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View Full Version : The 5th Rule of Swordsmanship - the Eldritch Blade. [Base Class, PEACH - v3.2!]



AstralFire
2007-11-03, 04:46 PM
The Eldritch Blade

"All this talk about rules of swordsmanship - don't you have any creativity?"
"The fifth rule of swordsmanship, Aounka, is that I make the rules!"
Aounka ir'D'yth and Ahathi the Eldritch Blade

http://wizards.com/dnd/images/ca_gallery/85463.jpg

A custom 1-20 class I made... Damn, I've been making a lot of stuff lately. Nothing stokes the creative fire like DMing with a good group, I haven't tweaked this much stuff in years!

A BBEG my party faced was based on a cross of the warlock, monk, and soulknife classes. (Yeah, it sounds crazy, I know.) They found the fight with him so enthralling that they asked me (just in case they died) to draw up a class for them so it'd be among their options as PCs later on. Well, I'm of the opinion that unless it's Vile-level evil, my PCs should have as much to play with as me... so why not?

Thus, I present to you the Eldritch Blade class in a handy dandy, well-formatted PDF so it looks more professional than a post. :D

As a disclaimer, we're using a non-standard skill system that's partially based off of Star Wars SAGA Edition's. I've also included a 3.5 skill list. The skill 'Artificing' can be considered equivalent to 'Use Magic Device' for this purpose, although really high DCs are a bit harder to reach in this system. (Keep that in mind for one of the features near the end of the class.)

http://theanteheroes.com/Ashbane/EldritchBlade.pdf

For those of you that want it out of a PDF format (I find them easier to read, personally...):

Class Information
There are individuals who will do anything to themselves in search of power and perfection. They will even plumb the depths of their own souls, simply to become warriors without parallel. They learn to mold the spirit, to shape it, and to force it to take the form of a primal aspect of the world - and then use it as a weapon. If you are not willing to put your soul on the line, then anything you fight for is meaningless in their eyes.

Swordsmen beyond parallel, the Eldritch Blades learn the tricks of magicians and enchanters, but their true calling is to the sword - and those who face them in the field of battle fear most the sharpened edge of their foe's soul...

Adventures: Eldritch Blades are drawn to adventure inherently, seeking to explore and test the depths of their newfound strength. The artistry of bending one's own soul is something that must be demonstrated to others in order for them to appreciate. Many Eldritch Blades were drawn to this path initially in order to make a change in their world, for good or ill - usually ill. Those who survive the initial steps of their training immediately return and pursue their hearts.

Characteristics: Eldritch Blades tend to be resilient of spirit, fearless, and perfectionists. They may orchestrate events around them, turning others into their unwitting pawns, or they may decide that carving up live bodies is the way to get things done. However they go about their business, Eldritch Blades do it with full confidence and heart; doing something halfway is almost as bad as doing nothing at all.

Alignment: Eldritch Blades tend towards evil more often than not, but the spiritual self-mutilation they endure can easily become part of a philosophy of virtuous sacrifice. Their path is not necessarily steeped in evil. Even so, the arcane texts and knowledge which introduce them to the way of soulbending tend to be found amongst those who are evil; it is easier to learn how to bend souls when you use others' as practice before potentially harming your own. They have no preference for Law or Chaos.

Religion: Eldritch Blades, much like psionic characters, tend to eschew the gods as being unnecessary if you have strength and resolve enough to follow your own path. Those who align with gods tend to do so as allies, not subordinate worshipers.

Background: Eldritch Blades are usually made, not born. It takes an intense dedication to master both the physical rigors of their training as well as the spiritual and mental ones. Perhaps they stumbled upon dark tomes amidst research at a Mage College; perhaps they were inducted at a young age into one of the rare monasteries devoted to soulbending. But perhaps a tragedy either in the Eldritch Blade's past, her past lives, or her deep in her bloodline has left her soul inherently malleable, and she learned how to shape it as a defense against dark forces. Whatever the reason, their lives become one of intense rigor.

Races: A soul is a soul is a soul. Any creature which has a soul that can be separated from its physical body is capable of following this path. Eldritch Blades are often humans, but crafty and desperate gnomes are perhaps the most populous race of an unpopular path. The spiritual orcs view the Eldritch Blade's very existence as an abomination, while changelings often view their soul as just another tool in their vast inventory of traits to be manipulated. Some Warforged who follow this path are able to successfully master it; others who try cannot even manifest their soul, lending more fire to the debate of their status as living creatures. Halflings rarely follow this path; the education necessary to master it isn't very common in the Talenta Plains.

Other Classes: The Eldritch Blade often gets along very well with monks and psionicists, seeing in them a shared admiration for the power of the mortal soul and will when pushed to its limit. Monks and Psychic Warriors, particularly, understand the Eldritch Blade's rigorous and holistic training methods. Warlocks easily understand the depths to which one will go to pursue power, while Sorcerers and Wizards scorn the Eldritch Blade for her underdeveloped and ritualistic magic.

Role: The Eldritch Blade is not an effective character choice to take a slot in the standard four-man party of Warrior, Healer, Magician, and Skilled Adventurer. However, in otherwise non-standard parties, she stands in effectively for the monk, bard, or similar 'third/fifth wheel' classes. The Eldritch Blade's speed, range, and multidiscipline dabbling allows her to control the field of battle and set the fights on her own terms, even if she can't stand toe-to-toe against brutal foes as well as a Warblade, Barbarian, or Crusader.

Game Rule Information
Hit Die: d8.
Race: Any which has a soul separate from its body. Typical outsiders or elementals, for example, do not qualify - although a native outsider does.
Attack Bonus: As a Rogue.
High Saves: Reflex and Will

The Eldritch Blade's class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at 1st Level: (4 + Int Modifier)x4
Skill Points at Each Additional Level: 4 + Int modifier.

ELDRITCH BLADE
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Lst|Lsr|Grt|Drk

1st|
+0|
+0|
+2|
+2|Soulblade, Detect Magic, Adaptive Soul|1|-|-|-

2nd|
+1|
+0|
+3|
+3|Secret of the Blade (I)|1|-|-|-

3rd|
+2|
+1|
+3|
+3|Shape Soulblade|2|-|-|-

4th|
+3|
+1|
+4|
+4|Uncanny Dodge, Soulblade +1|2|-|-|-

5th|
+3|
+1|
+4|
+4|Secret of the Blade (II)|2|-|-|-

6th|
+4|
+2|
+5|
+5|Evasion, Soulblade +2|2|1|-|-

7th|
+5|
+2|
+5|
+5|-|2|1|-|-

8th|
+6/+1|
+2|
+6|
+6|Secret of the Blade (III), Soulblade +3|2|2|-|-

9th|
+6/+1|
+3|
+6|
+6|Soulbender|2|2|-|-

10th|
+7/+2|
+3|
+7|
+7|Soulblade +4|2|2|-|-

11th|
+8/+3|
+3|
+7|
+7|Secret of the Blade (IV)|3|2|1|-

12th|
+9/+4|
+4|
+8|
+8|Improved Evasion, Soulblade +5|3|2|1|-

13th|
+9/+4|
+4|
+8|
+8|-|3|2|1|-

14th|
+10/+5|
+4|
+9|
+9|Secret of the Blade (V), Soulblade +6|3|2|1|-

15th|
+11/+6/+1|
+5|
+9|
+9|-|3|2|1|-

16th|
+12/+7/+2|
+5|
+10|
+10|Soublade +7|3|2|1|1

17th|
+12/+7/+2|
+5|
+10|
+10|Secret of the Blade (VI)|3|2|1|1

18th|
+13/+8/+3|
+6|
+11|
+11|Soulwarper, Soulblade +8|3|2|1|1

19th|
+14/+9/+4|
+6|
+11|
+11|Class Ability|3|2|1|1

20th|
+15/+10/+5|
+6|
+12|
+12|Secret of the Blade (VII), Soulblade +9 |3|2|1|1[/table]

Class Features
All of the following are class features of the Eldritch Blade.
Weapon and Armor Proficiency: Eldritch Blades are proficient with all simple and martial weapons; their soulblades typically emulate them. Eldritch Blades are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, an Eldritch Blade loses her AC bonus, as well as her fast movement and Secret of the Blade abilities.

Invocations: An Eldritch Blade does not prepare or cast spells as other wielders of arcane magic do. Instead, she possesses a repertoire of attacks, defenses, and abilities known as invocations that require her to focus the wild energy that suffuses her soul. An Eldritch Blade can use any invocation she knows at will, with the following qualifications:

Invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. An Eldritch Blade is entitled to a Concentration check to successfully use an invocation if she is hit by an attack while invoking, just as a spellcaster would be. An Eldritch Blade can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. Invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. An Eldritch Blade's caster level with her invocations is equal to her warlock level.

The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the Eldritch Blade’s Charisma modifier. Since spell-like abilities are not actually spells, an Eldritch Blade cannot benefit from the Spell Focus feat. She can, however, apply the Ability Focus feat to her Invocations as a whole (see page 303 of the Monster Manual), as well as feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).

The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. An Eldritch Blade begins with knowledge of one invocation, which must be of the lowest grade (least). As an Eldritch Blade gains levels, she learns new invocations, as summarized on the above table and described below. The Eldritch Blade pulls its list of invocations known from the Warlock list, found in Complete Arcane.

At any level when an Eldritch Blade learns a new invocation, she can also replace an invocation she already knows with another invocation of the same or a lower grade. Like arcane spellcasters, an Eldritch Blade wearing armor or using a shield incurs a chance of arcane spell failure (all invocations have a somatic component).

The Eldritch Blade begins play with one least invocation known. She gains a second at 3rd level, and a third at 11th level. She learns her first lesser invocation at 6th level, and a second at 8th. She only learns one greater and one dark invocation, at 11th and 16th level respectively. By 20th level, the Eldritch Blade knows 3 least invocations, 2 lesser, and 1 each of greater and dark.

AC Bonus (Ex): When unarmored and unencumbered, the Eldritch Blade adds her Charisma bonus (if any) to her AC. In addition, an Eldritch Blade gains a +1 dodge bonus to AC at 5th level. This bonus increases by 1 for every five Eldritch Blade levels thereafter. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Soulblade (Su): As a full-round action, an Eldritch Blade can summon or dismiss a semisolid blade composed of his soul's innate energy. The blade is identical in most ways (except visually) to a longsword of a size appropriate for its wielder; visually, it appears to be made of some primal, non-solid element (lava, white-hot plasma, water, light, shadow, acid, lightning, etc).

For instance, a Medium Eldritch Blade materializes a Medium soulblade that she can wield as a one-handed weapon, and the blade deals 1d8 points of damage (crit 19–20/x2). Eldritch Blades who are smaller or larger than Medium create soulblades identical to longswords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a soulblade gains the usual benefits to his attack roll and damage roll from a high Strength bonus. Unlike a typical longsword, the soulblade can be used with the Weapon Finesse feat.

The blade cannot be broken through normal means, due to its partially fluid nature; however, a successful targeted Dispel Magic (or similar ability) will destroy the weapon. If the Dispel effect allows a caster level check, the blade is considered to be a spell level of its total effective enhancement bonus, and your class level is the caster level. Even if the Eldritch Blade fails the opposed caster level check, she is granted a Will Save to resist the weapon's destruction. The Save DC is set by the spell. If the weapon is destroyed in this manner, then the Eldritch Blade immediately suffers from a negative level, as her very soul was part of the weapon; unlike a normal negative level, this never translates into level loss, but it cannot be removed by any means until the Eldritch Blade has managed to create a new blade.

Creating a new blade requires the Eldritch Blade to spend a week of meditation, spending 4 hours a day focusing on reattuning and recovering his dispersed soul. If she has access to a laboratory, library, or similar equipment equipped to deal with soul, incarnum, or necromantic magic, she can regain the blade with merely one day, spending 10 hours in meditation, alteration, and molding.

The soulblade can never be lost; the Eldritch Blade does not have to see, or even be in the same plane as the soulblade to summon it; it immediately appears in her hand as long as it has not been broken.

An Eldritch Blade can use feats such as Power Attack or Combat Expertise in conjunction with the soulblade just as if it were a normal weapon. Unlike a usual longsword, the soulblade is always compatible with the Weapon Finesse feat. She can also choose soulblade for feats requiring a specific weapon choice, such as Weapon Specialization, and her levels count as Fighter levels - 2 for purposes of qualifying for typically Fighter-only feats; these feats must apply directly and only to her soulblade, however, and she must meet all other prerequisites. (Greater Weapon Focus (Soulblade) is a valid choice past level 10; Ranged Weapon Mastery never is.) Powers or spells that upgrade weapons can be used on a soulblade.

A soulblade improves as the character gains higher levels. At 4th level and every two levels thereafter, the Eldritch Blade gains an effective +1 bonus enhancement bonus to her weapon. Though the actual enhancement bonus on a weapon can never exceed +5 or go below +1, she may choose any thematically appropriate combination of weapon special abilities to combine and meet her weapon's total effective bonus.

Even in places where magic effects do not normally function (such as within an anti-magic field), an Eldritch Blade can attempt to sustain her soulblade by making a DC 20 Will save. On a successful save, the Eldritch Blade maintains her soulblade for a number of rounds equal to her class level before she needs to check again. On an unsuccessful attempt, the soulblade vanishes. As a full-round action on her turn, the Eldritch Blade can attempt a new Will save to rematerialize her soulblade while she remains within the magic negating effect.

Detect Magic (Sp): An Eldritch Blade can use detect magic as the spell at will. Her caster level equals her class level.

Adaptive Soul (Su): The Eldritch Blade's versatility with soulcrafting allows her to bend her own spirit to fit the situation as necessary. She gains a bonus on her Artificing and Spellcraft checks equal to (1 + Class Level/4).

Secret of the Blade: Over the course of her training, the Eldritch Blade learns a number of special techniques through manipulation of her soulblade, up to a total of seven. Over the course of her training, the Eldritch Blade learns a number of special techniques through manipulation of her soulblade, up to a total of seven. She may pick a bonus feat from the Fighter list that she qualifies for, or pick from the list below:

Basic Techniques
Bladewind (Ex): The simplest maneuver in concept - swing your sword around as fast as you can, every which way. In reality, it takes both skill and a bond with your weapon to attack in such a way without making yourself look as a fool. As the 'Whirlwind Attack' feat, applicable only to the soulblade. If you are dual-wielding soulblades, you may make one Whirlwind Attack with each weapon at a -8 penalty to your attack rolls. (-4 if you have the Two-Weapon Fighting feat.)

Rhythmic Strike (Ex): The Eldritch Blade learns to fight with a series of fast, rhythmic strikes in order to catch opponents off-balance and maximize potential openings. As the monk's flurry of blows class feature, applicable only to the soulblade. If you are dual-wielding soulblades, you may utilize two-weapon fighting with this ability.

Mercurial Strike (Ex): As a free action, you can take a -2 penalty to your armor class for one round in order to double your soulblade's threat range. This effect stacks with the Improved Critical feat or a magic enchantment that increases your threat range, although normal rules on critical range stacking apply. (Two doubles is a triple, etc.)

River of Rage (Su): As a standard action, you can make a ranged attack with your soulblade as though it were a ranged weapon with a range of up to 250 feet and no further range increments. If you are dual-wielding soulblades, you may make one River of Rage attack with each weapon at a -4 penalty to your attack rolls. (-2 if you have the Two-Weapon Fighting feat.) You must have at least 5 levels of Eldritch Blade to learn this Secret of the Blade.

Shatterpoint (Ex): You seek to target your opponent's psychological weaknesses and exploit them. Once per round, you may choose a single melee attack to be your Shatterpoint attack, adding your Charisma modifier as a bonus to the attack roll. If the attack hits, the target must make a Will Save (DC 10+½ Class Level + Charisma modifier) or be Shaken for 1d4 rounds. This is a mind-affecting ability. You must have at least 5 levels of Eldritch Blade to learn this Secret of the Blade.

Dual Strike (Ex): The Eldritch Blade makes two strikes where a lesser warrior could only succeed at one; if you take this Secret, during most special attacks such as an Attack of Opportunity, Charge or Spring Attack where you could only make one attack, you can slash out with your offhand soulblade with a -2 penalty to both attacks. This does not change any Secrets of the Blade which are not already compatible with Two-Weapon Fighting. You must have at least 5 levels of Eldritch Blade and have the Two-Weapon Fighting feat to learn this Secret of the Blade.

Intermediate Techniques
Bladestorm (Su): Your Bladewind attack extends out another five feet, increasing your reach for the duration of the attack (and only that attack); alternatively, if you are dual-wielding soulblades, you do not get the reach increase, but the penalties drop by 2. You must have at least 8 levels of Eldritch Blade and already possess Bladewind to learn this Secret of the Blade.

Greater Rhythmic Strike (Ex): As the monk's greater flurry class feature, applicable only to the soulblade. If you are dual-wielding soulblades, you may utilize two-weapon fighting with this ability. You must have at least 11 levels of Eldritch Blade and already possess Rhythmic Strike to learn this Secret of the Blade.

Mercurial Smite (Ex): When you activate your Mercurial Strike ability and successfully perform a critical hit, you may immediately perform a trip, disarm, sunder, or bull rush attack on the same target. This extra attack does not provoke an attack of opportunity, and a failed attempt doesn't allow a reactive attempt by the target. Even if the opponent is immune to critical hits, this ability can still activate on a natural 20, followed by a confirmed critical hit. You must have at least 11 levels of Eldritch Blade and already possess Mercurial Strike to learn this Secret of the Blade.

Chain of Rage (Su): As a full-round action, you can make ranged attacks with your soulblade as though it were a ranged weapon with a range of up to 250 feet and no further range increments. Two-Weapon Fighting feats function as normal with Chain of Rage. You must have at least 11 levels of Eldritch Blade and possess River of Rage to learn this Secret of the Blade.

Improved Shatterpoint (Ex): You demonstrate to your opponent the crippling vulnerabilities in their attack style, sending them reeling. Your Shatterpoint attack Stuns the victim for 1 round if they fail their Will Save, and leaves them Shaken for the rest of the encounter as long as you successfully manage to hit. You must have at least 11 levels of Eldritch Blade and possess Shatterpoint to learn this Secret of the Blade.

Advanced Techniques
Swift Bladestorm (Ex): Your Bladestorm attack can be performed as a standard action. You must have at least 14 levels of Eldritch Blade and already possess Bladestorm, Bladewind, and the Spring Attack feat to learn this Secret of the Blade.

Scissor Charge (Ex): You've learned to catch your opponents between your two blades and make the most of an opportunity. When fighting with a Soulblade in each hand, you may make a full attack action after a move action. If you have the Rhythmic Strike ability, you can use it in conjunction with a Scissor Charge. You must have at least 14 levels of Eldritch Blade, have the Improved Two-Weapon Fighting feat and possess Dual Strike to learn this Secret of the Blade.

Perfect Rhythmic Strike (Ex): When performing a Greater Rhythmic Strike, successful critical hits grant you a stacking +2 bonus to attack rolls on all successive strikes on the same target until your next turn. If you are dual-wielding soulblades, you may utilize two-weapon fighting with this ability. You must have at least 17 levels of Eldritch Blade and already possess Rhythmic Strike and Greater Rhythmic Strike to learn this Secret of the Blade.

Mercurial Torrent (Su): When you activate your Mercurial Strike ability and successfully perform a critical hit, you may choose to overwhelm the opponent as your Soulblade becomes a torrent of energy, striking down those who oppose you. The victim must make a Fortitude Save with a DC of (10+½Class Level+Charisma Modifier) or die as raw arcane energy overwhelms them. This ability is subject to Spell Resistance, unlike most Supernatural abilities. (For purposes of this attack, the Eldritch Blade is considered to be a caster of his class level, and the Soulblade a spell of its total effective enhancement bonus.) You must have at least 17 levels of Eldritch Blade and already possess Mercurial Strike and Mercurial Smite to learn this Secret of the Blade.

Arcing Rage (Su): As a full-round action, you can make a melee touch attack with your soulblade against a single opponent within 250 feet, as long as you have line of effect to the target. If this attack is successful, you can make an additional attack against another opponent within 30 feet of the first; if this attack also hits, you may continue to a third, and so on. You can "jump" the chain to one secondary target per three class levels, so you can strike two additional targets at 6th level, three additional targets at 9th level, and so on. Each new target must be within 30 feet of the previous one, and you can't target the same creature more than once with the Arcing Rage. If you miss any target in the chain, the Arcing Rage attack ends there. You must have at least 20 levels of Eldritch Blade and possess Chain of Rage and River of Rage to learn this Secret of the Blade.

Final Strike (Su): Your attack completely destroys the unfortunate creature you have targeted. You may elect to make any Shatterpoint attack a Final Strike instead, once per encounter. If your attack successfully strikes the target, they take quadruple damage from your attack, not including extra damage which comes from precision. Extra damage dice are otherwise included. This attack is treated as a critical hit for the purposes of any abilities you have which trigger on a critical, but this extra damage is not negated by an opponent immune to critical hits. A Final Strike does not gain additional damage from being a critical hit. If the target survives your Final Strike, they are Stunned for the next round and Shaken for the rest of the encounter - these effects are mind-affecting abilities. Unfortunately, the precise foot and bladework that goes into a Final Strike renders you extremely vulnerable; you are treated as flat-footed for the next round while you recover from the strain. You must have at least 20 levels of Eldritch Blade and possess Shatterpoint and Improved Shatterpoint to learn this Secret of the Blade.

Shape Soulblade (Su): At 3rd level, an Eldritch Blade gains the ability to change the form of her soulblade. By meditating for an hour, she can change her soulblade to resemble two identical daggers rather than a single longsword, or she can merge them back together again. During this meditation time, she can also change what enhancement bonus and enchantments her soulblade has (if it possesses any). Note that the Eldritch Blade cannot make a power attack with these daggers, because they are light weapons. Unlike the Soulknife class feature, the Eldritch Blade's daggers do not get a lowered Enhancement bonus for being twinned.

Fast Movement (Su): At 3rd level, an Eldritch Blade gains a profane bonus to all of her movement speeds, as shown above. This does not give her movement she would not otherwise possess (such as flight), but if she comes in possession of a flight speed later (by any means), this bonus will improve it. An Eldritch Blade in armor or carrying a medium or heavy load loses this extra speed.

Uncanny Dodge (Ex): At 4th level or higher, an Eldritch Blade retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If an Eldritch Blade already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead. (See the Barbarian ability in the PHB.)

Evasion (Ex): At 6th level or higher, if an Eldritch Blade makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if an Eldritch Blade is wearing light armor or no armor. A helpless Eldritch Blade does not gain the benefit of evasion.

Soulbender (Su): At 9th level or higher, the Eldritch Blade has the ability to twist her soul even further, creating a variety of supernatural effects via ritual... if she is patient. She can make an Artificing check (DC 20 + spell level for arcane spells, 30 + spell level for divine spells, 35 + power level for psionic powers) to cast a spell or power from any class list. This spell or power must have a normal casting time of ten minutes or less; it takes the Eldritch Blade an hour per spell/power level to replicate it. (0th level spells can be cast in 1 minute, regardless of their normal casting time.) If the Eldritch Blade succeeds, she casts or manifests the ability at the minimum caster/manifester level. She does not know the result of this check until after the extended casting time has completed. The Eldritch Blade cannot cast a spell or power in this way if it is of a level higher than her class level divided by three, nor if it requires an experience cost.

Spells cast via the Soulbender class ability can never be used to qualify for a Prestige Class, Feat, or other similar ability, nor to activate a magic item. An exception to this rule is Item Creation feats, such as Craft Magic Arms and Armor. The Eldritch Blade qualifies for such feats as though he had a caster level of his character level.

Improved Evasion (Ex): At 11th level, an Eldritch Blade's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Eldritch Blade does not gain the benefit of improved evasion.

Soulwarper (Sp): At 18th level or higher, the Eldritch Blade has the ability to completely mutilate her soul as needed. She can cast Wish as the spell at will, but at double the normal experience cost. If she casts Wish multiple times in a month, she must make a DC (20+5 for each use of Wish in the last month) Fortitude Save or risk dying. An Eldritch Blade killed in this way can only be resurrected by extreme means, such as another Wish spell.

Feats
FIST OF THE SOUL [Practiced]
More cautious than most of your class, you hide your soul in your hands and feet, and thrust it out to attack.
Prerequisites: Eldritch Blade 1st Level
Benefits: You do not gain a soulblade. Instead, you gain unarmed proficiency and progression as a monk, and you can use unarmed attacks with Secrets of the Blade. Your higher damage results from supernatural power, and is suppressed in Anti-Magic Fields and similar effects, so your fists are treated as magic weapons, although you do not get the Ki Strike (Magic) ability. Additionally, your levels in Monk and Eldritch Blade stack to determine the strength of your improved Unarmed Damage.
Special: You may only take this feat at your first level of Eldritch Blade.

GREATER SHAPER [Soul]
You have learned to warp, shape, and bend your soul in new and exciting ways for fun and profit.
Prerequisites: Shape Soulblade class feature, Soulbender class feature
Benefits: You can shape your Soulblade into a new form; choose one below:
Soul Wave: A fluid, twisting form that performs as a Spiked Chain, although it deals slashing damage instead.
Perfected Blade: Your Soulblade grows longer. It now acts as a Greatsword in its single form, and its split form attacks each function as a longsword - at your option, the split form may resemble a double-bladed sword instead. As always, the Soulblade is still compatible with Weapon Finesse.
Multiple Split: Your Soulblade splits into three daggers instead of two. You can only choose this option if you have some way to proficiently wield three weapons in melee at once. Each time you take this option, the number of daggers increases by one.
Special: You may take this feat multiple times. Each time, choose a new benefit from the list.
Special: Most martial weapons and some exotic weapons are good choices for this feat. The DM should use a generous discretion in allowing the Eldritch Blade to choose weapon shapes. Note that this feat does not automatically grant proficiency with any exotic weapon it chooses to emulate.

MIND AND SOUL [Psionic, Practiced]
Your unique, holistic style of soulshaping lets you supplement your magic with psionic power.
Prerequisites: Soulblade +1, Mindblade +1
Benefits: Choose either your Soulblade or your Mindblade. Your levels in the classes that granted you both stack for the purpose of determining that weapon's enhancement and special ability bonus progression. Additionally, the DC to manifest Psionic Powers with Soulbender decreases by 5.

PRACTICED BLADESHAPER [Practiced]
Your continued training keeps your soul sharp.
Prerequisites: Soulblade +1, Concentration 5 ranks.
Benefits: Your levels in whatever class granted you a Soulblade are counted as four higher for purposes of determining your unarmored bonus to AC (if it granted one), and the strength of your Soulblade's enhancement. You gain no other benefits of having a higher level in this class.
Special: Your total effective levels in the class boosted by this feat can never exceed your total character level.
Special: You can take this feat multiple times. Each time, it stacks.

RITUAL MAGICIAN [Soul]
Your familiarity with magic allows you to emulate a greater portion of magic, albeit slowly.
Prerequisites: Soulbender class feature
Benefits: Spells and powers with a casting time of up to one hour can now be cast by your Soulbender ability. These abilities take twice as long to Soulbend as a normal spell of their level; if necessary, the ritual can be split up over two days. You can also cast spells and powers that require an experience point sacrifice, at double the normal cost.

VERSATILE SECRETS [Soul]
You've learned how to make do with other weapons when your soul is unavailable.
Prerequisites: Shape Soulblade, and one of the following: the Bladewind, Mercurial Strike, Rhythmic Strike, Shatterpoint, or Dual Strike class abilities.
Benefits: All of your extraordinary ability Secrets of the Blade can be used with any weapon you are proficient in. Supernatural abilities depend on specific traits of your weapon, however, and can never be used with 'normal' weapons, magic or not.

vanyell
2007-11-03, 04:55 PM
at first glance, what I see is the best of three classes put together.

full caster/invoker

monk speed, and AC, except on charisma

and the soulblade weapon.

it leads to the question, who would not take this class?

though, I must say, it does have a nice image when you think about it

AstralFire
2007-11-03, 05:19 PM
at first glance, what I see is the best of three classes put together.

full caster/invoker

monk speed, and AC, except on charisma

and the soulblade weapon.

it leads to the question, who would not take this class?

though, I must say, it does have a nice image when you think about it

What you see is the best of two underpowered and one weak class, though.

A full invoker, minus the Eldritch Blast is not very powerful. Useful, yes. Powerful... not so much. Your best 'spells' turn you into a swarm of bats and a potentially permanent baleful polymorph. You're generally on par with a Bard for offensive spellcasting, and the Bard's not known for being a great offensive caster.

The Soulblade weapon is approximately as powerful as the Monk weapon; maybe less, since you can only bypass DRs by using a +1 or +2 modifier. The Secrets of the Sword I don't think quite class up to an Eldritch Blast, either, though I don't think they're terribly behind if used well.

I'm pretty sure the class is moderately powerful, but I don't think it's at the full Arcane Caster level, myself...

And yeah, I think it's a nice image too. :D The BBEG extracted water from his own body to make his weapon, which was basically a living river.

AstralFire
2007-11-04, 12:18 AM
And okay, made some significant changes to a few abilities that were probably broken, though nothing fundamentally different to the class as a whole.

Finerty
2007-11-04, 03:43 AM
The advantage to posting the table means that we won't have to redownload the file every time you edit it - we can just view the thread. Like the idea a great deal, quashes all my desire to make the warlock prc/maybevariant I was thinking of where the eldritch blast became a blade. Nicely done.

AstralFire
2007-11-06, 12:43 PM
The advantage to posting the table means that we won't have to redownload the file every time you edit it - we can just view the thread. Like the idea a great deal, quashes all my desire to make the warlock prc/maybevariant I was thinking of where the eldritch blast became a blade. Nicely done.

That is true, but this is posted on three forums I visit, so it's also easier for me to keep track of changes this way. If people ask, then I'll put the text in here (I did it at the Wiz boards), but it saves me some headache this way, personally.

I'm glad you like it. :D (My PCs certainly did, at least when the level 12 version of this guy wasn't thrashing their level 6 behinds.) Any comments about balance?

Slowed invocation progression, lowered Fort Save and AC bonus, added some new secrets, added some feats, lengthened the time necessary to shape the blade, shortened time to fix the blade, minor language changes.

Valairn
2007-11-06, 12:47 PM
I find it disturbing how similar this class is to one I've been working on :-D, but its a fine piece of work and I enjoyed the read very much!

AstralFire
2007-11-06, 05:30 PM
I find it disturbing how similar this class is to one I've been working on :-D, but its a fine piece of work and I enjoyed the read very much!

You're not the first person that's said that. I would like to see it when you get done. :D

Valairn
2007-11-06, 09:24 PM
Well you are in luck, its nearing its first complete version. It should be up on the boards tonight actually.

AstralFire
2007-11-07, 03:45 PM
I see why you say "Creepy." Mystic Blade was one of the names I was throwing around for the class, even. Commented.

Per some suggestions, I allowed a Will Save now to resist the dispel of the sword, and I added a LOT of flavor text.

Also, if you've been holding back on readin' the class because of having to use a PDF, fear no more! I have transcribed the class.

UserClone
2007-11-11, 07:06 AM
Is it possible to use your Soulblade in two hands in order to abuse power attack from 250 feet away via river of rage?
Edit: You should probably specify how long an opponent remains stunned from being hit with an Improved Shatterpoint attack; though I can guess from the context that it's one round, you probably won't want people guessing.
Edit2: Massive damage gives a save to prevent instant death; Mercurial Torrent should probably mention the save, and how to calculate it, in its description.
Edit2b: And the SR-piercing roll should probably use your Eldritch Blade level, and NOT your Character level.
Edit3:Also, using Mercurial Torrent as an example, it states you have to be 17th level, but does that mean a Fighter9/EB8 can take it, or only a EB17?
Edit4: Do you lose your DEX bonus to AC in addition to any Dodge bonuses when using Final Strike? The text is ambiguous; it states that "an attack of this precision requires that all of your dexterity go into the strike," but then goes on to say that "as a result, you forfeit your dodge bonuses to Armor Class for the next round, in addition to your usual Armor Class penalty for using Shatterpoint." I can't decide whether Dex is lost, mostly because the fluff text uses crunchy wording.
Edit5: Feats that have prerequisites which are not other feats usally plug "(Class Feature/s)" after those prereqs, to distinguish them from feats.

Bear in mind that I only critique this thing so much because I think it's FREAKING AWESOME!

AstralFire
2007-11-11, 10:23 AM
Oh my GOD I love you, I was beginning to think I would never get any deep criticisms that didn't come from people that outright hated the class. All of it previous seemed to come from quick skims, so I really appreciate this.


Is it possible to use your Soulblade in two hands in order to abuse power attack from 250 feet away via river of rage?

Abusing power attack is actually a bit intentional, which is why the attack never becomes Touch. The +15 BAB and MAD help put a limit on just how much abuse you can pull off with it, I think.


Edit: You should probably specify how long an opponent remains stunned from being hit with an Improved Shatterpoint attack; though I can guess from the context that it's one round, you probably won't want people guessing.

Fixed.


Edit2: Massive damage gives a save to prevent instant death; Mercurial Torrent should probably mention the save, and how to calculate it, in its description.

That's me mixing fluff with crunch again. I changed that to "Overwhelming amounts of damage." Which leads me to the question of "but is a Vorpal which is limited by SR and not crit immunity too powerful without a save?"


Edit2b: And the SR-piercing roll should probably use your Eldritch Blade level, and NOT your Character level.

Good catch, thanks.


Edit3:Also, using Mercurial Torrent as an example, it states you have to be 17th level, but does that mean a Fighter9/EB8 can take it, or only a EB17?

...Damn, I never even thought of that. It meant the latter, and I'll fix that in a jif.


Edit4: Do you lose your DEX bonus to AC in addition to any Dodge bonuses when using Final Strike? The text is ambiguous; it states that "an attack of this precision requires that all of your dexterity go into the strike," but then goes on to say that "as a result, you forfeit your dodge bonuses to Armor Class for the next round, in addition to your usual Armor Class penalty for using Shatterpoint." I can't decide whether Dex is lost, mostly because the fluff text uses crunchy wording.

How's this work?

However, an attack of this focus and precision leaves you momentarily vulnerable; for the next round, you are considered flatfooted against all attacks (this effect bypasses the benefit of Uncanny Dodge and similar abilities).


Edit5: Feats that have prerequisites which are not other feats usally plug "(Class Feature/s)" after those prereqs, to distinguish them from feats.

I'll fix that, thanks.


Bear in mind that I only critique this thing so much because I think it's FREAKING AWESOME!

And so are you. :D

EDIT: Added a feat.

UserClone
2007-11-11, 10:52 AM
Soulblade +1 and Mindblade +1 are class features, also.:smalltongue:

UserClone
2007-11-11, 10:56 AM
That's me mixing fluff with crunch again. I changed that to "Overwhelming amounts of damage." Which leads me to the question of "but is a Vorpal which is limited by SR and not crit immunity too powerful without a save?"


Yes. I would leave it as massive damage, include the relevant save text, and also include a hard and fast limit on this, like 1/encounter. Instant killing is really crappy/cheap, and needs strict limits, IMO.

AstralFire
2007-11-11, 11:10 AM
Soulblade +1 and Mindblade +1 are class features, also.:smalltongue:

Eh, that sort of thing (like Sneak Attack +Xd6 and Psychic Strike +Xd8) seems to be considered self-explanatory, glancing at the feats and stuff, so I'd say we're good there. :)


Yes. I would leave it as massive damage, include the relevant save text, and also include a hard and fast limit on this, like 1/encounter. Instant killing is really crappy/cheap, and needs strict limits, IMO.

The actual 'massive damage' rule is just a Save or Die DC 15 Fort Save. Honestly, that strikes me as a bit weak, especially if limited to 1/encounter. Save or Die, DC (10+½Class Level+Cha modifier), no per encounter limit? It is a random chance, after all. Only reliable with Final Strike, which is risky business.

UserClone
2007-11-11, 11:41 AM
How about actually adding an overwhelm effect to it, instead of having it "just die?" Overwhelm instantly deals an amount of nonlethal damage to a target equal to their current hitpoint total, effectively knocking them out.

AstralFire
2007-11-11, 11:48 AM
What's Overwhelm from? And I dunno, non-lethal's even more commonly resisted than criticals...

AstralFire
2007-11-12, 04:16 PM
Major balancing and simplicity changes made to many of the Secrets of the Blade, also added a "don't break me plz" clause to Soulbender.

UserClone
2007-11-13, 04:05 PM
Mercurial Torrent: Wow. That is a LOW save DC. Remember most of your opponents at this point are going to be approximately CR 17, so maybe 1/3 or 1/2 class level would be more appropriate. Also, if they pass the save, does mercurial smite still kick in?

Why does Arcing Rage just not impress me any more? I think it's because the requisite level is WAY too high now, and that not enough targets can be had for what you have to pour into this ability. I would say 15th level and 1/3 Class levels would balance it much more nicely.

Final Strike: What happened to the capstone ability?? Double damage is extremely weak at this point; this is where you should be going crazy with damage and special effects!

All in all, not un-fixable, but I don't like where you're trending with this.:smallfrown:

Also, there is no need to double the Exp loss from the wish SLA. The already huge xp loss and fort save-or-die are plenty to balance something as dependent on a DM as is wish.

AstralFire
2007-11-13, 05:14 PM
Mercurial Torrent: Wow. That is a LOW save DC. Remember most of your opponents at this point are going to be approximately CR 17, so maybe 1/3 or 1/2 class level would be more appropriate. Also, if they pass the save, does mercurial smite still kick in?

Why does Arcing Rage just not impress me any more? I think it's because the requisite level is WAY too high now, and that not enough targets can be had for what you have to pour into this ability. I would say 15th level and 1/3 Class levels would balance it much more nicely.

Yeah, I brought it back up to 1/3 class levels and let it become a melee touch attack. Creating a class with new mechanics really is this dance of power levels... One incarnation is too strong, the next is too weak...

Regarding Mercurial Torrent, I was worried that 1/2 Class Level would be too powerful when used with Two-Weapon Fighting, but on further reflection, if you're going to spend four feats and three secrets on that sort of build, you should be allowed to have a moderate chance to kill someone if you focus all of your attacks on them for a round.

And yes, Smite still kicks in if they survive the attack. It's otherwise a normal critical.


Final Strike: What happened to the capstone ability?? Double damage is extremely weak at this point; this is where you should be going crazy with damage and special effects!

...I think I was on crack when I rewrote that. What the hell.

I don't even do crack. Maybe whatever hypothetical crack I did immediately made me forget I do it...

Final Strike (Su): Your attack completely destroys the unfortunate creature you have targeted. You may elect to make any Shatterpoint attack a Final Strike instead, once per encounter. If your attack successfully strikes the target, they take quadruple damage from your attack, not including extra damage which comes from precision. Extra damage dice are otherwise included. This attack is treated as a critical hit for the purposes of any abilities you have which trigger on a critical, but this extra damage is not negated by an opponent immune to critical hits. A Final Strike does not gain additional damage from being a critical hit. If the target survives your Final Strike, they are Stunned for the next round and Shaken for the rest of the encounter - these effects are mind-affecting abilities. Unfortunately, the precise foot and bladework that goes into a Final Strike renders you extremely vulnerable; you are treated as flat-footed for the next round while you recover from the strain. You must have at least 20 levels of Eldritch Blade and possess Shatterpoint and Improved Shatterpoint to learn this Secret of the Blade.

Shatterpoint is back to being a single attack designated over the round, rather than an action of itself. That should bring it back.


Also, there is no need to double the Exp loss from the wish SLA. The already huge xp loss and fort save-or-die are plenty to balance something as dependent on a DM as is wish.

Hmm. I'm a bit reserved on that one. I feel the same way, but people initially reacted very poorly to the existence of the ability. I'll probe around for some more thoughts.

Thanks again for the help (again). I think at this point, the class is near done, now I want to see what I can do to expand the options. Maybe come up with more Secrets of the Blade, but more likely, more feats.

UserClone
2007-11-13, 07:14 PM
One more thing I would change is the Shape Soulblade ability; it isn't necessary to make it take more than an hour, as all that does is make the character's party have to waste a full day's time if he needs to change its shape. In addition, it would probably be appropriate to force both daggers to have the exact same abilities, so that you can avoid other players' complaints that this player's class features are too good.

Why not allow the Greater Shaper feat to turn the blade into a longspear? This would give the player a choice of bludgeoning (via Fist of the Soul), slashing, or piercing damage, while still giving them a reason (reach) to want it. As an aside, why is it necessary to have to wait until 9th level? I would change the soulbender prereq to a BAB+4, so that they would only have to wait until 6th level.

Finally, it might be worth reiterating in the description of the new (and improved!:smallwink:) Final Strike ability the rules for massive damage, due to its ability to frequently cause it.

UserClone
2008-01-25, 04:47 PM
It might also be worth noting that it's rather broken of the Eldritch Blade not to have the restriction of "no more enhancement bonus than EB level/3", like casters have when enchanting weapons: in other words, keep the actual bonus totals where they are, with the caveat that the actual "plusses" can be no more than class level/3. Just a thought.
EDIT: Also, Final Strike should render you fatigued, at least, maybe exhausted, until you can rest for a minute, doing nothing but breathing slowly, recovering your strength. This in addition to the Flatfooted for a round. Helps balance the power a bit.