Gnomes2169
2013-11-23, 04:14 AM
(This is a class with many, many variants (one for each energy type... well, not force or sonic unless someone can tell me their opposites). In this opening post, I'll just put out the basic template for the class and the rules that each variant runs on, as well as general class skills.)
Abilities: Abilities that are important for the Blades are Strength, like every martial class (I mean seriously, which ones DON'T benefit from high strength?) and Constitution. Having a high Con will give you more energy points, which translates directly to more maneuvers and powers per encounter. Depending on the variant you choose, other abilities can become more or less important as the disciplines of each variant run off of different scores.
Alignment: Any
Starting age: As a cleric
Starting gold: As a fighter
HD: d10
{table=head]Level | BAB | Fort | Ref | Will | Class features | Base Energy Points | Maneuvers knows | Stances known
1 | +0 | +2 | +0 | +2 | Rune battery, Chosen path, Energy blast, Energy touch 1/day, power | 2 | 4 | 1
2 | +1 | +3 | +0 | +3 | Bonus feat | 3 | 4 | 1
3 | +2 | +3 | +1 | +3 | Regeneration 1, Power | 4 | 4 | 1
4 | +3 | +4 | +1 | +4 | Energy touch 2/ day | 5 | 5 | 1
5 | +3 | +4 | +1 | +4 | Power | 6 | 5 | 2
6 | +4 | +5 | +2 | +5 | Alternate senses | 7 | 5 | 2
7 | +5 | +5 | +2 | +5 | Power, Regeneration 2, Mettle | 8 | 5 | 2
8 | +6/+1 | +6 | +2 | +6 | Energy touch 3/ day, Bonus feat | 9 | 6 | 2
9 | +6/+1 | +6 | +3 | +6 | Power | 10 | 6 | 2
10 | +7/+2 | +7 | +3 | +7 | Chain blast | 11 | 6 | 3
11 | +8/+3 | +7 | +3 | +7 | Power, Regeneration 3, Field recharge | 12 | 6 | 3
12 | +9/+4 | +8 | +4 | +8 | Energy touch 4/ day | 13 | 7 | 3
13 | +9/+4 | +8 | +4 | +8 | Greater power| 14 | 7 | 3
14 | +10/+5 | +9 | +4 | +9 | Bonus feat | 15 | 7 | 3
15 | +11/+6/+1 | +9 | +5 | +9 | Greater power, Regeneration 4, Twin blast | 16 | 7 | 4
16 | +12/+7/+2 | +10 | +5 | +10 | Energy touch 5/ day | 17 | 8 | 4
17 | +12/+7/+2 | +10 | +5 | +10 | Greater power, Endless reserves | 18 | 8 | 4
18 | +13/+8/+3 | 11 | +6 | +11 | | 19 | 8 | 4
19 | +14/+9/+4 | +11 | +6 | +11 | Pinnacle power, Regeneration 5 | 20 | 8 | 4
20 | +15/+10/+5 | +12 | +6 | +12 | Rebirth, Energy touch 6/day, Bonus feat | 21 | 9 | 5[/table]
Skills: Balance (dex), Craft (int), Diplomacy (cha), Jump (str), Listen (wis), Profession (wis), Ride (dex), Sense motive (wis), Martial lore (int), Spot (wis), Survival (wis), Swim (str)
Skill points at level 1: (4+int mod)x4
Skill points/ level: 4+int mod
Class features The following are class features of the Blade.
Weapon and armor proficiency: The Blade is proficient with all simple and martial weapons, and with light and medium armor and shields beside tower shields.
Base energy points: The primary resource for the Blade, Energy Points (here in referred to as EP) are per-rest charges stored in your rune battery that power your maneuvers and class abilities. You get a number equal to 1+Blade level+your con mod. You may spontaneously use a number of maneuvers equal to half of your remaining energy point pool, rounded down, per encounter. You may spend 5 points from this pool to reset your maneuvers/ encounter for the current battle, though the amount of maneuvers you restore in this way will be adjusted to your current EP reserves. If you somehow lose access to your rune battery*, the amount of maneuvers you would normally be able to perform are cut in half, you may not recharge uses until the end of combat, and you may not use any of your powers that use energy points until you regain the use of your rune battery.
*The only way I can think this would happen, off the top of my head, is if the character is subjected to a programmed amnesia spell, but I thought I would add that in here anyway >.>
Maneuvers known: The Blades may choose up to four known maneuvers to start with from the devoted spirit or shadow hand disciplines, and may learn a new maneuver every fourth level. Additionally, the Blades may exchange one maneuver known at fourth level, and an additional maneuver known every two levels after that (4, 6, 8, etc) for a maneuver that they meet all the prerequisites for.
Stances known: The Blade knows one stance at level one. He learns a new one at level five and every fifth level thereafter. Stances may not be exchanged, though they do not cost a maneuver to initiate. Only one maneuver may be active at any one time, and maneuvers may be switched at the cost of a swift action.
Rune battery (ex): The Blade gets the Runic Tattoo feat as a bonus feat. The rune battery powers all of the Blade's class abilities, so its loss will mean that you lose the vast majority of them.
Chosen Path: The Blades dedicate themselves to mastering one set of energy types, often focusing on one energy over the other. Choosing a path will lock them into a selection of powers, specific class skills and different discipline maneuvers.
Current paths:
-Positive and Negative
-Fire and Cold
-Electric and Acid
Energy blast (su): The Blade may fire a ray of their particular energy type, with each type having its own unique secondary application. The ray deal 1d6 (energy) damage/ level and has a range of 50'. After use, the ray has to recharge for 1d4+1 rounds.
Energy touch (su): The blade may deliver a touch attack once a day that deals 1d12+1 (+1d12+1/2 levels) damage of their particular energy type. Each energy type adds a particular secondary effect. The Blade gains an extra use of this ability every fourth level.
Power: At first level and every odd level after that, the Blade may choose a power off of their Variant list. At level 13 you may choose powers off of the Greater Powers list, and at level 19 you may chose one Pinnacle power.
Bonus feat: At second level the Blade gains an extra feat from the fighter's bonus feat list. For the purpose of qualifications, a Blade's fighter level is equal to his Blade level-1. The Blade gains an extra bonus feat at sixth level and every fourth level after that.
Regeneration (ex): At level 3, the Blade gains Regeneration 1/ (energy). The energy type that penetrates this regeneration depends on their chosen path, and those Blades that choose both sides of their particular path have a dual weakness. At seventh level and every fourth level after that, the amount of health regenerated is increased by 1.
Alternate senses (ex): At sixth level the Blade gains an alternate kind of sight, allowing them to see different kinds of energy. Each variant has a particular fluff twist on this, but it functions the same as blind sight. The range of this sight is 60'.
Mettle (ex): At level seven the Blade gains the feat Mettle.
Chain blast (su): By spending two energy points, the Blade may enhance his energy blast ability, causing it to strike targets beyond the initial one. Up to 5 additional targets may be struck, with an additional 2 for every extra energy point spent. Roll separate attacks and damage for each additional target. A particular creature may only be struck once per chain blast.
Field recharge (su): The Blade can replenish his energy stores by sacrificing small amounts of his life force. By voluntarily taking 1 point of constitution, dexterity or strength damage, the blade may regain 1 energy point for the day. Stat damage heals at twice the normal rate. This ability may not raise the Blade's current energy points over their maximum.
Twin blast (su): When the Blade uses his energy blast ability, he may choose to spend 3 energy points to fire off two blasts at the same time. These blasts count as separate attacks, and any augments to one affect the other. When used with the Chain Blast augmentation, the chains may target the same creatures twice, once for each blast. Both blasts may have the same initial target.
Endless reserves (ex): The Blade's rune battery has grown so powerful over the course of his life that it now seems to draw power from existence itself along with the Blade's body. All powers and augmentations now cost 1 less energy point to initiate (minimum 0).
Rebirth (su): At twentieth level, the Blade's connection to their particular element (or elements) is so great that, when slain, they are reborn in a fantastic display of energy a short time later. Once per day, if the Blade is dead, he will be restored to life as per the spell True Resurrection, and adjacent creatures will be dealt 20d6 (energy) damage. If the Blade has two energy types, the damage dealt will be split evenly between both types (for example, 10d6 fire, 10d6 cold). After being resurrected, the Blade must rest for 8 hours before Rebirth can be used again.
Next four posts are reserved in advance.
Abilities: Abilities that are important for the Blades are Strength, like every martial class (I mean seriously, which ones DON'T benefit from high strength?) and Constitution. Having a high Con will give you more energy points, which translates directly to more maneuvers and powers per encounter. Depending on the variant you choose, other abilities can become more or less important as the disciplines of each variant run off of different scores.
Alignment: Any
Starting age: As a cleric
Starting gold: As a fighter
HD: d10
{table=head]Level | BAB | Fort | Ref | Will | Class features | Base Energy Points | Maneuvers knows | Stances known
1 | +0 | +2 | +0 | +2 | Rune battery, Chosen path, Energy blast, Energy touch 1/day, power | 2 | 4 | 1
2 | +1 | +3 | +0 | +3 | Bonus feat | 3 | 4 | 1
3 | +2 | +3 | +1 | +3 | Regeneration 1, Power | 4 | 4 | 1
4 | +3 | +4 | +1 | +4 | Energy touch 2/ day | 5 | 5 | 1
5 | +3 | +4 | +1 | +4 | Power | 6 | 5 | 2
6 | +4 | +5 | +2 | +5 | Alternate senses | 7 | 5 | 2
7 | +5 | +5 | +2 | +5 | Power, Regeneration 2, Mettle | 8 | 5 | 2
8 | +6/+1 | +6 | +2 | +6 | Energy touch 3/ day, Bonus feat | 9 | 6 | 2
9 | +6/+1 | +6 | +3 | +6 | Power | 10 | 6 | 2
10 | +7/+2 | +7 | +3 | +7 | Chain blast | 11 | 6 | 3
11 | +8/+3 | +7 | +3 | +7 | Power, Regeneration 3, Field recharge | 12 | 6 | 3
12 | +9/+4 | +8 | +4 | +8 | Energy touch 4/ day | 13 | 7 | 3
13 | +9/+4 | +8 | +4 | +8 | Greater power| 14 | 7 | 3
14 | +10/+5 | +9 | +4 | +9 | Bonus feat | 15 | 7 | 3
15 | +11/+6/+1 | +9 | +5 | +9 | Greater power, Regeneration 4, Twin blast | 16 | 7 | 4
16 | +12/+7/+2 | +10 | +5 | +10 | Energy touch 5/ day | 17 | 8 | 4
17 | +12/+7/+2 | +10 | +5 | +10 | Greater power, Endless reserves | 18 | 8 | 4
18 | +13/+8/+3 | 11 | +6 | +11 | | 19 | 8 | 4
19 | +14/+9/+4 | +11 | +6 | +11 | Pinnacle power, Regeneration 5 | 20 | 8 | 4
20 | +15/+10/+5 | +12 | +6 | +12 | Rebirth, Energy touch 6/day, Bonus feat | 21 | 9 | 5[/table]
Skills: Balance (dex), Craft (int), Diplomacy (cha), Jump (str), Listen (wis), Profession (wis), Ride (dex), Sense motive (wis), Martial lore (int), Spot (wis), Survival (wis), Swim (str)
Skill points at level 1: (4+int mod)x4
Skill points/ level: 4+int mod
Class features The following are class features of the Blade.
Weapon and armor proficiency: The Blade is proficient with all simple and martial weapons, and with light and medium armor and shields beside tower shields.
Base energy points: The primary resource for the Blade, Energy Points (here in referred to as EP) are per-rest charges stored in your rune battery that power your maneuvers and class abilities. You get a number equal to 1+Blade level+your con mod. You may spontaneously use a number of maneuvers equal to half of your remaining energy point pool, rounded down, per encounter. You may spend 5 points from this pool to reset your maneuvers/ encounter for the current battle, though the amount of maneuvers you restore in this way will be adjusted to your current EP reserves. If you somehow lose access to your rune battery*, the amount of maneuvers you would normally be able to perform are cut in half, you may not recharge uses until the end of combat, and you may not use any of your powers that use energy points until you regain the use of your rune battery.
*The only way I can think this would happen, off the top of my head, is if the character is subjected to a programmed amnesia spell, but I thought I would add that in here anyway >.>
Maneuvers known: The Blades may choose up to four known maneuvers to start with from the devoted spirit or shadow hand disciplines, and may learn a new maneuver every fourth level. Additionally, the Blades may exchange one maneuver known at fourth level, and an additional maneuver known every two levels after that (4, 6, 8, etc) for a maneuver that they meet all the prerequisites for.
Stances known: The Blade knows one stance at level one. He learns a new one at level five and every fifth level thereafter. Stances may not be exchanged, though they do not cost a maneuver to initiate. Only one maneuver may be active at any one time, and maneuvers may be switched at the cost of a swift action.
Rune battery (ex): The Blade gets the Runic Tattoo feat as a bonus feat. The rune battery powers all of the Blade's class abilities, so its loss will mean that you lose the vast majority of them.
Chosen Path: The Blades dedicate themselves to mastering one set of energy types, often focusing on one energy over the other. Choosing a path will lock them into a selection of powers, specific class skills and different discipline maneuvers.
Current paths:
-Positive and Negative
-Fire and Cold
-Electric and Acid
Energy blast (su): The Blade may fire a ray of their particular energy type, with each type having its own unique secondary application. The ray deal 1d6 (energy) damage/ level and has a range of 50'. After use, the ray has to recharge for 1d4+1 rounds.
Energy touch (su): The blade may deliver a touch attack once a day that deals 1d12+1 (+1d12+1/2 levels) damage of their particular energy type. Each energy type adds a particular secondary effect. The Blade gains an extra use of this ability every fourth level.
Power: At first level and every odd level after that, the Blade may choose a power off of their Variant list. At level 13 you may choose powers off of the Greater Powers list, and at level 19 you may chose one Pinnacle power.
Bonus feat: At second level the Blade gains an extra feat from the fighter's bonus feat list. For the purpose of qualifications, a Blade's fighter level is equal to his Blade level-1. The Blade gains an extra bonus feat at sixth level and every fourth level after that.
Regeneration (ex): At level 3, the Blade gains Regeneration 1/ (energy). The energy type that penetrates this regeneration depends on their chosen path, and those Blades that choose both sides of their particular path have a dual weakness. At seventh level and every fourth level after that, the amount of health regenerated is increased by 1.
Alternate senses (ex): At sixth level the Blade gains an alternate kind of sight, allowing them to see different kinds of energy. Each variant has a particular fluff twist on this, but it functions the same as blind sight. The range of this sight is 60'.
Mettle (ex): At level seven the Blade gains the feat Mettle.
Chain blast (su): By spending two energy points, the Blade may enhance his energy blast ability, causing it to strike targets beyond the initial one. Up to 5 additional targets may be struck, with an additional 2 for every extra energy point spent. Roll separate attacks and damage for each additional target. A particular creature may only be struck once per chain blast.
Field recharge (su): The Blade can replenish his energy stores by sacrificing small amounts of his life force. By voluntarily taking 1 point of constitution, dexterity or strength damage, the blade may regain 1 energy point for the day. Stat damage heals at twice the normal rate. This ability may not raise the Blade's current energy points over their maximum.
Twin blast (su): When the Blade uses his energy blast ability, he may choose to spend 3 energy points to fire off two blasts at the same time. These blasts count as separate attacks, and any augments to one affect the other. When used with the Chain Blast augmentation, the chains may target the same creatures twice, once for each blast. Both blasts may have the same initial target.
Endless reserves (ex): The Blade's rune battery has grown so powerful over the course of his life that it now seems to draw power from existence itself along with the Blade's body. All powers and augmentations now cost 1 less energy point to initiate (minimum 0).
Rebirth (su): At twentieth level, the Blade's connection to their particular element (or elements) is so great that, when slain, they are reborn in a fantastic display of energy a short time later. Once per day, if the Blade is dead, he will be restored to life as per the spell True Resurrection, and adjacent creatures will be dealt 20d6 (energy) damage. If the Blade has two energy types, the damage dealt will be split evenly between both types (for example, 10d6 fire, 10d6 cold). After being resurrected, the Blade must rest for 8 hours before Rebirth can be used again.
Next four posts are reserved in advance.