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    Troll in the Playground
     
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    Jun 2011

    Default [3.5, Base] Delirium Blade (PEACH)

    Delirium Blade

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    "One who knows truth as truth and nothing else can't comprehend this world of lies." - a nameless Delirium Blade master.

    Delirium Blades are warriors who walk the tightrope between sanity and insanity, wading through the battlefield, using the insanity from the chaos to fuel his abilities that in turn sow more chaos in an endless cycle of destruction that ends only with the Delirium Blade left standing.

    Adventures: Most adventuring Delirium Blades are mercenaries who sell their abilities in exchange for money or any other means of profit. Others are wanderers who roam the lands wherever their feet take them, and take on odd jobs if they feel like doing them. Some are agents of several organizations or nations who are sent on missions.

    Characteristics: Delirium Blades are warriors who use Delirium to either execute high level attacks with devastating effects or channel them out as pure madness that affects their enemies’ psyches and weaken and confuse or even kill them outright. At higher levels, Delirium Blade harness Delirium to such degree that they can bend even reality tot their own whims.

    Alignment: Since Delirium Blades use the power of Delirium, they are very erratic, and cannot be of lawful alignment. Some Blades have more restraint and are more reasonable, able to maintain neutrality, but most give themselves into the pull of insanity and lean heavily into chaotic.

    Religion: Most Delirium Blades worship Ralishaz, the god of insanity, and adhere adamantly to his teachings. Some good-aligned Delirium Blades tend to look guidance from Kord. There are other Delirium Blades however that do not see the point of worship, and follow only the path of insanity wherever it takes them.

    Background: Most Delirium Blades are developed in secret by powers who recognize their potential but do not want to be outright responsible for using such brutal and questionable fighting style. There are also clans that stem from the original developers of the art that still continue to develop Delirium Blades and employ themselves as mercenaries. There are a few who are fortunate to be trained by independent Delirium Blades and use their skills for their own ends.

    Races: A certain barbaric human tribe who worshipped Ralishaz realized the potential of harnessing Delirium after witnessing the primal power coming from their warriors who have succumbed to insanity. After several years of experimentation, they finally found a method to find that tight balance in between sanity and insanity, and the first Delirium Blades were born. Orcs and half-orcs, after witnessing Delirium Blades in battle, began adapting their strategies and training for their own. Some aasimars are also known to tap into Delirium and use their innate charisma to strike terror and fear in their opponents’ hearts.

    Other Classes: Delirium Blades are perceived as oddities by most if not all classes, what with their erratic behavior and creepy habits. Perhaps only the open minded of the more chaotic classes, especially melee types, can appreciate and see a comrade in them.

    Role: The Delirium Blade is the quintessential shock trooper, charging into enemy ranks and sowing chaos with their skill with the blade and their Delirium-charged abilities. They are geared primarily for attack, with all but a single Delirium Blade chain devoted to taking their enemies down in whatever means necessary, and their Delirium abilities are designed to weaken and confuse the enemy ranks.

    Adaptation: Delirium Blades easily fit into any campaign with melee warriors. If Delirium or insanity is not a concept that is present in the setting, it can be refluffed into any similar emotion or mental condition. Some of the flashier Delirium Blade attacks can be toned down in effect as well to fit into more grittier campaigns.

    GAME RULE INFORMATION
    Delirium Blades have the following game statistics.
    Abilities: Strength and Charisma are the most important abilities of the Delirium Blade, with each one differing on which to give more importance to based on their chosen style of combat. Constitution is always helpful for melee warriors such as the Delirium Blade, and Dexterity is useful for those who prefer to fight with multiple weapons.
    Alignment: Any non-lawful.
    Hit Die: d12
    Starting Age: As barbarian.
    Starting Gold: As barbarian.


    Class Skills
    The Delirium Blade’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

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

    Delirium Blade
    Level BAB Fort Ref Will Special Max DP
    1st +1 +2 +0 +0 Delirium, Delirium Blade (level 1), Madness Born of Rage 3
    2nd +2 +3 +0 +0 Raving Lunatic 4
    3rd +3 +3 +1 +1 Paranoia 5
    4th +4 +4 +1 +1 Madness Born of Terror 6
    5th +5 +4 +1 +1 Truth in Madness 7
    6th +6/+1 +5 +2 +2 Delirium Blade (level 2) 8
    7th +7/+2 +5 +2 +2 Madness Aura 9
    8th +8/+3 +6 +2 +2 Madness Born of Knowledge 10
    9th +9/+4 +6 +3 +3 Delirium Junkie 11
    10th +10/+5 +7 +3 +3 Madness Revolution 12
    11th +11/+6/+1 +7 +3 +3 Delirium Blade (level 3) 13
    12th +12/+7/+2 +8 +4 +4 Madness Born of Chaos 14
    13th +13/+8/+3 +8 +4 +4 Sanatorium 15
    14th +14/+9/+4 +9 +4 +4 Insidious 16
    15th +15/+10/+5 +9 +5 +5 Clarity in Insanity 17
    16th +16/+11/+6/+1 +10 +5 +5 Delirium Blade (level 4), Madness Born of Order 18
    17th +17/+12/+7/+2 +10 +5 +5 Extreme Paranoia 19
    18th +18/+13/+8/+3 +11 +6 +6 Delirium Overload 20
    19th +19/+14/+9/+4 +11 +6 +6 Lunatic Asylum 21
    20th +20/+15/+10/+5 +12 +6 +6 I am Delirium, Delirium Blade (maximum insanity) 22

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

    Weapon and Armor Proficiencies: Delirium Blades are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shield).

    Delirium (Ex): The Delirium Blade is an entity fueled by madness, from within, and from his surroundings. At 1st level, as a swift action, the Delirium Blade can extend a sphere of influence 30 feet in radius where she can draw the power of Delirium in the form of Delirium Points (DP) from any creature within it. This area increases by 10 ft per level.

    Since Delirium is a very unstable state of mind, the Delirium Blade is limited to a number of Delirium Points equal to 2 + Delirium Blade class levels. She starts each encounter with maximum DP, and reverts back to maximum DP at the end of each encounter regardless of the remaining (or zero) DP left. She can collect a maximum of 1 DP from each creature in her sphere of influence each round through her Madness Born chain of abilities and acquires these points at the start of the next round. Alternatively, the Delirium Blade can forgo this sphere of influence and as a swift action focus on one creature, and she can instead draw DP equal to one fourth her class levels each round as long as the targeted creature is within the Delirium Blade’s line of sight.

    This ability does not give the Delirium Blade the ability to acquire Delirium Points.

    Delirium Blade: Delirium Blades are fierce warriors first and foremost. Their name was derived from the unique brand of combat arts that they employ: Delirium Blade. It was derived from an ancient combat art called Chain Arts, where the particular attacks are successively chained in particular order to produce more devastating effects. The first Delirium Blades adapted this by using the concentrated madness of Delirium to obtain the heightened physical and mental state required to pull off these combat techniques.

    Delirium Blade is divided into 5 levels, level 1 being the basic and maximum insanity the master level techniques. The Delirium Blade learns level 1 attacks at 1st level, level 2 attacks at 6th level, level 3 attacks at 11th level, level 4 attacks at 16th level, and maximum insanity attacks at level 20. She begins learning 3 level 1 attacks at 1st level, and knows one additional level 1 attack every 2 levels after. Higher level attacks require prerequisite attacks to be made or to be successful in order for her to be able to use them.

    All Delirium Blade attacks are extraordinary abilities and require 1 attack action to execute unless otherwise stated in the particular technique. DCs for effects are 10 + ½ class level + Cha mod, against a save specified in the technique’s entry. All Delirium Blade attacks can be executed multiple times in a round as long as the necessary actions and required Delirium Points are fulfilled, with the exception of Maximum Insanity level attacks, in which only one of these attacks can be done each round.

    Madness Born of Rage (Ex): At 1st level, the Delirium Blade learns to draw madness from the anger within himself. Every time the Delirium Blade makes or receives a physical attack, she gains 1 DP. She gains only 1 DP each round from this ability, regardless of how many times she attacks or is attacked.

    In addition, the Delirium Blade gains 1 temporary hit point per level for each round she has any Delirium Point left. These temporary hit points last only 1 round and do not carry over to the next round.

    Raving Lunatic (Ex): Delirium Blades are warriors who walk the thin line between sanity and insanity. To others, they can be very hard to read and come off as crazy. At 2nd level, the Delirium Blade gains a bonus to Intimidate and Bluff checks equal to one fourth her class level. Also, as a swift action, by spending 2 DP, she gains a competence bonus to Intimidate and Bluff checks equal to half her remaining Delirium Points for 1 round. The bonus is calculated from the remaining Delirium Points she has at the start of her current round.

    Paranoia (Ex): At 3rd level, as the Delirium Blade becomes more attuned to delirium, she becomes more paranoid. She however uses this paranoia to heighten her awareness of her surroundings. She gains blindsense out to 30 feet.

    Madness Born of Terror (Ex): Beginning at 4th level, the Delirium Blade learns to draw madness from the fear in the hearts of her opponents. She gains 1 DP for each creature inside her sphere of influence under fear effects caused by you. Also, for each round she has Delirium Points left, she gains immunity to fear effects.

    Truth in Madness (Ex): It is said that the only way to see the truth is through insanity. As the Delirium Blade inches closer and closer to the brink of insanity, she can see through the veils of lies people weave. At 5th level, the Delirium Blade gains Sense Motive as a class skill, and is keyed off her Charisma instead of Wisdom. This ability also receives the bonuses of Raving Lunatic.

    Agateophobia (Ex): At 7th level, the Delirium Blade sinks deeper into madness that she can emit it and affect those around her. As a standard action, the Delirium Blade can use Intimidate to demoralize her opponents, but instead of affecting a single enemy that she threatens, she can affect all enemies within her Delirium sphere of influence. She must have line of effect in order for this ability to work and each enemy rolls a separate modified level check to oppose your Intimidate check, but the skill check otherwise works as normal.

    When using this ability, the Delirium Blade channels the madness within her outwards, dissipating some of her acquired Delirium. She spends 1 DP for every creature she tries to affect. In case of insufficient DP, she can choose which enemies to affect. However she does not need to spend Delirium Points to affect creatures with hit dice 4 less than the Delirium Blade’s, or half, whichever is higher.

    Using this ability also ends the Delirium Blade’s sphere of influence, and she must spend another swift action to extend the sphere of influence again.

    Madness Born of Knowledge (Ex): Beginning at 8th level, the Delirium Blade learns to draw madness from esoteric knowledge. She gains 1 DP for each creature inside her sphere of influence that casts a spell or spell-like ability, activates a supernatural ability, or psionic or psi-like powers. Also, for each round she has Delirium Points left, she gains spell resistance equal to 11 + HD.

    Delirium Junkie (Ex): By 9th level, the Delirium Blade has gotten used to the feeling of madness within her that she becomes more effective the higher the level of Delirium she stores within her. She gains a bonus to attack, damage, AC, and saves equal to half of her Delirium Points left (rounded up, minimum 1).

    Madness Revolution (Ex): At 10th level, whenever the Delirium Blade activates her Agateophobia ability, any creature affected by the ability cowers in fear for 1 round and is shaken in the next. Additionally, she can spend 3 DP to activate the ability as a move action and 6 DP as a swift action. This applies to Sanatorium and Lunatic Asylum abilities as well.

    Madness Born of Chaos (Ex): Beginning at 12th level, the Delirium Blade learns to draw madness from chaos of the battlefield. She gains 1 DP for each creature inside her sphere of influence that makes or receives physical attacks. Also, for each round she has Delirium Points left, the raw madness distorts her immediate space, and she gains 20% concealment. This concealment cannot be pierced easily by True Seeing. Instead the observer with True Seeing must succeed on a caster level check with a DC equal to 13 + 1/2 Delirium Class level + Cha mod to gain the spell's normal effects.

    Sanatorium (Su): By 13th level, the Delirium Blade can use her insanity to twist the minds of her opponents into other forms of madness. Whenever she uses the Agateophobia ability, she can choose to forgo its effects. Instead, the affected creatures try to attack its closest comrade to the best of its ability, and will continue to do so until it deals damage, ending the effect. However, the Delirium Blade must instead spend 3 DP for each target rather than the normal cost as stated in the Agateophobia ability (still no cost for creatures 4 HD less than the Delirium Blade’s HD or half, whichever is higher).

    Insidious (Ex): At 14th level, the Delirium Blade’s insanity becomes so overwhelming that it can penetrate even the most guarded of minds. All Delirium effects that cause mind affecting effects overcome any immunity. The target instead gains +5 bonus to its saves from these effects.

    Clarity In Insanity (Ex): It has been said that only those who are truly insane can see through this world made of lies. At 15th level, the Delirium Blade can see through any misdirection or illusion, as if under the effects of a True Seeing spell. She can activate or deactivate it as a free action.

    Madness Born of Order (Ex): Beginning at 16th level, the Delirium Blade reaches the pinnacle of insanity. She can now manage to draw madness from insanity’s direct opposite: order. She gains 1 DP for each creature inside her sphere of influence that does nothing or just takes a move action to change location. This includes mental actions and skill checks. Also, for each round she has any Delirium Points left, serenity strengthens her mind, and she gains the benefit of the Mind Blank spell.

    Extreme Paranoia (Ex): At 17th level, the Delirium Blade’s mastery of her paranoia reaches a point where she can use it to heighten her sense of danger to inhuman levels. She can no longer be surprised, and she always takes part in any surprise round unless she is helpless. Also, by spending 2 DP, she can gain the effect of blindsight out to a range equivalent to her sphere of influence for 1 round.

    Delirium Overload (Ex): Delirium Blades of 18th level break through the limits of their insanity and venture deeper into the realms of Delirium. She can opt to acquire Delirium Points beyond her maximum per level. However, each round that she has more Delirium Points than her maximum per level, her Delirium Junkie ability stops working, and she instead suffers a penalty to attack rolls, damage rolls, AC, and saves equal to half the value over the maximum.

    Lunatic Asylum (Su): By 19th level, the Delirium Blade can use her insanity to invoke the deepest fears of her enemies to a point that it breaks down their psyche. Whenever she uses the Agateophobia ability, she can choose to forgo its effects. Instead, the affected creatures are attacked by a figment of their deepest fears, and must succeed a fort save with a DC equal to 10+ ½ class level + Cha or die. If the save is successful, the target instead takes 1d3 damage to its Wisdom score.

    Using this ability demands more from the Delirium Blade, and costs 5 Delirium Points for every creature she tries to affect rather than the normal cost stated in the Agateophobia ability (still no cost for creatures 4 HD less than the Delirium Blade’s HD or half, whichever is higher).

    I am Delirium (Ex/Su): By 20th level, Delirium Blades become the embodiment of insanity. Her mind becomes so twisted that she can reject the perceived reality and live as she sees fit in her own insane world. She escapes the clutches of Destiny, and no longer dies from old age, stops accruing penalties from aging, but still benefits from age bonuses.

    Once per day, as an immediate action, whenever the Delirium Blade is about to die, she can spend 22 DP to rewrite her fate and cheat even Death. Whenever she takes damage or is affected by an effect that causes her to die, she can treat it as if that round never happened, and she can choose to reappear at any point within her Delirium sphere of influence. The DP cost from this ability can bring down her Delirium Points below zero, and she has to fill up these negative DP first (through Madness Born abilities) before she can use any abilities that require DP. She also suffers a penalty to attack, damage, AC, and saves equal to the negative DP value for each round she has them. This part of the ability is a supernatural effect.

    Updates (4/23/14):
    Spoiler
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    Madness chain of abilities - changed how the bonus effects work to just requiring DP left in the pool to save time from all that bookkeeping. Also changed Madness Born from Chaos' bonus to require a caster level check instead of just automatically blocking True Seeing and like abilities.
    Sanatorium and Lunatic Asylum - adjusted the DP costs.
    Last edited by GuyFawkes; 2014-04-23 at 12:49 AM.

  2. - Top - End - #2
    Troll in the Playground
     
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    Default Re: [3.5, Base] Delirium Blade (PEACH)

    Delirium Blade

    Delirium Blade Attacks Description

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    The description of each Delirium Blade attack follows a standard format, which is explained below.

    Name

    This entry is the name by which the attack is generally known. However, it is common that different Delirium Blades may name their own attacks differently.

    Level

    This entry gives the class that has access to this attack, as well as the level the class gains access to this attack.

    Prerequisite

    This entry lists the requirements needed in order to pull off the particular attack. Basic level Delirium Blade attacks prerequisites are usually weapon types or unarmed strike that can be used for the attack or a condition the target (and/or the Delirium Blade) is in (such as grappling or in flight, etc) while higher level attacks require certain lower level attacks to be executed or be successful before they can be performed, forming a chain of attacks that become more and more devastating.

    Action

    This entry describes the type of action you must spend in order to perform the attack. Generally, Delirium Blade attacks require only a single attack action, or a single sword swing, to be executed. However, there are some that require other types of action, such as swift or immediate actions.

    Range

    An attacks’ range indicates how far from you it can reach. Most attacks have a range of melee attack.

    Target

    This entry describes the attack’s target, its effect, or its area, as appropriate.

    Duration

    An attacks duration states how long the effects of the attack lasts.

    Saving Throw

    Sometimes, an attack inflicts special effects or has supernatural augmentation that targets an enemy allows the creature or object to make a saving throw to avoid some or all of the effect. The saving throw line defines which type of saving throw an attack allows.

    Negates: The attack has no additional effect on a subject that makes a successful saving throw.
    Partial: The attack causes an effect on its subject, such as death. A successful saving throw means that some lesser effect occurs (such as being dealt damage rather than being killed).
    Half: The attack deals damage, and a successful saving throw halves the damage taken (rounded down).
    None: In a case where no saving throw is allowed, the saving throw line is omitted.
    Saving Throw Difficulty Class: The formula for determining a saving throw DC against an attack’s special effect is provided in the Delirium Blade ability description.

    Delirium Point Cost

    This entry states the number of Delirium Points you are required to spend in order to initiate the attack. In general, Level 1 attacks cost 1 DP, Level 2 attacks cost 3 DP, Level 3 attacks cost 5 DP, and Level 4 attacks cost 7 DP. Maximum Insanity level attacks usually cost 10 DP or in some cases, 10 DP per round.

    Level 1

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    Bash
    Level: Delirium Blade level 1
    Prerequisite: Bludgeoning, unarmed strike, or shield
    Action: 1 attack action
    Range: Melee attack
    Target: One creature
    Delirium Point Cost: none/1

    Bash is a basic attack favored by blunt weapon users as well as shield users and unarmed warriors, using blunt force to penetrate through armor or tough hide. This can be used normally, and the attack is resolved as an ordinary melee attack, but by spending 1 DP, the Delirium Blade’s attack bypasses any Damage Reduction except epic with a value equal to one fourth her level.

    Grab
    Level: Delirium Blade level 1
    Prerequisite: Unarmed strike
    Action: 1 attack action
    Range: Melee attack
    Target: One creature
    Delirium Point Cost: none/1

    Grab is a basic attack form for unarmed combat. Instead of punching, kicking, or pushing, grab pulls the target closer, where most are uncomfortable fighting. This can be used normally, and the attack is resolved as an ordinary grapple attempt, but by spending 1 DP, the Delirium Blade may treat initiate the grapple as if she had the Improved Grapple feat. This technique can be done as long as the she has one hand free.

    High
    Level: Delirium Blade level 1
    Prerequisite: Any weapon or unarmed strike
    Action: 1 attack action
    Range: Melee attack
    Target: One creature
    Duration: 1 round
    Saving Throw: Will negates
    Delirium Point Cost: none/1

    High is a variation of the different basic attacks, aimed above the torso, primarily at the head of the target. This can be used normally, and the attack is resolved as an ordinary melee attack, but by spending 1 DP, the Delirium Blade’s target is also dazed for 1 round.

    Horizontal
    Level: Delirium Blade level 1
    Prerequisite: Slashing, bludgeoning, or unarmed strike
    Action: 1 attack action
    Range: Melee attack
    Target: One creature
    Delirium Point Cost: none/1

    One of the basic attack forms of any fighting art, and perhaps the most natural attack form for humanoid creatures. As the name implies, Horizontal is an attack that cuts parallel to the ground, either from right to left, or from left to right, using the momentum of the swing to add power to the attack. This can be used normally, and the attack is resolved as an ordinary melee attack, but by spending 1 Delirium Point, the Delirium Blade may treat this attack as if she had the Cleave feat.

    Low
    Level: Delirium Blade level 1
    Prerequisite: Any weapon or unarmed strike
    Action: 1 attack action
    Range: Melee attack
    Target: One creature
    Delirium Point Cost: none/1

    Low is a variation of the different basic attacks, aimed below the waist in a sweeping motion aimed at the lower extremities of the target. This can be used normally, and the attack is resolved as an ordinary melee attack, but by spending 1 DP, the Delirium Blade may attempt a trip attack and treat it as if she had the Improved Trip feat.

    Parry
    Level: Delirium Blade level 1
    Prerequisite: Any weapon, Improved unarmed strike
    Action: Immediate Action
    Delirium Point Cost: none/1

    Parry is the basic defense of armed or unarmed combat. It is done by using the weapon or part of the body to block incoming attacks or deflect them harmlessly away. As an immediate action, the Delirium Blade can choose to forgo an attack action this round to instead execute a parry. She rolls an attack at her highest attack bonus, and during the round, she can use this roll as a substitute for her AC against any physical attack made against her. If the Delirium Blade has already used up all her attack actions for that turn, she will forgo 1 attack action on the next turn.

    Slant
    Level: Delirium Blade level 1
    Prerequisite: Slashing
    Action: 1 attack action
    Range: Melee attack
    Target: One creature
    Delirium Point Cost: none/1

    Slant is a basic attack that slashes diagonally down or up, from either left or right. This attack form does not usually come naturally, but the angle makes the attack hard to block and penetrates defenses much better. This can be used normally, and the attack is resolved as an ordinary melee attack, but by spending 1 DP, the Delirium Blade may treat this attack as if she had the Improved Critical feat.

    Thrust
    Level: Delirium Blade level 1
    Prerequisite: Piercing, unarmed strike
    Action: 1 attack action
    Range: See text
    Target: One creature
    Delirium Point Cost: none/1

    Thrust is a basic attack that is made by moving the weapon parallel to its length and landing with the point. The attack is harder to block with its small area but easy to parry or evade, but most importantly, combined with a lunge, it is an attack that increases reach. This can be used normally, and the attack is resolved as an ordinary melee attack, but by spending 1 DP, the Delirium Blade may move 10 feet as part of this attack. This movement must be in a straight line and must be unobstructed.

    Vertical
    Level: Delirium Blade level 1
    Prerequisite: Slashing, bludgeoning, or unarmed strike
    Action: 1 attack action
    Range: Melee attack
    Target: One creature
    Delirium Point Cost: none/1

    Vertical is a basic attack that cuts from the top downwards or from below up, using gravity and natural flexibility of the joints and muscles to make heavy blows, but gives the defender enough space to dodge to the left or right of the line of attack. This can be used normally, and the attack is resolved as an ordinary melee attack, but by spending 1 Delirium Point, the Delirium Blade may treat this attack as if she had the Power Attack feat.

    Level 2

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    Cross
    Level: Delirium Blade level 2
    Prerequisite: Slant
    Action: 1 attack action
    Range: Melee attack
    Target: One creature
    Delirium Point Cost: 3

    When the Delirium Blade has successfully connected with a Slant, she can chain it with a Cross attack. She makes an attack roll at the appropriate attack bonus. If the attack hits, the attack is treated as if she has the Improved Critical feat and Power Critical feat.

    Flatten
    Level: Delirium Blade level 2
    Prerequisite: Vertical down, bludgeoning or unarmed strike
    Action: 1 attack action
    Range: Melee attack
    Target: One creature
    Delirium Point Cost: 3

    When the Delirium Blade has successfully connected with a Vertical attack cutting down, she can chain it with a Flatten attack. She makes an attack roll at the appropriate attack bonus. If the attack hits, the force of the impact crashes down on the target and knocks him prone. The target also receives additional 4d6 damage.

    Headhunt
    Level: Delirium Blade level 2
    Prerequisite: High
    Action: 1 attack action
    Range: Melee attack
    Target: One creature
    Duration: 1 round
    Saving Throw: Fortitude negates
    Delirium Point Cost: 3

    When the Delirium Blade has successfully connected with a High attack, she can chain it with a Head Hunt attack. She makes an attack roll at the appropriate attack bonus. If the attack hits, the target takes damage and must make a Fortitude save or be stunned instead of dazed for 1 round.

    Launch
    Level: Delirium Blade level 2
    Prerequisite: Vertical up
    Action: 1 attack action
    Range: Melee attack
    Target: One creature
    Duration: 1 round
    Delirium Point Cost: 3

    When the Delirium Blade has successfully connected with a Vertical attack cutting upwards, she can chain it with a Launch attack. She makes an attack roll at the appropriate attack bonus. If the attack hits, the target is launched 10 feet into the air above its space for one round. While in the air, the target loses its Dexterity bonus to AC unless it has an ability to fly. At the very start of the next round (regardless of initiative) it falls and hits the ground, taking 1d6 damage from the fall.

    The launched target can be targeted normally by ranged or magical attacks, but anyone attempting to attack it with a melee attack must first succeed on a DC 16 Jump check (for medium-sized creatures, DC 20 for small-sized creature) or must be Large or larger or must have a reach weapon.

    Riposte
    Level: Delirium Blade level 2
    Prerequisite: Parry
    Action: Substitute action for Parry
    Range: Melee attack
    Target: One creature
    Delirium Point Cost: 3

    When the Delirium Blade has successfully deflected a melee attack with the Parry technique, she can chain it with a Riposte attack. She creates an opening with her Parry attack and gains an attack of opportunity against the attacker, made at her highest BAB. This does not count against the number of attacks of opportunity she can make in a round.

    Slam
    Level: Delirium Blade level 2
    Prerequisite: Bash
    Action: 1 attack action
    Range: Melee attack
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Fortitude negates
    Delirium Point Cost: 3

    When the Delirium Blade has successfully connected with a Bash attack, she can chain it with a Slam attack. She targets the same spot as the previous attack, penetrating into the target’s core and damaging its internal organs. She makes an attack roll at the appropriate attack bonus. If the attack hits, the target must succeed a Fortitude save or be slowed for a number of rounds equal to her level.

    Spin
    Level: Delirium Blade level 2
    Prerequisite: Horizontal
    Action: 1 attack action
    Range: Melee attack
    Target: All creatures within reach
    Delirium Point Cost: 3

    After the Delirium Blade has performed a Horizontal attack, she can chain it with a Spin attack. She uses the momentum of the swing to spin in a full circle, cutting everything within her reach. She makes an attack roll at the appropriate attack bonus against the AC of each individual target.

    Sweep
    Level: Delirium Blade level 2
    Prerequisite: Low
    Action: 1 attack action
    Range: Melee attack
    Target: One creature
    Duration: 1 rounds
    Saving Throw: Fortitude negates
    Delirium Point Cost: 3

    When the Delirium Blade has successfully connected with a Low attack, she can chain it with a Sweep attack. She makes an attack roll at the appropriate attack bonus. If the attack hits, the target must make a Fortitude save or move at half speed, lose the ability to run or charge, and take a -2 penalty on all attack rolls and a -4 penalty to Dexterity for 1 round.

    Throw
    Level: Delirium Blade level 2
    Prerequisite: Grab, grappling
    Action: 1 attack action
    Range: Melee attack
    Target: One creature
    Delirium Point Cost: 3

    Whenever the Delirium Blade has successfully connected with a Grab attack, or is grappling, she can attempt to throw her opponent. She makes a trip attempt against the enemy, and she gains a +4 bonus on the ability check. If she succeeds in tripping her foe, she throws the target up to 10 feet away. The target falls prone in the destination space and takes 2d6 points of damage.

    For every 5 points by which she wins the opposed check, she gains an additional 5 feet of throw distance and an additional 1d6 damage for each additional 5 feet. For example, if she wins by 10, she can place her foe in any space within 20 feet of her, and he receives 4d6 damage in total. She must place the target in an empty space. If she lacks the distance to throw her target into a clear space, he falls prone in his current space.

    The Delirium Blade can opt to throw the target to another creature’s space, which also takes the same damage as the thrown creature. The second creature can roll a Reflex save to half the damage.

    Twist
    Level: Delirium Blade level 2
    Prerequisite: Thrust
    Action: 1 attack action
    Range: Melee attack
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Fortitude negates
    Delirium Point Cost: 3

    When the Delirium Blade has successfully connected with a Lunge attack, she can chain it with a Twist attack. She makes an attack roll at the appropriate attack bonus. If the attack hits, the attack leaves an open wound. The target must succeed on a Fortitude save or suffers 1d4 bleeding damage each round for a number of rounds equal to the Delirium Blade’s level. The wound can be stopped with a successful Heal check against DC 15 or if magical healing is applied.

    Level 3

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    Aerial Rave
    Level: Delirium Blade level 3
    Prerequisite: Launch
    Action: 1 attack action
    Range: Melee attack
    Target: One creature
    Delirium Point Cost: 5

    When the Delirium Blade has successfully connected with a Launch attack, she can chain it with an Aerial Rave attack. She makes a Jump check with a DC 16 (for medium-sized creatures, DC 20 for small-sized creature). If she succeeds, she automatically follows the target into the air and executes two attacks, both at the same BAB as appropriate for the attack action. The target loses its Dexterity bonus to AC and is flat-footed against these attacks.

    Decapitator
    Level: Delirium Blade level 3
    Prerequisite: Headhunt
    Action: 1 attack action
    Range: Melee attack
    Target: One creature
    Duration: 1 round
    Saving Throw: Fortitude partial
    Delirium Point Cost: 5

    When the Delirium Blade has successfully connected with a Headhunt attack, she can chain it with a Decapitator attack. She makes an attack at the appropriate BAB. If the attack hits, the target takes damage and is paralyzed instead of stunned for 1 round unless it succeeds on a Fortitude save. If the target succeeds on its save, it is instead dazed for 1 round.

    Double Throw
    Level: Delirium Blade level 3
    Prerequisite: Throw
    Action: 1 attack action
    Range: Throw range
    Target: One creature
    Delirium Point Cost: 5

    When the Delirium Blade has successfully connected with a Throw attack, she can chain it with a Double Throw attack. After the Throw has been executed, she instantly follows the target to its space. She then makes a melee touch attack at the appropriate BAB. If the attack hits, she can execute another Throw attack with a +6 bonus to her trip attempt.

    Earth Bind
    Level: Delirium Blade level 3
    Prerequisite: Flatten
    Action: 1 attack action
    Range: Melee attack
    Target: One creature
    Delirium Point Cost: 5

    When the Delirium Blade has successfully connected with a Flatten attack, she can chain it with an Earth Bind attack. She makes an attack roll at the appropriate attack bonus. If the attack hits, the crashing momentum of the downward swing buries the target into the ground. The target also receives additional 2d6 damage. The target remains buried until he makes a DC 15 Strength check or a DC 20 Escape Artist to extricate himself as a full round action.

    While buried, the target cannot do anything except mental actions. Casting a spell that requires a somatic component automatically fails, and if it has none, the target must still make a must make a Concentration check (DC 20 + spell level) or lose the spell.

    Fiery Barrage
    Level: Delirium Blade level 3
    Prerequisite: Cross
    Action: 1 attack action
    Range: Melee attack
    Target: One creature
    Delirium Point Cost: 5

    When the Delirium Blade has successfully connected with a Cross attack, she can chain it with a Fiery Barrage attack. She executes another two attacks, both at the same BAB as appropriate for the attack action. Both attacks have a threat range of 11 to 20 and auto confirms when critical.

    First Step
    Level: Delirium Blade level 3
    Action: 1 attack action
    Range: Delirium sphere of influence
    Delirium Point Cost: 5

    By spending 5 DP, the Delirium Blade can bend space and close in on her targets, striking them when they feel comfortable with their distance of engagement. She moves so fast that she seems to disappear and instantly appear beside any target within her Delirium ability’s sphere of influence, and then makes one attack at the appropriate BAB.

    Momentum Circle
    Level: Delirium Blade level 3
    Prerequisite: Spin
    Action: 1 attack action
    Range: 30 feet radius
    Target: All creatures within range
    Delirium Point Cost: 5

    After the Delirium Blade has performed a Spin attack, she can chain it with a Momentum Circle attack. She builds on the momentum of the swing, spinning faster, and producing a gust of wind that cuts everything within 30 feet of her. She makes an attack roll at the appropriate attack bonus against the AC of each individual target.

    Shin Splitter
    Level: Delirium Blade level 3
    Prerequisite: Sweep
    Action: 1 attack action
    Range: Melee attack
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Fortitude negates
    Delirium Point Cost: 5

    When the Delirium Blade has successfully connected with a Sweep attack, she can chain it with a Shin Splitter attack. She makes a melee attack at the appropriate BAB. If the attack hits, the attacker takes damage and instead moves at 5 feet per round, lose the ability to run or charge, and take a -4 penalty on all attack rolls and a -6 penalty to Dexterity for 1 round per level instead of the effects bestowed by Sweep if it fails its save.

    Triple Point
    Level: Delirium Blade level 3
    Prerequisite: Slam
    Action: 1 attack action
    Range: Melee attack
    Target: One creature
    Saving Throw: Fortitude half
    Delirium Point Cost: 5

    When the Delirium Blade has successfully connected with a Slam attack, she can chain it with a Triple Point attack. She targets the same spot as the previous attack, striking it thrice, penetrating into the target’s core and damaging its internal organs. She makes an attack roll at the appropriate attack bonus. If the attack hits, the target must succeed a Fortitude save or take 1d4 Constitution damage. If the save is successful, the target instead takes half of the Constitution damage (minimum 1).

    Water Mirror
    Level: Delirium Blade level 3
    Prerequisite: Parry
    Action: Substitute action for Parry
    Range: Melee attack
    Duration: 1 round
    Delirium Point Cost: 5

    Whenever the Delirium Blade uses Parry, she can opt to forgo her entire round’s worth of attack actions to activate Water Mirror. For the whole round, she can Riposte any melee attack that targets her.

    Level 4

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    Absolute Zero
    Level: Delirium Blade level 4
    Action: Substitute action for Parry
    Range: Delirium sphere of influence
    Duration: 1 round
    Delirium Point Cost: 7

    Whenever the Delirium Blade activates Water Mirror, she can spend another 7 DP to activate Absolute Zero. For the whole round, in addition to the effects of Water Mirror, she can also redirect ranged attacks to any creature within her Delirium sphere of influence. The redirected attack uses its original attack roll against the new target’s AC.

    This ability can redirect physical attacks as well as ray attacks.

    Aerial Supremacy
    Level: Delirium Blade level 4
    Prerequisite: Aerial Rave
    Action: 1 attack action
    Range: Melee attack
    Target: One creature
    Duration: 1 round
    Delirium Point Cost: 7

    When the Delirium Blade has successfully connected with an Aerial Rave attack, she can chain it with an Aerial Supremacy attack. She rolls an attack with the appropriate BAB. If the attack hits, the target is hit with a forceful downward slash that sends it crashing to the ground. The target receives additional 8d6 damage and is knocked prone. The target loses its Dexterity bonus to AC and is flat-footed against all attacks for 1 round.

    Fated Circle
    Level: Delirium Blade level 4
    Prerequisite: Momentum Circle
    Action: 1 attack action
    Range: 60 feet radius
    Target: All creatures within range
    Delirium Point Cost: 7

    After the Delirium Blade has performed a Momentum Circle attack, she can chain it with a Fated Circle attack. She builds on the momentum of the swing, spinning faster, building into a cyclone that damages all creatures within 60 feet of her. She makes an attack roll at the appropriate attack bonus against the AC of each individual target.

    Guillotine Slash
    Level: Delirium Blade level 4
    Prerequisite: Decapitator
    Action: 1 attack action
    Range: Melee attack
    Target: One creature
    Saving Throw: Fortitude partial
    Delirium Point Cost: 7

    When the Delirium Blade has successfully connected with a Decapitator attack, she can chain it with a Guillotine Slash attack. She makes an attack at the appropriate BAB. If the attack hits, the target takes damage and must succeed on a Fortitude save or die. If the target succeeds its save, it is instead stunned for 1 round.

    Hot Spot
    Level: Delirium Blade level 4
    Prerequisite: Earth Bind
    Action: 1 attack action
    Range: Melee attack, 30 feet radius
    Target: One creature, all creature within range
    Delirium Point Cost: 7

    When the Delirium Blade has successfully connected with a Earth Bind attack, she can chain it with a Hot Spot attack. She makes a melee touch attack roll at the appropriate attack bonus. If the attack hits, the force of the impact is imparted into the ground around the target, making it explode. The target receives 8d6 damage and is released from the effects of Earth Bind but is knocked prone.

    The force of the impact reaches to a range of 30 feet radius. All creatures within that radius receives 2d6 damage and must succeed on a Balance check with DC 20 or be knocked prone. Finally, the exploded area becomes difficult terrain.

    Jack the Ripper
    Level: Delirium Blade level 4
    Prerequisite: Triple Point
    Action: 1 attack action
    Range: Melee attack
    Target: One creature
    Delirium Point Cost: 7

    When the Delirium Blade has successfully connected with a Triple Point attack, she can chain it with a Jack the Ripper attack. She targets the same spot as the previous attacks, striking it four times, ripping through its target’s flesh and bones.. She makes an attack roll at the appropriate attack bonus. If the attack hits, the Delirium Blade regains hit points equal to the damage she dealt with this attack.

    Scintillating Swordplay
    Level: Delirium Blade level 4
    Prerequisite: Fiery Barrage
    Action: 1 attack action
    Range: Melee attack
    Target: One creature
    Delirium Point Cost: 7

    When the Delirium Blade has successfully connected with a Fiery Barrage attack, she can chain it with a Scintillating Swordplay attack. She executes another two attacks, both at the same BAB as appropriate for the attack action. Both attacks are automatic critical hits.

    Second Step
    Level: Delirium Blade level 4
    Action: 1 attack action
    Range: Delirium sphere of influence
    Target: 3 creatures within range
    Delirium Point Cost: 7

    Whenever the Delirium Blade has initiated a First Step, she can chain it with a Second Step attack. She disappears and moves so quickly that three afterimages of her appears beside three targets within her Delirium sphere of influence. She makes one attack against each target at the appropriate BAB, then chooses among the three afterimages to assume, and the other two disappears.

    Triple Throw
    Level: Delirium Blade level 4
    Prerequisite: Double Throw
    Action: 1 attack action
    Range: Throw range
    Target: One creature
    Delirium Point Cost: 7

    When the Delirium Blade has successfully connected with a Double Throw attack, she can chain it with a Triple Throw attack. After the Double Throw has been executed, she instantly follows the target to its space. She then makes a melee touch attack at the appropriate BAB. If the attack hits, she can execute another Throw attack with a +8 bonus to her trip attack.

    Undermine
    Level: Delirium Blade level 4
    Prerequisite: Shin Splitter
    Action: 1 attack action
    Range: Melee attack
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Fortitude partial
    Delirium Point Cost: 7

    When the Delirium Blade has successfully connected with a Shin Splitter attack, she can chain it with an Undermine attack. She makes a melee attack at the appropriate BAB. If the attack hits, the attacker takes damage and loses her ability to move completely, and it take a -6 penalty on all attack rolls and a -8 penalty to Dexterity for 1 round per level instead of the effects bestowed by Shin Splitter if it fails its save. If the target makes its save, it instead takes the effects bestowed by Sweep.

    Maximum Insanity

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    Full Moon
    Level: Delirium Blade Maximum Insanity
    Action: Substitute action for Parry
    Range: Delirium sphere of influence
    Duration: 1 round
    Delirium Point Cost: 10

    At level 20, whenever the Delirium Blade activates Absolute Zero, she can spend another 10 DP to activate Full Moon. For the whole round, in addition to the effects of Absolute Zero, she has a 50 percent chance to redirect magical attacks directed at her or any magical attack that targets an area including her to any creature within her Delirium sphere of influence.

    This ability is a supernatural effect.

    Hallucination Walk
    Level: Delirium Blade Maximum Insanity
    Prerequisite: Any chain up to level 4
    Action: Free action
    Range: Delirium sphere of influence
    Target: All creatures within range
    Delirium Point Cost: 10

    At level 20, whenever the Delirium Blade succeeds in pulling off a Delirium Blade chain ending with a level 4 attack, she can as a free action make a Hallucination Walk attack. By spending 10 DP, she distorts time and space and moves so fast that multiple afterimages of her appear on the battlefield. She may make one attack against each creature within her sphere of influence at her highest BAB.

    Madness Tempest
    Level: Delirium Blade Maximum Insanity
    Prerequisite: Any chain up to level 4
    Action: Free action
    Range: Melee attack
    Target: One creature
    Delirium Point Cost: 10

    At level 20, whenever the Delirium Blade succeeds in pulling off a Delirium Blade chain ending with a level 4 attack, she can as a free action make a Madness Tempest attack. By spending 10 DP, she gains another full round action’s worth of attacks.

    Tempus Frangit
    Level: Delirium Blade Maximum Insanity
    Prerequisite: Any chain up to level 4
    Action: Free action
    Duration: 1 round
    Delirium Point Cost: 10 per round

    At level 20, whenever the Delirium Blade succeeds in pulling off a Delirium Blade chain ending with a level 4 attack, she can, as a free action, activate Tempus Frangit. By spending 10 DP, she compresses time, making her move so fast that time seems to slow down to a stop around her. For 1 round, she is able to act freely, as if under the effects of temporal acceleration. She can spend 10 DP for each round she wishes to extend this effect. During any virtual round gained by the Delirium Blade through this attack, she does not gain any Delirium Point.

    This ability is a supernatural effect.

    Twisted Reality
    Level: Delirium Blade Maximum Insanity
    Action: 1 swift action
    Duration: 1 round
    Delirium Point Cost: 10

    At level 20, by spending 10 DP, as a swift action, the Delirium Blade can activate Twisted Reality. She can roll any and all rolls twice and choose the better result for the rest of the round.

    This ability is a supernatural effect.
    Last edited by GuyFawkes; 2013-09-06 at 05:37 AM.

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    Default Re: [3.5, Base] Delirium Blade (PEACH)

    RESERVED for the heck of it.

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    Default Re: [3.5, Base] Delirium Blade (PEACH)

    Here's my entry from the last Base Class Challenge. As some have already pointed out, there are a lot of things to iron out in this to make this a finished product, so please point them out if you have the time. Your comments and suggestions are very much welcome.

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    Default Re: [3.5, Base] Delirium Blade (PEACH)

    Twist references a Delirium Blade technique called "Lunge". Pretty sure that should be Thrust, because Lunge doesn't exist.

    I rather like the level 1 techniques, and kind of think that at least some of them should be basic options for melee characters.
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    Default Re: [3.5, Base] Delirium Blade (PEACH)

    Would I be incorrect in assessing this class as... 'cuh-razy'?
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    Default Re: [3.5, Base] Delirium Blade (PEACH)

    Quote Originally Posted by Amechra View Post
    Twist references a Delirium Blade technique called "Lunge". Pretty sure that should be Thrust, because Lunge doesn't exist.
    Yes, thanks for the catch. I changed the name and forgot to change the reference in the Twist entry.

    Quote Originally Posted by Amechra View Post
    I rather like the level 1 techniques, and kind of think that at least some of them should be basic options for melee characters.
    Thank you. I have been thinking for quite some time how to adapt the Chain Art system based on a lot of rpg and fighting games and making it work here in 3.5 as I found it to be quite fun and gives a lot of options as an alternative to maneuvers. This class is the prototype, so needless to say, there are a lot of things to work on.

    Quote Originally Posted by The Tygre View Post
    Would I be incorrect in assessing this class as... 'cuh-razy'?
    Not really. Cuh-razy depends on what you perceive to be normal. So yeah.

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    Default Re: [3.5, Base] Delirium Blade (PEACH)

    Bump for more PEACHing please.

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    Default Re: [3.5, Base] Delirium Blade (PEACH)

    I love the premise behind this class, the fact that it's sort of a variety of Barbarian gives me the idea that they just ditched the Rage class feature in favor of Raging 24/7, lol.

    I like how the higher level abilities tend to focus on powers that melee-types usually don't have. Maybe incorporate some more of that in the lower levels? Have other melee attacks that can sort of "fake" spells, so to speak?

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    Default Re: [3.5, Base] Delirium Blade (PEACH)

    Not really a barbarian, more like warblade.

    Well, I really wanted to keep the attacks that mimic spells to the highest levels because that's the time that they are at the verge of being epic, where the line between might and magic blurs. But at lower levels, I was imagining the class to have versatility in terms of attacks, in a similar way to maneuvers but not as restricted, as well as have flashy and explosive attacks.

    I'm thinking of making another class using this system as well, but more like the swordsage, so maybe that class might have more attacks that mimic spells.

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