As well a general Spellsword PrC, which doesn't seem to interest any Devs.
Here was Valefort's reply:
That, of course, made me hopeful!!This looks like an eldritch knight on crack
Monsieur Valefort then went ahead to say this:
I like the spell arsenal mechanic.
So below, is a BGTSCC custom version to the original D&D PrC, with suggestions applied by Valefort and myself, to make balanced to content on the Server.
Gish bash away my friends!!!
Eldritch Sword
The Eldritch Sword is an arcane warrior who's eldritch heritage has become evident. Their principle weapons are magic and the sword. Other spell casters may be content to study their magical arts until they are wizened and grey in the beard, but the Eldritch Sword yearns to clash sword against sword and spell against spell. Eldritch Swords are inclined to feel the thrill and immediateness of melee combat rather than stand back and let their allies get killed while they cast some complicated ritual to twist reality into a knot. So they dive into combat and attempt to destroy their enemies with sheer brutal strength, boosted by arcana prowess.
The typical Eldritch Sword is not as frail as a 'pure' spellcaster, when most of them must rely on others for protection while they use their skills. The Eldritch Sword believes that their power begins with independence and self reliance.
Becoming an Eldritch Sword
There is no formal organization or method of becoming an Eldritch Sword; the process begins when a warrior turns to magic to make their selves more effective in combat, or (more frequently) when a spellcaster picks up a sword and charges into their first real battle.
Requirements:
BAB +5
Race: Any
Alignment: Any.
Skills: Lore: Arcana 15.
Feats: Practised Spellcaster, Weapon Focus (any slashing weapon)
Spellcasting: Able to cast 3rd-circle arcane spells.
Special: Proficiency with light and medium Armour, all simple and all martial weapons
Class Features:
- Hit Die: d8
- Base Attack Bonus: High [maybe this should be Medium BAB]
- High Saves: Fortitude, Will
- Weapon Proficiencies: Eldritch Sword gain no weapon proficiencies.
- Armor Proficiencies: Eldritch Sword gain no armor proficiencies.
- Skill Points: 2 + Int Modifier.
- Class Skills: Bluff, Concentration, Weapon Craft, Lore: Arcane, Intimidate, Sense Motive, and Spellcraft.
Class Abilities:
Level 1: Spell Arsenal (1st Level)
Level 2: Arcane Talent, Spellcasting+1
Level 3: Spellcasting+2,
Level 4: Spellcasting+3, Spell Arsenal (2nd Level)
Level 5: Spellcasting+4, Arcane Talent
Level 6: Spellcasting+5, Fighter Feat
Level 7: Spell Arsenal (3rd Level)
Level 8: Spellcasting+6, Arcane Talent
Level 9: Spellcasting+7, Fighter Feat
Level 10: Spellcasting+8, Spell Arsenal (4th Level)
Spells per Day/Spells Known: Spellcasting: At every level except 1 and 7, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Eldritch Sword, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Class Features
All of the following are class features of the Eldritch Sword prestige class.
Spell Arsenal (Sp): The character may cast a spell but suspend their activation until a later time. The arsenal can hold spells of a limited level with a maximum number of spell levels equal to half the character's level in the Eldritch Sword class (rounded down) plus their spellcasting attribute bonus. Level 0 spells do not count towards this limit. The arsenal can only hold spells that either target the Eldrtich Sword, or targets objects on their person (such as their weapon or armor), or targets their familiar (if any), or targets an area centered on the caster and moves with them as they move. In addition, the spell must have a duration, and not be an instantaneous effect (like a heal spell) or a one time effect (such as true strike). Spells that can affect one or more targets can be placed in the arsenal, but only if they target Eldritch Sword and/or their familiar exclusively; others can not benefit from the arsenal. Any decisions about how the spell will function must be made when the arsenal is prepared.
The Eldritch Sword can activate their arsenal as an action. Once activated, all spells in the arsenal begin to take effect as if they were just cast. Spells can not be held in reserve. Placing a spell into the arsenal is as easy as casting it, and takes as long. Activating the arsenal activates all spells in the arsenal, though spells can be dropped in order to make room for new spells. Dropped spells are simply lost. Spells in the arsenal are susceptible to being dispelled as if they were individual spells already in place, and are visible to detect magic and similar effects as if they were spells in place. Once the arsenal is triggered, it is empty and is immediately ready to accept new spells from the Eldritch Sword. The arsenal can not hold spells cast on the Eldritch Sword by others.
Activating the arsenal is similar to a spell, but does not provoke attacks of opportunity and is not subject to arcane spell failure (but spells being placed into the arsenal are subject to it at the time they are placed). It has verbal and somatic components, so silencing or binding the Eldritch Sword can prevent them from activating their arsenal, but the spells are not lost as a result.
The arsenal becomes more powerful as a character advances in this class, in addition to increasing in spells levels available. At level 1, the arsenal can only hold 1st level spells, but this increases to 4th level by the time the character reaches level 10. In addition, the activation time decreases, from being a standard action at level 1, to being a move-equivalent action at level 4, to a swift action at level 7, and finally to an immediate action at level 10.
If an Eldritch Sword recovers spells while their arsenal has spells in it, they do not recover the spell slots associated with those spells. Spells in the arsenal are considered cast, and an Eldritch Sword can drop spells in their arsenal in order to power other abilities that allow them to use spell slots in other ways, nor can they use spells in their arsenal to power reserve feats.
The Spell Arsenal resets with Rest [Steve's suggestion]
Arcane Talent:
At levels 2, 5, and 8, the Eldritch Sword gains a special power chosen from the following list of abilities:
- - Arcane Reaction (Su): The character can use their relevant spellcasting modifier in place of their Dexterity modifier to determine their reflex saving throw bonus, plus Expert Tumbling feat: (+1 Dodge AC bonus). This talent may only be taken once.
- Arcane Fighting Technique (Su): Gain Truestrike 2/day.
- Greater Arsenal (Sp): The Eldritch Sword's arsenal can hold an extra 3 spell levels. In addition, they may include 1 spell that is 1 level above what is the normal maximum for their arsenal. This talent may only be taken once.
- Potent Spells (Su): The Eldritch Sword learns how to make their lower level spells more effective. For any spell with a level less than half the maximum spell level the Eldritch Sword can cast, the Eldritch Sword calculates the save DC as if it were a spell of a level equal to half their maximum spell level, rounded up. Thus a level 1 spell would have a save DC that is 4 higher, once the Eldritch Sword was capable of casting level 9 spells. This talent may only be taken once.
- Reduced Spell Failure (Ex): The character can reduce the chance of failure for casting while wearing armor. Each time this talent is taken, Arcane Spell Failure is reduced by 5%. This talent may be taken multiple times, and it's effects stack with each other (but NOT with other percentile reductions to Arcane Spell Failure).
- Rigorous Concentration (Ex): The Eldritch Sword gains the Indominable Soul feat..
- Bonus Meta-Magic Feat (Ex): The Eldritch Sword may learn a meta-magic feat in place of an arcane talent. This feat may be taken multiple times.
Fighter Feats: The Eldritch Sword gains one bonus feat each at levels 6 and 9. These feats must be taken from the list of feat available to fighters as bonus feats.
Playing an Eldritch Sword
The Eldritch Sword is a highly adaptable class, with the potential to be a front line combatant, a highly mobile damage dealer, or heavy hitter, depending on the combination of spells and arcane talents gained.
Combat: An Eldritch Sword's priority in any battle is to activate their arsenal. As a highly versatile class, a great deal of options are open to them. They have much greater opportunity to use touch ranged and burst spells than regular casters, and can deliver touch ranged buffs to their allies during battle far more easily.
Advancement: The Eldritch Sword benefits most from feats that enhance their magic, but a few combat feats are also a good investment if they are going to be used frequently. The Eldritch Sword should pick up Arcane Talents that will cover those areas where they are weak and where they have no spells to help. As a broad class, the Eldritch Sword's abilities mesh well with many martial or arcane classes and prestige classes.
Resources: The Eldritch Sword is very independent; their spells provide a lot of utility and they can fight almost anything. There only real lacking is their inability to heal their selves.
Regarding feasibility of making this PrC, this is what Valefort had to say:
In addition, here was as comment I made in response to Valefort:Spell arsenal is doable and doesn't seem OP at first sight, looks like a condensed buff sequence, handy for PvP and bosses but that doesn't strike me as horrible and this time it IS different than Bladesinger as I made it.
Okay...let's make this happen!Steve wrote:Spell Arsenal is really interesting, is it not? An Eldritch Sword can only place up to Lvl 4 spells in the Arsenal, but at max 5 + casting mod worth of Spell Levels (an example: 30 INT Eldritch Sword (+10 mod) + 5 (10 PrC levels halved) = 15 "slots," or 3x 4th level + 1x 3rd Level spells, or any combo of Spell Levels up to 15).
As such, would an Extended 3rd Level spell count for a 4th Level slot?
What is really cool though, is that at 10th Level Eldritch Sword, the Arsenal is an immediate action. A total blast of power...that must be centered on the ES (could be a super defensive power move if Dispelled by another, for example). Really a lot of promise here for variety.