Post by Talamanthalon on Sept 13, 2008 19:36:29 GMT
This quasiclass is an attempt to bring back the classic Fighter / Wizard multiclass combination that was so prevelant in the original D&D game. To breath life back into a multiclass that I loved playing:
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For the purposes of HG this class ends up being constructed like a minor staffmaster / lifethreader
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- The Spellsword quasiclass combines the Fighters melee prowess with the combat spells of the wizard to create an armored caster that wades into the thick of battle with prepared spells cast on weapon / shield and armor.
- To qualify for Spellsword the character must have 10 levels of Fighter, 10 levels of Wizard, and Weapon Focus (Longsword) + (Greatsword) + Skill Focus (Concentration) + Skill Focus (Discipline) before level 40.
-- Based on the levels of fighter and wizard the class takes, they are also given the following free feats:
-- Wizard (10): Spell Penetration
-- Wizard (15): Greater Spell Penetration
-- Wizard (20): Epic Skill Concentration
-- Fighter (10): Iron Will
-- Fighter (15): Great Fortitude
-- Fighter (20): Epic Skill Discipline
If the Spellsword progresses through their life at equal levels studying both magic and sword as they progress through level 40 and obtain an even Wizard/Figther combination of 20/20 they will receive the following modifications to spells due to their intimate understanding of sword and magic:
Spell Mantles: The number of spell levels absorbed increase by +5 per 5 CL above 15, up to 1d12+20 at CL40, then by +1 per additional CL, reaching 1d12+40 at CL60
Tenser's Transformation
- Spellswords get an extended duration on the Tenser's Transformation spell. It lasts for 1 turn per casterlevel instead of 1 round per casterlevel
Armored Casting:
Wizard Fighter Combinations allow them to use various armors without spell failure:
Light Armor ( NO Shield ): 10 Wizard / 10 Fighter
Medium Armor + Shield: 15 Wizard / 15 Fighter
Heavy Armor + Shield: 20 Wizard / 20 Fighter
Vampiric Touch:
Spell swords gain a permenant ON HIT: Vampiric Touch that is cast from their sword in an small size AOE and gain a bonus on their AB for touch attacks equal to: AB + Concentration Skill / 5 + Discipline Skill / 5
- The amount of healing the Vampiric Touch heals for is: (Discipline skill + Concentration skill * 3/4)d8 + CL healing, with a minimum of 1d8 and a maximum CL bonus of +15.
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Spellswords spells are limited to only spells that can be cast directly on a single target and simply create an ON HIT bonus on their weapon for the same effect.
The amount of spells they can cast on their weapon to create an ON HIT Bonus is calculated by the amount of wizard + fighter levels that are equal / 10
Eq. 20 Wizard + 20 Fighter = 40 / 10 = 4
or
Eq. 10 Wizard + 30 Fighter = 20 /10 = 2
or.
15 Wizard + 25 Fighter = 30 / 10 = 3
Each ON HIT effect is powered by a Spellswords memorized spells. For every successfull ON HIT a Spellsword spell memorized by the Spellsword will be drained to fuel the spellswords power. The maximum level of the spellsword spell to be drained may be set by issuing the SIMtools commands !dam1 through !dam9. ( THIS DOES NOT INCLUDE THE VAMPIRIC TOUCH AOE Spell, this is a permanent effect)
To set the spells they want to cast on their weapon, spell swords will obtain an seperate autocaster that they can cast their spells on. Upon using the autocaster their current weapon will be imbued by the new ON HIT bonuses.
The following spells use both the fighter + wizard levels of the charcter for the calculation of DC and Spell Penetration.
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Note for future edits: Need to supply a list of wizard spells that can be cast on a target. This should be the list of spells that this class can use at the Fighter + Wizard DC level.
I'm using Discipline and Concentration as their primary skills to show the nature of th class and their need to be able to concentrate while in the middle of fighting to focus their arcane spells.
Additional spells besides target spells to be modified to be same as caster - Etheral Visage, Premonition(Effects work with Heavy Armor) + GMW
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They can still stand back and cast spells normally if they choose or wade into battle with some of their spells on their weapons. Provides for great flexibility.
========
LBAB and BAB = Same as Fighter Progression
========
Can still gain the extra abilities a fighter would gain as he levels up, the hone weapon + disarm + knockdown + additional concealment from the parry
=======
For the purposes of HG this class ends up being constructed like a minor staffmaster / lifethreader
=======
- The Spellsword quasiclass combines the Fighters melee prowess with the combat spells of the wizard to create an armored caster that wades into the thick of battle with prepared spells cast on weapon / shield and armor.
- To qualify for Spellsword the character must have 10 levels of Fighter, 10 levels of Wizard, and Weapon Focus (Longsword) + (Greatsword) + Skill Focus (Concentration) + Skill Focus (Discipline) before level 40.
-- Based on the levels of fighter and wizard the class takes, they are also given the following free feats:
-- Wizard (10): Spell Penetration
-- Wizard (15): Greater Spell Penetration
-- Wizard (20): Epic Skill Concentration
-- Fighter (10): Iron Will
-- Fighter (15): Great Fortitude
-- Fighter (20): Epic Skill Discipline
If the Spellsword progresses through their life at equal levels studying both magic and sword as they progress through level 40 and obtain an even Wizard/Figther combination of 20/20 they will receive the following modifications to spells due to their intimate understanding of sword and magic:
Spell Mantles: The number of spell levels absorbed increase by +5 per 5 CL above 15, up to 1d12+20 at CL40, then by +1 per additional CL, reaching 1d12+40 at CL60
Tenser's Transformation
- Spellswords get an extended duration on the Tenser's Transformation spell. It lasts for 1 turn per casterlevel instead of 1 round per casterlevel
Armored Casting:
Wizard Fighter Combinations allow them to use various armors without spell failure:
Light Armor ( NO Shield ): 10 Wizard / 10 Fighter
Medium Armor + Shield: 15 Wizard / 15 Fighter
Heavy Armor + Shield: 20 Wizard / 20 Fighter
Vampiric Touch:
Spell swords gain a permenant ON HIT: Vampiric Touch that is cast from their sword in an small size AOE and gain a bonus on their AB for touch attacks equal to: AB + Concentration Skill / 5 + Discipline Skill / 5
- The amount of healing the Vampiric Touch heals for is: (Discipline skill + Concentration skill * 3/4)d8 + CL healing, with a minimum of 1d8 and a maximum CL bonus of +15.
=========================================
Spellswords spells are limited to only spells that can be cast directly on a single target and simply create an ON HIT bonus on their weapon for the same effect.
The amount of spells they can cast on their weapon to create an ON HIT Bonus is calculated by the amount of wizard + fighter levels that are equal / 10
Eq. 20 Wizard + 20 Fighter = 40 / 10 = 4
or
Eq. 10 Wizard + 30 Fighter = 20 /10 = 2
or.
15 Wizard + 25 Fighter = 30 / 10 = 3
Each ON HIT effect is powered by a Spellswords memorized spells. For every successfull ON HIT a Spellsword spell memorized by the Spellsword will be drained to fuel the spellswords power. The maximum level of the spellsword spell to be drained may be set by issuing the SIMtools commands !dam1 through !dam9. ( THIS DOES NOT INCLUDE THE VAMPIRIC TOUCH AOE Spell, this is a permanent effect)
To set the spells they want to cast on their weapon, spell swords will obtain an seperate autocaster that they can cast their spells on. Upon using the autocaster their current weapon will be imbued by the new ON HIT bonuses.
The following spells use both the fighter + wizard levels of the charcter for the calculation of DC and Spell Penetration.
========================
Note for future edits: Need to supply a list of wizard spells that can be cast on a target. This should be the list of spells that this class can use at the Fighter + Wizard DC level.
I'm using Discipline and Concentration as their primary skills to show the nature of th class and their need to be able to concentrate while in the middle of fighting to focus their arcane spells.
Additional spells besides target spells to be modified to be same as caster - Etheral Visage, Premonition(Effects work with Heavy Armor) + GMW
================================
They can still stand back and cast spells normally if they choose or wade into battle with some of their spells on their weapons. Provides for great flexibility.
========
LBAB and BAB = Same as Fighter Progression
========
Can still gain the extra abilities a fighter would gain as he levels up, the hone weapon + disarm + knockdown + additional concealment from the parry