D&D 3E/3.5 [3.5] Prestige class for review: Spellsword Duelist

Hey

Got a PrC for yo guys to look over. In my Waterdeep FR campaign, the PCs can train at certain dueling schools within the city, each focusing on a certain type of combat. Each PrC borrows rather heavily from the SRD Duelist, with a few modifications here and there to add some spice. Here's one of them ... the Spellsword Duelist (no relation to the T&B Spellsword PrC). This school focuses on combining martial ability with the arcane abilities of the wizard schools.

--------------------------------------------------------------------------------------------------------------------------------------------

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:
Table: The Spellsword Duelist
	Base		Fort	Ref	Will
Level	Attack Bonus	Save	Save	Save	Special			Spells per Day
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

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.

--------------------------------------------------------------------------------------------------------------------------------------------

So that's it. I'm considering switching to Medium BAB progression, and/or maybe replacing elaborate parry with a free (ie apply on the fly, as an Incantatrix from MaoF) Quicken Spell metamagic feat once per day. As always, thoughts/criticisms are greatly appreciated :)

Thanks
-Matt
 
Last edited:

log in or register to remove this ad

And here's a kitted out 10th level NPC as an example for comparisons.

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.

Thanks
-Matt
 

Morgenstern

First Post
Interesting. I like the way it skips special abilites on the levels that gain caster bonus, and that the casting is clearly secondary.

I'd be inclined to drop the HD or the attack progression as it stand (it is just a hair too good at being a fighting spellcaster I think, and really, either should split the difference on BAB, or should avoid front-line tank duties that a d10 implies. I like the idea of quickened spell(s) quite a bit, as a stylish bit for casting in combat. In fact, I'd drop the weapon focus feat and add combat casting. If you do add it, you might drop both the BAB and the HD, except as noted below~

The tenth level doesn't really sing to me. It more of the same. A unique "I am a master spellsword duelist ability" there would be better. Might be the place to put the the quickened casting, replacing an ability and shift the balance a bit more toward the spell and away from the sword.

Good effort though. I'll be curious to see what you do with it :).
 

hong

WotC's bitch
Looks pretty cool! Personally, I'd drop it to d8 HD, and maybe give it a good Will save as well as a good Ref save. Overall, it's a very nice take on the fighter/mage schtick.
 


Remove ads

Top