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Class Suggestion: Spellsword

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  • Class Suggestion: Spellsword

    Hello there,

    I wanted to suggest that a certain class be implemented into the server as a prestige class, due to the fact that several of the abilities are already in place as feats and I believe that the class would evenly round out those feats with something more applicable to the desired character.

    The Spellsword

    The dream of melding magic and weaponplay is fulfilled in the person of the Spellsword. A student of both arcane rituals and martial techniques, the Spellsword gradually learns to cast spells in armor with less chance of failure.

    That is the ghist of what the Spellsword entails, offering the arcane user the ability to wear armor and cast spells at the same time, while advancing in AB as to not lag behind. This is an exceptionally useful class for those who want to combine both martial and arcane prowess.

    Requirements: PnP


    Base Attack Bonus: +4
    Skills: Knowledge (Arcana) 6 ranks
    Feats: Proficiency with all simple and martial weapons and with all armor (Heavy, medium and light).
    Spells: Able to cast 2nd-level arcane spells.
    Special: Must have defeated a foe through force of arms alone, without recourse to spellcasting.

    No doubt this is designed for the PnP version of D&D 3.5v, right from the Complete Warrior (Pg. 79) and it is balanced into a way that will fit that dimension of the game. Although, we play in a different setting where things are more set in design and some things cannot be done. This Requirements list seems pretty lax for all the other custom PRCs that are in Sundren, I've taken the liberty of setting up a Requirement list that I think is fair.

    Requirements: Sundren


    Base Attack Bonus: +5
    Skills: Concentration 6 ranks, Knowledge (Arcane) 8 ranks, Spellcraft 6 ranks.
    Feats: Proficiency with all simple and martial weapons and with all armor (heavy, medium and light), Combat Casting, Magically Attuned.
    Spells: Able to cast 3rd-level arcane spells

    A pretty big list of feats and skills that are needed for this class, no doubt. Yet, this gives a dedication to mastering the art of casting within armor. Plus it also forces the character to take a class that is non magical in order to get the armor and weapon proficiencies, which will hamper the spell progression rate. Then after that, the character must take a good number of wizard classes to be able to harness the Art enough to be able to cast within the armor.

    Class Features: PnP


    Hit Dice: D8
    Base Attack Bonus Progression: High
    Saves: Fort and Will
    Class Skills: Climb, Concentration, Knowledge, Jump, Profession and Spellcraft
    Skill Points at Each Level: 2+Int Modifier

    Spells per Day: At every odd-numbered level, a spellsword gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, save for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a spellsword, he must decide to which class he adds the new level for purposes of determining spells per day.

    Ignore Spell Failure: Beginning at 1st level, a spellsword's hard work and practice at merging spellcraft with weaponplay starts to pay off. As an extraordinary ability, he ignores a portion of the arcane spell failure chance associated with using armor. This redicution starts at 10% and gradually increases to 30%. A spellsword subtracts the given percentage value from his total spell failure chance, if any. For instance, a character wearing scale mail and carrying a small shield normally has a spell failure chance of 30%, but this drops to only 20% for a 1st-level spellsword.

    Bonus Feat:
    At 2nd level, a spellsword advances his art, gaining a bonus feat. This bonus feat must be either a metamagic feat or one drawn from the bonus feats allowed to a fighter.

    Channel Spell/Multiple Channel Spell:
    This ability, I do not think, is currently available in the system of NWN2. It would be replaced with another ability.

    Now, with the exception of the Channel Spell/Multiple Channel Spell the PnP version of the class seems a little under powered for the NWN2 system and all the other classes it's competing with. The advantages are the spell, AB and Fort/Will saves progression plus the Spell Failure Reduction. No doubt the last ability is among the most important for the Spellsword, the ability to channel spells through your weapon and bypass the targets defenses. That can be replaced with something useful, but not too overpowering.

    Class Features: Sundren


    Hit Dice: D8
    Base Attack Bonus Progression: High
    Saves: Fort and Will
    Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Knowledge (Arcana, History), Lore, Parry and Spellcraft
    Skill Points at Each Level: 2 + Int Modifier

    Spells per Day: At every odd-numbered level, a spellsword gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, save for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a spellsword, he must decide to which class he adds the new level for purposes of determining spells per day.

    Ignore Spell Failure: Beginning at 1st level, a spellsword's hard work and practice at merging spellcraft with weaponplay starts to pay off. As an extraordinary ability, he ignores a portion of the arcane spell failure chance associated with using armor. This reduction starts at 10% and gradually increases to 30%. At every odd level the reduction increases by 5% to the maximum of 30%. A spellsword subtracts the given percentage value from his total spell failure chance, if any. For instance, a character wearing scale mail and carrying a small shield normally has a spell failure chance of 30%, but this drops to only 20% for a 1st-level spellsword.

    Bonus Feat:
    At 2nd, 6th, 8th and 10th level, a spellsword advances his art, gaining a bonus feat. This bonus feat must be either a metamagic feat or one drawn from the bonus feats allowed to a fighter.

    Alternative

    Arcane Strike: at 2nd, 6th, 8th and 10th level, a Spellsword advances his art, drawing upon the raw arcane might to imbue his weapon. The Spellsword adds +1 point of Arcane Damage to any weapon he is holding, increasing at the previously mentioned levels to +4 at 10th level.

    Now, we can turn this class into a proper Sundren class with an ample amount of power, but not too overpowering for the server. This class gives some of the power of an EK, but with the abilities to cast in armor.

    Some of you may be asking as to why impliment this class when there are already feats to do exactly what this class does, but quicker. Arcane Armor Proficiency (Light, medium and heavy), being those feats. The problem with those feats is what they do and how long it takes, by the time I am done casting one spell, I am already beset by enemies in melee and unable to cast spells or even protection spells, unless I have casted them before I entered the area or the event happen. They are fairly useless feats, although they do mean well.

    This class is what I would like to see in the future, if at all possible. I already have a character would would more than gladly take up this role, even recreate if necessary to meet the requirements.

    Thank you for your time,
    AusGre
    All deaths that my characters have in RP PvP or Story are permanent, they are lootable and I will ask if the opposing character does kill them or leaves them unconscious. I also adhere to all Sundren PvP/Death rules, I prefer to play by my own hardcore death rules.

  • #2
    There are actually feats you can take to cast in armor.
    Originally posted by Cornuto
    Glad everyone's being extra fucking ridiculous today.

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    • #3
      Yes, I do realize that, but they require that casting takes one round longer to cast a spell, so it takes two rounds to cast a spell. By that time, you can't get off a protection spell in time or cast a spell to kill an enemy. It's very underpowered.
      All deaths that my characters have in RP PvP or Story are permanent, they are lootable and I will ask if the opposing character does kill them or leaves them unconscious. I also adhere to all Sundren PvP/Death rules, I prefer to play by my own hardcore death rules.

      Comment


      • #4
        If anything, I could see this replacing the EK if the staff decided it was necessary. However, I don't believe it would be worth the dev team's time or effort to develop a class that essentially does the same thing. Maybe they could alter those feats to provide a flat decrease to spell failure, instead of a round of action? It'd be accomplishing the same thing.
        Characters:
        Peridan Twilight, one-eyed dog of the Legion, deceased.
        Daniel Nobody, adventurer and part time problem solver.

        [DM] Poltergeist :
        If you can dodge a wrench, you can dodge an intermediate deity's unbridled fury.

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        • #5
          Yeah, those feats really are the suckiest of suck. Anyone who takes them is getting severely short-changed.

          Once you get to a certain level you will realise its still 3 or 4 times quicker to just take off armour cast buffs and then put armour back on....

          If those feats could be changed it would be great! And no it wouldn't be overpowered, it would just mean less getting changed before combat.
          UTC+8
          Yes, I realise my RP writing sucks. Just be thankful I keep it short

          Characters
          Thalanis Moonshadow

          Comment


          • #6
            I wouldn't say they're short changed, the option for nakedness, spell casting and armour reapplication is still there. The feats however give you the chance to cast a spell safe in the knowledge that arcane spell failure won't cause you to fizzle out.

            IE: If you know you're going to be in a fight you can take your time to get ready and prepared for a fight. If it's an emergency then you've a choice; take a few seconds longer for a guaranteed success, or take the risk of failure but cast quicker.

            Rather than have a permininat reduction to the spell failure rate I'd much rather see the spells effects last for one or two rounds longer, that'd be a fair balance.

            As for new spell casting PrCs, I honestly think the DEV time would be better spent on non casting classes for the time being, expanding into magical ones at some point in the future.
            It is the greatest of all mistakes to do nothing because you can only do a little - Do what you can.
            Sydney Smith.

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