GuyFawkes
2013-09-05, 12:45 PM
Delirium Blade
Image (http://fc05.deviantart.net/fs41/f/2009/010/8/d/CONAN_RAGE_by_maxetormer.jpg)
"One who knows truth as truth and nothing else can't comprehend this world of lies." - a nameless Delirium Blade master.
Delirium Blades are warriors who walk the tightrope between sanity and insanity, wading through the battlefield, using the insanity from the chaos to fuel his abilities that in turn sow more chaos in an endless cycle of destruction that ends only with the Delirium Blade left standing.
Adventures: Most adventuring Delirium Blades are mercenaries who sell their abilities in exchange for money or any other means of profit. Others are wanderers who roam the lands wherever their feet take them, and take on odd jobs if they feel like doing them. Some are agents of several organizations or nations who are sent on missions.
Characteristics: Delirium Blades are warriors who use Delirium to either execute high level attacks with devastating effects or channel them out as pure madness that affects their enemies’ psyches and weaken and confuse or even kill them outright. At higher levels, Delirium Blade harness Delirium to such degree that they can bend even reality tot their own whims.
Alignment: Since Delirium Blades use the power of Delirium, they are very erratic, and cannot be of lawful alignment. Some Blades have more restraint and are more reasonable, able to maintain neutrality, but most give themselves into the pull of insanity and lean heavily into chaotic.
Religion: Most Delirium Blades worship Ralishaz, the god of insanity, and adhere adamantly to his teachings. Some good-aligned Delirium Blades tend to look guidance from Kord. There are other Delirium Blades however that do not see the point of worship, and follow only the path of insanity wherever it takes them.
Background: Most Delirium Blades are developed in secret by powers who recognize their potential but do not want to be outright responsible for using such brutal and questionable fighting style. There are also clans that stem from the original developers of the art that still continue to develop Delirium Blades and employ themselves as mercenaries. There are a few who are fortunate to be trained by independent Delirium Blades and use their skills for their own ends.
Races: A certain barbaric human tribe who worshipped Ralishaz realized the potential of harnessing Delirium after witnessing the primal power coming from their warriors who have succumbed to insanity. After several years of experimentation, they finally found a method to find that tight balance in between sanity and insanity, and the first Delirium Blades were born. Orcs and half-orcs, after witnessing Delirium Blades in battle, began adapting their strategies and training for their own. Some aasimars are also known to tap into Delirium and use their innate charisma to strike terror and fear in their opponents’ hearts.
Other Classes: Delirium Blades are perceived as oddities by most if not all classes, what with their erratic behavior and creepy habits. Perhaps only the open minded of the more chaotic classes, especially melee types, can appreciate and see a comrade in them.
Role: The Delirium Blade is the quintessential shock trooper, charging into enemy ranks and sowing chaos with their skill with the blade and their Delirium-charged abilities. They are geared primarily for attack, with all but a single Delirium Blade chain devoted to taking their enemies down in whatever means necessary, and their Delirium abilities are designed to weaken and confuse the enemy ranks.
Adaptation: Delirium Blades easily fit into any campaign with melee warriors. If Delirium or insanity is not a concept that is present in the setting, it can be refluffed into any similar emotion or mental condition. Some of the flashier Delirium Blade attacks can be toned down in effect as well to fit into more grittier campaigns.
GAME RULE INFORMATION
Delirium Blades have the following game statistics.
Abilities: Strength and Charisma are the most important abilities of the Delirium Blade, with each one differing on which to give more importance to based on their chosen style of combat. Constitution is always helpful for melee warriors such as the Delirium Blade, and Dexterity is useful for those who prefer to fight with multiple weapons.
Alignment: Any non-lawful.
Hit Die: d12
Starting Age: As barbarian.
Starting Gold: As barbarian.
Class Skills
The Delirium Blade’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Delirium Blade
Level
BAB
Fort
Ref
Will
Special
Max DP
1st
+1
+2
+0
+0
Delirium, Delirium Blade (level 1), Madness Born of Rage
3
2nd
+2
+3
+0
+0
Raving Lunatic
4
3rd
+3
+3
+1
+1
Paranoia
5
4th
+4
+4
+1
+1
Madness Born of Terror
6
5th
+5
+4
+1
+1
Truth in Madness
7
6th
+6/+1
+5
+2
+2
Delirium Blade (level 2)
8
7th
+7/+2
+5
+2
+2
Madness Aura
9
8th
+8/+3
+6
+2
+2
Madness Born of Knowledge
10
9th
+9/+4
+6
+3
+3
Delirium Junkie
11
10th
+10/+5
+7
+3
+3
Madness Revolution
12
11th
+11/+6/+1
+7
+3
+3
Delirium Blade (level 3)
13
12th
+12/+7/+2
+8
+4
+4
Madness Born of Chaos
14
13th
+13/+8/+3
+8
+4
+4
Sanatorium
15
14th
+14/+9/+4
+9
+4
+4
Insidious
16
15th
+15/+10/+5
+9
+5
+5
Clarity in Insanity
17
16th
+16/+11/+6/+1
+10
+5
+5
Delirium Blade (level 4), Madness Born of Order
18
17th
+17/+12/+7/+2
+10
+5
+5
Extreme Paranoia
19
18th
+18/+13/+8/+3
+11
+6
+6
Delirium Overload
20
19th
+19/+14/+9/+4
+11
+6
+6
Lunatic Asylum
21
20th
+20/+15/+10/+5
+12
+6
+6
I am Delirium, Delirium Blade (maximum insanity)
22
Class Features
All of the following are class features of the Delirium Blade.
Weapon and Armor Proficiencies: Delirium Blades are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shield).
Delirium (Ex): The Delirium Blade is an entity fueled by madness, from within, and from his surroundings. At 1st level, as a swift action, the Delirium Blade can extend a sphere of influence 30 feet in radius where she can draw the power of Delirium in the form of Delirium Points (DP) from any creature within it. This area increases by 10 ft per level.
Since Delirium is a very unstable state of mind, the Delirium Blade is limited to a number of Delirium Points equal to 2 + Delirium Blade class levels. She starts each encounter with maximum DP, and reverts back to maximum DP at the end of each encounter regardless of the remaining (or zero) DP left. She can collect a maximum of 1 DP from each creature in her sphere of influence each round through her Madness Born chain of abilities and acquires these points at the start of the next round. Alternatively, the Delirium Blade can forgo this sphere of influence and as a swift action focus on one creature, and she can instead draw DP equal to one fourth her class levels each round as long as the targeted creature is within the Delirium Blade’s line of sight.
This ability does not give the Delirium Blade the ability to acquire Delirium Points.
Delirium Blade: Delirium Blades are fierce warriors first and foremost. Their name was derived from the unique brand of combat arts that they employ: Delirium Blade. It was derived from an ancient combat art called Chain Arts, where the particular attacks are successively chained in particular order to produce more devastating effects. The first Delirium Blades adapted this by using the concentrated madness of Delirium to obtain the heightened physical and mental state required to pull off these combat techniques.
Delirium Blade is divided into 5 levels, level 1 being the basic and maximum insanity the master level techniques. The Delirium Blade learns level 1 attacks at 1st level, level 2 attacks at 6th level, level 3 attacks at 11th level, level 4 attacks at 16th level, and maximum insanity attacks at level 20. She begins learning 3 level 1 attacks at 1st level, and knows one additional level 1 attack every 2 levels after. Higher level attacks require prerequisite attacks to be made or to be successful in order for her to be able to use them.
All Delirium Blade attacks are extraordinary abilities and require 1 attack action to execute unless otherwise stated in the particular technique. DCs for effects are 10 + ½ class level + Cha mod, against a save specified in the technique’s entry. All Delirium Blade attacks can be executed multiple times in a round as long as the necessary actions and required Delirium Points are fulfilled, with the exception of Maximum Insanity level attacks, in which only one of these attacks can be done each round.
Madness Born of Rage (Ex): At 1st level, the Delirium Blade learns to draw madness from the anger within himself. Every time the Delirium Blade makes or receives a physical attack, she gains 1 DP. She gains only 1 DP each round from this ability, regardless of how many times she attacks or is attacked.
In addition, the Delirium Blade gains 1 temporary hit point per level for each round she has any Delirium Point left. These temporary hit points last only 1 round and do not carry over to the next round.
Raving Lunatic (Ex): Delirium Blades are warriors who walk the thin line between sanity and insanity. To others, they can be very hard to read and come off as crazy. At 2nd level, the Delirium Blade gains a bonus to Intimidate and Bluff checks equal to one fourth her class level. Also, as a swift action, by spending 2 DP, she gains a competence bonus to Intimidate and Bluff checks equal to half her remaining Delirium Points for 1 round. The bonus is calculated from the remaining Delirium Points she has at the start of her current round.
Paranoia (Ex): At 3rd level, as the Delirium Blade becomes more attuned to delirium, she becomes more paranoid. She however uses this paranoia to heighten her awareness of her surroundings. She gains blindsense out to 30 feet.
Madness Born of Terror (Ex): Beginning at 4th level, the Delirium Blade learns to draw madness from the fear in the hearts of her opponents. She gains 1 DP for each creature inside her sphere of influence under fear effects caused by you. Also, for each round she has Delirium Points left, she gains immunity to fear effects.
Truth in Madness (Ex): It is said that the only way to see the truth is through insanity. As the Delirium Blade inches closer and closer to the brink of insanity, she can see through the veils of lies people weave. At 5th level, the Delirium Blade gains Sense Motive as a class skill, and is keyed off her Charisma instead of Wisdom. This ability also receives the bonuses of Raving Lunatic.
Agateophobia (Ex): At 7th level, the Delirium Blade sinks deeper into madness that she can emit it and affect those around her. As a standard action, the Delirium Blade can use Intimidate to demoralize her opponents, but instead of affecting a single enemy that she threatens, she can affect all enemies within her Delirium sphere of influence. She must have line of effect in order for this ability to work and each enemy rolls a separate modified level check to oppose your Intimidate check, but the skill check otherwise works as normal.
When using this ability, the Delirium Blade channels the madness within her outwards, dissipating some of her acquired Delirium. She spends 1 DP for every creature she tries to affect. In case of insufficient DP, she can choose which enemies to affect. However she does not need to spend Delirium Points to affect creatures with hit dice 4 less than the Delirium Blade’s, or half, whichever is higher.
Using this ability also ends the Delirium Blade’s sphere of influence, and she must spend another swift action to extend the sphere of influence again.
Madness Born of Knowledge (Ex): Beginning at 8th level, the Delirium Blade learns to draw madness from esoteric knowledge. She gains 1 DP for each creature inside her sphere of influence that casts a spell or spell-like ability, activates a supernatural ability, or psionic or psi-like powers. Also, for each round she has Delirium Points left, she gains spell resistance equal to 11 + HD.
Delirium Junkie (Ex): By 9th level, the Delirium Blade has gotten used to the feeling of madness within her that she becomes more effective the higher the level of Delirium she stores within her. She gains a bonus to attack, damage, AC, and saves equal to half of her Delirium Points left (rounded up, minimum 1).
Madness Revolution (Ex): At 10th level, whenever the Delirium Blade activates her Agateophobia ability, any creature affected by the ability cowers in fear for 1 round and is shaken in the next. Additionally, she can spend 3 DP to activate the ability as a move action and 6 DP as a swift action. This applies to Sanatorium and Lunatic Asylum abilities as well.
Madness Born of Chaos (Ex): Beginning at 12th level, the Delirium Blade learns to draw madness from chaos of the battlefield. She gains 1 DP for each creature inside her sphere of influence that makes or receives physical attacks. Also, for each round she has Delirium Points left, the raw madness distorts her immediate space, and she gains 20% concealment. This concealment cannot be pierced easily by True Seeing. Instead the observer with True Seeing must succeed on a caster level check with a DC equal to 13 + 1/2 Delirium Class level + Cha mod to gain the spell's normal effects.
Sanatorium (Su): By 13th level, the Delirium Blade can use her insanity to twist the minds of her opponents into other forms of madness. Whenever she uses the Agateophobia ability, she can choose to forgo its effects. Instead, the affected creatures try to attack its closest comrade to the best of its ability, and will continue to do so until it deals damage, ending the effect. However, the Delirium Blade must instead spend 3 DP for each target rather than the normal cost as stated in the Agateophobia ability (still no cost for creatures 4 HD less than the Delirium Blade’s HD or half, whichever is higher).
Insidious (Ex): At 14th level, the Delirium Blade’s insanity becomes so overwhelming that it can penetrate even the most guarded of minds. All Delirium effects that cause mind affecting effects overcome any immunity. The target instead gains +5 bonus to its saves from these effects.
Clarity In Insanity (Ex): It has been said that only those who are truly insane can see through this world made of lies. At 15th level, the Delirium Blade can see through any misdirection or illusion, as if under the effects of a True Seeing spell. She can activate or deactivate it as a free action.
Madness Born of Order (Ex): Beginning at 16th level, the Delirium Blade reaches the pinnacle of insanity. She can now manage to draw madness from insanity’s direct opposite: order. She gains 1 DP for each creature inside her sphere of influence that does nothing or just takes a move action to change location. This includes mental actions and skill checks. Also, for each round she has any Delirium Points left, serenity strengthens her mind, and she gains the benefit of the Mind Blank spell.
Extreme Paranoia (Ex): At 17th level, the Delirium Blade’s mastery of her paranoia reaches a point where she can use it to heighten her sense of danger to inhuman levels. She can no longer be surprised, and she always takes part in any surprise round unless she is helpless. Also, by spending 2 DP, she can gain the effect of blindsight out to a range equivalent to her sphere of influence for 1 round.
Delirium Overload (Ex): Delirium Blades of 18th level break through the limits of their insanity and venture deeper into the realms of Delirium. She can opt to acquire Delirium Points beyond her maximum per level. However, each round that she has more Delirium Points than her maximum per level, her Delirium Junkie ability stops working, and she instead suffers a penalty to attack rolls, damage rolls, AC, and saves equal to half the value over the maximum.
Lunatic Asylum (Su): By 19th level, the Delirium Blade can use her insanity to invoke the deepest fears of her enemies to a point that it breaks down their psyche. Whenever she uses the Agateophobia ability, she can choose to forgo its effects. Instead, the affected creatures are attacked by a figment of their deepest fears, and must succeed a fort save with a DC equal to 10+ ½ class level + Cha or die. If the save is successful, the target instead takes 1d3 damage to its Wisdom score.
Using this ability demands more from the Delirium Blade, and costs 5 Delirium Points for every creature she tries to affect rather than the normal cost stated in the Agateophobia ability (still no cost for creatures 4 HD less than the Delirium Blade’s HD or half, whichever is higher).
I am Delirium (Ex/Su): By 20th level, Delirium Blades become the embodiment of insanity. Her mind becomes so twisted that she can reject the perceived reality and live as she sees fit in her own insane world. She escapes the clutches of Destiny, and no longer dies from old age, stops accruing penalties from aging, but still benefits from age bonuses.
Once per day, as an immediate action, whenever the Delirium Blade is about to die, she can spend 22 DP to rewrite her fate and cheat even Death. Whenever she takes damage or is affected by an effect that causes her to die, she can treat it as if that round never happened, and she can choose to reappear at any point within her Delirium sphere of influence. The DP cost from this ability can bring down her Delirium Points below zero, and she has to fill up these negative DP first (through Madness Born abilities) before she can use any abilities that require DP. She also suffers a penalty to attack, damage, AC, and saves equal to the negative DP value for each round she has them. This part of the ability is a supernatural effect.
Updates (4/23/14):
Madness chain of abilities - changed how the bonus effects work to just requiring DP left in the pool to save time from all that bookkeeping. Also changed Madness Born from Chaos' bonus to require a caster level check instead of just automatically blocking True Seeing and like abilities.
Sanatorium and Lunatic Asylum - adjusted the DP costs.
Image (http://fc05.deviantart.net/fs41/f/2009/010/8/d/CONAN_RAGE_by_maxetormer.jpg)
"One who knows truth as truth and nothing else can't comprehend this world of lies." - a nameless Delirium Blade master.
Delirium Blades are warriors who walk the tightrope between sanity and insanity, wading through the battlefield, using the insanity from the chaos to fuel his abilities that in turn sow more chaos in an endless cycle of destruction that ends only with the Delirium Blade left standing.
Adventures: Most adventuring Delirium Blades are mercenaries who sell their abilities in exchange for money or any other means of profit. Others are wanderers who roam the lands wherever their feet take them, and take on odd jobs if they feel like doing them. Some are agents of several organizations or nations who are sent on missions.
Characteristics: Delirium Blades are warriors who use Delirium to either execute high level attacks with devastating effects or channel them out as pure madness that affects their enemies’ psyches and weaken and confuse or even kill them outright. At higher levels, Delirium Blade harness Delirium to such degree that they can bend even reality tot their own whims.
Alignment: Since Delirium Blades use the power of Delirium, they are very erratic, and cannot be of lawful alignment. Some Blades have more restraint and are more reasonable, able to maintain neutrality, but most give themselves into the pull of insanity and lean heavily into chaotic.
Religion: Most Delirium Blades worship Ralishaz, the god of insanity, and adhere adamantly to his teachings. Some good-aligned Delirium Blades tend to look guidance from Kord. There are other Delirium Blades however that do not see the point of worship, and follow only the path of insanity wherever it takes them.
Background: Most Delirium Blades are developed in secret by powers who recognize their potential but do not want to be outright responsible for using such brutal and questionable fighting style. There are also clans that stem from the original developers of the art that still continue to develop Delirium Blades and employ themselves as mercenaries. There are a few who are fortunate to be trained by independent Delirium Blades and use their skills for their own ends.
Races: A certain barbaric human tribe who worshipped Ralishaz realized the potential of harnessing Delirium after witnessing the primal power coming from their warriors who have succumbed to insanity. After several years of experimentation, they finally found a method to find that tight balance in between sanity and insanity, and the first Delirium Blades were born. Orcs and half-orcs, after witnessing Delirium Blades in battle, began adapting their strategies and training for their own. Some aasimars are also known to tap into Delirium and use their innate charisma to strike terror and fear in their opponents’ hearts.
Other Classes: Delirium Blades are perceived as oddities by most if not all classes, what with their erratic behavior and creepy habits. Perhaps only the open minded of the more chaotic classes, especially melee types, can appreciate and see a comrade in them.
Role: The Delirium Blade is the quintessential shock trooper, charging into enemy ranks and sowing chaos with their skill with the blade and their Delirium-charged abilities. They are geared primarily for attack, with all but a single Delirium Blade chain devoted to taking their enemies down in whatever means necessary, and their Delirium abilities are designed to weaken and confuse the enemy ranks.
Adaptation: Delirium Blades easily fit into any campaign with melee warriors. If Delirium or insanity is not a concept that is present in the setting, it can be refluffed into any similar emotion or mental condition. Some of the flashier Delirium Blade attacks can be toned down in effect as well to fit into more grittier campaigns.
GAME RULE INFORMATION
Delirium Blades have the following game statistics.
Abilities: Strength and Charisma are the most important abilities of the Delirium Blade, with each one differing on which to give more importance to based on their chosen style of combat. Constitution is always helpful for melee warriors such as the Delirium Blade, and Dexterity is useful for those who prefer to fight with multiple weapons.
Alignment: Any non-lawful.
Hit Die: d12
Starting Age: As barbarian.
Starting Gold: As barbarian.
Class Skills
The Delirium Blade’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Delirium Blade
Level
BAB
Fort
Ref
Will
Special
Max DP
1st
+1
+2
+0
+0
Delirium, Delirium Blade (level 1), Madness Born of Rage
3
2nd
+2
+3
+0
+0
Raving Lunatic
4
3rd
+3
+3
+1
+1
Paranoia
5
4th
+4
+4
+1
+1
Madness Born of Terror
6
5th
+5
+4
+1
+1
Truth in Madness
7
6th
+6/+1
+5
+2
+2
Delirium Blade (level 2)
8
7th
+7/+2
+5
+2
+2
Madness Aura
9
8th
+8/+3
+6
+2
+2
Madness Born of Knowledge
10
9th
+9/+4
+6
+3
+3
Delirium Junkie
11
10th
+10/+5
+7
+3
+3
Madness Revolution
12
11th
+11/+6/+1
+7
+3
+3
Delirium Blade (level 3)
13
12th
+12/+7/+2
+8
+4
+4
Madness Born of Chaos
14
13th
+13/+8/+3
+8
+4
+4
Sanatorium
15
14th
+14/+9/+4
+9
+4
+4
Insidious
16
15th
+15/+10/+5
+9
+5
+5
Clarity in Insanity
17
16th
+16/+11/+6/+1
+10
+5
+5
Delirium Blade (level 4), Madness Born of Order
18
17th
+17/+12/+7/+2
+10
+5
+5
Extreme Paranoia
19
18th
+18/+13/+8/+3
+11
+6
+6
Delirium Overload
20
19th
+19/+14/+9/+4
+11
+6
+6
Lunatic Asylum
21
20th
+20/+15/+10/+5
+12
+6
+6
I am Delirium, Delirium Blade (maximum insanity)
22
Class Features
All of the following are class features of the Delirium Blade.
Weapon and Armor Proficiencies: Delirium Blades are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shield).
Delirium (Ex): The Delirium Blade is an entity fueled by madness, from within, and from his surroundings. At 1st level, as a swift action, the Delirium Blade can extend a sphere of influence 30 feet in radius where she can draw the power of Delirium in the form of Delirium Points (DP) from any creature within it. This area increases by 10 ft per level.
Since Delirium is a very unstable state of mind, the Delirium Blade is limited to a number of Delirium Points equal to 2 + Delirium Blade class levels. She starts each encounter with maximum DP, and reverts back to maximum DP at the end of each encounter regardless of the remaining (or zero) DP left. She can collect a maximum of 1 DP from each creature in her sphere of influence each round through her Madness Born chain of abilities and acquires these points at the start of the next round. Alternatively, the Delirium Blade can forgo this sphere of influence and as a swift action focus on one creature, and she can instead draw DP equal to one fourth her class levels each round as long as the targeted creature is within the Delirium Blade’s line of sight.
This ability does not give the Delirium Blade the ability to acquire Delirium Points.
Delirium Blade: Delirium Blades are fierce warriors first and foremost. Their name was derived from the unique brand of combat arts that they employ: Delirium Blade. It was derived from an ancient combat art called Chain Arts, where the particular attacks are successively chained in particular order to produce more devastating effects. The first Delirium Blades adapted this by using the concentrated madness of Delirium to obtain the heightened physical and mental state required to pull off these combat techniques.
Delirium Blade is divided into 5 levels, level 1 being the basic and maximum insanity the master level techniques. The Delirium Blade learns level 1 attacks at 1st level, level 2 attacks at 6th level, level 3 attacks at 11th level, level 4 attacks at 16th level, and maximum insanity attacks at level 20. She begins learning 3 level 1 attacks at 1st level, and knows one additional level 1 attack every 2 levels after. Higher level attacks require prerequisite attacks to be made or to be successful in order for her to be able to use them.
All Delirium Blade attacks are extraordinary abilities and require 1 attack action to execute unless otherwise stated in the particular technique. DCs for effects are 10 + ½ class level + Cha mod, against a save specified in the technique’s entry. All Delirium Blade attacks can be executed multiple times in a round as long as the necessary actions and required Delirium Points are fulfilled, with the exception of Maximum Insanity level attacks, in which only one of these attacks can be done each round.
Madness Born of Rage (Ex): At 1st level, the Delirium Blade learns to draw madness from the anger within himself. Every time the Delirium Blade makes or receives a physical attack, she gains 1 DP. She gains only 1 DP each round from this ability, regardless of how many times she attacks or is attacked.
In addition, the Delirium Blade gains 1 temporary hit point per level for each round she has any Delirium Point left. These temporary hit points last only 1 round and do not carry over to the next round.
Raving Lunatic (Ex): Delirium Blades are warriors who walk the thin line between sanity and insanity. To others, they can be very hard to read and come off as crazy. At 2nd level, the Delirium Blade gains a bonus to Intimidate and Bluff checks equal to one fourth her class level. Also, as a swift action, by spending 2 DP, she gains a competence bonus to Intimidate and Bluff checks equal to half her remaining Delirium Points for 1 round. The bonus is calculated from the remaining Delirium Points she has at the start of her current round.
Paranoia (Ex): At 3rd level, as the Delirium Blade becomes more attuned to delirium, she becomes more paranoid. She however uses this paranoia to heighten her awareness of her surroundings. She gains blindsense out to 30 feet.
Madness Born of Terror (Ex): Beginning at 4th level, the Delirium Blade learns to draw madness from the fear in the hearts of her opponents. She gains 1 DP for each creature inside her sphere of influence under fear effects caused by you. Also, for each round she has Delirium Points left, she gains immunity to fear effects.
Truth in Madness (Ex): It is said that the only way to see the truth is through insanity. As the Delirium Blade inches closer and closer to the brink of insanity, she can see through the veils of lies people weave. At 5th level, the Delirium Blade gains Sense Motive as a class skill, and is keyed off her Charisma instead of Wisdom. This ability also receives the bonuses of Raving Lunatic.
Agateophobia (Ex): At 7th level, the Delirium Blade sinks deeper into madness that she can emit it and affect those around her. As a standard action, the Delirium Blade can use Intimidate to demoralize her opponents, but instead of affecting a single enemy that she threatens, she can affect all enemies within her Delirium sphere of influence. She must have line of effect in order for this ability to work and each enemy rolls a separate modified level check to oppose your Intimidate check, but the skill check otherwise works as normal.
When using this ability, the Delirium Blade channels the madness within her outwards, dissipating some of her acquired Delirium. She spends 1 DP for every creature she tries to affect. In case of insufficient DP, she can choose which enemies to affect. However she does not need to spend Delirium Points to affect creatures with hit dice 4 less than the Delirium Blade’s, or half, whichever is higher.
Using this ability also ends the Delirium Blade’s sphere of influence, and she must spend another swift action to extend the sphere of influence again.
Madness Born of Knowledge (Ex): Beginning at 8th level, the Delirium Blade learns to draw madness from esoteric knowledge. She gains 1 DP for each creature inside her sphere of influence that casts a spell or spell-like ability, activates a supernatural ability, or psionic or psi-like powers. Also, for each round she has Delirium Points left, she gains spell resistance equal to 11 + HD.
Delirium Junkie (Ex): By 9th level, the Delirium Blade has gotten used to the feeling of madness within her that she becomes more effective the higher the level of Delirium she stores within her. She gains a bonus to attack, damage, AC, and saves equal to half of her Delirium Points left (rounded up, minimum 1).
Madness Revolution (Ex): At 10th level, whenever the Delirium Blade activates her Agateophobia ability, any creature affected by the ability cowers in fear for 1 round and is shaken in the next. Additionally, she can spend 3 DP to activate the ability as a move action and 6 DP as a swift action. This applies to Sanatorium and Lunatic Asylum abilities as well.
Madness Born of Chaos (Ex): Beginning at 12th level, the Delirium Blade learns to draw madness from chaos of the battlefield. She gains 1 DP for each creature inside her sphere of influence that makes or receives physical attacks. Also, for each round she has Delirium Points left, the raw madness distorts her immediate space, and she gains 20% concealment. This concealment cannot be pierced easily by True Seeing. Instead the observer with True Seeing must succeed on a caster level check with a DC equal to 13 + 1/2 Delirium Class level + Cha mod to gain the spell's normal effects.
Sanatorium (Su): By 13th level, the Delirium Blade can use her insanity to twist the minds of her opponents into other forms of madness. Whenever she uses the Agateophobia ability, she can choose to forgo its effects. Instead, the affected creatures try to attack its closest comrade to the best of its ability, and will continue to do so until it deals damage, ending the effect. However, the Delirium Blade must instead spend 3 DP for each target rather than the normal cost as stated in the Agateophobia ability (still no cost for creatures 4 HD less than the Delirium Blade’s HD or half, whichever is higher).
Insidious (Ex): At 14th level, the Delirium Blade’s insanity becomes so overwhelming that it can penetrate even the most guarded of minds. All Delirium effects that cause mind affecting effects overcome any immunity. The target instead gains +5 bonus to its saves from these effects.
Clarity In Insanity (Ex): It has been said that only those who are truly insane can see through this world made of lies. At 15th level, the Delirium Blade can see through any misdirection or illusion, as if under the effects of a True Seeing spell. She can activate or deactivate it as a free action.
Madness Born of Order (Ex): Beginning at 16th level, the Delirium Blade reaches the pinnacle of insanity. She can now manage to draw madness from insanity’s direct opposite: order. She gains 1 DP for each creature inside her sphere of influence that does nothing or just takes a move action to change location. This includes mental actions and skill checks. Also, for each round she has any Delirium Points left, serenity strengthens her mind, and she gains the benefit of the Mind Blank spell.
Extreme Paranoia (Ex): At 17th level, the Delirium Blade’s mastery of her paranoia reaches a point where she can use it to heighten her sense of danger to inhuman levels. She can no longer be surprised, and she always takes part in any surprise round unless she is helpless. Also, by spending 2 DP, she can gain the effect of blindsight out to a range equivalent to her sphere of influence for 1 round.
Delirium Overload (Ex): Delirium Blades of 18th level break through the limits of their insanity and venture deeper into the realms of Delirium. She can opt to acquire Delirium Points beyond her maximum per level. However, each round that she has more Delirium Points than her maximum per level, her Delirium Junkie ability stops working, and she instead suffers a penalty to attack rolls, damage rolls, AC, and saves equal to half the value over the maximum.
Lunatic Asylum (Su): By 19th level, the Delirium Blade can use her insanity to invoke the deepest fears of her enemies to a point that it breaks down their psyche. Whenever she uses the Agateophobia ability, she can choose to forgo its effects. Instead, the affected creatures are attacked by a figment of their deepest fears, and must succeed a fort save with a DC equal to 10+ ½ class level + Cha or die. If the save is successful, the target instead takes 1d3 damage to its Wisdom score.
Using this ability demands more from the Delirium Blade, and costs 5 Delirium Points for every creature she tries to affect rather than the normal cost stated in the Agateophobia ability (still no cost for creatures 4 HD less than the Delirium Blade’s HD or half, whichever is higher).
I am Delirium (Ex/Su): By 20th level, Delirium Blades become the embodiment of insanity. Her mind becomes so twisted that she can reject the perceived reality and live as she sees fit in her own insane world. She escapes the clutches of Destiny, and no longer dies from old age, stops accruing penalties from aging, but still benefits from age bonuses.
Once per day, as an immediate action, whenever the Delirium Blade is about to die, she can spend 22 DP to rewrite her fate and cheat even Death. Whenever she takes damage or is affected by an effect that causes her to die, she can treat it as if that round never happened, and she can choose to reappear at any point within her Delirium sphere of influence. The DP cost from this ability can bring down her Delirium Points below zero, and she has to fill up these negative DP first (through Madness Born abilities) before she can use any abilities that require DP. She also suffers a penalty to attack, damage, AC, and saves equal to the negative DP value for each round she has them. This part of the ability is a supernatural effect.
Updates (4/23/14):
Madness chain of abilities - changed how the bonus effects work to just requiring DP left in the pool to save time from all that bookkeeping. Also changed Madness Born from Chaos' bonus to require a caster level check instead of just automatically blocking True Seeing and like abilities.
Sanatorium and Lunatic Asylum - adjusted the DP costs.