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  1. - Top - End - #1
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    Jormengand's Avatar

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    Default The Bladewing (Class in 30 minutes, PEACH)

    The bladewing, a class made in just 30 minutes, is a melee warrior who changes form into a powerful spellcaster when the time is right.

    Level BAB Fort Ref Will Special
    1st +1 +2 +0 +0 Precision +1d6, Outsider Form
    2nd +2 +3 +0 +0 Accuracy +1
    3rd +3 +3 +1 +1 Precision +2d6
    4th +4 +4 +1 +1 Bladestorm +1
    5th +5 +4 +1 +1 Precision +3d6
    6th +6/+1 +5 +2 +2 Accuracy +2
    7th +7/+2 +5 +2 +2 Precision +4d6
    8th +8/+3 +6 +2 +2 Bladestorm +2
    9th +9/+4 +6 +3 +3 Precision +5d6
    10th +10/+5 +7 +3 +3 Accuracy +3
    11th +11/+6/+1 +7 +3 +3 Precision +6d6
    12th +12/+7/+2 +8 +4 +4 Bladestorm +3
    13th +13/+8/+3 +8 +4 +4 Precision +7d6
    14th +14/+9/+4 +9 +4 +4 Accuracy +4
    15th +15/+10/+5 +9 +5 +5 Precision +8d6
    16th +16/+11/+6/+1 +10 +5 +5 Bladestorm +4
    17th +17/+12/+7/+2 +10 +5 +5 Precision +9d6
    18th +18/+13/+8/+3 +11 +6 +6 Accuracy +5
    19th +19/+14/+9/+4 +11 +6 +6 Precision +10d6
    20th +20/+15/+10/+5 +12 +6 +6 Bladestorm +5
    Alignment: Any
    Special: Must be an abberation, dragon, fey, giant, humanoid, monstrous humanoid or magical beast (except while in outsider form).
    Hit Die: 1d8

    Class Skills:
    The bladewing's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
    Skill Points at 1st Level: (2 + Int modifier) 4
    Skill Points at Each Additional Level: 2 + Int modifier

    Weapon and Armour Proficiency
    The bladewing is proficient with all simple and martial weapons and with light and medium armour. The bladewing is not proficient in any type of shield.

    Outsider Form (Su)
    At will, the bladewing can take the form of a powerful outsider. While in this form, the bladewing takes on the outsider type. The outsider is roughly humanoid in shape (but keeps your size), meaning that the bladewing has two hands, two legs, a torso and a head, just like a human. The bladewing retains any special abilities of the base creature that don't rely on its body shape. For example, Charalak is a gargantuan red dragon bladewing, who transforms into a demon. Unlike most demons and unlike Charalak, the demon lacks claws. However, it can still use Charalak's breath weapon and is still gargantuan.. Taking the outsider's form or returning to the normal one requires twenty-five rounds, minus one round per level (to a minimum of a free action at twenty-fifth level). During the transformation, the bladewing drops any items that cannot be carried by the new form (so Charalak would drop held items when returning to his red dragon form, or barding fitted for a dragon when turning into an outsider).

    For more details on the outsider form, see "The Bladewing's Outsider Form" below.

    Precision (Ex)
    Bladewings train with one-handed weapons, as their spellcasting in outsider form usually requires a hand free (like all spellcasting). Whenever a bladewing lands a hit with a weapon held in one hand, the attack deals 1d6 more damage, plus 1d6 per 2 levels after first. This damage affects even creatures immune to precision-based attacks and damage, but still isn't multiplied on a critical hit.

    Accuracy (Ex)
    Bladewings get +1 on attack rolls with one-handed weapons at 2nd level and every 4th level thereafter.

    Bladestorm (Ex)
    Every 4th level, a bladewing makes an extra attack in a full attack action, made at the bladewing's highest base attack bonus.

    The Bladewing's Outsider Form

    The bladewing replaces the normal bladewing abilities with the following while in outsider form:

    Level BAB Fort Ref Will Special 0lvl 1st 2nd 3rd 4th 5th 6th 7th
    1st +0 +0 +0 +2 Normal Form 3 1
    2nd +1 +0 +0 +3 3 2
    3rd +1 +1 +1 +3 3 3
    4th +2 +1 +1 +4 3 3 1
    5th +2 +1 +1 +4 Protection from Opposition 2 3 3
    6th +3 +2 +2 +5 3 3 3 1
    7th +3 +2 +2 +5 3 3 3 2
    8th +4 +2 +2 +6 3 3 3 3
    9th +4 +3 +3 +6 3 3 3 3 1
    10th +5 +3 +3 +7 Wings 3 3 3 3 2
    11th +5 +3 +3 +7 3 3 3 3 3
    12th +6/+1 +4 +4 +8 3 3 3 3 3 1
    13th +6/+1 +4 +4 +8 3 3 3 3 3 2
    14th +7/+2 +4 +4 +9 3 3 3 3 3 3
    15th +7/+2 +5 +5 +9 Magic Circle Against Opposition 3 3 3 3 3 3 1
    16th +8/+3 +5 +5 +10 3 3 3 3 3 3 2
    17th +8/+3 +5 +5 +10 3 3 3 3 3 3 3
    18th +9/+4 +6 +6 +11 3 3 3 3 3 3 3 1
    19th +9/+4 +6 +6 +11 3 3 3 3 3 3 3 2
    20th +10/+5 +6 +6 +12 Outsider Apotheosis 3 3 3 3 3 3 3 3

    Alignment, Hit Die, Skills, Weapon and Armour Proficiency
    These values are unchanged in outsider form.

    Spells
    A bladewing's outsider form casts wizard, cleric or druid spells just like a member of that class except as given on the table above (if cleric is chosen, the bladewing has no domains). Once this choice is made (immediately upon taking the first level of bladewing) it cannot be changed.

    Opposition
    A bladewing chooses an opposition at first level and once this choice is made it cannot be changed. Choose good, evil, law, chaos or extremist. Extremist is opposed by true neutral outsiders such as Rilmani and means the alignments Lawful Good, Lawful Evil, Chaotic Good and Chaotic Evil.

    Normal Form
    A bladewing can return to the normal form as described in the Outsider Form ability.

    Protection from Opposition (Su)
    From fifth level, the bladewing's outsider form benefits from a constant protection from opposition spell.

    Wings (Ex)
    At 10th level, the bladewing's outsider form has wings and can fly at a speed of 60 feet (good).

    Magic Circle Against Opposition (Su)
    From fifteenth level, the outsider form benefits from a constant magic circle against opposition spell.

    Outsider Apotheosis (Su)
    From 20th level, the outsider form can, once per day, turn into an actual outsider so long as it has no more hit dice than the bladewing and is not of its opposition alignment. When this occurs, the bladewing's equipment is subsumed into the new form and the bladewing becomes an actual copy of the outsider in question. When the outsider is defeated or after eight hours pass, the bladewing is restored to full health and chooses whether to return to outsider or normal form.
    Last edited by Jormengand; 2016-10-15 at 01:30 PM.

  2. - Top - End - #2
    Pixie in the Playground
     
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    Mar 2016

    Default Re: The Bladewing (Class in 30 minutes, PEACH)

    In the text of Magic Circle Against Opposition, you have typed 5th instead of 15th (what the table says).

  3. - Top - End - #3
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    Jormengand's Avatar

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    Default Re: The Bladewing (Class in 30 minutes, PEACH)

    Ah, good catch; fixed. Any comments on the class itself?

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