This class is a combination of the Arcane Swordsage adaptation (which was left unfinished by WoTC), with the blanks filled in via the Blue Magic system.
GAME RULE INFORMATION
Blue Swordsages have the following game statistics.
Hit Die: d6.
The Blue Swordsage's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (the Planes) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
The Blue Swordsage
All of the following are class features of the Blue Swordsage.
Weapon and Armor Proﬁciency: As a blue swordsage, you are proﬁcient with simple weapons, martial melee weapons (including those that can be used as thrown weapons). Blue Swordsages do not gain proficiency with armor or shields.
Use Magical Device: A Blue Swordsage's spell list is considered to be the spells he/she knows.
Spells: The Blue Swordsage casts spontaneously, as a Sorceror. His/her Charisma controls the level of the spells he/she is able to cast, spells' saving throw DCs, and bonus spells per day.
Spells Known: See Blue Magic.
AC Bonus: Starting at 2nd level, you can add your Charisma modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are ﬂat-footed. However, you lose this bonus when you are immobilized or helpless.
School Focus (Ex): As a blue swordsage, you can focus your training to take advantage of each school’s casting style. Each time you gain the school focus ability, select one of the magic school's to which that focus applies. You can select a different school each time you gain school focus, but you must know at least one spell from the selected school. Even if you select a different school at higher levels, your school choice for earlier abilities does not change. This focus manifests in the following ways.
Spell Focus: At 1st level, you gain the benefit of the Spell Focus feat for spells in the chosen school, as well as Weapon Focus for weaponlike spells of the chosen school.
Focused Casting: At 4th level, you can add your Charisma as a bonus on hitpoint damage rolls whenever you cast a spell from the chosen school. At 12th level, you can
choose a second school to which this ability applies. This bonus can only be applied once per casting of a spell.
Defensive Casting: At 8th level, you gain a +2 bonus on saving throws whenever you are under an effect from your chosen School (Example: Shield for Abjuration). At 16th level, you can choose a second school to which this ability applies.
You gain a +2 bonus on Spellcraft checks made regarding a spell in a school in which you have
Quick to Act (Ex): You gain a +1 bonus on initiative checks. This bonus increases by 1 at 5th, 10th, 15th, and 20th level.
Sense Magic (Su): Beginning at 7th level, you can spend 10 minutes focusing upon a weapon or suit of armor. If you succeed on a level check (DC 10 + the caster level of the weapon or armor), you can identify the properties of that item, including its enhancement bonus and special abilities. This ability does not reveal the properties of artifacts or legacy weapons, though it does indicate that such items are signiﬁcantly powerful.
Evasion (Ex): At 9th level, you can avoid even magical and unusual attacks with great agility. If you make a successful Reﬂex saving throw against an attack that normally deals damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Improved Evasion (Ex): From 17th level on, you gain the benefit of improved evasion. You still take no damage if you make a successful Reﬂex save against an attack, and even if you fail the Reﬂex save, you take only half damage from the attack. If you are helpless, you do not gain the benefit of improved evasion.
Dual Boost (Ex): When you reach 20th level, you can cast two buff spells simultaneously, Whenever you cast a personal or touch range spell on yourself, you can also cast any other personal or touch range spell on yourself as a free action. Both spells are expended normally. You can use this ability three times per day.
TABLE 1-2: BLUE SWORDSAGE SPELLS/DAY
———————————Spells per Day———————————
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 1 — — — — — — — —
2nd 4 2 — — — — — — — —
3rd 4 2 1 — — — — — — —
4th 4 3 2 — — — — — — —
5th 4 3 2 1 — — — — — —
6th 4 3 3 2 — — — — — —
7th 4 4 3 2 1 — — — — —
8th 4 4 3 3 2 — — — — —
9th 4 4 4 3 2 1 — — — —
10th 4 4 4 3 2 2 — — — —
11th 4 4 4 4 3 2 1 — — —
12th 4 4 4 4 3 3 2 — — —
13th 4 4 4 4 4 3 2 1 — —
14th 4 4 4 4 4 3 3 2 — —
15th 4 4 4 4 4 4 3 2 1 —
16th 4 4 4 4 4 4 3 3 2 —
17th 4 4 4 4 4 4 4 3 2 1
18th 4 4 4 4 4 4 4 3 3 2
19th 4 4 4 4 4 4 4 4 3 3
20th 4 4 4 4 4 4 4 4 4 4
Blue Magic (Ex): The only way a Blue Swordsage may learn new spells is to experience them. A spell that is saved for and the result is (Neg.), is not counted as experiencing the spell. Once affected, the Blue Swordsage may make a Spellcraft check (DC 15+3 times the spell's level) to learn it.
Spell Resistance totally blocks the spell from reaching the Blue Swordsage. This is tantamount to not being affected, even more to a point than saving versus a (Neg.) spell. Under no circumstances may a Blue Swordsage learn a spell that has been stopped by Spell Resistance.
Spells cast through Blue Magic require a somatic and/or verbal component as the original version of the spell, but never require a divine focus or material component worth less than 1 gp. (Material focus components, such as for the Fire Seed or Analyze Dweomer spells, or costly material components as for Identify, are still required.)
The Blue Swordsage may also learn spell-like abilities, provided that the spell like ability mirrors a spell. For instance, if a creature can naturally cast Fireball 3/day, the Blue Swordsage would be able to learn this 3rd level spell. Spell-like abilities are cast by the Blue Swordsage with components and casting times equal to the sorceror/wizard (or a class specified by the DM) spell duplicated. If a creature ability does not duplicate a spell effect (such as Mind Blast for an Illithid), the Blue Swordsage cannot learn it.
A Blue Swordsage can know a number of spell levels equal to five times his/her class level, plus his/her Intelligence modifier ([Lv x 5] + Int. Mod). For purposes of calculating spells known, a 0-level spell counts as half of a spell level. As long as he/she is conscious, a Blue Swordsage may voluntarily forget a spell at as a move action that does not provoke an attack of opportunity.
If learning a spell causes the Blue Swordsage's spell levels known to exceed his capacity, he/she must make a Will save each round or lose 1 point of Wisdom for each spell level known above capacity, beginning with the round in which the spell is learned. The DC for the save is equal to 10 plus the number of spell levels above capacity. Wisdom lost in this way persists until the Blue Swordsage's spell levels known fall below his limit, at which point it may be recovered naturally or magically. The DC for the Will save increases by +1 for every consecutive round.
A Blue Swordsage may only learn a number of spell levels in a day equal to his/her level plus his/her Int modifier. For instance, a 10th level Blue Swordsage with an Int of 16, in one day, may learn a total of 13 spell levels. 0 level spells count as 1/2 for purposes pertaining to this limit.
At first level, a Blue Swordsage may select 2 0-level spells and 1 1st level spell, from any spell list.