|
Originally introduced in Tome and Blood, Spellswords are
spellcasters who have managed to blend the art of wearing armour
and hitting foes over the head with big swords as well as wielding
magic. They forgo some spellcasting powers in return for great proficiency
with weapons and the ability to use those weapons as a conduit for
their magic. There are no organisations of spellswords and each
one is unique. They may not even use swords, prefering other weapons
such as staffs, spears or whips.
Game Rule Information
Below I present the entire text for the Spellsword class. I have
done this largely because I have a spellsword in an ongoing campaign
and therefore having this information to hand is extremely useful.
Also the changes that have been made to the rules for Spell
Failure have necessitated an overhaul of that aspect of the
character.
Hit Die: d8
Requirements
To qualify to become a spellsword, a character must fulfill all
the following criteria:
Base Attack: +4
Feats: Proficiency with Basic Weapons and any other three
Weapon Group Feats;
proficiency in light, medium and heavy armour.
Skills: Knowledge (arcana) 6 ranks.
Spells: Able to cast 2nd-level arcane spells.
Special: Must have defeated a foe through force of arms without
recourse to spell-casting.
Class Skills
The spellsword's class skills (and the key ability for each skill)
are Climb (Str), Concentration (Con), Knowledge (any) (Int), Jump
(Str), Profession (Wis) and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier
Class Features
All of the following are class features of the spellsword prestige
class:
Weapon and Armor Proficiency: The spellsword gains no additional
proficiency in any weapon, armour or shield.
Spells per Day: At every odd numbered level gained in the
spellsword class, the character gains new spells (and spell points)
per day as if she had also gained a level in an arcane spellcasting
class she belonged to before adding this prestige class. She does
not, however, gain any other benefit a character of that class would
have gained, except for an increased level for spell-casting. If
a character had more than one arcane spellcasting class before beoming
a spellsword, she must decide to which class she adds the new level
for the purpose of determining spells per day.
Ignore Spell Failure (Ex): As spellswords gain levels they
become masters of casting spells in armour and while using shields.
Beginning at first level and at each odd numbered level thereafter
the character gains the following feats in this order: Ignore
Spell Failure (Light Armour), Ignore
Spell Failure (Medium Armour), Ignore
Spell Failure (Shields), Ignore
Spell Failure (Heavy Armour) and Ignore
Spell Failure (Tower Shields). The spellsword does not need
to meet the prerequisites of these feats in order to select them.
If the spellsword already has one of these feats then he may select
another.
Bonus Feat: At second level, a spellsword advances his art
gaining a bonus feat. This bonus feat must be either an item creation
feat, a metamagic feat or drawn from the list of bonus feats allowed
to a fighter. The attention of players is drawn to the new feat
Spellsword Cache
that duplicates the class ability of the same name was available
to spellswords in version 3.0 of the game.
Channel Spell (Sp): At fourth level a spellsword can channel
any spell she can cast into her mêlée weapon. Using
this ability requires a move action, and the spellsword uses up
the spell point or fatigues herself just as if she had cast the
spell. The channelled spell affects the next target the spellsword
successfully attacks with her weapon (spell resistance and saving
throws still apply). Even if the spell normally only affects an
area, or is a ray, it affects only the target. A spellsword can
channel her spells into only one weapon at a time. Spells channelled
into a weapon are lost if not used in eight hours.
Multiple Channel Spell (Sp): A 10th level spellsword can
channel two spells into her mêlée weapon, using a move
action to channel each one. Both channelled spells affectt he next
target the spellsword successfull attacks with her weapon, in the
order they were placed into the weapon. As with the channel spell
class feature, saving throws and spell resistance applies normally.
Each time a spellsword uses multiple channel spell, two of
her five channel spell uses per day are expended.
Class
Level |
Base
Attack
Bonus
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Special
|
Spells per day
|
| 1 |
+1
|
+2
|
+0
|
+2
|
Ignore Spell Failure (Light Armour)
|
+1 level of existing class
|
| 2 |
+2
|
+3
|
+0
|
+3
|
Bonus Feat
|
--
|
| 3 |
+3
|
+3
|
+1
|
+3
|
Ignore Spell Failure (Medium Armour)
|
+1 level of existing class
|
| 4 |
+4
|
+4
|
+1
|
+4
|
Channel Spell (3/day)
|
--
|
| 5 |
+5
|
+4
|
+1
|
+4
|
Ignore Spell Failure (Shields)
|
+1 level of existing class
|
| 6 |
+6
|
+5
|
+2
|
+5
|
Channel Spell (4/day)
|
--
|
| 7 |
+7
|
+5
|
+2
|
+5
|
Ignore Spell Failure (Heavy Armour)
|
+1 level of existing class
|
| 8 |
+8
|
+6
|
+2
|
+6
|
Channel Spell (5/day)
|
--
|
| 9 |
+9
|
+6
|
+3
|
+6
|
Ignore Spell Failure (Tower Shields)
|
+1 level of existing class
|
| 10 |
+10
|
+7
|
+3
|
+7
|
Multiple Channel Spell
|
--
|
|