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Masters of Blade Magic: A Swordmage Handbook (By Herid_Fel)
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<blockquote data-quote="Veep" data-source="post: 6707973" data-attributes="member: 6793297"><p style="text-align: center"><span style="font-size: 18px"><strong><u><strong>Baseline Mechanics</strong></u></strong></span></p><p></p><p><strong>HP, Surges, and Proficiencies</strong></p><p> </p><p><span style="color: #0000ff"><strong>Hit Points</strong></span> - 15 + Con score at 1st level; 6 at each level thereafter. This is the standard amount for a defender, and two of the three swordmage builds use Constitution as their secondary ability. </p><p></p><p><span style="color: #0000ff"><strong>Healing Surges</strong></span> - 8 + Con modifier. While this starts out a little under the average for defenders, the aforementioned Constitution affinity makes up for it.</p><p></p><p><span style="color: #0000ff"><strong>Proficiencies</strong></span> - Due to your class features, you <em>will</em> be using light blades and heavy blades, so only getting military light and heavy blades (and simple ranged weapons) isn't too onerous. And that said, heavy and light blades are accurate and reasonably damaging, and for the implement powers, what the form the weapon takes doesn't really matter. Leather armor proficiency only is low for a defender, though Swordmage Warding and Int as the primary ability mitigate this drawback for the most part.</p><p> </p><p><strong>Features</strong></p><p> </p><p><strong><span style="color: #800080">Swordbond</span></strong> - It's nice to have, but between the standard action to use it and the limited circumstances where it comes in handy, it'll primarily be used for flavor. The feats which improve it don't improve it enough. You can ignore this feature.</p><p></p><p><strong><span style="color: #00ccff">Swordmage Aegis</span></strong> - This is the center of what makes you a defender. While you don't mark as easily as a warden or a fighter, you don't have to remain adjacent to your target to enforce the mark. Your mark is sustained without additional actions or attacks, making it equal to the battlemind's. Finally, you can take feats to significantly improve your marking ability at paragon (Double Aegis) and epic (Total Aegis) tiers, making you one of the premier multi-markers without forcing you to choose certain powers.</p><p></p><p><strong><span style="color: #0000ff">Swordmage Warding</span></strong> - This makes up for your leather armor. Though it works with a two-handed blade, you will want to make use of it along with a one-handed blade to get the maximum +3 bonus. Thanks to errata, you no longer have to worry about losing it for the encounter if you are knocked out. You gain your warding with any armor choice, meaning that a swordmage in heavy armor still gains its full benefit. </p><p> </p><p style="text-align: center"><span style="font-size: 18px"><strong><u><strong>Races</strong></u></strong></span></p><p></p><p><strong>Races - PHB</strong></p><p> </p><p><strong>Dragonborn</strong> - Dragonborn now get a choice of either secondary skill for a swordmage. The added synergy of getting Constitution to healing surge value and the ability boost have improved dragonborn to black. The dragonfear racial power also benefits a swordmage more than the default dragon breath, so take a look at that power.</p><p></p><p><strong>Dwarf</strong> - While the dwarf also gets a bonus to a secondary ability, it's the more useful one. Dwarves' racial features (especially second wind as a minor, resist forced movement/prone) also lend themselves to defender classes. The lack of an Intelligence bonus and lower movement are the only things which hold it back from blue.</p><p></p><p><strong></strong></p><p><strong><span style="color: #00ccff">Eladrin</span></strong> - Speaking of Intelligence bonuses, the eladrin is the first PHB race to have one. Given the importance of Intelligence for a swordmage, this can't be undersold. While Dexterity is of less use to a swordmage than other abilities, it does give access to weapon feats and Improved Swordmage Warding. With the new Essentials choice of ability score bonuses, you can also pump up your Charisma (and thereby your Will defense) as well. Thanks to other racial feats, and the synergy that fey step has with swordmage powers, eladrin is an excellent choice for a swordmage.</p><p></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Elf</span></strong> - Elves have gone up in value since Essentials gave them the choice of a bonus to Intelligence. Now, they're roughly equivalent to old eladrin. The added ability to hit balances out the decrease in mobility.</p><p></p><p><strong> Half-Elf</strong> - The half-elf gets a bonus to Constitution, which is nice. Two of the best choices for Dilettante are Magic Weapon (for general ally buffing) and Eldritch Strike (so you don't have to take Intelligent Blademaster for a good MBA). You can also take dilettante powers from a few implement-wielding classes, but then you have to find a way to use your sword as an implement or reach back for a second implement when you want to employ your dilettante power. You're not getting much benefit from access to elf feats, but access to human feats can come in handy on occasion.</p><p></p><p><strong><span style="color: #800080">Halfling</span></strong> - You don't get a bonus to any abilities that matter to a swordmage (save Constitution, with the new Essentials bonuses, and that's a minor benefit). You're Small, so you'll use a rapier (thanks to the errata changing it into a military light blade). Still, if you want to play a Small swordmage, be a gnome. </p><p></p><p><span style="color: #00ccff"><strong>Human</strong></span> - Swordmages have less dependence on secondary abilities than many other classes, so the floating +2 isn't as great a disadvantage as with other classes. You also get bonuses to your defenses and a bonus feat. Swordmages are feat-starved at early levels, so you are more effective out of the gate than some other races. Getting a third at-will also means that you can grab something other than sword burst and booming blade/frigid blade.</p><p></p><p><span style="color: #00ccff"><strong> Tiefling</strong></span> - The tiefling gets a bonus to Intelligence, which, as stated before, is vital for a swordmage. Bloodhunt is generally useful, and the improved form of Infernal Wrath means that enemies get a small catch-22 (one which stacks with White Lotus Riposte, no less). The fire resistance is ok, if not overwhelming. They also have picked a few feats from their PHB series book, leading them to be an excellent choice.</p><p> </p><p><strong>Races - PHB 2</strong></p><p> </p><p><strong><span style="color: #00ccff">Deva</span></strong> - This race has an Intelligence bonus, and its racial ability can usually turn one failed roll into a success each encounter. It also gets a defense bonus for most of the second half of a fight, and its resistances make it stand up strong against undead.</p><p></p><p><strong><span style="color: #0000ff">Gnome</span></strong> - While many of the problems that affect the halfling also affect the gnome, the Intelligence bonus really reverses things. Fade Away works better for the gnome as a swordmage than it would for other defender classes. They didn't gain anything from their choice of secondary ability scores.</p><p></p><p><strong>Goliath</strong> - The goliath has bonuses to both of the swordmage secondaries, but no Int bonus. That said, since most swordmages don't need much besides Intelligence and a bit of Str/Con, you can go with 18 Int pre-racial and still have enough Strength and Constitution to qualify for Greater Swordmage Warding in paragon. <em>Stone's endurance</em> is also a great power for a defender.</p><p></p><p><strong>Half-Orc</strong> - Half-orcs get a bonus to either secondary ability ever since their Essentials update, which helps them out some (though not as much as Int would, of course). Furious Assault is of less benefit to swordmages than to some other classes, since swordmages are more likely to use longswords than larger, more damaging weapons. On the other hand, Half-orc Resilience should trigger every combat, and the Str/Dex combination is required to qualify for a lot of heavy blade feats. Half-orcs also have a racial paragon path made for swordmages which provides them with some good benefits if going the assault route.</p><p></p><p><strong><span style="color: #800080">Shifter, Longtooth</span></strong> - The Strength bonus and regeneration from the shifting racial power is enough to keep this race from the bottom of the barrel, but it's a close thing. Not much else to say.</p><p></p><p><strong></strong></p><p><strong><span style="color: #ff0000">Shifter, Razorclaw</span></strong> - Ability bonuses which don't help a swordmage, a shifting power that's of less help than the longtooth's, and ... I'm out of racial features to discuss.</p><p> </p><p><strong>Races - PHB 3</strong></p><p> </p><p><strong><span style="color: #00ccff">Githzerai</span></strong> - The racial abilities are useful to a defender. Defended Mind helps you recover from conditions that shut down most defenders cold, and Iron Mind comes in handy when your enemy doesn't ignore your mark. A +2 bonus to initiative checks is never bad either, and the shift with your second wind can help you disengage if you're really hurting. Oh, and to top it off, they can get a bonus to Intelligence as well.</p><p></p><p><strong>Minotaur</strong> - The racial features have improved slightly, making minotaurs tougher and helping the ones who pump Constitution over Strength. There are also a couple of good racial feats, such as Bloodied Ferocity. That improves them to average.</p><p></p><p><strong><span style="color: #00ccff">Shardmind</span> - </strong>Based on the bonus to Intelligence and racial teleporting ability, the shardmind began at blue. Once all of the nifty out-of-combat benefits were accounted for, as well as more feat support than the changeling has had in the last year, I think it's safe to move up the shardmind to light blue.<strong></strong></p><p><strong></strong></p><p><strong>Wilden</strong> - The racial ability modifier helps Constitution, which is ok. Hardy Form is a little help to shore up the Will save. Finally, you can probably make use of any of the racial powers, though two of them use your immediate action. This race isn't much above purple, but there are a few racial feats which help wilden defenders: Burden of Guardianship in heroic, Burden of Liberty and Secret of Escape in paragon, and Secret of Enduring Vigor in epic.</p><p> </p><p><strong>Races - Other Rulebooks</strong></p><p> </p><p><span style="color: #ff0000"><strong>Bladeling (MOTP)</strong></span> - The bladeling's racial power has the same problem as the dragonborn's, and the ability modifiers have the same problem as the elf's. There's also no racial support. Wait for a Winning Races article, but even then, you'll probably remain disappointed.</p><p></p><p><strong><span style="color: #0000ff">Changeling</span> (EPG)</strong> - This is a non-standard choice, but it comes with a bonus to Intelligence. The other powers and racial traits are ok (Will tends to be the weak defense for a swordmage, so boosting it is nice).</p><p></p><p><strong><span style="color: #800080">Drow </span>(FRPG)</strong> - While you can give your enemies two bad choices with your cloud of darkness (attack you in the cloud, or your allies with the mark penalty, potentially triggering your aegis), the other drow abilities are of little use to a swordmage, and the racial ability modifiers are no good. No help from Essentials with the ability score selection either. No Intelligence for drow? That's weird.</p><p></p><p><strong><span style="color: #00ccff">Genasi</span> (FRPG)</strong> - This is the race for the archetypal assault swordmage build. There's good racial feat support for the class, and the various elemental manifestations allow you to tailor your character's resistances for a story arc. This is a very strong choice. Oh, and now that they gain Constitution as a choice in place of Strength, they're everything a shielding or ensnaring swordmage would want (at least in terms of ability scores).</p><p></p><p><strong><span style="color: #ff0000">Goblin</span> (DSH)</strong> - Goblins are Small, get little feat support, and Goblin Tactics is the opposite of why a defender should be using an immediate action. Avoid them.</p><p></p><p><strong><span style="color: #0000ff">Hamadryad</span> (HotFey)</strong> - If you're ok with not getting any racial feat support, then hamadryad isn't actually a bad choice. You get a racial power that's functionally equivalent to the goliath's <em>stone's endurance</em>, a +2 bonus to saving throws against some nasty conditions, and the ever-important bonus to Intelligence.</p><p></p><p><strong><span style="color: #0000ff">Kalashtar</span> (EPG)</strong> - Dual Soul moves up the save for dazed and dominated, but it doesn't help you succeed at it. Bastion of Mental Clarity does help you avoid being hit in the first place. With their new choice of Intelligence in place of Wisdom, they make good swordmages, if not amazing ones. Maybe if they ever get some feat support...</p><p></p><p><strong><span style="color: #0000ff"></span></strong></p><p><strong><span style="color: #0000ff"></span><strong><span style="color: #800080">Kobold (DSH)</span></strong><span style="color: #0000ff"> - </span></strong>The kobold is fighting uphill, thanks to its size. With the nerf going from Shifty to Shifty Maneuver, kobolds are a worse race as a result.<strong><span style="color: #0000ff"></span></strong></p><p><strong><span style="color: #0000ff"></span></strong></p><p><strong><span style="color: #0000ff">Mul</span> (DSCS)</strong> - Mul holds the distinction of being the first race to get a blue rating for swordmages which does not get a racial bonus to Intelligence. They gain access to dwarven feats which allow them to use their second winds without spending a standard action, a racial encounter power that's tailor-made for defenders, and a bonus to Constitution and Strength (for assault swordmages) or Wisdom (for Will defense). They are tough as nails, and while they have an easier time with other defender classes, they work well as swordmages. </p><p></p><p><strong><span style="color: #00ccff">Pixie</span> (HotFey)</strong> - Pixies have at-will flight. That makes them unique, but they also can play some neat defender tricks with being Tiny (while not suffering as much as other defenders might - a swordmage is usually fine sticking with a rapier anyway), and they definitely get the best feat support of any of the new races in Heroes of the Feywild. Oh, and Int bonus too. </p><p></p><p><strong><span style="color: #ff0000">Satyr</span> (HotFey)</strong> - No Int bonus, and its grab-bag of racial features don't help defenders. Avoid.</p><p></p><p><strong><span style="color: #ff0000">Shade</span> (HoS)</strong> - The shade is the flip side of the mul, in that it's the first race with a racial bonus to Intelligence that is lower than blue. Why give up a healing surge for darkvision, training in Stealth, and a racial power thats wholly unsuited for being a defender? Be eladrin if you want to be an Int/Cha character, and enjoy some actual feat support.</p><p></p><p><strong>Svirfneblin (DSH)</strong> - No Int bonus, and low speed. The darkvision is good in the right campaign, and the racial ability can come in handy if you have an extra minor action.</p><p></p><p><strong><span style="color: #800080">Thri-Kreen</span> (DSCS)</strong> - The thri-kreen is very similar to an elf in terms of racial features. It's slightly better in terms of ability bonuses, but slightly worse in racial powers. Either way, not great for swordmages.</p><p></p><p><strong><span style="color: #800080">Vryloka</span> (HoS)</strong> - No Int bonus, and the racial power is not made for swordmages who will rarely be the ones to kill or bloody enemies. The racial necrotic resistance keeps it from being red.</p><p></p><p><strong><span style="color: #00ccff">Warforged</span> (EPG)</strong> - Warforged are equal to goliaths in toughness, and their racial abilities and racial feats work as well for swordmages as for any other class. Oh, and now that they can be Intelligence/Constitution, they jump up in color just the way that githzerai did when their flex stat was announced.</p><p></p><p> </p><p></p><p><strong>Races - Dragon</strong></p><p> </p><p><strong>Gnoll (D367)</strong> - The gnoll's racial traits lend it more to striker than defender, but it does get a Constitution boost and moves faster than any other race besides the elf. Gnoll Claw Fighter also makes it the only race which can get Swordmage Warding while unarmed. </p><p></p><p><strong><span style="color: #ff0000">Hengeyokai (D404)</span></strong> - This race has no feat support and will never have it. It lacks a bonus to Intelligence or either of a swordmage's secondary abilities. If you want to play a shapechanger, go for changeling. </p><p></p><p><strong><span style="color: #00ccff">Hobgoblin</span> (D419)</strong> - Hobgoblins get a bonus to Constitution, and with their write-up in Dragon, they can now get Intelligence as their flex stat. Even though their racial feats will probably not benefit you, their racial power can be good to shed a non-stun/dominate condition.</p><p></p><p><strong>Revenant (D 376/HoS)</strong> - The race gets a bonus to Constitution, and Unnatural Vitality gives you an extra turn standing when other defenders would drop. You also get a better form of the half-elf's Dual Heritage in that you can choose which race to get the benefit from (sadly, elves have few good racial feats that don't involve elven accuracy). Choosing eladrin gives you access to fey step instead of dark reaping, as well as the other good eladrin swordmage feats. With some of their racial feats being of great use to defenders, this race is on the cusp of being rated higher, despite lacking a bonus to Intelligence.</p><p></p><p><strong><span style="color: #00ccff">Shadar-Kai</span> (D 372)</strong> - Intelligence bonus and a racial power that's better than fey step puts this class to blue, and I've found two racial feats which kick it into light blue (barely). The race could still use more racial support, but they make good assault swordmages. </p><p> </p><p><strong>Races - Monster Manuals</strong></p><p> </p><p><strong>Bugbear (MM)</strong> - This race gets a Strength bonus, which is some help, but it also gets Oversized. This racial trait is overpowered, but for a swordmage, it means you can use weapons with decently large damage dice. Its other racial power also emphasizes damage, so bugbear swordmages tend to be on the fragile side.</p><p></p><p><strong><span style="color: #ff0000">Bullywug</span> (MM 2)</strong> - I don't care about the Constitution bonus. That's a useless racial trait, and swamp walk is not going to come in handy 9 times out of 10.</p><p></p><p><strong><span style="color: #800080">Duergar</span> (MM 2)</strong> - The bright sides are that duergar get a Constitution bonus, darkvision, and that their racial power uses Constitution for the attack. The downside is that's basically it.</p><p></p><p><strong><span style="color: #00ccff">Githyanki</span> (MM)</strong> - This race is so well-suited for swordmages that some people were upset it's not in PHB3 for that reason. Racial bonuses to the swordmage's abilities, a bonus to Will and saves vs. charm, and a racial power that helps mobility for you or an ally - all these things are good for swordmages, and there's also a generic boost to initiative.</p><p></p><p><strong><span style="color: #ff0000">Kenku</span> (MM 2)</strong> - The kenku's racial abilities aren't useful to a swordmage, and you don't get good feat support. Flock Effect is mildly useful, but is really made for rogues, not swordmages.</p><p></p><p><strong><span style="color: #800080">Orc</span> (MM)</strong> - Orcs get a bonus to both secondary abilities for a swordmage, but their racial power triggers on Strength, not an ability of your choice. You're forced into assault swordmage if you want to make use of it, and you have better feat support with goliaths, warforged, and minotaurs.</p><p> </p><p></p><p><span style="font-size: 18px"><strong><u><strong>Ability Scores</strong></u></strong></span></p><p></p><p><strong>Strength</strong> - Before Arcane Power, you only needed Strength if you were an assault swordmage (and even then, it only helped with the kicker on a couple powers if you took Intelligent Blademaster). Now, with Greater Swordmage Warding helping to bring up your AC and dealing with some of your feat dependency, it's worth starting with 12, post-racial. Only go to the high end if you're an assault swordmage, preferably one with a decent Dexterity to allow for heavy blade weapon feats. (Recommended Starting Score: 10-16, before racial adjustments) </p><p></p><p><strong><span style="color: #0000ff">Constitution</span> - </strong>This is the secondary ability of choice for most swordmages. It gives you more hit points, more healing surges, and if you're a shielding swordmage, more damage prevented with your aegis. (Recommended Starting Score: 12-16, before racial adjustments)</p><p></p><p><strong><span style="color: #800080">Dexterity</span> - </strong>Intelligence is going to be affecting your Reflex defense, and you don't have any class skills affected by this ability. The reasons to avoid dumping this ability are initiative and feat prerequisites, especially weapon feats. If you don't care about those feats or a -1 to initiative, then go ahead and dump it. (Recommended Starting Score: 8-12, before racial adjustments) </p><p></p><p><span style="color: #ff9900"><strong>Intelligence</strong></span> - This affects your attacks, your AC and Reflex defenses, two of your class skills, and is basically used as a yardstick for how effective you'll be. Start high, and raise every opportunity. (Recommended Starting Score: 16-18, before racial adjustments) </p><p></p><p><strong>Wisdom</strong> - You need to get your Will defense from somewhere. This helps one of your class skills and your passive Perception. It also becomes very valuable if you take the Wandering Swordmage paragon path. (Recommended Starting Score: 8-14, before racial adjustments)</p><p></p><p><strong><span style="color: #ff0000">Charisma</span> - </strong>You may get two class skills which key off it, but other people will typically have better modifiers with them. There's also a skill power which ameliorates a low score here. Worth boosting if you get a racial bonus - as I said in Wisdom, you need to get your Will defense from somewhere. (Recommended Starting Score: 8-12, before racial adjustments)</p><p></p><p><span style="font-size: 18px"><strong><u><strong>Skills</strong></u></strong></span></p><p></p><p><strong>Skills - Swordmage Class List</strong></p><p> </p><p><strong><span style="color: #00ccff">Arcana</span></strong> - Automatic skill for you, but it's worth it. It's based off Intelligence, helps identify several nasties, and works well enough in a lot of skill challenges.</p><p><strong></strong></p><p><strong><span style="color: #0000ff">Athletics</span></strong> - This is used for jumping, climbing, swimming, and escapes from grabs. You aren't going to do so well with Acrobatics. </p><p><strong></strong></p><p><strong><span style="color: #ff0000">Diplomacy</span></strong> - Someone else better than you will almost always have this trained. Diplomacy is too important otherwise.</p><p><strong></strong></p><p><strong><span style="color: #0000ff">Endurance</span></strong> - You'll have a good modifier here if you favor Constitution. The only reason to avoid training it is if your DM doesn't use the things (disease, rough terrain, etc.) that would require you to roll it. It also has a couple of strong skill powers (Reactive Surge being a fun one).</p><p><strong><span style="color: #0000ff"></span></strong></p><p><strong><span style="color: #0000ff">History</span></strong> - More for the skill challenges than anything else. It does work off Intelligence, so you'll have a good modifier there.</p><p><strong></strong></p><p><strong>Insight</strong> - This is the main reason to favor Wisdom over Charisma (that, and Wandering Swordmage). It's also something for you to use during social time, where you can assist without fear of causing a failure. Finally, Insight has some of the best choices for skill powers. It's not enough to improve the skill to blue because swordmages have good utility powers already, but if you have an extra feat to grab the Skill Power feat, take a look at what's available.</p><p></p><p><strong><span style="color: #800080">Intimidate</span></strong> - Someone else will probably have Charisma as a primary ability. That person will be more intimidating. On the off-chance that the resident social monkey doesn't have it trained, it's worth taking.</p><p> </p><p><strong>Skills - Other</strong></p><p> </p><p><strong>Acrobatics</strong> - Worth taking if you're a race that gets a Dexterity bonus (or racial skill bonus). The main benefits are escaping from grabs and negating falling damage (the former more than the latter, especially at higher levels). </p><p></p><p><span style="color: #ff0000"><strong>Bluff</strong></span> - See Diplomacy.</p><p></p><p><strong><span style="color: #ff0000">Dungeoneering</span></strong>- Very campaign-dependent, and if it's important, someone with a Wisdom-based class will take it before you.</p><p></p><p><strong><span style="color: #ff0000"> Heal</span></strong> - The Heal checks you'll trigger are at a low enough DC that you don't need to be trained.</p><p></p><p><strong>Nature</strong> - This skill helps in different skill challenges than your other skills, and having it trained allows you to identify more enemy types.</p><p></p><p><strong><span style="color: #0000ff"> Perception</span></strong> - It's nice to have, but know that someone else will probably be better at it than you. It can get you acting in a surprise round, which makes it more valuable than the other non-class skills.</p><p></p><p><strong>Religion</strong> - You might have a better skill check than another divine character who's trained in it, thanks to favoring Intelligence. It also allows you to identify more enemy types.</p><p></p><p><strong><span style="color: #ff0000"> Stealth</span></strong> - You are not a rogue. A lack of armor penalty doesn't mean you're good at sneaking. Your Dexterity bonus won't keep up with monsters' passive perception checks.</p><p></p><p><strong><span style="color: #800080"> Streetwise</span></strong> - See Intimidate. </p><p></p><p><strong><span style="color: #ff0000"> Thievery</span></strong> - Can't anyone else do this? You're not going to have a high Dexterity, and thieves' tools can only go so far.</p><p> </p><p style="text-align: center"><span style="font-size: 18px"><strong><u><strong>Themes</strong></u></strong></span></p><p></p><p><strong>Themes</strong></p><p> </p><p><span style="color: #0000ff"><strong>Earthforger (HotEC)</strong></span> - The level 1 power's main drawback (slowed) matters less to someone who can teleport everywhere. At level 10, being able to reduce forced movement can be very nice. The level 2 swap also comes in handy for assault swordmages, and it even scales. Of course, it is campaign-dependent (aerial and underwater combat both remove nearly all its benefits).</p><p></p><p><span style="color: #0000ff"><strong>Elemental Initiate (HotEC)</strong></span> - Disciplined Counter helps out nicely with a catch-22, while the level 10 feature boosts one of your secondary defenses. Both the level 6 and 10 powers can be worth swapping for, though remember that the level feature's power bonus to Will doesn't stack with the power bonuses from the optional utility powers.</p><p></p><p><strong>Fey Beast Tamer (HotFey)</strong> - You're able to gain just as great a benefit from a +1 power bonus to all defenses (or +2 power bonus to damage) and easy CA as any other PC. Nothing special about it, though, and the companions don't share your defenses or your mobility.</p><p></p><p><span style="color: #0000ff"><strong>Gladiator (DSCS)</strong></span> - Strong encounter attack, and Keep them Close is a great epic feat. Gladiator Champion also doesn't require a fighter multiclass if you take this theme.</p><p></p><p><span style="color: #00ccff"><strong>Guardian (D399)</strong></span> - A strong encounter attack power (Lightning Rush junior), and a useful level 10 feature if you get your DM to say your bonded charge can be one of your fellow PCs. Even the bonuses to Insight and Perception aren't bad. It does become <strong>less useful</strong> when you get enough immediate action attacks that another one doesn't help.</p><p></p><p><strong>Harper Agent (NW)</strong> - The features are somewhat disappointing in that there's really only one of them (that grows more flexible), but hitting when you would have missed or saving when you would have failed can come in handy. <strong>Spellscarred Harbinger (NW)</strong> is pretty similar in terms of flexibility of effects without gaining more of them.</p><p></p><p><span style="color: #0000ff"><strong>Noble Adept (DSCS)</strong></span> - Ignore the power swaps. You're taking this theme for a generic d20 roll booster, and it's good enough to stand on its own. Helping out your allies or yourself means it should always have a chance to change a miss into a hit (or a failed saving throw into a successful one).</p><p></p><p><span style="color: #00ccff"><strong>Order Adept (D399)</strong></span> - Guh. The attack's the worst part of this theme, and it isn't that bad in heroic. Wizards have excellent utilities that even rival what swordmages get naturally, and a bonus to Arcana and Will to boot? It's a mighty strong choice.</p><p></p><p><span style="color: #0000ff"><strong>Primal Guardian (DSCS)</strong></span> - You're taking this theme for its power swaps. While the encounter powers aren't quite as good as Dimensional Vortex or Transposing Lunge (for shielding swordmages), the daily attacks are nearly as good as full warden dailies. Encounter-long benefits are good to have.</p><p></p><p><span style="color: #0000ff"><strong>Sohei (D404)</strong></span> - The point of this theme for you is not the minor action attack (though you probably will get some use from it): it is access to all the utilities that defenders can use to avoid being dazed/stunned/dominated. That level 10 feature also helps with that. Of course, if you have the action, an extra smack in the face isn't bad.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707973, member: 6793297"] [CENTER][Size=5][b][u][b]Baseline Mechanics[/b][/u][/b][/size][/CENTER] [b]HP, Surges, and Proficiencies[/b] [COLOR=#0000ff][b]Hit Points[/b][/COLOR] - 15 + Con score at 1st level; 6 at each level thereafter. This is the standard amount for a defender, and two of the three swordmage builds use Constitution as their secondary ability. [COLOR=#0000ff][b]Healing Surges[/b][/COLOR] - 8 + Con modifier. While this starts out a little under the average for defenders, the aforementioned Constitution affinity makes up for it. [COLOR=#0000ff][b]Proficiencies[/b][/COLOR] - Due to your class features, you [i]will[/i] be using light blades and heavy blades, so only getting military light and heavy blades (and simple ranged weapons) isn't too onerous. And that said, heavy and light blades are accurate and reasonably damaging, and for the implement powers, what the form the weapon takes doesn't really matter. Leather armor proficiency only is low for a defender, though Swordmage Warding and Int as the primary ability mitigate this drawback for the most part. [b]Features[/b] [b][COLOR=#800080]Swordbond[/COLOR][/b] - It's nice to have, but between the standard action to use it and the limited circumstances where it comes in handy, it'll primarily be used for flavor. The feats which improve it don't improve it enough. You can ignore this feature. [b][COLOR=#00ccff]Swordmage Aegis[/COLOR][/b] - This is the center of what makes you a defender. While you don't mark as easily as a warden or a fighter, you don't have to remain adjacent to your target to enforce the mark. Your mark is sustained without additional actions or attacks, making it equal to the battlemind's. Finally, you can take feats to significantly improve your marking ability at paragon (Double Aegis) and epic (Total Aegis) tiers, making you one of the premier multi-markers without forcing you to choose certain powers. [b][COLOR=#0000ff]Swordmage Warding[/COLOR][/b] - This makes up for your leather armor. Though it works with a two-handed blade, you will want to make use of it along with a one-handed blade to get the maximum +3 bonus. Thanks to errata, you no longer have to worry about losing it for the encounter if you are knocked out. You gain your warding with any armor choice, meaning that a swordmage in heavy armor still gains its full benefit. [CENTER][Size=5][b][u][b]Races[/b][/u][/b][/size][/CENTER] [b]Races - PHB[/b] [b]Dragonborn[/b] - Dragonborn now get a choice of either secondary skill for a swordmage. The added synergy of getting Constitution to healing surge value and the ability boost have improved dragonborn to black. The dragonfear racial power also benefits a swordmage more than the default dragon breath, so take a look at that power. [b]Dwarf[/b] - While the dwarf also gets a bonus to a secondary ability, it's the more useful one. Dwarves' racial features (especially second wind as a minor, resist forced movement/prone) also lend themselves to defender classes. The lack of an Intelligence bonus and lower movement are the only things which hold it back from blue. [b] [COLOR=#00ccff]Eladrin[/COLOR][/b] - Speaking of Intelligence bonuses, the eladrin is the first PHB race to have one. Given the importance of Intelligence for a swordmage, this can't be undersold. While Dexterity is of less use to a swordmage than other abilities, it does give access to weapon feats and Improved Swordmage Warding. With the new Essentials choice of ability score bonuses, you can also pump up your Charisma (and thereby your Will defense) as well. Thanks to other racial feats, and the synergy that fey step has with swordmage powers, eladrin is an excellent choice for a swordmage. [b] [COLOR=#0000ff]Elf[/COLOR][/b] - Elves have gone up in value since Essentials gave them the choice of a bonus to Intelligence. Now, they're roughly equivalent to old eladrin. The added ability to hit balances out the decrease in mobility. [b] Half-Elf[/b] - The half-elf gets a bonus to Constitution, which is nice. Two of the best choices for Dilettante are Magic Weapon (for general ally buffing) and Eldritch Strike (so you don't have to take Intelligent Blademaster for a good MBA). You can also take dilettante powers from a few implement-wielding classes, but then you have to find a way to use your sword as an implement or reach back for a second implement when you want to employ your dilettante power. You're not getting much benefit from access to elf feats, but access to human feats can come in handy on occasion. [b][COLOR=#800080]Halfling[/COLOR][/b] - You don't get a bonus to any abilities that matter to a swordmage (save Constitution, with the new Essentials bonuses, and that's a minor benefit). You're Small, so you'll use a rapier (thanks to the errata changing it into a military light blade). Still, if you want to play a Small swordmage, be a gnome. [COLOR=#00ccff][b]Human[/b][/COLOR] - Swordmages have less dependence on secondary abilities than many other classes, so the floating +2 isn't as great a disadvantage as with other classes. You also get bonuses to your defenses and a bonus feat. Swordmages are feat-starved at early levels, so you are more effective out of the gate than some other races. Getting a third at-will also means that you can grab something other than sword burst and booming blade/frigid blade. [COLOR=#00ccff][b] Tiefling[/b][/COLOR] - The tiefling gets a bonus to Intelligence, which, as stated before, is vital for a swordmage. Bloodhunt is generally useful, and the improved form of Infernal Wrath means that enemies get a small catch-22 (one which stacks with White Lotus Riposte, no less). The fire resistance is ok, if not overwhelming. They also have picked a few feats from their PHB series book, leading them to be an excellent choice. [b]Races - PHB 2[/b] [b][COLOR=#00ccff]Deva[/COLOR][/b] - This race has an Intelligence bonus, and its racial ability can usually turn one failed roll into a success each encounter. It also gets a defense bonus for most of the second half of a fight, and its resistances make it stand up strong against undead. [b][COLOR=#0000ff]Gnome[/COLOR][/b] - While many of the problems that affect the halfling also affect the gnome, the Intelligence bonus really reverses things. Fade Away works better for the gnome as a swordmage than it would for other defender classes. They didn't gain anything from their choice of secondary ability scores. [b]Goliath[/b] - The goliath has bonuses to both of the swordmage secondaries, but no Int bonus. That said, since most swordmages don't need much besides Intelligence and a bit of Str/Con, you can go with 18 Int pre-racial and still have enough Strength and Constitution to qualify for Greater Swordmage Warding in paragon. [i]Stone's endurance[/i] is also a great power for a defender. [b]Half-Orc[/b] - Half-orcs get a bonus to either secondary ability ever since their Essentials update, which helps them out some (though not as much as Int would, of course). Furious Assault is of less benefit to swordmages than to some other classes, since swordmages are more likely to use longswords than larger, more damaging weapons. On the other hand, Half-orc Resilience should trigger every combat, and the Str/Dex combination is required to qualify for a lot of heavy blade feats. Half-orcs also have a racial paragon path made for swordmages which provides them with some good benefits if going the assault route. [b][COLOR=#800080]Shifter, Longtooth[/COLOR][/b] - The Strength bonus and regeneration from the shifting racial power is enough to keep this race from the bottom of the barrel, but it's a close thing. Not much else to say. [b] [COLOR=#ff0000]Shifter, Razorclaw[/COLOR][/b] - Ability bonuses which don't help a swordmage, a shifting power that's of less help than the longtooth's, and ... I'm out of racial features to discuss. [b]Races - PHB 3[/b] [b][COLOR=#00ccff]Githzerai[/COLOR][/b] - The racial abilities are useful to a defender. Defended Mind helps you recover from conditions that shut down most defenders cold, and Iron Mind comes in handy when your enemy doesn't ignore your mark. A +2 bonus to initiative checks is never bad either, and the shift with your second wind can help you disengage if you're really hurting. Oh, and to top it off, they can get a bonus to Intelligence as well. [b]Minotaur[/b] - The racial features have improved slightly, making minotaurs tougher and helping the ones who pump Constitution over Strength. There are also a couple of good racial feats, such as Bloodied Ferocity. That improves them to average. [b][COLOR=#00ccff]Shardmind[/COLOR] - [/b]Based on the bonus to Intelligence and racial teleporting ability, the shardmind began at blue. Once all of the nifty out-of-combat benefits were accounted for, as well as more feat support than the changeling has had in the last year, I think it's safe to move up the shardmind to light blue.[b] Wilden[/b] - The racial ability modifier helps Constitution, which is ok. Hardy Form is a little help to shore up the Will save. Finally, you can probably make use of any of the racial powers, though two of them use your immediate action. This race isn't much above purple, but there are a few racial feats which help wilden defenders: Burden of Guardianship in heroic, Burden of Liberty and Secret of Escape in paragon, and Secret of Enduring Vigor in epic. [b]Races - Other Rulebooks[/b] [COLOR=#ff0000][b]Bladeling (MOTP)[/b][/COLOR] - The bladeling's racial power has the same problem as the dragonborn's, and the ability modifiers have the same problem as the elf's. There's also no racial support. Wait for a Winning Races article, but even then, you'll probably remain disappointed. [b][COLOR=#0000ff]Changeling[/COLOR] (EPG)[/b] - This is a non-standard choice, but it comes with a bonus to Intelligence. The other powers and racial traits are ok (Will tends to be the weak defense for a swordmage, so boosting it is nice). [b][COLOR=#800080]Drow [/COLOR](FRPG)[/b] - While you can give your enemies two bad choices with your cloud of darkness (attack you in the cloud, or your allies with the mark penalty, potentially triggering your aegis), the other drow abilities are of little use to a swordmage, and the racial ability modifiers are no good. No help from Essentials with the ability score selection either. No Intelligence for drow? That's weird. [b][COLOR=#00ccff]Genasi[/COLOR] (FRPG)[/b] - This is the race for the archetypal assault swordmage build. There's good racial feat support for the class, and the various elemental manifestations allow you to tailor your character's resistances for a story arc. This is a very strong choice. Oh, and now that they gain Constitution as a choice in place of Strength, they're everything a shielding or ensnaring swordmage would want (at least in terms of ability scores). [b][COLOR=#ff0000]Goblin[/COLOR] (DSH)[/b] - Goblins are Small, get little feat support, and Goblin Tactics is the opposite of why a defender should be using an immediate action. Avoid them. [b][COLOR=#0000ff]Hamadryad[/COLOR] (HotFey)[/b] - If you're ok with not getting any racial feat support, then hamadryad isn't actually a bad choice. You get a racial power that's functionally equivalent to the goliath's [i]stone's endurance[/i], a +2 bonus to saving throws against some nasty conditions, and the ever-important bonus to Intelligence. [b][COLOR=#0000ff]Kalashtar[/COLOR] (EPG)[/b] - Dual Soul moves up the save for dazed and dominated, but it doesn't help you succeed at it. Bastion of Mental Clarity does help you avoid being hit in the first place. With their new choice of Intelligence in place of Wisdom, they make good swordmages, if not amazing ones. Maybe if they ever get some feat support... [b][COLOR=#0000ff] [b][/b][/COLOR][b][COLOR=#800080]Kobold (DSH)[/COLOR][COLOR=#0000ff][/COLOR][/b][COLOR=#0000ff] - [/COLOR][/b]The kobold is fighting uphill, thanks to its size. With the nerf going from Shifty to Shifty Maneuver, kobolds are a worse race as a result.[b][COLOR=#0000ff] Mul[/COLOR] (DSCS)[/b] - Mul holds the distinction of being the first race to get a blue rating for swordmages which does not get a racial bonus to Intelligence. They gain access to dwarven feats which allow them to use their second winds without spending a standard action, a racial encounter power that's tailor-made for defenders, and a bonus to Constitution and Strength (for assault swordmages) or Wisdom (for Will defense). They are tough as nails, and while they have an easier time with other defender classes, they work well as swordmages. [b][COLOR=#00ccff]Pixie[/COLOR] (HotFey)[/b] - Pixies have at-will flight. That makes them unique, but they also can play some neat defender tricks with being Tiny (while not suffering as much as other defenders might - a swordmage is usually fine sticking with a rapier anyway), and they definitely get the best feat support of any of the new races in Heroes of the Feywild. Oh, and Int bonus too. [b][COLOR=#ff0000]Satyr[/COLOR] (HotFey)[/b] - No Int bonus, and its grab-bag of racial features don't help defenders. Avoid. [b][COLOR=#ff0000]Shade[/COLOR] (HoS)[/b] - The shade is the flip side of the mul, in that it's the first race with a racial bonus to Intelligence that is lower than blue. Why give up a healing surge for darkvision, training in Stealth, and a racial power thats wholly unsuited for being a defender? Be eladrin if you want to be an Int/Cha character, and enjoy some actual feat support. [b]Svirfneblin (DSH)[/b] - No Int bonus, and low speed. The darkvision is good in the right campaign, and the racial ability can come in handy if you have an extra minor action. [b][COLOR=#800080]Thri-Kreen[/COLOR] (DSCS)[/b] - The thri-kreen is very similar to an elf in terms of racial features. It's slightly better in terms of ability bonuses, but slightly worse in racial powers. Either way, not great for swordmages. [b][COLOR=#800080]Vryloka[/COLOR] (HoS)[/b] - No Int bonus, and the racial power is not made for swordmages who will rarely be the ones to kill or bloody enemies. The racial necrotic resistance keeps it from being red. [b][COLOR=#00ccff]Warforged[/COLOR] (EPG)[/b] - Warforged are equal to goliaths in toughness, and their racial abilities and racial feats work as well for swordmages as for any other class. Oh, and now that they can be Intelligence/Constitution, they jump up in color just the way that githzerai did when their flex stat was announced. [b]Races - Dragon[/b] [b]Gnoll (D367)[/b] - The gnoll's racial traits lend it more to striker than defender, but it does get a Constitution boost and moves faster than any other race besides the elf. Gnoll Claw Fighter also makes it the only race which can get Swordmage Warding while unarmed. [b][COLOR=#ff0000]Hengeyokai (D404)[/COLOR][/b] - This race has no feat support and will never have it. It lacks a bonus to Intelligence or either of a swordmage's secondary abilities. If you want to play a shapechanger, go for changeling. [b][COLOR=#00ccff]Hobgoblin[/COLOR] (D419)[/b] - Hobgoblins get a bonus to Constitution, and with their write-up in Dragon, they can now get Intelligence as their flex stat. Even though their racial feats will probably not benefit you, their racial power can be good to shed a non-stun/dominate condition. [b]Revenant (D 376/HoS)[/b] - The race gets a bonus to Constitution, and Unnatural Vitality gives you an extra turn standing when other defenders would drop. You also get a better form of the half-elf's Dual Heritage in that you can choose which race to get the benefit from (sadly, elves have few good racial feats that don't involve elven accuracy). Choosing eladrin gives you access to fey step instead of dark reaping, as well as the other good eladrin swordmage feats. With some of their racial feats being of great use to defenders, this race is on the cusp of being rated higher, despite lacking a bonus to Intelligence. [b][COLOR=#00ccff]Shadar-Kai[/COLOR] (D 372)[/b] - Intelligence bonus and a racial power that's better than fey step puts this class to blue, and I've found two racial feats which kick it into light blue (barely). The race could still use more racial support, but they make good assault swordmages. [b]Races - Monster Manuals[/b] [b]Bugbear (MM)[/b] - This race gets a Strength bonus, which is some help, but it also gets Oversized. This racial trait is overpowered, but for a swordmage, it means you can use weapons with decently large damage dice. Its other racial power also emphasizes damage, so bugbear swordmages tend to be on the fragile side. [b][COLOR=#ff0000]Bullywug[/COLOR] (MM 2)[/b] - I don't care about the Constitution bonus. That's a useless racial trait, and swamp walk is not going to come in handy 9 times out of 10. [b][COLOR=#800080]Duergar[/COLOR] (MM 2)[/b] - The bright sides are that duergar get a Constitution bonus, darkvision, and that their racial power uses Constitution for the attack. The downside is that's basically it. [b][COLOR=#00ccff]Githyanki[/COLOR] (MM)[/b] - This race is so well-suited for swordmages that some people were upset it's not in PHB3 for that reason. Racial bonuses to the swordmage's abilities, a bonus to Will and saves vs. charm, and a racial power that helps mobility for you or an ally - all these things are good for swordmages, and there's also a generic boost to initiative. [b][COLOR=#ff0000]Kenku[/COLOR] (MM 2)[/b] - The kenku's racial abilities aren't useful to a swordmage, and you don't get good feat support. Flock Effect is mildly useful, but is really made for rogues, not swordmages. [b][COLOR=#800080]Orc[/COLOR] (MM)[/b] - Orcs get a bonus to both secondary abilities for a swordmage, but their racial power triggers on Strength, not an ability of your choice. You're forced into assault swordmage if you want to make use of it, and you have better feat support with goliaths, warforged, and minotaurs. [Size=5][b][u][b]Ability Scores[/b][/u][/b][/size] [b]Strength[/b] - Before Arcane Power, you only needed Strength if you were an assault swordmage (and even then, it only helped with the kicker on a couple powers if you took Intelligent Blademaster). Now, with Greater Swordmage Warding helping to bring up your AC and dealing with some of your feat dependency, it's worth starting with 12, post-racial. Only go to the high end if you're an assault swordmage, preferably one with a decent Dexterity to allow for heavy blade weapon feats. (Recommended Starting Score: 10-16, before racial adjustments) [b][COLOR=#0000ff]Constitution[/COLOR] - [/b]This is the secondary ability of choice for most swordmages. It gives you more hit points, more healing surges, and if you're a shielding swordmage, more damage prevented with your aegis. (Recommended Starting Score: 12-16, before racial adjustments) [b][COLOR=#800080]Dexterity[/COLOR] - [/b]Intelligence is going to be affecting your Reflex defense, and you don't have any class skills affected by this ability. The reasons to avoid dumping this ability are initiative and feat prerequisites, especially weapon feats. If you don't care about those feats or a -1 to initiative, then go ahead and dump it. (Recommended Starting Score: 8-12, before racial adjustments) [COLOR=#ff9900][b]Intelligence[/b][/COLOR] - This affects your attacks, your AC and Reflex defenses, two of your class skills, and is basically used as a yardstick for how effective you'll be. Start high, and raise every opportunity. (Recommended Starting Score: 16-18, before racial adjustments) [b]Wisdom[/b] - You need to get your Will defense from somewhere. This helps one of your class skills and your passive Perception. It also becomes very valuable if you take the Wandering Swordmage paragon path. (Recommended Starting Score: 8-14, before racial adjustments) [b][COLOR=#ff0000]Charisma[/COLOR] - [/b]You may get two class skills which key off it, but other people will typically have better modifiers with them. There's also a skill power which ameliorates a low score here. Worth boosting if you get a racial bonus - as I said in Wisdom, you need to get your Will defense from somewhere. (Recommended Starting Score: 8-12, before racial adjustments) [Size=5][b][u][b]Skills[/b][/u][/b][/size] [b]Skills - Swordmage Class List[/b] [b][COLOR=#00ccff]Arcana[/COLOR][/b] - Automatic skill for you, but it's worth it. It's based off Intelligence, helps identify several nasties, and works well enough in a lot of skill challenges. [b] [COLOR=#0000ff]Athletics[/COLOR][/b] - This is used for jumping, climbing, swimming, and escapes from grabs. You aren't going to do so well with Acrobatics. [b] [COLOR=#ff0000]Diplomacy[/COLOR][/b] - Someone else better than you will almost always have this trained. Diplomacy is too important otherwise. [b] [COLOR=#0000ff]Endurance[/COLOR][/b] - You'll have a good modifier here if you favor Constitution. The only reason to avoid training it is if your DM doesn't use the things (disease, rough terrain, etc.) that would require you to roll it. It also has a couple of strong skill powers (Reactive Surge being a fun one). [b][COLOR=#0000ff] History[/COLOR][/b] - More for the skill challenges than anything else. It does work off Intelligence, so you'll have a good modifier there. [b] Insight[/b] - This is the main reason to favor Wisdom over Charisma (that, and Wandering Swordmage). It's also something for you to use during social time, where you can assist without fear of causing a failure. Finally, Insight has some of the best choices for skill powers. It's not enough to improve the skill to blue because swordmages have good utility powers already, but if you have an extra feat to grab the Skill Power feat, take a look at what's available. [b][COLOR=#800080]Intimidate[/COLOR][/b] - Someone else will probably have Charisma as a primary ability. That person will be more intimidating. On the off-chance that the resident social monkey doesn't have it trained, it's worth taking. [b]Skills - Other[/b] [b]Acrobatics[/b] - Worth taking if you're a race that gets a Dexterity bonus (or racial skill bonus). The main benefits are escaping from grabs and negating falling damage (the former more than the latter, especially at higher levels). [COLOR=#ff0000][b]Bluff[/b][/COLOR] - See Diplomacy. [b][COLOR=#ff0000]Dungeoneering[/COLOR][/b]- Very campaign-dependent, and if it's important, someone with a Wisdom-based class will take it before you. [b][COLOR=#ff0000] Heal[/COLOR][/b] - The Heal checks you'll trigger are at a low enough DC that you don't need to be trained. [b]Nature[/b] - This skill helps in different skill challenges than your other skills, and having it trained allows you to identify more enemy types. [b][COLOR=#0000ff] Perception[/COLOR][/b] - It's nice to have, but know that someone else will probably be better at it than you. It can get you acting in a surprise round, which makes it more valuable than the other non-class skills. [b]Religion[/b] - You might have a better skill check than another divine character who's trained in it, thanks to favoring Intelligence. It also allows you to identify more enemy types. [b][COLOR=#ff0000] Stealth[/COLOR][/b] - You are not a rogue. A lack of armor penalty doesn't mean you're good at sneaking. Your Dexterity bonus won't keep up with monsters' passive perception checks. [b][COLOR=#800080] Streetwise[/COLOR][/b] - See Intimidate. [b][COLOR=#ff0000] Thievery[/COLOR][/b] - Can't anyone else do this? You're not going to have a high Dexterity, and thieves' tools can only go so far. [CENTER][Size=5][b][u][b]Themes[/b][/u][/b][/size][/CENTER] [b]Themes[/b] [COLOR=#0000ff][b]Earthforger (HotEC)[/b][/COLOR] - The level 1 power's main drawback (slowed) matters less to someone who can teleport everywhere. At level 10, being able to reduce forced movement can be very nice. The level 2 swap also comes in handy for assault swordmages, and it even scales. Of course, it is campaign-dependent (aerial and underwater combat both remove nearly all its benefits). [COLOR=#0000ff][b]Elemental Initiate (HotEC)[/b][/COLOR] - Disciplined Counter helps out nicely with a catch-22, while the level 10 feature boosts one of your secondary defenses. Both the level 6 and 10 powers can be worth swapping for, though remember that the level feature's power bonus to Will doesn't stack with the power bonuses from the optional utility powers. [b]Fey Beast Tamer (HotFey)[/b] - You're able to gain just as great a benefit from a +1 power bonus to all defenses (or +2 power bonus to damage) and easy CA as any other PC. Nothing special about it, though, and the companions don't share your defenses or your mobility. [COLOR=#0000ff][b]Gladiator (DSCS)[/b][/COLOR] - Strong encounter attack, and Keep them Close is a great epic feat. Gladiator Champion also doesn't require a fighter multiclass if you take this theme. [COLOR=#00ccff][b]Guardian (D399)[/b][/COLOR] - A strong encounter attack power (Lightning Rush junior), and a useful level 10 feature if you get your DM to say your bonded charge can be one of your fellow PCs. Even the bonuses to Insight and Perception aren't bad. It does become [b]less useful[/b] when you get enough immediate action attacks that another one doesn't help. [b]Harper Agent (NW)[/b] - The features are somewhat disappointing in that there's really only one of them (that grows more flexible), but hitting when you would have missed or saving when you would have failed can come in handy. [b]Spellscarred Harbinger (NW)[/b] is pretty similar in terms of flexibility of effects without gaining more of them. [COLOR=#0000ff][b]Noble Adept (DSCS)[/b][/COLOR] - Ignore the power swaps. You're taking this theme for a generic d20 roll booster, and it's good enough to stand on its own. Helping out your allies or yourself means it should always have a chance to change a miss into a hit (or a failed saving throw into a successful one). [COLOR=#00ccff][b]Order Adept (D399)[/b][/COLOR] - Guh. The attack's the worst part of this theme, and it isn't that bad in heroic. Wizards have excellent utilities that even rival what swordmages get naturally, and a bonus to Arcana and Will to boot? It's a mighty strong choice. [COLOR=#0000ff][b]Primal Guardian (DSCS)[/b][/COLOR] - You're taking this theme for its power swaps. While the encounter powers aren't quite as good as Dimensional Vortex or Transposing Lunge (for shielding swordmages), the daily attacks are nearly as good as full warden dailies. Encounter-long benefits are good to have. [COLOR=#0000ff][b]Sohei (D404)[/b][/COLOR] - The point of this theme for you is not the minor action attack (though you probably will get some use from it): it is access to all the utilities that defenders can use to avoid being dazed/stunned/dominated. That level 10 feature also helps with that. Of course, if you have the action, an extra smack in the face isn't bad. [/QUOTE]
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Masters of Blade Magic: A Swordmage Handbook (By Herid_Fel)
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