D&D 3E/3.5 [3.5] PrC: Spellsword Duellist

Hey,

Yet another PrC submitted for your approval ...

IMC, set in Waterdeep, there are several dueling schools one may enroll in, each teaching a different aspect of the duel as well as the mastery of a weapon (each school emphasizes a different weapon). Most male (and more than a few female) nobles train for a year or so in one, generally gaining a level of Fighter for their efforts. However, some pursue higher levels of training, enough to gain levels in the PrC associated with the school. The PrCes are, for the most part, identical to the Duelist class in the SRD, with a few abilities removed, and others subbed in.

In this instance, we have the Spellsword Duelist, a popular academy for those with an arcane spellcasting bent in their training (several academies teach wizardry, and more than one noble house has sorcerous bloodline). The students of the school learn to use their spells as well as their swords (the longsword is the school's preferred weapon) in combat.

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SPELLSWORD DUELIST
Hit Die: d10.
Requirements
To qualify to become a duelist, a character must fulfill all the following criteria.
Base Attack Bonus: +4.
Skills: Knowledge (arcana) 4 ranks, Knowledge (nobility and royalty) 4 ranks, Tumble 4 ranks.
Feats: Dodge, Mobility, Weapon Focus (longsword).
Spells: Ability to cast true strike and magic weapon as arcane spells.
Special: Must own a masterwork longsword; must attend dueling academy; must be a noble or have recommendation from a city official.
Class Skills
The spellsword duelist’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Jump (Str), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Sense Motive (Wis), Spellcraft (Int), and Tumble (Dex).
Skill Points at Each Level: 2 + Int modifier.

Code:
[B] Table: The Spellsword Duelist
	Base
	Attack	Fort	Ref	Will
Level	Bonus	Save	Save	Save	Special				Spell per Day [/B]
1st	+1	+0	+2	+0	Canny defense
2nd	+2	+0	+3	+0	Improved reaction +2
3rd	+3	+1	+3	+1					+1 level of existing class
4th	+4	+1	+4	+1	Enhanced mobility
5th	+5	+1	+4	+1	Precise strike +1d6
6th	+6	+2	+5	+2					+1 level of existing class
7th	+7	+2	+5	+2	Elaborate parry
8th	+8	+2	+6	+2	Improved reaction +4
9th	+9	+3	+6	+3					+1 level of existing class
10th	+10	+3	+7	+3	Precise strike +2d6, Spellstrike

Class Features
Weapon and Armor Proficiency: The spellsword duelist is proficient with all simple weapons and longswords, but no type of armor or shield.
Canny Defense (Ex): When not wearing armor or using a shield, a spellsword duelist adds 1 point of Intelligence bonus (if any) per spellsword duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a spellsword duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
Improved Reaction (Ex): At 2nd level, a spellsword duelist gains a +2 bonus on initiative checks.
At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.
Spells per Day: Starting at 3rd level, and again at 6th and 9th levels, the spellsword duelist gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a spellsword duelist, she must decide to which class she adds the new level for purposes of determining spells per day.
Enhanced Mobility (Ex): When wearing no armor and not using a shield, a spellsword duelist gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.
Precise Strike (Ex): At 5th level, a spellsword duelist gains the ability to strike precisely with a longsword, gaining an extra 1d6 damage added to her normal damage roll.
When making a precise strike, a spellsword duelist cannot attack with a weapon in her other hand or use a shield. A spellsword duelist’s precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. At 10th level, the extra damage on a precise strike increases to +2d6.
Elaborate Parry (Ex): At 7th level and higher, if a spellsword duelist chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for each level of spellsword duelist she has.
Spellstrike (Su): As a full-attack action, the spellsword duelist may make a single melee attack with her longsword while casting a Touch range spell. In addition to damage, a target that is successfully hit also suffers the effects of the spell cast. Spells with a casting time longer than one round may not be used with this ability.

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Here's an NPC built with the SRD and this PrC for comparison.

Hera Bildenhof – female human Ftr4/Wiz1/Spellsword Duelist5; CR 10; Medium-sized humanoid (human); HD 9d10 plus 1d4; hp 67; Init +8; Spd 30 ft.; AC 20 (touch 17, flat-footed 13); Atk +12/+7 melee (1d8+4 plus 1d6 fire/19-20 x2 plus 1d10 fire, flametongue), or +12/+7 ranged (1d4+1/19-20 x2/10’, masterwork dagger); Face/reach: 5’/5’; SA Precise strike +1d6; SQ Canny defense, Enhanced mobility, Familiar (Nero, a cat), Improved reaction +2; AL LN; SV Fort +5, Ref +7, Will +2; Str 12, Dex 14, Con 10, Int 18 (20), Wis 8, Cha 11. Height 5’6”.
Skills and Feats: Climb +5, Concentration +14, Intimidate +4, Jump +8, Knowledge (arcana) +12, Knowledge (royalty and nobility) +12, Move Silently +5, Ride +3, Sense Motive +5, Speak language (Common, Draconic), Spellcraft +12, Swim +2, Tumble +16; Acrobatic, Combat Expertise, Dodge, Improved Critical (longsword), Improved Initiative, Mobility, Scribe Scroll, Weapon Focus (longsword), Weapon Specialization (longsword).
Possessions: flametongue, masterwork dagger, 4 potions of cure light wounds, ring of protection +3, wand of magic missiles (41 charges), cloak of resistance +1, hand of the mage, headband of intellect +2, scroll with 2 lights and mount, scroll with 2 know directions and silent image, scroll with undetectable alignment and unseen servant.
Wizard Spells per Day: 4/4.
Spellbook: 0th – all; 1st – charm person, disguise self, expeditious retreat, jump, mage armor, magic weapon, shield, true strike.
Commonly Prepared Spells: 0th – detect poison, detect magic, flare, message; 1st – charm person, mage armor, 2 true strikes.

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So, there it is. A few technical notes - I despise the Eldritch Knight, and this class is an attempt to create a flavorful, differently-powered version of that class. Also, the role-playing bits of the Requirements are fully used and must be met - I don't like people just randomly becoming dwarven defenders or any other PrC ... PCs earn prestige. Thanks to Joe D. for the name.

As always, comments/criticisms/crapping all over the idea is warmly welcomed.

Thanks
-Matt
 
Last edited:

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Velmont

First Post
Seems good and balanced, but I would change one thing, the spellstrike power should be usable with the rapier instead of the longsword, as duelist tend to have high dex instead of high str to compensate their lack of armor.
 

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