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Golden-Esque
2009-10-10, 09:49 PM
Heartedge Ascendant Class Summary

Destiny. It is a word that encompasses so much. The idea that mortals may not have as much freedom as they'd like to think is one that many scholars debate about and many common men shrug away. Paladins know that destiny exists, as do those who are chosen by the heartedges. Although chosen, "heartedge" does not refer to an order or any one individual person; rather, a heartedge is powerful sword attracted to even more powerful hearts. Only those with a strong spirit can wield a heartedge, and those who are chosen never turn away from the path; accepting that their path has been set forth for them by something greater and grander then any god.

There isn't any particularly common professional background for a heartedge ascendant; they are rare enough to have few things in common. Among those defining traits; a heartedge ascendant is a warrior; someone with an adequate knowledge of the ways of the sword. They are also inexplicably drawn to magic; arcane or divine. Psicrafters, such as psions or wilders, are never heartedge ascendants, for most psicrafters plummet themselves too deep into the bowels of their own minds to hear the Heartedge Calling, should they have ever been chosen in the first place. Soulknives are also almost never heartedges, foolishly and egotistically preferring their own mindblades to the heartedge. However, a small number (by the heartedge's standards) of psychic warriors may choose to walk this path; forgoing their psionic powers for a greater cause.

NPC heartedges are relatively difficult to spot; they are masters of magic and swordsmanship, and their weapons look a bit odd, though not entirely uncommon by the world's standards. Heartedge ascendants are as varied as they are rare; some prefer others did not know of their powers, while others shout them to the heavens. Still others apathetic about their weapon, seeking only adventure and the chance to prove their cause.

Game Rule Information

Ability Scores
A heartedge ascendant's ability scores vary with what he or she wishes to do in a group. Charisma is their key Spellcasting Score, and both Strength and Dexterity are important for their melee fighting. Constitution makes a strong pick for a Heartedge Ascendant who walks the path of the defender, for the extra hit points.

Hit Die
d8

Prerequisites

Alignment:

Must be neutral on one axis.
Cannot be True Neutral.


Base Attack Bonus:
+5

Special:
Ability to cast 2nd level spells (arcane or divine).

Class Skills

Balance
Bluff
Climb
Concentration
Craft
Diplomacy
Escape Artist
Heal
Hide
Intimidate
Jump
Listen
Martial Lore
Move Silently
Open Lock
Parry
Perform
Profession
Search
Sense Motive
Spellcraft
Swim
Tumble


Skill Points
Skill Points per Level:
4 + Intelligence Modifier

The Heartedge Ascendant

{table=head] Level | Base Attack Bonus | Fort Save | Ref Save | Will Save |Special
01 | +0 | +0 | +0 | +0 | Rite of Ascendance, Heartedge +1
02 | +1 | +0 | +0 | +0 | Drive, 1st Drive
03 | +1 | +1 | +1 | +1 | Dedication +2
04 | +2 | +1 | +1 | +1 | Heartedge +2
05 | +2 | +1 | +1 | +1 | Dedication +3, Heartedge Enhancement, 2nd Drive
06 | +3 | +2 | +2 | +2 | Heartedge +3,
07 | +3 | +2 | +2 | +2 | Dedication +4, Master Drive
08 | +4 | +2 | +2 | +2 | Heartedge +4
09 | +4 | +3 | +3 | +3 | Dedication +5
10 | +5 | +3 | +3 | +3 | Final Drive, Heartedge +5[/table]

Heartedge Ascendant Class Features

Weapon and Armor Proficiency
A heartedge ascendant gains weapon proficiency with their heartedge.

Rite of Ascendance (Su)
A heartedge ascendant does not choose their path, instead they receive a calling; much like a paladin does. However, while a paladin recieves a calling to the faith and service of a god, a heartedge ascendant is called to duty by the forces of good, evil, law, or chaos respectively. The action of choice is important to this calling; a heartedge ascendant only rises if they choose to.

Should the heartedge ascendant answer this calling; they select the path on which they will walk on for all eternity. A heartedge ascendant selects one of the following paths to walk, and doing so permanently changes either the Base Attack, Fortitude, Reflex, or Will scores they gain.

Path of the Soldier
Those who walk the path of the soldier know only battle. They are destined to fight at the front lines in the cosmic struggle of good, evil, law, and chaos. They are supremely gifted in the sublime, but their gifts of magic are much less articulate. Selecting this path grants you a good Base Attack and two good saving Throws of your choice. In addition, you gain a +1 bonus to all attack rolls and skill checks made as part of a martial maneuver, and your heartedge ascendant spells take 1 additional turn to recharge.

Path of the Mage
Those who walk the path of the mage are prodigies of magic; be it arcane or divine. They weave potent spells, and it is through their hands that the cosmos themselves batter and destroy the soldiers of their enemies. They are unmatched in the arts of magic, but they have a poorer understanding of the sublime. Selecting this path grants you an average Base Attack and one good saving throw of your choice. In addition, you gain a +1 bonus to your caster level with heartedge ascendant spells and your martial maneuvers suffer a -2 penalty on all attack rolls and skill checks made to initiate them.

Path of the Defender
Those who walk the path of the defender balance the gifts of magic and the sublime. They understand that magic is best supplemented by physical grace. They are equally gifted in both magic and the sublime, but they truly excel at neither of them. Selecting this path grants you an average Base Attack and two good saving throws. In addition, you gain a +1 bonus to your Armor Class and your Hit Die improves to d10.

Heartedge (Su)
A heartedge ascendant's signature weapon is their heatedge; a powerful weapon that comes to the heartedge that calls to it. A heartedge responds to the heart of its owner; while this has no game play implications, the heartedge's appearance depends on its owner's values, beliefs, and morality. For example, a Evil heartedge ascendant who enjoys tourturing others might have a black, twisted heartedge.

A heartedge takes on the properties of a longsword of the appropriate size for its wielder, except that it is treated as a light weapon instead of a martial weapon. A heartedge ascendant who is separated from their sword (whether by having it taken from them or by being disarmed) can call their heartedge back into their hand with an immediate action. This ability is a supernatural ability that cannot be suppressed by any means, although a heartedge ascendant can only call for their heartedge if they are conscious.

A heartedge is completely immune to all damage; not even an adamantite weapon can sunder a heartedge. A heartedge ascendant gains the benefits of the Eschew Materials feat so long as they hold their heartedge. In addition, a heartedge ascendant can perform the somatic components of their spells as normal while holding their heartedge. A heartedge ascendant can take feets like Weapon Focus and Weapon Specialization with their heartedge if they meet the appropriate prerequisites.

At 1st level, a heartedge has an enhancement bonus of +1, and it is treated as a magic weapon with the same alignment as its wielder for purposes of overcoming damage reduction. At 4th level, and at every two levels thereafter a heartedge's enhancement bonus improves by +1, to a maximum of +5 at 10th level.

Maneuvers
A heartedge ascendant adds some of this prestige class's levels to a single martial adept class's levels for the purpose of determining initiator level. Essentially, certain heartedge ascendant class levels stack with the class levels of one martial adept's class levels that the character was a member of before taking their first level in this prestige class for the purpose of determining maneuvers readied, maneuvers known, and stances known. A heartedge ascendant must follow all the normal rules of learning maneuvers and stances (such as meeting prerequisites) and they are entitled to switch out previously known maneuvers for new ones at the appropriate level intervals (see the martial adept's class entry for more information).

The number of levels of heartedge ascendant the character adds to their initiator level depends on the path they walk (See Rite of Ascendance, above).


Walking the Path of the Mage allows a heartedge ascendant to add their 3rd, 6th, and 9th class levels to their initiator level, as noted above.
Walking the Path of the Defender allows a heartedge ascendant to add every even-numbered class level to their initiator level.
Walking the Path of the Soldier allows a heartedge ascendant to add their full heartedge ascendant level to their caster level.


If the heartedge ascendant did not have any levels in a martial adept class before taking this prestige class, he or she still gains access to some maneuvers. At every odd-numbered heartedge ascendant level, the heartedge ascendant learns one martial maneuver from a single discipline or style of their choice. All subsequent maneuvers and stances must be selected from the same discipline or style selected from the same discipline the heartedge ascendant chose at 1st level. At 1st level, a heartedge ascendant without prior training in a martial adept class can only ready that one maneuver. At 5th level and 10th level, a heartedge ascendant can ready one additional maneuver, to a maximum of three readied maneuvers at 10th level. Also, at 1st level a heartedge ascendant can learn one stance from their chosen discipline. The heartedge ascendant may learn one additional stance 4th level, and a third stance at 8th level. Finally, a heartedge ascendant can "loose" one maneuver for another maneuver that he or she meets the prerequisites for at 7th level.

Spells
A heartedge ascendant some of this prestige class's levels to a single spellcasting class's levels for the purpose of determining caster level (see below). Essentially, heartedge ascendant class levels stack with the class levels of one arcane spellcasting class or divine spellcasting class's class levels (but not both) that the character was a member of before taking their first level in this prestige class for the purpose of determining spells per day, spells known, and spell recharge rate (as applicable).

The number of levels of heartedge ascendant the character adds to their spellcaster level depends on the path they walk (See Rite of Ascendance, above).


Walking the Path of the Soldier allows a heartedge ascendant to add their 3rd, 6th, and 9th class levels to their caster level, as noted above.
Walking the Path of the Defender allows a heartedge ascendant to add every even-numbered class level to their caster level.
Walking the Path of the Mage allows a heartedge ascendant to add their full heartedge ascendant level to their caster level.



Drive
Starting at 2nd level, a heartedge ascendant can infuse their own bodies with raw magical energy, allowing them to enter one of several different forms. While each form has its own unqiue abilities and powers, there are similiarities between them.

Activating a drive form is a swift action. In order to enter a drive form, a heartedge ascendant must be in a stance from any discipline that they know. As a swift action, the heartedge ascendant forgoes the normal benefits of their assumed stance to enter a drive form. A heartedge ascendant can assume any one of their drive forms for a total number of rounds equal to 5 + their heartedge ascendant's class level. This time limit is shared between all of the heartedge ascendant's drive forms. A heartedge ascendant can only enter any one drive form once per encounter, and after exiting a drive ,a heartedge ascendant must wait 1 round before being able to enter another drive form.

You receive your 1st drive (your choice if either Valor or Wisdom) at 2nd level. You recieve the drive you didn't select (Valor or Wisdom) at 5th level. You recieve Master Drive at 7th level, and Final Drive at 10th level.

Valor Drive (Su)
Charged with the valor of the heroes who wielded their heartedge before them, a heardedge ascendant's attack capabilities increase dramatically. While in Valor Form, a heartedge ascendant can summon a second heartedge with an enhancement bonus equal to their normal heartedge's enhancement bonus. This new heartedge has the same enhancement abilities as the heartedge ascendant's normal heartedge (see Heartedge Enhancement, below).

A heartedge ascendant dual wields these two heartedges normally, but with several noticable differences. First, their offhand heartedge suffers no penalties for being wielded in the offhand; essentially, a heartedge ascendant's offhand is treated as a mainhand for the duration of Valor Form and neither their offhand nor their mainhand suffers any penalties for dual wielding. Second, a heartedge ascendant applies their normal strength bonus (x1) to their new offhand heartedge. Finally, a heartedge ascendant is treated as being under the effects of a haste spell while in Valor Form.

While in Valor Form, a heartedge ascendant cannot cast any spells, as if they were raging (see barbarian). In addition, upon exiting Valor Form, all of the heartedge ascendant's spell levels are exhausted for the next two rounds.

Wisdom Drive (Su)
Charged with the wisdom of the mages who wielded their heartedge before them, a heartedge ascendant's magical prowess increases dramatically. While in Wisdom Form, a heartedge ascendant's heartedge gains a charge of magical energy, and each turn, if the heartedge ascendant chooses, they can use the magical energy within their heartedge to fire a small blast of magical energy as a ranged touch attack, dealing 1d8 +1/heartedge ascendant level. Using this ability is identical to making a ranged weapon attack, and this damage is is not subject to spell resistance.

While the heartedge ascendant is in Wisdom Form, their feet magically lift from the ground, allowing them to hover a up to 1 foot above the ground. The ability to float above the ground allows a heartedge ascendant to ignore any terrain feature that fails to project more than 5 feet above the ground, such as difficult terrain, burning lava, and so forth.

While in Wisdom Form, the heartedge ascendant's spells recharge much faster then normal. A heartedge ascendant in Wisdom Form reduces the number of rounds their spells require to recharge by 1 round, to a minimum of 0 rounds. This reduction improves to 2 rounds at 6th level.

While in Wisdom Form, a heartedge ascendant cannot make melee or ranged attacks, except with touch spells, rays, or their heartedge's magical blast attack (see above). A heartedge ascendant moves at their normal speed while in this form, and as a full-round action, they can warp up to two times their speed in distance in any direction, as if they had used a teleport spell. Keeping Wisdom Form in effect takes a daunting amount of mental work, and a heartedge ascendant must succeed on a Concentration check (DC = damage taken) to remain in Wisdom Form if they are damaged.

Master Drive (Su)
Charged with the knowledge of those who wielded their heartedge before them, at 8th level a heartedge ascendant's skill dramatically increases while in Master Form. The heartedge ascendant summons a second heartedge with an enhancement bonus and powers identical to their normal heartedge. Unlike with Valor Form (see above), the heartedge summoned by Master Form suffers all of the normal penalties for dual wielding, though the heartedge ascendant is treated as having the Two-Weapon Fighting feat while in Master Form. Also, attacks made with the newly summoned heartedge ignore creatures you attack's Dexterity bonus to AC.

While in Master Form, once per turn a heartedge ascendant can reroll an attack roll, a skill check, or a saving throw. Unlike with Valor Form, a heartedge ascendant in Master Form can cast spells normally, and they do so at +1 caster level with their heartedge spells.

Final Drive (Su)
Charged with raw power of those who wielded their heartedge before them, at 10th level a heartedge ascendant's body is nearly torn asunder with energy while in Final Form. The heartedge ascendant summons a second heartedge with an enhancement bonus and powers identical to their normal heartedge, and both weapons lift from your hands and dance around your head. These weapons gain the ability to fire magical blasts of energy at up to two targets per round (one target per heartedge), dealing 1d4 +1/heartedge ascendant level. A heartedge ascendant can also choose to have their weapons attack normally, though they cannot use martial maneuvers. These two heartedges can attack any creature within twice of the heartedge ascendant's normal reach, and they can attack different argets, so long as both targets are within 30 feet of the heartedge ascendant.

Issuing commands to your heartedge weapons is done via telepathic commands, and issuing these commands is a swift action.

While in Final Form, your feet magically lift above the ground, granting you the same bonuses gifted to a heartedge ascendant in Wisdom Form who does so, though you cannot warp (as per teleport) while in Final Form. In addition, all magical damage you deal (including damage from your heartedge's double blast attacks) does an additional damage equal to the heartedge ascendant's level.

While in Final Form, you cannot make weapon attack rolls other then for touch spells (although your heartedges, should you order them to, can make weapon attacks rolls as normal or use their magical blase abilities). Keeping Final Form in effect takes a daunting amount of mental work, and the heartedge ascendant must succeed on a Concentration check (DC = damage taken) to remain in Final Form if they are damaged. Also, a heartedge ascendant cannot make Parry checks.

Dedication
Starting at 3rd level, a heartedge ascendant starts to reap the rewards of their awakening. At 3rd level, and every odd-level thereafter the heartedge ascendant gains one of the following bonuses, to a maximum total (including the Rites of Awakening bonus) of +5 at 9th level. The bonuses are as follows:


If the heartedge ascendant selected the path of the soldier, they gain a +1 bonus to attack rolls and skill checks made as part of martial maneuvers.
If the heartedge ascendant selected the path of the mage, they gain a +1 bonus to caster level with heartedge ascendant spells.
If the heartedge ascendant selected the path of the defender, they gain a +1 bonus to AC.


Heartedge Enhancement
At 4th level, a heartedge ascendant gains the ability to enhance their heartedge with special powers. Doing so takes 24 hours times the enhancement bonus of the enhancement ability. A heartedge ascendant can use as many enhancement abilities as he or she likes, so long as the sum of the enhancements do not exceed the heartedge's enhancement bonus (for example, at 4th level a heartedge ascendant can apply either a +2 enhancement or two +1 enhancements).

A heartedge ascendant can change their enhancements as they choose, but doing so takes 24 hours per enhancement bonus of the new enhancement ability.

Golden-Esque
2009-10-11, 05:32 PM
No one has a guess? That's odd. I guess I could give a clue.

Key

Good luck guessing and thanks for any critiques.

The Tygre
2009-10-11, 05:48 PM
Oh- Oh OH! Yeah! How did I not catch that? Do you want me to go ahead and say it, or should I let them squirm a bit?

UserShadow7989
2009-10-11, 06:44 PM
Kingdom Hearts. Took me a minute but I got it. I love how many winks and nods to the game you managed to slide into the entirety of the class, and I hope someone with a better grasp of 3.5 can give you some solid advice. Fluff-wise, I love it.

Pie Guy
2009-10-11, 09:47 PM
My first thought when rreading the opening paragraph was "Destiny? Somthing about divination specialists?" Then I facepalmed.

Golden-Esque
2009-10-11, 10:13 PM
Makes me glad to know I'm not crazy ^_^.

Yup, the Heartedge Ascendant is a shout out to Kingdom Hearts, and an excellent choice for a Prestige Class if you're into having a grand destiny and walking a path of devotion to a single cause.

Naturally, while the class itself is a huge reference to the powers of a particular Keyblade Master (get the reference, yet?), a certain Sora, it does purposely lack some of the powers Sora demonstrates in the games. Since I was forgoing the concept of a "Key" blade, I decided that the various powers to open locks did nothing but make the class even more fan-boyish. The goal was to make a respectable shout out; not to fully drown GitPG with my inner Disney Fanboy (I apologize if you're drowning in it already).

The concept for the Drives is based off of the Jade Phoenix Mage, from the Tome of Battle. You give up your current stance for a limited power boost. The drives are meant to be powerful, making up for a fair lack of other class features; aside from the Heartedge itself and a couple enhancement bonuses, Drives are intended to be the core of the class. The four drives were also designed to be balanced between each other; not all Heartedge Ascendants are supposed to spend all their time in Final Form.


Valor Form is intended to be the heavy-melee damage Drive.
Wisdom Form is intended to be the utility-spellcasting Drive.
Master Form is intended to be a more defensive melee Drive.
Final Form is intended to be the raw spell damage drive.


Part of me wanted to make an "Anti-Drive", where if you expended all your time, you'd go into a powered-down Anti-State. I ended up scraping the idea, because while Drives are the key part of the Heartedge Ascendant, the Ascendant should not constantly be in a drive at all times.

Any suggestions, comments, or critiques are, as mentioned, welcomed and begged for; I want to give a fun option to my players; not one that's insanely good or terrible.

I'm also glad that people started to "get" the reference. I got scared after no one had it at the 24 Hours Posted Mark :D.

Golden-Esque
2009-10-12, 10:51 PM
After careful consideration and a little bit of playtesting, I decided to drop the unique Heartedge Ascendant spellcasting and instead allow them to add their Heartedge Ascendant Class Level to their spellcasting level.

The amount of levels added depends on the path the Heartedge Ascendant walks.

EDIT: After more consideration, the same rule applies to Maneuvers.

EDIT: Fixed an error with the Drives. Should make more sense now.