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View Full Version : The Blades (3.5 base class with varients)



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.

Gnomes2169
2013-11-23, 04:15 AM
http://www.paperspencils.com/wp-content/uploads/2012/03/Paladin_Tier_2_Judgement_set_by_peetietang.jpg


The Vita Blade and the Necros Blade
"One can find perfection in both life and death"

Two sides of the same coin, life and death exist in a state of constant balance, though from time to time that balance fluctuates. Positive and negative energies clash, cancel each other out and eventually lead to what we call "existence" as we know it. It was only a matter of time before someone got it into their heads to make champions that could wield these energies as simply as a blade. Probably some mage who had a foe that was a necromancer or some such occurrence led to the creation of the runic battery, and from there the development of the Blades Vita and Necros.

Adventurers: Often entrusted as the soldiers of a monestary, much like a paladin or cleric, and granted the power to destroy undead or harm the living, these soldiers have a duty to their patron or god to carry out the task given to them. Seen in battles that feature undead on both sides, these warriors are often the deciding factors, the more that can be fielded on either side the better. Depending on what they choose as their mantle, the "Blades" are either guardians or destroyers, and while they are most often associated with the Undead (for better or for worse), they sometimes take up side projects, like other adventuring heroes.

Alignment: While the energy types obviously have their own general alignments (Positive energy = good, Negative energy = Evil), there can be neutral members that channel one type of energy, and on very rare occasions can even channel both! Though often of the same alignment of their deity, the Blades have no tendency towards either law or chaos, and like most divine casters must be within one step of their deity alignment wise.

Religion: Worshipers of gods who personify life, death, undeath and balance for the most part, there are a certain select few that worship gods of protection, war or power.

Background Often raised in the monastery like a priest or acolyte, a Blade, like those previously mentioned occupations, is raised with a certain mindset about their god and the world... though for a Blade, this mindset is often tempered by practicality and is more tempered than their fervor-blinded brothers of the faith with real-world experiences. While sent on pilgrimages to train and experience what the real world holds, it is not until the Blade receives his runic tattoo that his adventures truly begin. On rare occasions, a champion raised outside of the monastery shall be granted the marks and thus the power that come from them, but more often than not this is only granted to those who have proven incredible devotion to their deity, and who are already minor adventurers in their own right.

Races: While humans are always a solid choice for martial classes, other races that raise the particular primary statistics for their discipline, such as dwarves for the Vita Blade and the ghoul for the Necros Blade, will increase the uses and effectiveness of their powers.

Other classes: Any class that has divine abilities, such as the cleric, favored soul, paladin and oracle, are brothers in arms to the Blades, while like aligned martial front line classes like the fighter and barbarian are good allies to have at your side, as long as they are reliable. Bards talk to much to be effective allies, rogues are skulky and rely on their ability to strike the weak points of living enemies... and how useful is that against the undead ones, hmmm? Other classes are generally alright, even if they tend towards heathenish activity. Not everyone can be perfect, right?

Role: From a font of healing and support to a beacon of destruction and death, the role of the Blades are flexable. Their skills are vast, they have a good pool of points to spread through them, and their pool of available powers and maneuvers can easily redefine them. Ultimately, this class is meant to fight, empower or even create undead, so the setting should support this.

Settings: Any setting where undead are a present and powerful threat is a good setting for the Blades to be part of, either as holy warriors of their god or as their own secret societies that deal directly with the business of the undead.

Variant skills: Hide (dex), Intimidate (cha), Knowledge; History (int), Knowledge; Religion (int)

Disciplines list: Blades of this variant may learn stances and maneuvers from the Devoted Spirit and Shadow Hand disciplines.

Chosen Path: At level 1 a blade of this path must choose a "path power", depending on their choice, it will give them access to different power paths. The possible paths for the Vita and Necros blades are Positive, Negative and Balance.

Energy blast (su): Depending on his chosen path power, the energy blast has one of two energy types, positive or negative. If the Blade chose the balance path, then the blast can be either kind of energy.

Energy touch (su): As with the energy blast, each path gives the touch its own particular energy type. The same energy types are given to the same paths.

Regeneration (ex): As positive energy damage is nearly impossible to find and negative energy damage is almost as rare, this path has different vulnerabilities on top of their vulnerability to their opposites. The energy types and weapon enchantments that penetrate this regeneration are as follows:
-Positive: Evil or Negative
-Negative: Good or positive
-Balance: Good, evil, positive or negative

Alternate senses (ex): Positive and negative energy, to the vita and necros blade, are things can be touched and seen in all things. While far more present in living and undead beings, even the earth and air have very small, barely present amounts of both energies in them. When closing his eyes, the blade may see this energy as a human would see a rock or person. Note, while it allows him to distinguish between living, non-living and undead objects, it does not allow the Blade to read writing, just like normal blindsight.

Powers list
Vita path
Basic powers
The path of life:
Requirements: Must be chosen at first level
Taking this power gives you access to all powers along the Vita path, and increases the power of your energy blast when it is used against undead. The energy damage increases to d8's when targeting undead.

Overwhelming life:
Requirements: Path of Life or Path of Balance
Knowing how to refine and increase their energy output, the Vita Blade can destroy undead much faster, and has learned to heal their living allies. Increase the damage dice of your energy blast by one step when targeting undead (d8 to d10, d6 to d8). When using your energy blast, you may choose to heal living creatures instead by spending 1 energy point.

Wave of life:
Requirements: Path of Life or Path of Balance
Knowing how to shape their blast, a vita blade can unleash a cone of deadly positive energy. Though much shorter range, it is nearly impossible to miss with this cone*. When using his life force blast, the Vita Blade may create a 20' cone instead of a 50' ray.
(*Cones do not need to hit with a touch attack like a ray)

Healing touch:
Requirements: Path of Life or Path of Balance
When using his energy touch, the vita blade may heal instead of harm. Much like a paladin, they may use the positive energy flowing through them to the wounds of allies. Healing touch converts all positive energy damage from his healing touch into healing, and increases the effectiveness of all healing spells with a range of touch by 1d6+1.

Lingering touch:
Requirements: Path of Life or Path of Balance, level 7
After dealing successful damage with his energy touch, the Vita Blade leaves trace amounts of energy behind that continues to overload the life force of enemies. For 1 round/ level (maximum 5 rounds), the target will take an additional 2d6 positive energy damage at the start of their turn. A heal check (DC20) may be performed to remove this lingering damage. Healing kits do not help with this check.

Healer of the sword:
Requirements: Path of Life, level 5


Merciful Burn:
Requirements: Path of Life


Greater powers

Pinnacle powers


Necros path
Basic powers

Greater powers

Pinnacle powers


Balance path
Basic powers

Greater powers

Pinnacle powers

Gnomes2169
2013-11-23, 04:17 AM
the Blades Ignis and Frigus

A whole mess of fire and ice stuff to come, just you wait. :smallwink:

Gnomes2169
2013-11-23, 04:21 AM
The Blades Fulmen and Acidus

My poor substitutes for air and earth are going to be electricity and acid/poison, so expect a whole mess of zappy and melty things to be here. :smallwink:

Gnomes2169
2013-11-23, 04:22 AM
Additional content and the like, in other words, RESERVED. Rawr.

Temji
2014-01-31, 10:48 AM
morning... I book marked this, hopin to see it get finished up... have some questions, I'll hold em til I see the finished product...

Gnomes2169
2014-02-01, 03:17 AM
O.o A new person appeared! Okay, so this is sort of put on hold right now, sorry to keep you waiting. I'm a bit busy with school, a campaign and development of the Void (a super project with multiple classes/ creatures in it), and the guy I was working on this with is sort of busy as well... Sorry to keep you waiting.