Circle of Life
2011-07-25, 05:20 PM
The Soul Blade
http://i.imgur.com/SQQ8s.jpg
Hit Dice: d10
Starting Age: Simple
Starting Gold: 5d4x10
Class Skills
The Soul Blade's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Listen (Wis), Martial Lore (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each Level: 4 + int
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known|Essentia|Chakra Binds
1st|
+0|
+0|
+0|
+2|Imbue Weapon|
4|
4|
1|
2 |
0
2nd|
+1|
+0|
+0|
+3|Shape Soulmeld|
5|
4|
1|
3 |
0
3rd|
+2|
+1|
+1|
+3|Chakra Bind (Crown)|
6|
4|
1|
4 |
1
4th|
+3|
+1|
+1|
+4|Rapid Recovery (1/day)|
6|
5|
1|
5 |
1
5th|
+3|
+1|
+1|
+4|Soul Strike (1/day)|
7|
5|
1|
6 |
1
6th|
+4|
+2|
+2|
+5|Mettle|
7|
5|
2|
7 |
1
7th|
+5|
+2|
+2|
+5|Shape Soulmeld, Chakra Bind (Feet, Hands)|
8|
5|
2|
8 |
2
8th|
+6/+1|
+2|
+2|
+6|Rapid Recovery (2/day)|
8|
6|
2|
9 |
2
9th|
+6/+1|
+3|
+3|
+6|Increased Maneuver Capacity|
9|
6|
2|
10 |
2
10th|
+7/+2|
+3|
+3|
+7|Soul Strike (2/day)|
9|
6|
2|
11 |
2
11th|
+8/+3|
+3|
+3|
+7|Chakra Bind (Arms, Brow)|
10|
6|
3|
12 |
3
12th|
+9/+4|
+4|
+4|
+8|Rapid Recovery (3/day), Shape Soulmeld|
11|
6|
3|
13 |
3
13th|
+9/+4|
+4|
+4|
+8|Strength of Body, Strength of Soul|
12|
7|
3|
14 |
3
14th|
+10/+5|
+4|
+4|
+9|Blademeld|
12|
7|
3|
15 |
3
15th|
+11/+6/+1|
+5|
+5|
+9|Chakra Bind (Shoulders), Soul Strike (3/day)|
13|
7|
3|
16 |
4
16th|
+12/+7/+2|
+5|
+5|
+10|Improved Mettle, Rapid Recovery (4/day)|
14|
7|
4|
17 |
4
17th|
+12/+7/+2|
+5|
+5|
+10|Shape Soulmeld|
15|
7|
4|
18 |
4
18th|
+13/+8/+3|
+6|
+6|
+11|Increased Maneuver Capacity|
15|
7|
4|
19 |
4
19th|
+14/+9/+4|
+6|
+6|
+11|Chakra Bind (Throat, Waist)|
16|
8|
4|
20 |
5
20th|
+15/+10/+5|
+6|
+6|
+12|Advanced Blademeld, Rapid Recovery (5/day), Soul Strike (4/day)|
17|
8|
4|
21 |
5
[/table]
Class Features The following are all class features of the Soul Blade.
Weapon and Armor Proficiencies: Soul Blades are proficient with all simple and martial melee weapons, and with all forms of armor and shields, except tower shields.
Maneuvers: The Soul Blade starts play with 4 maneuvers known. The disciplines available to the Soul Blade are Iron Heart, Jade Throne (http://www.giantitp.com/forums/showthread.php?t=160101), and Warrior's Soul.
Once the Soul Blade knows a maneuver, they must ready it before they may use it (see Maneuvers Readied, below). A maneuver used by a Soul Blade is considered an extraordinary ability unless otherwise noted in its description. A Soul Blade's maneuvers are not affected by spell resistance, and they do not provoke attacks of opportunity when initiated.
A Soul Blade learns additional maneuvers at higher levels, as shown on the table above. You must meet a maneuver's prerequisites to learn it. (See page 39 of Tome of Battle to determine the highest level maneuvers you can learn.)
Upon reaching 4th level, and at every even numbered Soul Blade level after that, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one.
If a maneuver initiated by a Soul Blade offers a saving throw, the Difficulty Class of the save is equal to 10 + maneuver level + the Soul Blade's Constitution modifier, if positive.
Maneuvers Readied: You can ready all four of the maneuvers you know at 1st level, but as you advance in level, you must choose which maneuvers to ready. You ready your maneuvers by exercising or meditating for 5 minutes. The maneuvers you choose remain readied until you decide to exercise or meditate again and change them.
You begin an encounter with all of your readied maneuvers unexpended, regardless of how many times you might have already used them since your chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).
You can recover all expended maneuvers with a full-round action, in which time you may also reallocate your essentia (see Essentia, below) into your maneuvers if you wish. This is different from the usual method of reallocating essentia, which does not allow you to fill your maneuvers.
Stances Known: You begin play with knowledge of one 1st level stance from any discipline available to you. At 6th, 11th, and 16th level, you can choose an additional stance. Unlike other maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action.
Essentia: At 1st level, you gain access to your personal pool of essentia, which can be invested in your Imbue Weapon class feature, along with any soulmelds you may obtain (whether through multiclassing or the Shape Soulmeld feat), and into many maneuvers from the Warrior's Soul discipline. Your essentia pool is shown on the table above, and the essentia capacity for feats, class features, and soulmelds is given on page 19 of Magic of Incarnum. Note that the essentia investment for Warrior's Soul maneuvers varies from the standard essentia capacity, as shown on the table in the Warrior's Soul section.
Like other meldshapers, the Soul Blade may reallocate his essentia from round to round as desired by spending a swift action. Note, however, that this method of moving essentia does not allow him to allocate essentia to Warrior's Soul maneuvers.
Chakra Binds: Beginning at 3rd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see page 50 of Magic of Incarnum), so that you cannot also benefit from a magic item worn on the body slot associated with that chakra.
The number of chakra binds that you can have active at any one time depends on your level, as shown on the table above. At 3rd level, you can bind a soulmeld to your crown chakra. Beginning at 7th level, you can bind soulmelds to your feet or hands chakras. At 11th level, you can bind soulmelds to your arms or brow chakras. At 15th level, you can bind soulmelds to your shoulders chakra. At 19th level, you can bind soulmelds to your throat and waist chakras.
Imbue Weapon (Su): A 1st level Soul Blade can imbue a wielded melee weapon with essentia, increasing his skill with that weapon, as well as the damage dealt.
Treat the weapon as a soulmeld for determining the amount of essentia that can be invested in it. For each point of essentia in the weapon, you gain a +1 insight bonus on attack and damage rolls made with that weapon.
Shape Soulmeld: At 2nd level, and again at 7th, 12th, and 17th level, the Soul Blade gains the Shape Soulmeld feat as a bonus feat. As a Soul Blade does not naturally gain soulmelds known, this allows him to use his essentia and chakra binds as other meldshapers do. The Soul Blade may still select the Shape Soulmeld feat for his normal feat selections.
Rapid Recovery (Ex): Beginning at 4th level, a Soul Blade may drastically reduce the amount of time required to recover maneuvers. Once per day, the Soul Blade may recover his maneuvers (and allocate essentia to appropriate maneuvers, if desired) as a move action, instead of a full-round action. At 8th level, and again every 4 levels beyond that, the Soul Blade gains an additional daily use of this ability.
Soul Strike (Ex): Beginning at 5th level, a Soul Blade may allow himself to be guided by the flows of incarnum, emptying his mind of thought and simply acting. Once per day as a nonaction taken before adjudicating the effects of an initiated strike maneuver, the Soul Blade may replace the initiated maneuver with a strike maneuver from the Warrior's Soul discipline of a level no higher than the highest level maneuver available to him, regardless of whether he knows that maneuver or not, so long as it is not already readied. Upon conclusion of the swapped maneuver, the actual readied strike maneuver is expended. At 10th, 15th, and 20th level, the Soul Blade gains an additional daily use of this ability.
Mettle (Ex): A Soul Blade of 6th level or higher can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Soul Blade does not gain the benefit of mettle.
Increased Maneuver Capacity (Ex): At 9th level, and again at 18th level, a Soul Blade increases the maximum amount of essentia he may invest in a Warrior's Soul maneuver by 1 point.
Strength of Body, Strength of Soul (Ex): Beginning at 13th level, a Soul Blade adds half his Constitution modifier to any spell resistance he possesses.
Blademeld: At 14th level, a Soul Blade unlocks a blademeld of his choice. Except as noted, a blademeld functions in all respects as a bound soulmeld, including taking up an available chakra bind. Once chosen, the choice of blademeld is permanent.
A blademeld 'overlaps' a wielded melee weapon, using its base statistics (reach, damage, critical threat range, and so on), but overrides all magical effects of the weapon while it is shaped except for enhancement bonuses. Assuming a weapon bound with a blademeld is the same as the weapon imbued with a Soul Blade's Imbue Weapon class feature, the essentia invested in it is counted against both the Imbue Weapon feature and any features of the blademeld at the same time.
The blademelds available to a Soul Blade are given at the bottom of this post.
Improved Mettle (Ex): At 16th level, a Soul Blade's mettle ability improves. He still takes no effect on a successful Will or Fortitude save that has the partial or half descriptor, but henceforth takes only the partial effect or half the damage on a failed save.
Advanced Blademeld: A Soul Blade of 20th level unlocks a secondary aspect of his chosen blademeld, granting him additional bonuses while the blademeld is shaped. The precise effects are given in the individual blademeld descriptions.
Blademelds:Azure Reverie:While the Azure Reverie blademeld is bound to your weapon, you gain immunity to effects that would forcibly alter your emotions, including fear and rage effects. In addition, you gain a bonus to Will saves equal to the essentia invested in this blademeld, and you may use spell immunity as a supernatural ability once per encounter, except that the duration is 1 minute, you may select spells of up to 5th level, and you may select one spell per point of essentia invested in this blademeld.
Advanced Blademeld: While the Azure Reverie blademeld is bound to your weapon, you gain spell resistance equal to 15+Soul Blade level, and you may use perfect spell immunity as a supernatural ability once per encounter. Perfect spell immunity functions like the spell immunity ability of the normal blademeld, except that you may choose up to 9th level spells.
Cobalt Fury:While the Cobalt Fury blademeld is bound to your weapon, you gain the ability to enter a state of rage identical to that of a Barbarian of a level equal to your Soul Blade level once per encounter, with the notable exception that you may still initiate maneuvers while raging. In addition, you deal bonus damage with all attacks equal to three times the essentia invested in this blademeld.
Advanced Blademeld: At your discretion, you may enter a Deathless Rage (as the Frenzied Berserker ability of the same name) instead of a normal rage when using the granted ability of this blademeld.
Indigo Savant:While the Indigo Savant blademeld is bound to your weapon, you gain an insight bonus on all skill checks equal to twice the invested essentia, and may ready additional maneuvers equal to the invested essentia. Should you move essentia from this blademeld, an equal number of readied maneuvers of your choice are immediately expended and removed from your list of readied maneuvers.
Advanced Blademeld:Once per encounter, you may initiate any maneuver of a school available to you, regardless of whether you know that maneuver or not, without expending a readied maneuver. This ability refreshes whenever you perform a full-round action to recover maneuvers (but not when you use your Rapid Recovery ability).
http://i.imgur.com/SQQ8s.jpg
Hit Dice: d10
Starting Age: Simple
Starting Gold: 5d4x10
Class Skills
The Soul Blade's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Listen (Wis), Martial Lore (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each Level: 4 + int
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known|Essentia|Chakra Binds
1st|
+0|
+0|
+0|
+2|Imbue Weapon|
4|
4|
1|
2 |
0
2nd|
+1|
+0|
+0|
+3|Shape Soulmeld|
5|
4|
1|
3 |
0
3rd|
+2|
+1|
+1|
+3|Chakra Bind (Crown)|
6|
4|
1|
4 |
1
4th|
+3|
+1|
+1|
+4|Rapid Recovery (1/day)|
6|
5|
1|
5 |
1
5th|
+3|
+1|
+1|
+4|Soul Strike (1/day)|
7|
5|
1|
6 |
1
6th|
+4|
+2|
+2|
+5|Mettle|
7|
5|
2|
7 |
1
7th|
+5|
+2|
+2|
+5|Shape Soulmeld, Chakra Bind (Feet, Hands)|
8|
5|
2|
8 |
2
8th|
+6/+1|
+2|
+2|
+6|Rapid Recovery (2/day)|
8|
6|
2|
9 |
2
9th|
+6/+1|
+3|
+3|
+6|Increased Maneuver Capacity|
9|
6|
2|
10 |
2
10th|
+7/+2|
+3|
+3|
+7|Soul Strike (2/day)|
9|
6|
2|
11 |
2
11th|
+8/+3|
+3|
+3|
+7|Chakra Bind (Arms, Brow)|
10|
6|
3|
12 |
3
12th|
+9/+4|
+4|
+4|
+8|Rapid Recovery (3/day), Shape Soulmeld|
11|
6|
3|
13 |
3
13th|
+9/+4|
+4|
+4|
+8|Strength of Body, Strength of Soul|
12|
7|
3|
14 |
3
14th|
+10/+5|
+4|
+4|
+9|Blademeld|
12|
7|
3|
15 |
3
15th|
+11/+6/+1|
+5|
+5|
+9|Chakra Bind (Shoulders), Soul Strike (3/day)|
13|
7|
3|
16 |
4
16th|
+12/+7/+2|
+5|
+5|
+10|Improved Mettle, Rapid Recovery (4/day)|
14|
7|
4|
17 |
4
17th|
+12/+7/+2|
+5|
+5|
+10|Shape Soulmeld|
15|
7|
4|
18 |
4
18th|
+13/+8/+3|
+6|
+6|
+11|Increased Maneuver Capacity|
15|
7|
4|
19 |
4
19th|
+14/+9/+4|
+6|
+6|
+11|Chakra Bind (Throat, Waist)|
16|
8|
4|
20 |
5
20th|
+15/+10/+5|
+6|
+6|
+12|Advanced Blademeld, Rapid Recovery (5/day), Soul Strike (4/day)|
17|
8|
4|
21 |
5
[/table]
Class Features The following are all class features of the Soul Blade.
Weapon and Armor Proficiencies: Soul Blades are proficient with all simple and martial melee weapons, and with all forms of armor and shields, except tower shields.
Maneuvers: The Soul Blade starts play with 4 maneuvers known. The disciplines available to the Soul Blade are Iron Heart, Jade Throne (http://www.giantitp.com/forums/showthread.php?t=160101), and Warrior's Soul.
Once the Soul Blade knows a maneuver, they must ready it before they may use it (see Maneuvers Readied, below). A maneuver used by a Soul Blade is considered an extraordinary ability unless otherwise noted in its description. A Soul Blade's maneuvers are not affected by spell resistance, and they do not provoke attacks of opportunity when initiated.
A Soul Blade learns additional maneuvers at higher levels, as shown on the table above. You must meet a maneuver's prerequisites to learn it. (See page 39 of Tome of Battle to determine the highest level maneuvers you can learn.)
Upon reaching 4th level, and at every even numbered Soul Blade level after that, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one.
If a maneuver initiated by a Soul Blade offers a saving throw, the Difficulty Class of the save is equal to 10 + maneuver level + the Soul Blade's Constitution modifier, if positive.
Maneuvers Readied: You can ready all four of the maneuvers you know at 1st level, but as you advance in level, you must choose which maneuvers to ready. You ready your maneuvers by exercising or meditating for 5 minutes. The maneuvers you choose remain readied until you decide to exercise or meditate again and change them.
You begin an encounter with all of your readied maneuvers unexpended, regardless of how many times you might have already used them since your chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).
You can recover all expended maneuvers with a full-round action, in which time you may also reallocate your essentia (see Essentia, below) into your maneuvers if you wish. This is different from the usual method of reallocating essentia, which does not allow you to fill your maneuvers.
Stances Known: You begin play with knowledge of one 1st level stance from any discipline available to you. At 6th, 11th, and 16th level, you can choose an additional stance. Unlike other maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action.
Essentia: At 1st level, you gain access to your personal pool of essentia, which can be invested in your Imbue Weapon class feature, along with any soulmelds you may obtain (whether through multiclassing or the Shape Soulmeld feat), and into many maneuvers from the Warrior's Soul discipline. Your essentia pool is shown on the table above, and the essentia capacity for feats, class features, and soulmelds is given on page 19 of Magic of Incarnum. Note that the essentia investment for Warrior's Soul maneuvers varies from the standard essentia capacity, as shown on the table in the Warrior's Soul section.
Like other meldshapers, the Soul Blade may reallocate his essentia from round to round as desired by spending a swift action. Note, however, that this method of moving essentia does not allow him to allocate essentia to Warrior's Soul maneuvers.
Chakra Binds: Beginning at 3rd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see page 50 of Magic of Incarnum), so that you cannot also benefit from a magic item worn on the body slot associated with that chakra.
The number of chakra binds that you can have active at any one time depends on your level, as shown on the table above. At 3rd level, you can bind a soulmeld to your crown chakra. Beginning at 7th level, you can bind soulmelds to your feet or hands chakras. At 11th level, you can bind soulmelds to your arms or brow chakras. At 15th level, you can bind soulmelds to your shoulders chakra. At 19th level, you can bind soulmelds to your throat and waist chakras.
Imbue Weapon (Su): A 1st level Soul Blade can imbue a wielded melee weapon with essentia, increasing his skill with that weapon, as well as the damage dealt.
Treat the weapon as a soulmeld for determining the amount of essentia that can be invested in it. For each point of essentia in the weapon, you gain a +1 insight bonus on attack and damage rolls made with that weapon.
Shape Soulmeld: At 2nd level, and again at 7th, 12th, and 17th level, the Soul Blade gains the Shape Soulmeld feat as a bonus feat. As a Soul Blade does not naturally gain soulmelds known, this allows him to use his essentia and chakra binds as other meldshapers do. The Soul Blade may still select the Shape Soulmeld feat for his normal feat selections.
Rapid Recovery (Ex): Beginning at 4th level, a Soul Blade may drastically reduce the amount of time required to recover maneuvers. Once per day, the Soul Blade may recover his maneuvers (and allocate essentia to appropriate maneuvers, if desired) as a move action, instead of a full-round action. At 8th level, and again every 4 levels beyond that, the Soul Blade gains an additional daily use of this ability.
Soul Strike (Ex): Beginning at 5th level, a Soul Blade may allow himself to be guided by the flows of incarnum, emptying his mind of thought and simply acting. Once per day as a nonaction taken before adjudicating the effects of an initiated strike maneuver, the Soul Blade may replace the initiated maneuver with a strike maneuver from the Warrior's Soul discipline of a level no higher than the highest level maneuver available to him, regardless of whether he knows that maneuver or not, so long as it is not already readied. Upon conclusion of the swapped maneuver, the actual readied strike maneuver is expended. At 10th, 15th, and 20th level, the Soul Blade gains an additional daily use of this ability.
Mettle (Ex): A Soul Blade of 6th level or higher can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Soul Blade does not gain the benefit of mettle.
Increased Maneuver Capacity (Ex): At 9th level, and again at 18th level, a Soul Blade increases the maximum amount of essentia he may invest in a Warrior's Soul maneuver by 1 point.
Strength of Body, Strength of Soul (Ex): Beginning at 13th level, a Soul Blade adds half his Constitution modifier to any spell resistance he possesses.
Blademeld: At 14th level, a Soul Blade unlocks a blademeld of his choice. Except as noted, a blademeld functions in all respects as a bound soulmeld, including taking up an available chakra bind. Once chosen, the choice of blademeld is permanent.
A blademeld 'overlaps' a wielded melee weapon, using its base statistics (reach, damage, critical threat range, and so on), but overrides all magical effects of the weapon while it is shaped except for enhancement bonuses. Assuming a weapon bound with a blademeld is the same as the weapon imbued with a Soul Blade's Imbue Weapon class feature, the essentia invested in it is counted against both the Imbue Weapon feature and any features of the blademeld at the same time.
The blademelds available to a Soul Blade are given at the bottom of this post.
Improved Mettle (Ex): At 16th level, a Soul Blade's mettle ability improves. He still takes no effect on a successful Will or Fortitude save that has the partial or half descriptor, but henceforth takes only the partial effect or half the damage on a failed save.
Advanced Blademeld: A Soul Blade of 20th level unlocks a secondary aspect of his chosen blademeld, granting him additional bonuses while the blademeld is shaped. The precise effects are given in the individual blademeld descriptions.
Blademelds:Azure Reverie:While the Azure Reverie blademeld is bound to your weapon, you gain immunity to effects that would forcibly alter your emotions, including fear and rage effects. In addition, you gain a bonus to Will saves equal to the essentia invested in this blademeld, and you may use spell immunity as a supernatural ability once per encounter, except that the duration is 1 minute, you may select spells of up to 5th level, and you may select one spell per point of essentia invested in this blademeld.
Advanced Blademeld: While the Azure Reverie blademeld is bound to your weapon, you gain spell resistance equal to 15+Soul Blade level, and you may use perfect spell immunity as a supernatural ability once per encounter. Perfect spell immunity functions like the spell immunity ability of the normal blademeld, except that you may choose up to 9th level spells.
Cobalt Fury:While the Cobalt Fury blademeld is bound to your weapon, you gain the ability to enter a state of rage identical to that of a Barbarian of a level equal to your Soul Blade level once per encounter, with the notable exception that you may still initiate maneuvers while raging. In addition, you deal bonus damage with all attacks equal to three times the essentia invested in this blademeld.
Advanced Blademeld: At your discretion, you may enter a Deathless Rage (as the Frenzied Berserker ability of the same name) instead of a normal rage when using the granted ability of this blademeld.
Indigo Savant:While the Indigo Savant blademeld is bound to your weapon, you gain an insight bonus on all skill checks equal to twice the invested essentia, and may ready additional maneuvers equal to the invested essentia. Should you move essentia from this blademeld, an equal number of readied maneuvers of your choice are immediately expended and removed from your list of readied maneuvers.
Advanced Blademeld:Once per encounter, you may initiate any maneuver of a school available to you, regardless of whether you know that maneuver or not, without expending a readied maneuver. This ability refreshes whenever you perform a full-round action to recover maneuvers (but not when you use your Rapid Recovery ability).