Bladesinger Core Class [Archive] - Wizards Community

Post/Author/DateTimePost
roll8dn

10-16-04, 12:46 PM
Yes, I know that it has been done to death, and that I've done nothing really new here. However, I have yet to see a Bladesinger Core class that matches my vision of what a Bladesinger is. Thusly, well...

Bladesinger (Bsr)

Bladesingers are Elves who have mastered the art of blending swordplay and magic into a coherent whole. They do not fight their way across a battlefield so much as dance across it, leaving naught but broken enemies in their swath. The Bladesinger seeks to improve their art over all else, and most adventure toward this end. Unable to match a pure arcanist in terms of sheer magical might, and outclassed in physical prowess by those who devote their lives to only that, a Bladesinger outshines both of these when magic and might combine on the battlefield.
The Bladesinger's art takes a minimum of thirty years of study to learn, and only the most dedicated manage to finally master it. The Bladesinger ranks lean more towards law than neutrality, and the order neccessary to learn the art is entirely foreign to those of chaotic alignment.

Game Rule Information:

Race: Elf or Half Elf. The Bladesinger's art requires at least thirty years of study to learn, and no other race lives long enough or has enough of a connection with magic to learn this. At the DM's discretion, other races may be allowed, but it requires at least thirty years of unending study to become a Bladesinger.
Abilities: Intelligence is very important for the Bladesinger, for the spellcasting of the class is based upon it. Strength is important for those Bladesingers who want to emphasize damage over all else, while Dexterity is important to those who wish to avoid being hit. Constitution is important to all Bladesingers, for they are primarily a melee combatant and the extra hit points come in handy for them.
Alignment: Any nonchaotic.
Hit Die: d8.

Class Skills
The Bladesinger's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Perform (Cha), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex). Please note that armor check penalties (if any) apply to Balance, Climb, Jump, and Tumble. Double armor check penalty applies to Swim.
Skill Points at First Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Level BAB F/R/W Special Spells Per Day
0 1st 2nd 3rd 4th 5th 6th 7th
1.) +0 +0/+2/+0 Lodge 3 1
2.) +1 +0/+3/+0 Ignore ASF
3.) +2 +1/+3/+1 4 2
4.) +3 +1/+4/+1 4 2 1
5.) +3 +1/+4/+1 Bladesong Style
6.) +4 +2/+5/+2 4 3 2
7.) +5 +2/+5/+2 4 3 2 1
8.) +6 +2/+6/+2 Lesser Song of Celerity 3/day
9.) +6 +3/+6/+3 4 3 3 2
10.) +7 +3/+7/+3 4 4 3 2 1
11.) +8 +3/+7/+3 Greater Lodge
12.) +9 +4/+8/+4 4 4 3 2 2
13.) +9 +4/+8/+4 4 4 4 3 2 1
14.) +10 +4/+9/+4 Trance 3/day
15.) +11 +5/+9/+5 4 4 4 3 3 2
16.) +12 +5/+10/+5 4 4 4 4 3 2 1
17.) +12 +5/+10/+5 Greater Song of Celerity 3/day
18.) +13 +6/+11/+6 4 4 4 4 3 3 2
19.) +14 +6/+11/+6 4 4 4 4 4 3 2 1
20.) +15 +6/+12/+6 Lodge Mastery


Class Features
All of the following are class features of the Bladesinger.

Weapon and Armor Proficiency: A Bladesinger is proficient with all simple weapons as well as their lodge weapon (see below), and with light armor and bucklers.

Lodge (EX): At first level, a Bladesinger chooses which lodge to be a part of. Each lodge has a different weapon that the Bladesong style is taught with. The Bladesinger trains almost exclusively with this weapon over a period of decades, until it is second nature to use it. The Bladesinger gains the use of the Weapon Focus feat with their lodge weapon at first level, even though they do not meet the prerequisites. The most common lodges are as follows:

Longsword: Among the most common weapons in the world, the longsword is revered amongst the elves for its dependability and versatility.
Rapier: Another weapon revered by the elves, the rapier is a lighter, quicker weapon that sacrifices some of the power of the longsword for weight.
Shortsword: Another very dependable and common weapon, the shortsword is almost as prevalent as its larger cousin, the longsword.
Scimitar: More common amongst horse-riding nomads, the scimitar is a curved blade that effectively has a sharper edge than the longsword or shortsword. It, however, sacrifices some striking power for this edge, and does less damage as a result.

Other lodge weapons are possible, at the DM's discretion, of course.

Spells: A Bladesinger prepares and casts arcane spells, the same type as Bards, Sorcerers, and Wizards, which are drawn from the Sorcerer/Wizard spell list (see PHB 3.5 page 192). A Bladesinger must choose and prepare his spells ahead of time (see below).
To learn, prepare, or cast a spell, the Bladesinger must have an Intelligence score at least equal to 10 + the spell level.
A Bladesinger may know any number of spells (see Writing a New Spell into a Spellbook, page 179, PHB 3.5). He must choose and prepare his spells ahead of time by getting a good night's sleep and spending one hour studying his spellbook. While studying, the Bladesinger chooses which spells to prepare (see Preparing Wizard Spells, page 177 of the PHB 3.5).

Ignore ASF (EX): At second level, a Bladesinger has learned to move comfortably in armor while casting spells. She can now ignore the arcane spell failure chance from light armor. Please note that this only applies to Bladesinger spells; any spells gained from another class suffer the spell failure chance.

Bladesong Style (SU): At fifth level, the Bladesinger has learned through practice to sense coming blows through the "weave" of magic that supports all life in the world. When holding his lodge weapon in one hand (and nothing in the other), the Bladesinger adds his Intelligence bonus (if any) to Armor Class.

Lesser Song of Celerity 3/day (SP): At eight level, the neccessities of battle have taught the Bladesinger how to operate under pressure. Now able to do two things at once, the Bladesinger may now cast a spell (of up to third level) as though affected by the Quicken Spell feat while making a full-attack action. There is no change in the spell slot level for the spell when using this ability.

Greater Lodge (EX): At eleventh level, the Bladesinger has trained with her lodge weapon until it becomes an extension of her body. This has the effect of making it more deadly. The damage die for the weapon goes up one step (d6 to d8, d8 to d10) while the Bladesinger is using it.

Trance 3/day (EX): Having found his center through long years of practice, the Bladesinger now can fall into a trance in battle, where his connection with the magic "weave" dictates his every move. Three times per day, the Bladesinger may fall into a Battle Trance. While in this trance, he becomes stronger and harder to hit, but it comes at the price of subsuming his conciousness and all of his ability to the trance.
While in the trance, the Bladesinger gains a +4 to Strength, a +2 to AC, and may make an additional attack per round (albiet at a -2 to all attacks made during that round). However, the Bladesinger cannot use any Charisma, Dexterity, or Intelligence based skills (except for the Balance and Tumble skills), the Concentration skill, any abilities that require concentration, nor can he cast spells, activate magic items that require a command word, spell trigger, or spell completion to activate. The trance lasts a number of rounds equal to 3 + the Bladesinger's constitution modifier. After the trance, the Bladesinger loses the trance modifiers and restrictions, and he also becomes fatigued (-2 to Strength, -2 to Dexterity, cannot charge or run).

Greater Song of Celerity 3/day (SP): At seventeenth level, the Bladesinger has melded her fighting and magic into a coherent whole. She can now cast any spell up to sixth level as if it has been affected by the Quicken Spell feat without any change in spell slot level three times per day while making a full-attack action.

Lodge Mastery (SP): At twentieth level, the Bladesinger has trained with his weapon for the better portion of his lifetime. It becomes an extension of his soul, and now has a spiritual connection to the magical "weave" from which many of his powers are drawn. This causes him to be able to focus on where, exactly, it is going when he swings. He can now, once per day, imbue the weapon with the spell True Strike as a free action.

Multiclass Note: Bladesingers who stop advancing in Bladesinger levels to multiclass out can never advance in their Bladesinger class again. The path of the Bladesinger requires unwavering dedication and unending practice.


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So, what does everyone think? I know that it needs a bit more fluff, and that it might be a bit unbalanced. I would appreciate any help with either. Thanks in advance, and be kind (it is, after all, my first Core class).
roll8dn

10-18-04, 02:59 PM
:bump:

I take it not too many people like Bladesingers... :(
markhaus

10-18-04, 03:19 PM
More of a prestige class... but if you want it as base:
ASF: should this be ignoring a percentage that gradually goes up? You could say it only works w/ light armor and shield too. (mithral would drop medium armor to light and still have high armor check penalty)
Do you have a spell list? or do they just use wizard spells?

Its balanced if it has a spell list more like a bard. Might need tweaking if it is the wizards list
(of course, i havent looked at the hex blade, but you may want to check that for balance issues)
roll8dn

10-18-04, 03:52 PM
Yes, it does use the Wizards/Sorc spell list. Perhaps I ought to limit it to certain schools or something. I'll think on that.

As far as the ASF goes, well, I was modeling that off of the Bard's ability to ignore spell failure in light armor. Maybe it needs a switch as well; I think that I'll drop the buckler. *wanders off to make change*...
fractal

10-21-04, 01:51 AM
Yes, it does use the Wizards/Sorc spell list. Perhaps I ought to limit it to certain schools or something. I'll think on that.
Maybe give them the Bard's spell/day progression? At the moment this class is just better than Wizards at level 1.

I'd probably either give them the Bardic spells/day, along with 3/4 BAB (as you have now), or else 1/2 Wizard caster progression (at even levels) and full BAB. Alternatively, I suppose 3/4 Wizard caster progression, and 3/4 BAB, could work as well.

Throw in some nifty specials, and you're good to go!

I don't think your level 20 Lodge Mastery ability is that good, though. At level 17, you gain the ability to cast three 6th level spells as free actions each day. At level 20, you gain the ability to cast one particular 1st level spell as a free action, once per day? This isn't very impressive.

Trance is cool, but why not have it start with one use per day, and then increase as you level? (Similarly for the Celerity abilities.) Also, rather than adding +4 Str and +2 AC, I'd go with +4 Str and +4 Dex, and let the AC take care of itself. This has the advantage that Dex-based Bladesingers benefit as much from the ability as Strength-based ones.
edsonaoki

10-21-04, 09:02 AM
Originally Posted by fractal

I don't think your level 20 Lodge Mastery ability is that good, though. At level 17, you gain the ability to cast three 6th level spells as free actions each day. At level 20, you gain the ability to cast one particular 1st level spell as a free action, once per day? This isn't very impressive.

It doesn't say that you can't use true strike as free action PLUS a quickened spell of up to 6th-level in the same round.

Also, nowhere says that you can only use Lodge Mastery once per day, so I guess you may use as long as you have true strikes prepared.
fractal

10-22-04, 02:01 AM
It doesn't say that you can't use true strike as free action PLUS a quickened spell of up to 6th-level in the same round.
True, but that still doesn't provide enough of a benefit to count for much, in my opinion.
Also, nowhere says that you can only use Lodge Mastery once per day, so I guess you may use as long as you have true strikes prepared.
Lodge Mastery (SP): At twentieth level, the Bladesinger has trained with his weapon for the better portion of his lifetime. It becomes an extension of his soul, and now has a spiritual connection to the magical "weave" from which many of his powers are drawn. This causes him to be able to focus on where, exactly, it is going when he swings. He can now, once per day, imbue the weapon with the spell True Strike as a free action.
Looks like once per day to me, and there's no need to have True Strike prepared.