Spellstriker (3.5e Prestige Class)

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Author: Eiji-kun (talk)
Date Created: 12-29-14
Status: Complete
Editing: Mechanical changes on Talk
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Combine martial maneuvers with spellcasting in this dual-progressing prestige class. Empower your strikes and stances with magic. 10 6 Moderate Good Poor Good Prepared Arcane Spellcasting Spontaneous Arcane Spellcasting Prepared Divine Spellcasting Spontaneous Divine Spellcasting Martial Maneuvers Partial



Spellstriker[edit]

Searing Healing Ray!
—Osi, Aasimar Spellstriker employing Revitalizing Strike with a Searing Light spell, Maximizing Action Economy For Dummies

The art of martial maneuvers is sometimes called "Blade Magic" for good reason, for the arts of daring and swordplay border on the supernatural, and for some disciplines they draw from clearly supernatural sources. Thus after the fall of the school of Nine Swords did some of their more supernatural oriented practitioners take up the mantle of spellcasting and combined the arts into a single whole. They are the spellstrikers, masters of martial magic.

Becoming a Spellstriker[edit]

Entry Requirements
Base Attack Bonus: +4.
Skills: Martial Lore 9 ranks, Spellcraft 9 ranks.
Feats: Combat Casting.
Spellcasting: Able to cast 2nd level spells.
Special: Able to use 2nd level maneuvers, including at least one supernatural maneuver.

Table: The Spellstriker

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting &
Initiating
Fort Ref Will
1st +0 +2 +0 +2 Improved Combat Casting, Spell Strike, Strength of Spirit +1 level of existing initiator class
2nd +1 +3 +0 +3 Bonus Feat, Metamaneuvers +1 level of existing initiator class/+1 level of existing spellcasting class
3rd +2 +3 +1 +3 Spell Storing Stance +1 level of existing initiator class/+1 level of existing spellcasting class
4th +3 +4 +1 +4 Improved Spell Strike, Magical Refresh 1 +1 level of existing spellcasting class
5th +3 +4 +1 +4 Perfect Combat Casting, Ranged Spell Strike +1 level of existing initiator class
6th +4 +5 +2 +5 Bonus Feat, Warded Spell Stance +1 level of existing initiator class/+1 level of existing spellcasting class
7th +5 +5 +2 +5 Magical Refresh 2 +1 level of existing initiator class/+1 level of existing spellcasting class
8th +6 +6 +2 +6 Greater Spell Strike +1 level of existing spellcasting class
9th +6 +6 +3 +6 Persistent Spell Stance +1 level of existing initiator class
10th +7 +7 +3 +7 Bonus Feat, Spell and Sword +1 level of existing initiator class/+1 level of existing spellcasting class

Class Skills (4 + Int modifier per level.)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Martial Lore (Int), Perform (Cha), Profession (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex).

Table: The Epic Spellstriker
Level Special
11th +1 level of existing initiator class/+1 level of existing spellcasting class
12th Bonus Feat, +1 level of existing spellcasting class
13th +1 level of existing initiator class
14th +1 level of existing initiator class/+1 level of existing spellcasting class
15th +1 level of existing initiator class/+1 level of existing spellcasting class
16th Bonus Feat, +1 level of existing spellcasting class
17th +1 level of existing initiator class
18th +1 level of existing initiator class/+1 level of existing spellcasting class
19th +1 level of existing initiator class/+1 level of existing spellcasting class
20th Bonus Feat, +1 level of existing spellcasting class

Class Features[edit]

All of the following are class features of the Spellstriker.

Initiating and Spellcasting: At each level except 4th and every forth level beyond (8th, 12th, etc), you gain an increase in initiator level and new maneuvers known, maneuvers readied, and stances known as if you had also gained a level in an initiator 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 initiator class before becoming a Spellstriker, you must decide to which class to add each level for the purpose of determining initiator level, maneuvers known, maneuvers readied, and stances known.

In addition, at every level except 1st and every forth level beyond (5th, 9th, etc) 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 spellcasting class before becoming a Spellstriker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Improved Combat Casting (Ex): Spellstrikers need to be able to cast reliably in the middle of combat. They gain their class level as a bonus on concentration checks for the purpose of casting spells (until supplanted by Perfect Combat Casting at 5th).

Spell Strike (Su): The spellstriker has learned how to apply their maneuver knowledge to their magic. They may use martial maneuvers on their weapon-like spells as part of the casting. For example, they could cast shocking grasp and apply sapphire nightmare blade to the attack in the same standard action.

Strength of Spirit: The spellstriker may use the ability score tied to their spellcasting to fuel all of their maneuvers as well. Thus a sorcerer (who uses Charisma) may use Charisma on the save DC for colossus strike (normally a Strength based DC).

Bonus Feats: The 2nd level spellstriker gains a bonus feat at 2nd level and every four levels beyond (6th, 10th, etc). They may select any metamagic or fighter bonus feat. They must qualify for the feat as normal.

Metamaneuvers: At 2nd level, a spellstriker can apply his metamagic knowledge to his maneuvers. The metamagic cannot raise the effective level of the maneuver past what you could normally use (so you must be initiator level 9th to use a maximized mountain hammer, since it makes it a 5th level maneuver), and you may only apply one metamagic effect per maneuver. Metamagic applies only to the effects of the maneuver itself, so a maximized mountain strike only maximizes the 2d6 bonus damage of the maneuver, and not your weapon damage. You may apply each metamagic effect you know up to 3/day. Metamagic cannot be applied to stances.

Spell Storing Stance (Su): At 3rd level, the spellstriker can hold magical effects at bay on his blade, waiting until the right moment to strike. While you are in a stance from any discipline your know, you can forgo its normal benefit as a swift action to gain the effect of spell storing stance. This ability lasts as long as you would maintain the stance, or as described below. You can also stop using spell storing stance and resume gaining the normal benefit of the stance as a swift action.

While you use this ability, you gain the effect of a Spell Storing weapon (which stacks with the actual weapon enhancement), though you are not limited to 3rd level spells you can store. If you drop out of the stance, the spell is discharged harmlessly into the air.

As a standard action you can choose to cast the spell held within the spell storing effect of this stance as if you were casting it yourself (even if the spell is not normally on your spell list or able to be cast). The spell continues to use the spell DC and caster level of the stored spell, but you are not limited to discharging the effect on a struck target. Casting like this has no components (as they have already been paid by the one who charged your spell storing effect), and spells with casting times faster than a standard action cast at those casting times instead. Using this ability ends the stance.

Spell Storing Stance is equivalent to a 5th level stance.

Improved Spell Strike (Su): At 4th level, the spell strike ability improves. As a full attack action they may make a strike maneuver with an activation time of 1 standard action or spell and cast a spell with a casting time of 1 standard action or less. The spell still provokes attacks of opportunity as normal, and can't have an additional maneuver effect attached to it (as per the original spell strike). The spell and the maneuver do not need to have the same target.

Magical Refresh (Ex): The 4th level spellstriker can expend a spell slot to refresh a maneuver of equal or lesser level than the spell slot used as a swift action.

At 7th level, they can reverse this process to recover spell slots, expending a maneuver to restore a spell slot of equal or lesser level. However, doing this "burns out" the maneuver, reducing the number of maneuvers readied by 1 each time. This burn out is restored to normal after 8 hours of rest.

Perfect Combat Casting (Ex): When you've cast for so long in the face of danger, you eventually don't even think about it anymore. The 5th level spellstriker never provokes attacks of opportunity for casting a spell.

Ranged Spell Strike (Su): At 5th level, the spellstriker may apply melee maneuvers to their ranged weapon-like spells as if they were in melee. They may also use combat maneuvers with their ranged weapon-like spells, like disarm and trip. Effects such as grapple which require continuous maintenance only last 1 round, after which the effect ends if you have not moved in to continue the grapple normally.

Warded Spell Stance (Su): At 6th level, the spellstriker can resist magical effects with spiritual armor. While you are in a stance from any discipline your know, you can forgo its normal benefit as a swift action to gain the effect of warded spell stance. This ability lasts as long as you would maintain the stance, or as described below. You can also stop using spell storing stance and resume gaining the normal benefit of the stance as a swift action.

While you use this ability, you gain spell resistance equal to 11 + your HD. You can lower your spell resistance as a non-action to allow helpful spells through.

As an immediate action if you successfully block a spell with your spell resistance, you can choose to absorb the energy of the spell. You heal a number of hp equal to the caster level of the spell. Using this ability ends the stance.

Warded Spell Stance is equivalent to a 7th level stance.

Greater Spell Strike (Su): At 8th level, the spell strike ability improves. You may now use the benefit of Improved Spell Strike as a standard action instead of a full attack action.

Persistent Spell Stance (Su): At 9th level, the spellstriker can retain a spell effect for as long as they can hold a stance. While you are in a stance from any discipline your know, you can forgo its normal benefit as a swift action to gain the effect of persisted spell stance. This ability lasts as long as you would maintain the stance, or as described below. You can also stop using spell storing stance and resume gaining the normal benefit of the stance as a swift action.

While you use this ability, you can persist the duration of any spell you cast 3rd level or below with a duration longer than 1 round. This effect lasts for as long as you remain in this stance, and you can only persist one such spell at a time. If you end the stance or replace the spell with a new persisted spell, the previous spell ends if its duration would normally have expired.

Persisted Spell Stance is equivalent to a 9th level stance.

Spell and Sword: At 10th level you have become an expert at switching between maneuvers and spells without fail. Whenever you use a spell within 1 round after successfully using a maneuver on a target, you gain +2 to the save DC and +2 to the attack roll of the spell. Likewise, if you use a maneuver within 1 round after successfully using a spell on a target, you get +2 to attack and +2 to the DC of the maneuver. For the original use of Spell Strike, you can choose to have it count as either a maneuver or a spell (but not both) for the purposes of this ability.

Campaign Information[edit]

Playing a Spellstriker[edit]

Combat: As a gish, you will be on the front lines, likely using buffs and heading into combat. Weapon-like spells, especially touch spells, work very effectively for you allowing you to use your maneuvers in tandem with them.

Advancement: Other gish classes or martial maneuvers classes may be important to you.

Resources: Schools for spellstrikers exist in strange corners of the world, remnants of the lost supernatural elements of the temple of Nine Swords.

Spellstrikers in the World[edit]

Wield your magic in your hands, strike it against your foes as if it were a blade.
—Kalipsu, Human Spellstriker

NPC Reactions: Common folk know little of the difference between gishes, and the distinction is rarely important. However, the fact one has mastered both martial finesse and spellcasting power may inspire fear and respect.

Spellstriker Lore[edit]

Characters with ranks in Martial Lore can research Spellstrikers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Martial Lore
DC Result
10 Spellstrikers combine martial maneuvers with spellcasting. They are able to use maneuvers with some of their spells.
15 Spellstrikers can fuel the power behind their blade magic to recover their spellcasting and vice versa, and learn many spell-related stances.
20 Strong spellstrikers can cast and smash in the same action, and can retain spell effects on themselves as easily as holding a stance.
30 Those that reach this level of success can research specific spellstrikers, their whereabouts, lore surrounding them, and other details.

Spellstrikers in the Game[edit]

Sample Encounter: The dreaded necromancer is not just the master of bones, but also kung fu. Who can stand up to his dark magic punch?


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Eiji-kun's Homebrew (5652 Articles)
Eiji-kunv
Article BalanceHigh +
AuthorEiji-kun +
Base Attack Bonus ProgressionModerate +
Class AbilityPrepared Arcane Spellcasting +, Spontaneous Arcane Spellcasting +, Prepared Divine Spellcasting +, Spontaneous Divine Spellcasting + and Martial Maneuvers +
Class Ability ProgressionPartial +
Fortitude Save ProgressionGood +
Identifier3.5e Prestige Class +
Length10 +
Minimum Level6 +
Rated ByLeziad +
RatingRating Pending +
Reflex Save ProgressionPoor +
SkillBalance +, Climb +, Concentration +, Craft +, Jump +, Knowledge +, Listen +, Martial Lore +, Perform +, Profession +, Spellcraft +, Spot +, Swim + and Tumble +
Skill Points4 +
SummaryCombine martial maneuvers with spellcasting in this dual-progressing prestige class. Empower your strikes and stances with magic. +
TitleSpellstriker +
Will Save ProgressionGood +