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  • New Base Class - Spellblade

    SPELLBLADE

    91eb0092-552e-450f-b72f-9010f3053df7-image.png
    Description:
    Spellblades are disciplined warrior-mages who blend martial combat with arcane power. Rather than focusing on raw magical output like a sorcerer or deep theoretical study like a wizard, the Spellblade learns to channel spells through steel, binding magic to a chosen weapon and enhancing their swordplay with elemental or protective energies. While their spellcasting is more limited than that of dedicated arcane casters, their mastery of combat techniques and armor allows them to survive on the front lines while delivering spells through precise strikes.

    Alignment restrictions: none

    Hit die: d8

    Proficiencies:
    Armor (light, medium), shields, weapons (simple and martial)

    Skill points: 2 + Intelligence modifier ( (2 + INT modifier) * 4 at 1st level )

    Skills:
    concentration, discipline, heal, knowledge: history, knowledge: arcana, tumble, spot, listen

    Primary saving throw(s): Fortitude and Will

    Base attack bonus: +3/4 levels

    Spellcasting:
    Arcane (spell failure from armor is a factor unless reduced by class features), Intelligence-based (a base INT score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified INT, and the INT modifier affects spell DCs), and prepared half-caster (low–mid level spell access, spells must be prepared before casting).


    Spells

    Cantrips
    Acid Splash Flare Ray of Frost
    Electric Jolt Larloch's Minor Drain Ray of Flame
    Prestidigitation

    1st level spells 2nd level spells 3rd level spells
    Arrow of Dusk Aganazzar's Scorcher Aura of Shadows
    Disrupt Undead Balagarn's Iron Horn Circle of Fire
    Endure Elements Blindness/Deafness Clarity
    Expeditious Retreat Bull's Strength Dark Bolt
    Feline Balance Cat's Grace Dispel Magic
    Horizikaul's Boom Combust Displacement
    Ice Dagger Darkness Edevar's Eviction
    Impede Death Armor Fireball
    Ironguts Endurance Scintillating Sphere
    Least Spell Breach Flame Armor Vitriolic Sphere
    Magic Missile Flame Burst Iceball
    Magic Weapon Flame Weapon Flame Arrow
    Negative Energy Ray Fox's Cunning Greater Magic Weapon
    Oberian's Ousting Gedlee's Electric Loop Gust of Wind
    Orb of Fire (Lesser) Ghostly Visage Haste
    Protection from Alignment Ghoul Touch Keen Edge
    Ray of Clumsiness Glitter Dust Lightning Bolt
    Sap Elemental Essence Lesser Dispel Mestil's Acid Breath
    Spider Climb Life Bolt Negative Energy Burst
    Toad Leap Mage Alarm Protection from Elements
    True Strike Melf's Acid Arrow Shatter
    Trout Backstroke Protection from Petrification Vampiric Touch
    Wall of Smoke Resist Elements
    Worm Wiggle

    Lvl BAB Saves Feats HP range
    1st +0 Fort +2 / Ref +0 / Will +2 Bonded Weapon 1 1–8
    2nd +1 Fort +3 / Ref +0 / Will +3 Arcane Channeling 0 2–16
    3rd +2 Fort +3 / Ref +1 / Will +3 Bonded Weapon 2 3–24
    4th +3 Fort +4 / Ref +1 / Will +4 Eldritch Defence 4–32
    5th +3 Fort +4 / Ref +1 / Will +4 Arcane Armour Training, Arcane Channeling 1 5–40
    6th +4 Fort +5 / Ref +2 / Will +5 Bonus Feat 6–48
    7th +5 Fort +5 / Ref +2 / Will +5 Arcane Armour Mastery, Arcane Channeling 2 7–56
    8th +6 Fort +6 / Ref +2 / Will +6 Eldritch Retribution 8–64
    9th +6 Fort +6 / Ref +3 / Will +6 Bonded Weapon 3 9–72
    10th +7 Fort +7 / Ref +3 / Will +7 Arcane Ward 10–80

    Spellblade Spells per day

    Level 0 1st 2nd 3rd
    1 2 - - -
    2 3 0 - -
    3 3 1 - -
    4 4 2 0 -
    5 4 3 1 -
    6 5 3 2 1
    7 5 4 3 1
    8 6 4 4 2
    9 6 5 4 2
    10 7 5 4 3

    Feats

    LEVEL 1 — BONDED WEAPON 1

    Active Feat (1/day): Bonded Weapon 1
    Bond to one melee weapon equipped in the main hand.

    Effects:

    • +1 Enhancement vs Magical Beasts
    • Duration: 24 hours
    • Weapon becomes Non-Drop
    • Re-attuning a new weapon removes the effect from the old one

    LEVEL 2 — ARCANE CHANNELING 0

    The Spellblade gains the ability to store cantrips in their bonded weapon.

    Mechanics:

    • Store via casting spell on bonded weapon
    • Triggered via Active Feat: "Arcane Channeling -0-"
    • Next successful hit triggers the stored spell.
    • Channel lasts 3 rounds before dissipating unused
    • Only 1 stored cantrip at a time
    • Activating Arcane Channeling while already active wastes the currently stored spell

    LEVEL 3 — BONDED WEAPON 2

    Active Feat (1/day): Bonded Weapon 2
    Bond to one melee weapon equipped in the main hand.

    Effects:

    • +2 Enhancement vs Magical Beasts
    • +1 Enhancement vs Outsiders
    • Duration: 24 hours
    • Weapon becomes Non-Drop
    • Re-attuning a new weapon removes the effect from the old one

    LEVEL 4 — ELDRITCH DEFENCE

    Whenever the Spellblade casts a non-touch spell, they gain +2 (capped) Dodge AC for 2 rounds.


    LEVEL 5 — ARCANE ARMOR TRAINING + ARCANE CHANNELING 1

    Feat Gained: Arcane Armor Training
    Feat Type: General
    Prerequisites: Light Armor Proficiency, ability to cast 1st-level spells
    Specifics:
    You have learned how to cast spells while wearing light and medium armor.
    Reduce Arcane Spell Failure due to armor and/or shield penalties by 30% for spells you cast.
    Use: Automatic


    ARCANE CHANNELING 1:
    The Spellblade gains the ability to store 1st-level spells in their bonded weapon.

    Mechanics:

    • Store via casting spell on bonded weapon
    • Triggered via Active Feat: "Arcane Channeling -1-"
    • Next successful hit triggers the stored spell.
    • Channel lasts 3 rounds before dissipating unused
    • Only 1 stored 1st-level spell at a time
    • Activating Arcane Channeling while already active wastes the currently stored spell

    LEVEL 6 — BONUS FEAT

    Bonus feat


    LEVEL 7 — ARCANE ARMOR MASTERY + ARCANE CHANNELING 2

    Feat Gained: Arcane Armor Mastery
    Feat Type: General
    Prerequisites: Medium Armor Proficiency, Arcane Armor Training, ability to cast 1st-level spells
    Specifics:
    You have learned how to cast spells while wearing heavy armor.
    Reduce Arcane Spell Failure due to armor and/or shield penalties by 45% for spells you cast.
    This bonus replaces, and does not stack with, Arcane Armor Training.
    Use: Automatic


    ARCANE CHANNELING 2:
    The Spellblade gains the ability to store 2nd-level spells in their bonded weapon.

    Mechanics:

    • Store via casting spell on bonded weapon
    • Triggered via Active Feat: "Arcane Channeling -2-"
    • Next successful hit triggers stored spell.
    • Channel lasts 3 rounds before dissipating unused
    • Only 1 stored 2nd-level spell at a time
    • Activating Arcane Channeling while already active wastes the currently stored spell

    LEVEL 8 — ELDRITCH RETRIBUTION

    Feat Type: Special
    Prerequisites: None

    Specifics:
    Whenever you are hit by an abjuration effect which strips magical effects from you, instantly gain Bonus Magical damage equal to:

    INT modifier + (Spellblade level / 2)

    for the next 3 rounds.

    Use: Automatic


    LEVEL 9 — BONDED WEAPON 3

    Active Feat (1/day): Bonded Weapon 3
    Bond to one melee weapon equipped in the main hand.

    Effects:

    • +1 AB
    • +2 Enhancement vs Magical Beasts
    • +2 Enhancement vs Outsiders
    • Duration: 24 hours
    • Weapon becomes Non-Drop
    • Re-attuning a new weapon removes effect from the old one

    LEVEL 10 — ARCANE WARD

    Gain an Active Feat (1/day) which casts Globe of Invulnerability at Caster Level 10.

    Use: Activated, 1/day

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