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View Full Version : Primablade: A Conduit for The Ether (3.5e Base Class, PEACH)



Meirnon
2010-07-27, 07:31 PM
http://i775.photobucket.com/albums/yy31/demonkill4600/PrimabladeClassPicture-1.jpg
The Ether can change one who channels it for better... or for worse.

Primablade (PRB) (TRB, AEB, AQB, PYB, VIB, NEB)
HD: d8
Skill Points: 4 + Intelligence modifier (x4 at 1st level)
Skills: Climb, Craft, Diplomacy, Heal, Jump, Knowledge (Arcana), Knowledge (Religion), Knowledge (The Planes), Ride, Sense Motive, Swim, Use Rope
Armor/Weapon Proficiencies: All light armor, all medium armor, all simple weapons, all martial weapons, all shields excluding Tower Shields

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Channel Ether 1/day, Imbue Weapon, Elemental Affinity

2nd|
+1|
+3|
+0|
+3|Channel Ether 2/day, Elemental Touch

3rd|
+2|
+3|
+1|
+3|
---

4th|
+3|
+4|
+1|
+4|Channel Ether 3/day, Elemental Aura

5th|
+3|
+4|
+1|
+4|Imbue Body

6th|
+4|
+5|
+2|
+5|Channel Ether 4/day

7th|
+5|
+5|
+2|
+5|Improved Imbue Weapon, Improved Elemental Aura

8th|
+6/1|
+6|
+2|
+6|Channel Ether 5/day

9th|
+6/1|
+6|
+3|
+6|Improved Elemental Touch

10th|
+7/2|
+7|
+3|
+7|Channel Ether 6/day

11th|
+8/3|
+7|
+3|
+7|Improved Imbue Body, Destroy Opposing Elemental

12th|
+9/4|
+8|
+4|
+8|Channel Ether 7/day, Greater Elemental Aura

13th|
+9/4|
+8|
+4|
+8|
---

14th|
+10/5|
+9|
+4|
+9|Channel Ether 8/day, Greater Imbue Weapon

15th|
+11/6/1|
+9|
+5|
+9|
---

16th|
+12/7/2|
+10|
+5|
+10|Channel Ether 9/day, Greater Elemental Touch

17th|
+12/7/2|
+10|
+5|
+10|
---

18th|
+13/8/3|
+11|
+6|
+11|Channel Ether 10/day, Greater Imbue Body

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

20th|
+15/10/5|
+12|
+6|
+12|Channel Ether 11/day, Elemental Overload, Elemental Apotheosis[/table]

Channel Ether (Su): The most important skill a Primablade is capable of is the manifestation of Ether into the material realm. Using his understanding of the elements, a Primablade is able to draw it out and manifest it as one of the primal elements of the world: Earth, Air, Water, Fire, Life and Death. As a Primablade grows in skill and understanding, he is able to utilize this ability in more ways and more often. 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 for his own uses. A Primablade can so channel the Ether a limited number of times per day, as the physical toll on him is great. After each use of Channeling subsides, he must make a Fortitude Save (DC: 10 + Channelings used in the day) or become fatigued for 1d4 rounds, and is unable to channel again until he is no longer fatigued. As long as he has one Channelling effect active, any save he must make is postponed until the effect is done, however he must still make one fortitude save per use of Channeling. If he fails two consecutive Fortitude Saves after an effect wears off, he is instead exhausted for 1d4 rounds, then fatigued for 1d4 after. If he fails 3 consecutive Fortitude Saves after an effect wears off, he instead falls unconscious for 1d4 minutes, waking up exhausted for 1d4 rounds, then fatigued for 1d4 more & for every failed Fortitude Save from then on adds 2 minutes to the time unconscious (so, if 3 imbuation effects end and the Primablade fails all 3 saves to avoid channeling fatigue, he falls unconscious, and is exhausted, then fatigued when he wakes up). He is able to channel a number of times per day dependant on his level plus an extra amount of times equal to his constitution modifier. If he uses his last Channeling for the day, he must make a Fortitude Save (DC 20 + Channelings used in the day) or become exhausted until he rests, due to how strenuous it is.

Elemental Affinity (Su): Each Primablade has the option to specialize in an element, becoming a Terrablade, Aeroblade, Aquablade, Pyroblade, Vitablade or Necroblade. While each is still able to study and draw out all but their opposing element, their specialized element is where their true power lies.. Such Primablades are spiritually connected to the realm of their element, and are able to more readily and powerfully manifest it into the material world. While initially there is very little difference between a specialized and nonspecialized Primablade, the stark differences are quickly identifiable as their experience grows. Once chosen, the Primablade cannot break his spiritual link, being permanently bound.

Element|Opposing Element
Fire|Water
Air|Earth
Life|Death
A Vitablade cannot be evil, and a Necroblade cannot be good. If their alignment shifts to a restricted alignment, they lose their bonuses for specializing, although they become able to channel the opposing element, effectively causing them to be unspecialized until they return to an acceptable alignment.

Imbue Weapon (Su): Any novice Primablade knows how to channel the Ether around them into a blade. The very act of imbuing an inanimate object with elemental properties is one of the most basic skills any Primablade can be capable of. Any time the so imbued weapon strikes an enemy, it unleashes its elemental energy, causing 1d4 additional damage. If the weapon is imbued with the Primablade’s affinity, it increases the damage to 1d6.

Element|Damage Type
Fire|Fire
Water|Acid
Air|Sonic
Earth|Physical (Slash, Bludgeon and Pierce)
Life|Positive Energy
Death|Negative Energy
A poke or prod or half-hearted hit is unable to unleash the elemental energy stored within, only a full-on strike, so handling such a weapon is safe, and any nonlethal damage it inflicts does not warrant a release of its energies, even if the weapon is designed to only inflict nonlethal damage. However, if it passes out of the channeling Primablade’s hands, it loses its connection to the elemental realm it is imbued with and loses its imbuement one round afterwards. Lastly, a weapon imbued with life heals living creatures while a weapon imbued with death heals undead creatures. Due to the nature of having to strike the target with the weapon, though, greatly reduces the efficacy of any potential healing one could gain from doing so. Imbuing a weapon is a move action, and lasts for a number of rounds equal to 1 + the Primablade’s Charisma Modifier (minimum 1). This uses one use of the Primablade’s Channel Ether.

Elemental Touch (Su): Channeling Ether through his hand, a Primablade is able to manifest the energies into a creature with a touch. Each touch deals 1d6 damage per 2 levels in Primablade, while dealing 1d4 per level in Primablade if the used element is the Primablade’s affinity. This is a standard action that requires a touch attack and uses a daily use of Channel Ether, including the subsequent Fortitude Save. Once again, channeling Life heals living creatures while channeling Death heals undead creatures.

Elemental Aura (Su): Upon reaching 4th level, a Primablade is able to radiate his channeled energy around him, creating an aura of a chosen element, dealing 1d4 damage of the element’s type to nearby hostile creatures. The aura extends 20ft from the Primablade. If the aura is of the Primablade’s affinity, it gains the additional benefits listed below.

Element|Aura Effect
Fire| +1 insight bonus to nearby allies’ damage rolls
Water| +1 insight bonus to nearby allies’ attack rolls
Air| 10% concealment to nearby allies
Earth| +1 Natural Armor to nearby allies
Life| Fast Healing 1 to nearby allies
Death| +1 aura damage (Total 1d4+1)
This aura lasts for a number of rounds equal to 1 + the Primablade’s Charisma Modifier (minimum 1) and uses one use of the Primablade’s Channel Ether ability. It is a move action to initiate an aura.

Imbue Body (Su): As a Primablade’s skill increases, he is able to imbue his living flesh with elemental properties, granting him properties of the chosen element. Any enemy that attacks the Primablade takes 1d6 points of the element’s damage type as they are forcefully struck by the energy. The Life imbuation heals living attackers while the Death imbuation heals undead attackers. Enemies with reach weapons and ranged weapons are not affected. The Primablade also gains additional effects if the element is of his affinity.

Element|Effect
Fire|10 Fire & Cold resistance & +2 Str
Water|10 Acid resistance & Freedom of Movement
Air|10 Sonic Resistance & 20% Concealment
Earth|DR 5/- & 25% Fortification
Life|Fast Healing 3 & Death Ward
Death|+3 negative energy damage to attackers (Total 1d6+3)
Additionally, the imbuement gives the Primabalde a deflection bonus to his AC equal to his Charisma modifier (if positive) as attacks are turned away by the force of the channeling. This is a move action to activate and lasts for a number of rounds equal to 1 + the Primablade’s Charisma Modifier (minimum 1). This uses a use of the Primablade’s Channel Ether.

Improved Imbue Weapon (Su): As a Primablade’s weapon imbuing skills increase, so does the sheer power that the imbued elements release. Upon reaching 7th level, a Primablade’s Imbue Weapon ability increases to 1d8 damage of the element’s type, and 2d6 for his elemental affinity. Additionally, any critical hit he makes with his weapon when imbued with his elemental affinity deals an extra 1d10 elemental damage for a x2 weapon, 2d10 for a x3 weapon, or 3d10 for a x4 weapon. Undead are also effected by such a critical hit if done by a weapon imbued with positive energy.

Improved Elemental Aura (Su): As his power grows, a Primablade’s becomes more focused, causing his aura to manifest a larger amount of elemental energy into the material plane. His aura now deals 1d6 of the aura’s elemental damage to nearby hostile creatures. Additionally, his aura grants even greater effect if it is of his affinity, as listed below. All of his aura effects not of his affinity gain the additional benefits listed in the previous version of this ability. Thus, an Aeroblade's Fire Aura gives nearby allies' a +1 to damage rolls.

Element|Aura Effect
Fire| +3 insight bonus to nearby allies’ damage rolls
Water| +3 insight bonus to nearby allies’ attack rolls
Air| 30% concealment to nearby allies
Earth| +3 Natural Armor to nearby allies
Life| Fast Healing 3 to nearby allies
Death| +3 aura damage (Total 1d6+3)

Improved Elemental Touch (Su): Able to channel even more elemental energy directly, a Primablade’s touch makes him a more open conduit to the elemental realm he chooses, causing his touch to deal 1d8 elemental damage per 2 levels in Primablade, or 1d6 per level in Primablade if the chosen element is his elemental affinity.

Improved Imbue Body (Su): Imbuing himself with more elemental energy, a Primablade’s flesh takes on more properties of the chosen element, providing him the bonuses conferred below if the chosen element is of his affinity. Additionally, if the element he imbues his body with is not of his affinity, he gains the benefits listed in the previous version of this ability, thus an Aeroblade who imbues himself with fire gains 10 Fire resistance, 10 Cold resistance and a +2 untyped bonus to Strength.

Element|Effect
Fire|20 Fire & Cold resistance & +4 Str
Water|20 Acid resistance & Waterbreathing
Air|20 Sonic Resistance & 50% Concealment
Earth|DR 10/- & 75% Fortification
Life|Fast Healing 10
Death|+10 negative energy damage to attackers (Total 1d6+10)

Destroy Opposing Elementals (Su): As a Primablade’s elemental affinity grows, his defense against the opposing element so increases as well. Any time he strikes an elemental of his opposed element with his imbued weapon, he may choose to spend 1 Channel Ether use to cause the elemental to make a Will Save (DC: 10 + 1/2 Primablade’s Level + Primablade’s Charisma Modifier) or be instantly destroyed. Likewise, if a Vitablade strikes an Undead, it must make this save or be destroyed, and if a Necroblade strikes a living creature, it must make this save or be slain. A success on the elemental’s part makes it immune to that Primablade’s Destroy Opposing Elementals ability for 24 hours. If the Primablade has no elemental affinity, he does not gain this ability.

Greater Elemental Aura (Su): Reaching the pinnacle of what he may do exerting the elemental energies over a wide area, a Primablade’s elemental aura deals 1d8 points of damage of the elemental type chosen to any nearby hostile creatures. Additionally, his aura grants even greater effect if it is of his affinity, as listed below. All of his aura effects not of his affinity gain the additional benefits listed in the previous version of this ability. Thus, an Aeroblade's Fire Aura gives nearby allies' a +3 to damage rolls.

Element|Aura Effect
Fire| +5 insight bonus to nearby allies’ damage rolls
Water| +5 insight bonus to nearby allies’ attack rolls
Air| 50% concealment to nearby allies
Earth| +5 Natural Armor to nearby allies
Life| Fast Healing 5 to nearby allies
Death| +5 aura damage (Total 1d8+5)

Greater Imbue Weapon (Su): Reaching the pinnacle of his ability to imbue his weapon with elemental energy as well, any strike the Primablade makes unleashes a powerful burst of elemental energy, dealing 1d12 of the element’s damage type, or 3d6 if the imbuement is of the Primablade’s elemental affinity. Additionally, critical hits done by the imbued weapon deal an extra an extra 1d10 elemental damage for a x2 weapon, 2d10 for a x3 weapon, or 3d10 for a x4 weapon, or 3d6 for a x2 weapon, 5d6 for a x3 weapon, or 7d6 for a x4 weapon if the imbuement is of the Primablade's affinity. Undead are also effected by such a critical hit if done by a weapon imbued with positive energy.

Greater Elemental Touch (Su): Becoming a nearly open portal for elemental energies to flow, a Primablade’s elemental touch ability grows in power as he precariously teeters on the edge of flooding over with empowered Ether. His touch now deals 1d10 points of elemental damage every 2 Primablade levels, or 1d8 per level of Primablade if it is of his chosen elemental affinity.

Greater Imbue Body (Su): Filling himself with elemental Ether, a Primablade’s body takes on nearly perfect elemental properties, providing him the bonuses conferred below if the chosen element is of his affinity. Additionally, if the element he imbues his body with is not of his affinity, he gains the benefits listed in the previous version of this ability, thus an Aeroblade who imbues himself with fire gains 20 Fire resistance, 20 Cold resistance and a +4 untyped bonus to Strength.

Element|Effect
Fire|30 Fire & Cold resistance & +6 Str
Water|30 Acid resistance & a swim speed equal to his movement speed
Air|30 Sonic Resistance & a flight speed equal to his movement speed
Earth|DR 10/- & 100% Fortification
Life|Fast Healing 15
Death|+15 negative energy damage to attackers (Total 1d6+15)

Elemental Overload (Su): Deliberately becoming a pure portal for Ether to manifest into his elemental affinity, the touch of a Primablade can channel tremendous amounts of elemental energy into a target, causing an effect depending on his elemental affinity. In all instances, the save DC is (10 + 1/2 Primablade level + Primablade’s Charisma modifier).

Element|Effect
Fire|Overloading the target with heat and flame, the creature must make a Will Save or become a momentary rift to the elemental plane of Fire, bursting in a 20ft radius and dealing 1d8 per Primablade level fire damage to those caught within it (Reflex Save halves damage). The creature is slain instantly.
Water|Overloading the target with water and caustic fluids, the creature must make a Will Save or become a momentary rift to the elemental plane of Water, bursting in a 20ft radius and dealing 1d8 per Primablade level acid damage to those caught within it (Reflex Save halves damage). The creature is slain instantly.
Air|Overloading the target with air and pressure, the creature must make a Will Save or become a momentary rift to the elemental plane of Air, bursting in a 20ft radius and dealing 1d8 per Primablade level sonic damage to those caught within it (Reflex Save halves damage). The creature is slain instantly.
Earth|Overloading the target with dirt and stone, the creature must make a Will Save or become a momentary rift to the elemental plane of Earth, bursting in a 20ft radius and dealing 1d8 per Primablade level bludgeon, slash and pierce damage to those caught within it (Reflex Save halves damage), subject to Damage Reduction. The creature is slain instantly.
Life|Overloading the target with positive energy, the touch heals 20hp per level in Primablade. Any excessive healing, though, is converted into temporary hit points. If the temporary hit points exceed the creatures maximum hit points, it must make a Will Save or burst in a brilliant aura of positive energy, healing all creatures in a 20ft radius by 10hp per level in Primablade and slaying the bursting creature instantly. Similarly, if the healing they receive causes them to have more temporary HP than their maximum HP, then they must make a Will Save or burst, healing 5hp in a 10ft radius, being slain instantly. Once again, if any creature caught in the blast receives more temporary HP than their maximum HP, they must make a Will Save or burst (although less forcefully), dying. Any creature that makes its save has its temporary HP reduced to safe levels. This temporary HP lasts for 24 hours. If any target is undead, then they react as if they are a living target in a Death overload.
Death|Overloading the target with deadly negative energy, the creature must make a Will Save or take 20 points of negative energy damage per Primablade level. If they are killed by this touch, they become drained of all life, imploding in a gory burst with a black radiance. Any creature caught within the 20ft. radius blast must make a similar will save or take 10 points of negative energy damage per Primablade level. Similarly, if this damage kills them, they implode in gory bursts seeping with darkness, causing any creature within the 10ft. radius to make a Will Save or take 5 points of negative energy damage per Primablade level. Any creature that makes its save suffers no ill effect. If any target is undead, then they react as if they are a living target in a Life overload.
This ability is extremely strenuous, requiring the Primablade to make a Fortitude Save (DC 20 + Channelings used in the day) or become fatigued for 10 rounds. He is unaffected by his own overload blasts, although nearby allies are in danger of being caught within the blasts. This ability uses 4 Channel Ether uses. If the Primablade does not have an elemental affinity, he cannot cause an overload.

Elemental Apotheosis (Ex): Becoming a pure conduit for elemental energy, a Primablade is permanently physically changed, taking on numerous aspects of the elements he can channel, with an extra permanent benefit for his affinity. He will often take on outward physical manifestations of his elemental affinity.

Element|Can Channel|Affinity|Physical Manifestation
Fire|10 Fire & Cold resistance|+2 Strength|A warmth or red glow, the smell of brimstone, or even spontaneous flames upon his body
Water|10 Acid resistance & Freedom of Movement|Waterbreathing|A fluidness of movements and flexibility, or blue tint on his skin
Air|10 Sonic Resistance & 10% Concealment|20% Concealment|A seemingly blurry form, wisps of smoke, or cloudy eyes
Earth|DR 3/- & 25% Fortification|+2 Natural Armor|Rocky skin or plants springing to life wherever he steps
Life|Fast Healing 2 & Deathblock|Fast Healing 4|An aura of light, a revitalizing touch, or a golden halo
Death|2 negative energy damage to attackers|4 negative energy damage to attackers|Rotting Flesh or a dark glow
He gains no benefit from any element he cannot channel due to being the opposition of his affinity. He is forever counted as an Outsider (Native), and does not lose any of his Elemental Apotheosis abilities even while in a zone devoid of Ether. Additionally, he is no longer exhausted if he runs out of Channel Ether uses in a day, although he must still make Fortitude Saves to avoid being fatigued. These effects do not stack with Imbue Body.

Meirnon
2010-07-27, 07:34 PM
Important Abilities: Charisma is the most important ability for a Primablade. It makes their channeling more lasting and more powerful. Constitution is also very important, as it allows them to resist the effects of channeling fatigue, gives them more channeling uses per day, and gives them more hit points to stay up in combat longer. Dexterity is also important for any Primablade, as they are limited to light and medium armor, to increase their AC.

Role: As a strong and versatile combatant, a Primablade will be right at home in the front lines with their more martial allies. With their aura and the possibility of a healing touch, they are also great support combatants. However, with the possible toll of their channeling, they shouldn't be relied on as the only combatant of the party, instead taking a place much like a Ranger or Rogue rather than the Fighter, Barbarian or Paladin.

The Ether: All magic, all elements, all life, and all existence comes from a single source: The Ether. This mystical element, also known as Quintessence or Void in other cultures, exists but doesn't. Without it, nothing else would. It is simultaneously non-existent and essential to that which does. It has a place outside of the primal elements, but all elements exist within it. As such, all magicians and all miracle workers manipulate this element in one way or another. Wizards pull the ether and channel it through complex rituals and formulas. Sorcerers have a natural understanding and coax it out from around them with arcane movements. Bards songs weave themselves with the Ether. Clerics and Paladins become conduits through which their Gods can channel the Ether. Druids and Rangers channel it from the will of nature itself. Primablades channel the Ether from a spiritual connection they have with it, without any formula or higher being to help them. It is because of the Ether that magic exists, and without it, the material world, or any other plane, could not be changed and modified so easily.

Primablades in the World: Eeking out an existence as living conduits of the Ether, their place in society is not well known, as few people can channel it through their bodies. Those that can become Primablades do so because there is something special about them. Like a Paladin is chosen by a God, a Primablade is chosen, although whether the Ether has the will to choose its champions is unknown. All that can be said is that their purpose is to be living conduits for the Ether to flow and manifest into the world.

{table=head] Bardic Knowledge DC | Knowledge
10 | These mysterious warriors can freely channel what other casters need formulas or gods to access
15 | Primablades, as they are known, are spiritually connected to The Ether, the force other casters utilize for their spells
20 | As a Primablade becomes in-tune with their connection and understands their ability to channel, they are likely to develop an affinity with a single element, becoming extremely powerful with it.
30 | Primablades are the physical manifesters of Ether. They provide a portal to keep the material world in-balance with all elements, keeping the Ether strong where it would otherwise falter without a constant connection.[/Table]

(More Flavor Upcoming)

Hamswordsman
2010-07-27, 07:47 PM
For the Elemental affinity, if they specialize in something their opposing element becomes off limits?

Although the elemental affinity makes sense, I think your just destroying the versatility of it. I think its really cool to have an elemental warrior that has different styles of attack and a specialization rather ruins it.

Meirnon
2010-07-27, 09:08 PM
For the Elemental affinity, if they specialize in something their opposing element becomes off limits?

Although the elemental affinity makes sense, I think your just destroying the versatility of it. I think its really cool to have an elemental warrior that has different styles of attack and a specialization rather ruins it.

They do not have to specialize, and if they do, they have to give up the use of the opposing element. Still having 4 normal elements and 1 more powerful element is useful, similar to a Wizard's school specialization. That's why I included it.

EDIT: Added some Flavor text. More upcoming!

blueblade
2010-07-27, 09:26 PM
I love it. I always enjoy classes that give substantial but well controlled powers, and the versatility to use them. That said, a few points:

- Being exhausted for using his last channel (only 2 at L4) seems a little harsh?
- In general he doesn't seem to get enough channelings, considering all his powers are driven from them. 4 at lvl 10 could mean he only gets to use 1 per encounter in an average day, which fails to make up for his lack of other options compared to a martial class. I would either increase them (double at least), or make Imbue Weapon, Elemental Aura, and Imbue body at will powers (with perhaps a limit on how often they can be changed). Actually, I like that better. Just think what a marshal can do with his auras if it makes you feel better.

Sorry, I missed that he also adds his con modifier. Might help if you made it his cha instead, to make him less MAD (not that Con will be low, but it's hardly going to be stacked, more likely giving him 2/3 extra channelings).

Meirnon
2010-07-27, 09:33 PM
I love it. I always enjoy classes that give substantial but well controlled powers, and the versatility to use them. That said, a few points:

- Being exhausted for using his last channel (only 2 at L4) seems a little harsh?
- In general he doesn't seem to get enough channelings, considering all his powers are driven from them. 4 at lvl 10 could mean he only gets to use 1 per encounter in an average day, which fails to make up for his lack of other options compared to a martial class. I would either increase them (double at least), or make Imbue Weapon, Elemental Aura, and Imbue body at will powers (with perhaps a limit on how often they can be changed). Actually, I like that better. Just think what a marshal can do with his auras if it makes you feel better.

Sorry, I missed that he also adds his con modifier. Might help if you made it his cha instead, to make him less MAD (not that Con will be low, but it's hardly going to be stacked, more likely giving him 2/3 extra channelings).

He also gets extra Channelings from his Constitution modifier because of how strenuous Channeling is. While Charisma would make them more powerful, I feel like he can only withstand so much, and so Constitution is more appropriate. I might make it so he gets bonus Channelings dependent on both, although I don't want someone who just goes around and pops heals every other second. I think I might just balance that out by making it so that you cannot channel if fatigued. And you must make a save to avoid becoming exhausted.

EDIT: Okay. Made it so you get Cha Mod as a bonus amount of Channelings as well as Con Mod, made you unable to use Channeling while fatigued, and added a high difficulty fortitude save to avoid becoming exhausted.

SiieruMakina
2010-07-27, 10:38 PM
hmm... well, im just wondering what happens if you're holding 2 weapons. would it just use 1 channel or 2? and im kinda thinking maybe for the later levels you cud craft the element onto the weapon? idk.

also, what about armor and shields and accessories? maybe find a way to use the channel thru them too somehow? cause im thinking that it shudnt be just for dmg, tho i know that there's other abilities too. just throwing ideas. im new to this ;P

Meirnon
2010-07-28, 12:10 AM
You channel the Ether into both weapons. As well, for shields, if you imbue them you only get the bonus to attacks. The Imbue Body ability was originally Imbue Armor, but I scrapped that because of the "what about people who don't wear armor" and the fact that the Primablade channeling Ether into their own bodies sounds more like what I wanted to achieve with this class. Really, though, Imbuing your armor wouldn't be very effective, as you have to strike it hard to get it to release its imbuation. So I wouldn't think it'd have much beneficial effect to do so that you don't get from Imbue Body.

As for accessories, there would be no point. The imbuation would overcome any enchantment the accessories have, and so there would be no reason to imbue them.

And yeah, I know you're new to this, I'm the one teaching you to play. :smalltongue:

Also, for everybody, I added a class picture up top. A Necroblade and a Vitablade.

blueblade
2010-07-28, 02:26 AM
Props for the artwork!

I missed that the imbue replaces the weapon enchantment. That's going to quickly kill usefulness, no? You're basically replacing flaming burst to some extent, which is +2 only.

One other minor suggestion, like that you added 1/2 CHA, but would about making the extra channels every 2 levels, instead of every 3? That way, you also get rid of the dead levels, which always upset a lot of PEACHers!

Meirnon
2010-07-29, 04:26 PM
Props for the artwork!

I missed that the imbue replaces the weapon enchantment. That's going to quickly kill usefulness, no? You're basically replacing flaming burst to some extent, which is +2 only.

One other minor suggestion, like that you added 1/2 CHA, but would about making the extra channels every 2 levels, instead of every 3? That way, you also get rid of the dead levels, which always upset a lot of PEACHers!

The reason for that was because I was testing the class, and, at level 1, the character had 8 channels already (40rounds of imbue weapon). At 20th, he'd have 17 if he didn't have stat boosts (which is unlikely). If it were made every other level, he'd have 20. That would leave the other abilities absolete in favor of 5 Overload uses, especially Vita/Necro overload chains. So, if I do that, I have to boost the channellings usage of Overload to 5 or 6, but some players may just say "meh, not going to use the capstone" if it costs too much. Which is the opposite of what a capstone is meant for.

Anyway, I'll put some thought into that. I might remove Cha bonus channelings to keep progression up and overload cost down and make channel gain every other level.

Any suggestions for the other abilities? I'd like some rewording help for Improved/Greater Imbue Body/Aura and their "getting benefits reserved before for specialization".

And sorry if this all seems rambly, I'm typing on the Wii using the wiimote >.>;

EDIT: Alright, I updated the abilities. Better?

EDIT EDIT: Oh, right, and I removed the CHA bonus channels.

EDIT EDIT EDIT: Lastly, the Imbue Weapon no longer takes over the normal enchantments, although I'll probably I did lower the damage a little bit.

Vectner
2010-07-30, 11:16 AM
Cool picture dude!

My only issue with the class as a whole is you have some of the same problems that the monk has in that you have more than one main stat and you are a melee class with a crappy BAB. The d8 hitpoints are ok and the abilities are very neat, you can envision the ether flowing around.

I also have a slight issue with the area effect thing only hurting enemies. I think everyone should run for cover, but I'm old school.

Good job!

Meirnon
2010-07-30, 12:08 PM
Cool picture dude!

My only issue with the class as a whole is you have some of the same problems that the monk has in that you have more than one main stat and you are a melee class with a crappy BAB. The d8 hitpoints are ok and the abilities are very neat, you can envision the ether flowing around.

I also have a slight issue with the area effect thing only hurting enemies. I think everyone should run for cover, but I'm old school.

Good job!

That's what I wanted, but I knew peachers would complain. :P

EDIT: Any chance if Torunn dies, I can try out my own class? I'd love to make Himo the healing-bitch again so he'll stop (or rather start?) complaining.

Vectner
2010-07-30, 07:01 PM
You would all die, Himo won't heal.

I'm not sure about trying out new classes, we don't play enough to get a good feel for it. I have so many house rules that need testing and we didn't play once this whole summer, I'm totally bummed.

Meirnon
2010-07-31, 01:44 AM
You would all die, Himo won't heal.

I'm not sure about trying out new classes, we don't play enough to get a good feel for it. I have so many house rules that need testing and we didn't play once this whole summer, I'm totally bummed.

Hehe. Yeah, we would. And then he'd complain about that, too. Besides, it's not like Torunn goes through all his spells trying to heal the party. He has domain spells, too! The rest... well... Kune...

I know, what the keister is up with that? I was available for most of the summer. I only had to work through most of June. And there's still some summer left, and Billiam should be free for another week before football.

And yeah, I suppose I'd rather stick to my halfling paladin idea. ;P

EDIT: Oh, my bad for getting a little off-topic. So... still looking for PEACHES. Anyone?

Zaydos
2010-07-31, 02:58 AM
Looks like a fun class and an interesting concept to place in a world. The elemental swordsman aspect looks really fun. Personally I like the idea that they each specialize in one elemental. Also what tier is it supposed to be, since if it's supposed to be as strong as a fighter is a lot different than if it's supposed to match a cleric.

The elemental aura looks like it might be a tad strong at Lv 4 when the aura of your affinity. +4 to your allies' damage and damaging your enemies seem like it's really stealing the bard's (and marshal's and dragon totem shaman's) steam at that point. At the same time the Life and Death affinity seems a little weak. I'd either race Life and Death to 2 or bring the others down to +1.

The imbue body might be a tad strong; Cha to AC (+4 AC), DR 5/-, and attackers take damage might be a bit much. Not completely sure. Can't keep up with wizard, cleric, or sorcerer though. Also what is Deathblock?

This line in Improved Elemental Aura confuses me:

Additionally, his aura grants even greater effect if it is of his affinity, and all auras gain the additional bonuses previously only allowed to a Primablade with an affinity.
What abilities in Elemental Aura were affinity limited except for the doubling of the bonuses? Also why does he get this before Improved Elemental Touch? I'd probably switch the two and even then +6 to all allies' damage at Lv 9 makes the bard cry a bit. If it was fire damage it would be more equal but that is bard's main thing and it has to take two feats to add +7 fire damage (although with another feat and a spell they can get that to +14). If it isn't doubled things might be more reasonable, but I think the Aura and Body abilities might need some editing.

Improved Elemental Body: Again references to specialist powers confuse me. 50% concealment is good and the defensive power of this ability is rather awesome, plus it's a move action.

Destroy Opposing Elementals: Okay, nice. Useful sometimes but not every battle. Then I see the Death one works on all living things. That's a little stronger than the others and might be troublesome as it is a relatively spammable save or die.

Greater Elemental Aura: I assume by this point that even if you have affinity in the element the bonuses to allies aren't doubled or else you'd be handing out 100% miss chances. At +5s not too shabby. The life one is still a little weak in my opinion, and the air one is a little strong but still reasonable. So I will move along.

Greater Imbue Body: At this level completely reasonable.

Greater Elemental Touch: Lv 20 touch attack for 150 damage (average). Little strong, might want to tone it done a bit. Nothing on an ubercharger or anyone with Pounce + Full BAB + Shock Trooper but still a little much.

Elemental Overload: Looks alright although the Death one looks quite... well deadly. Possibly to your allies as well.

Elemental Apotheosis: Some assorted, minor resistances and bonuses. Put together they look pretty good, alone they'd be meh. I like it.

In summation: it looks like a neat and unique class. Seems fairly well built and I've noted the things that worry me. Does look like it needs some editing for clarity. The abilities are spread out so there's no clear best affinity, although I'd say Life is the worst, which is good. Air gets you (and your allies) good concealment, and eventually flight speed. Earth is good AC and DR, also if you're armed properly to begin with you don't worry about energy resistance. Fire is some nice party damage although due to resistances probably amongst the weaker ones except for aura (and that's only if the affinity gets double the listed bonus). Water, too, is on the weak side in my opinion as several of the body abilities are conditional on water being around (although Freedom of Movement is really good), but it's nice that it uses Acid instead of Cold. Death has minor aura abilities and body abilities but a nice Destroy Opposing Elemental and Overload. Don't know which I'd play actually.

Meirnon
2010-07-31, 03:46 AM
Great wall o' Peach.
(EDIT): The Tiers of ability, as I know them, are Fight/Rogue/Wizard (weaker/perfect/overpowered). I tried to make this a Rogue Tier.

Alright. So, regarding the confusing parts.

Say you're an Aeroblade. You get Greater Elemental Aura. You now have an increased ability, but any aura of any element not your own is kinda underpowered now, right? Well... while, yes, my wording was horrible this is what I meant. All of the Aura abilities that are listed on Improved Elemental Aura as soon as you get Greater no longer require the Affinity. Your fire aura now gives all allies a +3 damage to all attacks because you're becoming better at channeling. However, your specialty is still Air, so only it gets the Tier 3 Greater ability (50% concealment). The same goes for Imbue Body.

As for the doubling? I don't know where you got that, but if you could quote it... I have to change that. I just realized now that I have to type the buff bonuses for everything but the earth aura, but it should stack with the bard, which is a morale bonus.

The drawback to spamming is a large amount of fortitude saves that get progressively harder and harder to avoid being fatigued (and thus ending the spamming for at least 1 round), as well as the average DC at level 11 being, if I'm not mistaken, 19-20.

As for the Deflection Bonus to AC, most characters have a Ring of Protection +1 to +2 or even higher. The bonus doesn't stack, and would quickly become useless if the Primablade has a high deflection item. It's just meant to give him a defensive oomph, which is what Imbue Body is good for. And the only Imbue Body that increases damage as it increases tiers is the Death Imbue Body (and thus the only thing it's really good for).

For Deathblock, I think I meant Deathward. I'll edit that when I have willpower to tomorrow (today?).

The Necroblade is admittedly very heavy on the "kill everything". Of course, he is the manifester of Death, so there's not a whole lot else he's got on his mind, I suppose.

Now, for the overloads... A Vitablade is almost just as dangerous as a Necroblade when it comes to their Overload. I don't know much of any peon target (the kind that this ability is especially useful against considering the save-or-die of it) with more than 100, 200 or 400hp, so they'd likely go boom. Just a thought. :smallbiggrin:

EDIT: Oh, and the reason the aura's tier advances faster is to keep up with magic item bonuses. I don't want the bonuses to be obsolete by the time the character gets them, but at the same time not overpowering. So, the aura bonuses are relatively small. 1d8 points of damage (+5 for a Necroblade) at Greater turns out to about 3-4(8-9) points of damage per round for about, what, 5 or 6 rounds? So, that averages at 15-24 (40-54) damage throughout the duration, of which the wizard or barbarian dishes out in half a round (a round?). The aura is useful but not overpowering.

MORE EDITING!: Oh, um. As for the Acid, I decided against cold because water is a solvent, and can easily become acidic or basic (although there's no "Base" energy type in D&D, so I imagine the caustic effects are the same), so the caustic-ness of it should shine through in an Aquablade, his sword able to liquefy anything it slices through.

And as for the touch attack dealing 150 damage on average... I may have to reduce that :smalleek:. I don't wanna nerf it so it's useless, though. It's a useful ability simply because, in the stead of an imbue or aura use, you deal a heavy amount of elemental damage (or heal a similar amount if you're a Vitablade).

Zaydos
2010-07-31, 04:14 AM
Element|Aura Effect
Fire| +2 damage to nearby allies’ attacks
Water| +2 attack to nearby allies’ attacks
Air| 10% concealment to nearby allies
Earth| +2 Natural Armor to nearby allies
Life| Fast Healing 1 to nearby allies
Death| +1 aura damage (Total 1d4+1)
If the aura is of the Primablade’s elemental affinity, the effect is doubled. This aura lasts for a number of rounds equal to 1 + the Primablade’s Charisma Modifier (minimum 1) and uses one use of the Primablade’s Channel Ether ability. It is a move action to initiate an aura.


As requested the relevant area (and a little bit around it to make it easier to find in the entire block).

Meirnon
2010-07-31, 01:28 PM
Oops. I think that was an accident on my part as I was going through the builds of the class. It was originally going to be double the effect, but... umm... I changed that as I worked, and I guess since I just copy-pasted the class from a Google Doc that I made, I must've skipped over than on accident. :smalleek:

Thanks. Editing now.

EDIT ABOUT MY EDIT!: Reduced the damage of Elemental Touch (So it does 20d8 at level 20, for an average of 80-90, which is about as much as overload does to surrounding enemies, and a good party barbarian can top at a full attack action). Also reworded the Aura and Imbue Body abilities.

Zaydos
2010-07-31, 02:20 PM
The class looks a lot better with the clarifications. I'd have actually not dropped the touch damage as much, probably kept a +1 to die on the final version at least (giving it an average of 110 at Lv 20), but (the elemental touch ability) still looks useful and fully playable. I really like the class as a whole, and think I'd like to use it next time I DM 3.5 (which may be a while... my next game is supposed to be 4e).

I really think a Necroblade would make a fun villain. Not the BBEG himself, but his Dragon (I will not link TVtropes). As a player I'd probably go Terrablade although Aeroblade is a definite option.

Meirnon
2010-07-31, 02:54 PM
The class looks a lot better with the clarifications. I'd have actually not dropped the touch damage as much, probably kept a +1 to die on the final version at least (giving it an average of 110 at Lv 20), but (the elemental touch ability) still looks useful and fully playable. I really like the class as a whole, and think I'd like to use it next time I DM 3.5 (which may be a while... my next game is supposed to be 4e).

I really think a Necroblade would make a fun villain. Not the BBEG himself, but his Dragon (I will not link TVtropes). As a player I'd probably go Terrablade although Aeroblade is a definite option.

Hehe, thanks for the ego-boosting. I'm glad you enjoy it and would be thrilled to know other people are including it in their games.

IcarusWings
2010-07-31, 04:11 PM
Minor nitpick, which doesn't matter in the slightest but still annoys me.
You've mixed between the latin and greek roots. Aeroblade, Necroblade and Pyroblade are greek, whilst Terrablade, Vitablade and Aquablade are latin. If you want to go with all greek they should be Geoblade, Bioblade and Hydroblade actually those sound naff so leave it.

Meirnon
2010-07-31, 04:23 PM
Minor nitpick, which doesn't matter in the slightest but still annoys me.
You've mixed between the latin and greek roots. Aeroblade, Necroblade and Pyroblade are greek, whilst Terrablade, Vitablade and Aquablade are latin. If you want to go with all greek they should be Geoblade, Bioblade and Hydroblade actually those sound naff so leave it.

You get a cookie. I chose what sounded good over roots, though. :smallbiggrin:

Meirnon
2010-10-20, 12:47 AM
Okay, been awhile. Bout time I bump this to see if any new peachers want to criticize the class before it becomes Thread Necro for me to do so (it's not 3 months just yet xD)

Lix Lorn
2010-10-20, 02:59 AM
I like it. :)
Don't see anything wrong either.