Mage Blade

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Class Features

Hit Dice: d8

Skills: The mage blade’s class skills are Alchemy, Climb, Concentration, Craft, Intimidate, Jump, Knowledge, Search, Speak Language, Spellcraft, and Swim.

Skill Points: 2+Intelligence bonus

Weapon and Armor Proficiency: Mage blades are proficient with all simple and martial weapons and light armor and shields.

Spells: Mage blades have access to simple spells. A mage blade may choose to ready any simple spell provided she can cast spells of that level. She readies spells ahead of time, any of which she can cast up to the maximum number of spell slots available to her for each given level. To ready or cast a spell, a mage blade must have a Charisma score of at least 10 + the spell’s level. The Difficulty Class for a saving throw against a mage blade’s spell is 10 + the spell’s level + the mage blade’s Charisma modifier. Bonus spells for mage blades rely on Charisma. Mage blades never gain access to 9th- or 10th-level spells.

Mage blade spells always have both somatic and verbal components. Thus, these characters face spell failure chances when wearing armor. An exception to this requirement applies if the mage blade holds her key weapon in her hand(s). In such a case, her spells have only verbal components, so she suffers no spell failure chances when wearing armor. (Technically, the mage blade usually motions with the sword when casting spells, but this is not considered actual somatic components for purposes of spell failure in armor, casting spells while grappled, and so on.)

Athame (Su): The mage blade selects a bladed weapon that she is proficient with and performs a daylong ceremony to make it her key weapon, also called an “athame.” A mage blade can have only one athame, and the athame must be a physical weapon (not the creation of a spell), although it can be enhanced with magic. The athame gains a +1 enhancement bonus, which functions only in the mage blade’s hands. At 4th level, and every four mage blade levels afterward, this bonus increases by +1 (maximum +5), The weapon does not have to be masterwork to use it as an athame, but if the mage blade ever wants to enhance it with weapon special abilities, such as keen or dancing, it must be masterwork. This ability provides enough of an enhancement bonus to give the blade special abilities without first giving it at least a +1 enhancement bonus using the normal item creation rules. The athame gains a small modicum of sentience in the ceremony. It has a very basic empathic link with the mage blade, so the character always knows where the weapon is (distance and direction). The athame serves as a special focus for all the mage blade’s spells. As long as it remains in her hands, her spells have no somatic components.

A mage blade can create a new athame by performing the ceremony again, but this results in the destruction of the previous athame, if it still exists.

Starting at 6th level, the athame strikes at anyone other than the mage blade who picks it up or attempts to use it, unless the mage blade specifically commands it not to. The weapon strikes once per round until dropped, using the mage blade’s attack bonuses. Resolve the attack as if the mage blade were wielding the weapon.

Beginning at 9th level, the mage blade can summon her athame to appear immediately in her hand as a standard action. The weapon can be up to 10 miles per class level away, although if it is in someone else’s possession or in a locked room, the mage blade must make a caster power check (DC 25) to summon it. Starting at 14th level, this summons becomes a free action, usable once per round. A mage blade with a double weapon as her athame only enjoys the benefits granted by this ability on one end of the weapon.

Shimmering Shield (Sp): The 4th-level and higher mage blade can call a magical shield to surround her like a shimmering aura. This shield provides a +2 deflection bonus to Armor Class per four class levels and does not require the mage blade to wield it as a shield (she keeps both hands free). The shimmering shield can be called upon, as a standard action, once per day for 1 round per level.

Bonus Feats: At 5th level, the mage blade gets a bonus feat. The mage blade gains an additional bonus feat at 10th level, and another at 15th, 20th, 21st, 23rd, and 24th level. These are in addition to the feats a character gets every third level. Draw these bonus feats from the following list: Armor Proficiency (Heavy), Armor Proficiency (Medium), Bloody Strike, Bonded Item, Combat Reflexes, Complex Spell, Defensive Move (Mobility), Defensive Stance, Defensive Unarmed Strike, Expertise (Improved Disarm, Improved Trip), Exotic Armor Proficiency, Exotic Weapon Proficiency, Exotic Spell, Hunter Mage, Improved Critical, Improved Initiative, Modify Spell, Point Blank Shot (Far Shot, Precise Shot, Shot on the Run), Psion, Quick Draw, Rapid Strike, Stunning Blow, Two-Weapon Fighting, Weapon Finesse, Weapon Focus.

Some of these feats are ceremonial feats. The character need not go through the ceremony (or pay for it) to get a bonus ceremonial feat; even an Unbound character can choose a ceremonial bonus feat in this way. A mage blade cannot acquire some of these bonus feats until she has gained one or more prerequisite feats; these feats appear parenthetically after the prerequisite feat. A mage blade can select feats marked with an asterisk () more than once, but it must be for a different weapon, spell, or spell level (depending on the feat) each time. The character must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums (but not truenames).

Sprightly Step (Ex): The 7th-level and higher mage blade gains proficiency with medium armor but retains her normal movement rate while wearing it.

Slice Through Wardings (Su): Once per day per class level, starting at 11th level, the mage blade can ignore all magic-based protections (Armor Class bonuses, defensive field, and so on) on a foe in a single attack made with her athame. The mage blade cannot use this ability to ignore spells or effects that take effect when a foe is attacked, such as feedback strike. The character must declare her use of this ability before making the attack.

Familiarity With Magic (Ex): The 12th-level and higher mage blade gains a +2 competence bonus to all saving throws against spells and spell-like and supernatural abilities (including magic items). Further, she gains a +2 competence bonus to Armor Class against spells requiring attack rolls.

Spell Parry (Su): A 16th-level and higher mage blade gains the ability to parry spells. The mage blade must have her athame in hand to parry a spell. Only spells targeting the mage blade alone can be parried—not area spells or spells targeted elsewhere. The mage blade makes an attack roll opposed by the caster’s caster power check. If the mage blade’s roll is higher, the spell fails to affect her at all. The mage blade can parry only spells she is aware of; spells from invisible casters or those casting mental-action only spells cannot be parried. No more than one spell can be parried in a round.

Slice Through Spells (Su): Once per day, beginning at 18th level, the mage blade can strike a non-instantaneous spell effect or creation (a summoned monster, an eldritch wall, an illusion, an area of obscuring mist, and so on) with her athame and dispel it as if she had cast dispel magic using her class level as the caster level. A mage blade cannot dispel effects on a creature (like dominate or sorcerous guise), only “stand-alone” effects. Even spells not normally subject to dispel magic can be affected.

Athame Critical (Su): At 22nd level and above, when the mage blade makes an attack roll that falls into the natural threat range of the athame (not modified by magic or feats such as Improved Critical), the critical hit is automatically confirmed.

Athame Burst (Su): The 25th-level mage blade can, using a full attack action, spin around with her athame and send replicas of the blade, composed of magical energy, toward all foes within 30 feet. The mage blade makes a separate melee attack roll against each foe, using her highest attack bonus. Each successful attack inflicts damage as if the mage blade struck the foe with the athame. The mage blade can use this ability a number of times per day equal to her Charisma bonus. If she has no Charisma bonus, she can use this ability once per week.

<caption>THE MAGE BLADE </caption>
Class LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+0+0+0+0Athame
2+1+1+1+1
3+2+1+1+1
4+3+2+2+2Shimmering shield
5+3+2+2+2Bonus feat
6+4+3+3+3Athame defense
7+5+3+3+3Sprightly step
8+6/+1+3+3+3
9+6/+1+4+4+4Summon athame (standard action)
10+7/+2+4+4+4Bonus feat
11+8/+3+5+5+5Slice through wardings
12+9/+4+5+5+5Familiarity with magic
13+9/+4+6+6+6
14+10/+5+6+6+6Summon athame (free action)
15+11/+6/+1+6+6+6Bonus feat
16+12/+7/+2+7+7+7Spell parry
17+12/+7/+2+7+7+7
18+13/+8/+3+8+8+8Slice through spells
19+14/+9/+4+8+8+8
20+15/+10/+5+9+9+9Bonus feat
21+15/+10/+5+9+9+9Bonus feat
22+16/+11/+6/+1+10+10+10Athame critical
23+17/+12/+7/+2+10+10+10Bonus feat
24+18/+13/+8/+3+11+11+11Bonus feat
25+18/+13/+8/+3+11+11+11Athame burst


<caption>SPELL SLOTS PER DAY </caption>
Level0123 4567 8
120
221
322
4320
5321
6322
73320
84321
94322
1043320
1144321
1244322
13443320
14444321
15444322
164443320
174444321
184444322
1944443320
2044444321
2144444322
22444443320
23444444321
24444444322
25444444332


<caption>SPELLS READIED AT ONE TIME </caption>
Level0123 4567 8
1 2 0
2 3 1
3 3 2
4 3 3 0
5 4 3 1
6 4 3 2
7 4 4 3 0
8 5 4 3 1
9 5 4 3 2
10 5 5 4 3 0
11 6 5 4 3 1
12 6 5 4 3 2
13 6 6 5 4 3 0
14 6 6 5 4 3 1
15 6 6 5 4 3 2
16 6 6 6 5 4 3 0
17 6 6 6 5 4 3 1
18 6 6 6 5 4 3 2
19 6 6 6 6 5 4 3 0
20 6 6 6 6 5 4 3 1
21 6 6 6 6 5 4 3 2
22 6 6 6 6 6 5 4 3 0
23 6 6 6 6 6 5 4 3 1
24 6 6 6 6 6 5 4 3 2
25 6 6 6 6 6 6 5 4 3

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Mage Blade

Leriel Brandon