[CLASS] Elven War Mage and Elven SpellBlade

Elven War-Mage

The idea behind this class is to have a different take on the classic Elf Fighter-Mage, a little more magical (since he can get to 11th level and ritual spells); I envision it as a more 2nd line fighter than the Elf Spellsword (more similar to the Cleric), maybe the general or battle ritualist of the

Elf 4 (2500)+ Fight 1a (500) + HD 1 (500) = Cost 6 (level limit 11), XP 3500

Fight 1a:
Armor Broad (get 1 power, +level lock trade offs for 1 skill at 5th and 1 skill at 9th)
Weapon Narrow: Bows, Swords
Save as Cleric
5th level power: Arcane Striking
9th level power: Saving Throw (+2 to all save, this is due to protective spells)

I got one question if this is wrote like this
Elf 2 (1375) + Arcane 2 (1125) + Fight 1a (500) + HD 1 (500) = Cost 6 (level limit 11), xp 3500
this class would save as a Wizard right?

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Elven SpellBlade
this is a modified Elven Spellsword who gives up Unrestricted Armor for Broad Armor and Unrestricted Weapon for Broad Weapon so to get 2 powers

Elf 4 + Fight 2 + HD 1 = 7 (Class level limit 11*=10*+1 heroic blood), cost 4300 xp

Save as Fighter
Armor Broad (+1 power, +150 xp)
Weapon Broad (any swords dagger spears pole arms, all missile weapons) +1 power, +150 xp
Combat Maneveurs: 3
2 powers

1st: Ancient Blood (heroic blood reflavored for elves +1 level maximum)
1st: Loremastery

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Elven SpellBlade (old version a lot of mistake)
this is a modified Elven Spellsword who gives up Unrestricted Armor for Broad Armor and Unrestricted Weapon for Broad Weapon and 1 weapon maneveurs so to get 3 powers (that become 4 with a locked level trade offs)

Elf 4 + Fight 2 + HD 1 = 7 (Class level limit 11*=10*+1 heroic blood), cost 4000 xp

Save as Fighter
Armor Broad
Weapon Broad (any swords dagger spears pole arms, all missile weapons)
Combat Maneveurs: 2 instead of 3
3 powers (+level locks trade offs: 1 skill at 1st, 2skill level locked to 3rd, 5th and 7th)
1st: Flesh Runes
3rd: Arcane Striking
5th: Command of Voice
7th: heroic blood (+1 to level limit can get to 11th level)

So what do you think of this first 2 attempts?

I note that a class with fighting value 2 or more that makes weapon/armor usage tradeoffs increases their XP cost by 150 per tradeoff (ACKS PC page 79).

So your spellblade gets to increase their base XP cost by 750.

I also think it’s probably not a great idea to give flesh runes to any class capable of wearing armor; it doesn’t stack with armor, so you don’t have to worry about ridiculous AC’s, but as a result it just means it’s not very useful to the class.

Personal feeling here, but I don’t like Heroic Blood being a non-first-level skill gain, since it doesn’t provide any disadvantage. Getting Heroic Blood at 10th level would be equivalent to getting it at 1st level for the Spellblade, so it’s not really a tradeoff in my mind.

Not me, but I was trying to abuse the system with the rewrite of the Spellsword :slight_smile: but I made a lot of errors

I am trying to get the idea of it

you are right… and the flesh runes is a 2,5 cost power… but it was an aftertought

I rewrote the Elven Spell-Blade

Elven SpellBlade
this is a modified Elven Spellsword who gives up Unrestricted Armor for Broad Armor and Unrestricted Weapon for Broad Weapon so to get 2 powers one of the powers is Ancient Blood (Heroic Blood for elves) so to get an increase in the level limit to 11th (this mean cerimonial magic and full caster benefit)

Elf 4 + Fight 2 + HD 1 = 7 (Class level limit 11*=10*+1 heroic blood), cost 4300 xp

Save as Fighter
Armor Broad (+1 power, +150 xp)
Weapon Broad (any swords dagger spears pole arms, all missile weapons) +1 power, +150 xp
Combat Maneveurs: 3
2 powers

1st: Ancient Blood (heroic blood reflavored for elves +1 level maximum)
1st: Loremastery

For myself, I have had some discomfort with the Spellsword capping out at Level 10. However my version of the build I trade of more weapons and a fighting style for custom powers to include the 'heroric blood' .

 

 

Your two characters are both interesting! Good stuff. It had never occurred to me to use the Nobiran-like power to bump the max level to 11 to get the juicy 6th level spells and ritual magic, but it's a splendid idea [from a pure optimization standpoint, I mean.].

As far as your revised Elven spellblade, I actually made a similar character, albeit even MORE extreme, for my wife, which I called an Elven witchblade. It traded down to a narrow weapon range, narrow armor range, and two fighting styles, in exchange for a host of special powers, mostly oriented around stealth. She wanted a character that could fight, sneak, and do arcane magic. The XP cost was more than 5,000XP per level, though...

 

I’ve always rather liked that the spellsword is capped at level 10 and can’t reach the highest levels of magical power.

The fact that neither the nightblade nor the spellsword can cast 6th levels/rituals reinforces the idea that magic is difficult and that you need to really concentrate on it to reach the top levels of power. (While the warlock is Arcane3 and eventually reaches 11th level of casting ability, instead of Arcane4, they’re still a pure caster class, which nightblade and spellsword are not.)

[quote="Aryxymaraki"] I've always rather liked that the spellsword is capped at level 10 and can't reach the highest levels of magical power. The fact that neither the nightblade nor the spellsword can cast 6th levels/rituals reinforces the idea that magic is difficult and that you need to really concentrate on it to reach the top levels of power. (While the warlock is Arcane3 and eventually reaches 11th level of casting ability, instead of Arcane4, they're still a pure caster class, which nightblade and spellsword are not.) [/quote]

 

It also creates a neat thing where humans can outdo elves at magic. Screw you, elves! You might be inherently magical, but we have NERDS!

The elven enchanter is basically as good as a human, though, at 13th level vs 14th level.

Don't they only get to 12th Level? Plus, their XP requirements mean they spend those last few levels one level behind a human Mage.

EDIT: Of course, they do get Ritual Magic and 6th Level spells.

This is true, I misremembered and thought they capped at 13!

But yes, they still get rituals and 6th level spells. (The difference in spellcasting ability between a 14th level mage and a 12th level elven enchanter - or a 12th level mage - is one each of 3rd, 4th, and 6th level spells per day.)

LOL .... I am of the opinion that elves should at least have some ritual magic... 

Obvious question, but why?

thanks, would love to see this Elven Withcblade :)

because they are elves, the first born, with incredible life-span... they should be able to make loooong rituals... 

I've been playing Starcraft 2 too much. my first thought when you mentioned The First Born was "who's trying to put protoss into D&D?"

Why not, Elves are "innately magical" are they not?Â