Spellsword

Description: Combining magic with melee combat, a Spellsword is a dangerous opponent. Walking the Path of the Spellsword is difficult. Each of the 10 steps provides benefits, but exercises must be performed daily to achieve the perfection needed. The Guild of Spellswords in southern Kizyg has recently been rejuvenated under new Guildmaster Sionell, and its members are now adventuring.
Hit Die: d8
Requirements: Arcane spellcaster with level 2 spells, BAB +5, instruction from the Guild of Spellswords
Class Skills: climb, concentration, knowledge, jump, scry, spellcraft
Skill Points per Level: 2 + Int modifier

Class Features
Class Level BAB Fort Ref  Will Special
1 +0 +2 +0 +2 channel spell 1
2 +1 +3 +0 +3 ignore spell failure 10%, +1 spell level
3 +2 +3 +1 +3 bonus feat
4 +3 +4 +1 +4 channel spell 2, +1 spell level
5 +3 +4 +2 +4 ignore spell failure 20%
6 +4 +5 +2 +5 spellsword cache, +1 spell level
7 +5 +5 +2 +5 channel spell 3
8 +6 +6 +2 +6 ignore spell failure 30%, +1 spell level
9 +6 +6 +3 +6 channel spell 4
10 +7 +7 +3 +7 perfect concentration, +1 spell level

Note: the Spellsword's spellcasting abilities continue to be affected by the ability score of their primary class (int for wizards, cha for sorcerors, etc.)
Channel Spell: Once per day as a free action the Spellsword can cast a spell as a supernatural ability through their weapon to affect a single opponent. The Spellsword must hit the opponent with their sword after announcing their intention to channel, and the spell must be able to target a single creature. The maximum spell level(s) that can be channeled are given by the channel spell level. A Spellsword can elect to cast multiple spells as long as their total spell levels do not exceed the channel spell level.
Ignore spell failure: the Spellsword ignores the given percentage of spell failure from armor.
+1 spell level: the spellsword gains the spells per day (and total spells known, if applicable) as if they had gained a level in their original spellcasting class.
Bonus feat: take any feat available to you
spellsword cache: A Spellsword's weapon functions as a spell storing device. The weapon can store spell levels equal to the Spellsword's class level + spellcasting ability score modifier. Getting the spells out is a move equivalent action. Only the Spellsword can cast the spells into and out of the weapon. Should the weapon be lost or destroyed the Spellsword must wait 1 week before creating another spell storing weapon. Only one spell storing weapon can be created at one time.
perfect concentration: The Spellsword has become so used to being hit while working magic that their spellcasting cannot be interrupted by physical damage (ie they automatically make any concentration check caused by physical means such as combat damage, galloping horses, etc).