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| Ioreck05-13-06, 08:05 PM | THE COMBAT WEAVER http://www.jaestudio.com/WarrioroftheDragon.jpg JAE Studio (http://www.jaestudio.com) “Get him boys! We’ve got him outnumbered ten to one!” Two of the closest assailants fell to the tattooed man’s blade, the reverse strokes slicing through flesh as it would paper, and a strong hand swiftly appeared over the stomach of a third. A bolt of lightning annihilated his innards, and crippled the two thugs following the assault. The tall warrior stood calmly, back facing his foes and katana at his side, ready. The remaining thieves cocky grins faltered. “You won’t for long.” These mighty warriors have developed a unique fighting style that allows them to simultaneously attack their opponents while casting spells. Such a spellcasting warrior has been known to spend anywhere from months to a year developing these techniques. Over time, the Combat Weaver can extend this unique skill to even more complex spells. However, casting such spells requires even more focus to complete. It can take years for a combat-weaver to reach his true potential with the skill. Due to the intense and time-consuming practice that this requires, a Combat Weaver's spellcaster abilities are somewhat inhibited, while their combat prowess is maintained and bettered. Hit Die: d6. Requirements To qualify to become an Combat Weaver, the character must fulfill all the following criteria. Base Attack Bonus: +5 Spellcasting: Ability to cast level 2 arcane spells. Feats: Weapon Focus (any), Combat Casting, Dodge, Mobile Spellcasting Concentration: 8 ranks Knowledge (Arcana): 4 ranks Spellcraft: 6 ranks Class Skills The Combat Weaver's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Decipher Scripts (Int), Handle Animal (Cha), Intimidate (Cha), Jumps (Str), Knowledge (all) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Swim (Str). Skill Points at Each Level: 2 + Int modifier. Table: The Combat Weaver Level BAB Fort Ref Will Special 1 +1 +2 +0 +2 Improvised Casting 2 +2 +3 +0 +3 +1 level of existing arcane spellcasting class, Bonus Feat 3 +3 +3 +1 +3 Ignore Spell Failure 5% 4 +4 +4 +1 +4 +1 level of existing arcane spellcasting class, Improved Improvised Casting 5 +5 +4 +1 +4 Empowered Strike 6 +6 +5 +2 +5 +1 level of existing arcane spellcasting class, Ignore Spell Failure 10% 7 +7 +5 +2 +5 Greater Improvised Casting 8 +8 +6 +2 +6 +1 level of existing arcane spellcasting class, Bonus Feat 9 +9 +6 +3 +6 Ignore Spell Failure 15% 10 +10 +7 +3 +7 +1 level of existing arcane spellcasting class, Improvised Casting Master Bonus Feat: At 2nd level, a Combat Weaver gains a bonus feat. This feat must be either a metamagic feat or a fighter bonus feat. A Combat Weaver gains another bonus feat at 8th level. Spellcasting: At every even level, a Combat Weaver gains new spells per day and spells known as if he had also gained a level in whatever arcane spellcasting class in which he could cast 3rd-level arcane spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 2nd-level spells before he became an Combat Weaver, he must decide to which class he adds each level of Combat Weaver for the purpose of determining spellcasting abilities. Improvised Casting (Ex): A Combat Weaver, through study and experimentation, has developed a new casting technique. Whenever a Combat Weaver makes a full-round attack on an opponent, he has the option of substituting his last attack to cast a spell of spell level 1 and 2 that he has memorized as part of that action. This requires a concentration check (DC 10+twice spell level). The concentration check becomes more difficult depending on the spell components necessary to cast the spell (see the table below). If the check is failed, the spell is lost. Table: Concentration Check Modifications Spell Component DC change Verbal +1 Material +1 Focus +3 XP Cost +3 Any spell cast in this way is considered a melee touch spell, although all other spell factors remain the same. A Combat Warrior can only use this ability while wearing light or no armor, is wielding wielding a weapon for which he has the weapon specialization feat, and is able to provide all needed components. This ability uses his swift action for that round. Improved Improvised Casting (Ex): At level 4, the Combat Warrior has extended his improvised casting technique to spells between levels 3 and 4. Empowered Strike (Su): At level 5, the Combat Warrior may, rather than cast his spell, use the built up magic power to fuel his final attack. By sacrificing the spell, which must be announced at the beginning of the round, the warrior’s last attack deals an additional d6 magic damage per spell level of the sacrificed spell. The concentration check to cast the spell must still be succeeded to successfully empower the strike. If it is failed, the spell is lost and there is no additional damage to the attack. An Empowered strike is made using the Combat Warrior’s full base attack bonus. Greater Improvised Casting (Ex): At level 7, the Combat Weaver has extended his improvised casting technique to level 5 spells. Improvised Casting Master (Ex): At level 10, the Combat Weaver has extended his improvised casting technique to level 6 spells. The Combat Weaver no longer needs to sacrifice an attack to cast a spell while using this ability. The Combat Weaver may now use his improvised casting ability to cast spells of level 1 to 3 while making a standard attack (DC 15+twice spell level). Ignore Spell Failure (Ex): A Combat Weaver knows that a good defense just as important as his casting abilities while in combat. He develops his casting techniques so that he ignores a portion of the arcane spell failure chance associated with using armor. This reduction starts at 5% at level 3, and increases by 5% every three levels after, to a maximum or 15% at level 9. ---------------------- Alright guys. Critique away. Suggestions are greatly appreciated. |
| Aniona_Amakiir05-14-06, 08:15 AM | Ehm, is this class a sorta combination of 3 classes, and might those classes perchance be combat weaver, eldritch warrior and divine warrior? I quote: To qualify to become an Eldritch Warrior, the character must fulfill all the following criteria. The Divine Warrior class skills (and the key ability for each skill) are At first level, a combat-weaver may select Id recommend you change this pronto :P Further id change the skill requirements from + in skill to ranks in skill, since that is the common method of doing it and stops people with good ability scores from just taking 1 or 2 ranks to qualify. Then i would recommend you to drop either weapon specializationor the spellcasting from 3rd to 2nd level. Since atm you have to be minimum level 9 before you can take this PrC (5th wizard for 3rd level spells and 4th fighter for weapon spec.). On the other hand if you want this to be a high level PrC then bump the skill requirements since a level 3 wizard can meet em atm. Further if you are going to keep it at level 9 then i would say that you need to increase the concentration DC on improved casting, since a 1st level combat weaver with 14 con would have concentration at 15, and at 10th he would have it at 24, meaning that even if he would roll a 1 he would still make the check.' This ability is probably way too powerful as well, since it essentially allows you to quicken spells for free (there is no limitation on what spells you can cast mind you). Id suggest that you either change it so that it is a ove equalient action to cast the spell (meaning that you could attack once and cast a spell once in the same turn) or make it an attack action usable once per round (meaning one less attack that round. Further id either limit this ability to touch spells or make all spells used with this ability touch spells that only affects the touched creature (meaning an attack with a fireball would require a touch attack and damage 1 opponent xd6, instead of bursting and incenerating all within 15ft.). Also id recommend you to change the description of it on the table from lesser improved casting and such to simply improved casting followed by the maximum spell level usable, since it is a lot easier to see and understand then. Oh and you might want to change this :P : Spellcasting: At every even level, an Eldritch Warrior gains new spells per day and spells known as if he had also gained a level in whatever arcane spellcasting class in which he could cast 3rd-level arcane spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 2nd-level spells before he became an Eldritch Warrior, he must decide to which class he adds each level of Eldritch Warrior for the purpose of determining spellcasting abilities. Other than that id say this PrC is pretty sweet, gratz :) |
| Mordin05-14-06, 11:59 AM | Next please :embarrass |
| Mordin05-14-06, 01:46 PM | I hope this doesn’t make you mad but I have found this is the best way for me to give, what I think is good feedback. I only do this with classes I like. If you wish I will remove this. Combat Weaver Requirements: BAB: +5 Skills: Concentration 8 ranks, Knowledge (arcane) 5 ranks, Spellcraft 5 ranks. Feats: Weapon Focus (any), Dodge, Mobile Spellcasting. Spells: Able to cast 3rd level arcane spells. Class Feature: BAB: Good (as fighter) Good Saves: Fort and Will Poor Saves: Reflex Hit Dice: 1d8 Class Skills: Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str). Skill Points at Each Level: 2+ Int modifier. LEVEL ABILITIES: 1. Offensive weave 2. Bonus feat +1 arcane spellcaster level 3. Ignore spell failure 5% 4. Offensive weave +1 arcane spellcaster level 5. Defensive weave 6. Ignore spell failure 10% +1 arcane spellcaster level 7. Offensive weave 8. Bonus feat +1 arcane spellcaster level 9. Ignore spell failure 15% 10. Offensive weave +1 arcane spellcaster level Weapon and Armor Proficiencies: A combat weaver gains no additional weapon and armor proficiencies. Spells per Day/Spells Known: At 2nd level, and every even level after that the combat weaver gains new spells per day (and spells known, if applicable) as if he/she had also gained a level in whatever arcane spellcaster class he/she belonged to before adding the prestige class. If he/she had more than one arcane spellcasting class before becoming a combat weaver, he/she must decide to which class to add his/her combat weaver levels to, to determine spells per day, spells known and overall caster level. He/she dose not, however, gain any other benefit a character of the class would have gained (metamagic feats, item creation feats and the like). Offensive Weave (Ex): At 1st level, a combat weaver has learned to weave the arcane with his/her martial knowledge. Any round a combat weaver makes a full-round melee attack with a weapon he/she has the Weapon Focus feat with, he/she may substitute one of his/her attacks to cast a spell with a range greater than personal in its place (this dose not allow a combat weaver to cast more than one spell a round). A combat weaver may use this ability a number of times time per day equal to his/her class level. To do this a combat weaver must succeed a concentration check (15 + twice the spells level). If the check fails, the spell is lost. At 1st level a combat weaver may only substitute 1st or 2nd level spells. At 4th level, a combat weaver can substitute 3rd or 4th level spells, 5th level spells at 7th and 6th level spells at 10th. Any spell cast in this way is considered a touch spell and only affects the target touched. A combat weaver may only use this ability while wearing light or no armor and must have one hand free. A combat weaver can not use a quickened spell in the same round he/she uses this ability. Bonus Feat: At 2nd level, a combat weaver gains a bonus feat. This feat must be either a metamagic feat or a bonus feat from the list allowed to fighters from the fighter bonus feat list except weapon specialization. A combat weaver gains another bonus feat at 8th level. Ignore Spell Failure (Ex): At 3rd level, a combat weaver can now ignore some of the spell failure chance for wearing armor. At 3rd level, a combat weaver can reduce the spell failure chance from armor by 5%. This percentage increases to 10% at 6th level and 15% at 9th level. Defensive Weave (Ex): At 5th level, a combat weaver may now use the Offensive Weave ability to cast spells with a range of personal. |
| Molot05-14-06, 03:42 PM | THE COMBAT WEAVER Requirements To qualify to become an Eldritch Warrior,So what's the class name? Concentration: +6 Knowledge (Arcana): +6 Spellcraft: +4 It's unlike to require modifier for PrC. All oficial requires given numbers of ranks. Aslo, your numbers are so low that you may just delete "+" and add "ranks" without any harm. 6 ranks means only 3 levels... I'd suggest +8, +6, +8, in that order. Improvised Casting (Ex): An Eldritch Warrior, through study and experimentation, has developed a new casting technique. Whenever an Eldritch Warrior makes a melee attack on an opponent, either as a standard action or a free-round action,Did you mean full round action? I'd just wrote "makes attack", wich would cover single attack and full round action spent on full attack. he has the option of casting any spell of spell level 1 and 2 that he knows as part of that action.Wizard does not "know" spells. They either have it memorized or not. So either require spontaneous caster to enter this PrC, or here say "He may cast any spell he might cast in given moment, provided the casting time is no longer than used attack's time itself". This requires a concentration check (DC 10+spell level). If the check is failed, the spell is lost. At level 4, the Eldritch Warrior has extended his improvised casting technique to spells between levels 3 and 4, but the concentration check becomes more difficult (DC 12+spell level). At level 7, the Eldritch Warrior has extended his improvised casting technique to level 5 spells, but the concentration check becomes more difficult (DC 13+spell level). At level 10, the Eldritch Warrior has extended his improvised casting technique to level 6 spells, but the concentration check becomes more difficult (DC 14+spell level).By the words you used, casting 1st level spells is easier at 1st level of this PrC than at 10th. Maybe just make a table and make text say "as in table"? An Eldritch Warrior can only use this ability while wearing light or no armor, and must have one free hand.For what he needs that hand if spell has no somatic components? Change to "Must be able to provide all needed components" When using this ability, he may not cast any quickened or hastened spells, but he can still use his haste for an extra attack.To avoid problems with rule-holes, change to "This ability uses his swift action for that round". Thus, he still be able to cast Feather Fall (immediate), but any quickened spells, spell-like abilities and much of other nasty-if-stacked effects are forbidden. |
| Ioreck05-14-06, 07:00 PM | Ehm, is this class a sorta combination of 3 classes, and might those classes perchance be combat weaver, eldritch warrior and divine warrior? I quote: Id recommend you change this pronto :P Further id change the skill requirements from + in skill to ranks in skill, since that is the common method of doing it and stops people with good ability scores from just taking 1 or 2 ranks to qualify. Then i would recommend you to drop either weapon specializationor the spellcasting from 3rd to 2nd level. Since atm you have to be minimum level 9 before you can take this PrC (5th wizard for 3rd level spells and 4th fighter for weapon spec.). On the other hand if you want this to be a high level PrC then bump the skill requirements since a level 3 wizard can meet em atm. Further if you are going to keep it at level 9 then i would say that you need to increase the concentration DC on improved casting, since a 1st level combat weaver with 14 con would have concentration at 15, and at 10th he would have it at 24, meaning that even if he would roll a 1 he would still make the check.' This ability is probably way too powerful as well, since it essentially allows you to quicken spells for free (there is no limitation on what spells you can cast mind you). Id suggest that you either change it so that it is a ove equalient action to cast the spell (meaning that you could attack once and cast a spell once in the same turn) or make it an attack action usable once per round (meaning one less attack that round. Further id either limit this ability to touch spells or make all spells used with this ability touch spells that only affects the touched creature (meaning an attack with a fireball would require a touch attack and damage 1 opponent xd6, instead of bursting and incenerating all within 15ft.). Also id recommend you to change the description of it on the table from lesser improved casting and such to simply improved casting followed by the maximum spell level usable, since it is a lot easier to see and understand then. Oh and you might want to change this :P : Other than that id say this PrC is pretty sweet, gratz :) LOL thanks for catching those... I use previos PRCs i've made as a template and just go though altering all the stuff haha. ANd i changed the name like 10 times (i'm bad at names). Thanks for pointing those out. I have written up a bunch of variables, based on the components required, that will make the conc DC greater. I'll post them later. I also had intended to make a touch attack required, but I'll hold off a little longer. |
| Ioreck05-14-06, 07:18 PM | Fixed some of the writing, as Molot suggested. Gtg for now, but I'll have a closer look at Mordin's suggestions when I'm abck, and I'll post thsoe variables. |
| Ioreck05-16-06, 05:54 PM | Updates: I added the concentration check modifiers. Lemme know what you guys think. Onto Mordin's suggestions. I hope this doesn’t make you mad but I have found this is the best way for me to give, what I think is good feedback. I only do this with classes I like. If you wish I will remove this. Combat Weaver Requirements: BAB: +5 Skills: Concentration 8 ranks, Knowledge (arcane) 5 ranks, Spellcraft 5 ranks. Feats: Weapon Focus (any), Dodge, Mobile Spellcasting. Spells: Able to cast 3rd level arcane spells. Hey, I have no problem at all lol. The requirements are pretty much the same. I upped the skills already, and I'm going to keep Weapon Specialization to show that these guys need to be superb fighters with the weapon in order to cast spells. I'll have to add that they can only use the Improvised Casting ability with the weapon they have Weapon Specialization for. What book is Mobile Spellcasting from? I'll have to look at it before I say anything about it. Class Feature: BAB: Good (as fighter) Good Saves: Fort and Will Poor Saves: Reflex Hit Dice: 1d8 Class Skills: Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str). Skill Points at Each Level: 2+ Int modifier. Ok. You've upped the fort and will saves, as well as the hit die. I kept the saves at medium and the hit die to match the eldritch knights because Combat Weavers spend most of their time training, and so they maintain a solid health, hardiness and willpower, but not the best. Overall, the change isn't that big of a deal. Spells per Day/Spells Known: At 2nd level, and every even level after that the combat weaver gains new spells per day (and spells known, if applicable) as if he/she had also gained a level in whatever arcane spellcaster class he/she belonged to before adding the prestige class. If he/she had more than one arcane spellcasting class before becoming a combat weaver, he/she must decide to which class to add his/her combat weaver levels to, to determine spells per day, spells known and overall caster level. He/she dose not, however, gain any other benefit a character of the class would have gained (metamagic feats, item creation feats and the like). looks good. Offensive Weave (Ex): At 1st level, a combat weaver has learned to weave the arcane with his/her martial knowledge. Any round a combat weaver makes a full-round melee attack with a weapon he/she has the Weapon Focus feat with, he/she may substitute one of his/her attacks to cast a spell with a range greater than personal in its place (this dose not allow a combat weaver to cast more than one spell a round). A combat weaver may use this ability a number of times time per day equal to his/her class level. To do this a combat weaver must succeed a concentration check (15 + twice the spells level). If the check fails, the spell is lost. At 1st level a combat weaver may only substitute 1st or 2nd level spells. At 4th level, a combat weaver can substitute 3rd or 4th level spells, 5th level spells at 7th and 6th level spells at 10th. Any spell cast in this way is considered a touch spell and only affects the target touched. A combat weaver may only use this ability while wearing light or no armor and must have one hand free. A combat weaver can not use a quickened spell in the same round he/she uses this ability. Sacrificing an attack doesn't quite fit, beacuse he needs to make the movements in order to complete the casting. Neither does the limit to using it, because its an Ex. ability. You've upped the DC quite a bit. I guess having to have 8 ranks means that you have just under a 50% chance to cast a level 1 spells. I might make mine greater, but I'll wait to see what other people say about the spell component modifications. I'm also contemplating making it a melee touch attack to cast, but not for just the target. The Combat Weaver can cast Chain Lightning if he likes. Or use a fireball, at his own risk. The one hand free requirement is fine, if I make it a melee touch attack. Bonus Feat: At 2nd level, a combat weaver gains a bonus feat. This feat must be either a metamagic feat or a bonus feat from the list allowed to fighters from the fighter bonus feat list except weapon specialization. A combat weaver gains another bonus feat at 8th level. Bonus feats are always fun. But it doesn't fit with the flavour of the class. The difficulty and complexity of developing his Improvised Casting abilities doesn't allow him to learn new tactics, other than his every 3 levels, or develop his standard spellcasting techniques. Ignore Spell Failure (Ex): At 3rd level, a combat weaver can now ignore some of the spell failure chance for wearing armor. At 3rd level, a combat weaver can reduce the spell failure chance from armor by 5%. This percentage increases to 10% at 6th level and 15% at 9th level. Lowering the Ignore Spell Failure was something I was planning to do, but I figured by level 10 he should be able to use the ability with no problems in any light armor, including a chain shirt. Defensive Weave (Ex): At 5th level, a combat weaver may now use the Offensive Weave ability to cast spells with a range of personal. [/QUOTE] Eh. Not really needed. The Improvised Casting encompasses it. Overall, it was good to see another view of what the class should be. A few interesting points. I can see how you would drop an attack, since he is making a melee touch attack. I'd like to know what others think of your changes. Thanks. |
| Mordin05-16-06, 11:15 PM | What book is Mobile Spellcasting from? Complete Adventurers, it seems to fit the class IMO and replaced weapon specialization in my build. Ok. You've upped the fort and will saves, as well as the hit die. I kept the saves at medium and the hit die to match the eldritch knights because Combat Weavers spend most of their time training, and so they maintain a solid health, hardiness and willpower, but not the best. Overall, the change isn't that big of a deal. I've actually lowered the HD to 1d6 since posting. :) Sacrificing an attack doesn't quite fit, because he needs to make the movements in order to complete the casting. Neither does the limit to using it, because it’s an Ex. ability. You've upped the DC quite a bit. I guess having to have 8 ranks means that you have just under a 50% chance to cast a level 1 spells. I might make mine greater, but I'll wait to see what other people say about the spell component modifications. I'm also contemplating making it a melee touch attack to cast, but not for just the target. The Combat Weaver can cast Chain Lightning if he likes. Or use a fireball, at his own risk. The one hand free requirement is fine, if I make it a melee touch attack. The reason I added sacrificing an attack was more for balance. Allowing someone to make a full-attack and cast a spell that also may take a full-round action is just too much IMO. That being said I've also added that the spell cast can not have a casting time of more than a standard action. I do agree with not limiting it to a number of times per day, I was just looking for some balancing material. Bonus feats are always fun. But it doesn't fit with the flavor of the class. The difficulty and complexity of developing his Improvised Casting abilities doesn't allow him to learn new tactics, other than his every 3 levels, or develop his standard spellcasting techniques. In my build I lowered the Ignore Spell Failure and added a bonus feat this was a good trade to me seeing that your build already gave one bonus feat. Lowering the Ignore Spell Failure was something I was planning to do, but I figured by level 10 he should be able to use the ability with no problems in any light armor, including a chain shirt. I did this for two reasons, first to justify the 2nd bonus feat, and at this level the character is likely to have access to mithral and other magical items that have the potential to make this ability moot IMO. Originally Posted by Mordin Defensive Weave (Ex): At 5th level, a combat weaver may now use the Offensive Weave ability to cast spells with a range of personal. Eh. Not really needed. The Improvised Casting encompasses it. The reason I added this was to show some separation in there learning. For Example first learn to strike your opponent with magic and sword then learn to defend yourself even further with your magic. Also I don’t know if I quite understand how improved improvised casting stops you from using personal ranged spells on yourself can you give an example? P.S. I like this table Table: Concentration Check Modifications Spell Component DC change Verbal +1 Somatic +1 Material +1 Focus +3 XP Cost +3 |
| Ioreck05-16-06, 11:57 PM | Complete Adventurers, it seems to fit the class IMO and replaced weapon specialization in my build. You're absolutely right. I'll do something with it. The reason I added sacrificing an attack was more for balance. Allowing someone to make a full-attack and cast a spell that also may take a full-round action is just too much IMO. That being said I've also added that the spell cast can not have a casting time of more than a standard action. I do agree with not limiting it to a number of times per day, I was just looking for some balancing material. Another good point, but I'm going to hold off making the change for a little bit. I'll look at some some stuff first. If I change anything, it will just be for the full-round attacks and standard action spells only, not the attacks loss. I'd also up the saves if I did this. In my build I lowered the Ignore Spell Failure and added a bonus feat this was a good trade to me seeing that your build already gave one bonus feat. Fair enough. I did this for two reasons, first to justify the 2nd bonus feat, and at this level the character is likely to have access to mithral and other magical items that have the potential to make this ability moot IMO. Makes sense. I'll add it. The reason I added this was to show some separation in there learning. For Example first learn to strike your opponent with magic and sword then learn to defend yourself even further with your magic. Also I don’t know if I quite understand how improved improvised casting stops you from using personal ranged spells on yourself can you give an example? Ah, so some flavour stuff. Nice idea, and it works fine. I won't change it though. Limiting by spell level seems fine to me. Improved improvised casting doesn't stop you from using personal spells on yourself. P.S. I like this table thanks :P |
| Ioreck05-18-06, 07:09 PM | I removed the somatic component from the concentration check table because it is taken into account by the class's special ability already. Anybody have suggestions on other possible casting variables that might affect the concentration check DC? |
| Mordin05-20-06, 11:28 AM | I made a few changes to my build thought you would like to see them. :) Skills: Concentration 8 ranks, Knowledge (arcane) 5 ranks, Spellcraft 8 ranks. 1. Offensive strike 2. Bonus feat +1 arcane spellcaster level 3. Offensive strike, ignore spell failure 5% 4. Offensive strike +1 arcane spellcaster level 5. Offensive strike, defensive weave 6. Ignore spell failure 10% +1 arcane spellcaster level 7. Offensive strike 8. Bonus feat +1 arcane spellcaster level 9. Ignore spell failure 15% 10. Spell & blade +1 arcane spellcaster level Offensive Weave (Ex): At 1st level, a combat weaver has learned to weave the arcane with his/her martial knowledge. Any round a combat weaver makes a full-round melee attack with a weapon he/she has the Weapon Focus feat with, he/she may sacrifice his/her first attack to cast a spell, he/she must make a melee touch attack to deliver this spell. However this spell may not have a casting time of more than one standard action and may not target the combat weaver (such as mage armor). This dose not allow a combat weaver to cast more than one spell a round (unless the spell can be cast as a swift action). To do this a combat weaver must succeed a concentration check (10 + twice the spells level + any Concentration Check Modifiers, see below). If the check fails, both the spell and attack are lost. At 1st level a combat weaver may only sacrifice an attack for a 1st level spell. At 3rd level, a combat weaver can use 2nd level spells, 3rd level spells at 5th level and 4th level spells at 7th level. A combat weaver may only use this ability while wearing light or no armor and must have one hand free. A combat weaver can not use a quickened spell in the same round he/she uses this ability. Defensive Weave (Ex): At 5th level, a combat weaver can now cast spells which target him/herself (such as mage armor) using the Offensive Weave ability. Rewording Spell & Blade (Ex): At 10th level, a combat weaver has mastered the art of combining the arcane and the martial. A combat weave no longer has to sacrifice an attack to cast a spell using the Offensive Weave ability. Furthermore, a combat weaver may now cast any level spell he/she knows using the Offensive Weave ability. |
| Ioreck05-22-06, 06:32 PM | I like spell and blade. makes taking 10 levels in it worthwhile. Why do you think it should allow all spell levels? |
| Mordin05-23-06, 10:39 PM | I like spell and blade. makes taking 10 levels in it worthwhile. Thanks I always like ending a PrC with a cool ability at the end to encourage people to take all 10 levels. Why do you think it should allow all spell levels? I don't require Weapon Specialization in my build, so potentially a 10th level wizard could take this class and use 8th level spell at 20th level while cutting someone to ribbons. I was thinking the best build for this (with my build) would be a 2nd level Ftr/8th level Wiz 10th level Combat Weaver. +16 BAB & 7th level spells :) |
| Ioreck05-24-06, 05:49 PM | Alright, made some changes. I incorporated the loss of attack and standard spells at higher levels, and the spell and blade effects at level 10. I didn't give the class the ability to cast all spells, instead letting it cast level 1 to 3 spells with a standard attack and enhanced DC. Any other ideas to make this class more interesting? I noticed that the Duskblade's arcane infusion is... pretty much the same thing as the improvised casting/ strikes. In fact, its better. So some other melee-oriented casting ability, like a spell-power or something. Any thoughts? |
| Mordin05-24-06, 09:11 PM | I didn't give the class the ability to cast all spells, instead letting it cast level 1 to 3 spells with a standard attack and enhanced DC. I’m not sure if you understand my intent with “all spell levels” in this ability. Is what I mean by all spell levels is any level spell he/she is able to cast normally that only takes a standard action. If this is how you understand the ability just ignore me. :D If not I need some help rewording the ability? Thanx |
| Ioreck05-25-06, 11:21 PM | no, i knew what u meant :P u can use say a level 8 spell with the ability. |
| Ioreck08-20-06, 03:57 PM | Bumping this because its been a while since I posted it, and I'd like some fresh opinions :D Comments and ideas are welcome! Please use constructive criticism :D |
| Krusk08-20-06, 06:54 PM | Can you guys throw up a version of this class as is? Im in a campaign we just started and this is exactly what i was hoping to make a character that did. I'm just havinmg some trouble following what the agreed upon abilities and bonuses are after all the changes. thanks |
| Ioreck08-20-06, 09:43 PM | Oh, that's my version as is ;) fully-updated. Mordin made his own off of my ideas for his own campaign. The two are pretty similar, just a few differing points. As far as I'm concerned, it's complete, but I welcome input! |
| Mordin08-20-06, 11:48 PM | This was the final version I came up with I figured I would post this so you could compare koodos to Ioreck for the awesome idea. Mystic Blade Requirements: BAB: +5 Skills: Concentration 8 ranks, Knowledge (arcane) 5 ranks, Spellcraft 8 ranks. Feats: Weapon Focus (any [light]), Dodge, Mobile Spellcasting. Spells: Able to cast 3rd level arcane spells. Class Feature: BAB: Good (as fighter) Good Saves: Fort and Will Poor Saves: Reflex Hit Dice: 1d6 Class Skills: Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str). Skill Points at Each Level: 2+ Int modifier. LEVEL ABILITIES: 1. Offensive strike 2. Bonus feat +1 arcane spellcaster level 3. Offensive strike, ignore spell failure 5% 4. Offensive strike +1 arcane spellcaster level 5. Offensive strike, defensive weave 6. Ignore spell failure 10% +1 arcane spellcaster level 7. Offensive strike 8. Bonus feat +1 arcane spellcaster level 9. Ignore spell failure 15% 10. Spell & blade +1 arcane spellcaster level Weapon and Armor Proficiencies: A mystic blade gains no additional weapon and armor proficiencies. Spells per Day/Spells Known: At 2nd level, and every even level after that the mystic blade gains new spells per day (and spells known, if applicable) as if he/she had also gained a level in whatever arcane spellcaster class he/she belonged to before adding the prestige class. If he/she had more than one arcane spellcasting class before becoming a mystic blade, he/she must decide to which class to add his/her mystic blade levels to, to determine spells per day, spells known and overall caster level. He/she dose not, however, gain any other benefit a character of the class would have gained (metamagic feats, item creation feats and the like). Offensive Weave (Ex): At 1st level, a mystic blade has learned to weave the arcane with his/her martial knowledge. Any round a mystic blade makes a full-round melee attack with a weapon he/she has the Weapon Focus feat with, he/she may sacrifice his/her first attack to cast a spell, he/she must make a melee touch attack to deliver this spell (regardless of its normal range). However, this spell may not have a casting time of more than one standard action and may not target the mystic blade (such as mage armor). This dose not allow a mystic blade to cast more than one spell a round (unless the spell can be cast as a swift action). To do this a mystic blade must succeed a concentration check (10 + twice the spells level + any Concentration Check Modifiers, see below). If the check fails, both the spell and the attack are lost. At 1st level a mystic blade may only sacrifice an attack for a 1st level spell. At 3rd level, a mystic blade can use 2nd level spells, 3rd level spells at 5th level and 4th level spells at 7th level. A mystic blade may only use this ability while wearing light or no armor and must have one hand free. A mystic blade can not use a quickened spell in the same round he/she uses this ability. Concentration Check Modifiers Spell Components: DC Modifier: Verbal +1 Somatic +1 Material +1 Focus +3 XP Cost +2 Bonus Feat: At 2nd level, a mystic blade gains a bonus feat. This feat must be either a metamagic feat or a bonus feat from the Fighter bonus feat list, except for weapon specialization. A mystic blade gains another bonus feat at 8th level. Ignore Spell Failure (Ex): At 3rd level, a mystic blade can now ignore some of the spell failure chance for wearing armor. At 3rd level, a mystic blade can reduce the spell failure chance from wearing armor by 5%. This bonus increases to 10% at 6th level and 15% at 9th level. Defensive Weave (Ex): At 5th level, a mystic blade can now cast spells which target him/herself (such as mage armor) using the Offensive Weave ability. Spell & Blade (Ex): At 10th level, a mystic blade has mastered the art of combining the arcane and the martial. A mystic blade no longer has to sacrifice an attack to cast a spell using the Offensive Weave ability. Furthermore, a mystic blade may now cast any level spell he/she knows using the Offensive Weave ability. This spell must still have a casting time no greater than a standard action. |
| Ioreck08-21-06, 12:48 AM | I decided to up the concentration check. It was a bit too easy to make the early checks before. Doesn't change the higher level ones. Sorry Krusk :P |
| Ioreck12-22-06, 05:25 PM | bump :D Alot of new sourcebooks out since I posted this, so are there any new thoughts and comments? |
| Ioreck04-10-07, 04:30 AM | bump, but with reason! Added a new feature to the class, empowered strike. Basically, a suped up final attack in exchange for a spell. deals bonus magic damage, which is always nice. I figured that, with the duskblades addition, this class needed a little something to keep it desireable. Also, by placing it at the 5 level mark, its gives people a middle option to go for, but still holds to the flavor of the class. |
| AngelLemmingThief04-10-07, 03:03 PM | Like it. Only one problem I see with this class - I don't have a DM that will let me play one ;) With your new ability you may want to state what sort of action is required. Also, and a small point, I think you are missing the word 'than' in there ;) |
| Ioreck04-10-07, 11:21 PM | Done and done. Thanks for spotting that. |