Assegai Arroyo [Sp]:
At 1st level, 3rd level, and every three levels thereafter of Spellblade you may choose a single Arroyo effect to learn from the following list:
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Baleful Edge
Your strike deals an extra 1d6 untyped damage plus an extra +1d6 untyped damage per 3 levels of spellblade you possess and +1d6 untyped damage per 6 other levels you possess. You may empower this to cause double the dice in damage, but doing so immediatly deals 1d6 damage per 2 levels you possess.
Greek Fire
Your strike is converted into fire damage. Additionally your foe must make a reflex save or they are lit on fire. This fire may not be put out and anyone who attempts to put it out with water also catches on fire. This fire deals extra damage equal to your intelligence modifier and goes out in 1d4 + 1 rounds on its own or a successful dispel magic check. This fire is also suppressed in antimagic.
True Strike
Your attack gains a +20 to hit.
Zeus's Wrath
Your strike is converted into electricity damage. Your target must make a fortitude save or be stunned for a number of rounds equal to your intelligence modifier to a maximum of your level.
Glittered Blade
If your strike an invisible target with this strike they are stripped of their invisibility. Your target, regardless if they are invisible or not, must make a will save. Upon failure they may not become invisible for 1d4 + intelligence modifier rounds.
Windblade
You initiate a bullrush as part of your attack. This does not grant an attack of opportunity, failure does not provoke one in return, and you don't move with your foe though they are pushed the full distance. If your roll is successful you may add your spellblade levels to your roll for the purposes of how far they are pushed.
Reaving Strike
You affect your target with dispel magic. Unlike normal you may make a single check against all ongoing effects. You recover hit points equal to the total levels of all of the effects dismissed plus half the highest caster level present for the spells dismissed.
Earthshattering Blow
You sunder your opponents armor in addition to normal damage. You gain a +4 to your sunder attempt.
Molasses Strike
Your target must make a fortitude save or be affected as if with the slow spell for the next 1d4 + intelligence modifier rounds.
Phase Slash
Your attack is treated as a touch attack and ignores DR up to your intelligence modifier or level (whichever is lower).
Dismissive Power
Your target is affect as if with the dismissal spell if they fail a will save.
Antispell
Your target must make a will save or be affected as if within an antimagic field for the next intelligence modifier rounds.
Envenomed Slice
Your strike is converted into acid damage. Your target must make a fortitude save or be 'poisoned' for a number of rounds equal to your intelligence modifier to a maximum of your level. Each round, including the round poisoned, a target takes your intelligence worth of damage. This effect remains until the target is subject to a spell or effect that can negate poison.
Chained Strike
You deal the damage dealt to your primary target to everyone, except for yourself, adjacent to your target. They may make a reflex save to half damage.
As a standard action you make a single melee strike. As part of this melee strike choose a single Arroyo effect that you know to benefit from. An Arroyo has a save DC of 10 + 1/2 level + intelligence modifier and is subject to arcane spell failure, but not spell resistance, and has an effective spell level equal to one less than half your spellblade levels (to a maximum of 9th).
At level 7 you may use an Arroyo through any melee attack that you make. You still may not apply an Arroyo effect to multiple attacks in an attack sequence.
Lv2, 6, 11 > Armored Mage:
When you restrict yourself to wearing light armor and light shields you may reduce the arcane spell failure it imposes by 10%.
At level 6 you may reduce the arcane spell failure of medium armor by 15% and completely ignore the arcane spell failure of light armor and light shields.
At level 11 you may reduce the arcane spell failure of heavy armor and heavy shields by 20% and completely ignore the arcane spell failure of light armor, medium armor, and light shields.
Lv3, 7 ,11 , 15, 19> Bonus Feat:
At level 3 you begin to qualify for fighter/combat feats as if you were of a fighter 3 levels lower than your spellblade levels. Additionally at each level indicated (including 3rd) you may choose a fighter/combat feat.
Lv5, 9, 13, 17 > Spelltouched:
At each level indicated you may choose any spelltouched feat you wish, ignoring any requirements it may have had.
Lv10, 13, 16, 19 > Tactical Expertise:
At each level indicated you may choose a single tactical feat that you qualify for.
Lv20 > Arroyo Fusion:
Intelligence modifier times per day when you use the Assegai Arroyo ability, you may couple two effects together in a single strike. If both effects have a save and one is failed, your target is treated as if he had failed both.