zegram 33
2012-01-17, 02:12 PM
Before I begin, I think I should say that I’ve had this class in mind for quite a while, but I should give props to “The-Mage-King”’s recent class which was…well, to be honest, much the same thing as this, and gave me some good idea’s about different ways to work on things.
Think they’re significantly different to warrant me still posting this, though, so here we go:
The Blademaster is semi-inspired by Jack Rakan, a character from a very funny manga, and “the most broken character ever” in the words of that same series. Yes, I’ve toned it down a bit lol
For those who know him not, have a free link to the guy. http://negima.wikia.com/wiki/File:Jack_Rakan.jpg A blademaster is similar to a wizard or sorceror, in a way, in that they both use arcane mastery to dispatch there foes.
However, the manner in which bladesmasters choose to do it is rather unusual. Rather than creating fire or summoning creatures to kill there enemies, they instead summon weapons from the ether, using there own abilities as warriors to actually FIGHT said enemies.
However, as a bladesmaster progresses, their fighting style diverges from what would be feasible for a true warrior, as they become capable of fighting with multiple summoned weapons at a time, or using one blade capable of severing a house in two.
{table=head]Level|BAB|Fort|Ref|Will|Class Abilities
1st|+1|+0|+0|+2|Summoned weapon, +1 weapon
2nd|+2|+0|+0|+3|Extra weapon
3rd|+3|+1|+1|+3| Weapon Amplification: Large
4th|+4|+1|+1|+4|Full Enchantment: Throwing/Returning
5th|+5|+1|+1|+4|Two Weapon Fighting: True Weapon
6th|+6/+1|+2|+2|+5|Extra Weapon
7th|+7/+2|+2|+2|+5|Weapon Amplification: Huge
8th|+8/+3|+2|+2|+6|Extra Weapon, Weaponbound Flight
9th|+9/+4|+3|+3|+6|All day weapon:elemental/alignment
10th|+10/+5|+3|+3|+7|Extra Weapon
11th|+11/+6/+1|+3|+3|+7|Weapon Amplification: Gargantuan
12th|+12/+7/+2|+4|+4|+8|Extra Weapon, Improved two weapon fighting
13th|+13/+8/+3|+4|+4|+8|Weaponmaster, Transcendant Throwing
14th|+14/+9/+4|+4|+4|+9|Extra Weapon, All Day Weapon: Material
15th|+15/+10/+5|+5|+5|+9|Weapon Amplification: Colossal
16th|+16/+11/+6/+1|+5|+5|+10|Extra Weapon, Full Enchantment: Keen/Merciful
17th|+17/+12/+7/+2|+5|+5|+10|All Day Weapon: Bane
18th|+18/+13/+8/+3|+6|+6|+11|Extra Weapon, Weapon Sweep
19th|+19/+14/+9/+4|+6|+6|+11|Full Enchantment:Brilliant Energy/Disruption/Vorpal
20th|+20/+15/+10/+5|+6|+6|+12|Weapon Lord
[/table]
Hit Die: D10
Proficiencies: A Blademaster begins play proficient with any two simple or martial weapons, and with light armor, medium armor, and shields (except tower shields).
Class skills: Climb (Str), Jump (Str), Swim (Str), Intimidate (Cha),Bluff(Cha), Balance (Dex), Concentrtion (Con), and Heal (Wis)
Skill points per level: 4+int mod (4xint mod at 1st level)
Class Abilities
Summon Weapon
A first level Blademaster may summon up to two weapons into his hands as a standard action, usable at will. These weapons must be melee or thrown weapons with which he is proficient, and may be of any size up to medium. Any weapon summoned with this ability is treated as masterwork and is unbreakable. The weapon last for 1 minute per class level, or until dismissed by the Blademaster (a free action). The bladesmaster cannot summon bows, but weapons which are themselves thrown are fine (shurikens, nets, tridents, and the like).Thrown weapons like this are summoned singularly.
Whatever size weapon is summoned, the weapon itself is of the same weight as a medium sized weapon of that weapon type (or small for smaller blademasters). Regardless of the weapon's size, it is treated as though it were sized properly for him. dissmissing the weapon is a free action.
If the Blademaster chooses Unarmed Strike, he gains the reach and unarmed damage of a creature the size of the summoned "weapon", as well as the grapple bonuses of a creature that size.
Alternatively, a Blademaster may choose to summon a structure or boat of that size. These may not be used as weapons in the conventional sense, though they retain the unbreakability of the weapons normally summoned in this manner. They CAN also be affected by the blademasters “weaponbound flight” ability.
The weapons quality begins at masterwork. At fourth level, weapons summoned with this ability are treated as having an enhancment bonus of +1, which increases by 1 for every four levels the Blademaster gains, up to a maximum of +5 at level 20.
Extra Weapon
At 2nd level and every even level after this, the Bladesmaster gains proficiency (and the ability to summon) another simple, martial, or exotic weapon.
Weapon Amplification
At third level, a Blademaster's weapons begin to show their difference from normal weapons. He may create weapons of up to Large size with his Summon Weapon ability. At 7th level, and every four levels thereafter, he increases the size that he may create weapons of by one category, to a maximum of Colossal at 15th level.
In addition, as the weapon is built for a character of large size, it may be difficult to wield in enclosed spaces. As his weapons get larger later on, they are capable of hitting with a reach of up to there length, so a colossal longsword measuring 70ft long would be capable of hitting targets 70ft away with each swing, but since the aim is difficult to calculate at those distances, a penalty of -1 is applied to the attack roll for every 10ft it exceeds the weapons normal range.
Full Enhancement: Throwing/Returning
At 4th level, a Blademaster has learned to summon weapons that are more aerodynamic. All weapons summoned with his Summon Weapon ability gain the Throwing ability. If the weapon already was able to be thrown, it instead gains the Returning ability.
Two Weapon Fighting
At 5th level, a Blademaster gains the Two Weapon Fighting feat as a bonus feat, regardless of if he meets the prerequisites or not. If he already has this feat, he instead gains Improved Two Weapon Fighting as a bonus feat, regardless of if he meets the prerequisites.
True Weapon
At 5th level the bladesmaster gains the ability to, after 10 minutes of concentration, summon a more complete variant of the weapon, summoning a weapon that will last until he chooses to change it to anothe one (with another 10 minutes of concentrration), and can be returned to the users hand as a swift action if lost or taken from the bladesmaster. He can summon only a single "weapon" in this way at any time, rising to 2 at 9th level. Additionally, he can choose to have this weapon sized normally (medium for a medium creature) but still deal damage as if it were the largest sized weapon he can summon.
At 9th level the bladesmaster gains the ability to tap into the power of the planes while summoning his weapon, summoning it with a variety of enchantments. The choices are: fire, cold, electricity, or any alignment. The weapon deals 1d6 extra damage of that type if fire, cold, or electricity is chose, and 1d8 extra if alignment is chosen, but only to targets of an opposing alignment to the one chosen.
At 14th level, the weapon can also be made of cold iron, alchemical silver, or adamantine, chosen by the blademaster at the time of summoning.
At 17th level the weapon can instead be enchanted with a “bane” effect, rather than the possible enchantments given at 9th level.
At 19th level the weapon may instead be enchanted with Vorpal, Brilliant Energy, or disruption
As a swift action the Blademaster may “Hide” the weapon in an alternate plane, rendering it undetectable, or retrieve it. By spending 10 minutes in concentration, the bladesmaster may “renew” the weapon to last for the next day as well, but only to a limit of one extra day ahead of the current day.
Weaponbound Flight
At 8th level, you can now control your “all day weapon” with your mind, and are capable of casting telekinesis on it at will, moving it at a rate of 10ft per round. While in contact with it, however, this increases to 50ft per round, and thus the weapon can be “surfed” to use as method for the bladesmaster to fly.
Doing so requires no concentration or balance checks, and summoning a sufficiently large weapon will allow for the entire party to be carried. Each weapon can carry weight equivalent to 10x the weight of a normal, nonmagical, steel version of that weapon. Boats and structures instead can carry 10x the weight of a Boat or structure of that size, made of Steel.
While being ridden, it also projects a wind slicing effect that means any passengers will both experience perfect calm while riding. This ability can be suppressed resumed at will, and can allow for calm even in the midst of magical storms. In gameplay terms, this effect is treated as an "Endure Elements" spell of caster level equal to the Blademasters Blademaster level.
Additionally, while riding the weapon, the blademaster counts as riding a mount for charging related abilities, and as such deals double damage with a lance after charges from “bladeback".
Improved Two Weapon Fighting
The bladesmaster gains the "improved two weapon fighting" feat,regardless of whether or not he meets the prerequisites. If he already had this feat, he chooses another feat from the list of fighter bonus feats.
Weaponmaster
At 13th level, the weaponmaster is so used to fighting with his summoned weapons that summoning and dispelling them becomes second nature to him. As a free action at the beginning of his turn, he can summon up to two weapons in his hand/s. These weapons persist until the beginning of his next turn, where they are automatically dispelled, and he is able to summon more if he so desires.
Transcendant Throwing
At 13th level, the bladesmasters “thrown” weapons (such as shurikens, nets, and Bola’s) gain triple the range increment, a +1 to hit per 4 class levels in the Blademaster class, and act as if under the effect of the “seeking” enchantment.
Full Enchantment: Keen/Merciful
At 16th level, All weapons summoned by the bladesmaster now also act as if effected by then “keen” enchantment if bladed, and the “merciful” enchantment if blunt. This enchantment stacks with enchantments on All Day Weapons, and with the throwing enchantments.
Weapon Sweep
As a full round action, the Bladesmaster may make an attack with his equipped weapon to everything, either in a line up to twice his weapons range, in a cone up to his weapons range, or in a bubble up to half his weapons range (minimum 5ft). This is obviously most effective with a larger weapon, but can be used even with “only” a medium weapon. Ranged weapons can be used with this ability as well, to attack all enemies along a line etc.
All Day Weapon Enchantment: Vorpal/Brilliant Energy/Disruption
At 19th level, the Bladesmaster may choose to replace the elemental/alignment/bane enchantment on his weapon with either Vorpal, Brilliant Energy, or Disruption
Weapon Lord
At 20th Level, the Bladesmaster has reached the pinnacle of might within his discipline.
He can now summon and use proficiently any simple, Martial, or Exotic weapon, and takes no penalties from two handed fighting. He can now treat all weapons he summons as all day weapons for the purposes of applying enchantments to them.
Blademaster- End
So yeh, there it is.
What do you guys think?
Design notes/miscellaneous stuff
I’m considering adding in some scaling bonuses to trip, disarm, and then maybe add in a parry ability later as “ using your your attack of opportunity, make an opposed attack roll against the attack that’s heading for you (maybe even allow against spells later on, making an opposed attack roll against the caster) and if successful, you negate that attack and can then make an attack of opportunity or trip or disarm normally.” would that work?
I was thinking it would give him something to do when he’s indoors or underground and cant realistically bust out a building sized broadsword, so he’d be a pretty skilled fighter as well, but I’m kinda worried that disarm bonuses would make that broken if he took a “sai” as one of his weapons as that already gives a bonus to disarm, or rather takes away the penalty to it.
I would probably make the bonuses only apply on weapons of medium size or smaller though, lest you have a colossal weapon disarming a medium dagger or some such foolery :smallamused:
as it is, his medium weapons act as if they were weapons of the max size he can summon for damage purposes, but thats a bit of a shoehorned rule, so do you guys reckon this would work better?
Thanks to all for taking the time to read this class :)
Think they’re significantly different to warrant me still posting this, though, so here we go:
The Blademaster is semi-inspired by Jack Rakan, a character from a very funny manga, and “the most broken character ever” in the words of that same series. Yes, I’ve toned it down a bit lol
For those who know him not, have a free link to the guy. http://negima.wikia.com/wiki/File:Jack_Rakan.jpg A blademaster is similar to a wizard or sorceror, in a way, in that they both use arcane mastery to dispatch there foes.
However, the manner in which bladesmasters choose to do it is rather unusual. Rather than creating fire or summoning creatures to kill there enemies, they instead summon weapons from the ether, using there own abilities as warriors to actually FIGHT said enemies.
However, as a bladesmaster progresses, their fighting style diverges from what would be feasible for a true warrior, as they become capable of fighting with multiple summoned weapons at a time, or using one blade capable of severing a house in two.
{table=head]Level|BAB|Fort|Ref|Will|Class Abilities
1st|+1|+0|+0|+2|Summoned weapon, +1 weapon
2nd|+2|+0|+0|+3|Extra weapon
3rd|+3|+1|+1|+3| Weapon Amplification: Large
4th|+4|+1|+1|+4|Full Enchantment: Throwing/Returning
5th|+5|+1|+1|+4|Two Weapon Fighting: True Weapon
6th|+6/+1|+2|+2|+5|Extra Weapon
7th|+7/+2|+2|+2|+5|Weapon Amplification: Huge
8th|+8/+3|+2|+2|+6|Extra Weapon, Weaponbound Flight
9th|+9/+4|+3|+3|+6|All day weapon:elemental/alignment
10th|+10/+5|+3|+3|+7|Extra Weapon
11th|+11/+6/+1|+3|+3|+7|Weapon Amplification: Gargantuan
12th|+12/+7/+2|+4|+4|+8|Extra Weapon, Improved two weapon fighting
13th|+13/+8/+3|+4|+4|+8|Weaponmaster, Transcendant Throwing
14th|+14/+9/+4|+4|+4|+9|Extra Weapon, All Day Weapon: Material
15th|+15/+10/+5|+5|+5|+9|Weapon Amplification: Colossal
16th|+16/+11/+6/+1|+5|+5|+10|Extra Weapon, Full Enchantment: Keen/Merciful
17th|+17/+12/+7/+2|+5|+5|+10|All Day Weapon: Bane
18th|+18/+13/+8/+3|+6|+6|+11|Extra Weapon, Weapon Sweep
19th|+19/+14/+9/+4|+6|+6|+11|Full Enchantment:Brilliant Energy/Disruption/Vorpal
20th|+20/+15/+10/+5|+6|+6|+12|Weapon Lord
[/table]
Hit Die: D10
Proficiencies: A Blademaster begins play proficient with any two simple or martial weapons, and with light armor, medium armor, and shields (except tower shields).
Class skills: Climb (Str), Jump (Str), Swim (Str), Intimidate (Cha),Bluff(Cha), Balance (Dex), Concentrtion (Con), and Heal (Wis)
Skill points per level: 4+int mod (4xint mod at 1st level)
Class Abilities
Summon Weapon
A first level Blademaster may summon up to two weapons into his hands as a standard action, usable at will. These weapons must be melee or thrown weapons with which he is proficient, and may be of any size up to medium. Any weapon summoned with this ability is treated as masterwork and is unbreakable. The weapon last for 1 minute per class level, or until dismissed by the Blademaster (a free action). The bladesmaster cannot summon bows, but weapons which are themselves thrown are fine (shurikens, nets, tridents, and the like).Thrown weapons like this are summoned singularly.
Whatever size weapon is summoned, the weapon itself is of the same weight as a medium sized weapon of that weapon type (or small for smaller blademasters). Regardless of the weapon's size, it is treated as though it were sized properly for him. dissmissing the weapon is a free action.
If the Blademaster chooses Unarmed Strike, he gains the reach and unarmed damage of a creature the size of the summoned "weapon", as well as the grapple bonuses of a creature that size.
Alternatively, a Blademaster may choose to summon a structure or boat of that size. These may not be used as weapons in the conventional sense, though they retain the unbreakability of the weapons normally summoned in this manner. They CAN also be affected by the blademasters “weaponbound flight” ability.
The weapons quality begins at masterwork. At fourth level, weapons summoned with this ability are treated as having an enhancment bonus of +1, which increases by 1 for every four levels the Blademaster gains, up to a maximum of +5 at level 20.
Extra Weapon
At 2nd level and every even level after this, the Bladesmaster gains proficiency (and the ability to summon) another simple, martial, or exotic weapon.
Weapon Amplification
At third level, a Blademaster's weapons begin to show their difference from normal weapons. He may create weapons of up to Large size with his Summon Weapon ability. At 7th level, and every four levels thereafter, he increases the size that he may create weapons of by one category, to a maximum of Colossal at 15th level.
In addition, as the weapon is built for a character of large size, it may be difficult to wield in enclosed spaces. As his weapons get larger later on, they are capable of hitting with a reach of up to there length, so a colossal longsword measuring 70ft long would be capable of hitting targets 70ft away with each swing, but since the aim is difficult to calculate at those distances, a penalty of -1 is applied to the attack roll for every 10ft it exceeds the weapons normal range.
Full Enhancement: Throwing/Returning
At 4th level, a Blademaster has learned to summon weapons that are more aerodynamic. All weapons summoned with his Summon Weapon ability gain the Throwing ability. If the weapon already was able to be thrown, it instead gains the Returning ability.
Two Weapon Fighting
At 5th level, a Blademaster gains the Two Weapon Fighting feat as a bonus feat, regardless of if he meets the prerequisites or not. If he already has this feat, he instead gains Improved Two Weapon Fighting as a bonus feat, regardless of if he meets the prerequisites.
True Weapon
At 5th level the bladesmaster gains the ability to, after 10 minutes of concentration, summon a more complete variant of the weapon, summoning a weapon that will last until he chooses to change it to anothe one (with another 10 minutes of concentrration), and can be returned to the users hand as a swift action if lost or taken from the bladesmaster. He can summon only a single "weapon" in this way at any time, rising to 2 at 9th level. Additionally, he can choose to have this weapon sized normally (medium for a medium creature) but still deal damage as if it were the largest sized weapon he can summon.
At 9th level the bladesmaster gains the ability to tap into the power of the planes while summoning his weapon, summoning it with a variety of enchantments. The choices are: fire, cold, electricity, or any alignment. The weapon deals 1d6 extra damage of that type if fire, cold, or electricity is chose, and 1d8 extra if alignment is chosen, but only to targets of an opposing alignment to the one chosen.
At 14th level, the weapon can also be made of cold iron, alchemical silver, or adamantine, chosen by the blademaster at the time of summoning.
At 17th level the weapon can instead be enchanted with a “bane” effect, rather than the possible enchantments given at 9th level.
At 19th level the weapon may instead be enchanted with Vorpal, Brilliant Energy, or disruption
As a swift action the Blademaster may “Hide” the weapon in an alternate plane, rendering it undetectable, or retrieve it. By spending 10 minutes in concentration, the bladesmaster may “renew” the weapon to last for the next day as well, but only to a limit of one extra day ahead of the current day.
Weaponbound Flight
At 8th level, you can now control your “all day weapon” with your mind, and are capable of casting telekinesis on it at will, moving it at a rate of 10ft per round. While in contact with it, however, this increases to 50ft per round, and thus the weapon can be “surfed” to use as method for the bladesmaster to fly.
Doing so requires no concentration or balance checks, and summoning a sufficiently large weapon will allow for the entire party to be carried. Each weapon can carry weight equivalent to 10x the weight of a normal, nonmagical, steel version of that weapon. Boats and structures instead can carry 10x the weight of a Boat or structure of that size, made of Steel.
While being ridden, it also projects a wind slicing effect that means any passengers will both experience perfect calm while riding. This ability can be suppressed resumed at will, and can allow for calm even in the midst of magical storms. In gameplay terms, this effect is treated as an "Endure Elements" spell of caster level equal to the Blademasters Blademaster level.
Additionally, while riding the weapon, the blademaster counts as riding a mount for charging related abilities, and as such deals double damage with a lance after charges from “bladeback".
Improved Two Weapon Fighting
The bladesmaster gains the "improved two weapon fighting" feat,regardless of whether or not he meets the prerequisites. If he already had this feat, he chooses another feat from the list of fighter bonus feats.
Weaponmaster
At 13th level, the weaponmaster is so used to fighting with his summoned weapons that summoning and dispelling them becomes second nature to him. As a free action at the beginning of his turn, he can summon up to two weapons in his hand/s. These weapons persist until the beginning of his next turn, where they are automatically dispelled, and he is able to summon more if he so desires.
Transcendant Throwing
At 13th level, the bladesmasters “thrown” weapons (such as shurikens, nets, and Bola’s) gain triple the range increment, a +1 to hit per 4 class levels in the Blademaster class, and act as if under the effect of the “seeking” enchantment.
Full Enchantment: Keen/Merciful
At 16th level, All weapons summoned by the bladesmaster now also act as if effected by then “keen” enchantment if bladed, and the “merciful” enchantment if blunt. This enchantment stacks with enchantments on All Day Weapons, and with the throwing enchantments.
Weapon Sweep
As a full round action, the Bladesmaster may make an attack with his equipped weapon to everything, either in a line up to twice his weapons range, in a cone up to his weapons range, or in a bubble up to half his weapons range (minimum 5ft). This is obviously most effective with a larger weapon, but can be used even with “only” a medium weapon. Ranged weapons can be used with this ability as well, to attack all enemies along a line etc.
All Day Weapon Enchantment: Vorpal/Brilliant Energy/Disruption
At 19th level, the Bladesmaster may choose to replace the elemental/alignment/bane enchantment on his weapon with either Vorpal, Brilliant Energy, or Disruption
Weapon Lord
At 20th Level, the Bladesmaster has reached the pinnacle of might within his discipline.
He can now summon and use proficiently any simple, Martial, or Exotic weapon, and takes no penalties from two handed fighting. He can now treat all weapons he summons as all day weapons for the purposes of applying enchantments to them.
Blademaster- End
So yeh, there it is.
What do you guys think?
Design notes/miscellaneous stuff
I’m considering adding in some scaling bonuses to trip, disarm, and then maybe add in a parry ability later as “ using your your attack of opportunity, make an opposed attack roll against the attack that’s heading for you (maybe even allow against spells later on, making an opposed attack roll against the caster) and if successful, you negate that attack and can then make an attack of opportunity or trip or disarm normally.” would that work?
I was thinking it would give him something to do when he’s indoors or underground and cant realistically bust out a building sized broadsword, so he’d be a pretty skilled fighter as well, but I’m kinda worried that disarm bonuses would make that broken if he took a “sai” as one of his weapons as that already gives a bonus to disarm, or rather takes away the penalty to it.
I would probably make the bonuses only apply on weapons of medium size or smaller though, lest you have a colossal weapon disarming a medium dagger or some such foolery :smallamused:
as it is, his medium weapons act as if they were weapons of the max size he can summon for damage purposes, but thats a bit of a shoehorned rule, so do you guys reckon this would work better?
Thanks to all for taking the time to read this class :)