Averis Vol
2013-10-10, 11:20 PM
Hey all, Way back when I was looking for a way to make a competent soulknife, as the aesthetic really appealed to me, but with all my trying, I couldn't make the mechanics work the way I wanted. So I decided that I would take it upon myself to whip up a new class that utilized a mind blade, just with a little different fluff. Now it isn't quite finished, which is why I come here to see what you all think of it so far and if you can help with the last few levels, So without further ado I present the Spirited Blade!
It is said that there are hidden orders of warriors throughout the world that dedicate themselves solely to the higher purpose of strengthening their spirit. They train so intensely, that they can bring about a manifestation of their power in the form of a spirit weapon. These warriors are known as Spirited Blades; warriors of the mind and seekers of enlightenment.
Adventures: Most Spirited Blades choose to roam the world and gain enlightenment. How they choose to do this is up to the individual warrior, but many choose to travel to far off lands, dueling warriors of renown and studying in ancient temples.
Characteristics: Spirited blades are meditant warriors, akin to monks but with a far more martial bent, they tend to take time to think over their actions before committing to a path. Their heightened state of mind makes them incredibly perceptive and they tend to have a knowing gaze about them.
Alignment: With great mental and spiritual freedom, only the Spirited Blade truly knows who he is. Most tend to towards neutral and good, if for the simple reason that power is best used in protection of those who cannot protect themselves, but with ancient Transcendants of every alignment to imitate and learn from, A spirited blade may be of any alignment.
Religion: all people know gods exist; it is an infallible fact of the world, but many more enlightened people know that, while there, god's take only the most minor role in the grand scheme of the world. Most Spirited Blades tend to follow gods of knowledge and wisdom, but many choose to follow their own ideals; accepting them as the only truth.
Background: Wisened folk come from all walks of life. Though many transcendants are born in the hidden orders monasteries, a large number were simple folk with particularly strong minds before they were met by the Spirited Blades wandering recruiters. If the potential transcendants choose to join up with the order, they are whisked away by a small group of retrievers; a sect of the order meant to collect those with strong spirits.
Races: Longer lived races tend to make up the majority of the spirited blades numbers; Killorens, Elves and Dwarves hold as the highest majorities, but most other civilised races hold position within the order. Gnomes, with their ecstatic mind make surprisingly good transcendants, along with humans and halflings willing to expand their minds beyond normal limits. Most of the savage and wild races are too primordial in their mindsets to be inducted into the order, but the random Hobgoblin willing to temper his hatred would make an excellent Spirited Blade with their races natural bent for discipline.
Other classes: Spirited blades get along with most wisdom based casters and disciplined martial warriors; they find their open minds and strict dedication relieving after a day of hard work, but can grow tired of the haughty and flair driven nature of sorcerers and bards. They also tend to find the more savage barbarians crude and unrefined, but never the less respect their strength of body.
Role:Spirited blades are front line warriors who use insight and cunning to destroy their foe with a myriad of tools. With the ability to create weapons purely from the strength of their mind, you will be hard pressed to catch one who isn't ready for a confrontation at all times.
The Spirited Blade
Hit Die: 1d8
Skill points: 4+int (x4 at first level)
Starting gold: as a paladin
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|Clarity, Battle Trance (Step like the wind), The art of forging (Basic)
2nd|+2|+3|+0|+3|My sword is my bond
3rd|+3|+3|+1|+3|The art of reforging, Strength of mind
4th|+4|+4|+1|+4|Piercing the veil, Transcendent blade
5th|+5|+4|+1|+4| Journeyman’s bond, Battle Trance (Fury of the storm)
6th|+6/+1|+5|+2|+5|Spiritual Augmentation (Driving blows)
7th|+7/+2|+5|+2|+5| Mettle
8th|+8/+3|+6|+2|+6|Expel the venom, Cleanse the soul
9th|+9/+4|+6|+3|+6|Spiritual augmentation (Ancient Manifestation), Uncanny perception
10th|+10/+5|+7|+3|+7| Battle trance (Ascend from earth)
11th|+11/+6/+1|+7|+3|+7| Unbound potential
12th|+12/+7/+2|+8|+4|+8| Spiritual Augmentation (Spell reflecting blade)
13th|+13/+8/+3|+8|+4|+8| Enduring mind
14th|+14/+9/+4|+9|+4|+9| Prescient combat
15th|+15/+10/+5|+9|+5|+9| True bliss, Spiritual Augmentation (Dazing blow)
16th|+16/+11/+6/+1|+10|+5|+10| Repel the darkness, Embrace the wise
17th|+17/+12/+7/+2|+10|+5|+10| Grandmaster Transcendent
18th|+18/+13/+8/+3|+11|+6|+11| Spiritual augmentation (Severed from the soul)
19th|+19/+14/+9/+4|+11|+6|+11| Self-sustaining blade
20th|+20/+15/+10/+5|+12|+6|+12| Battle Trance (Warrior of Eternity), Transic Mastery
[/table]
Skills: Balance(dex), Climb(Str), Craft(int), Diplomacy(Cha), Escape artist(Dex), Heal(wis), Intimidate(Cha), Jump(Str), Knowledge (Religion, History, Local)(Wis), Listen(Wis), Profession(Wis), Sense motive(Wis), Spot(Wis), Swim(Str) Tumble(Dex)
Weapon and Armor Proficiency: A Spirited Blade is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (minus tower shields).
Battle trance (Ex): Starting at 1st level a Spirited Blade can enter a Spiritual trance. He can do this for a number of rounds equal to his wisdom modifier, a number of times per day equal to half his class level (Minimum 1). In the Vernal Codex there are several different stances a Spirited blade can learn, each one increasingly more difficult than the last. Only one battle trance may be entered at a time, until a Spirited blade reaches True Bliss (See below)
Step like the wind: At 1st level a Spirited blade learns their first stance. When a Spirited blade makes an attack of opportunity, the way he stands and uses his weapon allows him to maneuver deftly across the battlefield. If your attack succeeds you may immediately take a free five foot step. This action does not consume your normal five foot step nor does it provoke attacks of opportunity. This movement does not count towards your normally allotted movement speed.
Fury of the storm: At 5th level a spirited blade unlocks the pathway to a new battle trance. As a Standard action once a round you can transform a soul arm you wield into a bolt of crackling lightning and cacophonous thunder in an eighty foot line +10 ft./3 levels, then make an attack against them that deals your weapon damage (as if using a melee or ranged weapon attack at your discretion). You may choose whether this damage is electricity or sonic in the first round, but you must alternate the damage every round. (For example, if you choose sonic damage for the first round, your next attack will be electric, then the round after sonic, and so on.) You may use any feats for which you could normally use with your soul arm, and your enemies must make a reflex save (if electricity) DC 13+wis modifier, or fortitude save (If sonic) of the same DC. This DC increases by 1 for every +1 (not total enhancement bonus, on the flat 1-5) of your soul arm. If your opponent fails the save he is either stunned (for electric) or deafened (If sonic) for one round.
Ascend from earth: Most people accept that without the study required of magic, they are bound to earth with no means of ascension. Ever the denier, Spirited blades of 10th level reject reality and see the unseen steps that allow them to traverse the skies at their whim. While in a battle trance a spirited blade may walk through the air as if on solid ground (Allowing him to charge if he wishes). While moving through the air he moves at his normal base land speed and can take any travel options available to him that would be were he on the ground.
Warrior of Eternity: At 20th level, the spirited blade can reach his mind across the planes to commune with eternal entities who teach him to expedite his own time flow while slowing anothers. As contact is made, and their wisdom is imparted on him, time seems to stand still as he enters the fray. Warrior of eternity can be entered at anytime, even on someone elses turn and during a surprise round. When activated the Spirited Blade may take an additional full round action each round. At the beginning of each round the Spirited Blade may, as a free action, forfeit these extra actions to force a DC (10+half level+Wis mod) will save on the target of his choice; if they fail this save, they lose their turn as the very atoms that make them up stop in time. While in this state they are not helpless and they can still take attacks of opportunity.
Clarity(Ex): at first level a Spirited Blade is a symbol of mental acuity. A spirited blade may summon a soul arm* that may be any weapon with which the Spirited blade is proficient with. Furthermore when using a soul arm, A spirited blade uses his wisdom modifier instead of strength when determining his attack and weapon damage bonuses. It functions as strength (Which means while using a two handed soul arm, you gain 1 1/2 your wisdom modifier in extra damage) in all respects, except for where feats, class features, Etc. are concerned.
* A soul arm is a weapon of pure mental energy brought forth from the spirited blades own mind that can be shaped by whim alone. This is the weapon of choice for any spirited blade, though they are trained in the use of solid weaponry.
The art of forging(Ex): A Spirited Blade is taught that in order to properly display his power, a soul arm must have a host similar to the connection between a mortals body and soul. At 1st level the art of forging is learned from an ancient codex that requires you to fuse part of your spirit to a weapons hilt. This process requires 50 gp worth of materials (For the standard hilt borne by Novices) and a days’ time at a forge and a crafting table, followed by a two hours of practicing forms while reciting the Corvan creed. After the mortal shell is built, the soul must be imbued. The Spirited blade transfers one point of wisdom and constitution into the hilt, giving him the power to channel the soul arm (This is not drain or damage, but if the weapon should ever leave your possession, the wisdom and constitution is temporarily gone). In all respects this channeling is like drawing a weapon, including the draw time and any enhancers you may have. (Quickdraw, lesser crystals of return, Etc.)
My sword is my bond (Ex): at 2nd level you discover a spiritual bond with your weapon. From now on you may qualify for fighter only feats as if you were a fighter two levels lower than your level in the spirited blade class. Levels in this class stack with levels in fighter when determining what feats you are eligible for. (So a level six spirited blade qualifies for Weapon specialization as long as he has weapon focus with his soul arm, equally, a fourth level spirited blade/second level fighter also qualifies for specialization.)
Strength of mind (Ex): At 3rd level you gain the ability to use your unique understanding and otherworldly clarity to do things stronger and faster men can with minimal investment. you may use your wisdom modifier when using these skills: Balance, Concentration, Escape artist, Jump, Swim, Tumble and Use rope. In addition to these skills, a Spirited blade of third level may also use his wisdom modifier instead of dexterity to determine his AC, and if the spirited blade chooses to wear no armor at all he may use both.
The art of reforging: So far in their journey, the Spirited blade has built a bond with their weapon of choice, whether he be the hawk eyed archer or the stalwart defender. But now at 3rd level the Spirited blade learns how to reform and reshape his Soul Arm into the form of any other weapon in which he has proficiency. This can be done with another two hours of meditation and repetition of the Corvan creed.
Piercing the veil (Ex): At 4th level a Spirited Blade can see past the subtle altering of reality, and can strike true beyond such components, whether magical or of divine creation. Any spells that would inhibit the Spirited blades attacks can be temporarily Bypassed. Once per day per point of wisdom modifier you have, you may Ignore the effect of any abjuration, Illusion, or transmutation effect that grants miss chance, damage reduction, energy resistance, armor class bonus or shield bonus. You may only choose to isolate one form of protection at a time and the effects last until the end of your turn.
Transcendent Blade (Ex): A spirited Blade who reaches 4th level has gained enough wisdom and spiritual power that his soul arm has gained the ability to overcome more advanced defenses than what mere steel would allow. Your soul arm is now, for all intents and purposes, a masterwork weapon (Gaining +1 to attack) and may overcome damage resistance as if it were magic. You may now also enchant your soul arm. In order to do so you must transfer an additional point of wisdom into your soul arm in addition to the costs for enchanting your weapon. Since a soul arm is not "enhanced" in the typical fashion, you must perform it yourself using the gold required to instead buy an equivalent amount of rare, mind enhancing incense that take your mind to another plane of thought; allowing you to alter the very composition of your soul arm.
Journeyman’s bond (Ex): At fifth level the power of your bond with your soul arm is strong enough to support multiple ties to your soul, as such you may now create multiple soul arms. These new ones can be made of special materials (Such as cold iron, adamantine, serran wood, etc., etc.) that transfer their properties to the soul arm.
Spiritual Augmentation: At sixth level your mind unlocks a whole new series of possible spiritual augmentations for your soul arm. See the specific ability below to figure out how many points of wisdom are required for each ability. Each ability is powered by filling your Soul arm with extra points of wisdom. You can have a number of points stored in a weapon equal to your class level.
Driving Blows: At 6th level the insubstantial flowing energy of a Spirited Blades soul arm acts like liquid and after multiple landed blows the momentum is enough to drive your foes backwards. For every attack you land after your first in a round forces an opponent five feet in a direction of your choosing. You cannot change direction mid movement (So you land three attacks, and choose for him to move diagonally for the first hit, he must continue to move in that path, and cannot instead move directly backwards or to the right, Etc., etc.). The exception to this is that if you make an attack of opportunity after having landed an attack you may choose a new direction for your target (This also counts for splitting attacks between enemies). You may choose not to use this ability in any given round, but you must declare this at the beginning of your turn. Driving blows requires two points of wisdom investment.
Ancient Manifestation: At 9th you unlock the ability to call upon the aid of a founder of the Transcendent Style to aid your arm in combat. As a free action at the beginning of your turn, you may choose either attack rolls, damage rolls, Armor Class, Fortitude saves, Reflex saves, or Will saves. You may add your Wisdom bonus to the chosen number until you change the ability. Ancient manifestation requires four points of wisdom investment.
Spell reflecting blade: At 12th level a Spirited blade can enchant his weapon with his own advanced insight. Once a round per attack of opportunity you can make, If you successfully save against a spell targeting you, you may make an attack roll against the AC of the spell's caster. If you hit, the spell is rebounded, affecting the enemy as if you had cast the spell yourself. The save DC for this rebounded spell is equal to 10 + the level of the spell + your wisdom modifier. Spell reflecting blade requires 6 points of wisdom investment.
Dazing Blows: At 15th level a Spirited Blade's weapon begins to emit subsonic noises of pure chaos as the blade grows fuzzy and emits random bursts of light. At the end of your turn if you landed an attack with your soul arm you can choose to let the chaotic energy of your blade explode into the minds of your enemies whom you have successfully struck in combat. The save DC of this ability is a fortitude save equal to 10+1/2 Spirited blade level+wisdom modifier. If they fail the save they are dazed for 1 round+1 round per extra attack succeeded. This ability attacks the nerve system and mind simultaneously, so it affects many creatures normally immune to such effects, even constructs whose magical circuitry is disrupted. Dazing Blows costs 8 points of wisdom investment.
Severed from the soul: At 18th level a spirited blades weapon can bring those it comes into hostile contact with to a greater plane of enlightenment by severing the targets very soul from his body. When this augmentation is active, the Spirited blades weapon hums melodically, the sound climbing higher and higher towards the point of impact. As a full round action, make an attack against an enemy within range; if your attack succeeds you may choose to force a Will save upon your opponent (DC 10+1/2 Spirited blade level+wisdom modifier), if they fail, they become instantly comatose as their soul is set free from their body and travels through the planes to the great astral sea.This ability is usable a number of times per day equal to a Spirited blades wisdom modifier, has no effect on undead creatures or constructs and costs 9 points of spiritual augmentation.
Mettle (Ex): At 7th level and higher, a Spirited blade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect.
Expel the Venom, Cleanse the Soul(Ex): At 8th level a Spirited blade can channel the energy stored within his Soul arm to cleanse his body and mind of adverse effects. As an Immediate reaction to a failed save, a Spirited blade can focus his mind on his weapon and draw out the strength stored within. Subtract a number of stored points equal to the value given on the chart below from your weapons spiritual augmentation pool.
{table=head] Level Required | Condition | S.A. Points
8th | poison| 2 |
8th | disease | 3 |
9th | curse| 3 |
9th | Paralyzation |4 |
10th |Petrification | 6 |
[/table]
Uncanny Perception (Ex): At 9th level a Spirited blade can use his keen awareness to better predict the tides of battle. He may add his wisdom modifier to initiative.
Unbound Potential (Ex): At 11th level, your unbridled state of mind allows you to see the world from a new view. Where one sees an arm, a Spirited blade sees the pieces that make it and pushes through, an entangling overgrowth is merely a maze of nature which he finds the end of indefinitely. For a number of rounds per day equal to his class level, a Spirited Blade may act as if under the effect of Freedom of Movement.
Enduring Mind (Ex): At 13th level A spirited blades mind persists past the expiration of his body, and with pure unbridled power can animate to keep fighting when it otherwise wouldn't be able to. This ability activates whenever you would be proclaimed dead by any means (whether it be through hit point damage, spell effect or another means entirely). While you are not technically still alive, you can continue to act for a number of rounds equal to your wisdom modifier. In this state your mind wilts away at one point of wisdom a round until your wisdom hits 0 and at that point you may no longer act. While in this reanimated state, keep track of your negative hitpoints; if you are healed a number of points that would bring you back into the positives, you are considered back alive but you wisdom damage still remains. Equally, if the Spirited blade receives a resurrection spell (Raise dead, cocoon of life, Resurrection, true Resurrection, etc. etc.) he is instantly returned to life.
Prescient combat (Ex): At 14th level, a Spirited Blade can read the actions of his emotion filled opponents so well he can avoid their strikes before they've even acted. When a spirited blade enters a battle trance he acts as if under the effect of Foresight.
True Bliss: At 15th level a Spirited Blade, while in a battle trance, gains a masterful control over his body. He can even control his own blood flow, giving him the necessary momentum to perform the jerking actions it requires to blend multiple Battle Stances into one. Each time you enter a battle trance, you can choose to, In addition to your chosen stance, choose to enter a second at the same time.Using the ability costs you two uses of your battle trance.
Repel the darkness, embrace the wise(Ex): At 16th level a Spirited blade has nearly reached the end of his enlightened path, and with his experience, he has gained the ability to force the tainted will of others away from his own mind, and is now immune to all mind affecting spells and abilities. In addition, he can sacrifice a number of Spiritual augmentation points stored within his weapon whenever he succeeds a save versus a spell to take in its essence and turn it into an untyped bonus to his Wisdom score. This ability lasts for a minute once activated, and after that time his Spiritual augmentation points restore themselves at a rate of one per hour.
Grandmaster Transcendent: at 17th level, the Spirited blade is now Grandmaster of the Transcendent style and has learned all the Vernal codex has to teach. Upon its last pages rests a ritual of power for the Grandmasters Soul Arm. Returning to the forge and workbench, the Spirited Blade makes one more addition to his soul arm, he dismantles and reassembles it after ascribing small runes upon each component. Once this process is finished and the weapon is re-imbued with the Grandmasters spiritual essence, his blade truly becomes alive and one with his body. While in possession of his Arm, the spirited blade gains blindsense and tremorsense out to 5 feet per class level. In addition his mind, now affected by the grandmasters mark, the Soul Arm is given a semblance of freedom and can emit telepathic waves out to 10 feet per Point of wisdom modifier. The weapon can empathetically transmit whatever it senses to the grandmaster with whom it is attuned.
In addition to these abilities he may also loose his currently drawn soul Arm to fight on its own for a number of rounds equal to is Spiritual augmentation value, at which time, the blade dissipates and returns to just a hilt. A soul arm released in this way may use any abilities it may have at the Spirited Blades command (A free action)
Self-sustaining blade: At 19th level a spirited blades weaponry gains its own vestigial spirit that siphons off its masters enlightened aura. Every point of ability score that was transferred into the blade is returned by the weapon to his owner. This does not translate to an increase in ability score, but it means a spirited blade no longer must fear anything happening to his weapon and the imminent loss of his own soul. In addition, once the ability points have been returned, by merely thinking of the correlating activation phrase, a spiritual blade may activate any Spiritual augmentation he wishes.
Transic Mastery: At 20th level a Spirited Blade has gained such an advanced mastery of a specific chapter of the Vernal code, He no longer needs to enter a trance to bring forth the essence of its ability. Choose a Battle trance; for all intents and purposes, it is always active.
__________________________________________________ ____
So this is what I have so far. I welcome opinions of all kinds, whether they be good, bad or neither, and I'm seeking both feedback on what I have and any ideas to propel the spirited blade into the late game. I would like to keep this class somewhere around T3 if possible. Thanks.
EDIT 1: Updated 10/12/13 added in Repel the darkness, Embrace the wise and Grandmaster Transcendent.
EDIT 2: Updated 10/16/13 added Spiritual augmentation (Severed from the soul) and Self-sustaining blade.
10/24/13 Added Transic Mastery
It is said that there are hidden orders of warriors throughout the world that dedicate themselves solely to the higher purpose of strengthening their spirit. They train so intensely, that they can bring about a manifestation of their power in the form of a spirit weapon. These warriors are known as Spirited Blades; warriors of the mind and seekers of enlightenment.
Adventures: Most Spirited Blades choose to roam the world and gain enlightenment. How they choose to do this is up to the individual warrior, but many choose to travel to far off lands, dueling warriors of renown and studying in ancient temples.
Characteristics: Spirited blades are meditant warriors, akin to monks but with a far more martial bent, they tend to take time to think over their actions before committing to a path. Their heightened state of mind makes them incredibly perceptive and they tend to have a knowing gaze about them.
Alignment: With great mental and spiritual freedom, only the Spirited Blade truly knows who he is. Most tend to towards neutral and good, if for the simple reason that power is best used in protection of those who cannot protect themselves, but with ancient Transcendants of every alignment to imitate and learn from, A spirited blade may be of any alignment.
Religion: all people know gods exist; it is an infallible fact of the world, but many more enlightened people know that, while there, god's take only the most minor role in the grand scheme of the world. Most Spirited Blades tend to follow gods of knowledge and wisdom, but many choose to follow their own ideals; accepting them as the only truth.
Background: Wisened folk come from all walks of life. Though many transcendants are born in the hidden orders monasteries, a large number were simple folk with particularly strong minds before they were met by the Spirited Blades wandering recruiters. If the potential transcendants choose to join up with the order, they are whisked away by a small group of retrievers; a sect of the order meant to collect those with strong spirits.
Races: Longer lived races tend to make up the majority of the spirited blades numbers; Killorens, Elves and Dwarves hold as the highest majorities, but most other civilised races hold position within the order. Gnomes, with their ecstatic mind make surprisingly good transcendants, along with humans and halflings willing to expand their minds beyond normal limits. Most of the savage and wild races are too primordial in their mindsets to be inducted into the order, but the random Hobgoblin willing to temper his hatred would make an excellent Spirited Blade with their races natural bent for discipline.
Other classes: Spirited blades get along with most wisdom based casters and disciplined martial warriors; they find their open minds and strict dedication relieving after a day of hard work, but can grow tired of the haughty and flair driven nature of sorcerers and bards. They also tend to find the more savage barbarians crude and unrefined, but never the less respect their strength of body.
Role:Spirited blades are front line warriors who use insight and cunning to destroy their foe with a myriad of tools. With the ability to create weapons purely from the strength of their mind, you will be hard pressed to catch one who isn't ready for a confrontation at all times.
The Spirited Blade
Hit Die: 1d8
Skill points: 4+int (x4 at first level)
Starting gold: as a paladin
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|Clarity, Battle Trance (Step like the wind), The art of forging (Basic)
2nd|+2|+3|+0|+3|My sword is my bond
3rd|+3|+3|+1|+3|The art of reforging, Strength of mind
4th|+4|+4|+1|+4|Piercing the veil, Transcendent blade
5th|+5|+4|+1|+4| Journeyman’s bond, Battle Trance (Fury of the storm)
6th|+6/+1|+5|+2|+5|Spiritual Augmentation (Driving blows)
7th|+7/+2|+5|+2|+5| Mettle
8th|+8/+3|+6|+2|+6|Expel the venom, Cleanse the soul
9th|+9/+4|+6|+3|+6|Spiritual augmentation (Ancient Manifestation), Uncanny perception
10th|+10/+5|+7|+3|+7| Battle trance (Ascend from earth)
11th|+11/+6/+1|+7|+3|+7| Unbound potential
12th|+12/+7/+2|+8|+4|+8| Spiritual Augmentation (Spell reflecting blade)
13th|+13/+8/+3|+8|+4|+8| Enduring mind
14th|+14/+9/+4|+9|+4|+9| Prescient combat
15th|+15/+10/+5|+9|+5|+9| True bliss, Spiritual Augmentation (Dazing blow)
16th|+16/+11/+6/+1|+10|+5|+10| Repel the darkness, Embrace the wise
17th|+17/+12/+7/+2|+10|+5|+10| Grandmaster Transcendent
18th|+18/+13/+8/+3|+11|+6|+11| Spiritual augmentation (Severed from the soul)
19th|+19/+14/+9/+4|+11|+6|+11| Self-sustaining blade
20th|+20/+15/+10/+5|+12|+6|+12| Battle Trance (Warrior of Eternity), Transic Mastery
[/table]
Skills: Balance(dex), Climb(Str), Craft(int), Diplomacy(Cha), Escape artist(Dex), Heal(wis), Intimidate(Cha), Jump(Str), Knowledge (Religion, History, Local)(Wis), Listen(Wis), Profession(Wis), Sense motive(Wis), Spot(Wis), Swim(Str) Tumble(Dex)
Weapon and Armor Proficiency: A Spirited Blade is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (minus tower shields).
Battle trance (Ex): Starting at 1st level a Spirited Blade can enter a Spiritual trance. He can do this for a number of rounds equal to his wisdom modifier, a number of times per day equal to half his class level (Minimum 1). In the Vernal Codex there are several different stances a Spirited blade can learn, each one increasingly more difficult than the last. Only one battle trance may be entered at a time, until a Spirited blade reaches True Bliss (See below)
Step like the wind: At 1st level a Spirited blade learns their first stance. When a Spirited blade makes an attack of opportunity, the way he stands and uses his weapon allows him to maneuver deftly across the battlefield. If your attack succeeds you may immediately take a free five foot step. This action does not consume your normal five foot step nor does it provoke attacks of opportunity. This movement does not count towards your normally allotted movement speed.
Fury of the storm: At 5th level a spirited blade unlocks the pathway to a new battle trance. As a Standard action once a round you can transform a soul arm you wield into a bolt of crackling lightning and cacophonous thunder in an eighty foot line +10 ft./3 levels, then make an attack against them that deals your weapon damage (as if using a melee or ranged weapon attack at your discretion). You may choose whether this damage is electricity or sonic in the first round, but you must alternate the damage every round. (For example, if you choose sonic damage for the first round, your next attack will be electric, then the round after sonic, and so on.) You may use any feats for which you could normally use with your soul arm, and your enemies must make a reflex save (if electricity) DC 13+wis modifier, or fortitude save (If sonic) of the same DC. This DC increases by 1 for every +1 (not total enhancement bonus, on the flat 1-5) of your soul arm. If your opponent fails the save he is either stunned (for electric) or deafened (If sonic) for one round.
Ascend from earth: Most people accept that without the study required of magic, they are bound to earth with no means of ascension. Ever the denier, Spirited blades of 10th level reject reality and see the unseen steps that allow them to traverse the skies at their whim. While in a battle trance a spirited blade may walk through the air as if on solid ground (Allowing him to charge if he wishes). While moving through the air he moves at his normal base land speed and can take any travel options available to him that would be were he on the ground.
Warrior of Eternity: At 20th level, the spirited blade can reach his mind across the planes to commune with eternal entities who teach him to expedite his own time flow while slowing anothers. As contact is made, and their wisdom is imparted on him, time seems to stand still as he enters the fray. Warrior of eternity can be entered at anytime, even on someone elses turn and during a surprise round. When activated the Spirited Blade may take an additional full round action each round. At the beginning of each round the Spirited Blade may, as a free action, forfeit these extra actions to force a DC (10+half level+Wis mod) will save on the target of his choice; if they fail this save, they lose their turn as the very atoms that make them up stop in time. While in this state they are not helpless and they can still take attacks of opportunity.
Clarity(Ex): at first level a Spirited Blade is a symbol of mental acuity. A spirited blade may summon a soul arm* that may be any weapon with which the Spirited blade is proficient with. Furthermore when using a soul arm, A spirited blade uses his wisdom modifier instead of strength when determining his attack and weapon damage bonuses. It functions as strength (Which means while using a two handed soul arm, you gain 1 1/2 your wisdom modifier in extra damage) in all respects, except for where feats, class features, Etc. are concerned.
* A soul arm is a weapon of pure mental energy brought forth from the spirited blades own mind that can be shaped by whim alone. This is the weapon of choice for any spirited blade, though they are trained in the use of solid weaponry.
The art of forging(Ex): A Spirited Blade is taught that in order to properly display his power, a soul arm must have a host similar to the connection between a mortals body and soul. At 1st level the art of forging is learned from an ancient codex that requires you to fuse part of your spirit to a weapons hilt. This process requires 50 gp worth of materials (For the standard hilt borne by Novices) and a days’ time at a forge and a crafting table, followed by a two hours of practicing forms while reciting the Corvan creed. After the mortal shell is built, the soul must be imbued. The Spirited blade transfers one point of wisdom and constitution into the hilt, giving him the power to channel the soul arm (This is not drain or damage, but if the weapon should ever leave your possession, the wisdom and constitution is temporarily gone). In all respects this channeling is like drawing a weapon, including the draw time and any enhancers you may have. (Quickdraw, lesser crystals of return, Etc.)
My sword is my bond (Ex): at 2nd level you discover a spiritual bond with your weapon. From now on you may qualify for fighter only feats as if you were a fighter two levels lower than your level in the spirited blade class. Levels in this class stack with levels in fighter when determining what feats you are eligible for. (So a level six spirited blade qualifies for Weapon specialization as long as he has weapon focus with his soul arm, equally, a fourth level spirited blade/second level fighter also qualifies for specialization.)
Strength of mind (Ex): At 3rd level you gain the ability to use your unique understanding and otherworldly clarity to do things stronger and faster men can with minimal investment. you may use your wisdom modifier when using these skills: Balance, Concentration, Escape artist, Jump, Swim, Tumble and Use rope. In addition to these skills, a Spirited blade of third level may also use his wisdom modifier instead of dexterity to determine his AC, and if the spirited blade chooses to wear no armor at all he may use both.
The art of reforging: So far in their journey, the Spirited blade has built a bond with their weapon of choice, whether he be the hawk eyed archer or the stalwart defender. But now at 3rd level the Spirited blade learns how to reform and reshape his Soul Arm into the form of any other weapon in which he has proficiency. This can be done with another two hours of meditation and repetition of the Corvan creed.
Piercing the veil (Ex): At 4th level a Spirited Blade can see past the subtle altering of reality, and can strike true beyond such components, whether magical or of divine creation. Any spells that would inhibit the Spirited blades attacks can be temporarily Bypassed. Once per day per point of wisdom modifier you have, you may Ignore the effect of any abjuration, Illusion, or transmutation effect that grants miss chance, damage reduction, energy resistance, armor class bonus or shield bonus. You may only choose to isolate one form of protection at a time and the effects last until the end of your turn.
Transcendent Blade (Ex): A spirited Blade who reaches 4th level has gained enough wisdom and spiritual power that his soul arm has gained the ability to overcome more advanced defenses than what mere steel would allow. Your soul arm is now, for all intents and purposes, a masterwork weapon (Gaining +1 to attack) and may overcome damage resistance as if it were magic. You may now also enchant your soul arm. In order to do so you must transfer an additional point of wisdom into your soul arm in addition to the costs for enchanting your weapon. Since a soul arm is not "enhanced" in the typical fashion, you must perform it yourself using the gold required to instead buy an equivalent amount of rare, mind enhancing incense that take your mind to another plane of thought; allowing you to alter the very composition of your soul arm.
Journeyman’s bond (Ex): At fifth level the power of your bond with your soul arm is strong enough to support multiple ties to your soul, as such you may now create multiple soul arms. These new ones can be made of special materials (Such as cold iron, adamantine, serran wood, etc., etc.) that transfer their properties to the soul arm.
Spiritual Augmentation: At sixth level your mind unlocks a whole new series of possible spiritual augmentations for your soul arm. See the specific ability below to figure out how many points of wisdom are required for each ability. Each ability is powered by filling your Soul arm with extra points of wisdom. You can have a number of points stored in a weapon equal to your class level.
Driving Blows: At 6th level the insubstantial flowing energy of a Spirited Blades soul arm acts like liquid and after multiple landed blows the momentum is enough to drive your foes backwards. For every attack you land after your first in a round forces an opponent five feet in a direction of your choosing. You cannot change direction mid movement (So you land three attacks, and choose for him to move diagonally for the first hit, he must continue to move in that path, and cannot instead move directly backwards or to the right, Etc., etc.). The exception to this is that if you make an attack of opportunity after having landed an attack you may choose a new direction for your target (This also counts for splitting attacks between enemies). You may choose not to use this ability in any given round, but you must declare this at the beginning of your turn. Driving blows requires two points of wisdom investment.
Ancient Manifestation: At 9th you unlock the ability to call upon the aid of a founder of the Transcendent Style to aid your arm in combat. As a free action at the beginning of your turn, you may choose either attack rolls, damage rolls, Armor Class, Fortitude saves, Reflex saves, or Will saves. You may add your Wisdom bonus to the chosen number until you change the ability. Ancient manifestation requires four points of wisdom investment.
Spell reflecting blade: At 12th level a Spirited blade can enchant his weapon with his own advanced insight. Once a round per attack of opportunity you can make, If you successfully save against a spell targeting you, you may make an attack roll against the AC of the spell's caster. If you hit, the spell is rebounded, affecting the enemy as if you had cast the spell yourself. The save DC for this rebounded spell is equal to 10 + the level of the spell + your wisdom modifier. Spell reflecting blade requires 6 points of wisdom investment.
Dazing Blows: At 15th level a Spirited Blade's weapon begins to emit subsonic noises of pure chaos as the blade grows fuzzy and emits random bursts of light. At the end of your turn if you landed an attack with your soul arm you can choose to let the chaotic energy of your blade explode into the minds of your enemies whom you have successfully struck in combat. The save DC of this ability is a fortitude save equal to 10+1/2 Spirited blade level+wisdom modifier. If they fail the save they are dazed for 1 round+1 round per extra attack succeeded. This ability attacks the nerve system and mind simultaneously, so it affects many creatures normally immune to such effects, even constructs whose magical circuitry is disrupted. Dazing Blows costs 8 points of wisdom investment.
Severed from the soul: At 18th level a spirited blades weapon can bring those it comes into hostile contact with to a greater plane of enlightenment by severing the targets very soul from his body. When this augmentation is active, the Spirited blades weapon hums melodically, the sound climbing higher and higher towards the point of impact. As a full round action, make an attack against an enemy within range; if your attack succeeds you may choose to force a Will save upon your opponent (DC 10+1/2 Spirited blade level+wisdom modifier), if they fail, they become instantly comatose as their soul is set free from their body and travels through the planes to the great astral sea.This ability is usable a number of times per day equal to a Spirited blades wisdom modifier, has no effect on undead creatures or constructs and costs 9 points of spiritual augmentation.
Mettle (Ex): At 7th level and higher, a Spirited blade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect.
Expel the Venom, Cleanse the Soul(Ex): At 8th level a Spirited blade can channel the energy stored within his Soul arm to cleanse his body and mind of adverse effects. As an Immediate reaction to a failed save, a Spirited blade can focus his mind on his weapon and draw out the strength stored within. Subtract a number of stored points equal to the value given on the chart below from your weapons spiritual augmentation pool.
{table=head] Level Required | Condition | S.A. Points
8th | poison| 2 |
8th | disease | 3 |
9th | curse| 3 |
9th | Paralyzation |4 |
10th |Petrification | 6 |
[/table]
Uncanny Perception (Ex): At 9th level a Spirited blade can use his keen awareness to better predict the tides of battle. He may add his wisdom modifier to initiative.
Unbound Potential (Ex): At 11th level, your unbridled state of mind allows you to see the world from a new view. Where one sees an arm, a Spirited blade sees the pieces that make it and pushes through, an entangling overgrowth is merely a maze of nature which he finds the end of indefinitely. For a number of rounds per day equal to his class level, a Spirited Blade may act as if under the effect of Freedom of Movement.
Enduring Mind (Ex): At 13th level A spirited blades mind persists past the expiration of his body, and with pure unbridled power can animate to keep fighting when it otherwise wouldn't be able to. This ability activates whenever you would be proclaimed dead by any means (whether it be through hit point damage, spell effect or another means entirely). While you are not technically still alive, you can continue to act for a number of rounds equal to your wisdom modifier. In this state your mind wilts away at one point of wisdom a round until your wisdom hits 0 and at that point you may no longer act. While in this reanimated state, keep track of your negative hitpoints; if you are healed a number of points that would bring you back into the positives, you are considered back alive but you wisdom damage still remains. Equally, if the Spirited blade receives a resurrection spell (Raise dead, cocoon of life, Resurrection, true Resurrection, etc. etc.) he is instantly returned to life.
Prescient combat (Ex): At 14th level, a Spirited Blade can read the actions of his emotion filled opponents so well he can avoid their strikes before they've even acted. When a spirited blade enters a battle trance he acts as if under the effect of Foresight.
True Bliss: At 15th level a Spirited Blade, while in a battle trance, gains a masterful control over his body. He can even control his own blood flow, giving him the necessary momentum to perform the jerking actions it requires to blend multiple Battle Stances into one. Each time you enter a battle trance, you can choose to, In addition to your chosen stance, choose to enter a second at the same time.Using the ability costs you two uses of your battle trance.
Repel the darkness, embrace the wise(Ex): At 16th level a Spirited blade has nearly reached the end of his enlightened path, and with his experience, he has gained the ability to force the tainted will of others away from his own mind, and is now immune to all mind affecting spells and abilities. In addition, he can sacrifice a number of Spiritual augmentation points stored within his weapon whenever he succeeds a save versus a spell to take in its essence and turn it into an untyped bonus to his Wisdom score. This ability lasts for a minute once activated, and after that time his Spiritual augmentation points restore themselves at a rate of one per hour.
Grandmaster Transcendent: at 17th level, the Spirited blade is now Grandmaster of the Transcendent style and has learned all the Vernal codex has to teach. Upon its last pages rests a ritual of power for the Grandmasters Soul Arm. Returning to the forge and workbench, the Spirited Blade makes one more addition to his soul arm, he dismantles and reassembles it after ascribing small runes upon each component. Once this process is finished and the weapon is re-imbued with the Grandmasters spiritual essence, his blade truly becomes alive and one with his body. While in possession of his Arm, the spirited blade gains blindsense and tremorsense out to 5 feet per class level. In addition his mind, now affected by the grandmasters mark, the Soul Arm is given a semblance of freedom and can emit telepathic waves out to 10 feet per Point of wisdom modifier. The weapon can empathetically transmit whatever it senses to the grandmaster with whom it is attuned.
In addition to these abilities he may also loose his currently drawn soul Arm to fight on its own for a number of rounds equal to is Spiritual augmentation value, at which time, the blade dissipates and returns to just a hilt. A soul arm released in this way may use any abilities it may have at the Spirited Blades command (A free action)
Self-sustaining blade: At 19th level a spirited blades weaponry gains its own vestigial spirit that siphons off its masters enlightened aura. Every point of ability score that was transferred into the blade is returned by the weapon to his owner. This does not translate to an increase in ability score, but it means a spirited blade no longer must fear anything happening to his weapon and the imminent loss of his own soul. In addition, once the ability points have been returned, by merely thinking of the correlating activation phrase, a spiritual blade may activate any Spiritual augmentation he wishes.
Transic Mastery: At 20th level a Spirited Blade has gained such an advanced mastery of a specific chapter of the Vernal code, He no longer needs to enter a trance to bring forth the essence of its ability. Choose a Battle trance; for all intents and purposes, it is always active.
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So this is what I have so far. I welcome opinions of all kinds, whether they be good, bad or neither, and I'm seeking both feedback on what I have and any ideas to propel the spirited blade into the late game. I would like to keep this class somewhere around T3 if possible. Thanks.
EDIT 1: Updated 10/12/13 added in Repel the darkness, Embrace the wise and Grandmaster Transcendent.
EDIT 2: Updated 10/16/13 added Spiritual augmentation (Severed from the soul) and Self-sustaining blade.
10/24/13 Added Transic Mastery