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    Barbarian in the Playground
     
    WolfInSheepsClothing

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    Oct 2010

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    Perfect Blade

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    A general description of what your class is!


    Role: What your class does in and for a party.

    Alignment: Perfect Blades may be of any alignment.

    Hit Die: d10

    Starting Gold: As Fighter

    Class Skills
    The CLASS NAME's class skills (and the key ability for each skill) are...

    Skill Ranks per Level: (6 + Int modifier)


    Perfect Blade
    Saves
    Level BAB Fort Ref Will Special Fast Movement Invocation
    1st +1 +2 +2 +2 Flurry of Blows, Least Invocations +0 ft. 1
    2nd +2 +3 +3 +3 Applied Wisdom (AC), Strike Effect +0 ft. 2
    3rd +3 +3 +3 +3 Evasion, Martial Philosopher +10 ft. 2
    4th +4 +4 +4 +4 Applied Wisdom (Damage), Perfect Fall +10 ft. 3
    5th +5 +4 +4 +4 Enlightened Self (+2), Strike Effect +10 ft. 3
    6th +6/+1 +5 +5 +5 Least Invocations +20 ft. 4
    7th +7/+2 +5 +5 +5 Applied Wisdom (Initiative, Charisma-based skills) +20 ft. 4
    8th +8/+3 +6 +6 +6 Strike Effect +20 ft. 5
    9th +9/+4 +6 +6 +6 Improved Evasion +30 ft. 5
    10th +10/+5 +7 +7 +7 Enlightened Self (+4) +30 ft. 6
    11th +11/+6/+1 +7 +7 +7 Greater Invocations, Strike Effect +30 ft. 7
    12th +12/+7/+2 +8 +8 +8 Applied Wisdom (Attack rolls) +40 ft. 7
    13th +13/+8/+3 +8 +8 +8 +40 ft. 8
    14th +14/+9/+4 +9 +9 +9 Strike Effect +40 ft. 8
    15th +15/+10/+5 +9 +9 +9 Enlightened Self (+6) +50 ft. 9
    16th +16/+11/+6/+1 +10 +10 +10 Dark Invocations +50 ft. 10
    17th +17/+12/+7/+2 +10 +10 +10 Strike Effect +50 ft. 10
    18th +18/+13/+8/+3 +11 +11 +11 +60 ft. 11
    19th +19/+14/+9/+4 +11 +11 +11 Enlightened Self (+8) +60 ft. 11
    20th +20/+15/+10/+5 +12 +12 +12 Perfect Self, Strike Effect +60 ft. 12

    Weapon and Armor Proficiency

    Perfect Blades are proficient with simple and martial weapons.

    Perfect Blades are proficient with light armor and shields (but not tower shields).

    When wearing armor heavier than light, or carrying a medium or heavy load, a Perfect Blade loses her AC bonus, as well as her fast movement and flurry of blows abilities

    In addition, because the presence of heavier armor and shields interferes with the Perfect Blade's synergy between her weapons and body, invocations suffer from arcane spell failure from medium armor, heavy armor just as arcane spells do. A Perfect Blade may use Light Armor without suffering arcane spell failure.

    Flurry of Blows (Ex)

    Starting at 1st level, a Perfect Blade can make a flurry of blows as a standard action. He makes his full number of iterative attacks as appropriate for his Base Attack Bonus. He also may make one additional attack at her highest base attack bonus, taking a –2 penalty on all attack rolls he makes.

    At 8th level, the Perfected Blade can make two additional attacks when he uses flurry of blows.

    At 15th level, the Perfect Blade can make three additional attacks using flurry of blows.

    Invocations: Perfect Blades learn to harness a supernatural connection between soul, body and weapon and expresses this power in the form of invocations. A Perfect Blade can use any invocation she knows at will.

    Unlike other invocation users, a Perfect Blade's invocations are supernatural; invocations require a standard action (unless stated otherwise) and despite being a supernatural ability, provoke attacks of opportunity and sometimes require concentration checks.

    To avoid provoking, a Perfect Blade may use an invocation defensively by making a successful Concentration check. Invocations can be disrupted, just like spells can. If a Perfect Blade is damaged while invoking, she is entitled to a Concentration check to successfully use the invocation. Invocations are never subject to spell resistance unless an invocation's description states otherwise.

    Caster levels for invocations are equal to the Perfect Blade's class level. She can dismiss any invocation she performed as a standard action, just as a caster could.

    For invocations that allow saving throws, the DC is 10 + the equivalent spell level + the Perfect Blade's Wisdom modifier. Supernatural abilities are not spells, thus a Perfect Blade cannot benefit from the Spell Focus feat. She can, however, benefit from the Ability Focus feat, as well as by feats intended for use with supernatural abilities.

    There are four levels of ki invocations, least, lesser, greater and dark. A 1st-level Perfect Blade begins with the knowledge of one least invocation, gaining new invocations at the levels indicated by the above table. Whenever a Perfect Blade would learn a new invocation from leveling up, she can also replace an invocation that she already knows with another invocation of the same or lower level. See Ki Invocations, below, for the list of invocations available to Perfect Blade.

    Unlike other supernatural abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency, above.

    Evasion (Ex): At 3rd level or higher if a Perfect 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 a Perfect Blade is wearing light armor or no armor. A helpless Perfect Blade does not gain the benefit of evasion.

    Strike Effect: At 2nd level and every third level thereafter, you can select one of the strike effects for which you qualify for. These effects can alter your melee attacks, or apply a condition to a target in place of damage. Each time you attempt to make an melee attack you can choose to apply any one strike effect that you know. You can't apply more than one strike effect to your attack unless the strike effect explicitly allows you to. Once you use a strike effect, it cannot be used until the beginning of your next turn (thus each strike effect is 1/turn). Strike effects are (Su) unless they state otherwise.

    Martial Philosopher (Ex): A Perfect Blade is a seeker of obscure lore and esoteric knowledge, master of philosphy and is knowedgable about many topics. At 3rd level, A Perfect Blade adds half her class level to all Knowledge skill checks and may make all Knowledge skill checks untrained.

    Applied Wisdom (Ex)
    The Perfect Blade knows that wisdom is useless unless applied in practical ways.

    At second level, add your Wisdom bonus to AC when wearing light or no armor. This bonus is only lost while carrying a medium or heavy load and while helpless.

    At fourth level, add your Wisdom bonus to damage rolls.

    At seventh level, add your Wisdom bonus to Initiative and Charisma-based skill and ability checks.

    At ninth level, add your Wisdom bonus to Strength and Dexterity-based skill and ability checks

    At twelfth level, add your Wisdom bonus to attack rolls.

    Fast Movement (Ex): At 3rd level, a Perfect Blade gains an enhancement bonus to her speed, as shown on Table: The Perfect Blade. A Perfect Blade in armor or carrying a medium or heavy load loses this extra speed.

    Perfect Fall (Ex): At 4th level, even falls from great heights pose little threat to the composed mind of a Perfect Blade, whenever she falls she treats the fall as if it were 50 feet shorter per class level.

    Enlightened Self (Su): At 5th level or higher; as a Perfect Blade becomes more enlightened and capable, she learns to harness her ki to become more and more the idealized self that she strives to be. Increase any one ability score of your choice by the amount indicated on the table (this an inherent bonus). Whenever her abilities increase in this way she may also choose to reduce the bonus by increments of +2 (minimum +0) to gain the corrosponding amount to another score. In addition, she may treat herself as her normal creature type or an outsider, whichever is more beneficial to her at any given time.

    Improved Evasion (Ex):
    At 9th level, a Perfect 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 Perfect Blade does not gain the benefit of improved evasion.



    Perfect Self (Su): At 20th level, the Perfect Blade's transformation into the ultimate warrior completes, transcending her previous mortal limits and becomes a being of pure enlightenment. You become immune to any effect that allows a saving throw, you gain Magic Immunity and whenever you die you come back 1d4 days later (as the true resurrection spell), another creature may use wish or miracle (this requires a 5000 XP component) to prevent you from coming back, ignoring your normal immunities. The Perfect Blade may raise and lower his saving throw immunity and Magic Immunity as a free action that may be taken out of turn.

    Ki Invocations

    Spoiler: Least Invocations
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    Ki Invocations

    Spider Walks On Web
    Spoiler
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    By watching the walks of spiders as they hunt thier prey, you have learned the art of the spider climb. As a standard action, you gain a climb speed equal to your highest base speed -10' as a spider does. You ignore the effects of magical and non-magical webs and do not lose your Dex bonus when climbing.

    At 5th level, you learn to treat the ground as merely yet another surface to climb upon, making being prone less detrimental to you. While prone, you may move your full climb speed and you do not gain a penalty to AC against melee attacks.

    At 9th level, you do not gain a penalty to melee attack rolls while prone.

    The effects of this invocation last 24 hours.


    Staring Down The Dragon:
    Spoiler
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    You have learned to never flinch from a foe and to channel your intent to kill into a supernatural compulsion for your opponents to obey your commands. As a standard action, your opponent is subject to the effect of a Command spell with a caster level equal to your invoker level.

    However, this ability does not grant a saving throw, instead, this effect is treated as a gaze attack, enemies that are blind or do not have line of sight to you are immune to this effect and they may avert their eyes as normal for a gaze attack.

    At 5th level, you may choose to instead effect a humanoid opponent with Charm Person instead. This otherwise works as above

    At 9th level, the enemy is instead effected as the Charm Monster spell. This otherwise works as above.


    Dancing Through Thorns:
    Spoiler
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    You have learned the dance that is unhindered by mortal constraints, moving through obstacles with unnatural skill and precision. As a standard action you gain the ability to move through terrain without being slowed down by difficult terrain (such as rubble, undergrowth or ice and snow). However, this ability does not allow you to move quicker through any terrain that requires a climb or swim check to move through. This ability lasts 1 hour per level and may be dismissed as a standard action.

    At 5th level, you automatically succeed on all swim and climb checks.

    At 9th level, you ignore all difficult terrain when moving. In addition, once per activation of Dancing Through Thorns, you may use Freedom of Movement as a (Su) ability, using your invoker level in place of caster level.
    Last edited by 3WhiteFox3; 2014-05-02 at 02:04 PM.
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