Has anyone used Monte Cook's mageblade...

I'd just beware the high level mage-blade.

The thing to remember about futzing with the spell lists is that the simple spells are really more along the lines of cleric and paladin spells.

So if you really don't want to use the AU spell list you might experiment with giving the mageblade the cleric spell list. Veto anything you think doesn't belong, but I think that will suit the mageblades needs way better than a sorceror/wizard list.

Mageblades need the healing and buff spells.
 

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Mageblade as sorceror

I am currently running a Mageblade in a campaign as a sorceror. He is proving quite effective as a backup spellcaster for the party. As, in effect a fighter sorceror he compliments the normal mage with unique spells that are difficult to counterspell against, since few mageblades exist.
Because he is not a front line fighter initially, I chose the Dragon Disciple prestige class to bolster his fighting, and the spell thief class to add some additional abilities.
Lets just review what this lets him do.

Dragon disciple levels increase a) ability scores in STR (+8), INT (+2), CON (+2) and CHA (+2)
b) Saving throws FORT and WILL
c) Spells (pick and choose up to max current level
d) Natural AC
It also gives him a minor breath weapon, good visual accuaty, blindsense, Immunity to Sleep, Paralysis and FIRE (the most common energy, elemental act in D&D)

The Spellthief (Complete Adventurer) allows the mageblade access to any spell other spellcasters have (starting at 1st lvl with 1st level spells and increasing as he progresses up to 9th), sneak attack (although at a lesser rate than full rogue), detect traps and detect magic (2nd level) and bonuses on spell saves. Then of cause there are the skills. Need to bolster your spellcasting skills? No problem ST gets 6 points per level AND they include Spellcraft, Knowledge Arcane and concentration!

This class is in effect a Rogue / Mage. His other abilities are: -
a) Steal active spell effect
b) Steal Energy resistance
c) Steal spell-like ability
d) ABSORB spell - Yummy
e) Arcane sight (9th)
f) Discover spells - know what other spells of a level a target has (13th)
g) Absorb and instant recast (20th)

Its a lot of levels, but the combo is VERY versatile. All of this and up to 4th level spells in certain schools. Not the evocation, but Touch of idiocy - very good against spellcasters and Truestrike are available!

The feats I used were

Spell Artist - Makes the spells virtually impossible to counter
Two weapon fighting - I did not go strength
BattleMage - Rather underrated: +2 on concentration, plus mini-Chain spell.
Complex 3. - invisibilty, flight etc. Sorcerous Blast and the awesome Blast of Castigation!
Complex 5. - Gird the Warrior and Spell Resistance
Close Quarter Combat - one of the few abilities that allow non-str fighters to counter grapples effectively.
Arcane Strike - Nice one this, bolster your melee ability ... and here is the nice touch, if there are enemy spell casters in the area you can steal their spells to power it up rather than your own! True only 1 level / level of ST at a time but at 10th level and beyond most incidental battles will be powered from the previous one, if there are casters involved.
If you were evil you could even 'save' the enemy caster to drain his powers - then kill him ... nasty but useful.

Hope this helps you.
 

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