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NineThePuma
2011-03-24, 12:35 PM
Mage Swords

Put an image of your class here!

"Daddy, that guy with the glowing sword... I wanna be like him when I grow up!"
- Harb, future Mage Sword

Sometimes, a child is born with a spark, a touch of magic in their blood. Sometimes this manifests in ridiculous ways, giving them awesome power as a spell caster. Other times, this spark is forged by sheer force of will into weapons of unequaled versatility. The Mage Swords are warriors who force their latent talent with magic into the shape of a weapon.

Adventures: Mage Swords adventure for many of the same reasons as Sorcerers, actually. A mixture of simple curiosity and a desire to further test the strength of your spirit can go a long way.

Characteristics: Mage Swords are masters of hurting their foes, and show a strong predisposition toward leadership roles. They tend to be direct in combat, and are distinctive melee fighters.

Alignment: Mage Swords may be of any alignment, though they tend more toward neutrality on the moral axis.

Religion: Religion has little influence on an Mage Sword's abilities, which means there is no unifying thread of religion. They tend to follow the religious trends of their race and region.

Background: Mage Swords tend to come into their power when they hit puberty. Beyond this fact, there is very little unifying them as a group other than strong personalities.

Races: Mage Swords spring up in many races with distinctly magical backgrounds, and even in some that lack that background. While those who tend more toward Psionics rarely enter this class, they are not completely unheard of.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: Despite their high charisma, Mage Swords tend to make poor party faces, and instead serve more as 'Strikers' who deal significant amounts of damage to their target. While they can serve as a primary melee combatant, they serve better as secondary melee combatants. They can also serve as Secondary Debuffers with the appropriate Blade Enhancements and Eldritch Essences.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: Charisma is a great tool for Mage Swords, as that affects the DC of their Invocations and provides many benefits. Constitution is important for hit points. Other physical ability scores depend on how you intend to serve in combat.
Alignment: Any.
Hit Die: d10
Starting Age: As Sorcerer.
Starting Gold: As Fighter.

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

MAGE SWORD
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations
1st|
+1|
+0|
+0|
+2|Eldritch Blade, Armored Mage, Least Invocations|1
2nd|
+2|
+0|
+0|
+3|Blade Enhancment (+1)|2
3rd|
+3|
+1|
+1|
+3|Eldritch Protection|2
4th|
+4|
+1|
+1|
+4|Blade Enhancment (+2)|3
5th|
+5|
+1|
+1|
+4|Bonus Feat|3
6th|
+6/+1|
+2|
+2|
+5|Blade Enhancment (+3), Lesser Invocations|4
7th|
+7/+2|
+2|
+2|
+5|Eldritch Reflexes|4
8th|
+8/+3|
+2|
+2|
+6|Blade Enhancment (+4)|5
9th|
+9/+4|
+3|
+3|
+6|Bonus Feat|5
10th|
+10/+5|
+3|
+3|
+7|Blade Enhancment (+5)|6
11th|
+11/+6/+1|
+3|
+3|
+7|Eldritch Strike, Greater Invocations|7
12th|
+12/+7/+2|
+4|
+4|
+8|Blade Enhancment (+6)|7
13th|
+13/+8/+3|
+4|
+4|
+8|Bonus Feat|8
14th|
+14/+9/+4|
+4|
+4|
+9|Blade Enhancment (+7)|8
15th|
+15/+10/+5|
+5|
+5|
+9|Eldritch Destruction|9
16th|
+16/+11/+6/+1|
+5|
+5|
+10|Blade Enhancment (+8), Eldritch Invocations|10
17th|
+17/+12/+7/+2|
+5|
+5|
+10|Bonus Feat|10
18th|
+18/+13/+8/+3|
+6|
+6|
+11|Blade Enhancment (+9)|11
19th|
+19/+14/+9/+4|
+6|
+6|
+11|Eldritch Death|11
20th|
+20/+15/+10/+5|
+6|
+6|
+12|Blade Enhancment (+10)|12[/table]

Class Features
All of the following are class features of the Mage Sword.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

Eldritch Blade (Su): As a swift action, a Mage Sword can create a semisolid weapon composed of magical energy distilled from his own spirit. The weapon is completly customizable, at any time. She can either form it into a light weapon, a one-handed weapon, or a two-handed weapon. Once chosen, her eldritch blade stays in this form until she dismisses and reforms her eldritch blade. The light weapon deals 1d6 points of damage, the one-handed weapon deals 1d8 points of damage, and the two-handed weapon deals 2d6 points of damage. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons. In all forms, the mind blade has a critical range of 19-20/x2. The wielder of an eldritch blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.

The blade can be broken (it has hardness 10 and 10 hit points); however, a Mage Sword can simply create another with a swift action. The blade disappitates just before the start of the Mage Sword's next turn if he relinquishes his grip, but anyone attempting to wield it other than him takes damage as though struck by the Eldritch Blade. An Eldritch Blade is considered a magic weapon for the purpose of overcoming damage reduction.

A Mage Sword can use feats such as Power Attack or Combat Expertise in conjunction with the Eldritch Blade just as if it were a normal weapon. He can also choose Eldritch Blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.

A Mage Sword’s Eldritch Blade improves as the character gains higher levels. At 2nd level and every two levels thereafter, the Eldritch blade gains a cumulative +1 enhancement bonus, either applied directly to the weapon or used to purchase special abilities. Special abilities may be reassigned with a five minute period of meditation. He may never have an raw enhancement bonus greater than one quarter his level.

Even in places where magical effects do not normally function (such as within an antimagic field), a Mage Sword can attempt to sustain his eldritch blade by making a DC 20 concentration check. On a successful save, the Mage Sword maintains his eldritch blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the eldritch blade vanishes. As a swift action on his turn, the mage sword can attempt a new concentration check to rematerialize his eldritch blade while he remains within the magic negating effect.

Invocations (Su): A Mage Sword does not prepare or cast spells as other wielders of arcane or divine magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the mystic energy in his blood. A Mage Sword can use any invocation he knows at will, with the following qualifications:

A Mage Sword's invocations are spell-like abilities; using an invocation therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A Mage Sword is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A Mage Sword can choose to use an invocation defensively by making a successful Concentration check, to avoid provoking attacks of opportunity. A Mage Sword's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A Mage Sword's caster level with his invocation is equal to his Mage Sword level.

The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the Mage Sword's Charisma modifier. Since spell-like abilities are not actually spells, a Mage Sword cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Abilities and Empower Spell-Like Ability.

The four grades of invocations, in order of their relative power, are least, lesser, greater, and mythic. There are additionally four classifications of invocation, Core, Essence, Form, and General. A Mage Sword begins with knowledge of one invocations, which must be of the lowest grade (least), but may be of any classification. As a mage sword gains levels, he learns new invocations, as summarized on the class progression table and described below. A list of available invocations can be found following the class description, and a complete description of each invocation can be found at the end of this document.

Every time a Mage Blade learns a new invocation, he can also replace an invocation he already knows with another invocation of the same grade or of a lower grade. The Invocation must be part of the same classification of invocations.

Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiencies above. Mage Swords can qualify for some prestige classes usually intended for spellcasters, provided that the prestige class in question requires a caster level requirement, as opposed to a specific level of spells capable of being cast by the character.

Armored Mage (Ex): A Mage Sword does not incur Arcane Spell Failure chance when using her Mage Sword invocations if she is wearing Medium or lighter armor.

Eldritch Protection (Su): At 3rd level, a Mage Sword gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Eldritch Reflexes (Su): Starting at 7th level, a Mage Sword may make a number of additional attacks of opportunity equal to her Charisma modifier.

Eldritch Strike (Su): A 11th level Mage Sword gains a bonus equal to her Charisma modifier on attacks with her Eldritch Blade against enemies she has already struck this round with her Eldritch Blade.

Eldretch Destruction (Su): When a Mage Sword advances to level 15, their Eldritch Blade becomes more destructive, granting the Mage Sword a bonus to damage on all attacks made with their Eldritch blade equal to their charisma modifier.

Eldritch Death (Su): The Eldritch Blade is not just a tool to protect the Mage Sword, it is also a force of destruction unto itself. Starting at 19th level, the Mage Sword may channel this destructive force 3 + Cha times per day, as an attack action. If the attack hits, the target must make a Fort save (DC 10+1/2 Level+Cha Modifier) or be reduced to -10 HP and rendered Dead.

NineThePuma
2011-03-24, 12:36 PM
Eldritch Essence Invocations
Some Mage Sword invocations, such as Sickening Blow, modify the damage or other effects of the Mage Sword's Eldritch Blade. These are called Eldritch Essence invocations. Unless noted otherwise, eldritch blades modified by eldritch essence invocations deal damage normally in addition to imparting the effects described in the invocation description.
A Mage Sword can apply only one Eldritch Essence invocation to an Eldritch Blade, choosing from any eldritch essences he knows. Saving throws provoked by the eldritch essence are equivilant to 10 + 1/2 the mage sword's class level + the Mage Sword's Cha modifier. Creatures immune to the effects of an Eldritch Essence still take normal damage from the Eldritch Blade as normal (unless they are immune to the damage type of the Eldritch Blade).
A Mage Blade may apply an Essence, a Core, and a Shape to an Eldritch Blade.

Least:
Sickening Blow: Those struck by the weapon must make a Fort save or become Sickened. This cannot cause foes to become Nauseated.
Frightful Blow: Those struck by the weapon must make a Will save or become Shakened. This effect cannot cause an enemy to become Frightened.
Wounding Blow: Targets struck with the weapon take a cumulative 1 bleeding damage per hit. They take damage equal to this 'bleed' damage at the start of their turn until the bleeding is halted. The bleeding can be halted with a Heal check against the standard DC.
Slowing Blow: Those struck by the weapon are are also slowed, reducing their movement speed by half and imposing a penalty to AC and Reflex saves equal to one half the Mage Sword's level in this class for one round. A successful fortitude save, DC (10+1/2HD+Cha mod) negates the slowing and penalties.

Lesser:
Burning Blow: All damage dealt by the weapon due to damage dice, high strength, precision damage, etc. becomes fire damage.
Icy Blow: All damage dealt by the weapon due to damage dice, high strength, precision damage, etc. becomes cold damage.
Lightning Blow: All damage dealt by the weapon due to damage dice, high strength, precision damage, etc. becomes electricity damage.
Corrosive Blow: All damage dealt by the weapon due to damage dice, high strength, precision damage, etc. becomes Acid damage.

Greater:
Enfeebling Blow: Targets struck with the weapon must make a Fortitude save or take 2 points of Strength damage. A target may only take one damage through this ability per turn.
Shivering Blow: Targets struck with the weapon must make a Fortitude save or take 2 points of Dexterity damaget. A target may only take one damage through this ability per turn.
Weakening Blow: Targets struck with the weapon must make a Fortitude save or take a 1 constitution damage per hit. A target may only take one damage through this ability per turn.

Mystic:
Confusing Blow: Targets struck by the weapon must make a Will save or become Confused for one round per caster level.
Petrifying Blow: Targets struck by the weapon must make a Fort save or become Petrified for one minute per caster level.

Blade Core Invocations
Some Mage Sword invocations, such as Cold Iron Blade, modify the damage or other effects of the Mage Sword's Eldritch Blade. These are called Blade Core invocations. Unless noted otherwise, eldritch blades modified by Blade Core invocations deal damage normally in addition to imparting the effects described in the invocation description.
A Mage Sword can apply only one Blade Core invocation to an Eldritch Blade, choosing from any Blade Core he knows. A Mage Blade may apply an Essence, a Core, and a Shape to an Eldritch Blade. However, some Blade Cores (such as Accursed Blade) double as Eldritch Essence Invocations, and take both slots.

Least:
Cold Iron Blade: The Eldritch Blade is treated as Cold Iron for the purpose of overcoming damage reduction.
Silver Blade: The Eldritch Blade is treated as Alchemical Silver for the purpose of overcoming damage reduction.

Lesser:
Adamantine Blade: The Eldritch Blade is treated as adamantium for the purpose of overcoming damage reduction. It ignores hardness less than 20 when attacking objects.
Accursed Blade: The Eldritch Blade curses foes it strikes, giving them a penalty equal to one half the Mage Sword's charisma modifier on attack rolls, damage rolls, saves, ability checks and skill checks for the rest of the encounter. The struck target may make a will save to resist this effect. This Blade Core Invocation is also an Eldritch Essence invocation.

Greater:

Mystic:
Vicious Blade: The Eldritch Blade deals bonus damage equal to the Mage Sword's charisma modifier times the number of times the Eldritch Blade has struck the target in the last five rounds. This Blade Core Invocation is also an Eldritch Essence invocation.

Blade Shape Invocations
Some Mage Sword invocations, such as Twin Shape, modify the traits of the Mage Sword's Eldritch Blade. These are called Blade Shape invocations. Unless noted otherwise, eldritch blades modified by Blade shape invocations deal damage normally in addition to imparting the effects described in the invocation description.
A Mage Sword can apply only one Blade Shape invocation to an Eldritch Blade, choosing from any Blade shape he knows. A Mage Blade may apply an Essence, a Core, and a Shape to an Eldritch Blade.

Least:
Ranged Shape: The Eldritch Blade takes the form of a gauntlet instead of its usual shape. It can launch 'bolts' of energy as a crossbow of the appropriate size (Hand Crossbow ia a Light Weapon, Light Crossbow is a One Handed Weapon, Heavy Crossbow is a Two Handed Weapon), including range increment and damage.
Twin Shape: The Eldritch Blade splits the weapon in two, creating a second weapon with all the same enhancements as the original. It must still be wielded by the Mage Sword or it disappears.
Tripping: You can make trip attacks with Eldritch Blades with this shape. If you are tripped during your own trip attempt, you can drop the Eldritch Blade to avoid being tripped.
Reach: Eldritch Blades with this shape have reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

Lesser:
Enhanced Critical: The Critical Threat Range for Eldritch Blades with this shape is 18-20/x3.
Radius: Eldritch Blades with this shape have reach. You can strike opponents 10 feet away with it. Unlike most Reach Weapons, Eldritch Blades in this shape can still be used to attack adjacent targets.

Greater:

Mystic:



Other Invocations
And then there are invocations that don't fall into the above categories.

NineThePuma
2011-03-24, 12:43 PM
Well, there you have it. The Mage Sword. I'm aware that skills are incomplete.

It's intended to mix the Warlock and the Soulknife into one class, which I've found to be a cutesy (if slightly ridiculous) combination.

I don't actually have the mental fortitude to start working on the Invocations, having been building this for the last several hours, but...

Form Invocations are similar to Blast Shapes; they alter how the weapon works in some way. Greater crit range, reach, tripping, etc.

Core Invocations are similar to some Essences, but the best way to describe it are with Breath Effects, actually. Cores alter the way the weapon behaves when it hits the enemy, while Essences alter the way enemies react to being hit. Cores might change the damage to Fire damage, while Essences would be status ailments.

... And General Invocations are just General Invocations.

Please examine and respond~

tzaan
2011-03-24, 01:13 PM
I could hug you for making this. I've been mashing soulkinfe and warlock together in my head for a while now and now...voila!

Read Complete Mage? Wack this fella onto Eldritch Theurge (replacing EB req) and you've got a whirlwing of blades with a fireball strapped to it's face

I like. I like a lot

On Invocation suggestions; just use the bog standard Warlock ones and repurpose the Essences into your 'Cores' instead of coming up with new ones. Lazy, yes, but hey a paralyzed, shaken and dominated foe is just too amusing once you take your blade out of his pancreas

NineThePuma
2011-03-24, 01:15 PM
I'm going to use a number of Warlock and Dragonfire Adept Essences/Shapes/Effects, but I don't have the will right this second.

Re'ozul
2011-03-24, 01:35 PM
I can already see this be used (or tried to) with the VoP fix on this site for maximum blade enhancement.

I actually really want to play this class.
The one-blade restriction (as afr as I see) might turn away TWF fans, but otherwise its really good.

No i need to find a class that does the same with armor (Incarnum based maybe), take the afforementioned VoP and try to get into a gestalt game, wheeee.

Also, the class reminds me a bit of the Soulborn in the Frank&K Tome.

NineThePuma
2011-03-24, 01:37 PM
That's one of the Shape Invocations, actually.

I recommend monk for the other side. There's a feat somewhere that makes it Cha based.

Utterdark
2011-03-24, 04:02 PM
Mage Swords

Put an image of your class here!

"Daddy, that guy with the glowing sword... I wanna be like him when I grow up!"
- Harb, future Mage Sword

Sometimes, a child is born with a spark, a touch of magic in their blood. Sometimes this manifests in ridiculous ways, giving them awesome power as a spell caster. Other times, this spark is forged by sheer force of will into weapons of unequaled versatility. The Mage Swords are warriors who force their latent talent with magic into the shape of a weapon.

Adventures: Mage Swords adventure for many of the same reasons as Sorcerers, actually. A mixture of simple curiosity and a desire to further test the strength of your spirit can go a long way.

Characteristics: Mage Swords are masters of hurting their foes, and show a strong predisposition toward leadership roles. They tend to be direct in combat, and are distinctive melee fighters.

Alignment: Mage Swords may be of any alignment, though they tend more toward neutrality on the moral axis.

Religion: Religion has little influence on an Mage Sword's abilities, which means there is no unifying thread of religion. They tend to follow the religious trends of their race and region.

Background: Mage Swords tend to come into their power when they hit puberty. Beyond this fact, there is very little unifying them as a group other than strong personalities.

Races: Mage Swords spring up in many races with distinctly magical backgrounds, and even in some that lack that background. While those who tend more toward Psionics rarely enter this class, they are not completely unheard of.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: Despite their high charisma, Mage Swords tend to make poor party faces, and instead serve more as 'Strikers' who deal significant amounts of damage to their target. While they can serve as a primary melee combatant, they serve better as secondary melee combatants. They can also serve as Secondary Debuffers with the appropriate Blade Enhancements and Eldritch Essences.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: Charisma is a great tool for Mage Swords, as that affects the DC of their Invocations and provides many benefits. Constitution is important for hit points. Other physical ability scores depend on how you intend to serve in combat.
Alignment: Any.
Hit Die: d10
Starting Age: As Sorcerer.
Starting Gold: As Fighter.

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

MAGE SWORD
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations
1st|
+1|
+0|
+0|
+2|Eldritch Blade, Armored Mage, Least Invocations|1
2nd|
+2|
+0|
+0|
+3|Blade Enhancment (+1)|2
3rd|
+3|
+1|
+1|
+3|Eldritch Protection|2
4th|
+4|
+1|
+1|
+4|Blade Enhancment (+2)|3
5th|
+5|
+1|
+1|
+4|Bonus Feat|3
6th|
+6/+1|
+2|
+2|
+5|Blade Enhancment (+3), Lesser Invocations|4
7th|
+7/+2|
+2|
+2|
+5|Eldritch Reflexes|4
8th|
+8/+3|
+2|
+2|
+6|Blade Enhancment (+4)|5
9th|
+9/+4|
+3|
+3|
+6|Bonus Feat|5
10th|
+10/+5|
+3|
+3|
+7|Blade Enhancment (+5)|6
11th|
+11/+6/+1|
+3|
+3|
+7|Eldritch Strike, Greater Invocations|7
12th|
+12/+7/+2|
+4|
+4|
+8|Blade Enhancment (+6)|7
13th|
+13/+8/+3|
+4|
+4|
+8|Bonus Feat|8
14th|
+14/+9/+4|
+4|
+4|
+9|Blade Enhancment (+7)|8
15th|
+15/+10/+5|
+5|
+5|
+9|Eldritch Destruction|9
16th|
+16/+11/+6/+1|
+5|
+5|
+10|Blade Enhancment (+8), Eldritch Invocations|10
17th|
+17/+12/+7/+2|
+5|
+5|
+10|Bonus Feat|10
18th|
+18/+13/+8/+3|
+6|
+6|
+11|Blade Enhancment (+9)|11
19th|
+19/+14/+9/+4|
+6|
+6|
+11|Eldritch Death|11
20th|
+20/+15/+10/+5|
+6|
+6|
+12|Blade Enhancment (+10)|12[/table]

Class Features
All of the following are class features of the Mage Sword.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

Eldritch Blade (Su): As a swift action, a Mage Sword can create a semisolid weapon composed of magical energy distilled from his own spirit. The weapon is completly customizable, at any time. She can either form it into a light weapon, a one-handed weapon, or a two-handed weapon. Once chosen, her eldritch blade stays in this form until she dismisses and reforms her eldritch blade. The light weapon deals 1d6 points of damage, the one-handed weapon deals 1d8 points of damage, and the two-handed weapon deals 2d6 points of damage. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons. In all forms, the mind blade has a critical range of 19-20/x2. The wielder of an eldritch blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.

The blade can be broken (it has hardness 10 and 10 hit points); however, a Mage Sword can simply create another with a swift action. The blade disappitates just before the start of the Mage Sword's next turn if he relinquishes his grip, but anyone attempting to wield it other than him takes damage as though struck by the Eldritch Blade. An Eldritch Blade is considered a magic weapon for the purpose of overcoming damage reduction.

A Mage Sword can use feats such as Power Attack or Combat Expertise in conjunction with the Eldritch Blade just as if it were a normal weapon. He can also choose Eldritch Blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.

A Mage Sword’s Eldritch Blade improves as the character gains higher levels. At 2nd level and every two levels thereafter, the Eldritch blade gains a cumulative +1 enhancement bonus, either applied directly to the weapon or used to purchase special abilities. Special abilities may be reassigned with with what? Finish your sentence!

Even in places where magical effects do not normally function (such as within an antimagic field), a Mage Sword can attempt to sustain his eldritch blade by making a DC 20 concentration check. On a successful save, the Mage Sword maintains his eldritch blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the eldritch blade vanishes. As a swift action on his turn, the mage sword can attempt a new concentration check to rematerialize his eldritch blade while he remains within the magic negating effect.

Invocations (Su): A Mage Sword does not prepare or cast spells as other wielders of arcane or divine magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the mystic energy in his blood. A Mage Sword can use any invocation he knows at will, with the following qualifications:

A Mage Sword's invocations are spell-like abilities; using an invocation therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A Mage Sword is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A Mage Sword can choose to use an invocation defensively by making a successful Concentration check, to avoid provoking attacks of opportunity. A Mage Sword's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A Mage Sword's caster level with his invocation is equal to his Mage Sword level.

The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the Mage Sword's Charisma modifier. Since spell-like abilities are not actually spells, a Mage Sword cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Abilities and Empower Spell-Like Ability.

The four grades of invocations, in order of their relative power, are least, lesser, greater, and mythic. There are additionally four classifications of invocation, Core, Essence, Form, and General. A Mage Sword begins with knowledge of one invocations, which must be of the lowest grade (least), but may be of any classification. As a mage sword gains levels, he learns new invocations, as summarized on the class progression table and described below. A list of available invocations can be found following the class description, and a complete description of each invocation can be found at the end of this document.

Every time a Mage Blade learns a new invocation, he can also replace an invocation he already knows with another invocation of the same grade or of a lower grade. The Invocation must be part of the same classification of invocations.

Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiencies above. Mage Swords can qualify for some prestige classes usually intended for spellcasters, provided that the prestige class in question requires a caster level requirement, as opposed to a specific level of spells capable of being cast by the character.

Armored Mage (Ex): A Mage Sword does not incur Arcane Spell Failure chance when using her Mage Sword invocations if she is wearing Medium or lighter armor.

Eldritch Protection (Su): At 3rd level, a Mage Sword gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Eldritch Reflexes (Su): Starting at 7th level, a Mage Sword may make a number of additional attacks of opportunity equal to her Charisma modifier.

Eldritch Strike (Su): A 11th level Mage Sword gains a bonus to attacks against against what? she has already struck this round equal to her Charisma modifier.

Eldretch Destruction (Su): When a Mage Sword advances to level 15, their Eldritch Blade becomes more destructive, granting the Mage Sword a bonus to damage on all attacks made with their Eldritch blade equal to their charisma modifier.

Eldritch Death (Su): The Eldritch Blade is not just a tool to protect the Mage Sword, it is also a force of destruction unto itself. Starting at 19th level, the Mage Sword may channel this destructive force 3 + Cha times per day, as an attack action. If the attack hits, the target must make a Fort save (DC 10+1/2 Level+Cha Modifier) or be reduced to -10 HP and rendered Dead.

Replies in Blue.

Yes. All I commented on was grammar. Also: Pretty good, even if it does seem a bit much. I mean, extra wealth, d10 HP, only 2 less invocations than a warlock, and full base attack bonus. It's pretty darn powerful, it is.

NineThePuma
2011-03-24, 04:04 PM
Replies in Blue.

Yes. All I commented on was grammar. Also: Pretty good, even if it does seem a bit much. I mean, extra wealth, d10 HP, only 2 less invocations than a warlock, and full base attack bonus. It's pretty darn powerful, it is.

You couldn't just quote the problem sections? XD

It actually has the same number of invocations as the warlock.

Utterdark
2011-03-24, 04:06 PM
You couldn't just quote the problem sections? XD

It actually has the same number of invocations as the warlock.

Well... in that case... it's significantly more powerful than just a gestalt warlock/soulknife... I'd put it's tier at maybe 2 or high 3.

Edit: Not to mention that's it's strictly better than a fighter. But, hell, what's not strictly better than a fighter?

NineThePuma
2011-03-24, 04:07 PM
*shrugs* I put it at Mid 3, actually.

Edit: d12 HD, martial maneuvers from some solid disciplines, full bab... Seriously, this is on PAR with Fighter.

Yes, I treat the Warblade as the Fighter. Shush.

Utterdark
2011-03-24, 04:13 PM
*shrugs* I put it at Mid 3, actually.

Edit: d12 HD, martial maneuvers from some solid disciplines, full bab... Seriously, this is on PAR with Fighter.

Yes, I treat the Warblade as the Fighter. Shush.

Hey! The Warblade is totally Tier 2!

NineThePuma
2011-03-24, 04:29 PM
No it isn't. Check the tier list. Warblade isn't chain gating in Solars.

El_Pablo
2011-03-24, 10:02 PM
I think this is really cool, and I have been thinking up a simple soulnife fix myself. I just wanted to note somethings I see as confusing.

First, no ranged support, but I guess you would just allow martial weapon prof and leave it at that.

The weapon enhancement mechanic confuses me if you are mixing it with the invocations. So, do you get special abilities from your invocation like some breath effects, or do your invocation do other special combat effects and weapon special abilities are resolved from your enhancement mechanic.

Will the mage sword be able have access to utility invocations for some small battlefield control advantages or just blade effects?

Finally, full BAB? you have a class abilities that give an extra stat to hit, to damage, and a death attack which requires a to-hit. Generally, things with to-hit death-type attacks don't get full attack bonus to balance the old chance of death. Second, charisma to damage ain't no thing, but most classes which have a full BAB don't also include an ability that gives them a bonus to hit. Your BAB presupposes you should be hitting, you don't need a class skill to help you hit unless your BAB is low, and you have MAD so strength has to be sacrificed (often classes that do replace to hit with another stat, they do not add the stat bonus to hit).

Otherwise, cool mix, but I just wonder about some of your decisions. Maybe there is room to remove some functions and include something cooler!

Edit: In bold, otherwise paragraph makes no sense.

NineThePuma
2011-03-24, 10:10 PM
I think this is really cool, and I have been thinking up a simple soulnife fix myself. I just wanted to note somethings I see as confusing.

First, no ranged support, but I guess you would just allow martial weapon prof and leave it at that.

The weapon enhancement mechanic confuses me if you are mixing it with the invocations. So, do you get special abilities from your invocation like some breath effects, or do your invocation do other special combat effects and weapon special abilities are resolved from your enhancement mechanic.

Will the mage sword be able have access to utility invocations for some small battlefield control advantages or just blade effects?

Finally, full BAB? you have a class abilities that give an extra stat to hit, to damage, and a death attack which requires a to-hit. Generally, things with to-hit death-type attacks don't get full attack bonus to balance the old chance of death. Second, charisma to damage ain't no thing, but most classes which have a full BAB also include an ability that gives them a bonus to hit. Your BAB presupposes you should be hitting, you don't need a class skill to help you hit unless your BAB is low, and you have MAD so strength has to be sacrificed (often classes that do replace to hit with another stat, they do not add the stat bonus to hit).

Otherwise, cool mix, but I just wonder about some of your decisions. Maybe there is room to remove some functions and include something cooler!

Weapon Shape for ranged. full on 60 foot ranged increment.

Invocations are aimed to be things the weapon enhancements can't cover.

There are SOME utility things, but they're mostly buffs to skills and a little bit of mobility.

I thought it was appropriate.

El_Pablo
2011-03-24, 10:54 PM
Weapon Shape for ranged. full on 60 foot ranged increment.
I didn't see that listed earlier, sorry.


Invocations are aimed to be things the weapon enhancements can't cover.
Such as special maneuvers or abilities not existing listed enhancements. Will they be designed to work with existing combat mechanics (i.e. charging, whirlwind attacking, AoOs)?


There are SOME utility things, but they're mostly buffs to skills and a little bit of mobility.
So, mostly focusings on the effects similar to the breath shaping effects but for the mage blade... cool.


I thought it was appropriate.

Designer's choice i guess. Thanks for answering my question. :smallbiggrin:

The-Mage-King
2011-03-24, 11:01 PM
Looks fun. I'll give a more through review when there's more done.


But please add a telekenetic ability somewhere in their invocations, okay?

Elfstone
2011-03-25, 02:44 PM
*snip*
In all forms, the mind blade has a critical range of 19-20/x2. The wielder of an eldritch blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
*snip*


Might wanna fix this ^^

Looks okay. I would say that channeling invocations through the blade along with bonus damage (like the duskblade and the soulknife) wouldnt be out of line.

NineThePuma
2011-03-25, 02:51 PM
Might wanna fix this ^^

Looks okay. I would say that channeling invocations through the blade along with bonus damage (like the duskblade and the soulknife) wouldnt be out of line.

Thanks :smallredface::smallsigh:

I coulda sworn I had them all.



And that's actually my intent. I'll probably sit down tonight and do a whole bunch of invocations.

Tacitus
2011-03-25, 03:18 PM
First of all, I greatly enjoy the idea. I've always loved the idea of the soulknife, and do so enjoy several of the rebuilds of it I've found.

For Eldritch Death, you may want to consider whether or not it counts as a death effect for purposes of immunity and specify as such.

You may want to consider a mean by which to make changing the weapon enhancements even easier, as in how long it takes to change them. Maybe add in features to scale it back to 1 minute and then a full round, or even down to a swift action. If necessary, consider including an invocation to do so as a Standard.

One problem I'm seeing is that the only way you have to overcome DR other than magic is by taking a combination of weapon properties (metalline, transmuting, the aligned ones, etc). If your big shtick is going to be having a magic sword, you should probably make it easier to overcome DR.

Eldritch Reflexes is interesting. Never seen anyone do that before. Maybe allow it to count as Combat Reflexes for feat prerequisites?

Might want to take a gander at the invocations used in Chambers's Heroic Duskblade: http://www.giantitp.com/forums/showthread.php?p=9008269
Not all of them would be appropriate, but it should spark some ideas.

NineThePuma
2011-03-25, 03:27 PM
First of all, I greatly enjoy the idea. I've always loved the idea of the soulknife, and do so enjoy several of the rebuilds of it I've found.Awww. You're gonna make me blush.


For Eldritch Death, you may want to consider whether or not it counts as a death effect for purposes of immunity and specify as such.Being rendered dead counts, but being reduced to -10 doesn't.


You may want to consider a mean by which to make changing the weapon enhancements even easier, as in how long it takes to change them. Maybe add in features to scale it back to 1 minute and then a full round, or even down to a swift action. If necessary, consider including an invocation to do so as a Standard.It takes a 1 minute period minimum. I do NOT want people adding the Bane quality to their weapon for "Whatever I happen to be fighting" :smallannoyed:


One problem I'm seeing is that the only way you have to overcome DR other than magic is by taking a combination of weapon properties (metalline, transmuting, the aligned ones, etc). If your big shtick is going to be having a magic sword, you should probably make it easier to overcome DR. Those are Core Invocations.


Eldritch Reflexes is interesting. Never seen anyone do that before. Maybe allow it to count as Combat Reflexes for feat prerequisites? Oooooh... Nice idea.


Might want to take a gander at the invocations used in Chambers's Heroic Duskblade: http://www.giantitp.com/forums/showthread.php?p=9008269
Not all of them would be appropriate, but it should spark some ideas.

Oh, the problem isn't "Ideas" it's more "ability to focus" xD

Re'ozul
2011-03-25, 04:09 PM
Considering the Bane enchantment...
The Truebane enchantment does exist, and iirc is also only a +3 so the difference isn't that big.

Bane: +2
Truebane: +3 At the end of a round the weapon changes to bane "whatever was hit last" if you don't hit anything it becomes bane "what the wielder is"

all it does is give no bonus on the initial round and force out 1 point of enchantment.

Also, does the blade follow the usual pattern of needing a +1 actual enchantment before going into specials or can you basically make a ghost-touch or keen weapon as soon as you get it (or level 3 considering your rules i think)

NineThePuma
2011-03-25, 04:11 PM
Also, does the blade follow the usual pattern of needing a +1 actual enchantment before going into specials or can you basically make a ghost-touch or keen weapon as soon as you get it (or level 3 considering your rules i think)
Yes. And it's level 2.

JKTrickster
2011-03-26, 07:19 PM
It takes a 1 minute period minimum. I do NOT want people adding the Bane quality to their weapon for "Whatever I happen to be fighting" :smallannoyed:



Actually if you limit this ability to a daily limit, it becomes a powerful but not breaking tool for the Mage Sword. E.g. 2-3/day to change their weapons as a full round action (and maybe even less at higher levels) wouldn't break things at sufficiently higher levels.

NineThePuma
2011-03-27, 10:30 AM
Added a bunch of Invocations.

I'm also taking suggestions for them, naturally.

Elfstone
2011-03-27, 12:28 PM
Ability to make a storm of blades with the enchantments of your blade rain from the sky?(with a difficult reflex save. None of the blade barriers easy types)

Thats just pure win.

Re'ozul
2011-03-27, 01:29 PM
Slowing Blow: Frost Archer? Shame on you for copypasting :smallbiggrin:
Since its based on PrC make it 1/2 class levels or better 1/3rd rounding up.

Greater Essences:
Since Con usually is best anyway, I'd make the other ones do 2 damage (but thats my opinion)

Confusing Blow:
Seems to be too weak for its type.

--------------

Accursed Blade: NERF NOW, seriously this is way way too strong.
It scales further. A level 1 blade with 18 charisma can give an enemy a -4 to basically everything for an entire combat.

Vicious: The offensive overkill to accursed'd defensive overkill.
since you have a full BAB class here you can -at lvl 16+- have up to 20*charisma bonus damage. since lvl20 highstat seems to be always considered to be +10 you'd get 200 extra damage per hit...
Of course it never comes to that since nothing has that much hp (since that would 2100 hp extra damage just to get up to that point)

--------

Twin Shape, still very powerful as you get no detriment except the usual TWF problems which are slightly abated by a light blade doing 1d6 instead of the usual daggers' 1d4.

Enhanced Critical: I'd make it a lesser since you can't use it in tandem with twin anyway.

all others for now look okay in my opinion.

NineThePuma
2011-03-27, 01:46 PM
Twin Shape, still very powerful as you get no detriment except the usual TWF problems which are slightly abated by a light blade doing 1d6 instead of the usual daggers' 1d4.I'd rather TWF short swords and pick up Dex to Hit and Damage. :P

jiriku
2011-03-27, 05:27 PM
Some of the invocations need to be moved to a higher or lower bracket. Accursed Blade is much too good for least invocation. Vicious Blade is slightly too good for a least invocation. Paying "double slots" for these invocations is a good attempt to find a balance, but I think you're ultimately better off placing them at level-appropriate access points to begin with. Reach and Radius are somewhat too weak for their respective levels. Enhanced Critical is much too weak for a greater invocation. Really, any invocation effects that are essentially "my weapon duplicates some quality of a weapon that you could buy for 50gp or less" is a least invocation.

Do you intend to make effects like Reach and Radius available for light and one-handed weapons? Seems a little silly to have a 10-foot dagger that I can wield as a light weapon.

Aurion
2011-03-29, 10:54 AM
For those bonus feats, are you going to have set list of feats from which the class can pick, or any feat?

NineThePuma
2011-04-16, 11:50 PM
Seems a little silly to have a 10-foot dagger that I can wield as a light weapon.

Kusari-gama, pg 145 of the DMG: a light weapon that is essentially the Spiked Chain's little brother.


In any case, I've updated the Invocations some. I'd like suggestions for Blade Core and Blade Shape invocations, please.

Demidos
2011-04-17, 03:56 PM
[CENTER]Mage Swords

A Mage Sword can use feats such as Power Attack or Combat Expertise in conjunction with the Eldritch Blade just as if it were a normal weapon. He can also choose Eldritch Blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.
Eldretch Destruction (Su): When a Mage Sword advances to level 15, their Eldritch Blade becomes more destructive, granting the Mage Sword a bonus to damage on all attacks made with their Eldritch blade equal to their charisma modifier.


Caught a few more for you:smallbiggrin:
Very cool, i'll have to play this if my current character dies sometime soon (with your permission of course:smallwink:)!