles that fall among them with deadly results.

    All targets within the affected area are damaged as if attacked with a Small Masterwork Dagger thrown by the Swordmage, unless they make a Reflex save in which case the damage is halved. Roll damage separately for each target. The number of daggers per target increases by one for every 6 Caster Levels the Swordmage possesses, for a max of 4 at 18.
    1d3+cha in an AoE is not particularly impressive, even at level 1.

    Light Bow
    Evocation (Light)
    Level: Swordmage 1
    Casting Time: 1 attack action
    Range: Ranged Attack
    Duration: 1 round/level
    Nocking an imaginary arrow, as the Swordmage draws a bow of pure light appears in his hands, with an equally pure shaft of light for an arrow. Releasing, the light illuminates as it flies, and flies truer than any arrow.

    With this Incantation, the Swordmage makes a single ranged attack with a Masterwork Composite Longbow, with a "Strength" rating exactly matching his Charisma modifier. For this attack, the Swordmage is treated as having the Precise Shot feat, and the target of the arrow (or the place where it lands, if it misses) is treated as if it had the Light spell cast upon it. The light from the arrow lasts 1 round/level after being fired
    .

    I'd honestly rather use the cantrip version of this spell, simply because until level 4, the cantrip goes through DR/magic and this doesn't.

    Sable Whip
    Illusion (Shadow)
    Level: Swordmage 1
    Casting Time: 1 attack action
    Range: 15 ft. Reach Melee Attack
    Saving Throw: Will disbelief
    A whip of shadow snakes its way from the Swordmage's hands to his opponent's weapon; it seems impossible for a thing to move like that, to grab the weapon, but indeed it does.

    This incantation makes a Disarm attempt with a Masterwork Whip; for the purposes of this attempt, the Swordmage is treated as having the Improved Disarm feat, and the whip as if it were not a light weapon. Moreover, unless the target makes his Will save, the attempt automatically succeeds.
    Automatic success is not a good thing to allow in a game. Especially since this is an illusion, shouldn't disbelief mean it doesn't even work, not that you just get an improved attack?

    Soul Harvester
    Necromancy
    Level: Swordmage 1
    Casting Time: 1 attack action
    Range: Melee Attack
    The monstrous onyx-black scythe the Swordmage suddenly wields seems to feast on the soul of the goblin he cuts down, and it immediately hungers for more: faster than the eye can follow, the scythe carves a path through the next goblin before vanishing.

    This Incantation makes a melee attack with a Masterwork Scythe. For this attack, the Swordmage is treated as having the Cleave feat, and if activated, the subsequent attack deals extra damage equal to the total health the dropped enemy had before this Incantation.
    This is... interesting, if you can set it up. Does it only take one cast for this to work? Since each attack in a full attack is a separate incantation, wouldn't the cleave attack be a separate one as well?

    Sword and Board
    Abjuration (Force)
    Level: Swordmage 1
    Casting Time: 1 attack action
    Range: Self and Melee Attack
    Duration: 1 round
    Reaching up as if grasping the air, suddenly the Swordmage's hands are filled - with a translucent sword in one hand, and a glowing plane of force in the other. In one simple motion, the Swordmage follows through with his sword-stroke, and pivots back into a defensive position behind the shield as the sword disappears.

    With this Incantation, a Swordsage creates a Masterwork Longsword and a Masterwork Heavy Shield of pure Arcana, and makes a single melee attack with the sword. He retains the shield until his next turn, gaining a +2 Armor bonus to AC for the round. This shield is weightless and does not encumber him, and even momentarily dissipates during following attacks should it get in the way; he takes no penalties of any kind for having the shield, and no further actions on the Swordmage's part can remove the AC bonus. The shield is also made from Force, which makes it effective against incorporeal attacks, but the sword is not.
    It's like being a S&B fighter, without the weakness of actually needing to buy an animated shield.

    Upender
    Evocation
    Level: Swordmage 1
    Casting Time: 1 attack action
    Range: Reach Attack
    Summoning a guisarme, the Swordmage sweeps his opponents legs out from under him, knocking him to the ground.

    This Incantation makes a Trip attempt with a Masterwork Guisarme, and the attempt is treated as if the Swordmage has the Improved Trip feat, including the subsequent attack on success. The Swordmage uses his Charisma modifier in place of his Strength modifier for the Trip check. A Swordmage with this Incantation readied but unexpended is treated as threatening squares 10 ft. away, as if he had a medium-sized reach weapon equipped. This does not affect his ability to threaten adjacent squares.[/spoiler]
    The second part is redundant since that is already explained earlier. As for this: It's a trip attempt, woo?

    Basically, this is still a giant soulknife problem. You have mediocre base stats for a melee class, and *every* one of your incantations is "I have the relevant weapon, enchanted far worse than it should be, and one relevant feat, in a multi feat chain, to do another classes schtick." Your class features are getting WBL earlier than normal and having an occasional floating feat and a few weak and mostly flavorful effects on *some* of your attacks (light spell, shaken? Those aren't really that good), and unless you include blatently overpowered incantations later on, I just don't see this class being any better than on the weak end of T5.

    As an example, the fighter is T5, and he can simply buy a weapon to get one half of your incantations, and he has ten more bonus feats than you have floating feats from incantations, so he can do all of your various schticks with the same level of mediocrity as you, *and* focus one or two feats into a particular chain so he can do something relevant when he's allowed to, *and* his weapon is enchanted earlier.

    EDIT: In fact, this even has the same problem of design the soulknife had; it's meant to be a hybrid class that uses magic (or psionics) to preform feats in melee, but it has no actual magical abilities, just a weapon, and the only reason it's even magical is because the fluff supports it. I could rename this class the weapon master, replace the attack action section with "automatically gain the quick draw feat at level 1, for 5gp buy a special "bag of the weapon master" that contains any weapon you need", call incantations techniques, and nobody would realize the class was supposed to be magical; it would just be a guy who's design is to flip around with lots of weapons.
    Last edited by Milskidasith; 2010-04-20 at 01:02 AM.

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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    Nice idea! I especially like that it has the potential to be pretty balanced (highly depending on your higher incantations of course (sp?)) while filling a whole new archetype.
    One potential problem might be that it has hardly any interaction with gear or feats (except for +Charisma items). That means that its very hard to improve any of your class features with gear/feats, which means its impossible to specialize/optimism your character (except for the choices in incantations known). But maybe I'm missing something (sleep has not entirely left my brain yet ). (edit: I just saw you'r working on feats)

    @Milskidasith I think at least most of your issues could be fixed by waiting for higher level incantations. The goal of the class seems to be: give damage, crowd control, (de)buffing and utility through the medium of weapon attacks. Like the bow: at least part of its use is not damage but utility. And that would make it a whole lot better than the soulknife. I agree with most of your criticisms/praise of the individual incantations though.

    Edit: I just realized that a long time ago someone made a (pretty nice) class with the same name and the same image . Are you the same person doing a retake on the concept or is it just a funny coincidence?
    Last edited by Anarril; 2010-04-20 at 09:47 AM.

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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    I haven't read the class through yet although the idea seems good. But just as a question:

    Quote Originally Posted by DragoonWraith View Post
    [spoiler]Unless noted otherwise, Incantations always use Medium-sized weapons, even if cast by a Swordmage of a different size.
    Do you mean always deals damage as a medium sized weapon?
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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    This is so awesome, but it needs polish. The idea, though - a fightermage who conjures weapons out of pure arcane force - sounds epic.
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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    Quote Originally Posted by Tinydwarfman View Post
    This is fantastically cool. I can't wait for the higher level incantations.

    Can a swordmage ready incantations of his/her highest level with impunity? Also, as it is, a swordmage will never run out of incantations any time soon at any level above 5. When do encounters last 15 rounds?
    They're attack actions. So you're using one per iterative, plus an AoO (or multiple if you have Combat Reflexes) per round. I see a Swordmage on hard burn going 3-4 rounds before needing to recover, or at least that was the design intent.

    Quote Originally Posted by arguskos View Post
    Ok, looks like it's safe to post.
    Ya know, now that you mention it... I should definitely have reserved another post. Ah, well.

    Quote Originally Posted by arguskos View Post
    Overall, I like it, though I'm going to wait for more and higher level incantations before judgment.
    Of course. It was mostly the "spells as attack actions" that I wanted PEACHed at this stage of the game.

    Quote Originally Posted by arguskos View Post
    Also, I dislike the name "incantation". It needs another, more weaponized, name, but I'm blanking on something good.
    I literally spent hours searching for a better name. Went to several online thesauruses, wracked my brain, drew up a list of all the words D&D already uses hoping to see a blank, but couldn't come up with anything better. "Techniques" (as Milski points out) was too mundane, and "tricks" has unfortunate side-definitions that I did not want to run afoul of (plus there is the possibility for confusion with Skill Tricks).

    At the same time... the name has grown on me somewhat. The ability to refert to the weapons granted by Incantations as "canted weapons" is very useful for writing about them without awkward phrases like "weapons granted by Incantations" littering the text everywhere.

    Quote Originally Posted by arguskos View Post
    However, I'm grouchy at this moment, since after that magical weaponry thread and then reading the spellblade class in Arcana Evolved, I was mulling over a base class that conjures weapons and smacks people with them.
    Hahaha, sorry dude. There's a reason I made that thread ya know. Not familiar with Spellblade (or Arcana Evolved; third party?), what's that like?

    Quote Originally Posted by Milskidasith View Post
    This, along with the base stats, are weak.
    Intended to be. You're supposed to be relying on Incantations much as the Wizard relies on spells.

    Quote Originally Posted by Milskidasith View Post
    Notes: This looks like it could wind up being the Soulknife problem; your primary class feature is just having weapons. That is bad with a capital B, but I haven't read the incantation list yet. Cantrips seem overpowered, because with free enchantment bonuses, you get free +Xs. Also, what is the difference between different levels of incantations? I mean, if you simply ready the incantations, why would you ever ready more than just your top few levels of incantations, since they cost the exact same amount as the weaker ones?
    Yes, I am aware of the Soulknife problem; more on that later.

    As for Readying - hopefully, for the same reason that martial adepts don't ready just 9th level maneuvers. If I get the balance right, anyway.

    Quote Originally Posted by Milskidasith View Post
    This is flat out stupid. I don't know what you are trying to solve with this, but making anybody who isn't a generic humanoid unable to play the class is a *bad* idea. I mean, why can't halflings play? Why can't you get buffed up like other classes? It's no more degenerate on this than on any other size abuser.
    Poorly written; I meant they did damage as a medium-sized weapon. Might still be stupid, but it's meant to be a benefit for Halflings, not a hindrance.

    Quote Originally Posted by Milskidasith View Post
    SAD, nice.
    Yeah, in a lot of ways I don't like SAD conceptually but D&D simply fails horribly at MAD.

    Quote Originally Posted by Milskidasith View Post
    At least masterwork, unless they are superior is a bit redundant. Also, knowing all martial weapons seems to remove the whole point of "the only cantrips you know are weak versions of higher level incantations" but since cantrips are (despite being strong for a cantrip) totally worthless considering all you want are your higher level incantations, it's not a big deal.
    Perhaps a bit redundant, but I wanted to be clear that this doesn't override better stats printed in any given Incantation. Though I guess magically enhanced weapons are still Masterwork. *shrug*

    Yes, the Cantrips are a bit different than their analogues in spellcasting; I just needed a name for them, and as mentioned above I was having a lot of difficulty naming things.

    Quote Originally Posted by Milskidasith View Post
    +5 cantrips is the issue here, but the point is to make stuff scale, which is nice.
    Right. +5 at level 20 is pathetic, but if you're reduced to Cantrips (which... probably will never happen at high levels, but whatever), at least they're something.

    Quote Originally Posted by Milskidasith View Post
    This can probably be used for strange things. Also, can this be advanced by caster PrCs that only require a caster level?
    Probably; I'll need to put a condition in there for things that use the full Caster Level for things. It's probably still a bad idea, but I like the way it emphasizes the hybrid nature. That was very much jotted out before I went to sleep.

    As for Prestige Classes, I in fact intended to allow the Swordmage to qualify for any that need X level Spells using Incantations of the same level, too. Forgot to write that up.

    Quote Originally Posted by Milskidasith View Post
    Shaken isn't bad when you get it, though seeing as this class really doesn't have the BAB for good power attacking, the PA feature isn't quite as useful as it could be.
    It's also a 1st level Incantation.

    Quote Originally Posted by Milskidasith View Post
    I don't understand why the charge limit is 90 feet; it seems a rather arbitrary number, and it isn't really based off normal charging distances for the only creatures capable of playing this class effectively (medium creatures).
    The winds are supposed to be a "mount" here, though honestly I pulled 90 ft. out of my ass.

    Quote Originally Posted by Milskidasith View Post
    The generic critical build, all in one incantation. Nice and simple.
    Yay! I got one right.

    Quote Originally Posted by Milskidasith View Post
    1d3+cha in an AoE is not particularly impressive, even at level 1.
    K. Wasn't honestly sure, so I was conservative on that one. Considering it takes a full standard action, probably worth upping it.

    Quote Originally Posted by Milskidasith View Post
    I'd honestly rather use the cantrip version of this spell, simply because until level 4, the cantrip goes through DR/magic and this doesn't.
    Uhhh... this does too. Or, at least, is intended to. Did I write that clause only for Cantrips? I'll have to go back and edit that.

    Quote Originally Posted by Milskidasith View Post
    Automatic success is not a good thing to allow in a game. Especially since this is an illusion, shouldn't disbelief mean it doesn't even work, not that you just get an improved attack?
    This is the last Incantation I wrote, just before the multiclass thing. I sort of vaguely had an idea of what I wanted but it really wasn't fully thought out.

    Quote Originally Posted by Milskidasith View Post
    This is... interesting, if you can set it up. Does it only take one cast for this to work? Since each attack in a full attack is a separate incantation, wouldn't the cleave attack be a separate one as well?
    Oooh, good call - yeah, I think using another Incantation on the follow-up attack... well, it doesn't make sense as you're supposed to be using the same scythe. As for balance, though, that would be rather interesting. Hmm... thoughts? Anyway, I do like the effect on this one.

    Quote Originally Posted by Milskidasith View Post
    It's like being a S&B fighter, without the weakness of actually needing to buy an animated shield.
    Yup, I liked that one. Actually the first Incantation I wrote.

    Quote Originally Posted by Milskidasith View Post
    The second part is redundant since that is already explained earlier. As for this: It's a trip attempt, woo?
    It wasn't explained earlier when I wrote it, heh. Anyway, yeah, it's a trip attempt. I figured Tripping is a rather good maneuver to begin with that it didn't really need extra bennies on top, at least at level 1. Possible that I was mistaken.

    Quote Originally Posted by Milskidasith View Post
    Basically, this is still a giant soulknife problem. You have mediocre base stats for a melee class, and *every* one of your incantations is "I have the relevant weapon, enchanted far worse than it should be, and one relevant feat, in a multi feat chain, to do another classes schtick." Your class features are getting WBL earlier than normal and having an occasional floating feat and a few weak and mostly flavorful effects on *some* of your attacks (light spell, shaken? Those aren't really that good), and unless you include blatently overpowered incantations later on, I just don't see this class being any better than on the weak end of T5.

    As an example, the fighter is T5, and he can simply buy a weapon to get one half of your incantations, and he has ten more bonus feats than you have floating feats from incantations, so he can do all of your various schticks with the same level of mediocrity as you, *and* focus one or two feats into a particular chain so he can do something relevant when he's allowed to, *and* his weapon is enchanted earlier.
    To all of this, my response is that clearly, I should have written up some higher level Incantations before submitting, because yes, I know. The idea is that the Cantrips mimic perfectly normal weapons you can buy, the 1st level Incantations mimic normal weapons plus a low-level feat plus a minor side-effect, and thereafter Incantations become more powerful in much the way that feats don't (usually). I'm aiming to make this similar to a martial adept in balance, but also remember that as attack actions, using multiple Incantations per round becomes the norm past level 7, so I didn't want to make them too powerful. Might have over-compensated there, but yes, I am very much trying to avoid the Soulknife problem. Let me know how I do on that as this moves forward, and I'd be very appreciative.

    Quote Originally Posted by Milskidasith View Post
    EDIT: In fact, this even has the same problem of design the soulknife had; it's meant to be a hybrid class that uses magic (or psionics) to preform feats in melee, but it has no actual magical abilities, just a weapon, and the only reason it's even magical is because the fluff supports it. I could rename this class the weapon master, replace the attack action section with "automatically gain the quick draw feat at level 1, for 5gp buy a special "bag of the weapon master" that contains any weapon you need", call incantations techniques, and nobody would realize the class was supposed to be magical; it would just be a guy who's design is to flip around with lots of weapons.
    Sure, but it's fluff, you could probably do that with just about anything if you try hard enough. Anyway, hopefully the higher level Incantations will offer a more magical flair?

    Quote Originally Posted by Anarril View Post
    Nice idea! I especially like that it has the potential to be pretty balanced (highly depending on your higher incantations of course (sp?)) while filling a whole new archetype.
    Heh, as Milski mentions, not so new. But yeah, at least the visuals should be quite unique.

    Quote Originally Posted by Anarril View Post
    One potential problem might be that it has hardly any interaction with gear or feats (except for +Charisma items). That means that its very hard to improve any of your class features with gear/feats, which means its impossible to specialize/optimism your character (except for the choices in incantations known). But maybe I'm missing something (sleep has not entirely left my brain yet ). (edit: I just saw you'r working on feats)
    Yeah, working on feats. And spells have the same issue, no? But I may put in some class features to maybe do something with this.

    Quote Originally Posted by Anarril View Post
    @Milskidasith I think at least most of your issues could be fixed by waiting for higher level incantations. The goal of the class seems to be: give damage, crowd control, (de)buffing and utility through the medium of weapon attacks. Like the bow: at least part of its use is not damage but utility. And that would make it a whole lot better than the soulknife. I agree with most of your criticisms/praise of the individual incantations though.
    Yes. Basically, a highly versatile fighter-type, even more so than martial adepts, but with more temporary effects.

    Quote Originally Posted by Anarril View Post
    Edit: I just realized that a long time ago someone made a (pretty nice) class with the same name and the same image . Are you the same person doing a retake on the concept or is it just a funny coincidence?
    I believe that I found the image when doing a Google search for Swordmage and finding that thread (I didn't even notice the first time that it was a homebrew Swordmage D&D class, as I went straight to the image rather than let the page itself load, but had to find it again for the image credits). As far as I can tell, it's a remake of the 4e class for 3.5. I know nothing about 4e or the 4e Swordmage, and I didn't read that thread, sooo... I can't tell you anything about it.

    Quote Originally Posted by Anonymouswizard View Post
    I haven't read the class through yet although the idea seems good. But just as a question:

    Do you mean always deals damage as a medium sized weapon?
    Yeah, that's the one.

    Quote Originally Posted by Rauthiss View Post
    This is so awesome, but it needs polish. The idea, though - a fightermage who conjures weapons out of pure arcane force - sounds epic.
    Certainly does. Thanks muchly to Milski for pointing out the potential problems thus far. I'll see if I can't get a decent sampling of Incantations of different levels for people to look at, which might help a great deal for over-all judgement.

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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    Sure, but it's fluff, you could probably do that with just about anything if you try hard enough. Anyway, hopefully the higher level Incantations will offer a more magical flair?
    Hopefully they do; while some of these are semi magical sounding (hard to see how you'd make an arrow glow very brightly in an area, unless you lit it with phosphorous.... phosphoric arrow for a weapon master sounds cool though, but I'm digressing), most of these aren't. To give you an idea of what I mean, if you take a Duskblade, another hybrid melee/magic class (which gets full BAB: This should as well, unless higher level incantations are very good, and even then it could definitely use the extra attack bonus since they lose relevant enchantments until much later), stuff like Shocking Grasp just doesn't make sense on non magical weapons, while everything in this class so far is pretty reasonable with a bag 'o weapons to pull out. But again, higher level incantations are necessary to judge this.

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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    Quote Originally Posted by Milskidasith View Post
    Hopefully they do; while some of these are semi magical sounding (hard to see how you'd make an arrow glow very brightly in an area, unless you lit it with phosphorous.... phosphoric arrow for a weapon master sounds cool though, but I'm digressing), most of these aren't. To give you an idea of what I mean, if you take a Duskblade, another hybrid melee/magic class (which gets full BAB: This should as well, unless higher level incantations are very good, and even then it could definitely use the extra attack bonus since they lose relevant enchantments until much later), stuff like Shocking Grasp just doesn't make sense on non magical weapons, while everything in this class so far is pretty reasonable with a bag 'o weapons to pull out. But again, higher level incantations are necessary to judge this.
    All good points. Yeah, I was leery of full BAB because they're not meant to be true martial classes, but it just makes too little sense not to. (that, or do something stupid like Pathfinder does with Monks where they have full BAB for Combat Maneuvers but 3/4 otherwise, but I detest that move)

    Anyway, I re-organized the Incantations section, so that should be a little clearer, and I reworked Charged Arcana somewhat and upped the damage and scaling on Daggerhail. Commentary on any of that is, as usual, appreciated.

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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    One other thing: if this class is mean to be all about versatility, then you need to give it a few more invocations known, at least to start with. At low levels, a human fighter will actually have more tricks than you (3 feats vs 2 incantations). I know level 1 balance isn't the biggest issue, but it does seem like it could use a few more known. Heck, I'd even go as far as to say that knowing all incantations of their level wouldn't be that bad.

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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    No, I don't want to do that because of the readying mechanic; you'd just ready all your Xth level Incantations and none lower, whereas only having 3 9th level Incantations but needing to ready 25 means you'll actually have some 8th, 7th, 6th, etc. And I don't want to dilineate how many incantations can be readied or each level because then after a certain point you'd almost never need to recover because you'd have so many....

    Though they would maybe want to just so they can get back to using the high-level stuff.

    Hmm.

    I might just do that.

    EDIT: I have done that, and added Rending Claws. I still need to work on higher level Incantations, but I'm AFB and I'm unsure of my ability to balance them without the opportunity to take a look at the various things that various, for example, Tome of Battle maneuvers offer at the same levels.
    Last edited by DragoonWraith; 2010-04-20 at 04:34 PM.

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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    Added Grappling Hook, Piercing Spear, and Scourge to the 1st level Incantations, rewrote Sable Whip, and added the 2nd level Incantation Blink Dagger and the 3rd level Incantations Fly (), Quickblade, and Blade of Woe. I now have the Swordmage using entirely too many daggers...

    Anyway, it's a start. I think at least these are sufficiently magical?

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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    And now there's a couple of 9th level Incantations. Including the ability to split the atom with a magic sword.

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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    You... you nuke them?

    That's pretty damn awesome. Though killing yourself seems a bit harsh considering it's easily survivable by a high level melee guy standing right next to you.

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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    Honestly, I put that in there entirely for fluff. It's pretty much pointless, mechanically, as is. Adding more damage would simply make the thing stupid. It should probably be epic. But I really like the image. Thoughts on a way to make a point-blank nuclear blast actually usable in combat?

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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    Quote Originally Posted by DragoonWraith View Post
    Honestly, I put that in there entirely for fluff. It's pretty much pointless, mechanically, as is. Adding more damage would simply make the thing stupid. It should probably be epic. But I really like the image. Thoughts on a way to make a point-blank nuclear blast actually usable in combat?
    Heh, I have this image of a group of swordmages fired out of a rocket towards a city, and then each of them detonating on impact. Perfect siege breaker.

    But it would be a lot more useful if you removed the bit about no resurrections.

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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    You're still doing 40d6 damage to everything in a mile radius... which you probably don't want to do in the first place.

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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    Quote Originally Posted by DragoonWraith View Post
    (exempli gratia, 1.5x Strength on a two-handed weapon, 0.5x Strength on a light weapon)
    Light weapons don't work like that. It's off-hand that gets only 0.5 Strength mod. Light weapons get normal strength bonus.

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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    Good call, will fix.

    Also made Pankratosword closer to useful. Still is probably too powerful with too many negative side-effects, but whatever. If I knew the Epic rules (which I don't), and had any idea how I wanted Epic Incantations to work (which I, again, don't), I'd make it Epic, because it should be, I think.

    And added Annulment, another 9th level Incantation. And Mordenkainen's Sword.
    Last edited by DragoonWraith; 2010-04-21 at 12:23 PM.

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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    So I've noticed that there's an Unearthed Arcana rule variant that uses the term Incantations. Unfortunate and annoying. Not a huge deal since, as far as I can tell, just about no one uses those, but still. Plus I never really liked the name to begin with. Anyone have suggestions for an alternative name? I'll keep Incantations if we can't think of anything, but I'd like at least to have some options to consider - but I can't think of any.

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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    Evocation seems to be a more appropriate term. I don't really think the spell descriptors are too important, seeing as how they aren't actually spells. Incantation means chanting or speaking an arcane formula, so for me, it doesn't really seem to fit.

    EDIT: What I meant by that is that it wouldn't conflict with the spell school "evocation" so much if you removed the schools from the spell descriptor.
    Last edited by Krazddndfreek; 2010-04-21 at 11:57 PM.

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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    I agree that Incantation doesn't work well. I don't agree that Evocation will ever be non-ambiguous. When someone says "an Evocation", I think they mean a spell of the Evocation school, nothing else.

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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    Add some more Incantations, starting to fill out the list sort of, plus some Feats! Nothing terribly interesting on that front yet, though. Feedback on the semi-combination of Spell Focus and Weapon Focus would be nice; I figure it makes sense since a lot of Incantations don't actually use saving throws but attack rolls, but let me know what you think!

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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    I've only had a quick glance, but a thought springs to mind.

    These are essentially spells prepered like manuevers right? So the idea is that they're on a per encounter basis rather than per day?

    So is there any real need for high level swordmages to get 39 spells per encounter at 20th level? I don't think you could use all of those in a single encounter even if that's all you were trying to do.

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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    First, they're attack actions, for the most part. Since you're looking at 4 on a full-attack, plus one for an AoO, plus Dex-1 if they have Combat Reflexes, plus extras for things like Cleave or whatever. So you can burn through a lot if you're trying to.

    Second, presumably at some point you're looking at only having lower level Incantations left, which means you might want to Recover just to get back the high level ones.

    But the numbers are, of course, subject to change based on playtesting.

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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    Added a few more Incantations, another Feat. Still need to add quite a lot more Incantations before he's even playable, sigh.

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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    This is incredibly bad-ass my friend! The only issue I have is that it seems a bit like a... one trick pony. He fights, and he fights well... but not much else. The addition of incantations like Fly and Subtle Knife fix this problem though.

    He doesn't just fight though right? He cuts things. ALL things. When he steps from one plane to another, he cuts a hole in reality that others may walk through. When he flies, he is severing the bonds of this mystical thing called "gravity" from his body. You could do a whole lot with that, other than just fighting.
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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    Ooh, I like that. Yes, that will help a lot, I think, in expanding this and inspiring new Incantations.

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    Default Re: The Swordmage [3.5 Base Class; per encounter spells!] (WIP) (PEACH)

    Mark me a fan. I'm watching this, for certain.

    What about a feat that grants a cantrip for all exotic weapons? Seems like it might be a little underpowered, but it could be useful.

    And maybe a feat along the lines of Meta-Incantation that allows the swordmage to change which weapon an incantation uses? Or maybe even a feat requiring Weapon Focus in a weapon, that changes all incantations to use that weapon? Or some way to use incantations with standard weapons? I just think, as cool as the idea of conjuring a new weapon with every attack is, the option of taking weapon-specific feats would be nice.
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