Bladecaster

For some, the technique of blending the skills of the warrior with the esoteric arts is an impossible task, the mind or the body lacking in the strengths needed for such an arduous undertaking. Those rare few who are both strong of arm and quick of mind have the potential to blend these two differing schools and create a new whole.

By fortifying the body with arcane might, the bladecaster can force his magic to augment his physical abilities and increase his martial capabilities to supernatural levels. One can find bladecasters where their talents are most desired: on battlefields and in hot spots where great armies clash. Bladecasters excel as lords of war, arcane energies rippling about them as they sunder the strength of their foes.

Entry Requirements

Base Attack Bonus: +4.
Skills: Arcane Lore 5 ranks, Arms Lore 5 ranks.
Feats: Combat Casting, Improved Counterspell.
Spellcasting: Must be able to cast 2nd-level arcane spells.
Martial Arts: Must be able to use 1st-level techniques including at least one stance.

Table: The Bladecaster

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialArcane SpellcastingMartial Arts
KnownReadiedStances
1st+1+1+0+0Arcane armor, stance of arcane steel
2nd+2+1+0+0Arcane steel+1 level of existing class1
3rd+3+2+1+1Arcane recovery+1 level of existing class1
4th+4+2+1+1Battlecaster’s strike+1 level of existing class11
5th+5+3+1+1Arcane ruination+1 level of existing class
6th+6+3+2+2Arcane armor+1 level of existing class111
7th+7+4+2+2Martial counterspell+1 level of existing class
8th+8+4+2+2+1 level of existing class1
9th+9+5+3+3Improved battlecasting+1 level of existing class1
10th+10+5+3+3Arcane assault11
Hit Die: d10
Class Skills (2 + Int modifier per level): Arcane Lore, Arms Lore, Athletics, Insight, Perception, and Stealth.

Class Features

Weapon and Armor Proficiency

A Bladecaster gains no proficiency with any type of weapon, armor, or shield.

Martial Arts

You add your full awakened blade class level to your initiator level, using your total initiator level to determine the highest level martial arts techniques you can use.

At 1st level, you gain access to either the Elemental Flux or the Shattered Mirror martial discipline in addition to any you already possess and may select techniques from them when you learn a new technique.

Maneuvers

At every even-number level, you gain a new maneuver known from any discipline you have access to. You must meet a maneuver’s prerequisites to learn it.

At 3rd, 6th, and 9th levels, you gain one additional maneuver readied per day.

Stances

At 4th, 6th, and 10th level, you learn a new stance from any of the disciplines available to you. You must meet the stance’s prerequisites to learn it.

Arcane Spellcasting

At each level except 1st and 10th, you progress an arcane spellcasting class you already possess. If you possess more than one arcane spellcasting class, you must decide to which class you add each new level of progression.

Arcane Armor

At 1st level, you gain Arcane Armor Training as a bonus feat, even if you don’t meet the prerequisites.

At 6th level, you may select one arcane spellcasting class that you possess. You may cast its spells in light armor without suffering a chance of arcane spell failure. If you can already cast spells of the chosen class in light armor without penalty, then that benefit is improved to the next armor category. This benefit stacks with the Arcane Armor Training feat.

Stance of Arcane Steel

You learn how to channel arcane energies to assist your physical abilities in the theater of war. This is a 3rd-level stance of no particular discipline. To enter this stance, you must abandon a martial stance you are currently using as a swift action.

While in this stance, you gain the ability to burn your arcane energy to empower your martial ability. As a free action, you may sacrifice a prepared spell or spell slot to grant yourself one of the following bonuses for one round. At 5th level, the bonus persists for two rounds and for three rounds at 9th level.

  • Arcane Edge: You gain an insight bonus on attack rolls equal to the spell’s level.
  • Eldritch Smite: You add 1d6 points of extra damage per level of the spell. If the weapon possesses an enhancement that inflicts elemental damage (such as flaming) or if the spell possesses an elemental type (such as wall of fire possessing the [Fire] type), then this bonus damage may use that energy type; otherwise it is force damage.
  • Defensive Field: You gain a bonus to AC equal to the spell’s level.
  • Grace of the Arcane: You gain an insight bonus on Fortitude and Reflex saving throws equal to the spell’s level.
  • Energy Shield: You gain resistance to acid, cold, electricity, fire, or sonic equal to 5 × the spell’s level.

Arcane Steel

At 2nd level, you can fortify your body with its very own magic. Whenever you cast an arcane spell, you gain a defense field of energy that protects you from harm. You gain temporary hit points equal to twice the spell’s level. Temporary hit points from this ability stack with themselves and last until the end of the encounter or until depleted.

Arcane Recovery

Beginning at 3rd level, you may expend arcane magic to recharge your martial maneuvers. As a swift action, you can recover an expended maneuver by sacrificing a spell with a level equal to or greater than the maneuver’s. In addition, you gain a +2 circumstance bonus to the caster level of the next arcane spell your cast within the next minute (this bonus does not stack; multiple uses of this ability only extend the duration).

Battlecaster’s Strike

At 4th level, you learn techniques to unleash offensive magic through the medium of your weapon, delivering magic at melee or range with equal potency. When you initiate a martial strike, you may immediately use a swift action to cast an arcane spell (with a range of touch and a level equal to or less than the level of the strike initiated) against the same target as the strike. Casting this spell provokes attacks of opportunity as normal, though you may choose to cast it defensively.

You may use this ability a number of times per day equal to 1 + your initiator modifier (minimum of 1).

Arcane Ruin

At 5th level, you bring ruin to your foes with every stroke of your blade, opening their defenses to the might of your arcane magic. A foe damaged by one of your martial strikes suffers  a -2 penalty to its Armor Class and saving throws against your arcane spells for the remainder of the encounter or until you recover your expended maneuvers, whichever comes first.

Martial Counterspell

At 7th level, you learn to use a readied counter and your arcane energies to counter an enemy spellcaster’s magic. If you are targeted by or subjected to a spell or spell-like ability, you may use immediate action to expend a readied counter and make an Arcane Lore check (DC 15 + the spell’s level) as a free action to identify the spell being used. (The expended counter’s effects are lost to no effect when using this ability.)

If you successfully identify the spell, you may then make an initiator level check (1d20 + the your initiator level) against a DC equal to 11 + the spell’s caster level; if successful, the spell is successfully countered. If this check is unsuccessful, the spell functions as normal.

Improved Battlecasting

At 9th level, you have become so accomplished at blending arcane magic with martial prowess that you may now use ranged touch spells as if they were melee touch spells when using your battlecaster’s strike.

Arcane Assault

At 10th level, you fully blend arcane might and martial prowess, sculpting your very magic into the implements of war to deliver your martial techniques. When you cast a spell that requires an attack roll, you may use a free action to initiate a strike using the spell in place of the normal ranged or melee attack, as appropriate. (The spell effectively delivers the maneuver’s effects in place of your weapon.)

When using this ability, the spell’s maximum range is reduced to 30-ft., unless its range is already smaller. Spell resistance or a successful saving throw against the spell effect negates the maneuver being used. Spells that create multiple attacks or that target multiple creatures only apply the effects of the martial strike to the first such attack.

You may use this ability a number of times per day equal to 1 + your initiator modifier (minimum of 1).