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    Default Take me up and together let us strike down evil (Intelligent Weapon the Class)

    Sapient Weapon



    -

    A Living Weapon is a weapon of legend, blessed with its own sapience, and with great power. Perhaps spun from fate, perhaps the host of the spirit of a fallen hero of legend, a Living Weapon comes in many forms but each holds the potential to be the sword of legend and power unparalleled. This is a class to play as Stormbringer, to play as the sword that shows its impossible intelligence and cunning, a weapon which is the equal of its wielder.

    Adventures: Because you are wielded. Because you were forged for that purpose. Because you are a sword and have nothing else to do but plunge into battle time and time again.

    Characteristics: Being a magic weapon, and growing up to be a major artifact

    Alignment: Any. Sapient Weapons tend to be strongly, even monomaniacally fixated on their alignment.

    Religion: The god who forged them, or Battle itself.

    Background: You are an intelligent weapon, you were born into the form, unless you were some great hero or villain who upon death was sealed within the blade.

    Races: Your class takes the place of your race (unless you use the Living Weapon variant below).

    Other Classes: As weapons Sapient Weapons tend to along best with those who wield weapons. A greatsword may favor warriors who wield it with mighty blows and rain violence upon their enemies. A dagger may favor instead the rogue with their stealthy assassination. A bow may show favor to scouts or rangers. A nunchuku will just be happy to finally find a monk willing to wield it. A weapon forged in the service of a god will find a natural affinity for the priests and paladins of their creator, and an animosity to those who serve other obviously inferior deities. A blade of primal chaos will naturally seek out the warrior-mage born prince of a decadent race doomed to fall into its final twilight.

    Role: You are a weapon. You serve to make the warrior better, using your ability to aid their attacks or defense, or else using your various spell-like abilities and supernatural powers. On occasion you simply force a weak foe to wield you and possess their body forcing them to fight for you.

    Adaptation: If you really like Soul Eater you could easily make it into a class of weapon shifters, trading your first level feature and least feature for the ability to transform into a human form, the ability to select a race, and the ability to manifest your striking surface as a standard action effectively allowing you to wield yourself (this is similar to being wielded by an eidolon).

    GAME RULE INFORMATION
    Sapient Weapons have the following game statistics.
    Abilities: You have no Strength, Dexterity, or Constitution. Therefore Intelligence, Wisdom, and Charisma are the most important scores for you. Charisma determines the save DCs of any abilities you do possess, Intelligence grants you class skills and the ability to take Combat Expertise and potentially Improved Trip allowing that dumb brute of a wielder to trip like a pro, and Wisdom determines your own resilience to mental control since you lack a normal construct's immunity to mind-affecting effects.
    Alignment: Any.
    Hit Die: d10
    Starting Age: Any; you are a piece of steel (or potentially adamantine) you don't exactly age.
    Starting Gold: None.

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

    Skill Points at First Level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier

    CLASS NAME
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +2
    +2
    +2
    Weapon Body, +1 enhancement, Least Feature, Feature (Lesser)
    2nd
    +1
    +3
    +3
    +3
    Alert Wielder, Feature
    3rd
    +2
    +3
    +3
    +3
    Extended Sensory (120-ft), Feature
    4th
    +3
    +4
    +4
    +4
    Least Feature, Telepathy (60-ft)
    5th
    +3
    +4
    +4
    +4
    Feature
    6th
    +4
    +5
    +5
    +5
    Feature, Grant Prowess
    7th
    +5
    +5
    +5
    +5
    +2 Enhancement, Extended Sensory (human), Least Feature
    8th
    +6
    +6
    +6
    +6
    Feature (Dedicated), Telepathy (120-ft)
    9th
    +6
    +6
    +6
    +6
    Feature
    10th
    +7
    +7
    +7
    +7
    Dancing, +3 Enhancement, Least Feature
    11th
    +8
    +7
    +7
    +7
    +4 Enhancement, Feature
    12th
    +9
    +8
    +8
    +8
    Feature, Improved Grant Prowess
    13th
    +9
    +8
    +8
    +8
    Enhancement +5, Flight, Least Feature
    14th
    +10
    +9
    +9
    +9
    Enhancement +6, Feature (Greater)
    15th
    +11
    +9
    +9
    +9
    Feature
    16th
    +12
    +10
    +10
    +10
    Enhancement +7, Least Feature, SUGGESTIONS WANTED
    17th
    +12
    +10
    +10
    +10
    Enhancement +8, Feature
    18th
    +13
    +11
    +11
    +11
    Enhancement +9, Feature
    19th
    +14
    +11
    +11
    +11
    Enhancement +10, Free Dancing, Least Feature
    20th
    +15
    +12
    +12
    +12
    Enhancement +11, Epic Blade, Feature (Awe-Inspiring)

    Class Features
    All of the following are class features of the Sapient Weapon.

    Weapon and Armor Proficiencies: Yourself, light and medium armor, and if a one-handed weapon shields (except tower shields).

    Weapon Body: You are a weapon. Your type is Construct and you gain all construct traits except Darkvision and Immunity to Mind-Affecting Effects, with a non-ability for Strength, Dexterity, and Constitution. Select a type of simple or martial weapon (or exotic if you take the Exotic Form feat) and you take the form of that type of weapon, and may grant any creature wielding you proficiency with you. You have hardness as appropriate to whatever material you are made out of. You are able to hear and see out to 60-ft in all directions (and no further), and are able to speak as well as communicate empathicly with your wielder. Whenever you use a spell-like ability granted by this class you may treat your wielder as you for its effects. What else do I need to detail here?

    You are an inanimate object and thus unable to take any action which requires you to move, and have a speed of 0-ft. However you may perform purely mental actions (using spell-like abilities and psionic powers) or which require only your voice (singing bardic music, casting a spell with only a verbal component, etc). In addition you may perform the following special actions at-will as a standard action when wielded:
    Aid your Wielder with any skill you possess ranks in (this functions as aid another), grant your wielder a +2 bonus to their next attack, grant your wielder a +2 bonus to AC against the next attack made upon them by a specific foe, grant your wielder a +1 bonus to attacks for 1 round, grant your wielder a +1 bonus to AC for 1 round, make a feint attempt, take a total defense action (adding to your AC against sunder attempts), deal 1 + 1/3 class levels untyped damage to your wielder, attack your wielder (you use your wielder's attack bonus and damage but they are allowed a Will save DC 10 + 1/2 your class level + your Charisma modifier to resist). In addition a number of times per day equal to twice your class level you may attempt to possess your wielder. This functions as Magic Jar except as listed below. The Will save to resist is 10 + 1/2 your class level + your Charisma modifier. You remain within your construct body as well as their body. While possessing a body causing it to take an action takes your action of the same type (i.e. if you spend a standard action to activate a spell-like ability you can't also make the body use you to attack). This ability lasts for 1 minute per class level or until the body releases hold of you, beginning at 7th level this increases to 10 minutes/class level, to 1 hour/class level at 13th, and to 1 day/class level at 20th. If you wielder is protected from possession by a Protection from [Alignment] effect you may still attempt to possess them, but it costs 3 daily uses and takes 2 full round actions. A creature currently under the effects of this ability cannot be targeted again to refresh the duration and should a creature succeed its save it is immune to this effect for 1 hour.

    You are affected differently by some spells and effects. Specifically you go inert within anti-magic, are destroyed by Mage's Disjunction as if you were a magic item, and a targeted Dispel Magic on you or your wielder may shut you down as if you were a magic item (CL = class level + 1/2 your Charisma modifier) for 1d4 rounds.

    It is difficult for you to act when not wielded. You may not use any of your actions when not wielded except those which specify otherwise.

    Finally you may select feats that have a Strength, Dexterity, or Constitution prerequisite using your Charisma in place of Strength, Intelligence in place of Dexterity, or Wisdom in place of Constitution. You may not use such feats unless wielding yourself with the Dancing ability, being wielded by an eidolon, or possessing a creature.

    Least Feature: At 1st level and every 3rd level thereafter select one ability from the list below. You may select the same feature multiple times (unless specified otherwise) and repeated selection will increase their effect in one or more ways, although many abilities have a cap at which point they cease to increase. You may never have more instances of a single least feature than 1 + 1/2 your class level.

    • Bonus Hit Points: You gain 5 additional hit points.
    • Darkvision: You gain darkvision out to 120-ft or your sight limit (whichever is less). If you take this ability a second time allows you to see in magical darkness out to 30-ft. A third instance extends your darkvision out to your sight range and allows you to see in magical darkness out to 60-ft. A fourth instance allows you to see in darkness magical or otherwise as easily as broad daylight. Additional instances beyond 4 have no effect.
    • Detect (Creature type): When you gain this ability select a single creature type or subtype. As a standard action you can detect the presence of creatures of the selected type within 60-ft; this simply reveals a binary yes or no whether there are any within range. If you take this ability additional times you must choose two of the following each time, you cannot choose the same one twice in a single instance unless it is Additional Type:

    1. Enhanced Range: The range increases by 60-ft (to 120-ft) the first time you select this option, 120-ft (to 240-ft) the second, 240-ft (to 480-ft) the third, 480-ft (to 960-ft) the fourth, to 1 mile the 5th, and by 1 mile each additional time.
    2. Ease of Use: Selecting this option once causes a standard action to activate the ability for 3 rounds. Selecting it a 2nd time causes the ability to be continually active alerting you whenever creatures of the selected type are within range.
    3. Additional Type: Each time you select this option select an additional creature type or subtype you can choose to detect them instead or in addition. If you select to detect multiple types it does not tell you which type they are unless it is active passively.
    4. Additional Detail: One instance of this option tells you the number of creatures detected. A second tells you their location as if with Blindsense. A third lets you tell the amount of hit dice of one detected creature/round.

    • Light: You may shine like a torch. Turning this ability on or off is a standard action. If you take this ability a second time you instead shine like a daylight spell. A 3rd time causes you to be considered a 4th level spell for interactions with magical darkness and radiate bright light out to 120-ft. A 4th instance increases the light to 180-ft, makes it considered a 5th level spell, and true sunlight. A 5th instance increases the light to 360-ft and makes it considered a 7th level spell. A 6th instance makes produce bright light out to 1000-ft and count as a 9th level spell.
    • Material: Select a weapon material such as adamantine, silver, or cold iron. You are made of that material instead of steel (if you select alchemical silver you do not suffer a damage penalty). You may only select this feature once and only at 1st level.
    • Minor Magic: Each time you select this ability you may choose a single level 0 spell from the list of any base class capable of casting 9th level spells. You gain the ability to use that cantrip as a spell-like ability twice per day. If you select the same cantrip twice this increases to 6 times per day. Choosing the same cantrip three times increases this to at-will.
    • Share Feat: You may select one feat you possess which could be applied to wielding you, for example Power Attack, Improved Trip (if trips can be performed with you), or Weapon Focus. You may change which feat you grant as 100 consecutive full round actions. Each time you select this ability after the first you gain the ability to share an additional number of feats at a time equal to the number of instances of this least feature you possess.
    • Share Skill: Select one skill. It is (retroactively) a class skill for your Sapient Weapon levels, and you may allow your wielder to use your ranks in it in place of their own.
    • Special Purpose: You have a special purpose determined between you and your DM. When actively engaged in this purpose in some manner above and beyond the every day (for example if your Special Purpose is "Kill all humans" fighting humans would not be enough, but fighting the champion of humanity to wipe out their largest city would be) your enhancement bonus is increased by +1, and you gain a +1 to your effective class level for any effects of your features based off of your class level. In addition if wielded in a way which directly opposes your special purpose (such as being used to save a human) then you may immediately attempt to control your wielder without using a daily use and with a +4 to the save DC; if they are immune or resist you may deal untyped damage to them equal to your level each round (instead of 1 + 1/3rd your level). The increase to the save DC and ability to deal damage apply against any creature that has ever attempted to use you to oppose your special purpose (since you had that purpose) even if they are not currently doing so.


    Enhancement: You are a magic weapon, as a magic weapon you grant your wielder an enhancement bonus to attacks and damage with you and may have other enchantments. You function as a magic weapon with a total value of weapon properties and enhancement bonus equal to your Enhancement bonus shown on the class table (+1 at 1st, +2 at 7th, +3 at 10th, +4 at 11th, +5 at 13th, +6 at 14th, +7 at 16th, +8 at 17th, +9 at 18th, +10 at 19th, and +11 at 20th), you must have at least a +1 enhancement bonus and may have no more than a +5 enhancement bonus until 20th level where you are considered an epic magic weapon.

    Feature: At every level except 4th, 7th, 10th, 13th, 16th, and 19th level you gain one "Feature" from the lists in the posts below. If you are 7th level or lower you may only select Lesser Features, if you are 8th level or higher you may also choose Dedicated Features, if you are 14th level or higher you may choose Greater Features, at 20th level you may select a single Awe Inspiring Feature instead of a lesser feature. You may also choose to select a Least Feature in place of a Feature, increasing to two Least Features if you could select a Dedicated Feature, three if you could select a Greater Feature, and four in place of an Awe Inspiring feature.

    Some features have special tags such as Song and special rules which will be listed below.

    Spoiler: Feature Types
    Show
    Song Feature: If you have a song feature you gain 4 free ranks in Perform (Sing), if you have 2 this increases to 4 plus 1/2 your class level, if you have 3 you automatically have max ranks in Perform (Song) for your Weapon levels, if you have 4 you gain max ranks in Perform (Song) for your character level.


    Alert Wielder: Beginning at 2nd level you are able to alert your wielder to potential dangers. If you would not be flat-footed against an attack neither is your wielder. In addition each round, as a free action, you may select a single creature that you can see; that creature is not counted for the purposes of determining if your wielder is flanked or not for 1 round. You lose this ability if you are wielding yourself (either through dancing, an eidolon, or possessing your wielder).

    Extended Sensory: At 3rd level the distance you can see and hear increases to 120-ft. At 7th level it further increases to a theoretically unlimited range, limited in the same ways a human's is (Spot modifier, light, curvature of the earth, etc).

    Telepathy: At 4th level you gain the ability to communicate telepathically within 60-ft. At 8th level this extends to 120-ft.

    Grant Prowess: At 6th level you gain the ability to grant a creature wielding you a portion of your combat skill. You may allow any creature wielding you to use your Base Attack Bonus in place of their own (if better than your own). At 12th level you may instead increase their Base Attack Bonus to equal your Character Level (unless their BAB is already better). You cannot affect yourself with Grant Prowess even if you are your own wielder (such as because you've possessed your wielder, have the Living Weapon ACF, are being wielded by an Eidolon you created with the Create Eidolon feature, or are using your Dancing ability).

    Dancing: Beginning at 10th level it is possible for you to grant yourself limited animation. When not wielded as a free action you can animate yourself for a round gaining a fly speed of 30-ft with a perfect maneuverability, Strength equal to your Charisma modifier and Dexterity equal to your Intelligence modifier. This ability lasts for up to 1 round per class level each day, but these rounds need not be consecutive, and while this ability is active you are considered to be wielding yourself. Beginning at 19th level you can use the Dancing ability for 1 hour each week (600 rounds) instead of class level rounds/day.

    Flight: Beginning at 13th level it is possible for you to grant yourself longer term, but more limited, animation. When not wielded you can fly at a speed of 10-ft (poor maneuverability).
    Last edited by Zaydos; 2015-06-26 at 03:42 PM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  2. - Top - End - #2
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    Default Re: Take me up and together let us strike down evil (Intelligent Weapon the Class)

    Lesser Features

    (WIP, some still in self-note format)

    Agile Edge: You must be a melee weapon to select this ability. Your wielder may use their Dexterity bonus instead of their Strength bonus on melee attack rolls with you. If they would normally be able to (such as due to the Weapon Finesse feat) they may use their Dexterity bonus instead of their Strength bonus for damage.

    [Alignment] Ward: When you gain this feature select an alignment. You grant your wielder the effects of a Protection from [selected Alignment] when drawn if they have an Aura of the opposing alignment, at 9th level this becomes Magic Circle against [selected Alignment]. You may not select your own alignment for this ability. You may take this ability multiple times, each time you do you must choose a different alignment.

    Bane: Cast Bane as a spell-like ability 2/day + 1/4 class levels. Beginning at 10th level you may use this ability as a swift action.

    Berserker: You may cause your wielder to Rage 1/day + 1/day per 6 class levels. If your wielder is unwilling they are allowed a Will save (DC 10 + 1/2 class level + Charisma modifier) to resist and if they resist this use of this ability is wasted. This functions as a barbarian rage in all regards except that your wielder is not fatigued and it is you, not your wielder, who may voluntarily end this rage at any time.

    Bestow Vigor: As a standard action you may grant your wielder temporary hit points. You may grant 5 temporary hit points to your wielder each day per class level, and you do not need to grant them all at one time. These temporary hit points last 1 minute per class level when bestowed.

    Bless: Cast Bless as a spell-like ability 2/day + 1/4 class levels. Beginning at 10th level you may use this ability as a swift action.

    Blindsense: You must be at least 5th level to select this ability, you must have the darkvision Least Feature. You gain Blindsense out to 30-ft.

    Blood Cackle: Whenever you are used to kill a creature you may release a keening cackle which instills fear in nearby enemies. Any enemy within 30-ft with hit dice no greater than the slain creature must make a Will save (DC 10 + 1/2 class level + Charisma modifier) or be shaken for 1 minute. If they have no more than 1 hit die per 3 class levels you possess they are panicked instead. A creature which successfully saves against this effect is immune to it for 1 day.

    Countersong (Song): You gain 1 use of Bardic Music +1/3 class levels, and the ability to perform a Countersong as a 1st level bard

    Detect Magic: You may use it as a spell-like ability at-will; this ability functions when unwielded.

    Detect Secret Doors: You may use it as a spell-like ability 1/day/level; this ability functions when unwielded.

    Detect [Alignment]: Select an alignment. You gain detect [selected alignment] as a spell-like ability usable at-will.

    Eater of Souls: Whenever you (are used to) kill a creature its soul is trapped in you until you are destroyed or a Wish or Miracle spell is cast to free them.

    Energy Bolt: You gain the ability to fire forth a beam of energy as a standard action. This functions as a ranged touch attack with a range of 60-ft and deals 1d6 damage per two class levels you possess.

    Find Traps: You may use it as a spell-like ability 1/day/level; this ability functions when unwielded.

    Heal Wielder: Each day you can heal your wielder a total number of hit points of damage equal to your class level your Charisma modifier (minimum 0). You do not have to use it all at once. Using this ability is a standard action.

    Honest Steel: You must be Lawful Good or Lawful Neutral to select this feature. Any creature wielding you cannot lie, but gains a +5 +1/4 levels you possess competence bonus to Diplomacy.

    Illuminating: Whenever you strike an invisible creature it becomes wreathed in spectral flames which provide light as a torch and render its outline visible for a number of rounds equal to 1 + your Charisma modifier.

    Illusion Breaker: Whenever you touch a spell effect created by an illusion (such as the image created by a figment) it is immediately dispelled (no roll required).

    Inspire Competence (Song): You gain 1 use of Bardic Music +1/3 class levels, and the ability to Inspire Competence as a 3rd level bard. You do not require 6 ranks in Perform to use this ability.

    Inspire Courage (Song): You gain 1 use of Bardic Music +1/3 class levels, and the ability to Inspire Courage as a 1st level bard. You may take this feature again as a Dedicated Feature which improves this bonus to that of a 8th level bard (but grants no additional uses), and if you have it as both lesser and dedicated you may take it a third time as a Greater Feature which improves this bonus to that of a bard of your class level +3.

    Lesser Property: You gain a magic weapon property which costs 5000 GP or less; you may not gain magic weapon properties with enhancement value equivalencies this way, but only those like Aquatic and Sizing which have an unchanging GP cost.

    Lore: This ability is identical to the bard's bardic knowledge class feature, using the sapient weapon's class level in place of the bard level.

    Object of Covetous: You must be at least 3rd level to select this feature. You gain the ability to use Miser's EnvySpC as a spell-like ability 1/day per 3 class levels. You may only use this ability to make a creature covet you, and you may use this ability when not wielded.

    Penetrate Resistance (Lesser): You count as all material types for the purposes of overcoming DR.

    Phantasmal Hand: You can use Mage Hand as a spell-like ability at-will. This functions even when unwielded. In addition the weight of object you can move with this power increases by 5 lbs per 3 levels beyond 1st you possess. You may use this ability to move objects attended by your wielder, including magic items other than yourself, as long as your wielder is willing. You may use this ability to feed your wielder potions, or hand them objects.

    Projection: When you gain this ability select one of Bat, Cat, Hawk, Lizard, Owl, Rat, Raven, Snake (tiny viper), Toad, or Weasel. You can spend 1 minute to create a projection of that animal which you can act through. Taking actions as that animal takes your action (as if possessing it), and you may treat it as your wielder even if it is not holding you. While it is active you may use abilities through it as if you were wielded, but they originate from it (unless you are also wielded normally in which case you may choose normally). This projection has hit points equal to one half your maximum hit points, and its natural armor is increased by 1/3rd of your class level. If this projection is destroyed you are dazed for 1 round and able to take only one standard or swift action each round for 1 minute. This projection cannot speak (unless you have the Tongue feature) and does not gain your telepathy. While this projection is active you gain its familiar benefits in its body and in your normal body if it is within 100-ft. You may target the projection with spell-like abilities as if it were yourself.

    Quickening: Use Swift Haste as a spell-like ability 1/day + 1/day per 3 class levels.

    Smite [Alignment]: When you gain this ability choose an alignment. Once per day when you are used to make an attack you may declare it a smite against the chosen alignment adding your Charisma modifier to hit and your class level to damage against a creature of that alignment, and causing the attack to overcome Damage Reduction as the alignment opposite the chosen alignment. You gain an additional use of this ability each day per 5 class levels. You may take this feature multiple times but each time you must select a different alignment.

    Smite [Creature]: When you gain this ability choose a creature type or subtype. Once per day when you are used to make an attack you may declare it a smite against the chosen type or subtype adding your Charisma modifier to hit and your class level to damage against a creature of that type or subtype, and causing the attack to overcome Damage Reduction as any/every material type and alignment against that creature type. You gain an additional use of this ability each day per 5 class levels. You may take this feature multiple times but each time you must select a different type or subtype.

    Soulforged Weapon (Lesser): You gain a pool of essentia equal to 1 + 1/3 class levels (maximum 4). You may allow your wielder to use this essentia as if it were their own.

    Spell-like Ability: Gain any one spell from the list of any base class which gains 9th level spells as a spell-like ability (see table below for uses). You may not choose a spell with a material component which costs more than 50 GP and must pay any XP cost of the spell. You must gain at least 1 use per day with it to select a spell. You may take this ability multiple times for the same spell or different ones.

    Level
    Uses
    Lv 0 1st 2nd 3rd
    1st-2nd 4 1 - -
    3rd-4th 4 2 1 -
    5th-6th 5 2 2 1
    7th-8th 5 3 2 1
    9th-10th 6 3 3 2
    11th-12th 8 3 3 2
    13th-14th 8 4 3 3
    15th-16th At-will 4 3 3
    17th-18th At-will 4 4 3
    19th-20th At-will 4 4 4

    Tongues: You may speak all languages as if under the effects of a Tongues spell.
    Last edited by Zaydos; 2015-06-25 at 02:03 AM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  3. - Top - End - #3
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    Default Re: Take me up and together let us strike down evil (Intelligent Weapon the Class)

    Dedicated Features


    Augur:

    Augur of Blood: You must be Evil to select this feature. When you are used to coup de grace a creature and successfully kill it you may perform an augury. If the creature slain had less than 11 hit dice, or was non-sentient, this functions as an Augury spell. If the creature had 11 or more hit dice and is sentient this functions instead as a Divination spell. If the creature had 15 or more hit dice and was an Outsider with the Good subtype you may instead choose to have this function as Commune with an Evil aligned deity.

    Blade of Inspiration: When drawn you radiate an aura that stirs courage and inspires creatures nearby to greater heights. As long as you are held ready for battle allies within 15-ft of you gain a +4 morale bonus on saves versus fear, as well as a +2 morale bonus on all other Will saving throws, and skill and ability checks. Your wielder, being at ground zero of this aura, has all these bonuses increased by 50% (to +6 vs fear, and +3 to Will saving throws, skill, and ability checks). In addition you gain Immunity to Fear whether you are wielded or not.

    Cloak of Invisibility: You may make yourself and your wielder invisible (as the spell) at-will as a spell-like ability with a permanent duration. Being sheathed, dropped, or otherwise no longer wielded ends this ability, as does any effect which would normally break invisibility. When this invisibility is ended in this way you may not use it again for 1 round.

    Consume Souls: You must have Eater of Souls, and be Evil aligned to select this ability. As a swift action, you may permanently destroy any soul you have consumed (a Miracle, Wish, or direct divine intervention can restore such a soul, but destroying you no longer frees it) to grant your wielder or yourself a temporary boost of power. You may only do this a number of times per day equal to 1 plus your Charisma modifier. The souls of outsiders are considered to have twice as many hit dice for the purposes of this ability. When you devour a soul you choose one:

    • Increase your enhancement bonus by +1, or +2 if the soul was of a creature with at least 12 hit dice and 3 or greater intelligence, for a number of rounds equal to its hit dice.
    • Grant yourself or your wielder an enhancement bonus to one ability score. This is a +2 enhancement bonus if the creature had Int 2 or less, +4 if the creature had Int 3 or more and less than 12 hit dice, or +6 if the creature had Int 3 or more and 12 or more hit dice.


    Enervating Edge: Twice per day, plus once per day per 4 levels beyond 8th, as a standard action you may charge yourself with the power to drain life from those you strike. The next time you are successfully used to strike a creature within a number of rounds equal to your Charisma modifier you inflict 1d4 negative levels upon that creature, and you gain 5 temporary hit points per negative level you inflict or you may instead have your wielder gain 5 per 2, these temporary hit points last for 3 rounds. This is an energy drain effect. If you have the Consume Souls ability you may spend negative levels you have inflicted that day as if they were hit dice of souls; you must use all negative levels you have inflicted at one time.

    Diviner: You gain the ability to use Know Direction at-will, and can unerringly determine your depth underground or underwater as a standard action. You may use Detect Secret Doors, Find Traps, Instant SearchSpC, and Locate Object a total number of times each day equal to your class level, and may use Treasure Scent by expending three such uses. If you had the Detect Secret Doors, or Find Traps ability you may exchange them for another Lesser Feature (each).

    Healing Hunger: You must have Consume Souls. When you use Consume Souls you may choose to perform the following effect instead of gain one of its normal benefit. If you do so you heal your wielder (or yourself) 4 hit points per hit die of soul eaten, or 2 hit die if it had Int 2 or less. You may trade 8 hit points of healing to heal 1 point of ability damage, sickened, dazzle, or awaken your wielder. You may trade 16 hit points of healing to remove (one of per 16 points) blindness, deafness, fatigue, fear (any level), dazzled, or exhaustion. You may trade 20 hit points of healing to remove (one of per 18 points) to cure disease or neutralize poison. You may trade 24 hit points of healing to remove (one of per 24 points) paralysis, stun, daze, nausea, or confusion.

    Penetrate Resistance (Dedicated): Attacks made with you ignore any damage reduction other than DR which cannot normally be overcome or which require Epic weapons. If you have Penetrate Resistance (Lesser) you may immediate swap it out for another ability that you could select at the same level.

    Spell-like Ability: Gain any one spell from the list of any base class which gains 9th level spells as a spell-like ability (see table below for uses). You may not choose a spell with a material component which costs more than 50 GP and must pay any XP cost of the spell. You must gain at least 1 use per day with it to select a spell. You may take this ability multiple times for the same spell or different ones.

    Level
    Uses
    0 or 1st 2nd or 3rd 4th 5th 6th
    8th 5 2 1 - -
    9th-10th 6 3 2 1 -
    11th-12th 8 4 2 2 1
    13th-14th 8 4 3 2 2
    15th-16th At-will 5 3 3 2
    17th-18th At-will 5 3 3 3
    19th-20th At-will 6 4 4 3

    Time Twister: Three times per day when you are used to strike a creature you may siphon speed and time from that creature as a free action. The target is allowed a Will save (DC 10 + 1/2 class level + Charisma modifier), if they fail they are slowed (as spell) for 1 minute and you may hasten your wielder for the same duration. Whenever your wielder rolls a natural 20 to attack with you you regain a use of this ability (up to 3 times per day).

    Vampiric Draining: Whenever you are used to strike a creature in melee you or your wielder heal 1 hit point per 6 points of damage dealt.
    Last edited by Zaydos; 2015-06-26 at 03:40 PM.
    Peanut Half-Dragon Necromancer by Kurien.

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    Default Re: Take me up and together let us strike down evil (Intelligent Weapon the Class)

    Greater Features


    RESERVED.

    Awe-Inspiring Features


    RESERVED.
    Peanut Half-Dragon Necromancer by Kurien.

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    Default Re: Take me up and together let us strike down evil (Intelligent Weapon the Class)

    Feats


    Exotic Form
    You are an exotic weapon not some simple martial weapon.
    Prerequisites: 1st level only, Sapient Weapon level 1.
    Benefit: You take the form of an exotic weapon and count as such. Any creature wielding you is considered proficient in your use.

    Extra Least Feature
    You have more minor abilities.
    Prerequisites: Sapient Weapon level 1.
    Benefit: You gain an additional Least Feature.

    More to come.
    Last edited by Zaydos; 2015-06-24 at 05:24 PM.
    Peanut Half-Dragon Necromancer by Kurien.

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    Default Re: Take me up and together let us strike down evil (Intelligent Weapon the Class)

    So with that feel free to post, comment, question, call me crazy. This post will serve as an explanation for now and may eventually be eaten for space if needed.

    So what am I trying to do here?

    Facilitate a normally impossible, or near impossible (psionic sandwich) character concept: The Intelligent Sword. It struck me as a potentially fun concept to be able to play as Stormbringer, as the holy paladin who fell in battle and was forged into a weapon with which to continue their battle against Evil. I'm the kind of person tempted to play a familiar, and I thought playing a sword could be fun. But you needed actions you could perform. Hence the features (mostly activated abilities) and the list of standard action options each round. While it's less interactive than playing a fighter possibly (depending upon features) it keeps you actually doing something in the game in combat, and the ability to speak (and eventually communicate telepathically) lets you engage in RP.

    So what do you think?

    Some planned features:

    Spell-like Ability: For picking whatever you want from a list, uses are based off of spell-like, grade of feature (a 1st level spell selected as a Greater Feature can be used a lot, one selected as a Least Feature will cap ~3 or 4/day), and your class level.

    Create Eidolon: Create an astral construct-like creature to wield you when you have no one else to wield you.

    Some sort of ranged possession ability.

    The ability to level drain creatures by sucking out part of their soul on a hit as you hunger for their soul.
    Peanut Half-Dragon Necromancer by Kurien.

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    Default Re: Take me up and together let us strike down evil (Intelligent Weapon the Class)

    So this is basicly a Syntrophos but built using standard rules and balanced against standard classes instead of Mythos classes? Sounds cool! Especially since not every game is suitable for a bunch of high tier-2 powerhouse Mythos characters to stomp through.

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    Default Re: Take me up and together let us strike down evil (Intelligent Weapon the Class)

    I think I may have at least seen a kickstarter for an RPG about playing as either sentient weapons or the "destined heroes" that wield them. It was a cool idea then, and it's an awesome idea here.

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    Default Re: Take me up and together let us strike down evil (Intelligent Weapon the Class)

    Quote Originally Posted by SkipSandwich View Post
    So this is basicly a Syntrophos but built using standard rules and balanced against standard classes instead of Mythos classes? Sounds cool! Especially since not every game is suitable for a bunch of high tier-2 powerhouse Mythos characters to stomp through.
    I guess? Haven't actually looked at Mythos stuff in a long, long time. Optimization ceiling this should be looking at high tier 2, in that it can theoretically pick up 13-14 spells known from the Cleric or Sorcerer list each usable multiple times per day, but its optimization floor should be a lot lower than Mythos classes... like a sorcerer's (seriously it's easy to mess up sorcerers especially for beginners). It's probably looking at fewer high level spells per day than a sorcerer but more low level ones and fewer spells known across the board so it shouldn't be as powerful as a sorcerer, but it can also turn your wielder into a canned gish. Still it ought to be where you can play it friendly with ToB or non-ToB melee.

    Quote Originally Posted by Mr.Cobalt View Post
    I think I may have at least seen a kickstarter for an RPG about playing as either sentient weapons or the "destined heroes" that wield them. It was a cool idea then, and it's an awesome idea here.
    Well I hope it lives up to your expectations.

    In more general things: I have to figure out what to do about WBL. I think the Eidolon ability will let you equip your Eidolon and as long as it's active you gain benefits for its gear (and you can leave it active indefinitely), but otherwise... I mean I guess you could share it with your party, or the DM might just reduce loot but I'm not sure either of those are desirable. Well if you're good aligned you might actually find Vow of Poverty worth while

    Also I seem to be overly influenced by Stormbringer as Evil is slowly getting more and better abilities than Good (eat souls for power, and blood sacrifices to see the future right now, the former probably eventually leading into regaining spell-like abilities), so if any body has suggestions for Holy powers I'm all ears, except that one bit which seems to be a lateral line system.
    Peanut Half-Dragon Necromancer by Kurien.

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    Default Re: Take me up and together let us strike down evil (Intelligent Weapon the Class)

    Isn't this redundant with the Fiend of Possession PrC?
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    Quote Originally Posted by Darrin View Post
    Quote Originally Posted by Snowbluff View Post
    All gaming systems should be terribly flawed and exploitable if you want everyone to be happy with them. This allows for a wide variety of power levels for games for different levels of players.
    I dub this the Snowbluff Axiom.

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    Default Re: Take me up and together let us strike down evil (Intelligent Weapon the Class)

    Quote Originally Posted by Snowbluff View Post
    Isn't this redundant with the Fiend of Possession PrC?
    Not really. Besides the difficulties with Fiend of Possession (fiendish LA, need for racial SLAs to actually do anything active as a weapon), fiend of possession locks you into [Evil] while also encouraging you to hop between objects, if you're not hopping you're missing out on half your class features and eating a big hit of LA. This encourages you to focus on being a weapon, or spell-slinging. You can jury-rig Fiend of Possession into working, but it's still jury-rigging, and also requires 7th level as a dretch and who wants to be a dretch?
    Peanut Half-Dragon Necromancer by Kurien.

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    Default Re: Take me up and together let us strike down evil (Intelligent Weapon the Class)

    Quote Originally Posted by Zaydos View Post
    Not really. Besides the difficulties with Fiend of Possession (fiendish LA, need for racial SLAs to actually do anything active as a weapon), fiend of possession locks you into [Evil] while also encouraging you to hop between objects, if you're not hopping you're missing out on half your class features and eating a big hit of LA. This encourages you to focus on being a weapon, or spell-slinging. You can jury-rig Fiend of Possession into working, but it's still jury-rigging, and also requires 7th level as a dretch and who wants to be a dretch?
    You can get it done with 2 LA. Diabolos or whatever and then Divine Minion to change your subtype.

    Also, you don't have to be Evil, just [Evil]. There is a big difference. :p

    Also, how about a feat granting ability for level 16? Something to make you easier to use.
    Avatar of Rudisplork Avatar of PC-dom and Slayer of the Internet. Extended sig
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    Quote Originally Posted by Darrin View Post
    Quote Originally Posted by Snowbluff View Post
    All gaming systems should be terribly flawed and exploitable if you want everyone to be happy with them. This allows for a wide variety of power levels for games for different levels of players.
    I dub this the Snowbluff Axiom.

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    Default Re: Take me up and together let us strike down evil (Intelligent Weapon the Class)

    Significant Change: Took away Mind-Affecting Immunity. Might allow you to pick it up (as a probably Greater feature) but felt that the immunity wasn't really necessary (despite being a standard feature of Construct type) and worked better at low levels without it.

    Question: Been thinking about the sword of undead's bane style archetype and was wondering if people thought Turn Undead was an appropriate option for a Feature and whether it should be Lesser (1st level theoretically) or Dedicated (8th-12th level). Clerics get it at 1st level, but with the feat support it gets it's a rather strong ability.

    Quote Originally Posted by Snowbluff View Post
    You can get it done with 2 LA. Diabolos or whatever and then Divine Minion to change your subtype.

    Also, you don't have to be Evil, just [Evil]. There is a big difference. :p

    Also, how about a feat granting ability for level 16? Something to make you easier to use.
    I did say [Evil] for a reason. Though this seems to be going the route of encouraging you to eat souls so I'm not sure if this isn't actually looking more Evil.

    I'll think about a feat granting ability, but you can already get the ability to share feats you possess (as long as they are applicable to attacks with you, which I still need to figure out how to word perfectly to make it clear that if you're a tripping weapon it applies to Combat Expertise and Improved Trip) as a Least Feature.
    Peanut Half-Dragon Necromancer by Kurien.

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