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Serpents and Sewers: Mage Blade
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Back to [[Serpents and Sewers: Character Classes|Character Classes]] Back to the [[Serpents and Sewers|Main page]] =Description and Role= The Mage Blade is an arcane spellcaster with a strong focus on combat and fights. She specializes in spells to improve her own abilities as a fighter and to combine martial prowess with magic to form a deadly combination of both. Others than War Mages who act as the support and second line shooters, the Mage Blade is a frontline fighter who does not replace his sword with a spell or vice versa but com-bine them. The Mage Blade is a gish class - and it is actually quite effective in its way. A Mage Blade is not going to cast the most powerful spells, but theycan prepare spells beforehand and use them in the right situation without much preparation or the fear, that the spell may fail. The problem of the Mage Blade is, that it has access to both magic and a solid martial prowess, but the class cannot compete with purer fighters in direct combat nor with pure wizards in magic. '''Class Skills''' The Mage Blade's class skills (and the key ability for each skill) are Athletics (Str+Con), Craft (Int+?), Handle Animals (Wis+Cha), Intimidate (Str+Cha), Knowledge (arcane) (2xInt), Knowledge (warfare and tactics) (2xInt), Perform (weapon drill) (Cha+Str), Perception (Con+Wis), Ride (Dex+Cha) and Spellcraft (Int+Wis). '''Skill Points at 1st Level''': (4 + Int modifier) x 4. '''Skill Points at Each Additional Level''': 4 + Int modifier. '''Hit Points at 1st Level''': 12 + Con modifier '''Hit Points at Each Additional Level''': 3 + Con modifier. '''Spell Points at 1st level:''' 6 + Int modifier '''Spell points at each additional level:''' 2 + Int modifier '''Spell point regeneration (per night’s rest):''' 2d12 + Int modifier =Table: The Mage Blade= {| border="1" !Level !BAB !BDB !Fortitude !Reflex !Will !Special |- |1st | +0 | +0 | +1 | +0 | +2 | basic energy control, Imbue Weapon |- |2nd | +1 | +1 | +1 | +0 | +3 | Armored Caster +1 |- |3rd | +2 | +1 | +2 | +1 | +3 | Egoist Spellcaster |- |4th | +3 | +2 | +2 | +1 | +4 | simple Art of War |- |5th | +3 | +2 | +3 | +1 | +4 | Bonus Feat |- |6th | +4 | +3 | +3 | +2 | +5 | Armored Caster +2 |- |7th | +5/+0 | +3 | +3 | +2 | +5 | Empower Spell |- |8th | +6/+1 | +4 | +4 | +2 | +6 | simple Art of War, Arcane Toughness |- |9th | +6/+1 | +4 | +4 | +3 | +6 | Multiple Imbue |- |10th | +7/+2 | +5 | +5 | +3 | +7 | Armored Caster +3, Bonus Feat |- |11th | +8/+3 | +5 | +5 | +3 | +7 | Immediate Imbuement |- |12th | +9/+4 | +6 | +6 | +4 | +8 | advanced Art of War |- |13th | +9/+4 | +6 | +6 | +4 | +8 | advanced energy control, Arcane Strike |- |14th | +10/+5/+0 | +7 | +6 | +4 | +9 | Armored Caster +4, Maximize Spell |- |15th | +11/+6/+1 | +7 | +7 | +5 | +9 | Bonus Feat |- |16th | +12/+7/+2 | +8 | +7 | +5 | +10 | advanced Art of War |- |17th | +12/+7/+2 | +8 | +8 | +5 | +10 | Improved Egoist Spellcaster |- |18th | +13/+8/+3 | +9 | +8 | +6 | +11 | Armored Caster +5 |- |19th | +14/+9/+4 | +9 | +9 | +6 | +11 | Double Imbuement |- |20th | +15/10/+5/+0 | +10 | +9 | +6 | +12 | complex Art of War, Bonus Feat |- |} =Class Features:= * '''Armor and Weapon Proficiency:''' A Mage Blade is proficient with all simple weapons and martial weapons, light and medium armor and shields (except tower shields). * '''Spells:''' A Mage Blade has the ability to cast a small number of spells as an arcane spellcaster, which are drawn from the Dusk Blade spell list. He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can. The Difficulty Class for a saving throw against a Mage Blade ’s spell is the spell level + the Mage Blade ’s Intelligence modifier + 1d20. Like other spellcasters, a Mage Blade can cast only a certain number of spells of each spell level per day, limited by his spell points. A Mage Blade gains 6 + Intelligence modifier spell points at 1st level, and 2 + Intelligence modifier each additional level. A Mage Blade begins play knowing only 3 level 0 spells and one single level one spell of the player’s choice. At each new level, a Mage Blade gains a spell acquisition pool equal to his Intelligence modifier for gaining new spells, whereby the cost of every spell is equal to its spell level. (Example: A Mage Blade with Intelligence 16 reaching a new level would gain 6 points to gather new spells – he could learn 2 level 3 spells or 3 level 2 spells or 6 level 1 spells or any combination of this). These new spells can be common spells chosen from the beguiler spell list. A Mage Blade cannot spare his spell acquisi-tion points to learn more powerful spells on a higher level. * '''Basic energy control:''' At 1st level, a Mage Blade can channel one spell energy point per turn. The total sum of Energy points the Mage Blade can keep under control is equal to his Intelligence modifier or three, whichever is lower. * '''Imbue Weapon (Sp):''' At 1st level the Mage Blade gains the ability to channel a spell into a weapon she holds in her hands. The spell costs as many spell energy points as if it was casted and does not count against the Mage Blade ’s control threshold. When the Mage Blade attacks with the weapon, the spell is activated against the Weapon’s target. Only spells that target a creature or require a touch attack or ranged touch attack can be imbued into a weapon. Every weapon can only be imbued with one spell, and the Mage Blade can never imbue more than one weapon at the same time. The imbued spell stays on he weapon until it is activated or up until the next sunrise. Imbuing a weapon with a spell takes as long as casting the spell and requires a successful spellcasting check. You can imbue a weapon with a spell that is cast as a ritual. If the Mage Blade has natural weapons, she can imbue her spells into those. * '''Armored Caster (ex):''' A Mage Blade is used to cast spells while wearing armor. At 2nd level, she re-duces the armor penalty for spellcasting by one point. The more experienced the Mage Blade gets, the more comfortable she can cast spells while wearing armor. Every 4 levels, the armor penalty for spell-casting is reduced by one. This bonus is only applied if the Mage Blade wears an armor she is proficient with. When wearing a non-proficient armor, she gains no advantage whatsoever from this ability. * '''Egoist Spellcaster (su)''': A 3rd level Mage Blade can channel spells that only targets herself a lot faster than spells that has other, outside targets. She can channel an additional spell point per turn whenever the spell is targeted on her and only her. * '''Art of War''': at level 4, and every 4 level after that, the Mage Blade gains a special ability from the ap-propriate list of Arts of War. No ability may be taken more than once. If an Art of War ability has other such abilities as prerequisites, the Mage Blade must possess the prerequisite abilities to take the ability in question. * '''Bonus Feats''': At 5th, 10th, 15th and 20th level, the Mage Blade may chose a feat from the Fighter Feat list as a bonus feat. Shem must fit the feat’s prerequisites to take it. * '''Arcane Toughness (su)''': A Mage Blade can burn spell energy to close his wounds. The Mage Blade burns 1d6 points of spell energy and can heal a Scratch she has suffered from before, or if she has no scratches, make an immediate Constitution check to heal one of her wounds. This ability works as an immediate action and can be used every d4+1 rounds. If the Mage Blade would spend more spell energy than his current energy pool, she spends all remaining spell points instead. * '''Empower Spell''': A Mage Blade gains Empower Spell as a free Bonus feat at 7th level. * '''Multiple Imbue (sp)''': A 9th level Mage Blade can imbue as many weapons as his Intelligence Modifier. * '''Immediate Imbuement (su)''': When a Mage Blade of level 11 or higher scores a critical hit, she may imbue her weapon as a swift action with any spell she can channel within one turn. The target of the critical hit also becomes the target of the newly imbued spell. If the weapon is already imbued when the critical hit is scored, this ability cannot be used. * '''Advanced Energy Control''': At 13th level, a Mage Blade has learned to control the flow of magic ener-gies a lot better than before. From now on, she can channel two spell energy points per turn and the maximum of energy she can keep under his control increases to her Intelligence modifier +1 or five, whichever is lower. * '''Arcane Strike (su)''': The Mage Blade may burn her magic reserve for inflicting terrible wounds. Starting at 13th level, the Mage Blade may burn 1d6 of her spell points and may add the result of the roll to her next attack roll and inflict the same amount of additional force damage if the attack connects. In addition, the attack as a whole is treated as if it deals force damage, instead of the usual damage type of the weapon and can injure insubstantial foes. This ability works as an immediate action and can be used every d4+1 rounds. If the Mage Blade would spend more spell energy than his current energy pool, she spends all remaining spell points instead, whereby the bonus to the attack roll and the damage is equal to the spent spell points, not the actual result of the dice. * '''Maximize Spell''': A Mage Blade gains Maximize Spell as a free Bonus feat at 14th level. * '''Improved Egoist Spellcaster (su)''': This ability works like Egoist spellcaster, but grants a total +2 Bonus to the channeling speed for all spells that the Mage Blade targets on herself and a +1 Bonus to the channeling speed for the imbuement of a weapon. * '''Double Imbuement (sp)''': The Mage Blade can imbue two spells in a weapon at the same time. When the weapon hits, the Mage Blade can decide if only one or both spells are simultaneously activated. The double imbuement is much less stable than a single imbuement and will discharge after one hour, but the Mage Blade does not have to imbue both spells at the same time.
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