BladeTempest
2013-01-07, 03:15 PM
Thread necromancy
Yes I did it. I have been busy working and it has taken a lot out of me lately... as has being homeless for about a month and a half. But now to celebrate my return to homebrewing I intend to actually finish this class
Notes on my reasons for making this class
After having seen this Badass (http://www.youtube.com/watch?v=DIdGb-_obKI#t=0m33s) and the many "hype" trailers surrounding this game, I found myself obsessively trying to find a way to recreate this character as a dnd class. The idea was to use this class as a psionic prestige class which focused on enhanced use of the Call Weapon Psychic Warrior power. But over time, the idea grew and grew in scope and size and I simply decided to turn it into a "magical warrior" base class drawing inspiration from both the soulknife and Magus base classes. PEACHing on both mechanics and fluff would be appreciated. and without further adeu I present the SynchBlade.
Image
http://i49.tinypic.com/2drcv8j.jpg
I do not wish to fight with you. The fates, however, demand that I must. Tell me what fate do you wish to face?
Stella Nox Fleuret
SynchBlade
SynchBlade
Not all warrior's with magical potential decide to enter the Magus class. Most such warriors envy the ability of Soulknives to create a weapon out of pure distilled psionic energy. Such envious warriors train their magical power to "summon" weapons from their raw arcane energy. This process is known to these warriors as synchronization or "Synching" for short. During her training to learn how to synch weapons she also develops several arcana abilities similar if not nearly identical to the Magus, though she still does not cast any actual spells.
By delving into the depths of both disciplines the synchblade also learns how to manipulate weapons she summons by shear thought alone as well as other skills to help shield her from harm and attack her foes called "Synch Skills". Ranging anywhere from allowing her to quickly synch a weapon and propel it at a foe, to learning how to teleport short distances, to forming a solid wall of weapons blocking most foes ability to damage her, a SynchBlade can be a difficult problem for enemies on the battlefield to deal with.
Role: Though she is often limited to wearing light or no armor for many of her abilities to function, a SynchBlade is very much a front line warrior. Using her unique magical talents she can magically call into existence several weapons which surround her, acting as both a defense protecting from enemy attacks and as an offense tearing apart enemies foolish enough to remain too close to her.
Alignment: Any
Hit Die: d8
Class Skills
The SynchBlade's class skills are: Acrobatics (Dex), Climb (Str), Craft (Any) (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (Dungeoneering), Knowledge (Arcane) (Int), Perception (Wis), Profession (Any) (Wis), Ride (Dex), Sense Motive (Wis) Spellcraft (Int), Stealth (Dex), and Swim (Str)
Skill Ranks per Level: 4 + Int modifier
The SynchBlade
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+2|Synch Weapon, Synch Skill, Synch Arcana, Arcane Pool, Bonus Feat
2nd|
+2|
+0|
+3|
+3|Synch Skill
3rd|
+3|
+1|
+3|
+3|Synch Arcana
4th|
+4|
+1|
+4|
+4|Enhanced Synching (+1), Bonus Feat
5th|
+5|
+1|
+4|
+4|Synch Skill
6th|
+6/1|
+2|
+5|
+5|Synch Arcana
7th|
+7/2|
+2|
+5|
+5|Bonus Feat
8th|
+8/3|
+2|
+6|
+6|Synch Skill, Enhanced Synching (+2)
9th|
+9/4|
+3|
+6|
+6|Synch Arcana
10th|
+10/5|
+3|
+7|
+7| Bonus Feat
11th|
+11/6/1|
+3|
+7|
+7| Synch Skill
12th|
+12/7/2|
+3|
+8|
+8|Synch Arcana. Enhanced Synching (+3)
13th|
+13/8/3|
+4|
+8|
+8|Bonus Feat
14th|
+14/9/4|
+4|
+9|
+9|Synch Skill
15th|
+15/10/5|
+4|
+9|
+9|Synch Arcana
16th|
+16/11/6/1|
+5|
+10|
+10|Enhanced Synching (+4), Bonus Feat
17th|
+17/12/7/2|
+5|
+10|
+10|Synch Skill
18th|
+18/13/8/3|
+6|
+11|
+11| Synch Arcana
19th|
+19/14/9/4|
+6|
+11|
+11|Bonus Feat
20th|
+20/15/10/5|
+6|
+12|
+12|Synch Skill, Enhanced Synching (+5), Synchronization Mastery[/table]
Class Features
The following are class features of the SynchBlade.
Weapon and Armor Proficiency: A SynchBlade is proficient with all simple and martial melee weapons. A SychBlade is also proficient with light armor.
Synch Weapon (Su): A SynchBlade derives her name from her ability to summon weapons on the fly from thin air. When summoning a weapon, (a process which is best described as synchronizing the practitioner's soul with latent magical power then forming an image of the weapon the summoner wish to "summon" aka synching) a rune appears where the weapon is intended to be summoned and the weapon appears in a flash of light which quickly dissipates, (this light does not last long enough to act as a light source nor will it harm creatures with vulnerabilities to light,) and materializes in the SynchBlade's expectant hand. As a move action a SynchBlade may summon any type of weapon she is proficient with and is treated in all ways as an actual weapon of the type summoned. In addition any weapon summoned by a SynchBlade is always considered mastercraft (providing a +1 bonus to attack rolls) and is also treated as magic for the purpose of bypassing damage reduction. A SynchBlade may only have one weapon summoned at any given time unless she has the Dual-Synching or Multi-Synching Synch Skills, both of which are detailed below.
A SynchBlade may attempt to summon or maintain her summoned weapon even if she is in the effects of an anti-magic field (or anti-psionics field if playing with magic/psionics transparency). However, in order to do so she must make a dc 20 Will save. If successful she is able to summon or retain her weapon for a number of rounds equal to her class level before she needs to check again. While in an area of suppressed magic (or pshionics) she still loses any enhancement bonuses her summoned weapon may possess as well as any Arcana affecting her weapon.
A summoned weapon has hardness and hit points for a normal weapon of its type, however, if her weapon is sundered she may simply summon it again or summon a new type of weapon. If a weapon is sundered it is immediately dismissed. A Synchblade's summoned weapon remains for as long as she wills it and can even be picked up and used by others. While in the possession of another entity she may choose to dismiss the weapon. All summoned weapons are immediately dismissed if the SynchBlade who created them falls unconscious.
Arcane Pool (Su): Starting at first level a SynchBlade has learned how to enhance her melee prowess with her latent arcane power in the form of an pool of arcane energy appropriately called an Arcane Pool. A SynchBlade has a total reserve of Arcane Pool points equal to 1/2 her level in SynchBlade (min. 1) + her Int modifier. This pool of points is restored after 8 hours of rest (which need not be consecutive) and an hour of uninterrupted meditation.
At first level a SynchBlade can only use her Arcane pool to bestow a +1 enhancement bonus to attack and damage rolls with any weapon she wields by spending one point from her Arcane Pool. This use of her arcane pool lasts for one minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
Also at fifth level a SynchBlade may opt to replace some of the enhancement bonus she imbues while enhancing her weapon with her Arcane Pool for a one to one point ratio. The list she may choose from is as follows: Bane, Defending, Flaming, Flaming Burst, Frost, Icy Burst, Keen, Shock, Shocking Burst, Speed, and Vorpal.
If the weapon a SynchBlade intends to empower with a weapon which does not already have an enhancement bonus she must first give the weapon at least a +1 enhancement bonus before adding special abilities. A SynchBlade can only enhance one weapon at a time with this ability. If she enhances another weapon via use of her Arcane Pool all enhancements and special abilities disappear from the previous weapon. She is not refunded the points to her Arcane Pool and the enhancement bonuses do not carry over. She must spend the points from her Arcane Pool once again to enhance the new weapon.
Bonus Feat: At each level indicated by the table above the SynchBlade selects a bonus feat to add to her repertoire. This feat must be a combat feat, and she must meet all prerequisites to obtain the feat.
Synch Skill: At second level and every three levels thereafter a SynchBlade may select one of many Synch Skills which reflects the way she approaches combat using her SynchBlade class feature. The full list of Synch Skills can be found in the spoiler below. Unless otherwise noted each Synch Skill can only be selected once. Some Synch Skills may have prerequisites in order to select them.
Synch Skills
Blade Cover: By using this Synch Skill a SynchBlade can telekinetically manipulate one weapon to float around her and impeed her enemies to the best of its ability. Use of this ability grants her a deflection bonus to Ac equal to her Int mod as well as granting soft cover. This ability is superseded by Shield of Blades but she may switch between the two as she see's fit. Soft cover is detailed in page 196 of the Pathfinder Core Rulebook.
Blade Surf: By summoning a weapon and standing on it a SynchBlade may fly. While surfing on one of her summoned blades a Synchblade gains a fly speed equal to her twice her land speed. When she first gains this Synch Skill her maneuverability is clumsy. The SynchBlade also gains fly as a class skill. This Synch Skill may be selected up to four times, each time it is selected her maneuverability increases by one step (poor, average, good, perfect) and her fly speed increases by ten feet.
A weapon used in this fashion is unavailable for use other than to fly. If a SynchBlade is knocked off her weapon while riding it in this manner she begins to fall immediately.
A SynchBlade must be ninth level before selecting this Synch Skill.
B0re: Whenever a SynchBlade uses her Propel Weapon arcana she may spend an extra two points from her arcane pool to increase the damage done to d10's. In while she uses this ability her Propel Weapon attack affects all targets in a 30 ft long line. Enemies may make a reflex save against Propel Weapon when used in this manner for half damage. The save dc is equal to the attack result the SynchBlade rolled. All damage dealt by Propel Weapon when affected by B0re is dealt as piercing damage regardless of the weapon used.
Dual-Synching: A Synchblade may have up to 2 weapons summoned at any time. If she also possesses the Quick Synching Synch Skill she may also summon two weapons at once. A SynchBlade must be sixth level before she may select this skill.
Embed Weapon: Whenever a SynchBlade makes a successful ranged attack with her summoned weapon she may choose to embed the weapon in the target. For this to work the attack must have not only hit but also dealt damage to the target. If the above conditions are met this triggers a fortitude save from the target (Save dc = the ranged attack result) and on a failed save the weapon is embedded in the target dealing 1d6 points of bleeding damage each turn. The weapon may be pulled out but doing so deals base weapon damage plus the str mod of the creature pulling out the weapon. A SynchBlade must be at least fifth level before she may select this Synch Skill.
Hardened Blades: By selecting this Synch Skill the hardness and hit points of any weapons the SynchBlade summons are doubled.
Multi-Synchring: A Synchblade with this skill may summon a number of weapons totaling no greater her int mod plus her levels in SynchBlade divided by four. If a SynchBlade possess the Quick Synching Synch Skill she may also summon any number of weapons up to her maximum with this Synch Skill as a free action. A SynchBlade must be at least ninth level and possess the Dual-Synching skill before she may select this skill.
Quick Synching: With this blade skill a SynchBlade may summon a weapon as a free action.
Shield of Blades (Su): A Synchblade with this Synch Skill is able to telekinetically manipulate many blades to surround and protect her. While she is using this Synch Skill the Synchblade is granted a deflection bonus to Ac equal to her Int mod plus one for each weapon she designates to defend her in this manner. The SynchBlade also receives increasing bonuses to cover based on the number of weapons protecting her in this manner. For 1-3 weapons manipulated she is only granted soft cover, for 4-6 weapons she is granted normal cover bonuses, and for 7 or more weapons she is granted improved cover. All forms of cover and the bonuses granted by them can be found in pages 195-196 of the Pathfinder Core Rulebook. A SynchBlade must have at least Dual-Synching and be 9th level before selecting this Synch Skill.
Telekinetic Manipulations, Greater: As Telekinetic Manipulations, Lesser (detailed below) except she may telekinetically attack with a number of weapons up to her Int mod as a full attack action. A SynchBlade with this Synch Skill also qualifies for the Multi-Weapon fighting line of feats. A SynchBlade must be 9th level and possess the lesser version of this skill before she may select this Synch Skill.
Telekintic Manipulations, Lesser: After having spent nearly countless hours of practice synchronizing her weapons a SynchBlade has finally learned how to attack with weapons she has summoned with but a thought. She may wield any weapon she has synchronized with her mind as if she wielded them in her hand. When attacking with a synchronized weapon in this way a SynchBlade uses her Int modifier rather than her Str or Dex modifier for attack and damage rolls. Weapons manipulated in this way hover in the same space as the SynchBlade manipulating them and can only attack targets within her normal reach. When she learns this Synch skill she must decide if she will attack with a weapon held in her hand or a weapon she is telekinetically manipulating, unless she has the two weapon fighting feat.
A SynchBlade may use a weapon she as designated as Blade Cover or as part of her Shield of Blades. If the weapon she uses is a Blade Cover she only gains 1/2 the deflection bonus to Ac and the weapon no longer provides soft cover. If the weapon she uses to attack is part of a Shield of Blades, it is no longer treated as defending her when determining the bonuses received for the deflection bonus to ac or cover.
Synch Mastery: This Synch Skill is rather mundane when compared to other skills but it can often mean the difference between life and death. When a SynchBlade selects this Synch Skill she gains the Weapon Training class feature (as per the ability of the same name in the Fighter class) but keyed to weapons she has summoned. This Synch Skill may be selected up to five times and stacks with itself. A SynchBlade must be 6th level or higher before selecting this Synch Skill.
Synch Maneuver: With this Synch Skill a Synchblade may use a weapon she is manipulating telekinetically to preform a combat maneuver. When preforming a maneuver in this fashion she uses her Int mod in place of her Str or Dex mod. If she possesses the Dual-Synching or Multi-Synching Synch Skills she may use extra weapons as part of this maneuver. Each additional weapon used as part of this maneuver adds a +1 bonus to her CMB check while preforming this maneuver. The SynchBlade must possess the Telekinetic Manipulations, Lesser Synch Skill in order to select this ability. She also suffers any penalties she would ordinarily suffer from Telekinetic Manipulations while she is using this Synch Skill.
Wall of Blades: With this Synch Skill a SynchBlade can create a solid wall of weapons she as summoned. To use this Synch skill a Synchblade designates a corner within 30 ft of her. The wall occupies a 5 ft area for each weapon she designates to this skill. Each 5 ft section of wall must be adjacent to another section of the wall or the effect is broken, unless she wishes to only create a single 5 ft section. The wall need not be in a straight line so long as all 5 ft sections of wall connect to at least one other. A wall section created this way has hardness 25 and 10 hit points per Int mod of the SynchBlade who summoned it. The wall persists as long as there is at least one other section of weapons adjacent to the another, unless the SynchBlade only creates one 5 ft section, or until the SynchBlade dismisses it. Each section of wall is 5 ft high for each section of wall created with this Synch Skill. To learn this skill a SynchBlade must be at least twelfth level and possess the Multi-Synching Synch Skill.
Synch Arcana (Su): Though she may never learn to cast any "legitimate" spells, a SynchBlade learns to use her arcane power in other ways. At third level and every three levels thereafter a SynchBlade learns a Synch Arcana ability further adding to her versitility. These Arcana abilities are in some instances the same Arcana a Magus has access to. In fact a SynchBlade may qualify for some Arcana by substituting her SynchBlade levels with those of Magus. For example if a chosen Arcana requires, Magus 9, then a SynchBlade can select it as long as she has nine levels of SynchBlade. Arcana which affect spells cast by the user cannot be selected because a SynchBlade has no spells to cast. Unique Arcana for the Synch Blade can be found in the spoiler below.
Synch Arcana:
Blink: By spending 2 points from her Arcane Pool a SynchBlade can teleport herself to within one square (including the same square) of a weapon she has summoned but is not currently manipulating or wielding. The SynchBlade must be on the same plane of existence as the weapon she intends to teleport to as well as being no further than 150 ft plus 50 ft for every four levels of SynchBlade she possesses after sixth level (10th, 14th, 18th and so on...). A SynchBlade must be at least sixth level before she can select this Arcana.
Blood Lust: By using arcane energy to bring the SynchBlade closer to her primal and instinctive nature she is able to instinctively deal much more grievous wounds to her foes. By spending 2 points of her Arcane Pool the SynchBlade gains a bonus to damage rolls equal to her Int mod. This bonus lasts for a number of rounds equal to 1/2 her SynchBlade level. The SynchBlade must be of at least 6th level before she may learn this Synch Arcana.
Death Lotus: With this Arcana the SynchBlade nears the pinnacle of her powers. By dismissing all currently summoned weapons (if she has an weapons currently summoned) and spending ten points from her Arcane pool to summon twice her Int mod in weapons to surround and target a Single foe with each weapon. Each weapon deals normal weapon damage plus 1/2 her Int mod damage unless the weapon summoned is normally a two handed weapon which then deals her normal Int mod in damage. This Synch Arcana cannot be learned until the SynchBlade has learned the Multi-Synch Synch Skill, Multi-Propel, reached eighteenth level in SynchBlade, and must not have learned Weapon Storm.
Defensive Insight: By spending a point from her Arcane Pool a SynchBlade's perceptions and reflexes on the defensive are just that much better than those of her enemies by coursing arcane energy through her entire body. While she is is affected by Defensive Insight the SynchBlade adds her Int mod as an insight bonus to her Armor class. This ability lasts for a number of round equal to 1/2 her SynchBlade level (rounded down).
Elemental Blast: By charging her weapon with elemental energy and selecting a target the SynchBlade can cause a small burst of pure elemental energy to damage her enemy. The SynchBlade may choose whatever elemental damage she wishes to deal with this ability even if she later gains the ability to enhance her weapon with elements. The blast of elemental energy caused by this Arcana deals 2d6+Int mod. The damage from this ability increases by +1d6 for every four levels after third. This Arcana has a maximum range of 100 ft and requires a ranged attack roll to hit even though the explosion of elemental energy appears from out of nowhere. The SynchBlade must be at least third level to use this ability.
Elemental Weapon: Whenever the SynchBlade adds an elemental effect to her weapon via her Arcane pool class feature, she may spend an extra point to enhance the effect. Doing so allows the SynchBlade to deal bonus elemental damage equal to twice her Int mod. This ability only lasts for one round per four SynchBlade class levels but can be renewed at the end of the duration by spending an additional Arcane Pool point. The SynchBlade must be of at least sixth level before selecting this Synch Arcana.
Haste: By circulating arcane energy throughout her body a SynchBlade can speed up her nervous system to react faster than most. By spending one point from her Arcane pool the SynchBlade is effected as though she had cast haste on herself. This Arcana persists for a number of rounds equal to her Int mod. A SynchBlade must be at least ninth level before she may select this Synch Arcana.
Launcher: Whenever a SynchBlade is wielding or telekinetically manipulating a two handed weapon, she may charge the weapon with kinetic energy from her Arcane pool and swing her weapon upward potentially launching a foe into the air. To use this Arcana the SynchBlade must first spend 2 points from her Arcane pool to charge her weapon with enough kinetic energy to launch her foe, afterwards she must make an attack roll with a -4 penalty to the attack roll. If the attack hits, she deals damage normally and the target must make a fortitude saving throw (Dc = the attack roll result) failure results in the enemy being launched 1d6 x 5 feet into the air. The SynchBlade may also choose to move the enemy in a straight line away from her 1/2 the distance she launched the enemy vertically. An enemy launched in this fashion does not begin falling until the end of the turn of the SynchBlade who launched them, lands prone and cannot tumble to avoid falling damage. This Arcana can only be used to launch enemies of up to one size category larger than the SynchBlade. Foes who are more than one size category larger than the SynchBlade can still be effected but are merely knocked prone. Enemies who succeed on their saving throws only suffer normal damage. A SynchBlade must be at least sixth level before she may select this Arcana.
Multi-Imbue: Whenever a SynchBlade spends arcana points to enhance a synched weapon she may spend an extra 2 points of arcana to embue another weapon she has synched with power as well. The enhancement provided by this ability to the secondary weapon is one point lower than the synched weapon she primarily enhanced. This process can be repeated any number of times so long as she only imbues weapons she has synched in this way. A SynchBlade must be at least 6th level before she may select this ability.
Multi-Propel: By spending 3 points from her Arcane pool a SynchBlade can propel multiple weapons at multiple enemies. As a full-attack action after spending the points from her Arcane pool the SynchBlade can propel up to her Int mod in weapons at any number of targets within a range of 30 ft. A target can be targeted multiple times with this effect. This ability otherwise functions like the Propel Weapon arcana except the damage from each weapon is 3d8+1/2 Int for each successful attack. To learn this Synch Arcana the SynchBlade must have learned Propel Weapon, at least Dual-Synching, and be 9th level.
Offensive Insight: By using arcane energies from her Arcane pool to enhance her offensive perceptions a SynchBlade is able to find the smallest of openings in her opponents defenses and exploit them. By spending one point from her Arcane Pool the Synchblade gains an insight bonus to attack rolls equal to her Int modifier for a number of round equal to 1/2 her SynghBlade level (rounded down).
Propel Weapon (Su): As a standard action a Synchblade can telekentically manipulate a weapon she has summoned and propell it at an opponent at high speeds. By spending one point from her Arcana pool a Synchblade may make an attack which is resolved as a ranged attack roll using the SynchBlade's Int modifier instead of her Dex modifier. The damage from this attack is derived from the magic power used to propel the weapon and as such this attack deals 1d8+Int damage rather than the weapon's normal damage. The damage dealt is piercing if the weapon would ordinarily deal piercing or slashing damage, or bludgeoning if the weapon is a bludgeoning weapon. Damage from this ability increases by 1d8 at fifth level and every five levels there after to a maximum of 5d8+Int at 20th level. A SynchBlade may use this arcana to a maximum range of 30 ft. After using Propel Weapon the SynchBlade may choose to dismiss her weapon or keep it summoned.
Weapon-Storm: After countless battles and needing options for crowd control the SynchBlade has forged a new Arcana power. By spending 10 points from her Arcane pool and taking a full attack action and dismissing any summoned weapons (if she already has any weapons) the SynchBlade can rain translucent weapons down on her enemies from above in a large area round her. Using this ability causes translucent weapons of various types to rain down from the sky in a 40 ft radius around the SynchBlade and she makes a ranged attack roll using her Int mod instead of her Dex mod. Any enemy caught in the area of this attack who fails a reflex save (dc = ranged attack result) suffers 1d10+3 points of damage per Int mod divided by four. A successful reflex save means the enemy only takes 1/2 damage. To learn this Synch Arcana the SynchBlade must have learned Multi-Synching, Multi-Propel, be of at least 18th level and not have selected Death lotus.
Enhanced Synching (Su): As a SynchBlade grows and evolves in her art, she learns how to better synchronize her weapons using her latent arcane power. Starting at fourth level whenever she synchronizes a weapon she adds a +1 enhancement bonus to attack and damage rolls with each weapon she synchronizes. This enhancement bonus is only in effect as long as the SynchBlade who synched the weapon wields it, otherwise it is treated as a permanent enhancement bonus. The enhancement bonus a SynchBlade receives from this effect increases by +1 at eighth level and every four levels there after, to a maximum of +5 at 20th level.
Bonus' gained from Enhanced Synching and granted from the Arcane Pool class features stack but the total enhancement bonus to attack and damage rolls cannot exceed +5.
Synchronization Mastery: At 20th level a SynchBlade reaches the pinnicle of her art and her power can no longer be questioned. The first benefit a SynchBlade recieves, she no longer needs to make a Will save to synch a weapon or maintain them in an area of null magic. Furthermore she adds twice her Intelligence modifier to her Arcane Pool. Lastly a SynchBlade may have up to 1/2 her class level + her Int mod in weapons synchronized at the same time.
Yes I did it. I have been busy working and it has taken a lot out of me lately... as has being homeless for about a month and a half. But now to celebrate my return to homebrewing I intend to actually finish this class
Notes on my reasons for making this class
After having seen this Badass (http://www.youtube.com/watch?v=DIdGb-_obKI#t=0m33s) and the many "hype" trailers surrounding this game, I found myself obsessively trying to find a way to recreate this character as a dnd class. The idea was to use this class as a psionic prestige class which focused on enhanced use of the Call Weapon Psychic Warrior power. But over time, the idea grew and grew in scope and size and I simply decided to turn it into a "magical warrior" base class drawing inspiration from both the soulknife and Magus base classes. PEACHing on both mechanics and fluff would be appreciated. and without further adeu I present the SynchBlade.
Image
http://i49.tinypic.com/2drcv8j.jpg
I do not wish to fight with you. The fates, however, demand that I must. Tell me what fate do you wish to face?
Stella Nox Fleuret
SynchBlade
SynchBlade
Not all warrior's with magical potential decide to enter the Magus class. Most such warriors envy the ability of Soulknives to create a weapon out of pure distilled psionic energy. Such envious warriors train their magical power to "summon" weapons from their raw arcane energy. This process is known to these warriors as synchronization or "Synching" for short. During her training to learn how to synch weapons she also develops several arcana abilities similar if not nearly identical to the Magus, though she still does not cast any actual spells.
By delving into the depths of both disciplines the synchblade also learns how to manipulate weapons she summons by shear thought alone as well as other skills to help shield her from harm and attack her foes called "Synch Skills". Ranging anywhere from allowing her to quickly synch a weapon and propel it at a foe, to learning how to teleport short distances, to forming a solid wall of weapons blocking most foes ability to damage her, a SynchBlade can be a difficult problem for enemies on the battlefield to deal with.
Role: Though she is often limited to wearing light or no armor for many of her abilities to function, a SynchBlade is very much a front line warrior. Using her unique magical talents she can magically call into existence several weapons which surround her, acting as both a defense protecting from enemy attacks and as an offense tearing apart enemies foolish enough to remain too close to her.
Alignment: Any
Hit Die: d8
Class Skills
The SynchBlade's class skills are: Acrobatics (Dex), Climb (Str), Craft (Any) (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (Dungeoneering), Knowledge (Arcane) (Int), Perception (Wis), Profession (Any) (Wis), Ride (Dex), Sense Motive (Wis) Spellcraft (Int), Stealth (Dex), and Swim (Str)
Skill Ranks per Level: 4 + Int modifier
The SynchBlade
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+2|Synch Weapon, Synch Skill, Synch Arcana, Arcane Pool, Bonus Feat
2nd|
+2|
+0|
+3|
+3|Synch Skill
3rd|
+3|
+1|
+3|
+3|Synch Arcana
4th|
+4|
+1|
+4|
+4|Enhanced Synching (+1), Bonus Feat
5th|
+5|
+1|
+4|
+4|Synch Skill
6th|
+6/1|
+2|
+5|
+5|Synch Arcana
7th|
+7/2|
+2|
+5|
+5|Bonus Feat
8th|
+8/3|
+2|
+6|
+6|Synch Skill, Enhanced Synching (+2)
9th|
+9/4|
+3|
+6|
+6|Synch Arcana
10th|
+10/5|
+3|
+7|
+7| Bonus Feat
11th|
+11/6/1|
+3|
+7|
+7| Synch Skill
12th|
+12/7/2|
+3|
+8|
+8|Synch Arcana. Enhanced Synching (+3)
13th|
+13/8/3|
+4|
+8|
+8|Bonus Feat
14th|
+14/9/4|
+4|
+9|
+9|Synch Skill
15th|
+15/10/5|
+4|
+9|
+9|Synch Arcana
16th|
+16/11/6/1|
+5|
+10|
+10|Enhanced Synching (+4), Bonus Feat
17th|
+17/12/7/2|
+5|
+10|
+10|Synch Skill
18th|
+18/13/8/3|
+6|
+11|
+11| Synch Arcana
19th|
+19/14/9/4|
+6|
+11|
+11|Bonus Feat
20th|
+20/15/10/5|
+6|
+12|
+12|Synch Skill, Enhanced Synching (+5), Synchronization Mastery[/table]
Class Features
The following are class features of the SynchBlade.
Weapon and Armor Proficiency: A SynchBlade is proficient with all simple and martial melee weapons. A SychBlade is also proficient with light armor.
Synch Weapon (Su): A SynchBlade derives her name from her ability to summon weapons on the fly from thin air. When summoning a weapon, (a process which is best described as synchronizing the practitioner's soul with latent magical power then forming an image of the weapon the summoner wish to "summon" aka synching) a rune appears where the weapon is intended to be summoned and the weapon appears in a flash of light which quickly dissipates, (this light does not last long enough to act as a light source nor will it harm creatures with vulnerabilities to light,) and materializes in the SynchBlade's expectant hand. As a move action a SynchBlade may summon any type of weapon she is proficient with and is treated in all ways as an actual weapon of the type summoned. In addition any weapon summoned by a SynchBlade is always considered mastercraft (providing a +1 bonus to attack rolls) and is also treated as magic for the purpose of bypassing damage reduction. A SynchBlade may only have one weapon summoned at any given time unless she has the Dual-Synching or Multi-Synching Synch Skills, both of which are detailed below.
A SynchBlade may attempt to summon or maintain her summoned weapon even if she is in the effects of an anti-magic field (or anti-psionics field if playing with magic/psionics transparency). However, in order to do so she must make a dc 20 Will save. If successful she is able to summon or retain her weapon for a number of rounds equal to her class level before she needs to check again. While in an area of suppressed magic (or pshionics) she still loses any enhancement bonuses her summoned weapon may possess as well as any Arcana affecting her weapon.
A summoned weapon has hardness and hit points for a normal weapon of its type, however, if her weapon is sundered she may simply summon it again or summon a new type of weapon. If a weapon is sundered it is immediately dismissed. A Synchblade's summoned weapon remains for as long as she wills it and can even be picked up and used by others. While in the possession of another entity she may choose to dismiss the weapon. All summoned weapons are immediately dismissed if the SynchBlade who created them falls unconscious.
Arcane Pool (Su): Starting at first level a SynchBlade has learned how to enhance her melee prowess with her latent arcane power in the form of an pool of arcane energy appropriately called an Arcane Pool. A SynchBlade has a total reserve of Arcane Pool points equal to 1/2 her level in SynchBlade (min. 1) + her Int modifier. This pool of points is restored after 8 hours of rest (which need not be consecutive) and an hour of uninterrupted meditation.
At first level a SynchBlade can only use her Arcane pool to bestow a +1 enhancement bonus to attack and damage rolls with any weapon she wields by spending one point from her Arcane Pool. This use of her arcane pool lasts for one minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
Also at fifth level a SynchBlade may opt to replace some of the enhancement bonus she imbues while enhancing her weapon with her Arcane Pool for a one to one point ratio. The list she may choose from is as follows: Bane, Defending, Flaming, Flaming Burst, Frost, Icy Burst, Keen, Shock, Shocking Burst, Speed, and Vorpal.
If the weapon a SynchBlade intends to empower with a weapon which does not already have an enhancement bonus she must first give the weapon at least a +1 enhancement bonus before adding special abilities. A SynchBlade can only enhance one weapon at a time with this ability. If she enhances another weapon via use of her Arcane Pool all enhancements and special abilities disappear from the previous weapon. She is not refunded the points to her Arcane Pool and the enhancement bonuses do not carry over. She must spend the points from her Arcane Pool once again to enhance the new weapon.
Bonus Feat: At each level indicated by the table above the SynchBlade selects a bonus feat to add to her repertoire. This feat must be a combat feat, and she must meet all prerequisites to obtain the feat.
Synch Skill: At second level and every three levels thereafter a SynchBlade may select one of many Synch Skills which reflects the way she approaches combat using her SynchBlade class feature. The full list of Synch Skills can be found in the spoiler below. Unless otherwise noted each Synch Skill can only be selected once. Some Synch Skills may have prerequisites in order to select them.
Synch Skills
Blade Cover: By using this Synch Skill a SynchBlade can telekinetically manipulate one weapon to float around her and impeed her enemies to the best of its ability. Use of this ability grants her a deflection bonus to Ac equal to her Int mod as well as granting soft cover. This ability is superseded by Shield of Blades but she may switch between the two as she see's fit. Soft cover is detailed in page 196 of the Pathfinder Core Rulebook.
Blade Surf: By summoning a weapon and standing on it a SynchBlade may fly. While surfing on one of her summoned blades a Synchblade gains a fly speed equal to her twice her land speed. When she first gains this Synch Skill her maneuverability is clumsy. The SynchBlade also gains fly as a class skill. This Synch Skill may be selected up to four times, each time it is selected her maneuverability increases by one step (poor, average, good, perfect) and her fly speed increases by ten feet.
A weapon used in this fashion is unavailable for use other than to fly. If a SynchBlade is knocked off her weapon while riding it in this manner she begins to fall immediately.
A SynchBlade must be ninth level before selecting this Synch Skill.
B0re: Whenever a SynchBlade uses her Propel Weapon arcana she may spend an extra two points from her arcane pool to increase the damage done to d10's. In while she uses this ability her Propel Weapon attack affects all targets in a 30 ft long line. Enemies may make a reflex save against Propel Weapon when used in this manner for half damage. The save dc is equal to the attack result the SynchBlade rolled. All damage dealt by Propel Weapon when affected by B0re is dealt as piercing damage regardless of the weapon used.
Dual-Synching: A Synchblade may have up to 2 weapons summoned at any time. If she also possesses the Quick Synching Synch Skill she may also summon two weapons at once. A SynchBlade must be sixth level before she may select this skill.
Embed Weapon: Whenever a SynchBlade makes a successful ranged attack with her summoned weapon she may choose to embed the weapon in the target. For this to work the attack must have not only hit but also dealt damage to the target. If the above conditions are met this triggers a fortitude save from the target (Save dc = the ranged attack result) and on a failed save the weapon is embedded in the target dealing 1d6 points of bleeding damage each turn. The weapon may be pulled out but doing so deals base weapon damage plus the str mod of the creature pulling out the weapon. A SynchBlade must be at least fifth level before she may select this Synch Skill.
Hardened Blades: By selecting this Synch Skill the hardness and hit points of any weapons the SynchBlade summons are doubled.
Multi-Synchring: A Synchblade with this skill may summon a number of weapons totaling no greater her int mod plus her levels in SynchBlade divided by four. If a SynchBlade possess the Quick Synching Synch Skill she may also summon any number of weapons up to her maximum with this Synch Skill as a free action. A SynchBlade must be at least ninth level and possess the Dual-Synching skill before she may select this skill.
Quick Synching: With this blade skill a SynchBlade may summon a weapon as a free action.
Shield of Blades (Su): A Synchblade with this Synch Skill is able to telekinetically manipulate many blades to surround and protect her. While she is using this Synch Skill the Synchblade is granted a deflection bonus to Ac equal to her Int mod plus one for each weapon she designates to defend her in this manner. The SynchBlade also receives increasing bonuses to cover based on the number of weapons protecting her in this manner. For 1-3 weapons manipulated she is only granted soft cover, for 4-6 weapons she is granted normal cover bonuses, and for 7 or more weapons she is granted improved cover. All forms of cover and the bonuses granted by them can be found in pages 195-196 of the Pathfinder Core Rulebook. A SynchBlade must have at least Dual-Synching and be 9th level before selecting this Synch Skill.
Telekinetic Manipulations, Greater: As Telekinetic Manipulations, Lesser (detailed below) except she may telekinetically attack with a number of weapons up to her Int mod as a full attack action. A SynchBlade with this Synch Skill also qualifies for the Multi-Weapon fighting line of feats. A SynchBlade must be 9th level and possess the lesser version of this skill before she may select this Synch Skill.
Telekintic Manipulations, Lesser: After having spent nearly countless hours of practice synchronizing her weapons a SynchBlade has finally learned how to attack with weapons she has summoned with but a thought. She may wield any weapon she has synchronized with her mind as if she wielded them in her hand. When attacking with a synchronized weapon in this way a SynchBlade uses her Int modifier rather than her Str or Dex modifier for attack and damage rolls. Weapons manipulated in this way hover in the same space as the SynchBlade manipulating them and can only attack targets within her normal reach. When she learns this Synch skill she must decide if she will attack with a weapon held in her hand or a weapon she is telekinetically manipulating, unless she has the two weapon fighting feat.
A SynchBlade may use a weapon she as designated as Blade Cover or as part of her Shield of Blades. If the weapon she uses is a Blade Cover she only gains 1/2 the deflection bonus to Ac and the weapon no longer provides soft cover. If the weapon she uses to attack is part of a Shield of Blades, it is no longer treated as defending her when determining the bonuses received for the deflection bonus to ac or cover.
Synch Mastery: This Synch Skill is rather mundane when compared to other skills but it can often mean the difference between life and death. When a SynchBlade selects this Synch Skill she gains the Weapon Training class feature (as per the ability of the same name in the Fighter class) but keyed to weapons she has summoned. This Synch Skill may be selected up to five times and stacks with itself. A SynchBlade must be 6th level or higher before selecting this Synch Skill.
Synch Maneuver: With this Synch Skill a Synchblade may use a weapon she is manipulating telekinetically to preform a combat maneuver. When preforming a maneuver in this fashion she uses her Int mod in place of her Str or Dex mod. If she possesses the Dual-Synching or Multi-Synching Synch Skills she may use extra weapons as part of this maneuver. Each additional weapon used as part of this maneuver adds a +1 bonus to her CMB check while preforming this maneuver. The SynchBlade must possess the Telekinetic Manipulations, Lesser Synch Skill in order to select this ability. She also suffers any penalties she would ordinarily suffer from Telekinetic Manipulations while she is using this Synch Skill.
Wall of Blades: With this Synch Skill a SynchBlade can create a solid wall of weapons she as summoned. To use this Synch skill a Synchblade designates a corner within 30 ft of her. The wall occupies a 5 ft area for each weapon she designates to this skill. Each 5 ft section of wall must be adjacent to another section of the wall or the effect is broken, unless she wishes to only create a single 5 ft section. The wall need not be in a straight line so long as all 5 ft sections of wall connect to at least one other. A wall section created this way has hardness 25 and 10 hit points per Int mod of the SynchBlade who summoned it. The wall persists as long as there is at least one other section of weapons adjacent to the another, unless the SynchBlade only creates one 5 ft section, or until the SynchBlade dismisses it. Each section of wall is 5 ft high for each section of wall created with this Synch Skill. To learn this skill a SynchBlade must be at least twelfth level and possess the Multi-Synching Synch Skill.
Synch Arcana (Su): Though she may never learn to cast any "legitimate" spells, a SynchBlade learns to use her arcane power in other ways. At third level and every three levels thereafter a SynchBlade learns a Synch Arcana ability further adding to her versitility. These Arcana abilities are in some instances the same Arcana a Magus has access to. In fact a SynchBlade may qualify for some Arcana by substituting her SynchBlade levels with those of Magus. For example if a chosen Arcana requires, Magus 9, then a SynchBlade can select it as long as she has nine levels of SynchBlade. Arcana which affect spells cast by the user cannot be selected because a SynchBlade has no spells to cast. Unique Arcana for the Synch Blade can be found in the spoiler below.
Synch Arcana:
Blink: By spending 2 points from her Arcane Pool a SynchBlade can teleport herself to within one square (including the same square) of a weapon she has summoned but is not currently manipulating or wielding. The SynchBlade must be on the same plane of existence as the weapon she intends to teleport to as well as being no further than 150 ft plus 50 ft for every four levels of SynchBlade she possesses after sixth level (10th, 14th, 18th and so on...). A SynchBlade must be at least sixth level before she can select this Arcana.
Blood Lust: By using arcane energy to bring the SynchBlade closer to her primal and instinctive nature she is able to instinctively deal much more grievous wounds to her foes. By spending 2 points of her Arcane Pool the SynchBlade gains a bonus to damage rolls equal to her Int mod. This bonus lasts for a number of rounds equal to 1/2 her SynchBlade level. The SynchBlade must be of at least 6th level before she may learn this Synch Arcana.
Death Lotus: With this Arcana the SynchBlade nears the pinnacle of her powers. By dismissing all currently summoned weapons (if she has an weapons currently summoned) and spending ten points from her Arcane pool to summon twice her Int mod in weapons to surround and target a Single foe with each weapon. Each weapon deals normal weapon damage plus 1/2 her Int mod damage unless the weapon summoned is normally a two handed weapon which then deals her normal Int mod in damage. This Synch Arcana cannot be learned until the SynchBlade has learned the Multi-Synch Synch Skill, Multi-Propel, reached eighteenth level in SynchBlade, and must not have learned Weapon Storm.
Defensive Insight: By spending a point from her Arcane Pool a SynchBlade's perceptions and reflexes on the defensive are just that much better than those of her enemies by coursing arcane energy through her entire body. While she is is affected by Defensive Insight the SynchBlade adds her Int mod as an insight bonus to her Armor class. This ability lasts for a number of round equal to 1/2 her SynchBlade level (rounded down).
Elemental Blast: By charging her weapon with elemental energy and selecting a target the SynchBlade can cause a small burst of pure elemental energy to damage her enemy. The SynchBlade may choose whatever elemental damage she wishes to deal with this ability even if she later gains the ability to enhance her weapon with elements. The blast of elemental energy caused by this Arcana deals 2d6+Int mod. The damage from this ability increases by +1d6 for every four levels after third. This Arcana has a maximum range of 100 ft and requires a ranged attack roll to hit even though the explosion of elemental energy appears from out of nowhere. The SynchBlade must be at least third level to use this ability.
Elemental Weapon: Whenever the SynchBlade adds an elemental effect to her weapon via her Arcane pool class feature, she may spend an extra point to enhance the effect. Doing so allows the SynchBlade to deal bonus elemental damage equal to twice her Int mod. This ability only lasts for one round per four SynchBlade class levels but can be renewed at the end of the duration by spending an additional Arcane Pool point. The SynchBlade must be of at least sixth level before selecting this Synch Arcana.
Haste: By circulating arcane energy throughout her body a SynchBlade can speed up her nervous system to react faster than most. By spending one point from her Arcane pool the SynchBlade is effected as though she had cast haste on herself. This Arcana persists for a number of rounds equal to her Int mod. A SynchBlade must be at least ninth level before she may select this Synch Arcana.
Launcher: Whenever a SynchBlade is wielding or telekinetically manipulating a two handed weapon, she may charge the weapon with kinetic energy from her Arcane pool and swing her weapon upward potentially launching a foe into the air. To use this Arcana the SynchBlade must first spend 2 points from her Arcane pool to charge her weapon with enough kinetic energy to launch her foe, afterwards she must make an attack roll with a -4 penalty to the attack roll. If the attack hits, she deals damage normally and the target must make a fortitude saving throw (Dc = the attack roll result) failure results in the enemy being launched 1d6 x 5 feet into the air. The SynchBlade may also choose to move the enemy in a straight line away from her 1/2 the distance she launched the enemy vertically. An enemy launched in this fashion does not begin falling until the end of the turn of the SynchBlade who launched them, lands prone and cannot tumble to avoid falling damage. This Arcana can only be used to launch enemies of up to one size category larger than the SynchBlade. Foes who are more than one size category larger than the SynchBlade can still be effected but are merely knocked prone. Enemies who succeed on their saving throws only suffer normal damage. A SynchBlade must be at least sixth level before she may select this Arcana.
Multi-Imbue: Whenever a SynchBlade spends arcana points to enhance a synched weapon she may spend an extra 2 points of arcana to embue another weapon she has synched with power as well. The enhancement provided by this ability to the secondary weapon is one point lower than the synched weapon she primarily enhanced. This process can be repeated any number of times so long as she only imbues weapons she has synched in this way. A SynchBlade must be at least 6th level before she may select this ability.
Multi-Propel: By spending 3 points from her Arcane pool a SynchBlade can propel multiple weapons at multiple enemies. As a full-attack action after spending the points from her Arcane pool the SynchBlade can propel up to her Int mod in weapons at any number of targets within a range of 30 ft. A target can be targeted multiple times with this effect. This ability otherwise functions like the Propel Weapon arcana except the damage from each weapon is 3d8+1/2 Int for each successful attack. To learn this Synch Arcana the SynchBlade must have learned Propel Weapon, at least Dual-Synching, and be 9th level.
Offensive Insight: By using arcane energies from her Arcane pool to enhance her offensive perceptions a SynchBlade is able to find the smallest of openings in her opponents defenses and exploit them. By spending one point from her Arcane Pool the Synchblade gains an insight bonus to attack rolls equal to her Int modifier for a number of round equal to 1/2 her SynghBlade level (rounded down).
Propel Weapon (Su): As a standard action a Synchblade can telekentically manipulate a weapon she has summoned and propell it at an opponent at high speeds. By spending one point from her Arcana pool a Synchblade may make an attack which is resolved as a ranged attack roll using the SynchBlade's Int modifier instead of her Dex modifier. The damage from this attack is derived from the magic power used to propel the weapon and as such this attack deals 1d8+Int damage rather than the weapon's normal damage. The damage dealt is piercing if the weapon would ordinarily deal piercing or slashing damage, or bludgeoning if the weapon is a bludgeoning weapon. Damage from this ability increases by 1d8 at fifth level and every five levels there after to a maximum of 5d8+Int at 20th level. A SynchBlade may use this arcana to a maximum range of 30 ft. After using Propel Weapon the SynchBlade may choose to dismiss her weapon or keep it summoned.
Weapon-Storm: After countless battles and needing options for crowd control the SynchBlade has forged a new Arcana power. By spending 10 points from her Arcane pool and taking a full attack action and dismissing any summoned weapons (if she already has any weapons) the SynchBlade can rain translucent weapons down on her enemies from above in a large area round her. Using this ability causes translucent weapons of various types to rain down from the sky in a 40 ft radius around the SynchBlade and she makes a ranged attack roll using her Int mod instead of her Dex mod. Any enemy caught in the area of this attack who fails a reflex save (dc = ranged attack result) suffers 1d10+3 points of damage per Int mod divided by four. A successful reflex save means the enemy only takes 1/2 damage. To learn this Synch Arcana the SynchBlade must have learned Multi-Synching, Multi-Propel, be of at least 18th level and not have selected Death lotus.
Enhanced Synching (Su): As a SynchBlade grows and evolves in her art, she learns how to better synchronize her weapons using her latent arcane power. Starting at fourth level whenever she synchronizes a weapon she adds a +1 enhancement bonus to attack and damage rolls with each weapon she synchronizes. This enhancement bonus is only in effect as long as the SynchBlade who synched the weapon wields it, otherwise it is treated as a permanent enhancement bonus. The enhancement bonus a SynchBlade receives from this effect increases by +1 at eighth level and every four levels there after, to a maximum of +5 at 20th level.
Bonus' gained from Enhanced Synching and granted from the Arcane Pool class features stack but the total enhancement bonus to attack and damage rolls cannot exceed +5.
Synchronization Mastery: At 20th level a SynchBlade reaches the pinnicle of her art and her power can no longer be questioned. The first benefit a SynchBlade recieves, she no longer needs to make a Will save to synch a weapon or maintain them in an area of null magic. Furthermore she adds twice her Intelligence modifier to her Arcane Pool. Lastly a SynchBlade may have up to 1/2 her class level + her Int mod in weapons synchronized at the same time.