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    Default The Argent Blade (3.5; Base Class; ToB)

    Argent Blade



    ”When spirit and body are in unison, I will not fall.”

    Trained in a mixture of sword art and mysticism, an argent blade is a spellsword with few peers. Founded long ago as the militant branch of a cult of moon-worshipping mages, the secret arts of the argent blade did not stay secret long. Argent blades learn a mixture of martial and magical arts. Their martial skill is somewhat less than that of warblades but still a potent tool in their arsenal, while their arcane powers tend towards either introverted self-enhancement or an understanding of the raw nature of magic.

    As a general note in most of my games deities associated with the moon are also associated with magic and vice versa; in fact there’s a general association of arcane magic and the moon.


    Adventures: An argent blade often adventures to gain mastery and knowledge. Every battle is a test of their skills, every spell they face a trial of their powers. Others are sent by their masters, or orders they are attached to, questing by another’s command.

    Characteristics: An argent blade has a comprehension and understanding of magic possibly surpassing even a wizard’s. Their mastery of magic, though, is severely limited focused towards anti-magic and divination, though with access to magic to bolster oneself and to weave illusions. Their martial skill is similar to that of a warblade’s but more limited; while they have some mastery of the sublime way they are limited both in the breadth of their knowledge and extent. Their melding of magic and sublime arts is their true strength, gaining the ability to empower their combat with raw magical power and to meld their martial prowess into more magical directions.

    Alignment: Argent blades can be of any alignment. That said few are chaotic, the self-discipline required to learn the dual arts of magic and the sublime way does not lend itself easily to the chaotic soul. Argent blades do not necessarily show any tendency towards good or evil, though those trained by certain orders may lean towards one side or the other.

    Religion: Due to their origins as a religious order many argent blades are devout worshippers of their gods. Argent blades tend towards the worship of moon gods, and gods of magic. Warrior gods are a distant third. In the Three Worlds many worship Isis (in fact the original order served her priesthood) and her twin Hecate, though on Hondaro Tsukiyomi takes the place as most worshipped deity.

    Background: Most argent blades have spent their lives in training. Their understanding of magic is not inborn like that of a sorcerer, but the result of years of teaching like a wizard’s, coupled with training of their physical body and prowess. Many argent blades are trained by select orders of arcane knights, though others

    Races: Many argent blades are elven, their long lives and natural talent with swords and magic facilitating their training greatly. Half-elves are second most common, with humans as third. Dwarves lack the connection to the magics of the moon. Half-orcs lack the talent for arcane powers. Gnomes lack the talent for swordplay. Lastly Halflings lack both the talent and discipline. That is not to say these races never become argent blades, only that they do so rarely.

    Other Classes: Argent blades respect those with arcane powers whether wizard or sorcerer. Their mixed talents leave them with a healthy respect for both power with sword and mystical sources; the religious roots still present in many of their orders leaves them with religious respect of those who have divinely gifted powers. They see those with martial skill as having a place on the front lines, holding back the enemy to allow the casters a safe place to use their powers. Meanwhile the sheer power and versatility of a mage makes them possibly an argent blade’s favorite ally.

    When dealing with more exotically powered characters an argent blade’s reaction is more varied. Binders represent another, and possibly dangerous, avenue to power and many argent blades wonder why one would pursue it over the arcane arts. Incarnum represents a versatile resource, but one which argent blades cannot understand as readily as the arcane which leaves them with some distrust. Shadowcasting is seen by some as anathema to their powers, which come largely from the light of the moon, but others remember that the new moon is just as necessary as the full. Psionics is respected for its similarities to magic in use, but it is usually considered lesser only worth pursuing due to natural talent.

    Role: Argent blades serve as primary melee combatants using their transmutation spells to buff themselves to make up for their reduced hp and maneuvers known, readied, and breadth of selection. They can also serve as magic removal with arcane sight, illusion removing melee attacks, and dispel magic effects. Their smattering of spells give them some delayed access to buffs, illusions, teleportation, and not so delayed access to abjuration effects.

    Adaptation: Don’t like the connection to a religious order? Cut it. Want them to be naturally talented mages like sorcerers? Do it; this might make them more likely to be chaotic of course. Like fey? Link them to fey; maybe add some enchantments to their spell list since they’re lacking those. Realized I just used the template from the Base Class Challenge to present the fluff yet? Excellent you should check it out, there’s some nice stuff in it.

    GAME RULE INFORMATION
    Argent Blades have the following game statistics.
    Abilities: Strength is important to an argent blade as it determines their melee power. Constitution bolsters their poor, for melee, hit points. Dexterity helps their AC, as they are limited to light armor without the advantage of a secondary stat to AC or strong AC boosting spells. Intelligence, of course, is important as it determines their arcane spells and abilities.
    Alignment: Any.
    Hit Die: d8
    Starting Age: As cleric.
    Starting Gold: 5d4 x 10 GP.

    Class Skills
    The Argent Blade's class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (each skill taken individually) (Int), Martial Lore (Int), Profession (Wis), Spellcraft (Int), Swim (Str), Tumble (Dex), Use Magic Device (Cha).

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    ARGENT BLADE
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Maneuvers Known Maneuvers Readied Stances Known 0 1 2 3 4 5 6
    1st
    +1
    +2
    +0
    +2
    Spellstrike Channel, Somatic Weaponry
    2
    2
    0
    4 1 - - - - -
    2nd
    +2
    +3
    +0
    +3
    Lunar Halo
    3
    2
    1
    4 2 - - - - -
    3rd
    +3
    +3
    +1
    +3
    Low-Light Vision
    4
    2
    1
    5 2 - - - - -
    4th
    +4
    +4
    +1
    +4
    See Invisibility
    4
    3
    1
    5 3 1 - - - -
    5th
    +5
    +4
    +1
    +4
    Moonsilver Cloak
    5
    3
    1
    5 3 2 - - - -
    6th
    +6
    +5
    +2
    +5
    Moonsilver Sword
    5
    3
    2
    5 3 2 - - - -
    7th
    +7
    +5
    +2
    +5
    Spellburn Boost
    6
    3
    2
    6 4 2 - - - -
    8th
    +8
    +6
    +2
    +6
    Dispelling Channel
    6
    4
    2
    6 4 3 1 - - -
    9th
    +9
    +6
    +3
    +6
    7
    4
    2
    6 4 3 2 - - -
    10th
    +10
    +7
    +3
    +7
    Argent Empowering
    7
    4
    2
    6 4 3 2 - - -
    11th
    +11
    +7
    +3
    +7
    Step through the Veil
    8
    4
    3
    7 4 4 2 - - -
    12th
    +12
    +8
    +4
    +8
    8
    5
    3
    7 5 4 3 1 - -
    13th
    +13
    +8
    +4
    +8
    Argent Parry
    9
    5
    3
    7 5 4 3 2 - -
    14th
    +14
    +9
    +4
    +9
    Argent Stance
    9
    5
    3
    7 5 4 3 2 - -
    15th
    +15
    +9
    +5
    +9
    Argent Eyes
    10
    5
    3
    8 5 4 4 2 - -
    16th
    +16
    +10
    +5
    +10
    Form Twisting Channel
    10
    6
    4
    8 5 5 4 3 1 -
    17th
    +17
    +10
    +5
    +10
    11
    6
    4
    8 5 5 4 3 2 -
    18th
    +18
    +11
    +6
    +11
    Argent Swiftness
    11
    6
    4
    8 5 5 4 3 2 -
    19th
    +19
    +11
    +6
    +11
    12
    6
    4
    8 5 5 4 4 2 -
    20th
    +20
    +12
    +6
    +12
    Argent Counter
    12
    7
    4
    9 5 5 5 4 3 1

    Class Features
    All of the following are class features of the Argent Blade.

    Weapon and Armor Proficiencies: An Argent Blade is proficient in all simple weapons and martial melee weapons. They are also proficient in light armor and shield (except tower shields).

    Maneuvers: You begin your career with knowledge of two martial maneuvers. The disciplines available to you are Diamond Mind, Lunar Spirit, and Stone Dragon.

    Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by argent blades is considered an extraordinary ability unless otherwise noted in its description (note all Bewitching Soul maneuvers are Supernatural). Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

    You learn additional maneuvers at higher levels, as shown on the table above. You must meet a maneuver's prerequisite to learn it. See Tome of Battle page 39, Table 3-1, to determine the highest-level maneuvers you can learn.

    Upon reaching 4th level, and at every even-numbered argent soul level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

    Maneuvers Readied: You can ready both of the maneuvers you know at 1st level. As you gain levels you will eventually have more maneuvers known than readied and must choose certain maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.

    You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).

    You can recover all of your maneuvers by spending a swift action to do so and casting an arcane or divine spell.

    Stances Known: You begin play with no knowledge of any stances. At 2nd level you gain one stance known from those disciplines available to an argent blade. At 6th, 11th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description (note all Bewitching Soul stances are Supernatural).

    Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

    Spells: An argent blade casts arcane spells. Their maximum spell level, spells per day, and spell save DCs (if any) are based off of Intelligence. The somatic components of their spells are simplified and do not suffer arcane spell failure for light armor. An argent blade spontaneously casts their spells and knows 4 0-level spells and 1 1st level spell at 1st level. At each new level an argent blade learns 1 spell of any level available to them.

    Spellstrike Channel (Su): As part of initiating a strike an Argent Blade may sacrifice a single prepared arcane spell or arcane spell slot. If they do so they gain a bonus to hit equal to the sacrificed slot or spell’s level, and +1d8 damage per level of sacrificed spell (+1d4 if they sacrifice a 0 level spell); if the strike hits a single target more than once then these bonuses only apply to the first attack on that opponent made as part of the strike. If the strike’s level is no higher than the sacrificed spell’s level +1 then the strike is also not expended.

    Somatic Weaponry: An argent blade gains the Somatic Weaponry (Complete Warrior) feat as a bonus feat.

    Lunar Halo (Su): Starting at 2nd level an argent blade may call upon a halo of silvery light to protect them from attacks. To do so is an immediate action and requires expending a readied maneuver and grants a Deflection bonus to AC equal to the level of the expended maneuver until the start of your next turn.

    Low-Light Vision (Ex): Starting at 3rd level an argent blade gains Low-light vision if they did not already have it. If they already possess Low-light Vision they gain Superior low-light vision instead.

    See Invisibility (Su): Starting at 4th level an argent blade can see invisible and ethereal creatures freely as if under the effects of a See Invisibility spell.

    Moonsilver Cloak (Su): Starting at 5th level an argent blade can displace their position as a swift action by expending a 2nd level or higher maneuver. This functions as a displacement spell but only lasts until the start of your next turn.

    Moonsilver Sword (Su): Starting at 6th level an argent blade’s weapon glows with a faint silver aura (producing light as a torch). This causes their melee attacks to dispel any illusion which they hit the visual manifestation of with a melee attack, their melee attacks may strike incorporeal and ethereal creatures as if they were Ghost Touch weapons, and their melee attacks regardless of weapon overcome damage reduction as if they were made of alchemical silver in addition to whatever material they are actually made from. You may suppress or reactivate this ability as a standard action.

    Spellburn Boost (Su): Starting at 7th level an argent blade may initiate a boost as a free action, to do so requires the expenditure of an arcane spell or spell slot of a level no lower than the boost’s.

    Dispelling Channel (Su): Starting at 8th level an argent blade may forgo 3d8 damage granted from the use of Spellstrike Channel to cause any creature struck by their strike to be targeted by a dispel affect as from a Greater Dispel Magic cast by a character with a caster level equal to the argent blade’s initiator level.

    Argent Empowering (Su): Starting at 10th level an argent blade may, as part of casting an argent blade spell, expend a readied maneuver to empower that spell. The maneuver must be of a level equal to the spell’s level +1 or higher.

    Step through the Veil (Sp): Starting at 11th level an argent blade may, as a standard action, expend a 6th level or higher maneuver they have readied to use Dimension Door as a spell-like ability (CL = IL).

    Argent Parry (Su): Starting at 13th level an argent blade may initiate a counter as a free action usable during another player’s turn, to do so requires the expenditure of an arcane spell or spell slot of at least 1 level higher than the counter.

    Argent Stance (Su): Starting at 14th level an argent blade may when casting a non-instantaneous argent blade spell targeting only themselves may give up the normal benefits of their current stance. If they do so the spell’s duration changes to be as long as they remain in their current stance.

    Argent Eyes (Su): Starting at 15th level an argent blade is continuously affected as if by a True Seeing spell. In addition they can detect magical auras by concentrating as if under the effects of a Detect Magic effect.

    Form Twisting Channel (Su): Starting at 16th level an argent blade may forgo 5d8 damage granted from the use of Spellstrike Channel to cause any creature struck by their strike to be affected as if by a Baleful Polymorph spell cast by a character with a caster level equal to the argent blade’s initiator level. The Fort save DC to resist this effect is 10 + higher of spell slot expended or strike performed + argent blade’s Int. Despite being an Su ability the effects of this spell can be dispelled.

    Argent Swiftness (Su): Starting at 18th level an argent blade may, as part of casting an argent blade spell, expend a readied maneuver to quicken that spell (as the Quickened Spell feat). The maneuver must be of a level equal to the spell’s level +3 or higher.

    Argent Counter (Su): Starting at 20th level an argent blade may 3/day expend a 9th level maneuver as an immediate action to counterspell any spell or spell-like ability which includes them amongst its targets or its area of effect.

    Spell List:
    0-level
    Spoiler
    Show
    PHB:
    Dancing Lights
    Detect Magic
    Detect Poison
    Ghost Sound
    Light
    Prestidigitation
    Read Magic
    Resistance


    1st:
    Spoiler
    Show
    PHB:
    Alarm
    Cause Fear
    Comprehend Languages
    Detect Secret Doors
    Detect Undead
    Disguise Self
    Endure Elements
    Enlarge Person
    Expeditious Retreat
    Feather Fall
    Identify
    Jump
    Mage Armor
    Magic Aura
    Magic Weapon
    Mount
    Reduce Person
    Shield
    Silent Image
    Unseen Servant
    True Strike
    Ventriloquism

    SpC
    Benign Transposition
    Dead End
    Dispel Ward
    Ebon Eyes
    Ectoplasmic Armor
    Expeditious Retreat, Swift
    Low-Light Vision
    Net of Shadows
    Nightshield
    Remove Scent
    Resist Planar Alignment

    Dragon Magic:
    Detect Dragonblood.

    Complete Mage:
    Karmic Aura
    True Casting
    Vigilant Slumber

    PHBII:
    Deflect, Lesser
    Dispelling Touch

    2nd level:
    Spoiler
    Show
    PHB:
    Bear’s Endurance
    Blur
    Bull’s Strength
    Cat’s Grace
    Darkness
    Darkvision
    Detect Thoughts
    Eagle’s Splendor
    Fog Cloud
    Fox’s Cunning
    Glitterdust
    False Life
    Hypnotic Pattern
    Invisibility
    Minor Image
    Mirror Image
    Misdirection
    Locate Object
    Obscure Object
    Owl’s Wisdom
    Resist Energy
    Spider Climb
    Whispering Wind

    SpC:
    Baleful Transposition
    Chain of Eyes
    Dark Way
    Discern Shapeshifter
    Fly, Swift
    Haste, Swift
    Marked Object
    Shadow Radiance
    Speak to Allies
    Swim
    Wings of Air

    Complete Mage:
    Arcane Turmoil

    PHBII:
    Deflect
    Dimension Hop
    Insight of Good Fortune
    Master’s Touch
    Sure Strike
    Vertigo

    3rd:
    Spoiler
    Show
    PHB:
    Arcane Sight
    Blink
    Clairaudience/Clairvoyance
    Daylight
    Detect Scrying
    Dispel Magic
    Displacement
    Fly
    Gaseous Form
    Haste
    Invisibility Sphere
    Keen Edge
    Locate Creature
    Magic Vestment
    Magic Weapon, Greater
    Major Image
    Nondetection
    Phantom Steed
    Protection from Energy
    Remove Curse
    Tongues
    Water Breathing

    SpC:
    Air Breathing
    Analyze Portal
    Anticipate Teleport
    Avoid Planar Effects
    Blacklight
    Cone of Dimness
    Deeper Darkvision
    Dispelling Screen
    Dragonskin
    Primal Form
    Spell Vulnerability
    Spiderskin
    Telepathic Bond, Lesser
    Unluck
    Wall of Light

    Dragon Magic:
    Ferocity of Sanguine Rage
    Least Dragonshape
    Vision of the Omniscient Eye
    Wingblast

    Complete Mage:
    Animate Weapon
    Deceptive Façade
    Karmic Backlash
    Mask of the Ideal
    Pall of Twilight
    Repelling Shield
    Shape of the Hellspawn Stalker
    Spellcaster’s Bane
    Tenacious Dispelling

    PHBII:
    Alter Fortune
    Dimension Step
    Energy Aegis
    Slashing Dispel
    Stifle Spell
    Troll Shape
    Vertigo Field

    4th:
    Spoiler
    Show
    PHB:
    Arcane Eye
    Dimensional Anchor
    Dimension Door
    Dispel Magic, Greater
    Dream
    Fear
    Globe of Invulnerability, Lesser
    Hallucinatory Terrain
    Illusory Wall
    Invisibility, Greater
    Prying Eyes
    Scrying

    SpC:
    Attune Form
    Bite of the Wereboar
    Displacer Form
    Ethereal Mount
    Flight of the Dragon
    Forceward
    Know Vulnerabilities
    Ray Deflection
    Resistance, Greater
    Translocation Trick
    Wings of Air, Greater

    Dragon Magic:
    Form of the Desert Hunter

    Complete Mage:
    Aspect of the Icy Hunter
    Form of the Threefold Beast
    Nightmare Terrain
    Otiluke’s Suppressing Sphere
    Rebirth of Iron

    PHBII:
    Baleful Blink
    Call of Stone
    Field of Resistance
    Mana Flux
    Mystic Surge

    5th:
    Spoiler
    Show
    PHB:
    Antimagic Field
    Baleful Polymorph
    Contact Other Plane
    Dismissal
    Ethereal Jaunt
    False Vision
    Globe of Invulnerability
    Mirage Arcana
    Nightmare
    Overland Flight
    Persistent Image
    Private Sanctum
    Seeming
    Telepathic Bond
    Teleport

    SpC:
    Anticipate Teleport, Greater
    Bite of the Weretiger
    Blink, Greater
    Dimension Door, Greater
    Duelward
    Enlarge Person, Greater
    Reduce Person, Greater
    Shadow Form

    Dragon Magic:
    Eyes of the Oracle
    Lesser Dragonshape
    Lord of the Sky

    Complete Mage:
    Dimension Jumper
    Karmic Retribution
    Steal Summoning

    PHBII:
    Dimension Shuffle
    Etherealness, Swift
    Friend to Foe

    6th:
    Spoiler
    Show
    PHB:
    Analyze Dweomer
    Arcane Sight, Greater
    Disintegrate
    Flesh to Stone
    Legend Lore
    Mislead
    Permanent Image
    Plane Shift
    Programmed Image
    Sequester
    Scrying, Greater
    Shadow Walk
    Spell Turning
    Stone to Flesh
    Veil

    SpC:
    Bite of the Werebear
    Brilliant Blade
    Energy Immunity
    Probe Thoughts
    Resistance, Superior
    Telepathic Bond, Interplanar

    Dragon Magic:
    Kiss of Draconic Defiance.

    Complete Mage:
    Adamantine Wings
    Energy Absorption
    Tactical Teleportation

    PHBII:
    Chain Dispel
    Last edited by Zaydos; 2015-02-01 at 04:49 PM.
    Peanut Half-Dragon Necromancer by Kurien.

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