Defiler said:
Some interesting ideas and pointers, thanks! I'll get a channel spell ability eventually anyway, but you're right that the sword does sound good. I might even be able to craft it myself.
Out of the DMG, pate 225 <I> Spell Storing: A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spoell from an item taken at least as long as casting that spell normally.) INFLICT SEROIUS WOUNDS, CONTAGION, BLINDNESS, and HOLD PERSON are all common choices for the stored spell. Once the spell has ben cast fomr the weapon, a spellcaster can cast any other targete spell of up to third level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. S randomly rolled spell storing weapn has a 50% chance to have a spell stored in it already.
Strong evocation (plus aura of stored spell); CL 12th; Craft Magic Arms and Armor, creature must be a caster of at least 12th level; Price +1 Bonus.</I>
Sorry for the caps, but i could put itallics inside itallics.
another weapon you might want to look at for improved critical would be the rapier, the damage is low, but with improved critical, youve dropped the threat range to 15-20, that a threat 25% of the time, and the damage is decent at d6. if you want to make it more of a threat, make your rapier a speed rapier of store spelling, then itll hit hard, but the second time around, i dont know if you could use the channel ability of the spellsword to hit with another spell.
out of the DMG again, same page, 225 <I>Speed: When making a full attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielders full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)
Moderate transmutation; CL 7th; Craft Magic Arms and Armor, HASTE; Price +3 bonus</I>
you could always take energy substitution, i forget what book its in, but when you pick the feat, you pick another energy type, like sonic, fire, cold, or acid. you can choose to learn spells you have of a certian descriptor as the type you have picked for energy substitution. id take sonic and make an improved critical spell storing rapier of speed, then hold an 11th level sonic ray in it then swing twice, and channel something else into it when you hit on the time you dont discharge the sonic energy substituted scorching ray, man thatll hurt a lot, just hope you hit
hows that alienist work out? it looks like an interesting class. ive got a 12th level 2 fighter/6 wizard/ 4 force missile mage and im looking for another prestige class to hit once im done with fmm. does it work well with wizards and sorcerers? id say it works better with druids, but ive got a bit of a thing with the far realm, give me a heads up!
