Amber Bay, a town on the west coast of Eramere, is where we begin in v5.
Arcane BladeThe search for greater skill and power is one of the oldest, and most universal endeavors known, something that transcends race and heritage. Whether blade, knowledge, or honed abilities put into practice, the desire to grow and improve is principle among every civilization and people. With the discovery of the powers of the arcane, new hopefuls have flocked to it's study to try to unlock secrets that will give them a heightened advantage.Among the most difficult approaches to this melding of disciplines is that of the Arcane Blade, a name given to those who seek to combine the skills of the warrior with those of the arcanist in equal shares, compromising neither. Aspirants to this path come from all walks of life, the trend running towards mages seeking out the skills of various martial disciplines, although the reverse is not entirely unheard of. Neither path seems to give advantage, though, and many are those who burn themselves out struggling to find the path.Those few who succeed in discovering the secrets to this discipline are generally viewed as people of potential, and are heavily sought out for their power, skill, and knowledge as well as as potential tutors, if they could be coaxed to share their training. The truth though, is, beyond sheer grit and determination, these individuals possess some mysterious factor, whether it be a trait of character, a quirk of personality, or even a gifted aptitude beyond even the ranks of talented warriors and arcanists who fail to achieve what these few do, and are able after many months of dedicated study, to channel their arcane magic through their weapons of choice, melding the two to some degree.RequirementsBase Attack Bonus: +7.Feats: Martial Weapon ProficiencySpellcasting: Able to cast 3rd level Arcane spellsClass FeaturesHit Die: d6Base Attack Bonus: HighHigh Saves: FortitudeWeapon Proficiencies: NoneArmor Proficiencies: NoneSkill Points: 4 + Int modifierClass Skills: Athletics, Knowledge (arcana), Perception, Parry, Sense Motive, Spellcraft.Bonus Feats: At first level, the Arcane Blade gains one feat chosen from the fighter bonus feat list.Arcane Spellcasting: Beginning at 2nd level, and at each level thereafter, an arcane blade gains new spells per day, plus another effective casting level, as if he had progressed in an arcane spellcasting class that he had prior to becoming and arcane blade. If a character has multiple arcane spellcasting classes when becoming an arcane blade, the progression applies to the class with which the arcane blade has the most levels at the time of taking the arcane blade class, or to the arcane blade's sorcerer levels in the event of a tie.Arcane Boost (Su): At 2nd level, the arcane blade gains the ability to burn arcane energy to empower his martial abilities. All of the options available to him cost 1 SP per two arcane blade levels, and last for one minute:Accuracy: +1 to attack rolls per two levelsDamage: +1 to weapon damage rolls per levelDefense: +1 dodge bonus to AC per two levelsResistance: Resistance to fire, cold, electrical, acid, and sonic damage of 5 per two levelsAmplified Armor (Su): At 3rd level, whenever the arcane blade casts a spell on himself that increases his armor or shield bonus to AC, its bonus is increased by one per three arcane blade levels. This bonus ceases to apply if the arcane blade wears equipment that grants the same type of bonus.Arcane Weapon (Su): At 4th level, the arcane blade gains the ability to coat his weapons in fire, ice, lightning, acid, or arcane force for a short time. The arcane blade's currently equipped weapons gain a +1d6 bonus of the selected damage type to all damage rolls, or a +1d4 magic bonus if arcane force is selected. This ability has unlimited uses, is a free action, and lasts for one minute per Arcane Blade level, but costs one spell point to use. Unequipping an affected weapon disrupts the effect on that weapon.At 7th level, the damage bonuses increase to +1d8 for elemental damage types and +1d6 for arcane force, and the spell point cost increases to two.At 10th level, the damage bonuses increase to +2d6 for elemental damage types and +1d8 for arcane force, and the spell point cost increases to three.Stability (Su): At 8th level, the arcane blade can maintain more magic around himself. The arcane blade gains ten points of magic absorption. At 10th level, this value increases to twenty points.