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Meirnon
2010-07-25, 09:00 PM
THIS HAS BEEN SCRAPPED!!!
As of now, it has been melded together with two other classes I planned to make into the single Primablade (http://www.giantitp.com/forums/showthread.php?t=161968) class. I suggest that if this has piqued your interest, you take a look at the Primablade, as it is definitely 100 times better. I'll be adding flavor text to it soon!~

AETHERBLADE (AEB)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Channel Energy 3/day, Imbue Weapon

2nd|
+2|
+3|
+0|
+2|Channel Energy 4/day, Healing Touch

3rd|
+3|
+3|
+1|
+3|
---

4th|
+4|
+4|
+1|
+3|Turn Undead

5th|
+5|
+4|
+1|
+4|Channel Energy 5/day, Imbue Armor

6th|
+6/1|
+5|
+2|
+4|
---

7th|
+7/2|
+5|
+2|
+5|Improved Imbue Weapon, Improved Turning

8th|
+8/3|
+6|
+2|
+5|Channel Energy 6/day

9th|
+9/4|
+6|
+3|
+6|Improved Healing Touch

10th|
+10/5|
+7|
+3|
+6|
---

11th|
+11/6/1|
+7|
+3|
+7|Channel Energy 7/day, Improved Imbue Armor, Banishment

12th|
+12/7/2|
+8|
+4|
+8|Greater Turning

13th|
+13/8/3|
+8|
+4|
+8|
---

14th|
+14/9/4|
+9|
+4|
+9|Channel Energy 8/day, Greater Imbue Weapon

15th|
+15/10/5|
+9|
+5|
+9|
---

16th|
+16/11/6/1|
+10|
+5|
+10|Greater Healing Touch

17th|
+17/12/7/2|
+10|
+5|
+10|Channel Energy 9/day

18th|
+18/13/8/3|
+11|
+6|
+11|Greater Imbue Armor

19th|
+19/14/9/4|
+11|
+6|
+11|
---

20th|
+20/15/10/5|
+12|
+6|
+12|Channel Energy 10/day, Overload[/table]

Hit Dice: d8
Skills: Climb, Craft, Diplomacy, Heal, Jump, Knowledge (Arcana), Knowledge (Religion), Knowledge (The Planes), Ride, Sense Motive, Swim, Use Rope
Skill points per level: 4 + Intelligence Modifier (x4 at 1st level).
Armor/Weapon Proficiencies: All simple weapons, all martial weapons, all light armors, all medium armors, all shields excluding tower shields.

Channel Energy (Su): The most important skill an Aetherblade is capable of is the manifestation of Ether into the material realm. This energy becomes positively charged in the Aetherblade's hands, making it a potent weapon against undead and a powerful force of healing to the living. As an etherblade grows in skill and understanding, he is able to utilize this ability in more ways. If at any point, however, he is cut off from the Ether, such as in an Antimagic zone, he is unable to siphon it into the material.

Imbue Weapon (Su): Channeling ether into his weapon, an Aetherblade may empower it with positive energy that is particularly disruptive to undead. When so imbued, the weapon unleashes this energy upon every strike it makes within the duration of it's empowerment, causing an extra 1d6 points of positive energy damage. When a living creature is struck, this energy heals for the same amount, although this energy cannot be released into a target with a mere tap or poke, often being counter-intuitive for that purpose. Additionally, any evil outsider struck by the imbued weapon takes 1d8 points of positive energy damage (no healing). A ranged weapon bestows its fired ammunition with this effect. This imbuement lasts for 1 round plus 1 more for every point of charisma modifier (if positive). It is a move action to imbue a weapon. Using this ability requires the use of a Channel Energy for the day.

Healing Touch (Su): Siphoning the ether through to the material, an Aetherblade may bring health and healing to those around him through a touch. This concentrated positive energy closes wounds and mends flesh as well as any spell, healing 1d6+1 points of damage per level in Aetherblade. Any undead or evil outsider struck by this touch must make a Will Save (DC 10 + 1/2 Aetherblade Level + Charisma Modifier) or take 1d8+2 damage per level in Aetherblade. A successful save halves this damage. This touch also provides a bonus to saves against poison, disease, or similarly harmful afflictions equaling the Aetherblade's level + Charisma modifier for 2 hours afterward as the positive energy lingers. This bonus does not apply to effects such as a Dragon's breath weapon or a Wizard's 'Curse' spell. Using this ability is a standard action and costs a Channel Energy use for the day.

Turn Undead (Su): Upon reaching 4th level, an Aetherblade is experienced enough to channel his positive energy outward in attempt to turn or even destroy any undead creature nearby. This is a standard action that costs a Channel Energy use for the day, and the Aetherblade counts as a cleric 3 levels lower for the purpose of turning damage.

Imbue Armor (Su): Channeling the positive energy he draws from the Ether into his body and armor, an Aetherblade can imbue himself with life-preserving properties. The Aetherblade gets an amount of temporary hitpoints equalling his level + charisma modifier, and receives DR 5/evil for the duration of the effect. Additionally, any undead attempting to attack the Aetherblade must make a will save (DC 11 + Charisma Modifier) or become unable to willingly harm the Aetherblade as if he is under the effect of a 'Sanctuary' spell for as long as the Aetherblade does not attack them or until the duration expires. A successful will save allows the undead to attack him normally unless a new Imbue Armor is used, which requires another save. Lastly, the Aetherblade gains a deflection bonus to AC equal to 1 + his charisma modifier (if positive). This effect lasts for a number of rounds equal to 1 + 1 per point of Charisma modifier of the Aetherblade. This uses a daily alotment of Channel energy to use and is a move action.

Improved Imbue Weapon (Su): Upon attaining 7th level, an Aetherblade's skill in imbuing his weapon reaches a new height. Any undead struck by the weapon take an additional 2d6 damage and must make a Will Save (DC 10 + 1/2 Aetherblade level + Charisma modifier) or become stunned for 1 round. Any evil outsider struck by the weapon takes 2d8 points of positive energy damage, and must make a similar save or be stunned. Living creatures continue to only heal 1d6 points of damage.

Improved Turning (Su): The power of the Aetherblade's turning makes up for his lack of a deity backing him. His turning level is equivalent of a Cleric one level lower now.

Improved Healing Touch (Su): As the Aetherblade becomes more skilled at channeling Ether into the physical world, his healing with it becomes more potent. His healing touch now heals 1d6+2 per Aetherblade level and removes 1 point of ability damage per 3 Aetherblade levels. Additionally, any healing the target receives whilst at maximum hit points converts to 1 temporary hit point per 5 points that would have been healed to a maximum of 10 points. This stacks with temporary hit points from other sources, and lasts for 2 hours. The recipient still receives the bonus to saves from the lingering positive energy. Undead now take 1d8+4 damage per level.

Improved Imbue Armor (Su): Improving upon his skill in channeling, an Aetherblade's ability to imbue his armor increases strongly. While his armor is imbued, the Aetherblade is additionally under the constant effects of a 'Deathward' spell. Also, any undead or evil outsider that strikes the Aetherblade takes 1d6+1 points of positive energy damage. Additionally, the large amounts of positive energy heals the Aetherblade quickly, providing fast-healing 2 for the duration. Lastly, the DR increases to DR 10/evil.

Banishment (Su): Upon touching an evil outsider, an Aetherblade is able to channel positive energy powerful enough to shunt the abomination back to its home plane. This effect works as the spell 'Banishment', using the Aetherblade's Charisma modifier for the save DC. This is a standard action and costs a daily alotment of the Channel Energy ability.

Greater Turning (Su): Upon reaching 12th level, any turn attempt the Aetherblade makes is a Greater Turning, instantly destroying any undead affected by the attempt.

Greater Imbue Weapon (Su): Reaching even greater heights in his skill, an Aetherblade can channel positive energy into his weapon with greater effect. Any undead struck by this weapon takes 3d6 additional points of positive energy damage, as well as having to make a Will Save (DC 10 + 1/2 Aetherblade level + Charisma Modifier) or be instantly destroyed. Any Evil Outsider struck by the weapon takes an additional 3d8 points of positive energy damage and are affected by a 'Banishment' spell. Living creatures continue to be healed for only 1d6 points of damage on a successful strike.

Greater Healing Touch (Su): At 16th level, the healing touch of an Aetherblade becomes its most potent, healing 1d6+3 points of damage per Aetherblade level as well as healing ability point damage, providing a bonus to saves and granting temporary hit points. Additionally, the touch removes all disease or poison in the target and removes one negative level the target suffers from. Undead now take 1d8+6 per level.

Greater Imbue Armor (Su): Reaching the pinnacle of his skill, an Aetherblade may empower his armor with amazing properties by channeling positive energy into it. In addition to all previous effects, the Aetherblade's armor provides DR 20/Evil and any undead or Evil Outsider attacking the Aetherblade receives 2d6+2 points of positive energy damage. Additionally, the Fast Healing it grants increases to 5.

Overload (Su): Upon reaching 20th level, an Aetherblade becomes able to channel extreme amounts of positive energy into a target. Any living creature (including Evil Outsiders) so touched heals 20 points of positive energy damage per Aetherblade level. This is not an effective means of healing, however, as any excessive healing takes the form of temporary hit points. If a creature has more temporary hit points than it has HP, it must make a Fortitude Save (DC: 10 + Aetherblade Level + Charisma Modifier) or burst from the overload of positive energy, instantly killing it. Any undead creature that is touched by this takes 20 points of damage per Aetherblade level (although this is negated with a successful Will Save with the same DC). Any living creature that makes this save reduces its temporary hit points to a safe level. This ability uses 3 daily alotments of the Channel Energy ability.

Meirnon
2010-07-25, 09:08 PM
Important Abilities: Charisma is the most important ability for the Aetherblade, as it allows his channeling to become more powerful. Strength is important to become a more able melee combatant, and Dexterity is useful to increase his AC, as he is limited to light and medium armor.

Role: The Aetherblade's role is as a support or melee combatant. The Aetherblade is especially useful against Evil Outsiders and Undead. He can also provide healing. He draws all energy from the Ether.
The Ether is the supernatural 5th element (also known as Quintessence or Void in other cultures) that everything is drawn from. All of the physical and metaphysical is pulled from the Ether. In my campaign world, it has always been, it always is, and always will be. Without it, magic could not exist, as all forms of magic pull from the Ether to shape the physical world. Arcane is pulled by the caster, while Divine is done so as a conduit from which the Deity is the one that pulls the Ether into the physical. Wizards pull the Ether out with ritualized knowledge and understanding of its workings, while sorcerers pull it out through a connection with it. This class does not classify as Arcane or Divine specifically, although it is more like Arcane than anything else.

More Flavor upcoming by request~

Tinydwarfman
2010-07-25, 09:34 PM
Ack, no offense, but this class is really bad power-wise. It's abilities are both mediocre and used incredibly sparingly.


Channel Energy (Su): The most important skill an Aetherblade is capable of is the manifestation of Ether into the material realm. This energy becomes positively charged in the Aetherblade's hands, making it a potent weapon against undead and a powerful force of healing to the living. As an etherblade grows in skill and understanding, he is able to utilize this ability in more ways. If at any point, however, he is cut off from the Ether, such as in an Antimagic zone, he is unable to siphon it into the material.
So... It's like a cleric's Channel I'm assuming? You don't actually say what it does. You sort of need to. Also, 1/day? That's nothing, especially considering that this is everything that the class does.


Imbue Weapon (Su): Channeling ether into his weapon, an Aetherblade may empower it with positive energy that is particularly disruptive to undead. When so imbued, the weapon unleashes this energy upon every strike it makes within the duration of it's empowerment, causing an extra 1d6 points of positive energy damage. When a living creature is struck, this energy heals for the same amount, although this energy cannot be released into a target with a mere tap or poke, often being counter-intuitive for that purpose. Additionally, any evil outsider struck by the imbued weapon takes 1d8 points of positive energy damage (no healing). A ranged weapon bestows its fired ammunition with this effect. This imbuement lasts for 1 round plus 1 more for every point of charisma modifier (if positive). It is a move action to imbue a weapon. Using this ability requires the use of a Channel Energy for the day.
This is okay, since it can last more than 1 round, but it's not that amazing. As the signature ability of the class, it should be much better, and I recommend letting it scale in some manner. You also need to add some kind of living effecting ability, because current, this can only contribute a small amount when fighter a few specific enemies.


Healing Touch (Su): Siphoning the ether through to the material, an Aetherblade may bring health and healing to those around him through a touch. This concentrated positive energy closes wounds and mends flesh as well as any spell, healing 1d4+1 points of damage per level in Aetherblade. Any undead or evil outsider struck by this touch must make a Will Save (DC 10 + 1/2 Aetherblade Level + Charisma Modifier) or take 1d6+1 damage per level in Aetherblade. A successful save halves this damage. This touch also provides a bonus to saves against poison, disease, or similarly harmful afflictions equaling the Aetherblade's level + Charisma modifier for 2 hours afterward as the positive energy lingers. This bonus does not apply to effects such as a Dragon's breath weapon or a Wizard's 'Curse' spell. Using this ability is a standard action and costs a Channel Energy use for the day.
Really mediocre healing and damage again. I wouldn't use this even if it didn't cost me half of my daily resources. The saves part is really nice, and probably a bit too big, but it's not nearly enough to make this worth it.


Turn Undead (Su): Upon reaching 4th level, an Aetherblade is experienced enough to channel his positive energy outward in attempt to turn or even destroy any undead creature nearby. This is a standard action that costs a Channel Energy use for the day, and the Aetherblade counts as a cleric 3 levels lower for the purpose of turning damage.

Why three levels lower? This is the best ability so far, and still underwhelming.


Imbue Armor (Su): Channeling the positive energy he draws from the Ether into his body and armor, an Aetherblade can imbue himself with life-preserving properties. The Aetherblade gets an amount of temporary hitpoints equalling his level + charisma modifier, and receives DR 5/evil for the duration of the effect. Additionally, any undead attempting to attack the Aetherblade must make a will save (DC 11 + Charisma Modifier) or become unable to willingly harm the Aetherblade as if he is under the effect of a 'Sanctuary' spell for as long as the Aetherblade does not attack them or until the duration expires. A successful will save allows the undead to attack him normally unless a new Imbue Armor is used, which requires another save. This effect lasts for a number of rounds equal to 1 + 1 per point of Charisma modifier of the Aetherblade. This uses a daily alotment of Channel energy to use and is a move action.
This is actually OK. I would also add in an AC boost.


Improved Imbue Weapon (Su): Upon attaining 7th level, an Aetherblade's skill in imbuing his weapon reaches a new height. Any undead struck by the weapon take an additional 2d6 damage and must make a Will Save (DC 10 + 1/2 Aetherblade level + Charisma modifier) or become stunned for 1 round. Any evil outsider struck by the weapon takes 2d8 points of positive energy damage, and must make a similar save or be stunned. Living creatures continue to only heal 1d6 points of damage.
With the stunning, this ability becomes half-decent, but it still needs a better general offensive ability. This is still useless on almost all enemies.


Improved Healing Touch (Su): As the Aetherblade becomes more skilled at channeling Ether into the physical world, his healing with it becomes more potent. His healing touch now heals 1d4+2 per Aetherblade level and removes 1 point of ability damage per 3 Aetherblade levels. Additionally, any healing the target receives whilst at maximum hit points converts to 1 temporary hit point per 5 points that would have been healed to a maximum of 10 points. This stacks with temporary hit points from other sources, and lasts for 2 hours. The recipient still receives the bonus to saves from the lingering positive energy.
Better, but still terrible. A cleric does more healing and can heal more.


Improved Imbue Armor (Su): Improving upon his skill in channeling, an Aetherblade's ability to imbue his armor increases strongly. While his armor is imbued, the Aetherblade is additionally under the constant effects of a 'Protection from Evil' spell and a 'Deathward' spell. Also, any undead or evil outsider that strikes the Aetherblade takes 1d6+1 points of positive energy damage.
Nice, but sort of niche abilities. Way to late for it's effect.


Banishment (Su): Upon touching an evil outsider, an Aetherblade is able to channel positive energy powerful enough to shunt the abomination back to its home plane. This effect works as the spell 'Banishment', using the Aetherblade's Charisma modifier for the save DC. This is a standard action and costs a daily alotment of the Channel Energy ability.
Again comes in too late. For the amount of resources it expends, you should get it at like level 5 or 7.


Greater Turning (Su): Upon reaching 12th level, any turn attempt the Aetherblade makes is a Greater Turning, instantly destroying any undead affected by the attempt.
Semi-nice.


Greater Imbue Weapon (Su): Reaching even greater heights in his skill, an Aetherblade can channel positive energy into his weapon with greater effect. Any undead struck by this weapon takes 3d6 additional points of positive energy damage, as well as having to make a Will Save (DC 10 + 1/2 Aetherblade level + Charisma Modifier) or be instantly destroyed. Any Evil Outsider struck by the weapon takes an additional 3d8 points of positive energy damage and must make a similar Will Save or become stunned for one round. Living creatures continue to be healed for only 1d6 points of damage on a successful strike.
The undead save or die is nice, but did the outsider one improve at all except for damage/


Greater Healing Touch (Su): At 16th level, the healing touch of an Aetherblade becomes its most potent, healing 1d4+3 points of damage per Aetherblade level as well as healing ability point damage, providing a bonus to saves and granting temporary hit points. Additionally, the touch removes all disease or poison in the target and removes one negative level the target
suffers from.
Again, terrible for it's level.


Greater Imbue Armor (Su): Reaching the pinnacle of his skill, an Aetherblade may empower his armor with amazing properties by channeling positive energy into it. In addition to all previous effects, the Aetherblade's armor provides DR 10/Evil and any undead or Evil Outsider attacking the Aetherblade receives 2d6+2 points of positive energy damage.
The DR should be like 20 for this now. Way too late.



Overload (Su): Upon reaching 20th level, an Aetherblade becomes able to channel extreme amounts of positive energy into a target. Any living creature (including Evil Outsiders) so touched heals 20 points of positive energy damage per Aetherblade level. This is not an effective means of healing, however, as any excessive healing takes the form of temporary hit points. If a creature has more temporary hit points than it has HP, it must make a Fortitude Save (DC: 10 + Aetherblade Level + Charisma Modifier) or burst from the overload of positive energy, instantly killing it. Any undead creature that is touched by this takes 20 points of damage per Aetherblade level (although this is negated with a successful Will Save with the same DC). Any living creature that makes this save reduces its temporary hit points to a safe level. This ability uses 5 daily alotments of the Channel Energy ability.

I was impressed until I saw it used 5 Channel uses. WAY too much SoD that heals an enemy if it fails? Not even a great capstone.


I really like the idea of this, but it needs a lot of revision. You could also make the rules text slightly more concise.

Also, PEACH means Please Evaluate and Critique Honestly.

Hamswordsman
2010-07-25, 09:37 PM
Peach means Please Evaluate And Critique Honestly
You need to add more channeling. Consider adding an ability modifier. It is such a core skill and right now you only have so much.

Add some flavor text about the role and personality cause I always find that the most important part of any homebrew.

Add the role in the party and what stat to concentrate on cause it gives me some more guidance of what your are aiming for.

Meirnon
2010-07-26, 01:17 AM
So... It's like a cleric's Channel I'm assuming? You don't actually say what it does. You sort of need to. Also, 1/day? That's nothing, especially considering that this is everything that the class does.

I'll boost it to 1/day + Cha Mod? I find it a little too much, but still. Maybe just boost it to 3/day in the beginning, so it becomes 10/day at cap.


This is okay, since it can last more than 1 round, but it's not that amazing. As the signature ability of the class, it should be much better, and I recommend letting it scale in some manner. You also need to add some kind of living effecting ability, because current, this can only contribute a small amount when fighter a few specific enemies.

There's not much I can think of that it would do to living enemies. Maybe if I increased the BAB to 1/1 instead of 3/4ths to balance it out?


Really mediocre healing and damage again. I wouldn't use this even if it didn't cost me half of my daily resources. The saves part is really nice, and probably a bit too big, but it's not nearly enough to make this worth it. The point is to be about on-par with the paladin's LoH and useful, but not to overshadow the cleric's healing. I can boost it to 1d6+1. Or keep it at 1d4+1 and at Improved move it up to 1d6+2 and greater 1d8+3. Still, it'd start one-shotting heals better than a cleric if I did that. I'd like to keep it to 1d6 at most.


Why three levels lower? This is the best ability so far, and still underwhelming. Because the Aetherblade channels the Ether through himself and not through a Deity is the best bardly answer I can come up with. Mostly it's to be on-par with the Paladin but not to overshadow the Cleric.



This is actually OK. I would also add in an AC boost. How about a 1+Cha Mod deflection bonus to AC? I'll remove the Protection from Evil.


With the stunning, this ability becomes half-decent, but it still needs a better general offensive ability. This is still useless on almost all enemies. Same argument as before. I could improve the damage to 2d8/2d10.


Better, but still terrible. A cleric does more healing and can heal more. Don't want to overshadow the cleric.


Nice, but sort of niche abilities. Way to late for it's effect. I'll keep the Deathblock, but remove the protection. I'll also put on a Fast Healing 2 for the duration?


Again comes in too late. For the amount of resources it expends, you should get it at like level 5 or 7. Clerics get it at level 9 or 11, I thought.


Semi-nice. That's what I can say makes up for the 3 levels lower. I can put in an improved turning earlier to boost its usefulness. The point is that he's supposed to be a counter-point to anything that can raise hordes of undead, able to decimate the weaklings instantly with the sheer power of his channeling.


The undead save or die is nice, but did the outsider one improve at all except for damage. I'll increase the damage to 3d10/3d12 and put on a banishment effect?


Again, terrible for it's level. read above


The DR should be like 20 for this now. Way too late. I'll put DR 10/Evil at improved and DR 20/Evil here, and boost the Fast Healing here to 5 for the duration.




I was impressed until I saw it used 5 Channel uses. WAY too much SoD that heals an enemy if it fails? Not even a great capstone. I just don't want someone spamming it. Is 3 okay, or should it use 2?

Edited the abilities. Approval or not?

Tinydwarfman
2010-07-26, 04:35 PM
Yeah, I think we're getting a bit ahead of ourselves here. What role do you want him to play, and what tier are you aiming for. Also, do you how do you expect this class to do anything when not fighting undead/outsiders? It needs a larger variety of ability, and better ones. When you can only use you class features 4 or 5 times per day, they better be really amazing. I'd still put this as a high tier 6/low 5.

Meirnon
2010-07-26, 04:45 PM
Yeah, I think we're getting a bit ahead of ourselves here. What role do you want him to play, and what tier are you aiming for. Also, do you how do you expect this class to do anything when not fighting undead/outsiders? It needs a larger variety of ability, and better ones. When you can only use you class features 4 or 5 times per day, they better be really amazing. I'd still put this as a high tier 6/low 5.

It's supposed to be a support melee, like a ranger or a rogue. He's supposed to be able to handle any undead the party comes across with ease and provide supplemental healing in the heat of battle. His position as a secondary combatant should give him the position to quickly tap the fighter up to a fit bill of health in the middle of a fight.

The abilities it's given have been reverse-nerfed by request. I would enjoy some help on what additional abilities it could be given without making it OP.

Tinydwarfman
2010-07-26, 09:17 PM
Alright, I think this class needs another focus for one. Things focused around healing are never very good. I would recommend letting them channel both positive and negative energy from the Aether, letting them have both good offensive and hurt-oriented abilities as well as defensive and support ones.

Also, healing is generally a terrible idea in combat. A healer heals far better than a cleric are is still very bad. Don't worry about overshadowing a cleric's heals. You can never overshadow a good cleric anyway. :smalltongue:

Meirnon
2010-07-27, 02:14 PM
Alright, I think this class needs another focus for one. Things focused around healing are never very good. I would recommend letting them channel both positive and negative energy from the Aether, letting them have both good offensive and hurt-oriented abilities as well as defensive and support ones.

Also, healing is generally a terrible idea in combat. A healer heals far better than a cleric are is still very bad. Don't worry about overshadowing a cleric's heals. You can never overshadow a good cleric anyway. :smalltongue:

It's actually supposed to be a set of 3 classes that draw from the Ether in my campaign. The Aetherblade draws positive energy and is a class only those with a connection to the plane of positive energy can take. The Netherblade and the Primablade are the two others, with the Netherblade drawing out Negative Energy and the Primablade drawing out the elements.

How about I just lump them all into Primablade and allow characters to specialize in one or two elements (Positive, Negative, Fire, Water, Air, Earth). It doesn't really fit with what the Primablade is in the society of my campaign setting, as they're supposed to be commanded and led by The Elements (Deities embodying Fire, Water, Air and Earth).

Either way, I just split them all up because I didn't the Special list filled with "Tier 2 channeling" or something where you'd have to go all the way down to figure out exactly what it was that you got. If that makes sense. Just didn't like the clutter and wanted to see if I could buff up the 3 of them, because they have different places in society, to be distinctly separate classes with parallels.

Meirnon
2010-07-27, 07:32 PM
Okay, I redid the class entirely. It is now just the Primablade. Here's the link to the new thread.
http://www.giantitp.com/forums/showthread.php?t=161968

So, this is now scrapped. Officially. :smallbiggrin: