Arcane Swordsman (revised) [Archive] - Wizards Community

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Return of the Flumph

04-24-07, 10:17 PM
My first homebrew class. Needs PEACHing.

Magic isn't as esoteric or philosophical as the archmage makes it sound. Magic is just around us, like air or water, and your body can breath it in and process it just as easily. You just need to know how.

-Kelros De'Hurth, arcane swordsman.


Formerly limited to an order of bodyguards trained by an ancient mage clan, the way of the arcane swordsman has now spread the world over. Whether security guards, warlords, or freelance mercenaries, these studious and devoted warriors bring their own brand of spellcasting to the battlefield. In many ways, the arcane swordsman can be seen as the arcane counterpart of the paladin; a well trained fighter who uses eldritch energies to enhance is skill, strength, and defenses in battle.


THE ARCANE SWORDSMAN

Hit die: d8

Base attack bonus: Equal to class level.

Good saves: Fortitude and Will.

Proficiencies: Arcane swordsmen are proficient with all simple and martial weapons, light shields, and heavy shields, but not with armor or tower shields.

Skill points: 4+intelligence modifierx4 at first level, 4+intelligence modifier every level thereafter.

Class skills: Appraise (int), Concentrate (con), Decipher Script (int), Diplomacy (cha), Craft (any) (int), Profession (any) (int), Knowledge (arcana) (int), Listen (wis), Spellcraft (int), Spot (wis), Use Magic Device (int).

Deflection Field (Su): As a standard action, an arcane swordsman can call a skintight field of telekinetic force around his body. This field provides a deflection bonus to AC equal to the swordsman's intelligence modifier. At third level and every three levels therafter, this bonus increases by 1. The field is suppressed within an antimagic field, and dispel magic forces the arcane swordsman to spend a standard action reactivating it.

Detect Magic (Sp): An arcane swordsman can use detect magic at will.

Eldritch Resilience (Ex): At second level, the arcane swordsman adds his intelligence modifier as an added bonus to all saving throws.

Enchant Weapon (Su): At fourth level, the arcane swordsman gains the power to bestow a +1 magical bonus on any weapon or shield he wields. This stacks with any enhancements the weapon already has (but not with temporary buff spells such as magic weapon). For example, a fourth level arcane swordsman wielding a +1 longsword can effectively use it as a +2 longsword, but casting magic weapon on it won't stack. This ability increases by another +1 at eighth, twelfth, sixteenth, and twentieth level.

Spontaneous Metamagic (Ex): At sixth level, the arcane swordsman can, once per day, use either Quicken Spell, Heighten Spell, Extend Spell, or Empower Spell spontaneously without having to spent the extra spell slots This increases to twice per day at fourteenth level, and three times per day at nineteenth level.

Spell Resistance (Ex): At twentieth level, the arcane swordsman gains spell resistance equal to his class level plus five.

Spells (Sp): An arcane swordsman casts arcane spells. He must prepare them every morning, like a wizard. Save DC's are intelligence based. In order to cast spells of a certain level, the arcane swordsman must have an intelligence score equaling that level+10 or higher.

- 0 1 2 3 4 5 6
1 0 - - - - - -
2 0 - - - - - -
3 1 0 - - - - -
4 1 0 - - - - -
5 2 1 0 - - - -
6 2 1 0 - - - -
7 3 2 1 0 - - -
8 3 2 1 0 - - -
9 3 3 2 1 0 - -
10 3 3 2 1 0 - -
11 3 3 3 2 1 0 -
12 3 3 3 2 1 0 -
13 3 3 3 3 2 1 0
14 3 3 3 3 2 1 0
15 3 3 3 3 3 2 1
16 3 3 3 3 3 2 1
17 3 3 3 3 3 3 2
18 3 3 3 3 3 3 2
19 3 3 3 3 3 3 3
20 3 3 3 3 3 3 3


All arcane swordsman spells have a range of Personal, regardless of what the spell description says.

Spell list: 0-resistance, read magic, cure minor wounds, guidance, virtue 1-align weapon, endure elements, protection from law/good/chaos/evil, jump, spider climb, expeditious retreat, enlarge, reduce 2-cure light wounds, protection from arrows, true strike, resist elements, cat’s grace, bull’s strength, bear’s endurance, fox’s cunning, owl’s wisdom, eagle’s splendor 3-levitate, blur, invisibility, nondetection, comprehend languages 4-stoneskin, cure moderate wounds, alter self, haste, cure serious wounds, 5-passwall, death ward, see invisibility 6-dimension door, fly, true seeing, tenser’s transformation, cure serious wounds. Save DC's equal 10+spell level+swordsman's intelligence modifier.
Return of the Flumph

04-24-07, 11:28 PM
Bumpfulness.