Spellsword (Fighter/Magus)
The spellsword is foremost a warrior, but is also a minor arcane spellcaster. Spellswords focus on using magic outside of combat, complimenting their fighting skills spellcasting and a deep theoretical understanding of the arcane. This combination of martial and magical training makes the spellsword able to create scrolls and other magic items, and use them in a planned and deliberate manner. (Original Concept by Starfox)
Primary Class: Fighter.
Secondary Class: Magus.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The spellsword may select three magus skills to add to his class skills in addition to the normal fighter class skills. The spellsword gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The spellsword is proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium), and with shields (except tower shields). A spellsword can cast magus spells while wearing armor and using a shield without incurring the normal arcane spell failure chance. A multiclass spellsword still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: At 1st level, a spellsword gains the ability to cast a small number of arcane spells, which are drawn from the magus spell list. A spellsword must choose and prepare his spells in advance.
To prepare or cast a spell, a spellsword must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spellsword's spell is 10 + the spell level + the spellsword's Intelligence modifier.
Like other spellcasters, a spellsword can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Spellsword. In addition, he receives bonus spells per day if he has a high Intelligence score. When Table: Spellsword indicates that the spellsword gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
A spellsword may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the spellsword decides which spells to prepare. A spellsword has a caster level equal to his spellsword level.
Cantrips:Spellswords can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Spellsword under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A spellsword has a caster level equal to his spellsword level.
Spellbooks: A spellsword must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all spellswords can prepare from memory. A spellsword begins play with a spellbook containing all 0-level magus spells. At 4th level, a spellsword gains a spellbook containing three 1st-level magus spells of his choice and also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new spellsword level beyond 4th, he gains two new magus spells of any spell level or levels that he can cast (based on his new spellsword level) for his spellbook. At any time, a spellsword can also add spells found in other spellbooks to his own.
A spellsword can learn spells from a magus’s or wizard’s spellbook, just as a wizard can from a magus’s or spellsword’s spellbook. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from a spellsword’s spellbook, if the spells are also on the alchemist spell list. A spellsword cannot learn spells from an alchemist.
Spellcasting, cantrips, and somatic weapon replace the bonus feats gained at 1st, 2nd, 4th, and 20th level.
Magic Theorist: At 1st level, a spellsword gains a deep understanding of the theories of magic. All spells from the magus and sorcerer/wizard spell lists are considered to be part of the spellsword’s spell list for the purpose of using spell trigger and spell completion items. This ability replaces bravery.
Scribe Scroll: At 2nd level, a spellsword gains Scribe Scroll as a bonus feat. In conjuction with spellbook mastery, Scribe Scroll grants the spellsword a form of ritual magic. A spellsword may scribe a scroll of a higher-level spell than she can cast, even if the spell is not written in his own spellbook. To do so, he must have the spellbook in hand and make the appropriate Spellcraft checks as normal. This makes spells he normally cannot cast available for a single use.
Spellbook Mastery: At 2nd level, a spellsword can use any sorcerer/wizard spell from a spellbook he has access to as a prerequisite for creating a magic item. This need not be his own spell book or a spell he has recorded in his own spellbook or is capable of casting. The spellsword must have access to the spell in question and have it deciphered (using Spellcraft or read magic).This ability replaces the Tower Shield Proficiency feat.
Bonus Feats: This is exactly like the fighter’s ability of the same name, except that the spellsword gains a bonus feat at 3rd level and every eight levels thereafter. A spellsword can choose either a combat feat or an item creation feat. He must meet the prerequisites of the feat as normal. This ability replaces armor training 1, armor training 3, and armor mastery.
Somatic Weapon (Ex): At 4th level, a spellsword can use a melee weapons as part of the somatic components of his spells. He no longer needs a free hand to cast spells with somatic conditions as long as he is wielding a melee weapon.
Arcane Pool (Su): At 5th level, a spellsword gains the magus’s arcane pool ability, except that the spellsword can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute, plus an additional +1 enhancement bonus every four levels beyond 1st, to a maximum of +4 at 17th level. This ability replaces weapon training 1.
Armor Optimization (Su): Starting at 6th level, a spellsword can expend 1 point from his arcane pool to optimize his armor for 10 minutes. His armor check penalty is reduced by 1 and the weight of his armor is reduced by 5 lbs. (minimum 0 lbs.). This reduction improves by 1 and 5 lbs. for every four levels beyond 6th, up to a maximum reduction of 5 and 25 lbs. at 18th level. In addition, a spellsword can move at his normal speed while wearing medium armor. At 10th level, a spellsword can move at his normal speed while wearing heavy armor. This ability replaces the bonus feats gained at 6th, 10th, 14th, and 18th level.
Tactical Feats: At 7th level, a spellsword’s expertise manifests in the form of special bonus feats. Once a spellsword selects a tactical feat, it cannot be changed. He can choose from the following initial list of combat feats, even if he does not have the normal prerequisites: Charge Through, Combat Patrol, Divert Harm, Kirin Style, Spring Attack, and Whirlwind Attack. At 15th level, he adds Awesome Blow, Dreadful Carnage, and Impaling Critical to the list. This ability replaces armor training 2 and armor training 4.
Spellstrike (Su): At 8th level, a spellsword gains the magus’s spellstrike ability. This ability replaces weapon training 1.
Improved Spellbook Mastery: At 9th level, a spellsword can use spellbook mastery to cast a sorcerer/wizard from another spellcaster’s spellbook. By spending points from his arcane pool, she can cast a sorcerer/wizard spell directly from a spellbook that is not his own without erasing the spell. Doing so expends 1 point from his arcane pool per level of the spell and requires 1 minute to cast the spell. The level of the spell cannot exceed half the spellsword's caster level rounded down. For example, Hyrath, a 12th level spellsword, has a caster level of 9th. Thus, she can only cast a 4th–level spell or lower in this way. A spellsword can use these spells with weapon somatics. This ability replaces weapon training 2.
Spellsword Shift (Su): At 12th level, a spellsword can spend 1 point from his arcane pool as a swift action to move up to his speed. This is a normal movement and is subject to attacks of opportunity. This ability replaces the bonus feat gained at 12th level.
Quick Casting (Su): At 13th level, a spellsword can spend points from his arcane pool to cast any magus spell he has prepared as if he had used the Quicken Spell metamagic feat. This expends a number of points from his arcane pool equal to the level of the spell and does not increase the spell slot required to cast the spell. This ability replaces weapon training 3.
Greater Spellbook Mastery: At 16th level, when using spellbook mastery, a spellsword can cast a sorcerer/wizard spell from another spellcaster’s spellbook using the normal casting time of the spell. A spellsword can cast these spells using weapon somatics, as normal. This ability replaces the bonus feat gained at 16th level.
Spellsword Jaunt (Su): At 17th level, the spellsword can spend 1 point from his arcane pool to use spellsword step as a teleport effect with a range equal to his speed, but he must have line of sight and line of effect to the target. This ability replaces weapon training 4.
Master Spellsword (Su): At 20th level, whenever a spellsword uses weapon somatics, he does not need to make a concentration check to cast spells defensively. In addition, when using spellbook mastery to cast a sorcerer/wizard spell from a scroll of another spellcaster’s spellbook, the number of points he needs to expend to cast the spell is equal to half the level of the spell (rounded up). This ability replaces weapon mastery.
Table: Spellsword