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Gamecat's vaunted "Sword Mage" PrC
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<blockquote data-quote="gamecat" data-source="post: 342421" data-attributes="member: 3144"><p>ouch. can we at least still be friends?</p><p></p><p>(las, I can <strong><span style="font-size: 26px"><span style="color: red">NEVER</span></span></strong> recall flaming you. Ever. I'll be sure to get yelled at by piratecat the next time someone flames you.)</p><p></p><p>Crothian, I am open to all ideas on this class. (tsk tsk for thinking me so two-dimensional) The "The Matrix"-influenced melee mage is an idea I am in love with. Consider Mage Tactician done away with.</p><p></p><p>Sword Mage, v 3.0 </p><p></p><p>(Insert Fluff description)</p><p></p><p>Requirements: To qualify to become a sword mage, a character</p><p>must fulfill all the following criteria.</p><p>Base Attack Bonus: +5.</p><p>Concentration: 10 ranks.</p><p>Jump: 5 ranks.</p><p>Tumble: 5 ranks.</p><p>Feats: Combat Casting, Craft Magic Arms/Armor, Proficency with any sword (DM's discretion as to what a "sword" is).</p><p>Spellcasting: Able to cast 3rd level arcane spells, one of which must be Greater Magic Weapon. </p><p></p><p>[I think one or two more feats are nessesary, but am not sure what or which. In v 2.0-2.5, I added that you had to spend (50*character level) in xp on crafting magic weapons before becoming eligible to gain your next level in the class, but that seems a little nonsensical.]</p><p></p><p>Class Skills</p><p>Concentration (Con), Jump (Str), Knowledge (any) (Int), Spellcraft (Int) and Tumble (Dex). See the Player’s Handbook, Chapter Four: Skills, for skill descriptions.</p><p></p><p>Skills at each level: 2+Int Modifier. </p><p></p><p>[alchemy seemed, well, "magey" to me, so I threw it in. But maybe I need to emphasize the "fighter" in this class]</p><p></p><p>Class Features</p><p>(Rogue BAB advancement, Good Ref Save, +1 existing spellcaster level at each even level)</p><p></p><p>[v 1.0-2.0 had way more. If you saw that, you would probably choke on such munchkinism. I really didn't want to compromise spellcasting, but I guess for sanity of the game I have to.]</p><p></p><p>1st: Canny Defense: An unarmored sword mage adds his Intelligence modifier to his AC. This bonus is lost whenever the Sword Mage would lose his Dex mod to AC as well.</p><p></p><p>[Crothian, this is nessesary for any mage to stand long, toe to toe. plus, this is the first homebrew PrC I've seen with this ability]</p><p></p><p>3rd: Acrobatic Attack: At 3rd level, if the sword mage attacks by jumping at least 5 feet toward his opponent, jumping down at least 5 feet onto his opponent or swinging on a rope or similar object into his opponent, he gains a +2 to attack and damage rolls. Make a Jump check; if the result is less than 5 ft., you cannot use this ability on this attack. If the distance is greater than that between the sword mage and the opponent, the sword mage can limit the distance to that of the opponent as a free action. This is an extraordinary ability.</p><p></p><p>5th: Channel Touch: A 5th level sword mage may use his sword as the touch for a touch spell. For example, after Transmuting Shocking Grasp, Westenberger the Jovial may make a melee touch attack with his longsword and deal shocking grasp damage. If he desires, he may instead make a melee attack and deal sword damage in addition to shocking grasp damage.</p><p></p><p>I really think 7th, 9th, and 10th need abilities, but then again, who am I?</p><p></p><p>(btw, no hard feelings. Please.)</p><p></p><p>[edited for ability changes]</p></blockquote><p></p>
[QUOTE="gamecat, post: 342421, member: 3144"] ouch. can we at least still be friends? (las, I can [b][size=16][color=red]NEVER[/color][/size][/b][size=16][color=red][/color][/size][color=red][/color] recall flaming you. Ever. I'll be sure to get yelled at by piratecat the next time someone flames you.) Crothian, I am open to all ideas on this class. (tsk tsk for thinking me so two-dimensional) The "The Matrix"-influenced melee mage is an idea I am in love with. Consider Mage Tactician done away with. Sword Mage, v 3.0 (Insert Fluff description) Requirements: To qualify to become a sword mage, a character must fulfill all the following criteria. Base Attack Bonus: +5. Concentration: 10 ranks. Jump: 5 ranks. Tumble: 5 ranks. Feats: Combat Casting, Craft Magic Arms/Armor, Proficency with any sword (DM's discretion as to what a "sword" is). Spellcasting: Able to cast 3rd level arcane spells, one of which must be Greater Magic Weapon. [I think one or two more feats are nessesary, but am not sure what or which. In v 2.0-2.5, I added that you had to spend (50*character level) in xp on crafting magic weapons before becoming eligible to gain your next level in the class, but that seems a little nonsensical.] Class Skills Concentration (Con), Jump (Str), Knowledge (any) (Int), Spellcraft (Int) and Tumble (Dex). See the Player’s Handbook, Chapter Four: Skills, for skill descriptions. Skills at each level: 2+Int Modifier. [alchemy seemed, well, "magey" to me, so I threw it in. But maybe I need to emphasize the "fighter" in this class] Class Features (Rogue BAB advancement, Good Ref Save, +1 existing spellcaster level at each even level) [v 1.0-2.0 had way more. If you saw that, you would probably choke on such munchkinism. I really didn't want to compromise spellcasting, but I guess for sanity of the game I have to.] 1st: Canny Defense: An unarmored sword mage adds his Intelligence modifier to his AC. This bonus is lost whenever the Sword Mage would lose his Dex mod to AC as well. [Crothian, this is nessesary for any mage to stand long, toe to toe. plus, this is the first homebrew PrC I've seen with this ability] 3rd: Acrobatic Attack: At 3rd level, if the sword mage attacks by jumping at least 5 feet toward his opponent, jumping down at least 5 feet onto his opponent or swinging on a rope or similar object into his opponent, he gains a +2 to attack and damage rolls. Make a Jump check; if the result is less than 5 ft., you cannot use this ability on this attack. If the distance is greater than that between the sword mage and the opponent, the sword mage can limit the distance to that of the opponent as a free action. This is an extraordinary ability. 5th: Channel Touch: A 5th level sword mage may use his sword as the touch for a touch spell. For example, after Transmuting Shocking Grasp, Westenberger the Jovial may make a melee touch attack with his longsword and deal shocking grasp damage. If he desires, he may instead make a melee attack and deal sword damage in addition to shocking grasp damage. I really think 7th, 9th, and 10th need abilities, but then again, who am I? (btw, no hard feelings. Please.) [edited for ability changes] [/QUOTE]
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