sword mage

Sword Mage (Fighter 2, Mage 1, HD 1) – d6 HD DEX, INT

(5 powers, trade 1 at 1st for 1 2<sup>nd</sup> and 1 12th and trade 1 at first for 1 @ 5th and 9th)

Sword Mages are individuals who study skill with weapons and arcane knowledge.  

At first level, sword mages hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every three levels of experience (i.e. the same progression as fighters).  Sword mages increase their base damage roll from missile or melee attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, 9th, and 12th level.

A sword mage not wear any armor but may fight with a shield. They may use any weapon.  They may fight with a single weapon, with a weapon or shield, with two weapons, or with a two-handed weapon. 

A sword mage eschews armor and relies on superior skill and mobility to fight defensively.  They receive a bonus of +1 to AC if not wearing armor.  This bonus increases to +2 at level 7 and +3 at level 13 (1 power). 

At first level, a sword mage begins their arcane training and may attempt to use wands, staffs, and other magic Items only useable by mages. At 1st level, the character must make a proficiency throw of 18+ on 1d20 or the attempt backfires in some desultory way (Judge’s discretion). The proficiency throw required reduces by 2 per level, to a minimum of 3+ (1 power). 

At 1st level a sword mage begins to study arcane magic and can create minor magical effects within 60’.  If done during combat, it takes one round.  Sensory effects only have a duration of concentration up to an hour.  These can include:

  • An instantaneous harmless sensory effect, including sounds, visual effects, or odors.
  • You can light or snuff out a candle, torch or a small campfire.
  • Clean or soil small objects (up to 1 cubic foot).
  • Chill, warm, or flavor up to 1 cubic foot of a non-living object.
  • Create a small mark or symbol to appear for up to an hour (w/o concentration). (1 power)

At 2nd level a sword mage learns to cast arcane spells.  Their martial training also allows them to cast spells while fighting with a weapon and shield. When the character successfully strikes a target with a melee attack, he can expend one of his daily spell slots to channel arcane energy to increase damage. Damage is increased by 1d6 per level of the spell slot expended (1 power).

At 5th level the sword mage’s presence in battle inspires his retainers.  All henchmen and mercenaries personally led by the merchant trader in battle receive +1 to morale.   They have also learned unflappable casting.  When the sword mage loses a spell by being interrupted or taking damage during the round, he does not lose his action for the round. While he still loses the spell, he may now move and attack normally (1 power).

At 8th level a sword mage can research spells, use and scribe scrolls, and brew potions. 

When a sword mage attains 9th level (name), he can establish a fortress, and 1d6 sword mage apprentices of 1st through 3rd level and 5d10 0 level mercenaries will offer to work for him. If hired, they must be paid standard rates for hirelings.

At 9th level a sword mage may store spells by casting a spell that targets an individual creature it into his melee weapon, where it remains stored until discharged. The effect will discharge onto the next creature the character strikes with the weapon, resulting in both melee damage and the normal effects of the spell. The character may only store one spell at a time, and the spell will discharge harmlessly if not used in 1 turn, if the weapon is sundered, or if the character loses his grip on the weapon (1 power).

At 12th level a sword mage may cast learn and learn and cast ritual spells.  At 12th level, they may cast 6th level spells as rituals. 

At 14th level they can create wands, staffs, and other miscellaneous magic items. 

Proficiencies: Alchemy, Alertness, Battle Magic, Blind Fighting, Collegiate Wizardry, Combat Reflexes, Combat Trickery (disarm, force back, knock down, overrun, sunder), Command, Elementalism, Endurance, Familiar, Fighting Style, Illusion Resistance, Intimidation, Leadership, Manual of Arms, Military Strategy, Precise Shooting, Riding, Siege Engineering, Skirmishing, Swashbuckling,  Weapon Finesse, Weapon Focus

 

 

Experience

Title

Lvl

Hit Dice

Damage

BTH

   Spells

  Eff. lvl

 

0

Student

1

1d6

+1

0

 

    0

+1 AC, arcane dabbling

prestidigitation

2900

Warrior Arcanist

2

2d6

+1

+1

1

    1

Channel arcane energy

5800

Swordsman Arcanist

3

3d6

+2

+1

1

    1

 

11600

Swordsman Seer

4

4d6

+2

+2

2

    2

 

23200

Hero Seer

5

5d6

+2

+3

2

    2

Unflappable casting

46400

Hero Magician

6

6d6

+3

+3

2 1

    3

 

90000

Champion Magician

7

7d6

+3

+4

2 2

    4

      +2 AC

180000

Swordmage

8

8d6

+3

+5

2 2 1

    5

Create Potion, scrolls, research spells

300000

Master Swordmage

9

9d6

+4

+5 

2 2 2

    6

Spell storing

420000

Master Swordmage 10th

10

9d6+2

+4

+6

3 2 2

    6

 

540000

Master Swordmage 11th

11

9d6+4

+4

+7

3 2 2 1

    7

 

660000

Master Swordmage 12th

12

9d6+6

+5

+7

3 3 2 2

    8

  6th level rituals               

780000

Master Swordmage 13th

13

9d6+8

+5

+8

4 3 2 2

    8

+3 AC

890000

Grandmaster

14

9d6+10

+5

+9

4 3 2 2 1

    9

Create magic items

 

sword mage

Dwimmermount - The Village People jojodogboy