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Swordmage Class
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<blockquote data-quote="Geron Raveneye" data-source="post: 3762565" data-attributes="member: 2268"><p>Just out of curiosity, and because you got my puzzle complex working...lets look at a hypothetical warrior-mage class with some flexibility, and what we'd need for that.</p><p></p><p>- Mageblade (Arcana Unearthed): provides the concept of a personal melee weapon that gets enhanced with levels, and special effects like calling it at higher levels. Provides magical shielding and the ability to slice through others shields.</p><p></p><p>- Arcane Archer (DMG): provides the personal ranged weapon concept with enhancements, and the ability to send touch spells through arrows.</p><p></p><p>- Duskblade (PHB II): provides the ability to cast in armor, to send touch spells through melee weapons, and to quick-cast spells in combat at higher levels. Also to overcome spell resistance of opponents he hurt in combat.</p><p></p><p>So I'd take a basic frame of d8 HD, medium BAB, good Fort OR Will save, a handful of class skills, 2+Int bonus skill points per level, all simple and martial weapons, light and medium armor proficiency, and small and medium shields. The Armored Caster I'd apply in spell failure chance percentage to be ignored, starting at 10% and going up, kinda like the Spellsword from Tome & Blood did I think. Then I'd see how to tack on the other stuff. The "personal weapon" shtick would be a general concept, to be applied to either a ranged or a melee weapon, as the player prefers. The rest should be not a problem to be tacked on at the levels they are. Maybe shift them around a little to avoid overloaded levels. Bonus feats i'm not sure about, since the combined class abilities should be already pretty sufficiant to make the class potent.</p><p></p><p>To that, I'd add sorcerer caster levels 2/3, starting at Apprentice level casting so you only get your bonus spells at 1st levels, adding <em>Eschew Material Components</em> in one variant or another so the spell component bit is taken care of. That way, a 20th level character would get access to 7th level spells.</p><p></p><p>If you want a more studied version, replace the sorcerer with wizard caster levels. Adds worrying about components and spellbook, but also a greater flexibility in your magic.</p><p></p><p>Would that be a class you'd consider worthwhile?</p><p></p><p>Accidentally, if you switch out some of those with divinely inspired powers, you can make a nice cleric variant. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 3762565, member: 2268"] Just out of curiosity, and because you got my puzzle complex working...lets look at a hypothetical warrior-mage class with some flexibility, and what we'd need for that. - Mageblade (Arcana Unearthed): provides the concept of a personal melee weapon that gets enhanced with levels, and special effects like calling it at higher levels. Provides magical shielding and the ability to slice through others shields. - Arcane Archer (DMG): provides the personal ranged weapon concept with enhancements, and the ability to send touch spells through arrows. - Duskblade (PHB II): provides the ability to cast in armor, to send touch spells through melee weapons, and to quick-cast spells in combat at higher levels. Also to overcome spell resistance of opponents he hurt in combat. So I'd take a basic frame of d8 HD, medium BAB, good Fort OR Will save, a handful of class skills, 2+Int bonus skill points per level, all simple and martial weapons, light and medium armor proficiency, and small and medium shields. The Armored Caster I'd apply in spell failure chance percentage to be ignored, starting at 10% and going up, kinda like the Spellsword from Tome & Blood did I think. Then I'd see how to tack on the other stuff. The "personal weapon" shtick would be a general concept, to be applied to either a ranged or a melee weapon, as the player prefers. The rest should be not a problem to be tacked on at the levels they are. Maybe shift them around a little to avoid overloaded levels. Bonus feats i'm not sure about, since the combined class abilities should be already pretty sufficiant to make the class potent. To that, I'd add sorcerer caster levels 2/3, starting at Apprentice level casting so you only get your bonus spells at 1st levels, adding [i]Eschew Material Components[/i] in one variant or another so the spell component bit is taken care of. That way, a 20th level character would get access to 7th level spells. If you want a more studied version, replace the sorcerer with wizard caster levels. Adds worrying about components and spellbook, but also a greater flexibility in your magic. Would that be a class you'd consider worthwhile? Accidentally, if you switch out some of those with divinely inspired powers, you can make a nice cleric variant. ;) [/QUOTE]
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