(PRESTIGE CLASS)
The power to meld swordplay and sorcery is given embodiment in the person of the Spellsword.
A student of both arcane rituals and martial techniques, the Spellsword gradually learns to circumvent the negative effects of armour on magical rites, and can cast spells while wearing armor with less chance of failure than a traditional mage. Moreover, the Spellsword can cast spells through a weapon or store spells there for later use.
Feared by other mages for their ability to cast spells while in armor and treated with suspicion by the common people for their ability to wield magic, the Spellsword often walks the world alone.
- Hit Die: d8.
- Proficiencies: A Spellsword does not gain any additional weapon or armor proficiencies.
- Skill Points: 2 + Int Modifier.
REQUIREMENTS:
Spells: Able to cast 2nd level spells.
Feats: Weapon Proficiency: All Simple and Martial Weapon Proficiencies, Armor Proficiency: Light, Armor Proficiency: Medium, Armor Proficiency: Heavy.
Skills: Lore (6 ranks).
Base attack bonus: +4.
ABILITIES:
Level
1: Ignore Arcane Spell Failure (10%).
2: Bonus Feat.
3: Ignore Arcane Spell Failure (15%).
4: Channel Spell (3/day) - The Spellsword can store a single spell in a weapon to be unleashed the next time the weapon strikes an opponent.
5: Ignore Arcane Spell Failure (20%).
6: Channel Spell (4/day).
7: Ignore Arcane Spell Failure (30%).
8: Channel Spell (5/day).
9: Ignore Arcane Spell Failure (40%).
10: Multiple Channel Spell I - The Spellsword can store two spells in a weapon to be unleashed the next time the weapon strikes an opponent.
BONUS SPELLS
Every other level in Spellsword, the character gains new spells per day as if they had also gained a level in their highest Arcane spellcasting class. No new spells are learned through this ability, however.