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Imythess > Suggestions > Spellsword PrC


Title: Spellsword PrC
Description: An Idea I had


Lysan - November 7, 2007 05:59 PM (GMT)
Spellsword

Training Master: I will if no-one else will. (Hint)

The Spellsword is a melee class that enhances, controls and transfers the elements into raw magic power, infusing it with their chosen weapon. The Prestige Class is a lesser heard of one; its members tending towards secrecy lest the secrets of its training become known. The abilities in the Prestige Class are not spells and are cast in an instant.

Requirements

Spells: Character must be able to cast low to medium power spells.
Skills: One of the following at Novice Level: Blade, Blunt Weapon, Polearms, Two-Weapon Fighting, or Unarmed Fighting and Knowledge (Arcana)
Weapon: Must own a melee weapon.
Alignment: Any

Cost

Level 1: 250 Gold
Level 2: 250 Gold
Level 3: 300 Gold
Level 4: 300 Gold
Level 5: 350 Gold

Quests: In order to discover and be able to use each ability a quest must be performed in order to find and collect the secret scroll it is written on. The scrolls locations can be found by Private Messaging me – however, I will give you the location of the first: Taras Library, hidden among the books. Each time you get a scroll, PM me and I will provide the location of the next one. In order to reach each scroll, a post containing at least 300 words must be written retelling how you came across the location and how you got to it. This is completely up to you, so try and make things as imaginative as possible.

Also, before being able to use the abilities described in the class you will have to craft another post anywhere you like (it can even be in the same post as the one detailing how you found the scroll) on using the ability for the first time and accessing its power. This post will need to be at least 200 words long.

Level 1

Spirit of the Elements: In order to become a Spellsword, an understanding of the ways of the elements is needed. This ability will allow you to take up the elements of fire, water, air and earth and access their powers. This ability is a prerequisite to all others available in the Spellsword class.

Spirit of Strength: Grants the user the element of Metal if not already owned and increases their strength with a chosen weapon slightly. The user is partway through the basic training of the Spellsword and is becoming more familiar with the ways of the spiritual elements and their ability to focus the power in their weapon.

Spirit of Magic: The primary element of Arcana is granted to the user and they grow slightly stronger in the ways of magic. Their understanding of the world around them and the balancing forces that make up the Material Plane.

Level 2

Fire Blast: A bolt of fire streaks from the casters weapon to the target, showering them in sparks and flames. The fire deals little damage and is mainly used as a distraction. It will not track and can be dodged.

Fireblade: Call upon the Goddess of Flames to imbue your weapon with fire, which can be used to strike enemies with. The effect is short but can deal damage, be used as a light and a fire in one.

Flametongue: When imbued with the ability Fireblade the caster can strike in a wide arc in front of him/her, dealing fire damage to everything that gets in the way.

Combat Casting: Gain the feat Combat Casting if not already owned.

Level 3

Water Blast: A jet of ice bursts from the casters weapon to the target, freezing them and slowing reaction times. It will not track and can be dodged, but when it finally hits something it explodes in a shower of razor-sharp shards that can wound and distract the target.

Frostblade: A cry to the deity of Ice will strengthen your weapon with an effect not unlike that of Fireblade, but this time with the water element. Small blocks of ice form on the weapon that can explode in a shower of razor-sharp icicles. It is strong and lowers enemy reaction times.

Icebrand: When the power of Frostblade is invoked the caster can spin round in an arc, causing a flurry of ice shards and hail to shower upon anything around. Also, anything that comes in to contact with the caster’s weapon will feel the sting of freezing metal.

Empower Spell: Gain the feat Empower Spell if not already owned.

Level 4

Scission: When the caster’s weapon is struck into the ground, a deep and wide crack will extend from the caster to the target, eventually forming a circle around them which they will either have to leap or fly across, leaving them in a vulnerable position and at your mercy.

Earthblade: Powerful, earthen strikes are transmuted to your weapon for a short time, greatly increasing its strength and ability to knock down opponents in battle. It also succumbs to the greatest of nature’s secrets, becoming light as a feather and easy to wield.

Nature’s Fury: A wide chasm is carved into the ground in a split second, throwing those around the caster into it. It is not deep and will not greatly harm opponents but will disorientate them and make them dizzy and possibly unconscious. Can only be cast when the Earthblade ability is activated.

Quicken Spell: Gain the feat Quicken Spell if not already owned.

Level 5

Shock Burst: Streams of lightning flow from your weapon to the target, stunning them and making them fly to the ground. Though not strong enough to sufficiently hurt the target, they will become burnt in places and unable to move in others for a while.

Thunderblade: Imbued with the power of air, your weapon becomes as fast and accurate as the wind itself, striking non-stop for the targets vitals, almost unguided by the caster. Sparks of lightning can temporarily halt the targets movements and stun them shortly while you get another attack in.

Stormstrike: A great sphere of lightning is thrown from the caster’s weapon, surrounding the caster and the immediate environment. Scarring and burning all those involved it can be enough to distract them while you escape, though its power is not great. Can only be cast when Thunderblade ability is being used.

Ultima Smash: Your weapon is imbued in raw magic power, dealing massive non-elemental magic damage to anything in striking range. The effect is short but also one of the most powerful abilities in Imythess. If the abilities Spirit of Magic and Spirit of Strength are learned it will be imbued with these two elements, striking fear into the hearts of all those around.





So, what do you guys think?

Master Ace - November 7, 2007 08:51 PM (GMT)
Firstly I must say that aside from the fact that I think Imythess has quite a few magicish PrC and needs more Skill/stealth and battle oreiented PrCs, I don't like the Idea for this class it seems to me to be rather unfocused. You are using magic, the four elements and swordplay. Compare it to the windbow which is very well organized and neatly fits the element of air with archery. I wouldn't very much mind a fireblade class coming up to offer some sort of counter to the windbow. Or you could look to the Arcane archer, which would be the closest appropriate class, which suffuses magic and archery in a variety of ways.

Training Master- Training master is an old outdated function that is no longer truly used. Training masters however are generally the first one to get all levels in the given class. And I doubt you would get all levels in the class for making it.

Spells: You need to define spells needed better than than even if it's just a price range. Additionally only fire, earth, water, and wind spells would appear to be useful for this PrC.

Skills:Unless this class deals specificaly with magic and swords, I suggest you change the name, otherwise I suggest you remove all wapon skills save Blades. Either way two weapon fighting and unarmed strike aren't imporant and should be removed. The PrC does not deal with the dual weilding and since it also requires a weapon, unarmed strike is obviously not applicable.

Alignment: If there is no requirement than you don't need to mention it.

Quests: Quests/Taks are a thing for Deity PrC not normal PrC. Additionally I can't see why this Class would require quests of any sort. If an archmage can be studied on one's own why can't the same be true of this class?

Pricing: The class doesn't offer too much to be costing so much. The class merely gives the same three powers over and overagain with varying elements, a few feats (which is certainly a few too many), and one overpowered ability that needs to be scratched. Worst of all the abilites aren't getting any strong by level, just changing element and the person taking the class doesn't even have the option of choosing which elements.

Spirit of The elements: I can't understand what you are tring to say with this at all. Please try and explain that a little better, cause you got me at a loss. In either case It doesn't really look like an ability at all.

Additional Feats: The Archmage is the epitome of Magic, only the Deity of Magic's PrC should best this PrC in the feild of magic Spellsword only dabbles in the best of both worlds, neither specializing in magic or might. As such this class should not be giving away all these magical free feats. The only applicable feat I can see is Combat Casting and that should be a requirement not a free feat.

Blade: Spells cover some of these, and more so Weapon enchantments. You shouldn't call upon a deity's power unless of course this happens to be that deity's PrC. Additionally for blades (which of course would be the weapon of choic for this class), damage is either done through the sharpness of the edge, and the weight of the weapon. It's impossible for a weapon to become more powerful and lighter by infusing it with the power of earth, particularly sicne earth does not give off energy like fire, ice (Technically it takes away energy, but you catch the point), and electricity. As such Earthblade would certainly need to be reworked.

Last of Trio: Aside from Nature's fury seeming a bit not so well described, It should be triggered in some way through the weapon, as the others do seeing as that's the only thing the class really has going for it.

Ultima Smash: As I afore stated, The Archmage is the epitome of Magic, only the Deity of Magic's PrC should best this PrC in the feild of magic Spellsword only dabbles in the best of both worlds, neither specializing in magic or might. As such it is doubtfull that this ability can be proclaimed as the best in all the land, and quite debateable as to whether it is one of the best in all the land. Additionally there isn't enough use of non-elemental magic in the class to justify this, though you could say it has the power of all four blades combined.

Lysan - November 8, 2007 04:24 PM (GMT)
With the benefit of hindsight this class idea actually sucks. Sort of, you know, forget I ever mentioned it.




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