Ilriyn
2009-10-26, 08:07 AM
Introducing the Adept Blademaster, an arcane fighter with the ability to craft her own weapons and armor. Warning, I wrote complete descriptions for all of its abilities, so its rather long.
Adept Blademaster
An Adept Blademaster is a master of using the raw power of magic. While any Adept Blademaster would have considerable potential in a normal arcane spellcasting class, the Adept Blademaster chooses instead to focus on using their raw power to improve their abilities, unfettered by the restrictions of normal arcana.
However, the Adept Blademaster's raw power comes with a heavy penalty though. She becomes so specialized that she finds it near impossible to match the myriad capabilities of a normal spellcaster. Still, the power of an Adept Blademaster's abilities can makes any wizard or sorcerer highly envious.
Adept Blademaster's come in many shapes and sizes, displaying very different abilities, though, there are two abilities that define all Adept Blademaster's. All Adept Blademaster's directly use magic to increase the physical, mental, and combat prowess, and they all have the ability to create a magical weapon out of pure force.
Their emphasis on using magic to improve every aspect of their lives somewhat increases their susceptibility to other spellcasters, as a well timed dispelling spell from a powerful spellcaster can leave them near defenseless. However, most Adept Blademaster's feel that their abilities far outweigh any difficulties that their class may cause.
Adventurers: Adept Blademaster's adventure for many reasons. Some seek to prove themselves in battle, others seek to right some real or perceived wrong, others adventure in order to gain vengeance on some villain of their past.
Characteristics: Adept Blademaster's are usually aggressive, though some have had their aggressiveness tempered by a traumatic event. They use their phase jump abilities to get close to an enemy, then they use their weapons and spells with deadly effect, they jump out of the way if the fighting gets to rough for them. However, Adept Blademaster's are a varied group, and it is very hard to nail down certain characteristics that define all of them.
Role: Adept Blademaster's are well equipped to deal large amounts of damage to their enemies, and are a valuable addition to their party in that role. But an Adept Blademaster isn't just a fighter. Many possess large amounts of skills, and spell-like abilities that can be very useful in certain situations.
Background:Adept Blademaster's hail from all walks of life, but many hail from family's or species with a magical background. In addition, most Adept Blademaster's have some life-altering or very traumatic event in their past, though this is not always the case. A possible reason for this is because most Adept Blademaster's would probably have become Wizards, Sorcerers, or Bards, if it weren't for some scarring event that caused them to lose control of their powers. Some like the sensation of ultimate power that such a loss of control brings, while others are unable to return to their normal areas of discipline.
Races: Adept Blademaster's can belong to practically any race under the sun, though many tend to be Humans.
Alignment: Adept Blademaster's come from all walks of life, and as such can be of any alignment. Usually though, most tend to be non-lawful, as they feel that law puts undue restrictions on their abilities.
Hit Die
d10
Class Skills
The Adept Blademaster’s class skills (and the key ability for each skill) are, Craft(Force Weapons and Armor), Spot(Wis), Listen(Wis), Search(Int), Knowledge(All skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Focuses and Class Skills
All ability focuses will add some class skills to the Adept Blademaster's class skill list. See the Adept Focuses section for more information.
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
{table=head]Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special |
Fast Movement Bonus|
Enhancement Bonus
1st|
+1|
+0|
+2|
+2 |
Adept Focuses, Phase Jump |
+0 Ft. |
+1
2nd|
+2|
+0|
+3|
+3 |
Vigorous Reserve |
+0 Ft. |
+1
3rd|
+3|
+1|
+3|
+3 | |
+0 Ft. |
+2
4th|
+4|
+1|
+4|
+4|
Bonus Feat |
+10 Ft. |
+3
5th|
+5|
+1|
+4|
+4| |
+10 Ft. |
+3
6th|
+6/+1|
+2|
+5|
+5|
Offensive Casting |
+10 Ft. |
+4
7th|
+7/+2|
+2|
+5|
+5| |
+20 Ft. |
+5
8th|
+8/+3|
+2|
+6|
+6|
Bonus Feat |
+20 Ft. |
+5
9th|
+9/+4|
+3|
+6|
+6| |
+20 Ft. |
+6
10th|
+10/+5|
+3|
+7|
+7| |
+30 Ft. |
+7
11th|
+11/+6/+1|
+3|
+7|
+7| |
+30 Ft. |
+7
12th|
+12/+7/+2|
+4|
+8|
+8|
Bonus Feat |
+30 Ft. |
+8
13th|
+13/+8/+3|
+4|
+8|
+8| |
+40 Ft. |
+9
14th|
+14/+9/+4|
+4|
+9|
+9| |
+40 Ft. |
+9
15th|
+15/+10/+5|
+5|
+9|
+9| |
+40 Ft. |
+10
16th|
+16/+11/+6/+1|
+5|
+10|
+10|
Bonus Feat |
+50 Ft. |
+11
17th|
+17/+12/+7/+2|
+5|
+10|
+10| |
+50 Ft. |
+11
18th|
+18/+13/+8/+3|
+6|
+11|
+11| |
+50 Ft. |
+12
19th|
+19/+14/+9/+4|
+6|
+11|
+11| |
+60 Ft. |
+13
20th|
+20/+15/+10/+5|
+6|
+12|
+12|
Bonus Feat |
+60 Ft. |
+13 [/table]
Class Features
All of the following are class features of the Adept Blademaster.
Weapon Proficiencies
Adept Blademasters are proficient with all simple and martial weapons.
Adept Focus
What separates an Adept Blademaster from other arcane spellcasters is her high degree of specialization. She is different from other arcane spellcasters in that all her spells are innate, and are manifested as spell-like abilities, also, she has the ability to create a custom weapon out of pure force, using raw magical energy to shape it.
Such a high degree of specialization comes at a cost. All physical and mental ability focuses carry penalties with them. This reflects the Adept Blademaster's lack of focus in an opposed area.
At first level, an Adept Blademaster chooses her adept focuses. She may choose one area of focus from the Physical Ability section, one area of focus from the Mental Ability section, and two areas of focus from the Aptitude section.
These focuses determine largely what the Adept Blademaster's class features are. All class features from the Adept Blademaster's three focuses stack.
Each focus also gives several class skills. All class skills gained by adopting a certain focus have that focus's ability as its key ability modifier. (I.e. An Adept Blademaster who chooses the Strength Focus gains Intimidate as a class skill. Intimidate's key ability modifier is then considered to be Strength for her.)
Physical Ability Focuses
Physical Ability Focuses
Strength
Adept Blademaster's who choose Strength as their physical focus usually value physical strength and power over deftness and magical power. This leads to them being less vulnerable to magic then other Adept Blademaster's who choose a different area of physical focus, but also makes them worse at evading attacks, and limits their magical defense options. However, Adept Blademaster's with a strength focus still use magic to dramatically increase their already potent array of powers.
An Adept Blademaster who chooses Strength as her physical ability focus gains the following:
An Inherent +2 bonus to Strength at fifth level.
Light, Medium, and Heavy Armor Proficiencies, and Shield and Tower Shield Proficiencies at first level.
She gains the following as class skills: Concentration, Climb, Jump, Swim, Ride, Intimidate, and Handle Animal.
An Adept Blademaster with the Strength focus creates her adept weapon in the shape of a broadsword. She may use the effects of the power attack feat while wielding her adept weapon. (See the Adept Weapons section for more information.)
She receives the following penalties:
An Inherent -2 penalty to Dexterity at fifth level.
She may never gain the feat, "Weapon Finesse".
She suffers an permanent -2 penalty to AC.
Dexterity
An Adept Blademaster who chooses Dexterity as her physical focus favors evasion and finesse over raw physical strength. She regularly uses magic to increase her defense, and her swordplay with her adept weapon is only matched by the best of duelists. However, this leads to her neglecting to develop mundane forms of protecting herself, and also leads to her being deficient in strength.
An Adept Blademaster who chooses Dexterity as her physical ability focus gains the following:
An Inherent +2 bonus to Dexterity at fifth level.
The extraordinary ability Evasion, as a monk, at second level.
The extraordinary ability Improved Evasion, as a monk, at ninth level.
(If the Adept Blademaster is hit by a targeted dispel magic, greater dispel magic, or disjunction spell, or if she is in the radius of an Antimagic Field, she loses the benefits of her evasion abilities for 3 rounds.)
She gains the following as class skills: Concentration, Tumble, Escape Artist, Move Silently, Hide, Balance, Slight of Hand, and Use Rope.
An Adept Blademaster with the Dexterity focus creates her adept weapon in the shape of a Elven Thinblade; she also gains the ability to add her Dexterity instead of her Strength bonus to all damage and attack rolls rolled while wielding her Elven Thinblade. (See the Adept Weapons section for more information.)
An Adept Blademaster with the Dexterity focus gains the ability to craft armor made out of pure force. (See the Adept Armor section for more information.)
She receives the following penalties:
An Inherent -2 penalty to Strength at fifth level.
She may never gain any armor proficiencies.
All of the Adept Blademaster's spell-like abilities are now subject to arcane spell failure. In addition, all arcane spell failure penalties given for wearing any armor are increased by 100%.
An Adept Blademaster with the Dexterity focus must use complex and deft gestures to utilize many of her special abilities and spell-like abilities. If she is ever Disabled, Entangled, Flat-Footed, Grappling, Pinned, or Helpless, or if she is wearing anything besides her Adept Armor, and light mundane clothing, she loses all access to, and loses all benefits provided by her Evasion, Fast Movement, and Phase Jump abilities, and loses all access to her spell-like abilities that require a somatic component.
Constitution
An Adept Blademaster who chooses Constitution as her physical focus favors toughness, fortitude, and discipline over the other physical forms. She relies on magic frequently, but her magic tends to be more durable than that of one who chooses the dexterity focus. Adept Blademaster's with the constitution focus regularly transmute their bodies to increase their durability. This comes at a cost though, as her frequent morphing of her body leads to her having less charisma, and being less agile in both mind and body.
An Adept Blademaster who chooses Constitution as her physical ability focus gains the following:
Inherent +2 bonus to Constitution at fifth level.
Gains the feats, Endurance, and Diehard, at first level.
She gains the following as class skills: Concentration, Survival, Disguise, Ride, Swim, and Climb.
An Adept Blademaster with the Constitution focus gains the ability to transmute and craft his body into armor. (See the Adept Armor section for more information.)
An Adept Blademaster with the Constitution focus creates her adept weapon in the shape of a Maul; she also gains the ability to craft a Heavy Shield out of pure force. (See the Adept Weapons section for more information.)
She receives the following penalties:
An Inherent -2 penalty to Charisma at fifth level.
She suffers a permanent -2 penalty to all reflex and will saves.
Mental Ability Focuses
Mental Ability Focuses
Charisma
Adept Blademaster's who choose Charisma as their mental focus value diplomacy and charm over brute magical power. Even so, their words of power are among the most powerful of spells. Adept Blademaster's who choose Charisma as their mental focus use magic to become more charming and persuasive, and they are known for the effectiveness at feinting in combat. These benefits come at cost though, as many who choose Charisma tend to be weaker and more fragile. In addition, all Adept Blademaster's with a focus in Charisma must also speak while manifesting their spell-like abilities.
An Adept Blademaster who chooses Charisma as her mental ability focus gains the following:
Gains an Inherent +2 bonus to Charisma at third level.
Gains the feat, Improved Feint, at first level.
Gains the following spells as spell-like abilities, at the following levels. Each of these spell-like abilities is able to be used once per day when the blademaster initially gains the spell-like ability. The blademaster gains an additional use per day the following level. (At third level, the blademaster would have one use of Adept Power Word Daze, she will gain two uses of this spell-like ability once she reaches fourth level.)
3rd Level: Adept Power Word Daze
5th Level: Adept Power Word Impair
7th Level: Adept Power Word Deprive
9th Level: Adept Power Word Exhaust
11th Level: Adept Power Word Fear
13th Level: Adept Power Word Stun
15th Level: Adept Power Word Paralyze
17th Level: Adept Power Word Kill
19th Level: Adept Power Word Annihilate
She gains the following as class skills: Diplomacy, Bluff, Gather Information, Intimidate, and Sense Motive.
She receives the following penalties:
An inherent -2 penalty to Constitution at third level.
All of her spell-like abilities must use a verbal component if it is required.
Intelligence
Adept Blademaster's who have chosen Intelligence as their mental ability focus are among the most powerful of Blademasters. They are masters of utilizing raw magical power, and can evoke powerful elemental blasts at their enemies. This raw power comes at a cost though, as it tends to increase their aggressiveness, which tends to decrease their rational thinking and wisdom. They must also use materials when using their spell-like abilities.
An Adept Blademaster who chooses Intelligence as her mental ability focus gains the following:
Gains an Inherent +2 bonus to Intelligence at third level.
Gains the feat, Combat Expertise, at first level.
Gains the following spells as spell-like abilities, at the following levels. Each of these spell-like abilities is able to be used once per day when the blademaster initially gains the spell-like ability. The blademaster gains an additional use per day the following level. (At third level, the blademaster would have one use of Scorching Ray, she will gain two uses of this spell-like ability once she reaches fourth level.)
Every spell-like ability granted in the list below is cast at +1 caster level, and every spell's max damage die is increased by two. (This means that at 6th level, she could cast a Fireball which would deal 7d6 points of damage, with a maximum damage of 12d6 at 11th level.)
3rd Level: Scorching Ray
5th Level: Fireball
7th Level: Lightning Bolt
9th Level: Cone of Cold
11th Level: Chain Lightning
13th Level: Delayed Blast Fireball
15th Level: Polar Ray
17th Level: Meteor Swarm
19th Level: Transmute Rock to Lava
She gains the following as class skills: Decipher Script, Forgery, Use Magic Device, Disable Device, and Open Lock
She receives the following penalties:
An inherent -2 penalty to Wisdom at third level.
All of her spell-like abilities must use a material component if it is required.
Wisdom
An Adept Blademaster who selects Wisdom as her mental ability focus favors planning and patience over raw power. She prefers to ensure her protection, before engaging the enemy. This leads to her developing highly effecting abjuration spells as spell-like abilities. Unfortunately, this leads to her being less able to focus large amounts of magical damage, and requires her to use somatic elements when casting her spell-like abilities.
An Adept Blademaster who chooses Wisdom as her mental ability focus gains the following:
Gains an Inherent +2 bonus to Wisdom at third level.
Gains the feat, Skill Focus, at first level, and gains the feat again at tenth level.
Gains the following spells as spell-like abilities, at the following levels. Each of these spell-like abilities is able to be used once per day when the blademaster initially gains the spell-like ability. The blademaster gains an additional use per day the following level. (At third level, the blademaster would have one use of Protection from Arrows, she will gain two uses of this spell-like ability once she reaches fourth level.)
Each spell listed below is cast at +1 caster level.
3rd Level: Protection from Arrows
5th Level: Protection from Energy
7th Level: Stoneskin
9th Level: Wall of Stone
11th Level: Wall of Iron
13th Level: Forcecage
15th Level: Prismatic Wall
17th Level: Prismatic Sphere
19th Level: Elminster’s Effulgent Epuration
She gains the following as class skills: Heal, Appraise, Sense Motive, Forgery, and Decipher Script
She receives the following penalties:
An inherent -2 penalty to Intelligence at third level.
All of her spell-like abilities must use a somatic component if it is required.
Aptitude Focuses
Aptitude Focuses
Light
Adept Blademaster's who choose Light as one of their magical aptitude areas glow with an inner light, and can blast their enemies with powerful beams of light. Their inner glow is projected through their weapons and armor, and grants unique abilities to them. However, their affinity to light makes them especially vulnerable to magical darkness, and their aura of light makes it hard to hide and blend in.
An Adept Blademaster who chooses Light as one of her aptitude focuses gains the following:
Gains an Aura of Light. This aura grants the following benefits: a +2 bonus to all Diplomacy and Gather Information checks. This aura also affects the power and abilities of the Adept Blademaster's adept weapons and armor.
Gains immunity from being blinded.
Gains the following spells as spell-like abilities, at the following levels. Each of these spell-like abilities is able to be used once per day when the blademaster initially gains the spell-like ability. The blademaster gains an additional use per day the following level. (At first level, the blademaster would have one use of Light, she will gain two uses of this spell-like ability once she reaches second level.)
All spell-like abilities granted by this aptitude have [Light] as a descriptor, and the [Light] descriptor replaces the [Fire] descriptor. All damage dealt by Fire or Divine Power is instead dealt by Light.
1st Level: Light
3rd Level: Searing Light
5th Level: Daylight
7th Level: Blistering Radiance
9th Level: Flame Strike
11th Level: Fires of Purity
13th Level: Sunbeam
15th Level: Sunburst
17th Level: Shining Aura (Usable only 1/day)
She receives the following penalties:
A -4 penalty to all Intimidate, Disguise, and Hide checks.
All darkness spells act as a Dispel Magic spell unless they are immediately negated by casting a Light spell of a equal or higher level within the next round.
Note: An Adept Blademaster who chooses this Aptitude may not be Evil, and is restricted from choosing the Shadow aptitude.
Shadow
Adept Blademaster's who choose Shadow as one of their magical aptitude areas shed dark vapors of shadow, and specialize in creating fear and pain. Their dark glow is projected through their weapons and armor, and grants unique abilities to them. However, their affinity to shadow makes them especially vulnerable to magical light, and their dark appearance makes it particularly hard for them to negotiate.
An Adept Blademaster who chooses Shadow as one of her aptitude focuses gains the following:
Gains an Aura of Shadow. This aura grants the following benefits: a +2 bonus to all Intimidate and Hide checks. This aura also affects the power and abilities of the Adept Blademaster's adept weapons and armor.
Gains darkvision, 60 feet. This darkvision works in any area of darkness, whether it be mundane shadow, or magical darkness.
Gains the following spells as spell-like abilities, at the following levels. Each of these spell-like abilities is able to be used once per day when the blademaster initially gains the spell-like ability. The blademaster gains an additional use per day the following level. (At first level, the blademaster would have one use of Net of Shadows, she will gain two uses of this spell-like ability once she reaches second level.)
All spell-like abilities granted by this aptitude have [Darkness] as a descriptor.
1st Level: Net of Shadows
3rd Level: Darkness
5th Level: Blacklight
7th Level: Sphere of Terror
9th Level: Shadow Evocation
11th Level: Shadow Canopy
13th Level: Shadow Evocation, Greater
15th Level: Blackfire
17th Level: Black Aura (Usable only 1/day)
She receives the following penalties:
A -4 penalty to all Diplomacy, and Gather Information checks.
All Light spells act as a Dispel Magic spell unless they are immediately negated by casting a Darkness, or Shadow spell of a equal or higher level within the next round.
Note: An Adept Blademaster who chooses this Aptitude may not be Good, and is restricted from choosing the Light aptitude.
Magic
Adept Blademaster's who choose magic as one of their magical aptitude areas believe that magical power is the most effective way to pursue combat. This leads them to becoming more powerful casters, but also decreases their effectiveness at ranged combat.
An Adept Blademaster who chooses Magic as one of her aptitude focuses gains the following:
All spell-like abilities of the caster are cast at +1 caster level at second level. (This overlaps with the Intelligence or Wisdom focus caster level increase.)
Gains the following spells as spell-like abilities, at the following levels. Each of these spell-like abilities is able to be used once per day when the blademaster initially gains the spell-like ability. The blademaster gains an additional use per day the following level. (At fifth level, the blademaster would have one use of Dimensional Anchor, she will gain two uses of this spell-like ability once she reaches sixth level.)
1st Level: Hidden Safe (Usable 3/day at first level, never gains any additional uses)
5th Level: Dimensional Anchor
11th Level: True Seeing
17th Level: Adept Disjunction
She receives the following penalties:
A -1 penalty to all ranged attack rolls.
A -4 penalty to all grapple checks.
Note: An Adept Blademaster who chooses this aptitude is restricted from choosing the Melee and Range aptitudes.
Melee
Adept Blademaster's who choose melee as one of their magical aptitude areas focus on channeling their magical power into physical might. They develop several powerful buffs, and become more effective in their attacks. However, this focus on physical power leads them to neglect tending to their mental defense.
An Adept Blademaster who chooses Melee as one of her aptitude focuses gains the following:
A +1 bonus to all melee attack rolls at second level.
Gains the following spells as spell-like abilities, at the following levels. Each of these spell-like abilities is able to be used once per day when the blademaster initially gains the spell-like ability. The blademaster gains an additional use per day the following level. (At first level, the blademaster would have one use of True Strike, she will gain two uses of this spell-like ability once she reaches second level.)
1st Level: True Strike
5th Level: Heroism
11th Level: Heroism, Greater
17th Level: Iron Body
She receives the following penalties:
A -1 penalty to all will saves.
Note: An Adept Blademaster who chooses this aptitude is restricted from choosing the Magic and Range aptitudes.
Range
Adept Blademaster's who choose range as one of their magical aptitude areas have developed a powerful ability simply known as the Adept's Blast. This ability allows her to peruse combat from a distance, directing powerful rays of raw magic at her enemies. However, this comes at a cost, as her focus on ranged combat leads her to be less durable.
An Adept Blademaster who chooses Range as one of her aptitude focuses gains the following:
A +1 bonus to all ranged attack rolls at second level.
Adept Blast: The Adept Blademaster gains the ability to blast her foes with raw magical energy. She gains 3 points of blast energy per caster level. She may direct some of this energy, as a standard action, at any target within Medium distance. The most points of energy she may direct in one blast is (Caster Level / 1.5, minimum 1, round down). She must hit her target with a ranged attack for the magical blast to have any effect. If she hits, each point of blast energy is turned into 1d6 points of damage. (No save, and spell resistance does not apply) Any points used during the day regenerate after 8 hours of rest.
Example: A 6th level Adept Blademaster with the ranged aptitude focus would have 18 points of blast energy. As a standard action, she may use up to four points of this energy to blast an enemy. If she hits her target with a ranged attack, the target is dealt 1d6 points of damage per blast energy point used. (So if she used four points of blast energy, the target is dealt 4d6 points of damage.)
She receives the following penalties:
A -1 penalty to all fortitude saves.
Note: An Adept Blademaster who chooses this aptitude is restricted from choosing the Melee and Magic aptitudes.
Phase Jump(Su)
At first level, the Adept Blademaster gains the ability to instantly jump short distances. An Adept Blademaster gains a certain number of "phasing points" ever level. She gains 4 + (her key physical ability focus modifier) phasing points at every level. All phasing points used during a day regenerate after 8 hours of rest.
As a full-round action, she may expend 1 phasing point to jump 20 feet in any direction. She may expend an additional phasing point to jump 40 feet, 2 additional points to jump 60 feet, and so on. At a given level, she may only jump a certain distance per jump, but her maximum distance increases as she grows in power. She does not gain any additional phasing points, nor does her maximum distance increase, after 10th level. (Unless she takes levels in the Adept Traveler prestige class)
{table=head]Level|Maximum Distance|Phasing Points
1st|60 ft.|(4 + key physical ability modifier)
2nd|60 ft.|(4 + key physical ability modifier*2)
3rd|60 ft.|(4 + key physical ability modifier*3)
4th|80 ft.|(4 + key physical ability modifier*4)
5th|100 ft.|(4 + key physical ability modifier*5)
6th|120 ft.|(4 + key physical ability modifier*6)
7th|140 ft.|(4 + key physical ability modifier*7)
8th|160 ft.|(4 + key physical ability modifier*8)
9th|180 ft.|(4 + key physical ability modifier*9)
10th|200 ft.|(4 + key physical ability modifier*10) [/table]
Gain Phase Focus
An Adept Blademaster can meditate to attempt to become phase focused. The DC to become phase focused is 20. Meditating is a standard action that provokes attacks of opportunity. When she has a phase focus, she can expend her focus to decrease the amount of phasing points spent on a phase jump by two. (She may not decrease the amount of phasing points spent below 1) A phase focus is also used to power many of the Adept Traveler's special abilities.
If an Adept Blademaster has a familiar with at least two personalities, she may store a phase focus inside her familiar, which is retrievable as a free action.
Once she is phase focused, she remains focused until she expends her focus, becomes unconscious, or goes to sleep.
She must be able to see the location to which she is jumping to, and the location must be free of any objects. Using this ability provokes attacks of opportunity from any enemies around her when you begin the jump. It does not provoke any attacks of opportunity at the area to which she jumps to.
Vigorous Reserve(Su)
Beginning at 2nd level, a Adept Blademaster can heal her wounds by touch. Each day she can heal a total number of hit points of damage equal to her Adept Blademaster level × her key mental ability modifier bonus. (INT, CHA, or WIS, determined by her mental ability focus) Using vigorous reserve is a standard action, which provokes attacks of opportunity.
Fast Movement(Ex)
At 4th level, an Adept Blademaster gains an enhancement bonus to her speed, as shown in the table. This speed bonus increases as the Adept Blademaster grows in power.
Bonus Feat
At 4th level, an Adept Blademaster receives a bonus combat-oriented feat. The Adept Blademaster gains an additional bonus feat every four Blademaster levels thereafter (8th, 12th, 16th, and 20th). These bonus feats must be drawn from the fighter bonus feat list, or the adept blademaster bonus feat list. A Blademaster must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Offensive Casting(Ex)
At 6th level, an Adept Blademaster gains the ability to manifest her spell-like abilities while engaging in melee combat.
During a full round attack, an Adept Blademaster may elect to give up her attack with the highest attack bonus, in exchange for being able to cast 1 spell, with a normal casting time of 1 standard action, during the attack. Doing this does not provoke an attack of opportunity, but the Adept Blademaster is still vulnerable to being distracted.
An Adept Blademaster may not use this ability more than two times per encounter.
Adept Weapons
Adept Weapons
All Adept Blademasters have the ability to craft a magical weapon out of pure force. These weapons are crafted by channeling force through a miniature copy of the Blademaster's personal weapon. As the Adept Blademaster gains experience, the effectiveness of her weapon increases, and she becomes able to imbue the weapon with special abilities.
As shown in the table, an Adept Blademaster is able to craft her weapon with a enhancement bonus that increases with level. An Adept Blademaster may choose to either use this enhancement bonus to increase the attack and damage of her weapon, or to apply some other special ability. (Refer to the Magic Items guide for more information)
An Adept Blademaster is unique in that her weapons can give a maximum of a +6 enhancement bonus to attack and damage. (A normal magic weapon can give a maximum of +5.) While her weapon is made out of force, it does not give any special bonuses when fighting incorporeal creatures, and is treated as a regular magic weapon.
How well the Adept Blademaster crafts her weapon is determined by a Craft(Force Weapons and Armor) check. The key ability modifier for all skill checks is determined by the Adept Blademaster's physical ability focus.
In order to craft a weapon, the Adept Blademaster must succeed at a Craft(Force Weapons and Armor) skill check, with the DC equaling (Enhancement Bonus + Special Abilities Modifiers + 15). She may take 10 on this check if she is unhurried. She may not take 20 on this check. If she succeeds at this check, her adept weapon is completely formed (1 round x Craft DC) later.
Alternatively, the Adept Blademaster may choose to quickly craft a weapon. If she chooses to do this, she may not imbue the weapon with any special abilities, spells, etc, and the weapons enhancement bonus is equal to half of her normal bonus. Quickly crafting a weapon requires a full round action, which provokes attacks of opportunities.
If, while creating her weapon, her concentration is broken by some event, instead of making a concentration check to preserve control, she makes a Craft(Force Weapons and Armor) check. (Refer to the Concentration skill for more information.)
Each special ability or spell added to the adept's weapon increases the Craft check DC by 2. The Adept Blademaster may also choose to try and craft her weapon to have similar qualities to a weapon forged out of a special material. (Such as Cold Iron, Silver, or Adamantine) This increases the Craft check DC by 4. (The weapon may only have 1 spell imbued, and may only adopt the qualities of one special material.)
If the Adept Blademaster desires to imbue her weapon with a spell, or a special ability that requires a spell, a scroll of the spell must be provided, and (100 x spell's caster level) gp worth of powdered diamond (for Adept Blademaster's with the Light aptitude) or opal. (for Adept Blademaster's with the Shadow aptitude) The scroll and the powdered gem are used up in the process. The Adept Blademaster does not need to meet any caster level prerequisites to imbue her weapon with a special ability, but she must be able to cast spell-like abilities of the same spell level.
Once a spell or special ability has been crafted into a weapon, the Adept Blademaster does not need to use a scroll and powdered gems to imbue future weapons with the spell or special ability.
An Adept Blademaster may also choose to disguise her weapon as a normal magic weapon of the same kind. The spot check DC to see through the disguise is equal to the Craft(Force Weapons and Armor) skill check. If the spot check is higher then the Craft check's DC, the Adept's weapon appears as semi-transparent, dull gray, manifestation of force. She may not choose to disguise her weapon if she quickly crafts her weapon.
An Adept Blademaster's weapon may be hung from her side as if she had a scabbard. Drawing the weapon from her side requires a move action. An Adept Blademaster's adept weapon may never be disarmed, nor sundered.
If the weapon strikes a creature with spell resistance, the Adept Blademaster must make a caster level check to overcome the spell resistance. She gets a +5 bonus on this check. If she fails at the check, her weapon only deals damage as a magic weapon with half her normal enhancement bonus.
The weapon cannot be attacked or harmed by physical attacks, but dispel magic, disjunction, disintegrate, a sphere of annihilation, or a rod of cancellation affects it.
Example:
Example: A 6th level Adept Blademaster desires to craft her weapon. At 6th level, she may imbue her weapon with a maximum of a +4 enchantment bonus. She decides to craft her weapon into a +3 Shocking Cold Iron weapon. The craft check DC is then 25. (4 (for total enhancement bonus) + 2 (for adding shock) + 4 (For adopting the qualities of cold iron) + 15)
She does not need to meet the caster level prerequisites for adding the shocking special ability to her weapon, but she must be able to cast 3rd level spell-like abilities. She also must provide a scroll of Lightning Bolt, and (100 x caster level of scroll) gp worth of powdered diamond or opal. She will not need to provide either of these again if she chooses to craft a weapon with the shocking special ability in the future.
This Blademaster's physical ability focus is strength. She has 9 ranks in the Craft(Force Weapons and Armor) skill, and she adds a +4 bonus for having 18 strength. (If she had chosen the dexterity or constitution physical ability focuses, she would add that modifier to her craft check.) She also has Skill Focus in her craft skill. Since she has a total skill modifier of 16, she decides to take 10 on her check.
25 rounds later, her weapon shimmers into being. She also decides to make her weapon appear as a normal magic weapon. Anyone who attempts to see through the disguise must make a spot check against a DC of 26. (Her craft check's result)
She then encounters a group of goblin shamans. One of them casts dispel magic on her, if they successfully dispel her sword, it disappears. She then decides to quickly create a new force weapon. She spends her next round doing this, but provokes an attack of opportunity from a goblin. The goblin deals 12 points of damage to her. She must succeed on a concentration check of (10+12) to avoid losing her progress. Instead of using her concentration skill modifier, she instead uses her Craft(Force Weapons and Armor) skill modifier.
She succeeds on the concentration check, and at the beginning of her next turn, her weapon shimmers into being. She is not allowed to disguise her weapon, as it was quickly crafted. Her weapon also only has an enhancement bonus of +2.
An Adept Blademaster's miniature must be of sufficient strength and complexity to handle the amount of power channeled through it. It must be improved by forging special materials, gems, precious metals, and other such materials into the miniature. The following chart lists how much the miniature must be worth in order to channel a given amount of magical power.
+2 Enchantment Bonus: 3000 gp
+3 Enchantment Bonus: 10000 gp
+4 Enchantment Bonus: 21000 gp
+5 Enchantment Bonus: 36000 gp
+6 Enchantment Bonus: 55000 gp
+7 Enchantment Bonus: 78000 gp
+8 Enchantment Bonus: 105000 gp
+9 Enchantment Bonus: 136000 gp
+10 Enchantment Bonus: 171000 gp
+11 Enchantment Bonus: 210000 gp
+12 Enchantment Bonus: 253000 gp
+13 Enchantment Bonus: 300000 gp
The bond between an Adept Blademaster and her miniature focus can become very strong, sometimes even to the point where the miniature gains sentience, and is endowed with a portion of the creator's personality. See the Adept Familiar feat for more information.
The weapon of an Adept Blademaster with the Light aptitude always glows as with the Light spell. In addition, the Adept Blademaster becomes able to channel her offensive light spells through the weapon, causing the spell-like ability to be cast through a successful hit.
The weapon of an Adept Blademaster with the Shadow aptitude never glows, but it seems to have an aura of inky darkness surrounding it at all times. In addition, the Adept Blademaster becomes able to channel her offensive shadow spells through the weapon, causing the spell-like ability to be cast through a successful hit.
Only one spell-like ability per round may be channeled through an Adept Blademaster's weapon. She may not use this ability to in conjunction with her offensive casting ability.
The weapons that can be crafted are as follows:
Greatsword
An Adept Blademaster with the strength physical ability focus crafts her weapon into a greatsword. The statistics for her force greatsword are the same as a masterwork greatsword with a enhancement bonus, except that her force greatsword weighs nothing, and it has no hardness or hitpoints.
Elven Thinblade
An Adept Blademaster with the dexterity physical ability focus crafts her weapon into an elven thinblade. The statistics for her force thinblade are the same as a masterwork thinblade with a enhancement bonus, except that her force thinblade weighs nothing, it can deal piercing or slashing damage, and it has no hardness or hitpoints.
Maul and Heavy Shield
An Adept Blademaster with the constitution physical ability focus crafts her weapon into a maul. The statistics for her force maul are the same as a masterwork maul with a enhancement bonus, except that her force maul weighs nothing, and it has no hardness or hitpoints.
See the Adept Armor section for information on the shield.
Adept Blademaster
An Adept Blademaster is a master of using the raw power of magic. While any Adept Blademaster would have considerable potential in a normal arcane spellcasting class, the Adept Blademaster chooses instead to focus on using their raw power to improve their abilities, unfettered by the restrictions of normal arcana.
However, the Adept Blademaster's raw power comes with a heavy penalty though. She becomes so specialized that she finds it near impossible to match the myriad capabilities of a normal spellcaster. Still, the power of an Adept Blademaster's abilities can makes any wizard or sorcerer highly envious.
Adept Blademaster's come in many shapes and sizes, displaying very different abilities, though, there are two abilities that define all Adept Blademaster's. All Adept Blademaster's directly use magic to increase the physical, mental, and combat prowess, and they all have the ability to create a magical weapon out of pure force.
Their emphasis on using magic to improve every aspect of their lives somewhat increases their susceptibility to other spellcasters, as a well timed dispelling spell from a powerful spellcaster can leave them near defenseless. However, most Adept Blademaster's feel that their abilities far outweigh any difficulties that their class may cause.
Adventurers: Adept Blademaster's adventure for many reasons. Some seek to prove themselves in battle, others seek to right some real or perceived wrong, others adventure in order to gain vengeance on some villain of their past.
Characteristics: Adept Blademaster's are usually aggressive, though some have had their aggressiveness tempered by a traumatic event. They use their phase jump abilities to get close to an enemy, then they use their weapons and spells with deadly effect, they jump out of the way if the fighting gets to rough for them. However, Adept Blademaster's are a varied group, and it is very hard to nail down certain characteristics that define all of them.
Role: Adept Blademaster's are well equipped to deal large amounts of damage to their enemies, and are a valuable addition to their party in that role. But an Adept Blademaster isn't just a fighter. Many possess large amounts of skills, and spell-like abilities that can be very useful in certain situations.
Background:Adept Blademaster's hail from all walks of life, but many hail from family's or species with a magical background. In addition, most Adept Blademaster's have some life-altering or very traumatic event in their past, though this is not always the case. A possible reason for this is because most Adept Blademaster's would probably have become Wizards, Sorcerers, or Bards, if it weren't for some scarring event that caused them to lose control of their powers. Some like the sensation of ultimate power that such a loss of control brings, while others are unable to return to their normal areas of discipline.
Races: Adept Blademaster's can belong to practically any race under the sun, though many tend to be Humans.
Alignment: Adept Blademaster's come from all walks of life, and as such can be of any alignment. Usually though, most tend to be non-lawful, as they feel that law puts undue restrictions on their abilities.
Hit Die
d10
Class Skills
The Adept Blademaster’s class skills (and the key ability for each skill) are, Craft(Force Weapons and Armor), Spot(Wis), Listen(Wis), Search(Int), Knowledge(All skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Focuses and Class Skills
All ability focuses will add some class skills to the Adept Blademaster's class skill list. See the Adept Focuses section for more information.
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
{table=head]Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special |
Fast Movement Bonus|
Enhancement Bonus
1st|
+1|
+0|
+2|
+2 |
Adept Focuses, Phase Jump |
+0 Ft. |
+1
2nd|
+2|
+0|
+3|
+3 |
Vigorous Reserve |
+0 Ft. |
+1
3rd|
+3|
+1|
+3|
+3 | |
+0 Ft. |
+2
4th|
+4|
+1|
+4|
+4|
Bonus Feat |
+10 Ft. |
+3
5th|
+5|
+1|
+4|
+4| |
+10 Ft. |
+3
6th|
+6/+1|
+2|
+5|
+5|
Offensive Casting |
+10 Ft. |
+4
7th|
+7/+2|
+2|
+5|
+5| |
+20 Ft. |
+5
8th|
+8/+3|
+2|
+6|
+6|
Bonus Feat |
+20 Ft. |
+5
9th|
+9/+4|
+3|
+6|
+6| |
+20 Ft. |
+6
10th|
+10/+5|
+3|
+7|
+7| |
+30 Ft. |
+7
11th|
+11/+6/+1|
+3|
+7|
+7| |
+30 Ft. |
+7
12th|
+12/+7/+2|
+4|
+8|
+8|
Bonus Feat |
+30 Ft. |
+8
13th|
+13/+8/+3|
+4|
+8|
+8| |
+40 Ft. |
+9
14th|
+14/+9/+4|
+4|
+9|
+9| |
+40 Ft. |
+9
15th|
+15/+10/+5|
+5|
+9|
+9| |
+40 Ft. |
+10
16th|
+16/+11/+6/+1|
+5|
+10|
+10|
Bonus Feat |
+50 Ft. |
+11
17th|
+17/+12/+7/+2|
+5|
+10|
+10| |
+50 Ft. |
+11
18th|
+18/+13/+8/+3|
+6|
+11|
+11| |
+50 Ft. |
+12
19th|
+19/+14/+9/+4|
+6|
+11|
+11| |
+60 Ft. |
+13
20th|
+20/+15/+10/+5|
+6|
+12|
+12|
Bonus Feat |
+60 Ft. |
+13 [/table]
Class Features
All of the following are class features of the Adept Blademaster.
Weapon Proficiencies
Adept Blademasters are proficient with all simple and martial weapons.
Adept Focus
What separates an Adept Blademaster from other arcane spellcasters is her high degree of specialization. She is different from other arcane spellcasters in that all her spells are innate, and are manifested as spell-like abilities, also, she has the ability to create a custom weapon out of pure force, using raw magical energy to shape it.
Such a high degree of specialization comes at a cost. All physical and mental ability focuses carry penalties with them. This reflects the Adept Blademaster's lack of focus in an opposed area.
At first level, an Adept Blademaster chooses her adept focuses. She may choose one area of focus from the Physical Ability section, one area of focus from the Mental Ability section, and two areas of focus from the Aptitude section.
These focuses determine largely what the Adept Blademaster's class features are. All class features from the Adept Blademaster's three focuses stack.
Each focus also gives several class skills. All class skills gained by adopting a certain focus have that focus's ability as its key ability modifier. (I.e. An Adept Blademaster who chooses the Strength Focus gains Intimidate as a class skill. Intimidate's key ability modifier is then considered to be Strength for her.)
Physical Ability Focuses
Physical Ability Focuses
Strength
Adept Blademaster's who choose Strength as their physical focus usually value physical strength and power over deftness and magical power. This leads to them being less vulnerable to magic then other Adept Blademaster's who choose a different area of physical focus, but also makes them worse at evading attacks, and limits their magical defense options. However, Adept Blademaster's with a strength focus still use magic to dramatically increase their already potent array of powers.
An Adept Blademaster who chooses Strength as her physical ability focus gains the following:
An Inherent +2 bonus to Strength at fifth level.
Light, Medium, and Heavy Armor Proficiencies, and Shield and Tower Shield Proficiencies at first level.
She gains the following as class skills: Concentration, Climb, Jump, Swim, Ride, Intimidate, and Handle Animal.
An Adept Blademaster with the Strength focus creates her adept weapon in the shape of a broadsword. She may use the effects of the power attack feat while wielding her adept weapon. (See the Adept Weapons section for more information.)
She receives the following penalties:
An Inherent -2 penalty to Dexterity at fifth level.
She may never gain the feat, "Weapon Finesse".
She suffers an permanent -2 penalty to AC.
Dexterity
An Adept Blademaster who chooses Dexterity as her physical focus favors evasion and finesse over raw physical strength. She regularly uses magic to increase her defense, and her swordplay with her adept weapon is only matched by the best of duelists. However, this leads to her neglecting to develop mundane forms of protecting herself, and also leads to her being deficient in strength.
An Adept Blademaster who chooses Dexterity as her physical ability focus gains the following:
An Inherent +2 bonus to Dexterity at fifth level.
The extraordinary ability Evasion, as a monk, at second level.
The extraordinary ability Improved Evasion, as a monk, at ninth level.
(If the Adept Blademaster is hit by a targeted dispel magic, greater dispel magic, or disjunction spell, or if she is in the radius of an Antimagic Field, she loses the benefits of her evasion abilities for 3 rounds.)
She gains the following as class skills: Concentration, Tumble, Escape Artist, Move Silently, Hide, Balance, Slight of Hand, and Use Rope.
An Adept Blademaster with the Dexterity focus creates her adept weapon in the shape of a Elven Thinblade; she also gains the ability to add her Dexterity instead of her Strength bonus to all damage and attack rolls rolled while wielding her Elven Thinblade. (See the Adept Weapons section for more information.)
An Adept Blademaster with the Dexterity focus gains the ability to craft armor made out of pure force. (See the Adept Armor section for more information.)
She receives the following penalties:
An Inherent -2 penalty to Strength at fifth level.
She may never gain any armor proficiencies.
All of the Adept Blademaster's spell-like abilities are now subject to arcane spell failure. In addition, all arcane spell failure penalties given for wearing any armor are increased by 100%.
An Adept Blademaster with the Dexterity focus must use complex and deft gestures to utilize many of her special abilities and spell-like abilities. If she is ever Disabled, Entangled, Flat-Footed, Grappling, Pinned, or Helpless, or if she is wearing anything besides her Adept Armor, and light mundane clothing, she loses all access to, and loses all benefits provided by her Evasion, Fast Movement, and Phase Jump abilities, and loses all access to her spell-like abilities that require a somatic component.
Constitution
An Adept Blademaster who chooses Constitution as her physical focus favors toughness, fortitude, and discipline over the other physical forms. She relies on magic frequently, but her magic tends to be more durable than that of one who chooses the dexterity focus. Adept Blademaster's with the constitution focus regularly transmute their bodies to increase their durability. This comes at a cost though, as her frequent morphing of her body leads to her having less charisma, and being less agile in both mind and body.
An Adept Blademaster who chooses Constitution as her physical ability focus gains the following:
Inherent +2 bonus to Constitution at fifth level.
Gains the feats, Endurance, and Diehard, at first level.
She gains the following as class skills: Concentration, Survival, Disguise, Ride, Swim, and Climb.
An Adept Blademaster with the Constitution focus gains the ability to transmute and craft his body into armor. (See the Adept Armor section for more information.)
An Adept Blademaster with the Constitution focus creates her adept weapon in the shape of a Maul; she also gains the ability to craft a Heavy Shield out of pure force. (See the Adept Weapons section for more information.)
She receives the following penalties:
An Inherent -2 penalty to Charisma at fifth level.
She suffers a permanent -2 penalty to all reflex and will saves.
Mental Ability Focuses
Mental Ability Focuses
Charisma
Adept Blademaster's who choose Charisma as their mental focus value diplomacy and charm over brute magical power. Even so, their words of power are among the most powerful of spells. Adept Blademaster's who choose Charisma as their mental focus use magic to become more charming and persuasive, and they are known for the effectiveness at feinting in combat. These benefits come at cost though, as many who choose Charisma tend to be weaker and more fragile. In addition, all Adept Blademaster's with a focus in Charisma must also speak while manifesting their spell-like abilities.
An Adept Blademaster who chooses Charisma as her mental ability focus gains the following:
Gains an Inherent +2 bonus to Charisma at third level.
Gains the feat, Improved Feint, at first level.
Gains the following spells as spell-like abilities, at the following levels. Each of these spell-like abilities is able to be used once per day when the blademaster initially gains the spell-like ability. The blademaster gains an additional use per day the following level. (At third level, the blademaster would have one use of Adept Power Word Daze, she will gain two uses of this spell-like ability once she reaches fourth level.)
3rd Level: Adept Power Word Daze
5th Level: Adept Power Word Impair
7th Level: Adept Power Word Deprive
9th Level: Adept Power Word Exhaust
11th Level: Adept Power Word Fear
13th Level: Adept Power Word Stun
15th Level: Adept Power Word Paralyze
17th Level: Adept Power Word Kill
19th Level: Adept Power Word Annihilate
She gains the following as class skills: Diplomacy, Bluff, Gather Information, Intimidate, and Sense Motive.
She receives the following penalties:
An inherent -2 penalty to Constitution at third level.
All of her spell-like abilities must use a verbal component if it is required.
Intelligence
Adept Blademaster's who have chosen Intelligence as their mental ability focus are among the most powerful of Blademasters. They are masters of utilizing raw magical power, and can evoke powerful elemental blasts at their enemies. This raw power comes at a cost though, as it tends to increase their aggressiveness, which tends to decrease their rational thinking and wisdom. They must also use materials when using their spell-like abilities.
An Adept Blademaster who chooses Intelligence as her mental ability focus gains the following:
Gains an Inherent +2 bonus to Intelligence at third level.
Gains the feat, Combat Expertise, at first level.
Gains the following spells as spell-like abilities, at the following levels. Each of these spell-like abilities is able to be used once per day when the blademaster initially gains the spell-like ability. The blademaster gains an additional use per day the following level. (At third level, the blademaster would have one use of Scorching Ray, she will gain two uses of this spell-like ability once she reaches fourth level.)
Every spell-like ability granted in the list below is cast at +1 caster level, and every spell's max damage die is increased by two. (This means that at 6th level, she could cast a Fireball which would deal 7d6 points of damage, with a maximum damage of 12d6 at 11th level.)
3rd Level: Scorching Ray
5th Level: Fireball
7th Level: Lightning Bolt
9th Level: Cone of Cold
11th Level: Chain Lightning
13th Level: Delayed Blast Fireball
15th Level: Polar Ray
17th Level: Meteor Swarm
19th Level: Transmute Rock to Lava
She gains the following as class skills: Decipher Script, Forgery, Use Magic Device, Disable Device, and Open Lock
She receives the following penalties:
An inherent -2 penalty to Wisdom at third level.
All of her spell-like abilities must use a material component if it is required.
Wisdom
An Adept Blademaster who selects Wisdom as her mental ability focus favors planning and patience over raw power. She prefers to ensure her protection, before engaging the enemy. This leads to her developing highly effecting abjuration spells as spell-like abilities. Unfortunately, this leads to her being less able to focus large amounts of magical damage, and requires her to use somatic elements when casting her spell-like abilities.
An Adept Blademaster who chooses Wisdom as her mental ability focus gains the following:
Gains an Inherent +2 bonus to Wisdom at third level.
Gains the feat, Skill Focus, at first level, and gains the feat again at tenth level.
Gains the following spells as spell-like abilities, at the following levels. Each of these spell-like abilities is able to be used once per day when the blademaster initially gains the spell-like ability. The blademaster gains an additional use per day the following level. (At third level, the blademaster would have one use of Protection from Arrows, she will gain two uses of this spell-like ability once she reaches fourth level.)
Each spell listed below is cast at +1 caster level.
3rd Level: Protection from Arrows
5th Level: Protection from Energy
7th Level: Stoneskin
9th Level: Wall of Stone
11th Level: Wall of Iron
13th Level: Forcecage
15th Level: Prismatic Wall
17th Level: Prismatic Sphere
19th Level: Elminster’s Effulgent Epuration
She gains the following as class skills: Heal, Appraise, Sense Motive, Forgery, and Decipher Script
She receives the following penalties:
An inherent -2 penalty to Intelligence at third level.
All of her spell-like abilities must use a somatic component if it is required.
Aptitude Focuses
Aptitude Focuses
Light
Adept Blademaster's who choose Light as one of their magical aptitude areas glow with an inner light, and can blast their enemies with powerful beams of light. Their inner glow is projected through their weapons and armor, and grants unique abilities to them. However, their affinity to light makes them especially vulnerable to magical darkness, and their aura of light makes it hard to hide and blend in.
An Adept Blademaster who chooses Light as one of her aptitude focuses gains the following:
Gains an Aura of Light. This aura grants the following benefits: a +2 bonus to all Diplomacy and Gather Information checks. This aura also affects the power and abilities of the Adept Blademaster's adept weapons and armor.
Gains immunity from being blinded.
Gains the following spells as spell-like abilities, at the following levels. Each of these spell-like abilities is able to be used once per day when the blademaster initially gains the spell-like ability. The blademaster gains an additional use per day the following level. (At first level, the blademaster would have one use of Light, she will gain two uses of this spell-like ability once she reaches second level.)
All spell-like abilities granted by this aptitude have [Light] as a descriptor, and the [Light] descriptor replaces the [Fire] descriptor. All damage dealt by Fire or Divine Power is instead dealt by Light.
1st Level: Light
3rd Level: Searing Light
5th Level: Daylight
7th Level: Blistering Radiance
9th Level: Flame Strike
11th Level: Fires of Purity
13th Level: Sunbeam
15th Level: Sunburst
17th Level: Shining Aura (Usable only 1/day)
She receives the following penalties:
A -4 penalty to all Intimidate, Disguise, and Hide checks.
All darkness spells act as a Dispel Magic spell unless they are immediately negated by casting a Light spell of a equal or higher level within the next round.
Note: An Adept Blademaster who chooses this Aptitude may not be Evil, and is restricted from choosing the Shadow aptitude.
Shadow
Adept Blademaster's who choose Shadow as one of their magical aptitude areas shed dark vapors of shadow, and specialize in creating fear and pain. Their dark glow is projected through their weapons and armor, and grants unique abilities to them. However, their affinity to shadow makes them especially vulnerable to magical light, and their dark appearance makes it particularly hard for them to negotiate.
An Adept Blademaster who chooses Shadow as one of her aptitude focuses gains the following:
Gains an Aura of Shadow. This aura grants the following benefits: a +2 bonus to all Intimidate and Hide checks. This aura also affects the power and abilities of the Adept Blademaster's adept weapons and armor.
Gains darkvision, 60 feet. This darkvision works in any area of darkness, whether it be mundane shadow, or magical darkness.
Gains the following spells as spell-like abilities, at the following levels. Each of these spell-like abilities is able to be used once per day when the blademaster initially gains the spell-like ability. The blademaster gains an additional use per day the following level. (At first level, the blademaster would have one use of Net of Shadows, she will gain two uses of this spell-like ability once she reaches second level.)
All spell-like abilities granted by this aptitude have [Darkness] as a descriptor.
1st Level: Net of Shadows
3rd Level: Darkness
5th Level: Blacklight
7th Level: Sphere of Terror
9th Level: Shadow Evocation
11th Level: Shadow Canopy
13th Level: Shadow Evocation, Greater
15th Level: Blackfire
17th Level: Black Aura (Usable only 1/day)
She receives the following penalties:
A -4 penalty to all Diplomacy, and Gather Information checks.
All Light spells act as a Dispel Magic spell unless they are immediately negated by casting a Darkness, or Shadow spell of a equal or higher level within the next round.
Note: An Adept Blademaster who chooses this Aptitude may not be Good, and is restricted from choosing the Light aptitude.
Magic
Adept Blademaster's who choose magic as one of their magical aptitude areas believe that magical power is the most effective way to pursue combat. This leads them to becoming more powerful casters, but also decreases their effectiveness at ranged combat.
An Adept Blademaster who chooses Magic as one of her aptitude focuses gains the following:
All spell-like abilities of the caster are cast at +1 caster level at second level. (This overlaps with the Intelligence or Wisdom focus caster level increase.)
Gains the following spells as spell-like abilities, at the following levels. Each of these spell-like abilities is able to be used once per day when the blademaster initially gains the spell-like ability. The blademaster gains an additional use per day the following level. (At fifth level, the blademaster would have one use of Dimensional Anchor, she will gain two uses of this spell-like ability once she reaches sixth level.)
1st Level: Hidden Safe (Usable 3/day at first level, never gains any additional uses)
5th Level: Dimensional Anchor
11th Level: True Seeing
17th Level: Adept Disjunction
She receives the following penalties:
A -1 penalty to all ranged attack rolls.
A -4 penalty to all grapple checks.
Note: An Adept Blademaster who chooses this aptitude is restricted from choosing the Melee and Range aptitudes.
Melee
Adept Blademaster's who choose melee as one of their magical aptitude areas focus on channeling their magical power into physical might. They develop several powerful buffs, and become more effective in their attacks. However, this focus on physical power leads them to neglect tending to their mental defense.
An Adept Blademaster who chooses Melee as one of her aptitude focuses gains the following:
A +1 bonus to all melee attack rolls at second level.
Gains the following spells as spell-like abilities, at the following levels. Each of these spell-like abilities is able to be used once per day when the blademaster initially gains the spell-like ability. The blademaster gains an additional use per day the following level. (At first level, the blademaster would have one use of True Strike, she will gain two uses of this spell-like ability once she reaches second level.)
1st Level: True Strike
5th Level: Heroism
11th Level: Heroism, Greater
17th Level: Iron Body
She receives the following penalties:
A -1 penalty to all will saves.
Note: An Adept Blademaster who chooses this aptitude is restricted from choosing the Magic and Range aptitudes.
Range
Adept Blademaster's who choose range as one of their magical aptitude areas have developed a powerful ability simply known as the Adept's Blast. This ability allows her to peruse combat from a distance, directing powerful rays of raw magic at her enemies. However, this comes at a cost, as her focus on ranged combat leads her to be less durable.
An Adept Blademaster who chooses Range as one of her aptitude focuses gains the following:
A +1 bonus to all ranged attack rolls at second level.
Adept Blast: The Adept Blademaster gains the ability to blast her foes with raw magical energy. She gains 3 points of blast energy per caster level. She may direct some of this energy, as a standard action, at any target within Medium distance. The most points of energy she may direct in one blast is (Caster Level / 1.5, minimum 1, round down). She must hit her target with a ranged attack for the magical blast to have any effect. If she hits, each point of blast energy is turned into 1d6 points of damage. (No save, and spell resistance does not apply) Any points used during the day regenerate after 8 hours of rest.
Example: A 6th level Adept Blademaster with the ranged aptitude focus would have 18 points of blast energy. As a standard action, she may use up to four points of this energy to blast an enemy. If she hits her target with a ranged attack, the target is dealt 1d6 points of damage per blast energy point used. (So if she used four points of blast energy, the target is dealt 4d6 points of damage.)
She receives the following penalties:
A -1 penalty to all fortitude saves.
Note: An Adept Blademaster who chooses this aptitude is restricted from choosing the Melee and Magic aptitudes.
Phase Jump(Su)
At first level, the Adept Blademaster gains the ability to instantly jump short distances. An Adept Blademaster gains a certain number of "phasing points" ever level. She gains 4 + (her key physical ability focus modifier) phasing points at every level. All phasing points used during a day regenerate after 8 hours of rest.
As a full-round action, she may expend 1 phasing point to jump 20 feet in any direction. She may expend an additional phasing point to jump 40 feet, 2 additional points to jump 60 feet, and so on. At a given level, she may only jump a certain distance per jump, but her maximum distance increases as she grows in power. She does not gain any additional phasing points, nor does her maximum distance increase, after 10th level. (Unless she takes levels in the Adept Traveler prestige class)
{table=head]Level|Maximum Distance|Phasing Points
1st|60 ft.|(4 + key physical ability modifier)
2nd|60 ft.|(4 + key physical ability modifier*2)
3rd|60 ft.|(4 + key physical ability modifier*3)
4th|80 ft.|(4 + key physical ability modifier*4)
5th|100 ft.|(4 + key physical ability modifier*5)
6th|120 ft.|(4 + key physical ability modifier*6)
7th|140 ft.|(4 + key physical ability modifier*7)
8th|160 ft.|(4 + key physical ability modifier*8)
9th|180 ft.|(4 + key physical ability modifier*9)
10th|200 ft.|(4 + key physical ability modifier*10) [/table]
Gain Phase Focus
An Adept Blademaster can meditate to attempt to become phase focused. The DC to become phase focused is 20. Meditating is a standard action that provokes attacks of opportunity. When she has a phase focus, she can expend her focus to decrease the amount of phasing points spent on a phase jump by two. (She may not decrease the amount of phasing points spent below 1) A phase focus is also used to power many of the Adept Traveler's special abilities.
If an Adept Blademaster has a familiar with at least two personalities, she may store a phase focus inside her familiar, which is retrievable as a free action.
Once she is phase focused, she remains focused until she expends her focus, becomes unconscious, or goes to sleep.
She must be able to see the location to which she is jumping to, and the location must be free of any objects. Using this ability provokes attacks of opportunity from any enemies around her when you begin the jump. It does not provoke any attacks of opportunity at the area to which she jumps to.
Vigorous Reserve(Su)
Beginning at 2nd level, a Adept Blademaster can heal her wounds by touch. Each day she can heal a total number of hit points of damage equal to her Adept Blademaster level × her key mental ability modifier bonus. (INT, CHA, or WIS, determined by her mental ability focus) Using vigorous reserve is a standard action, which provokes attacks of opportunity.
Fast Movement(Ex)
At 4th level, an Adept Blademaster gains an enhancement bonus to her speed, as shown in the table. This speed bonus increases as the Adept Blademaster grows in power.
Bonus Feat
At 4th level, an Adept Blademaster receives a bonus combat-oriented feat. The Adept Blademaster gains an additional bonus feat every four Blademaster levels thereafter (8th, 12th, 16th, and 20th). These bonus feats must be drawn from the fighter bonus feat list, or the adept blademaster bonus feat list. A Blademaster must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Offensive Casting(Ex)
At 6th level, an Adept Blademaster gains the ability to manifest her spell-like abilities while engaging in melee combat.
During a full round attack, an Adept Blademaster may elect to give up her attack with the highest attack bonus, in exchange for being able to cast 1 spell, with a normal casting time of 1 standard action, during the attack. Doing this does not provoke an attack of opportunity, but the Adept Blademaster is still vulnerable to being distracted.
An Adept Blademaster may not use this ability more than two times per encounter.
Adept Weapons
Adept Weapons
All Adept Blademasters have the ability to craft a magical weapon out of pure force. These weapons are crafted by channeling force through a miniature copy of the Blademaster's personal weapon. As the Adept Blademaster gains experience, the effectiveness of her weapon increases, and she becomes able to imbue the weapon with special abilities.
As shown in the table, an Adept Blademaster is able to craft her weapon with a enhancement bonus that increases with level. An Adept Blademaster may choose to either use this enhancement bonus to increase the attack and damage of her weapon, or to apply some other special ability. (Refer to the Magic Items guide for more information)
An Adept Blademaster is unique in that her weapons can give a maximum of a +6 enhancement bonus to attack and damage. (A normal magic weapon can give a maximum of +5.) While her weapon is made out of force, it does not give any special bonuses when fighting incorporeal creatures, and is treated as a regular magic weapon.
How well the Adept Blademaster crafts her weapon is determined by a Craft(Force Weapons and Armor) check. The key ability modifier for all skill checks is determined by the Adept Blademaster's physical ability focus.
In order to craft a weapon, the Adept Blademaster must succeed at a Craft(Force Weapons and Armor) skill check, with the DC equaling (Enhancement Bonus + Special Abilities Modifiers + 15). She may take 10 on this check if she is unhurried. She may not take 20 on this check. If she succeeds at this check, her adept weapon is completely formed (1 round x Craft DC) later.
Alternatively, the Adept Blademaster may choose to quickly craft a weapon. If she chooses to do this, she may not imbue the weapon with any special abilities, spells, etc, and the weapons enhancement bonus is equal to half of her normal bonus. Quickly crafting a weapon requires a full round action, which provokes attacks of opportunities.
If, while creating her weapon, her concentration is broken by some event, instead of making a concentration check to preserve control, she makes a Craft(Force Weapons and Armor) check. (Refer to the Concentration skill for more information.)
Each special ability or spell added to the adept's weapon increases the Craft check DC by 2. The Adept Blademaster may also choose to try and craft her weapon to have similar qualities to a weapon forged out of a special material. (Such as Cold Iron, Silver, or Adamantine) This increases the Craft check DC by 4. (The weapon may only have 1 spell imbued, and may only adopt the qualities of one special material.)
If the Adept Blademaster desires to imbue her weapon with a spell, or a special ability that requires a spell, a scroll of the spell must be provided, and (100 x spell's caster level) gp worth of powdered diamond (for Adept Blademaster's with the Light aptitude) or opal. (for Adept Blademaster's with the Shadow aptitude) The scroll and the powdered gem are used up in the process. The Adept Blademaster does not need to meet any caster level prerequisites to imbue her weapon with a special ability, but she must be able to cast spell-like abilities of the same spell level.
Once a spell or special ability has been crafted into a weapon, the Adept Blademaster does not need to use a scroll and powdered gems to imbue future weapons with the spell or special ability.
An Adept Blademaster may also choose to disguise her weapon as a normal magic weapon of the same kind. The spot check DC to see through the disguise is equal to the Craft(Force Weapons and Armor) skill check. If the spot check is higher then the Craft check's DC, the Adept's weapon appears as semi-transparent, dull gray, manifestation of force. She may not choose to disguise her weapon if she quickly crafts her weapon.
An Adept Blademaster's weapon may be hung from her side as if she had a scabbard. Drawing the weapon from her side requires a move action. An Adept Blademaster's adept weapon may never be disarmed, nor sundered.
If the weapon strikes a creature with spell resistance, the Adept Blademaster must make a caster level check to overcome the spell resistance. She gets a +5 bonus on this check. If she fails at the check, her weapon only deals damage as a magic weapon with half her normal enhancement bonus.
The weapon cannot be attacked or harmed by physical attacks, but dispel magic, disjunction, disintegrate, a sphere of annihilation, or a rod of cancellation affects it.
Example:
Example: A 6th level Adept Blademaster desires to craft her weapon. At 6th level, she may imbue her weapon with a maximum of a +4 enchantment bonus. She decides to craft her weapon into a +3 Shocking Cold Iron weapon. The craft check DC is then 25. (4 (for total enhancement bonus) + 2 (for adding shock) + 4 (For adopting the qualities of cold iron) + 15)
She does not need to meet the caster level prerequisites for adding the shocking special ability to her weapon, but she must be able to cast 3rd level spell-like abilities. She also must provide a scroll of Lightning Bolt, and (100 x caster level of scroll) gp worth of powdered diamond or opal. She will not need to provide either of these again if she chooses to craft a weapon with the shocking special ability in the future.
This Blademaster's physical ability focus is strength. She has 9 ranks in the Craft(Force Weapons and Armor) skill, and she adds a +4 bonus for having 18 strength. (If she had chosen the dexterity or constitution physical ability focuses, she would add that modifier to her craft check.) She also has Skill Focus in her craft skill. Since she has a total skill modifier of 16, she decides to take 10 on her check.
25 rounds later, her weapon shimmers into being. She also decides to make her weapon appear as a normal magic weapon. Anyone who attempts to see through the disguise must make a spot check against a DC of 26. (Her craft check's result)
She then encounters a group of goblin shamans. One of them casts dispel magic on her, if they successfully dispel her sword, it disappears. She then decides to quickly create a new force weapon. She spends her next round doing this, but provokes an attack of opportunity from a goblin. The goblin deals 12 points of damage to her. She must succeed on a concentration check of (10+12) to avoid losing her progress. Instead of using her concentration skill modifier, she instead uses her Craft(Force Weapons and Armor) skill modifier.
She succeeds on the concentration check, and at the beginning of her next turn, her weapon shimmers into being. She is not allowed to disguise her weapon, as it was quickly crafted. Her weapon also only has an enhancement bonus of +2.
An Adept Blademaster's miniature must be of sufficient strength and complexity to handle the amount of power channeled through it. It must be improved by forging special materials, gems, precious metals, and other such materials into the miniature. The following chart lists how much the miniature must be worth in order to channel a given amount of magical power.
+2 Enchantment Bonus: 3000 gp
+3 Enchantment Bonus: 10000 gp
+4 Enchantment Bonus: 21000 gp
+5 Enchantment Bonus: 36000 gp
+6 Enchantment Bonus: 55000 gp
+7 Enchantment Bonus: 78000 gp
+8 Enchantment Bonus: 105000 gp
+9 Enchantment Bonus: 136000 gp
+10 Enchantment Bonus: 171000 gp
+11 Enchantment Bonus: 210000 gp
+12 Enchantment Bonus: 253000 gp
+13 Enchantment Bonus: 300000 gp
The bond between an Adept Blademaster and her miniature focus can become very strong, sometimes even to the point where the miniature gains sentience, and is endowed with a portion of the creator's personality. See the Adept Familiar feat for more information.
The weapon of an Adept Blademaster with the Light aptitude always glows as with the Light spell. In addition, the Adept Blademaster becomes able to channel her offensive light spells through the weapon, causing the spell-like ability to be cast through a successful hit.
The weapon of an Adept Blademaster with the Shadow aptitude never glows, but it seems to have an aura of inky darkness surrounding it at all times. In addition, the Adept Blademaster becomes able to channel her offensive shadow spells through the weapon, causing the spell-like ability to be cast through a successful hit.
Only one spell-like ability per round may be channeled through an Adept Blademaster's weapon. She may not use this ability to in conjunction with her offensive casting ability.
The weapons that can be crafted are as follows:
Greatsword
An Adept Blademaster with the strength physical ability focus crafts her weapon into a greatsword. The statistics for her force greatsword are the same as a masterwork greatsword with a enhancement bonus, except that her force greatsword weighs nothing, and it has no hardness or hitpoints.
Elven Thinblade
An Adept Blademaster with the dexterity physical ability focus crafts her weapon into an elven thinblade. The statistics for her force thinblade are the same as a masterwork thinblade with a enhancement bonus, except that her force thinblade weighs nothing, it can deal piercing or slashing damage, and it has no hardness or hitpoints.
Maul and Heavy Shield
An Adept Blademaster with the constitution physical ability focus crafts her weapon into a maul. The statistics for her force maul are the same as a masterwork maul with a enhancement bonus, except that her force maul weighs nothing, and it has no hardness or hitpoints.
See the Adept Armor section for information on the shield.