Tintenseher
2014-12-02, 10:19 PM
"A sword never kills anybody; it is a tool in the killer's hand." - Lucius Annaeus Seneca
https://i.imgur.com/yjtw0fN.jpg?2
Description: An extreme variant on the Fighter, the Blade Lord (based on Shamus Young's original (http://www.shamusyoung.com/twentysidedtale/?p=14)) forgoes the former's extensive martial training for the ability to use a massive magical weapon that increases in power as it strikes down enemies.
Starting Gold: 4d6 x 8
Skill Points: 4 + Int (x 4)
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Profession (Wis), Ride (Dex), Survival (Wis), Swim (Str), Tumble (Dex)
Starting Age: As a fighter.
Abilities: As a front-line fighter, a blade lord benefits from high Strength and Constitution scores. High Intelligence makes up for their lack of skill points, and a decent Dexterity boosts their AC. Some of their weapon's abilities last longer based on the blade lord's Wisdom score.
Alignment: Any.
Weapon and Armor Proficiency: A blade lord is proficient with simple weapons, their family weapon, and all light and medium armors (but not shields).
Level
BAB
Fortitude
Reflex
Will
Special
Weapon Level
Weapon Size
Maximum Enhancement Bonus
1
+1
+2
+0
+0
Quick Draw
1
As the blade blord's
—
2
+2
+3
+0
+0
—
1
As the blade lord's
—
3
+3
+3
+1
+1
Enhanced Ancestral Weapon +1
2
As the blade lord's
+0
4
+4
+4
+1
+1
—
3
As the blade lord's
+0
5
+5
+4
+1
+1
Enhanced Ancestral Weapon +2, Bonus Feat
3
As the blade lord's
+1
6
+6/+1
+5
+2
+2
—
4
As the blade lord's
+1
7
+7/+2
+5
+2
+2
Enhanced Ancestral Weapon +3
5
As the blade lord's
+2
8
+8/+3
+6
+2
+2
—
6
As the blade lord's
+2
9
+9/+4
+6
+3
+3
Enhanced Ancestral Weapon +4
6
As the blade lord's
+2
10
+10/+5
+7
+3
+3
—
7
One category above the blade lord's
+3
11
+11/+6/+1
+7
+3
+3
Enhanced Ancestral Weapon +5, Bonus Feat
8
One category above the blade lord's
+3
12
+12/+7/+2
+8
+4
+4
—
9
One category above the blade lord's
+3
13
+13/+8/+3
+8
+4
+4
Enhanced Ancestral Weapon +6
9
One category above the blade lord's
+4
14
+14/+9/+4
+9
+4
+4
—
10
One category above the blade lord's
+4
15
+15/+10/+5
+9
+5
+5
Enhanced Ancestral Weapon +7
11
One category above the blade lord's
+4
16
+16/+11/+6/+1
+10
+5
+5
—
12
One category above the blade lord's
—
17
+17/+12/+7/+2
+10
+5
+5
Enhanced Ancestral Weapon +8, Bonus Feat
12
One category above the blade lord's
—
18
+18/+13/+8/+3
+11
+6
+6
—
13
One category above the blade lord's
—
19
+19/+14/+9/+4
+11
+6
+6
Enhanced Ancestral Weapon +9
14
One category above the blade lord's
—
20
+20/+15/+10/+5
+12
+6
+6
—
15
Two categories above the blade lord's
—
Bonus Feats:
At 1st level, a blade lord gets Quick Draw as a bonus feat. The blade lord gains an additional bonus feat at 5th, 11th, and 17th level. These bonus feats must be drawn from the feats noted as fighter bonus feats. A blade lord must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Rigorous Training:
A blade lord’s rigorous training means that their chosen weapon (see below) is essentially “free” weight, and does not count against the blade lord for skill checks or encumbrance. (For other purposes, the weapon is 3/2 of its normal weight.)
Ancestral Weapon Proficiency:
The blade lord is proficient with one type of two-handed weapon that is at least as tall as the average human. This weapon does not actually have to have a blade: it can be a polearm, chain, hammer, or any other weapon that can or must be used two-handed. This weapon is almost always named and is usually passed down the family line, but its origins are changeable to suit the setting or character. The ancestral weapon has certain magical abilities (see below). It is up to the DM to decide if the blade lord’s weapon is subject to additional (magical or otherwise) enhancements. The ancestral weapon’s critical range is the same as the base weapon. The ancestral weapon’s size and magical ability prevents the blade lord from dealing nonlethal damage with it, but not with other weapons. Non-relatives of the blade lord are not proficient with the ancestral weapon.
Ancestral Advancement:
The blade lord's weapon is connected to them on a deep, magical level. The ancestral weapon levels up with the blade lord at a 3/4 scale, and every time it levels, the blade lord may select a new magical ability for their weapon. Its size category (and appropriate damage) scales with the weapon's level (starting with the blade lord's normal weapon size - e.g. Small for a halfling blade lord), as does its attack bonus (see Enhanced Ancestral Weapon, below). Its advancement stops at 15th weapon level, although the blade lord may continue leveling.
Ancestral Link:
If the ancestral weapon is lost or destroyed, the blade lord loses all class abilities (including bonus feats) and can no longer advance in the class. Additionally, the blade lord must attempt a DC 10 + weapon level Fortitude saving throw. Failure means they loses 200 experience points per weapon level; success reduces the loss to one-half that amount. A blade lord’s experience point total can never go below 0 as the result of their weapon's loss or destruction. If the blade lord reclaims a lost weapon or repairs a salvageable weapon, the blade lord regains all class abilities after a week of reattunement, but not their lost experience. If their weapon cannot be recovered, it is up to the DM whether they can forge or have forged a replacement or if they simply can no longer continue in the class.
Focused Fighter:
A blade lord's weapon level counts as +4 higher than it actually is (for weapon size/damage and weapon abilities, but not maximum enhancement bonus), but cannot be higher than the blade lord's total character levels. For example, a gnoll Blade Lord 2/Cleric 2 would have an effective weapon level of 4.
Ancestral Ally:
A blade lord's weapon has the AC of the blade lord. A blade lord's weapon also gains any damage-resisting abilities the blade lord has (such as energy resistance, damage reduction, et cetera). Whenever the blade lord's weapon takes damage, the blade lord may opt to receive some or all of the damage in their weapon's place.
Enhanced Ancestral Weapon:
A blade lord's weapon improves as the character gains higher levels. At 3rd level and every odd level thereafter, the ancestral weapon gains a cumulative +1 enhancement bonus that the blade lord may spend on an actual enhancement bonus or on weapon special abilities. A blade lord's level determines their maximum actual enhancement bonus. The blade lord may (and must, when their total actual enhancement is higher than their maximum bonus) apply any special ability from Table: Weapon Special Abilities instead of an enhancement bonus, as long as they meets the level requirement. A blade lord can choose any combination of weapon special abilities and/or enhancement bonus enhancement bonus before assigning any special abilities.
Weapon Ability
Enhancement Bonus
Required Class Level
Bane
+1
5
Defending
+1
5
Flaming
+1
5
Frost
+1
5
Shock
+1
5
Ghost Touch
+1
5
Keen
+1
5
Merciful
+1
5
Mighty Cleaving
+1
5
Returning
+1
5
Thundering
+1
5
Vicious
+1
5
Anarchic
+2
7
Axiomatic
+2
7
Disruption
+2
7
Flaming Burst
+2
7
Icy Burst
+2
7
Shocking Burst
+2
7
Holy
+2
7
Unholy
+2
7
Wounding
+2
7
Speed
+3
9
Brilliant Energy
+4
12
Dancing
+4
12
Vorpal
+5
15
Ability choices by level (unless otherwise stated, activated abilities are immediate and mental):
2) Glowing Blade or Feather Blade: The blade lord may use their weapon as a torch at will. During combat, a DC 10 Concentration check must be made every round in which the blade lord attacks to continue doing so, or the ancestral weapon can be thrown up to 30 ft with none of the penalties normally incurred by an improvised thrown weapon.
3) Scanning Blade or Enchanted Grip: The ancestral weapon can be used to cast detect law/chaos (the opposite of the blade lord’s alignment; choose one if neutral), detect good/evil (the opposite of the blade lord’s alignment; choose one if neutral), or detect magic (these abilities are not mutually exclusive, but only one can be used per day), or the ancestral weapon cannot be dropped, removed, or taken from the blade lord’s grasp unwillingly.
4) Will of the Master or Finesse Blade: If any non-relative of the blade lord attempts to use their weapon, they must make a DC 15 + 1/weapon level Reflex save or strike themselves, or the ancestral weapon can be used with the Weapon Finesse feat.
5) Silver-Edged or Unlosable: The ancestral weapon gains a silver lining or the ancestral weapon cannot be misplaced, lost, stolen, or otherwise removed from the blade lord’s possession unwillingly.
6) Razor Blade or Guided Blade: The ancestral weapon gains +2 to damage rolls per three weapon levels, or +1 to attack rolls per three weapon levels.
7) Unbreakable or Deadly Blade: The ancestral weapon cannot be broken or damaged through mortal means (including rust and rust monsters), or the ancestral weapon's critical multiplier increases by 1.
8) Cleansing Blade or Corrupting Blade: The ancestral weapon deals an additional +2d6 damage per five weapon levels against undead, aberrations, constructs, and evil outsiders, or an additional +2d6 per five weapon levels damage against living creatures and good outsiders.
9) Guardian Blade or Quick Blade: The ancestral weapon adds +2 to AC per three weapon levels, or +2 to initiative per three weapon levels.
10) Stun Blade or Paralysis: If the blade lord's attack beats the target's AC by 5 or more, foes struck with the ancestral weapon must make a DC 10 + weapon level Fortitude save or lose be unable to move (they can still take an action but may not take so much as a five-foot step) on their next turn, or a DC 10 + weapon level Fortitude save or lose the ability to use that part of their body for 1d4 hours.
11) Mindbreak or Piercing Blade: If the blade lord's attack beats the target's AC by 5 or more, the ancestral weapon deals 1 point of Intelligence damage per weapon level, or removes 1 AC per three weapon levels.
12) Strong Blade or Agile Blade or Wise Blade: The ancestral weapon adds ½ its level (rounded down) to the blade lord’s Fortitude or Reflex or Will save.
13) Vorpal Blade or Silent Blade: Successful criticals behead opponents (usually fatal, if they have a head within reach), or a number of times per day equal to 1/3 the ancestral weapon's level, the ancestral weapon can be used to deflect an incoming spell targeted at the blade lord (an attack roll versus the spell’s DC).
14) Whispering Blade: Once per day, the blade lord can consult their weapon for advice or gain +10 to a knowledge check. (These two abilities are not mutually exclusive, but only one can be used per day.)
15) Speaking Blade: The weapon’s dormant magical ability develops a personality and voice based on the blade lord’s alignment and use of their weapon. If the blade lord wishes, they may make a DC 15 Concentration check to silence their weapon’s voice for the day. Doing so prohibits the blade lord from consulting their weapon for advice, but not from gaining the daily +10 to knowledge.
Tintenseher's Comments:
I'm absolutely aware this class needs work. The main thing is the weapon abilities, of course, but I don't know how balanced this is compared to any other class, including the T5 fighter. At best, I think this class probably makes it to T4, and that's fine with me, as long as it belongs there.
https://i.imgur.com/yjtw0fN.jpg?2
Description: An extreme variant on the Fighter, the Blade Lord (based on Shamus Young's original (http://www.shamusyoung.com/twentysidedtale/?p=14)) forgoes the former's extensive martial training for the ability to use a massive magical weapon that increases in power as it strikes down enemies.
Starting Gold: 4d6 x 8
Skill Points: 4 + Int (x 4)
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Profession (Wis), Ride (Dex), Survival (Wis), Swim (Str), Tumble (Dex)
Starting Age: As a fighter.
Abilities: As a front-line fighter, a blade lord benefits from high Strength and Constitution scores. High Intelligence makes up for their lack of skill points, and a decent Dexterity boosts their AC. Some of their weapon's abilities last longer based on the blade lord's Wisdom score.
Alignment: Any.
Weapon and Armor Proficiency: A blade lord is proficient with simple weapons, their family weapon, and all light and medium armors (but not shields).
Level
BAB
Fortitude
Reflex
Will
Special
Weapon Level
Weapon Size
Maximum Enhancement Bonus
1
+1
+2
+0
+0
Quick Draw
1
As the blade blord's
—
2
+2
+3
+0
+0
—
1
As the blade lord's
—
3
+3
+3
+1
+1
Enhanced Ancestral Weapon +1
2
As the blade lord's
+0
4
+4
+4
+1
+1
—
3
As the blade lord's
+0
5
+5
+4
+1
+1
Enhanced Ancestral Weapon +2, Bonus Feat
3
As the blade lord's
+1
6
+6/+1
+5
+2
+2
—
4
As the blade lord's
+1
7
+7/+2
+5
+2
+2
Enhanced Ancestral Weapon +3
5
As the blade lord's
+2
8
+8/+3
+6
+2
+2
—
6
As the blade lord's
+2
9
+9/+4
+6
+3
+3
Enhanced Ancestral Weapon +4
6
As the blade lord's
+2
10
+10/+5
+7
+3
+3
—
7
One category above the blade lord's
+3
11
+11/+6/+1
+7
+3
+3
Enhanced Ancestral Weapon +5, Bonus Feat
8
One category above the blade lord's
+3
12
+12/+7/+2
+8
+4
+4
—
9
One category above the blade lord's
+3
13
+13/+8/+3
+8
+4
+4
Enhanced Ancestral Weapon +6
9
One category above the blade lord's
+4
14
+14/+9/+4
+9
+4
+4
—
10
One category above the blade lord's
+4
15
+15/+10/+5
+9
+5
+5
Enhanced Ancestral Weapon +7
11
One category above the blade lord's
+4
16
+16/+11/+6/+1
+10
+5
+5
—
12
One category above the blade lord's
—
17
+17/+12/+7/+2
+10
+5
+5
Enhanced Ancestral Weapon +8, Bonus Feat
12
One category above the blade lord's
—
18
+18/+13/+8/+3
+11
+6
+6
—
13
One category above the blade lord's
—
19
+19/+14/+9/+4
+11
+6
+6
Enhanced Ancestral Weapon +9
14
One category above the blade lord's
—
20
+20/+15/+10/+5
+12
+6
+6
—
15
Two categories above the blade lord's
—
Bonus Feats:
At 1st level, a blade lord gets Quick Draw as a bonus feat. The blade lord gains an additional bonus feat at 5th, 11th, and 17th level. These bonus feats must be drawn from the feats noted as fighter bonus feats. A blade lord must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Rigorous Training:
A blade lord’s rigorous training means that their chosen weapon (see below) is essentially “free” weight, and does not count against the blade lord for skill checks or encumbrance. (For other purposes, the weapon is 3/2 of its normal weight.)
Ancestral Weapon Proficiency:
The blade lord is proficient with one type of two-handed weapon that is at least as tall as the average human. This weapon does not actually have to have a blade: it can be a polearm, chain, hammer, or any other weapon that can or must be used two-handed. This weapon is almost always named and is usually passed down the family line, but its origins are changeable to suit the setting or character. The ancestral weapon has certain magical abilities (see below). It is up to the DM to decide if the blade lord’s weapon is subject to additional (magical or otherwise) enhancements. The ancestral weapon’s critical range is the same as the base weapon. The ancestral weapon’s size and magical ability prevents the blade lord from dealing nonlethal damage with it, but not with other weapons. Non-relatives of the blade lord are not proficient with the ancestral weapon.
Ancestral Advancement:
The blade lord's weapon is connected to them on a deep, magical level. The ancestral weapon levels up with the blade lord at a 3/4 scale, and every time it levels, the blade lord may select a new magical ability for their weapon. Its size category (and appropriate damage) scales with the weapon's level (starting with the blade lord's normal weapon size - e.g. Small for a halfling blade lord), as does its attack bonus (see Enhanced Ancestral Weapon, below). Its advancement stops at 15th weapon level, although the blade lord may continue leveling.
Ancestral Link:
If the ancestral weapon is lost or destroyed, the blade lord loses all class abilities (including bonus feats) and can no longer advance in the class. Additionally, the blade lord must attempt a DC 10 + weapon level Fortitude saving throw. Failure means they loses 200 experience points per weapon level; success reduces the loss to one-half that amount. A blade lord’s experience point total can never go below 0 as the result of their weapon's loss or destruction. If the blade lord reclaims a lost weapon or repairs a salvageable weapon, the blade lord regains all class abilities after a week of reattunement, but not their lost experience. If their weapon cannot be recovered, it is up to the DM whether they can forge or have forged a replacement or if they simply can no longer continue in the class.
Focused Fighter:
A blade lord's weapon level counts as +4 higher than it actually is (for weapon size/damage and weapon abilities, but not maximum enhancement bonus), but cannot be higher than the blade lord's total character levels. For example, a gnoll Blade Lord 2/Cleric 2 would have an effective weapon level of 4.
Ancestral Ally:
A blade lord's weapon has the AC of the blade lord. A blade lord's weapon also gains any damage-resisting abilities the blade lord has (such as energy resistance, damage reduction, et cetera). Whenever the blade lord's weapon takes damage, the blade lord may opt to receive some or all of the damage in their weapon's place.
Enhanced Ancestral Weapon:
A blade lord's weapon improves as the character gains higher levels. At 3rd level and every odd level thereafter, the ancestral weapon gains a cumulative +1 enhancement bonus that the blade lord may spend on an actual enhancement bonus or on weapon special abilities. A blade lord's level determines their maximum actual enhancement bonus. The blade lord may (and must, when their total actual enhancement is higher than their maximum bonus) apply any special ability from Table: Weapon Special Abilities instead of an enhancement bonus, as long as they meets the level requirement. A blade lord can choose any combination of weapon special abilities and/or enhancement bonus enhancement bonus before assigning any special abilities.
Weapon Ability
Enhancement Bonus
Required Class Level
Bane
+1
5
Defending
+1
5
Flaming
+1
5
Frost
+1
5
Shock
+1
5
Ghost Touch
+1
5
Keen
+1
5
Merciful
+1
5
Mighty Cleaving
+1
5
Returning
+1
5
Thundering
+1
5
Vicious
+1
5
Anarchic
+2
7
Axiomatic
+2
7
Disruption
+2
7
Flaming Burst
+2
7
Icy Burst
+2
7
Shocking Burst
+2
7
Holy
+2
7
Unholy
+2
7
Wounding
+2
7
Speed
+3
9
Brilliant Energy
+4
12
Dancing
+4
12
Vorpal
+5
15
Ability choices by level (unless otherwise stated, activated abilities are immediate and mental):
2) Glowing Blade or Feather Blade: The blade lord may use their weapon as a torch at will. During combat, a DC 10 Concentration check must be made every round in which the blade lord attacks to continue doing so, or the ancestral weapon can be thrown up to 30 ft with none of the penalties normally incurred by an improvised thrown weapon.
3) Scanning Blade or Enchanted Grip: The ancestral weapon can be used to cast detect law/chaos (the opposite of the blade lord’s alignment; choose one if neutral), detect good/evil (the opposite of the blade lord’s alignment; choose one if neutral), or detect magic (these abilities are not mutually exclusive, but only one can be used per day), or the ancestral weapon cannot be dropped, removed, or taken from the blade lord’s grasp unwillingly.
4) Will of the Master or Finesse Blade: If any non-relative of the blade lord attempts to use their weapon, they must make a DC 15 + 1/weapon level Reflex save or strike themselves, or the ancestral weapon can be used with the Weapon Finesse feat.
5) Silver-Edged or Unlosable: The ancestral weapon gains a silver lining or the ancestral weapon cannot be misplaced, lost, stolen, or otherwise removed from the blade lord’s possession unwillingly.
6) Razor Blade or Guided Blade: The ancestral weapon gains +2 to damage rolls per three weapon levels, or +1 to attack rolls per three weapon levels.
7) Unbreakable or Deadly Blade: The ancestral weapon cannot be broken or damaged through mortal means (including rust and rust monsters), or the ancestral weapon's critical multiplier increases by 1.
8) Cleansing Blade or Corrupting Blade: The ancestral weapon deals an additional +2d6 damage per five weapon levels against undead, aberrations, constructs, and evil outsiders, or an additional +2d6 per five weapon levels damage against living creatures and good outsiders.
9) Guardian Blade or Quick Blade: The ancestral weapon adds +2 to AC per three weapon levels, or +2 to initiative per three weapon levels.
10) Stun Blade or Paralysis: If the blade lord's attack beats the target's AC by 5 or more, foes struck with the ancestral weapon must make a DC 10 + weapon level Fortitude save or lose be unable to move (they can still take an action but may not take so much as a five-foot step) on their next turn, or a DC 10 + weapon level Fortitude save or lose the ability to use that part of their body for 1d4 hours.
11) Mindbreak or Piercing Blade: If the blade lord's attack beats the target's AC by 5 or more, the ancestral weapon deals 1 point of Intelligence damage per weapon level, or removes 1 AC per three weapon levels.
12) Strong Blade or Agile Blade or Wise Blade: The ancestral weapon adds ½ its level (rounded down) to the blade lord’s Fortitude or Reflex or Will save.
13) Vorpal Blade or Silent Blade: Successful criticals behead opponents (usually fatal, if they have a head within reach), or a number of times per day equal to 1/3 the ancestral weapon's level, the ancestral weapon can be used to deflect an incoming spell targeted at the blade lord (an attack roll versus the spell’s DC).
14) Whispering Blade: Once per day, the blade lord can consult their weapon for advice or gain +10 to a knowledge check. (These two abilities are not mutually exclusive, but only one can be used per day.)
15) Speaking Blade: The weapon’s dormant magical ability develops a personality and voice based on the blade lord’s alignment and use of their weapon. If the blade lord wishes, they may make a DC 15 Concentration check to silence their weapon’s voice for the day. Doing so prohibits the blade lord from consulting their weapon for advice, but not from gaining the daily +10 to knowledge.
Tintenseher's Comments:
I'm absolutely aware this class needs work. The main thing is the weapon abilities, of course, but I don't know how balanced this is compared to any other class, including the T5 fighter. At best, I think this class probably makes it to T4, and that's fine with me, as long as it belongs there.