PDA

View Full Version : D&D 3.x Class Oathwarden, Sword Saint and Blood Hunter



GrayDeath
2020-07-22, 04:08 PM
CLasses for my upcom,ing Forum-RPG.

While feedback is not necessary, it is always welcome. ;)





Oathwarden:

Warriors that unflinchingly follow their principles and their Lord, holding up Law as the highest good.
The cornerstones of actual Empire Society, as their ability to make Vows and Contracts "stick" metaphorically helps keep it together.

Serve the same role paladins would in a Good Society.

Required Abilities: Str>Wis>Con>int>Dex>Cha.


Basics:

Hitdie: D12
BAB: High
Saves: High Fort, low Dex, High Will
Skillpts: 4+IntMod/Level
Class Skills: Craft (any one), Intimidate, Knowledge Nobility, Knowledge Religion, Knowledge Dungeoneering, Ride, Perception, Sense Motive.
Weapon/Armor Profs: All Simple and Martial Weapons, all Armor, Shields but not Tower Shields

Prereq: Lawful Alignment, Oath*

Always: While directly serving his Principles/Lord, gains +1/2 Level to all Will Saves.


Level 1: Iron Will or great Fortitude, The First Oath, Serve the Oath

Level 2: Oath Protection, Skill Focus Sense Motive

Level 3: Orders Servant

Level 4: Oath observed

Level 5: Oaths Strength

Level 6: Tough as nails

Level 7: orders Servant 2, Uncanny Dodge

Level 8: Greater Oaths Strength

Level 9: Oaths Endurance, Eye for Details

Level 10: Bless oath, Oaths Retribution

Level 11: Second Oath

Level 12: orders Servant 3

Level 13: Curse Oath

Level 14: orders Chosen, Oaths Diligence

Level 15: Immaculate Body, Undaunted

Level 16: Oaths Understood

Level 17: Improved Uncanny Dodge

Level 18: Permanent oath

Level 19: Oaths Fulfilment,

level 20: Order Internalized, Immortal.



First Oath: Take „The Oath“. Once a day per Level of this Class/2 you may invoke your devotion to your Principal/Liege to gain +1 to any one roll (can be used to negate a natural 1!).

Serve the oath While directly serving his Principles/Lord, gains +1/2 Level to all Will Saves.

Oaths Protection: Gains + Wisdom Mod to all Saves while the oath remains unbroken.

Orders Servant: Gains DR 2/-

Oath Observed: Oaths taken while you are present are binding, and breaking them will cause fate to punish the offender. This means -1/2 your level to all rolls for now (increases to curse that kills the offender if he has less hd than you at level 6, adds another 2 malus at Level 12, and kills any offender of nonepic Levels at Level 19). For this you must rate the oath as important for you, your favoured Principle or your Liege. If not, the only malus is -2 until Level 13, and -4 from there onwards. For all maluses the duration is 1 year and 1 day. The Effects can only be absolved by all participants of the oath being either dead or agreeing to absolve the offender (or the offenders death and reincarnation).

Oaths Strength: Once per Day may channel the Strength of his conviction into his Body. This grants +Wisdom-Modifier or ½ Level (whatever is more) to Strength. Duration: 1 Minute.

Tough as nails: Gain Toughness as Bonus Feat (“doubles” up if you already have Toughness!).
You now also count as effective Fighter of your Level-3 regarding the choice of (Fighter/Bonus) Feats. You gain one of the applicable Feats at Levels 7, 11, 15 and 19.

Orders Servant 2: Choose one: either your DR is now 5/- or you gain +4 on saves vs. Mind Affecting (+6 if against chaotic Creatures) and are immune to supernatural Commands of sources of your level/HD +2 or less..

Greater Oaths Strength: You may now Invoke Oaths Strength twice a Day.


Eye for Details: +5 to Perception and Sense Motive Rolls, each may be rerolled once/day.


Oaths Endurance: While directly serving your Oath you gain an inherent Bonus of +4 to Constitution. This grants temporal HP as normal and stacks with everything.

Oaths Retribution: Against CLEAR Opponents of your Principle(s) or your Lord you always confirm critical Hits and treat them as preferred Enemy (Consider your level as Ranger Level-2 and assume they were your first FE taken for that purpose).

Orders Servant 3: You gain the Option not Chosen at Orders Servant 2.Gain Improved Great Fortitude or Improved Iron Will as Bonus Feat.

Second Oath: You add another Principle to your Oath. All Oath Bonuses increase by 1 (in case of Oaths Strength the Duration increases to 2 Minutes).

Oaths Diligence: While following your Principles directly or obeying an order from your Lord you are immune to Mind affecting Effects of nonepic sources.

Orders Chosen: You gain +2 to all Saves as well as DR.

Bless/Curse Oath: Can bless or curse an existing oath not made by an Oathwarden..
Bless: Grants +1 to all Rolls (Luck Bonus) while the oath is being upheld.
Curse: Will make the Oathbreakers suffer a -6 to any one roll 3 times after they break the oath. Usually at the worst possible moment.

Neither of these abilities is obvious, understanding that the Oathwarden did so either requires you to be an oathwarden and hence be able to feel it, or a Sense Motive Check of 35.

Immaculate Body: Choose 2: You become immune to Sickness, Fear, the Dazed Condition, Fatigue, Natural heat or Cold Effects.

Undaunted: As long as you are directly (DM`s Decision,a s always) defending your Principles, or your Lord, you gain Fast Healing 4 and are immune to Mind affecting Effects.

Oaths Understood: You may now use all your Oath Powers 4 times a Day.

Oaths Fulfillment: You have lived a life in service of your Oath. This has changed you on a fundamental Level. You gain a permanent +2 to Constitution and Wisdom.

Permanent Oath: Unless you yourself and your Liege declare your Oath null and void, iut cannot be severed by anything, and takes precedence ofver any other claims on you, your soul and your Future. If you should die, you will not pass on into the Afterlife but remain at your Leiges Side until your Oaths are fulfilled (as a Ghost, prevents gaining fiurther Levels).


Order Internalized: Your Devotion to order let you Transcend your Nature. Gain the Axiomatic Template.


Oathweardens can be either Saecular or Sanctified.

Saecular Oathwardens are Initiators that have the exact same progression regarding maneuvers known, readied and Stances known Wardens do, but must spend a full turn doing nothing but focussing on their Oath OR expend one of their Daily Oath Abilities to regain all their maneuvers spent that Combat.

Allowed Schools: Choose any 3 of:
Black Seraph OR Silver Crane, Eternal Guardian, Golden Lion, Riven Hourglass.


Sanctified Oathwardens are direct servants of the Faith instead of "only" the Empire.
They isntead have the same Spellcasting an Omdura would have, with the following 2 modifications:

1.: Their Spellcasting stat for all purposes is Wisdom.

2.: They automatically add the Level 1-6 Spells of the Law Domain to their Spells known.




Principles: When taking the First Oath, in addition to a Liege, the Oathwarden swears to unfailingly follow one of thhe following 10 Principles:
(Note: Generally Oathwardens are not too preachy, but they DO tend to want to teach others why it is a good idea to follow their Principles ^^)


Principle of Honesty: never speak or write a Lie.

Principle of Strength: Strengthen yourself, and prove that strength by defeating strong enemies.

Principle of Kings: Leaders must be worthy. You make sure that all you follow are worthy of it, and aim to be worthy to be followed yourself.

Principle of Knowledge: Knowledge is everything. Without it, Civilization might as well not exist. Collecting and preserving Knowledge, as well as spreading it, are your goal.

Principle of Sacrifice: You know that there are things worth more than your life, or wealth, or happiness. And you keep them existing by sacrificing what is necessary.

Principle of the hero: You stand between the Darkness and everything else. Search and destroy evil, protect life and civilization.

Principle of Conviction: Must always follow through a decision once made.

Principle of Self-denial: You dont need silken bed sheets. or gelaming Gems on your Sword. Or good beer.

Principle of Self-Perfection: Always aim to perfect yourself, never let go the path to perfection.

Principle of Valor: May never decline an honorable duel or flee battle (short term tactical retreat is OK, but not to save yourself).











Sword Saint:

You and your Blade. Thats all you need, thats all you want.
Go out and teach the World what it means to Cut.



Restrictions:
May not multiclass with any Class that grants Shield or Armor Proficiencies (or ever use them willingly!).
May not use nonsword-type Weapons (unless they are improvised weapons in case of no other weapons available, GM decides if situation qualifies!).
Must be of non-lawful alignment.

If one of these restrictions is broken, looses access to all Class Abilities except Maneuvers/Stances until he atones for his transgressions.
If he multiclasses with a forbidden Class he loses them PERMANENTLY but may retrain the now useless Levels.



Basics:

Hitide: D10

BAB: Full

Saves: High will and Reflex, low Fortitude

Skillpts: 6+Int Modification

Class Skillls: Appraise, Bluff, Craft (Weapons), Heal, Intimidate OR Diplomacy, Knowledge (Nobility and any 2), Perception, Perform (Dance), Use Magic Device.

Weapons: All Swords, ever. No other weapons but Improvsed or unarmed if no sowrds are at hand. If they have other Proficiencies, they lose them unless they are racial ones.

Armor proficiencies: None.

Maneuver progression: Begin with 5 maneuvers known, 2 readied, and 1 Stance.
Gain one maneuver at every odd Level, and one Stance at Levels 4, 11, 16 and 20.
Gain one more Maneuver readied at Levels 4, 8, 12, and 16.
At Level 20 choose to either gain +2 readied or +1 known.

Allowed Disciplines: 3 (BS and SC are as always mutually exclusive) of the following 6, chosen at first Level: Black Seraph, Cursed Razor, Elemental Flux, Mithral Current, Silver Crane, Scarlet Throne.

Attention: If youa re using Homebrewed Dsiciplines, or are playing full 3.ß and hence in theory have access to ToB Disciplines, you may exchange either both Alignment Disciplines OR Elemental Flux for different Disciplines, as long as their focus Weapons are Swords (if they offer other weapons, you of course stilla re limited to use Swords only!).


Level 1: Soulblade, Imbue Soul Blade

Level 2: Shielding Blade

Level 3: Fast Movement 1

Level 4: Roll with it, Imbue Soul Blade 2

Level 5: Flurry of the Blade or Vital Strike*

Level 6: Insight, Fast Movement 2, Sword Surge 2/day.

Level 7: Evasion, Imbue Soul Blade 3

Level 8: Naked protection, Assume Form 1/day, Running Strikes.

Level 9: Fast Movement 3, Improved FoB or Greater Vital Strike

Level 10: Imbue Soul Blade 4, Sword Surge 3/day

Level 11: Improved Evasion, one with the Blade

Level 12: Fast Movement 4, Perfected FoB or Perfect Strike.

Level 13: Soul Hide, Assume Form 2/day

Level 14: Soul of the Wind, Sword Surge 4/day

Level 15: Imbue Soul Blade 5, Fast Movment 5

Level 16: One with the Blade, Awakened Blade

Level 17: Clouds in the Storm, Assume Form 3/day

Level 18: Once more with Feeling, Fast Movement 6

Level 19: Untouchable

Level 20: Sword Saint, Saint Form. Fast Movement 7, Assume Form at will.



Soul Blade: Gain Weapon Focus for one Type of Sword. This is your „Soul Blade“.*
If the Sword is a light one (everything up to a „regular“ (Long)Sword) you gain Improved Initiative as a Bonus Feat. If it is a Heavy one (everything else) your Critical Multiplier with the chosen Weapon is increased by 1.

Imbue Soul Blade: By meditating on your Soul Blade for 1 hour per Enhancement Bonus, you may call forth from your bond any of the following bonuses, with a Limit of 1+/14th Level, round down.
These do not stack with Enchantments, and also do not count towards the maximum number of enchantments.
+1, Cruel, Cunning, Deadly, Furious, heartseeking, keen, Ki-Focus, Ominous and Vicious.
At gaining Improved Imbue Weapons, you may also add Elemental Enhancements (DM Choice which is the weapons inherent Element, the opposite will not work) as well as the following new Enhancements:+2, Basic Elemental (NOT Burst) Anarchic, Axiomatic, Defiant, Glorious, Impact, Ki-intensifying, Wounding.
At Level 3 of this ability: +3, Elemental Burst, and Speed
Level 4: +4, Brilliant energy
And finally at Level 5: Any and all (including not mentioned L1-4 ones).

A Soulblade is always a Mastercrafted (or better) Weapon that has either been forged for you OR that you inherited from a Relative. It cannot be stolen without you waking up (unless you are magically prevented from waking, in this case you gain your Level as bonus to all Saves vs. Spells doing that) and if it is not in your possession you always know in which direction and distance it is (if on the same plane).
If it is ever destroyed you have to have one forged, that (if possible) contains parts of the old Weapon and your Blood. Bonding with the new Blade requires you to partake in the Forging and after that spend Level*Days Meditating on it.

Also, should your weapon be stolen, you can feel the direction and distance it is while on the same Plane, up to a distance of your 3+ Character Level*3 Miles.

Fast Movement: Each Instance of this abilit yadds +10ft to your Movement Rate.

Blade Shield: As long as you are wielding a Sword of any type, and are not wearing any armor, add your Level in this class/4 (round normally) to your AC. As long as it is your Soul Blade, add another +2. This AC Bonus counts as Dodge Bonus.

Roll with it: As long as you are not wearing any armor, you may make a Reflex Save whenever you are hit by an attack that you saw coming (non -surprise/Concealment/Flatfooted Situations!). If your roll surpasses the attack roll, you only suffer half the damage/round down.
This does only apply to physical attacks that need to surpass your AC, not Touch Attacks or Spells of any kind.
At reaching Level 16, you may make an improved Roll with it Attempt 3/day. If this is successful, you do not suffer any Damage from that attack.

Sword Surge: You make the combined Strength of your Soul and your Swords Soul surge. This can only be done against a worthy opponent or if you are in danger of dying.
Effects: +1+1/5th Level to attack and Crit Confirmation Rolls, +1/2 level to Damage Rolls, and +4 Initiative.
Lasts for either 7 Turns or until you have killed 7 enemies, whichever comes first.
After it ends, you are exhausted for 10 Minutes.

Insight: You gain a Bonus to your AC equivalent to your Wisdom Modifier. You cannot be Sneak Attacked unless the Rogue doing so has more Levels of Rogue than you have of this Class.
The same goes for being flanked (meaning only Rogues of higher level than your Level in “SwordSaint” can flank you!).

Naked Protection: As long as you are not wearing any Armor AND not wearing any clothes on most of your body (DM`s Decision, usual „Asian Swordsmen Trousers“ and Shoes + Bracers, for Example, or sandals+Robe) you are comfortable in all “natural” Climates and gain +2 on all Saves.

Running Strikes: While moving at least 50% of your total Movement speed in a direction (without changing it by more than 15% and of curse without turning back), you may deal one AoO to any valid target you pass, at -2 attack roll, up to a number of attacks eequal to your Iterative attacks available. This includes, should there be absolutely no conflict, combining it with maneuvers.
At reaching Level 17, this Ability loses its attack malus, and increases the Number of attacks possible by 2.

Assume Form: Your Understandi g of the Art of the Sword is such, that assuming a specific Sword Form changes you physically. You can assume any of the mentioned Forms unless your Alignment does not match, a number of times per day as mentioned.
You remain in the assumed form either until the next Sunrise/Sunset, or until you willingly end it, or until you are defeated in combat, whichever comes first.

Flurry of Swords: As a Monks Flurry, but can only be executed while wielding a Sword.
Improved adds 1 more attack, and reduces the total malus to -1.

Soulhide: As long as you are wielding your Soulblade and not wearing any Armor, you gain DR 1/- for every 3 levels in this Class (round down).

Soul of the Wind: You gain Wind Stance as a Bonus Feat, even If you do not fulfill the prerequisites. If you already have the feat, you may choose any one “Martial Bonus Feat” instead.

One with the Blade: While wielding your Soulblade you cannot be disarmed by any means short of cutting off the Arm holding it. You also add 4 to your Initiative Rolls.

Awakened Blade: Your Soulblade becomes an intelligent Magical item.
DM and Player determine which, and how it will progress further, but its Alignment is enver further than one step from its wielder.

„Clouds in the Storm“: You gain +2 to all Saves. You gain Lightning Stance as Bonus Feat, even if you do not fulfill the Prerequisites.

“Once more with Feeling!” You may now use Sword Surge once/day for every 3 levels you have in ANY Class.

Untouchable: You gain +4 Natural Armor Bonus. You now may apply the Roll with it Agility against Touch attacks and Spells that require ana ttack roll.

Sword Saint: You are immortal. When you are killed, you reincarnate within Level* Miles and 24 Hours in perfect Health and with your Soulblade (but none of your other possessions!) in a regular Human/Elven/etc Body (ergo Changes made to you by life, magic, etc, are removed). You will look a lot like you did before, but not exactly like yourself.

The only 2 ways to kill you permanently are:

1.: Willing Suicide to "give your sword to your successor"

and

2.: Fighting another Sowrd Saint in an agreed upon, fair Duel to the Death.









Forms:

Form of the Crane: Your Body becomes unnaturally lithe and part of your Hair is replaced by feathers. Your nose becomes more dominant.
You gain + 4 AC whenever you have not moved (exception is the free 5ft step) in the turn you are attacked and may add +2 to all AOO`s-attack-rolls made under these circumstances. The AC counts as Dodge Bonus.
Not avaliable for Heavy Soulblades.

Form of the Lion: Your Eyes become yellow and catlike, your teeth sharper and your Hair manelike.
This form grants you immunity to to Fear and Fear Effects and adds your Level/2 to any Intimidate Rolls.

Form of the Leviathan: Your Skin becomes thicker, mostly bluishgrey in Color, and you become much more massive.
You gain +4 Constitution, but lose 2pts of Dexterity. These are inherent changes that stack with everything.
Only avaliable for Heavy SoulBlades.

Form of the Kirin: Your Skin turns golden, your Eyes a more pure variant of their natural Color. Only Good Walkers of the Path may choose this Form.
You gain a +20pts Bonus to acrobatic-rolls made to jump, and may fall twice the normal Distance before you begin to suffer damage. You also gain a circumstance modifier for Diplomacy Rolls with Good Beings equal to your Wisdom Modifier or Level/4, whichever is higher.
Only available for Good Swordsaints.


Form of the Orochi: Your Skin changes to scalelike appearance, mostly with greenish Coloring, and your Face becomes flatter, more snakelike..
You gain Blindsense 20ft and +4 on Saves vs. Poison. However you gain a malus of 4 points to all sight-related perception rolls and (improvised) ranged attack rolls.

Form of the Oni: Your Skin turns black, your hair white, your Eyes red, your muscles swell. Only Evil Walkers of the Path can choose this form.
You gain +2 Strength and, but lose 2 points of Intelligence. Add +2 to attack and Damage whenever attacking a Good Creature.
Only availalbe for Evil Sword Saints.

Saint Form: If assumed by a true Sword Saint, all bonuses granted by these forms double, round down.












BLOODHUNTER.


Ranger Prestige Class

Requirements: 2 living Favoured Enemy Types, Combat Style Archery, natural Weapon or one handed.


Basics:

Hitdie: D 10

BAB: Full

Saves: High Fort and Relfex, low Will.

4+ Skillpts

Class Skills: As Ranger.

Spellcasting: Does not progress Ranger Spellcasting.
Instead, every Level but the first, gains one Spell from the Druids List that buffs himself. The maximum Level of these is equal to that of a Druid of his Level (total)-4. These SLA have a combined Pool of USes per day of Level in this CLass.


Level 1: Favoured Enemy, Skinchange, Shift 2/day

Level 2: Weapon Focus natural Weapons, Skill Focus Stealth or Survival, SLA

Level 3: Bloodied Attacks, Favoured Enemy, Shift 3/day

Level 4: Shift 5/day, SLA.

Level 5: Final Hunt, Weapon Specialization natural Attacks, Skill Focus Perception, SLA.



Skinchange: After ritually hunting a Predator animal, alone and without armor or magical Weapons, and either unarmed or with a single weapon, a Bloodhunter eats its heart and skins it, to sleep in its skin for 8 hours.

They must do this at least once per Level of this class (the first time vbefore taking the first level, obviously). they may not do this more often than 3 timesd per level of this class.

The Animal must be of a size and power that poses a danger to the Hunter under the abovementioned circumstances, and have at least his HD-2 Hit Dice.
Also, obviously, he cannot have hunted it ritually yet.


Effects: Once he has executed said Ritual, he can change shape into the exact animal he hunted as a swift action. Can change shape 1+Level times/day, duration is until changed.
He also gains (if one exists) access to the Lycantrhope Hybriod form of the animal, though willingly taking that form requires him to be no further than one step ´from its alignment.
In that form, he gains all Advantage sof said Lycanthrope EXCEPT DR.
In addition to this ability, he gains +1 Str and +1 to 1 other Ability score attributed to the Animal (never stack from same Animal).

There is no duration limit regarding staying in the natural Animal forms. The hybrid form can be held at most 5 Minutes/Level.

Bloodied Attacks: Against all "family Members" (ergo all Animals of the same Animalia Family) of Animals he has hunted, a Blood Hunter deals double Damage with all physical Attacks.



Final Hunt: Must be done for 5th level and is the only allowed ritual hunt for that Level. Only Hunt that allows magical Beasts. Also grants any special Senses or movement Abilities the predator/Magical Beast had in Human Form.



Edit:

Links to other CLasses that may or may not exist in the Setting, just to be sure you find everything, or in case someone wants to change his or her concept drastically:


https://forums.giantitp.com/showthread.php?554139-The-Defiant-Avenger-PEACH

https://forums.giantitp.com/showthread.php?546611-The-Dreadnought

https://forums.giantitp.com/showthread.php?546625-The-Blind-Warrior-a-Blind-Martial-Initiator

https://forums.giantitp.com/showthread.php?546612-The-Jack-of-All-Trades-(modified-Rogue)

https://forums.giantitp.com/showthread.php?546360-Initiator-Theurge-Classes-Initiate-of-Nexialist-Mysteries-and-Sage-of-many-Paths

https://forums.giantitp.com/showthread.php?546173-My-(nonbroken)-Version-of-the-Ur-Priest

https://forums.giantitp.com/showthread.php?566327-The-Death-Sage-(Sorceresque-Necromancy-focussed-Caster)

sandmote
2020-07-23, 07:34 AM
The Oathwarden, Edgelord, and Bloodhunter are all really neat and flavorful.

Two notes: Form of the Lion gives you immunity to "Fear and Fear Effects," and I don't see what the Blood hunter's skill list is.

GrayDeath
2020-07-30, 02:38 PM
Sword saint. Though calling him Edgelord is kinda really funny (edged weapons, hehe).

Noted and corrected, thanks.