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Silvanshei
2013-10-07, 11:12 PM
After searching through the internet, I was unable to find any d20 version of the Final Fantasy Tactics Samurai job. It uses its sword to do area effects around itself. So here is my attempt at a PrC that does the same. Please leave comment about the overall usefulness and/or power.


Spirit Sword


http://www.dandwiki.com/w/images/3/30/TheIadoka.jpg
Prerequisites:
BAB +5
Knowledge (history) 8 ranks or Knowledge (religion) 8 ranks

HD:d10


Level
Base Attack
Fort
Ref
Will
Class Features
Spirit Techniques Known


1
1
2
0
2
Ancestral Relic, Spirit Release
2


2
2
3
0
3
Spirit Sight
3


3
3
3
1
3
Spiritual Pressure -2
3


4
4
4
1
4
Spiritual Strength 1/day
4


5
5
4
1
4
Blade Grasp
4


6
6
5
2
5
Spiritual Pressure -4
5


7
7
5
2
5
Twin Spirit
5


8
8
6
2
6
Spiritual Strength 2/day
6


9
9
6
3
6
Spiritual Pressure -6
6


10
10
7
3
7
Spirit Form
7


Skills (4+Int modifier): Climb, Craft, Jump, Knowledge (history), Knowledge (religion), Listen, Profession, Sense Motive, Spot, Swim

Ancestral Relic: At 1st level, a Spirit Sword gains the Ancestral Relic feat without having to meet the prerequisites. The costs associated with the feat are halved. If she already has this feat, she may choose any other feat that she qualifies for.
Spirit Release [Su]: As the Spirit Sword gains levels she learns how to use her sword to call forth spirits. Using a spirit release technique is a standard action that does not provoke attacks of opportunity. All techniques effect a 15 ft. radius area around the Sprit Sword. She starts with two techniques known and gains more as she levels according to the table. Each technique has a minimum BAB to learn and a minimum permanent enhancement on the sword to use it. This enhancement may be any combination of enhancement bonus and special abilities, though at least half, round up, must be an enhancement bonus. The saving throw DC for any technique is equal to 10 + 1/2 BAB + Cha modifier. A Spirit Sword may use this ability a number of times per day equal to 3 + her Charisma modifier.
Spirit Blade: Causes an unseen specter-sword to slash at enemies. Make a melee touch attack against all enemies. This deals normal damage as if you had attacked each enemy in melee. Minimum BAB +6 and +2 enhancement bonus.
Rain of Wisdom: Rain tears of an enlightened soul. All allies are healed as if you cast mass cure light wounds. Your caster level is equal to your BAB. Minimum BAB +6 and +2 enhancement bonus.
Purifying Breeze: Brings forth a spirit that bestows the protection of its effervescent life force. All allies gain a +2 spirit bonus to AC and saves for 2 rounds per level. This bonus improves by +1 for every 2 class levels. Minimum BAB +6 and +2 enhancement bonus.
Cloudsea Curse: Releases a phantom of pure mist to hinder the enemy. All enemies must make a Will save or be slowed, as per the slow spell for 1 round per level. Minimum BAB +6 and +2 enhancement bonus.
Binding Darkness: Loose a wave of howling dark spirits. All enemies take 1d8 damage per level as the spirits rip them apart. A successful Fortitude save halves this damage. Minimum BAB +7 and +2 enhancement bonus.
Ethereal Embrace: This benevolent spirit bestows physical healing and increases speed. All allies gain fast healing equal to half your BAB and come under the effects of a haste spell for 1 round per level. Minimum BAB +9 and +3 enhancement bonus.
Frigid Grasp: Wintery spirits sweep around grasping enemies and shielding allies. All allies gain DR 5/- as the spirits wrap themselves around them for 1 minute. All enemies take 1d8 cold damage per two levels and are held immobile for 1d4 rounds by the icy spirits. A successful Reflex save halves the damage and negate the immobility. Minimum BAB +9 and +3 enhancement bonus.
Doomed Aspirations: Summons a spirit that hungers for living souls. All enemies must succeed at a Will save or be affected by a feeblemind and a confusion spell. Your caster level for each of these spells is equal to you BAB. Minimum BAB +11 and +4 enhancement bonus.
Essence of Antiquity: Draws out spirits of the past to help you and your allies. All allies gain a +4 insight bonus to all ability checks, attack rolls, saving throws, and skill checks for 1 minute per level. Minimum BAB +11 and +4 enhancement bonus.
Verse of Oblivion: Send the whispering dead to feed on the enemies sanity. All enemies take (1d4 + Cha modifier) Wisdom damage. Creatures may make a Will save to negate this damage. Any single creature can only take damage from this technique twice in any 24 hour period. Minimum BAB +13 and +5 enhancement bonus.
Sanguine Blossom: The spirit releases by this ability wreaks havoc with its all-consuming hatred. All enemies are the target of a meteor like that from a meteor swarm spell. The Spirit Sword is immune to the area damage from these meteors. Minimum BAB +15 and +7 enhancement bonus.
Raging Inferno: Brings forth a spirit which pursues the living as a band of blue flame. All enemies are engulfed in blue flame, taking 1d8 points of damage per 2 levels every round for 1 round per level. Affected creatures may make a Reflex save every round, including the round this technique is used, to negate the damage for that round. Half of the damage dealt is fire damage, but the other half results directly from spiritual power and is therefore not subject to being reduced by resistance to fire-based attacks. Minimum BAB +15 and +7 enhancement bonus.
Spiritual Pressure [Su]: At 2nd level, the Spirit Sword's own spirit grows stronger and reaches out to weaken those close to her. Any enemy adjacent to her suffers a -2 spirit penalty to any saving throw made against her spirit release techniques. This penalty increases to -4 at 6th level, and again to -6 at 9th level.
Spirit Sight [Su]: A 3rd level Spirit Sword can determine someone's spiritual essence. As a standard action, she can detect a target's alignment, though a successful Will save negates this ability. This technique can not be blocked, such as the protection provided by misdirection and undetectable alignment.
Spiritual Strength [Su]: At 4th level, a Spirit Sword's connection to the spirits can be used to strengthen herself. This ability is much like a barbarian's rage, except as follows. She gains a +4 Strength and +4 Charisma, and blocks any attempt to possess her (by a magic jar attack, for example) or to exercise mental control over her (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). This ability lasts for a number of rounds equal to 3 + the character's (newly improved) Charisma modifier. This ability can be used once per day at 4th level and twice per day at 8th level.
Blade Grasp [Ex]: At 5th level, a Spirit Sword can block incoming physical melee attacks. Once per round as an immediate action, she may make a special melee attack roll. If this roll beats the attack roll of the incoming attack, the attack is negated.
Twin Spirit [Su]: A 7th level Spirit Sword can use two spirit release techniques at the same time using a standard action. This can be done a number of times per day equal to her Charisma modifier. She must wait 2 rounds between uses of this ability.
Spirit Form [Su]: At 10th level, a Spirit Sword can temporarily become that which she releases. As a standard action that does not provoke attacks of opportunity, she may meditate and become incorporeal for 1 minute. While incorporeal, she gains all the advantages of the incorporeal subtype. She has no Strength score against corporeal creatures or objects and can not make physical attacks against them, but she gains the ability to make a melee touch attack (add her Dexterity modifier to her attack roll) that deals 1d6 points of damage to a corporal target. This effect is treated as a magic weapon for the purposes of overcoming damage reduction. While in this form, her spirit release techniques affect corporeal creatures and all of the her spirit release techniques become more powerful. The saving throw for any technique is increased by 5 as well as all technique dealing double damage. All numeric bonuses or penalties are also doubled.

ArcturusV
2013-10-08, 12:50 AM
Well do more later, but I like FFT, so it made sense to check out.

And I wanted to add a quick note. On the Ancestral Relic entry you might want to say "Any other feat they qualify for". Instead of "Any other feat" so you avoid something like a sixth level character having an Epic Feat.

Xaotiq1
2013-10-08, 10:57 PM
I'll leave this here. http://www.giantitp.com/forums/showthread.php?p=14616502#post14616502

Lemme know what you think!