Witchblade
You are in possession of a Witchblade, a powerful weapon and a source of great magical power.
Prerequisites
- Arcane Spellcasting
- Ability to cast 2nd-level arcane spells.
- Sneak Attack
- +1d6
- Class Features
- Evasion
- Special
- Possession of a Witchblade.
Class Chart
{{Class Chart
|Max Level=10
|Base Attack=Medium
|Fort Save=Low
|Ref Save=High
|Will Save=High
|Spell Advancement=+1 to existing arcane spellcaster level
|Special1=Witchblade, sneak attack +1d6
|Special2=Arcane Strike
|Special3=Evolution
|Special4=Sneak attack +2d6
|Special5=Spell flurry 1/day
|Special6=Evolution
|Special7=Sneak attack +3d6
|Special8=Spell flurry 2/day
|Special9=Evolution
|Special10=Sneak attack +4d6
}}
:Skills: 6 + Int
:Skill List: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Special Abilities
Witchblade
A witchblade is a weapon, almost always a sword or dagger, and generally one-handed. It is of decidedly alien design, and tends to evolve as your arcane power increases.
- The hand or hands holding your witchblade are treated as free for the purposes of being able to cast spells with somatic and material components.
- You can bind any arcane focus to the witchblade, by conducting a 4 hour ritual, and expending materials equal to 20% of the focus' cost. This consumes the focus, but allows you to use the witchblade as that focus.
- You may enchant the witchblade as you would a normal weapon, in addition to whatever powers it gains from this class.
The witchblade is bonded to you. It is difficult to remove, and near impossible for another to harness its power while you live.
- You gain a +4 bonus to disarm checks to resist being disarmed of the witchblade.
- If the blade is removed from your person, you know exactly where it is; this expires after 24 hours.
- Anyone attempting to wield the witchblade other than you suffers two temporary negative levels, which cannot be restored as long as they wield the blade.
- The witchblade does not impart any of its magical bonuses to a wielder other than you. To gain said bonuses, and remove the negative levels, you must first be dead, then the witchblade must be neutralized with Remove Curse, after which only its inherent abilities (such as magical bonuses you applied to it at full cost) remain.
Arcane Strike
As a standard action, you take a melee attack and expend a spell. The melee attack inflicts normal damage plus sneak attack damage, regardless of whether it qualified as a sneak attack, plus 1d6 per level of the expended spell. All damage is arcane damage.
Evolution
The witchblade evolves as you do. At certain levels, you gain the option of investing XP into the growth of the witchblade.
- First Evolution
- You expend 500 XP. The witchblade gains one point of enhancement bonus, and one +1 special ability of your choice.
- Second Evolution
- You expend 1,500 XP. The witchblade gains one point of enhancement bonus, and one +2 special ability of your choice.
- Third Evolution
- You expend 2,500 XP. The witchblade gains one point of enhancement bonus, and one +3 special ability of your choice.
Spell Flurry
During a full attack action, you may cast a spell as if it were quickened.