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Krimm_Blackleaf
2008-04-11, 10:42 PM
Spirit Craftsman

http://i7.photobucket.com/albums/y265/Nny2/MayuriEnjoy.jpg
Mayuri Kurotsuchi, a spirit craftsman

HD: d6

Requirements
Skills: Concentration 8 ranks, Craft (any two) 8 ranks, Martial Lore 2 ranks
Feats: Any two item creation feats, Weapon Focus (any melee weapon)
Saves: Will +5
Maneuvers: Ability to use 2nd level maneuvers, including at least one stance.
Infusions: Ability to use 1st level infusions.
Special: Must own a melee weapon of which you have the Weapon Focus feat for, which must also be of at least masterwork quality. Must have a craft reserve of at least 40.

Class Skills: Appraise, Balance, Climb, Concentration, Craft, Disable Device, Hide, Jump, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (the planes), Martial Lore, Move Silently, Open Lock, Profession, Search, Spellcraft, Swim and Use Magic Device.
Skill-points per level: 4+Int modifier

{table="head"]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1st|+0|+0|+0|+2|Spirit weapon, craft reserve|--
2nd|+1|+0|+0|+3|First release, spirit enhancement +1|+1 of existing infusion-using class
3rd|+2|+1|+1|+3|Weapon quality|+1 of existing infusion-using class
4th|+3|+1|+1|+4|Bonus craft feat|+1 of existing infusion-using class
5th|+3|+1|+1|+4|Weapon quality|+1 of existing infusion-using class
6th|+4|+2|+2|+5|Spirit enhancement +2|--
7th|+5|+2|+2|+5|Weapon quality|+1 of existing infusion-using class
8th|+6|+2|+2|+6|Bonus craft feat|+1 of existing infusion-using class
9th|+6|+3|+3|+6|Weapon quality|+1 of existing infusion-using class
10th|+7|+3|+3|+7|Final release, spirit enhancement +3|+1 of existing infusion-using class
[/table]

{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|0|0|1
2nd|1|0|0
3rd|1|1|0
4th|0|0|0
5th|1|0|0
6th|1|1|1
7th|0|0|0
8th|1|0|0
9th|1|1|0
10th|0|0|0
[/table]

Infusions: At each level except 1st and 6th, you gain an increase in caster level as if you had also gained a level in a infusion-using class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one infusion-using class before becoming a spirit craftsman, you must decide to which class to add each level for the purpose of determining caster level.

Maneuvers: At each level except 1st, 4th, 7th, and 10th, a spirit craftsman gains new maneuvers known from the Diamond Mind, Iron Heart, Shadow Hand or Stone Dragon disciplines. You must meet a maneuver's prerequisite to learn it. You add your full spirit craftsman levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 3rd, 6th and 9th levels, you gain additional maneuvers readied per day.

Stances Known: At 1st and 6th level, you learn a new martial stance from the Diamond Mind, Iron Heart, Shadow Hand or Stone Dragon disciplines. You must meet the stances prerequisites to learn it.

Craft Reserve: Your talent for item creation continue to progress, even if you're on a slightly different path. Your spirit craftsman and artificer levels stack for the purposes of determining your craft reserve class feature.

Spirit Weapon (Ex): At first level, a spirit craftsman gains a special bond with a single masterwork weapon of their choice, this weapon gains their own sense of self and sentience and even a name. Though at first, this weapon has no enhancement bonus it is counted as a magic weapon for the purposes of overcoming damage reduction. This is a unique intelligent spirit which does not reside in your weapon, but is your weapon. Spirit weapons usually have names associated with their general theme and appearance.
The weapon starts out with two mental ability scores of 12 and one of 10, skill points equal to 2+weapon Int*(Your spirit craftsman level+3) and has the same class skills as you, though it cannot take any ranks in any skills associated with a physical ability score except Concentration.
It does not gain abilities in the same sense as a normal intelligent weapon, but instead gain them through the Weapon Quality class feature(see below). It does however have some abilities above and beyond a normal weapon; it heals damage dealt to it at a rate of 1/hour just as you and any healing magic used on you grants half the benefits to the weapon though if sundered, it regenerates at a rate of 2 hp a day until fully healed. Additionally, whenever you gain a weapon ability, you may choose to boost one of it's ability scores by 2.
Unlike other Spirit Lords, a spirit craftsman has the unique ability to enhance his spirit weapon with greater ease than anyone else. They pay only half the XP and gp costs when enhancing their weapons beyond their current enhancement.
Once chosen, you cannot designate a new weapon as your spirit weapon and if lost, it is lost forever.

First Release (Su): At 2nd level, after some training, you are capable of releasing a more powerful form of your weapon. To release the first form of your weapon, you must enter a stance which you gain with this ability. Taking this stance requires a swift action. When released, you have full access to all of your Weapon Qualities, gained throughout the class, and you gain a +2 insight bonus to attack rolls while using your released spirit weapon.
Unlike a normal stance, this stance can only be maintained for 1 round per initiator level or caster level(whichever is higher) per encounter. Once the time is up, the release dissipates and they resume another stance.

Spirit Enhancement (Su): At 2nd, 6th and 10th levels, a spirit craftsman's spirit weapon gain an enhancement bonus to attack and damage rolls, with a maximum of +3 at 10th level. This enhancement bonus does not function in an antimagic field, but your spirit weapon still counts as masterwork.

Weapon Quality (Su): At 3rd, 5th, 7th and 9th levels, you are allowed to choose a single quality to give to your spirit weapon while it is in it's released form. Whenever you are using your released form you have full access to all of your weapon qualities, and once chosen, none of your weapon qualities can be changed later on. Some abilities require a certain level in this class. to gain access to them.
Creature shape: Your weapon takes the shape of a creature of your choice, and even for it's distance from you, is still connected directly to you. This ability functions just as the astral construct power with an equivalent manifester level equal to your initiator level. Once the shape and all the qualities of the creature is chosen, they cannot be changed and the creature cannot move more than 30 feet from you at any time. If you choose, the creature can wield a masterwork version of your spirit weapon's release state.
Duel Weapons: Your weapon's spirit splits itself into more than one weapon of destruction. Your spirit weapon splits into an additional weapon for every arm you possess, except the enhancement bonus it receives is reduced by one, to a minimum of +0. You must be 5th level to take this ability.
Enhanced ability: Focusing your weapon through you increases your own power. Select one ability score, while in your released state and wielding your weapon you gain a +2 bonus to that ability score.
Great armor: Your weapon is not only used for offense, but defense. When used, this ability shows as a suit of glowing armor around the wielder's body in any shape they desire. You gain a deflection bonus to your armor class equal to half of your spirit champion level rounded down.
Healer's blade: Your weapon is unlike any used to kill, but is used to heal your allies. Weapons with this property heal as much damage as they normally would deal as damage. Maneuvers that also deal damage can be used in conjunction with this weapon quality, but only heal half as much as they would damage. This ability can be switched on and off as a free action.
Life sapper: Your weapon sucks the very life out of your enemies with every blow. Each time your weapon hits an opponent it imposes a negative level on the subject. These negative levels stack, but never cause permanent level drain. The negative levels are relieved after 24 hours have passed. Subjects who receive as many negative levels as they have class levels die, this is a death effect and considered a necromancy ability. You must be 9th level to take this ability.
Long blade: Your weapon is more capable of reaching your foes from further away. Your weapon's reach increases an additional 5 feet beyond it's normal reach. This also allows you to attack adjacent foes(unless the normal weapon would not allow as such).
Venomous: Your weapon drips with insidious poison. Whenever your strike hits an opponent and deals damage, they must make a Fort save (DC 10+half your initiator level+Con modifier) or take 1d6 points of damage to one ability score of your choice as primary and secondary damage. Once the ability type to be damaged has been chosen, it cannot be changed later on. You must be 5th level to gain this ability.
Weapon enhancement: Choose a single weapon enhancement, such as flaming or keen, of an equivalent of a +1 bonus. Your weapon now has this weapon quality. At 5th level you are allowed to give it an equivalent enhancement of +2, at 7th you can give it one of +3 and at 9th you can give it one of +4. The total enhancement bonus between this and Spirit Enhancement cannot exceed a +10 bonus.
Weapon shape: Your weapon takes on the shape of a whole 'nother weapon. This shape can be of any melee weapon you choose, and despite the shape, you are proficient with it. This new shape is treated just as your normal spirit weapon, but with all the qualities of the new weapon.

Bonus Item Creation Feats: At 4th and again at 8th level, a spirit craftsman may take an bonus item creation feat. You must meet the feat's prerequisites to gain it.

Final Release (Su): At 10th level, you and your weapon are at your peak of raw power. To use this ability you must be in your first release state and uses the duration of the ability. You must take a standard action to gain the benefits of your final release, and the release lasts for as many rounds as your initiator level. While in this state, your weapon damage is doubled, your critical range is doubled and you may make an additional attack per round at your full attack bonus. You gain a +4 bonus on attack rolls while using your weapon, which does not stack with the bonus to attack rolls gained from your first release. Lastly, select four abilities from the list below, your weapon grants you these benefits when in your final release state, and no ability can be taken more than once. Some abilities require you have certain Weapon Qualities attained previously. Once your final release state is over with, you are considered exhausted.
Elemental fury: The elements force themselves out through your blade with explosive effect. Select one type of energy damage, any time your weapon strikes and hits an opponent, it deals an additional 6d6 points of damage to your opponent.
Epic strength: The power of your blade can cut through even the most durable shields. Your weapon is considered to be epic for the purposes of overcoming damage reduction. Additionally, your spirit weapon deals an additional amount of damage equal to your Cha modifier.
Enervating strike: Your strike sucks life force with even greater power than before. This ability functions just like the life sapper weapon quality, except it drains 1d4+1 negative levels, but only once per round. You must have taken the life sapper Weapon Quality to take this, and it does not stack with it.
Greater enhanced ability: The channeling of your weapon through your own body is brought to a greater level than before. Select an ability for which you've already increased through your enhanced ability weapon quality. The bonus to that ability score increases to +8 instead of +2. You must have taken the enhanced ability Weapon Quality to take this.
Greater enhancement: Your weapon takes on even more magical qualities. Take a number weapon properties your weapon does not already have equal to a total of a +5 enhancement, your weapon has these properties while in final release. You must have taken Weapon enhancement at least once to take this ability.
Great creature shape: Your weapon takes on the visage of a massive beast with a shape of your choice. This creature mimics the effects of the astral construct power with a manifester level of 20th or your initiator level(whichever is higher), but lasts the entire duration of your final release. Additionally, the astral constructs size is colossal instead of huge. You must have taken creature shape in order to receive this ability. If you choose, the creature can wield a masterwork version of your spirit weapon's release state.
Speed of the Wind: Your weapon increases your speed a great amount. Your base land speed triples, you gain a +4 dodge bonus to AC and you gain the benefits of the Improved Evasion class feature.
Spell power: You can channel mystical energy through your weapon to do unearthly things. Once per day while using your final release, select any spell or psionic power of 9th level or lower, you can use this spell with a caster level of 20th.
Spirit Armor: Your body is sheathed in glorious armor unlike any that's been seen by mortal eyes. You gain a +10 deflection bonus to Armor Class, which does not stack with the great armor weapon quality. You must have taken the great armor Weapon Quality to take this.

StoryKeeper
2008-04-11, 10:51 PM
Unfortunately, I don't know anything about Maneuvers or Infusions (thats incarnum, right?) Still, I like the look of this from what I understand.

sonofzeal
2008-04-11, 11:02 PM
Unfortunately, I don't know anything about Maneuvers or Infusions (thats incarnum, right?) Still, I like the look of this from what I understand.
Maneuvers = Tome of Battle

Infusions = Archivist



...seems relatively balanced with the JPM. The class abilities are a bit high, but Infusions are generally weaker than spellcasting. All in all I think this is reasonable.

Krimm_Blackleaf
2008-04-11, 11:21 PM
Infusions = Artificer.