Spellbinder (3.5e Class)
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A spontaneous caster with a lot of options.
Making a Spellbinder
Starting Gold: 3d4×10 gp (75 gp)
|Saving Throws||Special||Spells per Day|
|9th||+4||+3||+3||+6||Spell Intensity +1||3||3||3||2||—||—||—||—|
|11th||+5||+3||+3||+7||Tongue of the Sun and Moon||3||3||3||3||1||—||—||—|
|15th||+7/+2||+5||+5||+9||Spell Intensity +2||4||4||3||3||3||2||—||—|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the spellbinder.
Weapon and Armor Proficiency: A spellbinder is proficient with all simple weapons. Spellbinders are proficient with no armor or shields. Like any other arcane spellcaster, a spellbinder wearing armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass spellbinder still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A spellbinder casts arcane spells, which are drawn from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a spellbinder must have a Wisdom score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a spellbinder's spell is 10 + the spell level + the spellbinder’s Wisdom modifier.
Like other spellcasters, a spellbinder can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Spellbinder. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: Spellbinder Spells Known indicates that the bard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. A spellbinder’s selection of spells is extremely limited. A spellbinder begins play knowing four 0-level spells of your choice. At most new spellbinder levels, he gains one or more new spells, as indicated on Table: Spellbinder Spells Known. (Unlike spells per day, the number of spells a spellbinder knows is not affected by his Wisdom score; the numbers on Table: Spellbinder Spells Known are fixed.)
Upon reaching 5th level, and at every third spellbinder level after that (8th, 11th, and so on), a spellbinder can choose to learn a new spell in place of one he already knows. In effect, the spellbinder “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spellbinder spell the spellbinder can cast. A spellbinder may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
As noted above, a spellbinder need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Bonus Feats: At 2nd, 4th, 6th, 8th, 10th, 14th, 16th, 18th, and 20th level, a spellbinder gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or magical feat. The spellbinder must still meet all prerequisites for a bonus feat, including caster level minimums.
These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The spellbinder is not limited to the categories of item creation feats, metamagic feats, or magical feats when choosing these feats.
Spellbane (Ex): Starting at 3rd level, the spellbinder's Wisdom bonus is added to the spellbinder's dispell checks.
Spell Intensity (Ex): Starting at 9th level, all saves against spells cast by the spellbinder are at +1 DC. At 15th level, this increases to +2.
Tongue of the Sun and Moon (Ex): A spellbinder of 11th level or higher can speak with any living creature.
Timeless Body (Ex): Upon attaining 17th level, a spellbinder no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the spellbinder still dies of old age when her time is up.