Zandir Certament
Also known as swordmages, the certaments are a class of professional duelists, bodyguards, and adventurers who combine magic and swordplay to deadly effect. While their skill with a blade is not quite the equal of the Zandir swashbuckler, they are a close second, and when their combat-related spells are added to the mix they are more than a match for almost anyone.
Adventurers
Certaments are hired guns for the most part, willing to work for anyone who can meet their price. While many are quite honorable and pick and choose their asignments, all recognize that they earn their living by selling their skills to whoever can afford their price. Some are found travelling as bodyguards, others might be out working to improve their skills and reputation (thus driving up their price). Others may be on the road waiting for the heat back home to die down.
Characteristics
Certaments are proficient with all simpe and martial weapons, as well as the Zandir rapier and poignard, their weapons of choice. Certaments tend to look down on any ranged weapon other than a thrown dagger as "unsportsmanlike" though they don't think twice about using spells that allow them to attack at range.
Alignment
Certaments tend to be chaotic, like all Zandir, but most have a very strong professional code of ethics that they hold to. Only the most vicious certament would strike down an innocent or unarmed opponent, and it would not be long before others would be on his trail. That sort of thing is very bad for the professional image. Certaments pride themselves on their professionalism. Once paid, a certament stays bought. Certament are also sworn not the divulge their secret spells to outsiders.
Background
Competition to enter one of Zandir's certament academies is always very fierce. Students enter at the age of 14 and endure 6 years of rigorous study in both swordplay and magic. The final exam is a formal duel to the death involving the students from all the schools. This ensures that only the best go forth as certaments, not to mention providing bragging rights for the school with the most graduates. The survivors are presented with matched set of rapier and poignard with their school's certament crest and sent on their way. Typically the school's will arrange the new certament's first assignment, and after that he or she is on their own.
Races
In the history of the certament academies, only 7 non-Zandu have been admitted, and only 3 survived the graduation exercise (a Sarista, a Cymrilian, and a Phantasian). Though several have tried, no Aamanians have ever been admitted.
Game Rule Information
Skill Points at 1st (4 + Int modifier) x 4
Skill Points at each Additional Level: 2 + Int bonus
Use the Fighter's table for Attack Bonus and saves
Bonus spells from Int
Learn spells as a mage
1 bonus feat from the fighter or mage list every 5 levels (5, 10, 15, etc.)
Combat Casting as bonus feat at 1st level
At 5th level, a certament can cast spells while in melee without provoking an attack of opportunity
When wearing light or no armor, a certament can fight as if he had the feats Ambidexterity and Two-Weapon Fighting.
Spells per Day
Level
|
1
|
2
|
3
|
4
|
1
|
0
|
-
|
-
|
-
|
2
|
1
|
-
|
-
|
-
|
3
|
2
|
0
|
-
|
-
|
4
|
2
|
1
|
-
|
-
|
5
|
3
|
2
|
0
|
-
|
6
|
3
|
2
|
1
|
-
|
7
|
3
|
3
|
2
|
0
|
8
|
4
|
3
|
2
|
1
|
9
|
4
|
3
|
3
|
2
|
10
|
4
|
4
|
3
|
2
|
11
|
4
|
4
|
3
|
3
|
12
|
5
|
4
|
4
|
3
|
13
|
5
|
4
|
4
|
3
|
14
|
5
|
5
|
4
|
4
|
15
|
5
|
5
|
4
|
4
|
16
|
5
|
5
|
5
|
4
|
17
|
5
|
5
|
5
|
4
|
18
|
5
|
5
|
5
|
5
|
19
|
5
|
5
|
5
|
5
|
20
|
5
|
5
|
5
|
5
|
|