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  1. - Top - End - #1
    Bugbear in the Playground
    Join Date
    Jun 2011

    Default Spellblade (3.5, Peach)

    Spellblade (3.5)

    Abilities: Intelligence is your most important score, because it sets the DCs of your spell like abilities. Your physical stats can also be important depending on how you plan to build your character.

    Organization: Spellblades do not innately join groups with each other and may be part of any group.

    Alignment: Spellblades may be of any alignment although lawful is common is possible because of their dedication to both blade and magic.

    Religion: A spellblade may be of any religion.

    Background: Spellblades are usually either adventurers or mercenaries, due to their rounded abilities.

    Races: Any race may be a spellblade, although elves and dwarves are the most common. While one has a penchant for magic and the other melee, they are both known for the enchanted weapons they craft, lending well to this class.

    Other Classes: Fighters will respect spellblades for their combat prowess and rogues might very well envy their box of tricks. Other class interactions are on a case by case basis.

    Role: Your role is clearly melee, although you have some magic to back your skills up. You can hold yourself up in combat almost as well as a fighter, but have little magic capability, most of which augments physical combat.

    Class Features

    Hit Die: d8

    Starting Gold: As Fighter

    Skills: Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (arcana) (Int), Sense Motive (Wis), and Swim (Str).

    Skill Points: 4 + int

    {table=head] Level | Base Attack Bonus | Fort Save | Refx Save | Will Save | Special
    1st| +1 | +2 | +0 | +2 | Assegai Arroyo (single)
    2nd| +2 | +3 | +0 | +3 | Armored Mage (light)
    3rd| +3 | +3 | +1 | +3 | Bonus Feat
    4th| +4 | +4 | +1 | +4 |
    5th| +5 | +4 | +1 | +4 | Spelltouched
    6th| +6/+1 | +5 | +2 | +5 | Armored Mage (medium)
    7th| +7/+2 | +5 | +2 | +5 | Bonus Feat, Assegai Arroyo (multiple)
    8th| +8/+3 | +6 | +2 | +6 |
    9th| +9/+4 | +6 | +3 | +6 | Spelltouched
    10th| +10/+5 | +7 | +3 | +7 | Tactical Expertise
    11th| +11/+6/+1 | +7 | +3 | +7 | Bonus Feat, Armored Mage (heavy)
    12th| +12/+7/+2 | +8 | +4 | +8 |
    13th| +13/+8/+3 | +8 | +4 | +8 | Spelltouched, Tactical Expertise
    14th| +14/+9/+4 | +9 | +4 | +9 |
    15th| +15/+10/+5 | +9 | +5 | +9 | Bonus Feat
    16th| +16/+11/+6/+1 | +10 | +5 | +10 | Tactical Expertise
    17th| +17/+12/+7/+2 | +10 | +5 | +10 | Spelltouched
    18th| +18/+13/+8/+3 | +11 | +6 | +11 |
    19th| +19/+14/+9/+4 | +11 | +6 | +11 | Bonus Feat, Tactical Expertise
    20th| +20/+15/+10/+5 | +12 | +6 | +12 | Arroyo Fusion
    [/table]

    Weapons and Armor Proficiencies: You are proficient with all simple weapons. You are also not proficient with armor or with any shields.

    Class Abilities
    Spoiler
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    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:
    Spoiler
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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.



    Design Notes
    Spoiler
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    One of my favorite classes, alongside the shadowcaster, truenamer, rogue, and scout, is the duskblade. I just made a remake of the shadowcaster into a usable gish role in the form of the Dusk Knight (which frankly is what it lends its spells best towards).
    This class, the Spellblade, is meant to replace the duskblade. The duskblade’s fusion of spellcasting and swordplay were cool, but like any other spellcasting system in 3.5 it had problems. Once the duskblade used all of his spells for the day, he became useless because of his lack of melee skill (which is the problem of most spellcasters).
    The spellblade is meant to remedy that by granting some melee capability and making spells usable at will, because, well frankly, they weren’t that powerful to begin with.
    The tactical feats were added because of a combination of the fact that I believe that the duskblade is about options and that I wanted to limit its melee capability enough that players had to continue to think.
    Last edited by eftexar; 2011-07-29 at 10:13 PM.

  2. - Top - End - #2
    Bugbear in the Playground
    Join Date
    Jun 2011

    Default Re: Spellblade (3.5, Peach)

    Finished Assegai Arroyo and added the capstone Arroyo Fusion.
    Last edited by eftexar; 2011-07-29 at 10:02 PM.

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