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View Full Version : "I-is your sword made of SHARDS?" the Bladecaster, a WIP arcane/initiator prc (PEACH)



ZippoMoon
2013-04-15, 05:35 PM
Hi all! This is my very first Homebrew. Ever. And is still very much a work in progress. This class was inspired by the fanfic "The Immortal Game" by AestheticB on Fimfiction. And yes, there will be talk of ponys.

BLADECASTER

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

BECOMING A BLADECASTER
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
Base Attack Bonus: +4
Skills: Knowledge (arcana) 10 ranks
Feats: Weapon Focus (Longsword)
Spells: Must be able to cast 2nd level arcane spells.
Martial Maneuvers: Must know at lest two martial maneuvers.
Special: Must be invited into the Order of the Shards.

Class Skills
The Bladecaster's class skills (and the key ability for each skill) are....
Climb (Str),Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha) Intimidate (Cha), Jump (Str), Martial Lore (Int), Ride (Dex), Sense Motive (Wis), Tumble (Dex).
Skills Points at Each Level: 2 + int

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|AC Bonus|Special|Spells per Day|Maneuvers Known|Maneuvers Readied|Stances Known

1st|
+1|
+2|
+0|
+2|
+1|Blade of Shards (10), Rain of Shards, Armored Mage|+1 level of arcane spellcasting class|1|0|0

2nd|
+2|
+3|
+0|
+3|
+1|Class Ability|+1 level of arcane spellcasting class|0|0|0

3rd|
+3|
+3|
+1|
+3|
+1|Shard Missiles (2/1)|+1 level of arcane spellcasting class|1|1|0

4th|
+4|
+4|
+1|
+4|
+2|Blade of Shards (12)|-|0|0|0

5th|
+5|
+4|
+1|
+4|
+2|Blade Split|+1 level of arcane spellcasting class|1|0|1

6th|
+6|
+5|
+2|
+5|
+2|Class ability|+1 level of arcane spellcasting class|0|1|0

7th|
+7|
+5|
+2|
+5|
+3|Shard Missiles (4/2)|+1 level of arcane spellcasting class|1|0|0

8th|
+8|
+6|
+2|
+6|
+3|Blade of Shards (14)|-|0|0|0

9th|
+9|
+6|
+3|
+6|
+3|Class Ability|+1 level of arcane spellcasting class|1|1|0

10th|
+10|
+7|
+3|
+7|
+4|Class Ability|+1 level of arcane spellcasting class|0|0|0[/table]

Weapon and Armor Proficiencies: Bladecasters are proficient with all simple weapons, martial weapons, light armor, and light shields.

Blade of Shards (Su): This is the trademark ability of the Bladecasters gained at 1st level, the Blade of Shards is a floating blade composed of a number of razor sharp shards of metal (diminutive size) that come together into the shape of a sword blade and act as if it had the Dancing enchantment that is active at all times and has no time limit, the blade bonds with it's user and can only be used by or magically manipulated (such as by the Levitate or Telekinesis spells) by the bonded Bladecaster this bond brakes when the Bladecaster dies, if the Bladecaster is brought back to life he must bond with his blade again by meditating on the blade for 1 hour, the blade starts of with only 10 shards but grow in number as the caster grows in skill, in order to gain additional shards however a new blade must be made, if the previous blade had any enchantments a ritual costing 100gp in components and lasting 8 hours long can transfer it to the new blade and only works for Blades of Shards. The blade is treated as a longsword for damage and enchantment purposes and the individual shards can not be individually enchanted.

At 4th level, the number of possible shards grows to 12.

At 8th level, the number of possible shards grows to 14.

Rain of Shards (Su): The blade can be broken apart and sent flying at foes once every 1d4+1 rounds, as per Magic Missile but with a slashing/piercing damage of 1d2+1 per shard (reflex save negates) and the shards can target objects.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A Bladecaster’s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as he stick's to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields.

Shard Missiles (Su): At 3rd level, 2/day the Bladecaster is can imbue the shards of his blade with any spell with a touch range adding it's damage on top of that of the Rain of Shards ability by expending the prepared spell or a spell slot if the Bladecaster casts spells spontaneously, the Rain of Shards abillity must be used before the end of his turn or the spell is lost and wasted. Likewise he can do this with the Fireball spell 1/day to a single shard keeping the blast radius effect of the spell.

At 7th level, this increases to 4/day and 2/day respectively.

Blade Split (Su): At 5th level as a standard action, a Bladecaster is able to split his blade into two short swords and that are dual wielded, if the blade had an enchantment both short swords have it regardless of the enchantments prerequisites.

PLAYING A BLADECASTER
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

BLADECASTER IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Well that's what I have so far, I want to get the crunch done before I start on the fluff and this includes a custom discipline tailor made for this class AND a Weapon of Legacy (that I have a idea for) but yet to start on. I you have any ideas I would love to hear them.

Change Log

4-16-2013:
1. Split the Blade of Shards ability into the Blade of Shards and Rain of Shards ability's to make them easier to read, and added some stuff to them.

2. Added the class skills.

3.Removed Bonus feat's need to put something in there place.

4. Changed the bit about how the blade had a 10ft range to "reach but can still be use on adjacent foes".

5. Added the Improved Telekinesis and Shard Missiles ability lines.

6. Went back and added to the Shard Missiles ability.

4-17-2013
1. Changed the spell prereg's to the need to cast 2nd level arcane spells.

2. Dropped the Improved Telekinesis ability line and turned in to a feat chain.

3. Changed the spell list for Shard Missiles.

4. Adjusted the Blade of Shards ability as suggested by Arcanist and lowered the shard numbers by 2 each to fall more in line with the story.

5. Went back and did the Weapon and Armor Proficiencies ability.

5-3-2013
1. Added the Long Shot, Rapid Blows, Ring of Blades, Serrated Blow, Shard Barrier, Shard Pull, and Shard Shield maneuvers.

8-21-2013
1. Removed the Dual Shields Class Ability.

2. Moved Split Blade to 5th Level.

3. Redid the skill's section.

ZippoMoon
2013-04-15, 05:36 PM
1st level
Shield of Shards - Stance

2nd level

3rd level
Serrated Blow - Stance

4th level
Ring of Blades - Strike

5th level
Long Shot - Stance

6th level

7th level

8th level
Shard Barrier - Stance
Shard Pull - Boost

9th level
Rapid Blows - Strike

ZippoMoon
2013-04-15, 05:37 PM
Metal Storm
All maneuvers of this discipline require the use of a Sword of Shards and are supernatural in nature, while it's key skill is spellcraft.

1st level

Shield of Shards
Metal Storm (Stance)
Level: Bladecaster 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
By separating the shards of his blade to float around him the shards act as a defensive barrier that deflect shot's and stop melee blow's, but the Bladecaster suffers when attacking because attacking would mean drawing together the shards into a blade and thus telegraph his attack, the Bladecaster gains a +4 to AC but suffers form an -4 to attack.


2nd level

set up


3rd level

Serrated Blow
Metal Storm (Stance)
Level: Bladecaster 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
By giving up any pretense of defense the Bladecaster gains and +5 to damage rolls in exchange for a -2 to AC and every attack made by the Bladecaster provoking an attack of opportunity.


4th level

Ring of Blades
Metal Storm (Strike)
Level: Bladecaster 4
Initiation Action: Standard action
Range: 3ft Burst centered on Initiator
Target: All threatened creatures
By throwing your shards all around you you can hit all foes in the burst for 1d6 damage.


5th level

Long Shot
Metal Storm (Stance)
Level: Bladecaster 5
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
By sending out his blade a Bladecaster is able to hit his foes from further away the Blade of Shards can now hit creatures between 5-10ft from the Bladecaster but the Bladecaster is unable to hit adjacent foes.


6th level

set up


7th level

set up


8th level

Shard Barrier
Metal Storm (Stance)
Level: Bladecaster 8
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
By giving up the ability to use the Blade of Shards, the Bladecaster gains a 3ft emanation that acts as the Blade Barrier spell.

Shard Pull
Metal Storm (Boost)
Level: Bladecaster 8
Prerequisite: One Metal Storm maneuver
Initiation Action: Swift action
Range: Melee Attack
Target: One creature
Duration: One round
By embedding one of your shards as you attack dealing an additional 1d6 damage, you can drag a foe along the floor in any direction as per a Bull Rush, with the exceptions in that the Bull Rush does not provoke an attack of opportunity and the Bladecaster uses half his Spell craft check against the opposed Strength check.


9th level

Rapid Blows
Metal Storm (Strike)
Level: Bladecaster 9
Initiation Action: Full round action
Range: Melee attack
Target: One creature
By sending the Blade of Shards back and forth the Bladecaster is able to attack an opponent 5 times, each attack is otherwise treated as normal.

ZippoMoon
2013-04-16, 04:10 PM
Telekinesis Feat Chain

Improved Telekinesis (Quickened) [Metamagic]
Consent use of Telekinesis as enabled you to cast it faster then anyone alive.
Prerequisites: Telekinesis Spell
Benefits: 3/encounter you can cast Telekinesis as if it was quickened even if it wasn't prepared as such without increasing it level.

Improved Telekinesis (Sustained Force, Control and Wight Limit) [Metamagic]
Long and hard practice I one aspect of Telekinesis have enabled you to lift heavier and manipulate objects with a higher degree skill.
Prerequisites: Improved Telekinesis (Quickened)
Benefits: The ability to manipulate via the sustained force ability of the Telekinesis spell is increased to imitate two hands instead of one, further more the wight limit is increased to 50lbs/caster level and the cap is dropped.
Normal: 25lbs/caster level with a maximum 375 pounds at 15th level.

Improved Telekinesis (Violent Thrust, Wight Limit) [Metamagic]
Need something dead? Just Crush it like a bug!
Prerequisites: Improved Telekinesis (Sustained Force, Control and Wight Limit)
Benefits: The wight limit cap of the violent thrust ability of the Telekinesis spell is dropped.
Normal: 25lbs/caster level maximum 375 pounds at 15th level.

Arcanist
2013-04-16, 10:36 PM
I know you asked for input on class features and the like, but I matter as well do a quick PEACH while I'm here :smalltongue:



ENTRY REQUIREMENTS
Base Attack Bonus: +4
Skills: Knowledge (arcana) 10 ranks
Feats: Weapon Focus (Longsword)
Spells: Must be able to cast Telekinesis and Magic Missile
Martial Maneuvers: Must know at lest two martial maneuvers.
Special: Must be invited into the Order of the Shards.

This is an Arcane-Martial Gish which focuses on Telekinesis and Magic Missile. It requires you to possess a 1st level spell and a 5th level spell (thus forcing the caster to be a 9th level character)? Why not just require it to cast a single one of them? After reading through the class, Telekinesis just seems so anti-thematic with it's title.

I'm unsure why Longsword is here and it's... Why? It's almost as bad as the Bladesinger :smallconfused:

A Wizard 9 / Warblade 1 / Bladecaster 10 is the most you can do while still gaining all 10 levels of the class. It is an interesting concept, but perhaps instead of going into specialization for this prestige class you take a more general route instead? :smallsmile:


Class Skills
The Bladecaster's class skills (and the key ability for each skill) are....
Concentration (Con), Craft (Int), Diplomacy (cha), Intimidate (cha), Knowledge (nobility and royalty) Martial Lore (int).
Skills Points at Each Level: 2 + int

The Skill list feels unnatural and straight to the point. Perhaps give it some more physical skills? Jump? Climb? Tumble? Balance? You know... To recognize the fact that the class is also a martial adapt? :smallsmile:


{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|AC Bonus|Special|Spells per Day|Maneuvers Known|Maneuvers Readied|Stances Known

1st|
+1|
+2|
+0|
+2|
+1|Blade of Shards (12), Rain of Shards, Armored Mage|+1 level of arcane spellcasting class|1|0|0

2nd|
+2|
+3|
+0|
+3|
+1|Improved Telekinesis (Quickened)|+1 level of arcane spellcasting class|0|0|0

3rd|
+3|
+3|
+1|
+3|
+1|Shard Missiles (2/1)|+1 level of arcane spellcasting class|1|1|0

4th|
+4|
+4|
+1|
+4|
+2|Blade of Shards (14)|-|0|0|0

5th|
+5|
+4|
+1|
+4|
+2|Dual Shields|+1 level of arcane spellcasting class|1|0|1

6th|
+6|
+5|
+2|
+5|
+2|Improved Telekinesis (Sustained Force, Control and Wight Limit)|+1 level of arcane spellcasting class|0|1|0

7th|
+7|
+5|
+2|
+5|
+3|Shard Missiles (4/2)|+1 level of arcane spellcasting class|1|0|0

8th|
+8|
+6|
+2|
+6|
+3|Blade of Shards (16)|-|0|0|0

9th|
+9|
+6|
+3|
+6|
+3|Improved Telekinesis (Violent Thrust, Wight Limit)|+1 level of arcane spellcasting class|1|1|0

10th|
+10|
+7|
+3|
+7|
+4|Blade Split|+1 level of arcane spellcasting class|0|0|0[/table]

I don't have that many complaints or commentary here (that actually belongs here, mind you). Just the lay out. I personally believe it should be Level|BAB|Fort|Ref|Will|Martial|Class features|Spells/Psionics/Whatever... This is of course a personal stance so take it as you would :smallsmile:


Blade of Shards (Su): This is the trademark ability of the Bladecasters gained at 1st level, the Blade of Shards is a floating blade composed of a number of razor sharp shards of metal (diminutive size) that need not be held to be used and indeed can't be held and as such gains no strength bonus, the blade bonds with it user and can only be used by or magically manipulated (such as by the Levitate or Telekinesis spells) by the bonded Bladecaster this bond brakes when the Bladecaster dies, if the Bladecaster is brought back to life he must bond with his blade again by meditating on the blade for 1 hour, the blade starts of with only 12 shards but grow in number as the caster grows in skill, in order to gain additional shards however a new blade must be made, if the previous blade had any enchantments a ritual costing 100gp in components and lasting 8 hours long can transfer it to the new blade and only works for Blades of Shards. The blade is treated as a longsword (with reach but can still be use on adjacent foes) for damage and enchantment purposes and the individual shards can not be individually enchanted.

Why not instead have the caster be able to make a special sort of weapon that can, as a standard action, become a number of crystals equal to [(CL/2) + (IL/s)] or the like and allowing them to be manipulated mentally by the Bladecaster without forcing them to spend a spell slot to gain access to this class features? Instead of being limited in range to 5ft, why not treat the now crystallized weapon as a dancing weapon that can roam and attack with the character?

This class just feels like it would make so much more sense if it was Psionic or the like.


Rain of Shards (Su): The blade can be broken apart and sent flying at foes once every 1d4+1 rounds, as per Magic Missile but with a slashing/piercing damage of 1d2+1 per shard (reflex save negates) and the shards can target objects.

You can totally link this with the previous class feature adjustment I just made. Weapon crystallizes, attacks and returns to the user.


Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A Bladecaster’s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields.

This has become a staple class feature for Arcane-Gishes.


Improved Telekinesis (Quickened) (Su): At 2nd level, 3/day you can cast Telekinesis as if it was quickened even if it wasn't prepared as such.

I like it, however 3/day is kinda of... "Smite Evil"-ish. Bump it up to 3/encounter and stretch it out in a progression like at 2nd level they get one use and then every 2 levels after they gain an additional one.


Shard Missiles (Su): At 3rd level, 2/day the Bladecaster is can imbue the shards of his blade with ether the Magic Missile, Shocking Grasp, or Flame Arrow spell adding it's damage on top of that of the Rain of Shards ability by expending the prepared spell or a spell slot if the Bladecaster casts spells spontaneously, the Rain of Shards abillity must be used before the end of his turn or the spell is lost and wasted. Likewise he can do this with the Fireball spell 1/day keeping the blast radius effect of the spell.

I like it, but why not just make it add on any spell with a range of touch and make it whenever he performs an attack with his blade?


Dual Shields (Ex): At 5th level, because the Bladecaster need not physically hold his sword, this frees both arms to be used for shields, the bonus from both stack.

I'm not getting why this is necessary (http://www.youtube.com/watch?v=wOxt9PoJNkg) :smallconfused:


Improved Telekinesis (Sustained Force, Control and Wight Limit) (Su): At 6th level, the ability to manipulate via the sustained force ability of the Telekinesis spell is increased to imitate two hands instead of one, further more the wight limit cap is increased to 500 pounds (at 20th level).

Just bluntly alter the formula for Telekinesis and say that it now carries 50lbs/caster level and for the love of god, remove the friken caster level limit.


Improved Telekinesis (Violent Thrust, Wight Limit) (Su): At 9th level, the wight limit cap of the violent thrust ability of the Telekinesis spell is increased to 500 pounds (at 20th level)

Same as above. Also, following this build you, at most, are going to have 17th level spells.


Blade Split (Su): At 10th level as a standard action, a Bladecaster is able to split his blade into two short swords and that are dual wielded, if the blade had an enchantment both short swords have it regardless of the enchantments prerequisites.

Dual Shield is what made me bothered by this. It just seems unnecessary to add in :smallconfused:

ZippoMoon
2013-04-17, 02:33 PM
First of all Let me just say that I'm trying to stay as true to the source material as possible.


This is an Arcane-Martial Gish which focuses on Telekinesis and Magic Missile. It requires you to possess a 1st level spell and a 5th level spell (thus forcing the caster to be a 9th level character)? Why not just require it to cast a single one of them? After reading through the class, Telekinesis just seems so anti-thematic with it's title.

I'm unsure why Longsword is here and it's... Why? It's almost as bad as the Bladesinger:smallconfused:

A Wizard 9 / Warblade 1 / Bladecaster 10 is the most you can do while still gaining all 10 levels of the class. It is an interesting concept, but perhaps instead of going into specialization for this prestige class you take a more general route instead?:smallsmile:

In all honesty, your right about the spell prereq's being unnecessary, I'll just change them to "Must be able to cast X level arcane spells" or just "must be able to cast arcane spells".

There was no weapon prereq for the Bladesinger (2E Complete Book of Elves), only RECOMMENDATIONS, still I'll give it some thought.

Again your right the spell prereq's make's this class too hard to get into.


The Skill list feels unnatural and straight to the point. Perhaps give it some more physical skills? Jump? Climb? Tumble? Balance? You know... To recognize the fact that the class is also a martial adapt?:smallsmile:

If you look at the Crusader, Swordsage, and Warblade, skill list's you'll see that many of said physical skills are already in all 3 classes, it just struck me as redundant to add them in, instead I tried to fill in the gaps in between the skill list's where there wasn't overlap.


I don't have that many complaints or commentary here (that actually belongs here, mind you). Just the lay out. I personally believe it should be Level|BAB|Fort|Ref|Will|Martial|Class features|Spells/Psionics/Whatever... This is of course a personal stance so take it as you would:smallsmile:

I don't see any thing wrong with it but to each their own.


Why not instead have the caster be able to make a special sort of weapon that can, as a standard action, become a number of crystals equal to [(CL/2) + (IL/s)] or the like and allowing them to be manipulated mentally by the Bladecaster without forcing them to spend a spell slot to gain access to this class features? Instead of being limited in range to 5ft, why not treat the now crystallized weapon as a dancing weapon that can roam and attack with the character?

This class just feels like it would make so much more sense if it was Psionic or the like.


You can totally link this with the previous class feature adjustment I just made. Weapon crystallizes, attacks and returns to the user.


I presume you are referring to the spell prereq's again because the ability itself doesn't force the PC to give up a spell slot to use. Also reach weapons have a range of 10 feet not 5, that said I completely forgot about that encantment! That would make the page a LOT less cluttered, I'll have to mod it slightly for this class. As for crystals, in the story only two pony's used crystals to form the blade both of whom I wont name for spoiler reasons, everypony else used metal, as for my I why they need physical shards in the first place it was due to how magic in that story's version Equestria worked, the spell NEEDED them to work due to it having teleknesis as a component and conjuration was ether impossible or to power intensive for it to be usable by anyone other then a god. As for the number of shards, in the story 14 was considered a lot and the mark of a VERY skilled Bladecaster, still looking back 1d2+1 can see become underwhelming at higher levels perhaps a damage increase based on the PC's HD? And I suppose I could make a psionic variant of this class at a later date.


This has become a staple class feature for Arcane-Gishes.

And for good reason.


I like it, however 3/day is kinda of... "Smite Evil"-ish. Bump it up to 3/encounter and stretch it out in a progression like at 2nd level they get one use and then every 2 levels after they gain an additional one.


Just bluntly alter the formula for Telekinesis and say that it now carries 50lbs/caster level and for the love of god, remove the friken caster level limit.


Same as above. Also, following this build you, at most, are going to have 17th level spells.

As I'm going to drop spell prereq's I'll just turn these into a feat chain. I'll need to replace it however.


I like it, but why not just make it add on any spell with a range of touch and make it whenever he performs an attack with his blade?

Good point, and it would keep it from becoming underpowered at higher levels, but I'm keeping the fireball due to how one character was able to turn his shards into remotely detonated bombs by poring magic in to them.


I'm not getting why this is necessary (http://www.youtube.com/watch?v=wOxt9PoJNkg):smallconfused:

It's not per say but I like it and it made sense to me... but you disagree some reason, so I must ask "Why?"


Dual Shield is what made me bothered by this. It just seems unnecessary to add in:smallconfused:

Again it was in the story, as shown by a number of Bladecaster's and was even done by the BBEG at the end, as for why short swords the story explicitly states that the full power of the blade was split evenly over both blades, so yea.

ZippoMoon
2013-04-17, 04:43 PM
Well I'm at a loss as what to add to fill in those now dead level's, and to top it off I need a new capstone, I'm keeping Split Blade I just need something to go with it that will make getting to 10th level more worthwhile.

Idea's and suggestions are very much welcome!

ZippoMoon
2013-05-03, 04:14 PM
Bump for P.E.A.C.H.

ZippoMoon
2013-08-21, 03:55 PM
Hey I'm back! And in need of Ideas for a new capstone.

Xerlith
2013-08-21, 05:32 PM
I'm just dropping this in to inform you (and myself :smalltongue:) that tomorrow I'll give the class a thorough evaluation and break down its features. And if I find something I like I'm rather harsh.
And I like this class' concept. Except ponies. I don't like ponis.

Just a quick thing before I go to sleep - the caster level loss should be evened out by either the maneuver known/readied/stances boost or a more-than-other powerful class feature. Here your dead casting levels are... Well, dead levels. Like, heavily dead levels.

Look at the Jade Phoenix mage and how the class is balanced with its features/caster levels/maneuvers gain. It's almost always 2 of the 3 per level.
I think that it's also a good reference point for balancing the power level.

EDIT: Here goes.




ENTRY REQUIREMENTS
Base Attack Bonus: +4
Skills: Knowledge (arcana) 10 ranks
Feats: Weapon Focus (Longsword)
Spells: Must be able to cast 2nd level arcane spells.
Martial Maneuvers: Must know at least two martial maneuvers.
Special: Must be invited into the Order of the Shards.

Overall an okay prerequisite set for a spellcasting-heavy character. For the class features I feel though that it being able to be taken at 8th level is a bit too late. I myself am a fan of prestige classes that begin at about 6th-7th level, so I may be biased though. Also, the most probable entry way would be spellcaster6/Initiator1. If it's the only class taken by the character, it comes a bit too late to make it a viable spellsword and competent melee combatant.

Class Skills
The Bladecaster's class skills (and the key ability for each skill) are....
Climb (Str),Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha) Intimidate (Cha), Jump (Str), Martial Lore (Int), Ride (Dex), Sense Motive (Wis), Tumble (Dex).
Skills Points at Each Level: 2 + int

4+int. This is too good of a list for a 2+int guy. Also, remember Cha-spellcasters. Finally, why no Spellcraft? Why no Knowledge (Arcana) if it's a prerequisite? :smallconfused:

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|AC Bonus|Special|Spells per Day|Maneuvers Known|Maneuvers Readied|Stances Known

1st|
+1|
+2|
+0|
+2|
+1|Blade of Shards (10), Rain of Shards, Armored Mage|+1 level of arcane spellcasting class|1|0|0

2nd|
+2|
+3|
+0|
+3|
+1|Class Ability|+1 level of arcane spellcasting class|0|0|0

3rd|
+3|
+3|
+1|
+3|
+1|Shard Missiles (2/1)|+1 level of arcane spellcasting class|1|1|0

4th|
+4|
+4|
+1|
+4|
+2|Blade of Shards (12)|-|0|0|0

5th|
+5|
+4|
+1|
+4|
+2|Blade Split|+1 level of arcane spellcasting class|1|0|1

6th|
+6|
+5|
+2|
+5|
+2|Class ability|+1 level of arcane spellcasting class|0|1|0

7th|
+7|
+5|
+2|
+5|
+3|Shard Missiles (4/2)|+1 level of arcane spellcasting class|1|0|0

8th|
+8|
+6|
+2|
+6|
+3|Blade of Shards (14)|-|0|0|0

9th|
+9|
+6|
+3|
+6|
+3|Class Ability|+1 level of arcane spellcasting class|1|1|0

10th|
+10|
+7|
+3|
+7|
+4|Class Ability|+1 level of arcane spellcasting class|0|0|0[/table]

Okay, the chassis is fine. Except you want to give the guy a d8. Also, you might want to give a description of the AC Bonus -what kind it is, how it works, when it works, when it does not work... What armor does it work with, does it stack with the Monk/Swordsage bonus (Think Battledancing Ascetic Swordsage gish for Cha-SADness)... Description needed.

Weapon and Armor Proficiencies: Bladecasters are proficient with all simple weapons, martial weapons, light armor, and light shields.

Proficiencies are good for a fullcaster that entered through Martial Study... But then, such a guy would be a Bard or be forced to enter at 9th level, if the prerequisites are still the same. And a Bard has most of those proficiencies. Well. I guess having that doesn't hurt that much.

Blade of Shards (Su): This is the trademark ability of the Bladecasters gained at 1st level, the Blade of Shards is a floating blade composed of a number of razor sharp shards of metal (diminutive size) that come together into the shape of a sword blade and act as if it had the Dancing enchantment that is active at all times and has no time limit, the blade bonds with it's user and can only be used by or magically manipulated (such as by the Levitate or Telekinesis spells) by the bonded Bladecaster this bond brakes when the Bladecaster dies, if the Bladecaster is brought back to life he must bond with his blade again by meditating on the blade for 1 hour, the blade starts of with only 10 shards but grow in number as the caster grows in skill, in order to gain additional shards however a new blade must be made, if the previous blade had any enchantments a ritual costing 100gp in components and lasting 8 hours long can transfer it to the new blade and only works for Blades of Shards. The blade is treated as a longsword for damage and enchantment purposes and the individual shards can not be individually enchanted.

At 4th level, the number of possible shards grows to 12.

At 8th level, the number of possible shards grows to 14.

NEEDS. CLARIFICATION. ARGH. No, really, it's to vague. You should give the blade better description, since it's the trademark. If I may shamelessly self-promote... Take a look at the Frostblade ability here (http://www.giantitp.com/forums/showthread.php?t=297946).

Rain of Shards (Su): The blade can be broken apart and sent flying at foes once every 1d4+1 rounds, as per Magic Missile but with a slashing/piercing damage of 1d2+1 per shard (reflex save negates) and the shards can target objects.

A-okay. Nice. Miniscule damage. Could be better.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A Bladecaster’s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as he stick's to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields.

Standard. Solid. Good to have it, if you don't have it the world doesn't end.

Shard Missiles (Su): At 3rd level, 2/day the Bladecaster is can imbue the shards of his blade with any spell with a touch range adding it's damage on top of that of the Rain of Shards ability by expending the prepared spell or a spell slot if the Bladecaster casts spells spontaneously, the Rain of Shards abillity must be used before the end of his turn or the spell is lost and wasted. Likewise he can do this with the Fireball spell 1/day to a single shard keeping the blast radius effect of the spell.

At 7th level, this increases to 4/day and 2/day respectively.

A fancy duskblade/Arcane Archer-like spell channel ability. Me likes. But seriously, drop the perday part. It's weak if left as it is.

Blade Split (Su): At 5th level as a standard action, a Bladecaster is able to split his blade into two short swords and that are dual wielded, if the blade had an enchantment both short swords have it regardless of the enchantments prerequisites.

Uh... So if I'm a Tiger Claw 2WF-er that took this class I must wait 5 levels to be able to use my main class ability with my main fighting style? Nah.

Overall, I strongly feel that your Martial Discipline idea, while good, would be usable if the Shard Blade was an autonomous item. It being a part of a class kind of seems... Too much. If it was a base class, it'd be good. As it is a prestige class, the maneuvers and stances are better off being either class features (REACH ON THE BLADE!) or stances and maneuvers granted by the class (on, say, 3rd and 9th level a new stance, a new maneuver at 4th and 8th... Or something.).

Now the class tries to accomplish much more than it can. You shouldn't shift the class features into martial discipline.