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    Ogre in the Playground
    Join Date
    Nov 2006

    Default The Bladewind Duo - Base Classes [PEACH]

    Please DON'T use these classes before clearing it with me. They are still being revised and edited to be completely fair and balanced. If you are interested in using these classes, PM me or make a post here.

    I've been working on the concept of the Bladewind Sentinel for a while and I finally finished and posted it up. Didn't get many views but I got lots of tips and I think it's fairly balanced now. Then I thought of adding a companion Spellcasting class so I created the Bladewind Seer. I'm finished with them now, but I could still use some comments on the Bladewind Seer to see if it's balanced.

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    It would be most appreciated if you rated according to the three categories below:

    Playability:
    Creativity:
    Originality:


    Playability is in terms of Balance. Originality is in terms of how unique these classes is in relation to other classes. Also, please include the Fluff when rating these classes.

    The Bladewind Sentinel:
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    The Bladewind Sentinel

    Alignment: Any Neutral
    Hit Die: d8

    Base Attack Bonus: Good
    Base Fortitude Save: Poor
    Base Reflex Save: Good
    Base Will Save: Poor

    Class Skills: The Bladewind Sentinel's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Hide (Dex), Jump (Str), Knowledge: History (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis) and Tumble (Dex).

    Skill Points at 1st Level: (4 + Int Modifier) x 4
    Skill Points at Each Additional Level: 4 + Int Modifier

    {table="head"]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|AC Bonus

    1st|+1|+0|+2|+0|Flurry of Blades, Bonus Feat, AC Bonus|+0
    2nd|+2|+0|+3|+0|Weapon Finesse|+0
    3rd|+3|+1|+3|+1|Bonus Feat, Spell-Like Abilities|+0
    4th|+4|+1|+4|+1|Precise Strike|+0
    5th|+5|+1|+4|+1|AC Bonus +1, Uncanny Dodge|+1
    6th|+6/+1|+2|+5|+2|Improved Flurry of Blades, Bonus Feat|+1
    7th|+7/+2|+2|+5|+2|Purity of Body|+1
    8th|+8/+3|+2|+6|+2|Improved Precise Strike|+1
    9th|+9/+4|+3|+6|+3|Evasion, Spell-Like Abilities|+1
    10th|+10/+5|+3|+7|+3|AC Bonus +2|+2
    11th|+11/+6/+1|+3|+7|+3|Deflect Arrows|+2
    12th|+12/+7/+2|+4|+8|+4|Bonus Feat|+2
    13th|+13/+8/+3|+4|+8|+4|Acrobatic Charge|+2
    14th|+14/+9/+4|+4|+9|+4|Wholeness of Body|+2
    15th|+15/+10/+5|+5|+9|+5|AC Bonus +3|+3
    16th|+16/+11/+6/+1|+5|+10|+5|Improved Initiative|+3
    17th|+17/+12/+7/+2|+5|+10|+5|Canny Defense|+3
    18th|+18/+13/+8/+3|+6|+11|+6|Spell-Like Abilities|+3
    19th|+19/+14/+9/+4|+6|+11|+6|Fast Movement|+3
    20th|+20/+15/+10/+5|+6|+12|+6|AC Bonus +4|+4
    [/table]

    Weapon and Armor Proficiency:

    Bladewind Sentinels are proficient with the butterfly sword, the rapier and the war fan in addition to all simple weapons.
    Bladewind Sentinels are not proficient with any armor or shields.

    When wearing armor, wielding a shield or carrying a medium or heavy load, a Bladewing Sentinel loses his AC bonus and his Flurry of Blades Ability.

    AC Bonus (Ex)

    When unarmored and unencumbered, a Bladewind Sentinel adds his Wisdom bonus (if any) to his AC. In addition, a Bladewind Sentinel gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Bladewing Sentinel Levels levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

    These bonuses to AC apply even against touch attacks or when the Bladewind Sentinel is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

    Bonus Feats (Ex)

    -At 1st level, a Bladewing Sentinel may select either Combat Reflexes or Dodge as a bonus feat.
    -At 3rd level, he may select either Whirlwind Attack or Mobility as a bonus feat.
    -At 6th level, he may select either Improved Feint or Spring Attack as a bonus feat.
    -At 12th level, he may select either Stunning Fist or Improved Feint as a bonus feat.

    A Bladewind Sentinel need not have any of the prerequisites normally required for these feats to select them.

    Flurry of Blades (Ex)

    Beginning at 1st level, a Bladewind Sentinel may make up to three attacks with a cumulative -4 penalty to the attack roll each additional attack. A Bladewing Sentinel may also take an optional -6 penalty to the attack roll (decided before rolling) and deal an extra 1d6 points of damage. This additional damage ability may only be used on the additional attacks granted by Flurry of Blades.

    This ability may only be used with weapons that have a metal blade, deal slashing or piercing damage, or that qualify for the Weapon Finesse Feat. Two handed swords [Bastard Swords, Dai-Katanas and More...] that are wielded in one hand may not be used to qualify for this ability.

    -Improved Flurry of Blades

    Upon reaching 6th level, a Bladewind Sentinel's cumulative attack penalty is now -2. The optional damage ability now has a -4 penalty to the attack roll and will now deal an extra 1d8 damage instead.

    -Master Flurry of Blades

    Upon reaching 12th level, a Bladewind Sentinel may now make up to four attacks per round. The fourth attack has a -6 penalty for a total of -12 to the attack roll if the Bladewind Sentinel decides to take up to four attacks.

    Weapon Finesse (Ex)

    A Bladewind Sentinel gains Weapon Finesse as a bonus feat at 2nd level even if he does not qualify for that feat.

    Spell-Like Abilities:

    Upon reaching 3rd level, a Bladewind Sentinel may choose one of the spell abilities below to specialize in. A Bladewind Sentinel learns the next spell at level 9 and the last at level 18. These spells may be cast twice per day but must be obtained by praying at certain times of day. The wind must be exceeding 5 miles per hour when you pray for these powers. Since you are harnessing the power of the wind, you have stored the energy and need not have a wind before casting these abilities. When using these abilities, you unleash the power of the wind and a strong wind is unleashed. This wind does NOT blow away any clouds or fogs created by magical means or items. Any negative effects incurred will wear off after 24 hours if they haven't already.

    Strength of Sky
    -Twice per day, you may add double your Strength modifier to your damage roll in addition to any benefits from the Weapon Focus/Specialization Feats. This ability lasts for the equivalent of one full action round. This ability can only be obtained by praying at high noon for half an hour. If this power is used, you take a -4 to your damage roll the next round.

    Wind Seer
    -Twice per day, you may take 10 on all attack rolls for one round. This ability can only be obtained by praying at dusk for half an hour. If this power is used, you take a -4 penalty on all attack rolls the next round.

    Dawnwatcher
    -Twice per day, you may double your Intelligence, Wisdom or Charisma modifier for a single skill or ability check. This ability can only be obtained by praying at sunrise for half an hour. If this power is used, you take an automatic 1 on the next skill or ability check involving Intelligence, Wisdom or Charisma.

    Precise Strike (Ex)

    At 4th level, a Bladewind Sentinel gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to his normal damage roll.

    When making a precise strike, a Bladewind Sentinel cannot attack with a weapon in his other hand or use a shield. A Bladewind Sentinel's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.

    Improved Precise Strike
    -At 8th level, the extra damage on a precise strike increases to +2d6.

    Uncanny Dodge (Ex)

    At 5th level, a Bladewind Sentinel retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Bladewind Sentinel already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

    Purity of Body (Su)

    At 7th level, a Bladewind Sentinel gains immunity to all diseases and poisons except for supernatural and magical diseases and poisons.

    Evasion (Ex)

    Beginning at 9th level, if a Bladewind Sentinel makes a successful Reflex saving through against an attack that normally deals half damage on a successful save, he instead takes no damage. This ability can only be used if a Bladewind Sentinel is unarmored and not carrying a medium or heavy load.

    Deflect Arrows

    At 11th level, a Bladewind Sentinel gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon.

    Acrobatic Charge (Ex)

    A Bladewind Sentinel of 13th level or higher can charge in situations where others cannot. He may charge over difficult terrain that normally slows movement or allies blocking his path. This ability enables him to run down steep stairs, leap down from a balcony, or to tumble over tables to get to his target. Depending on the circumstance, he may still need to make the appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.

    Wholeness of Body (Su)

    At 14th level or higher, a Bladewind Sentinel can heal his own wounds. He can heal a number of hit points of damage equal to twice his current Bladewind Sentinel levels each day, and he can spread this healing out among several uses.

    Improved Initiative

    You get a +4 bonus on initiative checks.

    Canny Defense (Ex)

    When not wearing armor or using a shield, a Bladewind Sentinel adds his Intelligence bonus (if any) to his Dexterity bonus to modify Armor Class while wielding a melee weapon. If a Bladewind Sentinel is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.

    Fast Movement (Ex)

    At 19th level, a Bladewind Sentinel gains a 40 ft enhancement bonus to his speed. A Bladewind Sentinel loses this bonus if he is wearing armor or carrying a medium or heavy load.

    Backstory and Qualities of the Bladewind Sentinels:
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    From the Scrolls of Sarenor, in the year 487:

    "It is said that among the Elves of the High Vale, there are ancient keepers of knowledge solely devoted to the study of ancient styles of weapon combat. These scholars, or Bladewind Sentinels as they are known, spend years researching different styles and as such, they have created their own unique style of combat simply known as the Winter Sky. They combine almost mystical powers by harnessing the power of the wind and unleashing it during the day to augment flawless skills with blades."

    "After a great time of prosperity, the Bladewind Sentinels slowly dwindled in numbers until the art was nearly lost. Only three masters and three apprentices remained. Each pair knew a single spell ability and as such, they became the guardians of the lost art of the Bladewind Sentinels."

    Here ends the account of the Scrolls of Sarenor in the year 487.
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    Bladewind Sentinels to this day remain a secretive order. While the study of this ancient art of combat has spread, Bladewind Sentinels are still known residing mostly among the Elves or the Halflings. This art was crafted by Elves but no race other than the Halflings were able to master the grace necessary to train in the arts of the Bladewind Sentinels. A Bladewind Sentinel's goal is to primarily increase his ability and skill in the arts of the Blade and the harnessing of the Wind.

    Adventures:

    Bladewind Sentinels are rarely found outside of their hidden sanctuaries but when they emerge, they emerge for a purpose. They have no need for expensive armors, only a blade and skill with it. As such, they have no great need nor wish for material wealth, only a calling to the art of the Bladewind Style.

    Characteristics:

    The key features of the Bladewind Sentinel are to move faster than the opponent. A good Bladewind Sentinel will strike before the opponent even knows he is under attack and then move before his opponent even realizes his opponent has already moved. As a Bladewind Sentinel grows in power, a Bladewind Sentinel gains the ability to harness the power of the wind in such a way to improve his qualities for a short while. However, with the use of these abilities, the Sentinel also becomes drained for a short while, leaving him more vulnerable to another attack.

    Alignment:

    A Bladewind Sentinel's training requires an individual to be pure of heart, but also maintaining a balance of the soul. Most Bladewind Sentinels tend to favor Neutral alignments, seeking balance where there is none.

    Religion:

    A Bladewind Sentinel is free to worship the Pantheon as he wishes, however most Bladewind Sentinels choose a god that matches his alignment or that his order has worshipped before. However, his path is still to gain transcendence from within and as such, his road to spirituality lies within himself first and foremost.

    Background:

    Bladewind Sentinels are always Foundlings or Orphans. A Bladewind Sentinel does not have the time to worry or care about his family. His time is spent learning the ways of the Wind and Weapon. Bladewind Sentinels usually learn the way of the Bladewind Style from within secluded sanctuaries or hidden academies. While there is no strict Master -> Apprentice relationship, many of the older Bladewind Sentinels live as hermits, training only those who find their way to them. These Bladewind Sentinels of the woods are the greatest of the masters. Those that wish to learn the third and final style of the Bladewind Sentinel usually travel to find one of these Masters of the Hidden Art.

    Races:

    As is evident before, Bladewind Sentinels are found almost only from within Elven or Halfling populations although Half Elf and Human Bladewind Sentinels are not unheard of as they tried to gain the right to become these hallowed guardians several times before. To this day, only three have succeeded; each mastering a single style and weapon. While Dwarves are lawful by nature, they do not possess any of the proper characteristics for becoming Bladewind Sentinels and as such, Bladewind Sentinels are virtually unknown among the Dwarves. Half Orcs do not possess the swiftness of the hands and feet, being a savage and brutal race, to become a Bladewind Sentinel and as such, Half Orcs never become Bladewind Sentinels.

    Other Classes:

    Bladewind Sentinels work flawlessly alongside other melee combatants. Their ability to hamper an opponent while not getting in the way of the Fighters or Barbarians is unmatched, however Bladewind Sentinels tend to view Barbarians as unsophisticated.

    Role:

    Bladewind Sentinels excel at providing a second attacker for flanking or when surrounded. A Bladewind Sentinel is most dangerous when surrounded and Bladewind Sentinels make excellent supporting combatants.


    The Bladewind Sentinel is the melee based combatant. Yes, many of the abilities are modified monk abilities but remember that this is a monkish type character.

    The Bladewind Seer:
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    The Bladewind Seer:

    Alignment: Any Neutral
    Hit Die: d6

    Base Attack Bonus: Poor
    Base Fortitude Save: Poor
    Base Reflex Save: Average
    Base Will Save: Good

    Class Skills: The Bladewind Seer's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Heal (Wis), Knowledge: Arcana (Int), Knowledge: History (Int), Listen (Wis), Perform: Instrument (Cha), Search (Int), Spellcraft (Int) and Spot (Wis).

    Skill Points at 1st Level: (X + Int Modifier) x 4
    Skill Points at Each Additional Level: X + Int Modifier

    {table="head"]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|AC Bonus

    1st|+0|+0|+1|+2|AC Bonus, Bonus Feats, Windsight|+0
    2nd|+1|+0|+1|+3|Know the Wind|+0
    3rd|+1|+1|+2|+3|Spell-Like Abilities, Bonus Feats|+0
    4th|+2|+1|+2|+4| |+0
    5th|+2|+1|+3|+4|AC Bonus +1|+1
    6th|+3|+2|+3|+5|Bonus Feats|+1
    7th|+3|+2|+3|+5|Purity of Body|+1
    8th|+4|+2|+4|+6| |+1
    9th|+4|+3|+4|+6|Spell-Like Abilities|+1
    10th|+5|+3|+5|+7|AC Bonus +2|+2
    11th|+5|+3|+5|+7| |+2
    12th|+6/+1|+4|+6|+8|Bonus Feats|+2
    13th|+6/+1|+4|+6|+8| |+2
    14th|+7/+2|+4|+6|+9|Wholeness of Body|+2
    15th|+7/+2|+5|+7|+9|AC Bonus +3|+3
    16th|+8/+3|+5|+7|+10|Grasp the Wind|+3
    17th|+8/+3|+5|+8|+10| |+3
    18th|+9/+4|+6|+8|+11|Spell-Like Abilities|+3
    19th|+9/+4|+6|+8|+11|Gust of Wind|+3
    20th|+10/+5|+6|+9|+12|AC Bonus +4|+4

    [/Table]

    {table="head"]Class Level|Spells Known:|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th|Spells Per Day:|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|6 Total|4|2|--|--|--|--|--|--|--|--|8 Total|5|3|--|--|--|--|--|--|--|--
    2nd|7 Total|5|2|--|--|--|--|--|--|--|--|10 Total|6|4|--|--|--|--|--|--|--|--
    3rd|8 Total|5|3|--|--|--|--|--|--|--|--|11 Total|6|5|--|--|--|--|--|--|--|--
    4th|10 Total|6|3|1|--|--|--|--|--|--|--|15 Total|6|6|3|--|--|--|--|--|--|--
    5th|12 Total|6|4|2|--|--|--|--|--|--|--|16 Total|6|6|4|--|--|--|--|--|--|--
    6th|14 Total|7|4|2|1|--|--|--|--|--|--|20 Total|6|6|5|3|--|--|--|--|--|--
    7th|17 Total|7|5|3|2|--|--|--|--|--|--|22 Total|6|6|6|4|--|--|--|--|--|--
    8th|19 Total|8|5|3|2|1|--|--|--|--|--|26 Total|6|6|6|5|3|--|--|--|--|--
    9th|22 Total|8|5|4|3|2|--|--|--|--|--|28 Total|6|6|6|6|4|--|--|--|--|--
    10th|24 Total|9|5|4|3|2|1|--|--|--|--|32 Total|6|6|6|6|5|3|--|--|--|--
    11th|28 Total|9|5|5|4|3|2|--|--|--|--|36 Total|6|6|6|6|6|4|--|--|--|--
    12th|29 Total|9|5|5|4|3|2|1|--|--|--|38 Total|6|6|6|6|6|5|3|--|--|--
    13th|32 Total|9|5|5|4|4|3|2|--|--|--|42 Total|6|6|6|6|6|6|4|--|--|--
    14th|33 Total|9|5|5|4|4|3|2|1|--|--|46 Total|6|6|6|6|6|6|5|3|--|--
    15th|36 Total|9|5|5|4|4|4|3|2|--|--|48 Total|6|6|6|6|6|6|6|4|--|--
    16th|37 Total|9|5|5|4|4|4|3|2|1|--|52 Total|6|6|6|6|6|6|6|5|3|--
    17th|39 Total|9|5|5|4|4|4|3|3|2|--|56 Total|6|6|6|6|6|6|6|6|4|--
    18th|40 Total|9|5|5|4|4|4|3|3|2|1|58 Total|6|6|6|6|6|6|6|6|5|3
    19th|42 Total|9|5|5|4|4|4|3|3|3|2|60 Total|6|6|6|6|6|6|6|6|6|4
    20th|48 Total|9|5|5|4|4|4|3|3|3|3|62 Total|6|6|6|6|6|6|6|6|6|6

    [/Table]

    Weapon and Armor Proficiency:

    Bladewind Seers are proficient with the butterfly sword, the rapier and the war fan in addition to all simple weapons.
    Bladewind Seers are not proficient with any armor or shields.

    When wearing armor, wielding a shield or carrying a medium or heavy load, a Bladewing Seer loses his AC bonus.

    Spellcasting:

    A Bladewind Seer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must.

    To learn or cast a spell, a Bladewind Seer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Bladewind Seer’s spell is 10 + the spell level + the Bladewind Seer’s Charisma modifier.

    Like other spellcasters, a Bladewind Seer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he has a high Charisma score. (Table Pending Update)

    Upon reaching 4th level, and at every even-numbered Bladewind Seer level after that (6th, 8th, and so on), a Bladewind Seer can choose to learn a new spell in place of one he already knows. In effect, the Bladewind Seer "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell the Bladewind Seer can cast. A Bladewind Seer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

    Like a Sorcerer, a Bladewind Seer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

    AC Bonus (Ex)

    When unarmored and unencumbered, a Bladewind Seer adds his Wisdom bonus (if any) to his AC. In addition, a Bladewind Seer gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Bladewing Seer Levels levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

    These bonuses to AC apply even against touch attacks or when the Bladewind Seer is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

    Bonus Feats (Ex)

    -At 1st level, a Bladewing Seer may select either Spell Focus or Combat Casting as a bonus feat.
    -At 3rd level, he may select either Eschew Materials or Spell Penetration as a bonus feat.
    -At 6th level, he may select either Greater Spell Focus or Greater Spell Penetration as a bonus feat.
    -At 12th level, he may select either Maximize Spell or Quicken Spell as a bonus feat.

    A Bladewind Seer need not have any of the prerequisites normally required for these feats to select them.

    Windsight:

    The Bladewind Seer possesses mystical powers specialized with Divination. His effective Caster Level when casting spells under the School of Divination is +1. However, because his focus in the arts of divination is so time consuming, he has little time to study other arts that are not related to the Bladewind Seer and as such, the schools of Enchantment, Illusion, Necromancy and Transmutation are barred to him. Multiclassing will not allow the Bladewind Seer to cast any spells of the barred schools. If he previously possessed spells of that type from another class, the Bladewind Seer may relearn the same number of spells he previously knew, on a 1:1 basis for any unbarred spell available to him.

    Know the Wind (Su)

    Once per day, you may attempt to Scry. The wind must be blowing at a speed of at least 10 mph to be able to scry on the wind. You do not require any somatic components to attempt to scry using Know the Wind.

    Spell-Like Abilities:

    Upon reaching 3rd level, a Bladewind Seer may choose one of the spell abilities below to specialize in. A Bladewind Seer learns the next spell at level 9 and the last at level 18. These spells may be cast twice per day but must be obtained by praying at certain times of day. The wind must be exceeding 5 miles per hour when you pray for these powers. Since you are harnessing the power of the wind, you have stored the energy and need not have a wind before casting these abilities. When using these abilities, you unleash the power of the wind and a strong wind is unleashed. This wind does NOT blow away any clouds or fogs created by magical means or items. Any negative effects incurred will wear off after 24 hours if they haven't already.

    Strength of Sky
    -Twice per day, you may add double your Strength modifier to your damage roll in addition to any benefits from the Weapon Focus/Specialization Feats. This ability lasts for the equivalent of one full action round. This ability can only be obtained by praying at high noon for half an hour. If this power is used, you take a -4 to your damage roll the next round.

    Wind Seer
    -Twice per day, you may take 10 on all attack rolls for one round. This ability can only be obtained by praying at dusk for half an hour. If this power is used, you take a -4 penalty on all attack rolls the next round.

    Dawnwatcher
    -Twice per day, you may double your Intelligence, Wisdom or Charisma modifier for a single skill or ability check. This ability can only be obtained by praying at sunrise for half an hour. If this power is used, you take an automatic 1 on the next skill or ability check involving Intelligence, Wisdom or Charisma.

    Purity of Body (Su)

    At 7th level, a Bladewind Seer gains immunity to all diseases and poisons except for supernatural and magical diseases and poisons.

    Wholeness of Body (Su)

    At 14th level or higher, a Bladewind Seer can heal his own wounds. He can heal a number of hit points of damage equal to twice his current Bladewind Seer levels each day, and he can spread this healing out among several uses.

    Grasp the Wind (Su)

    Once per day, you may act as if you had the spell Telekinesis. You may not attempt to use the Combat Maneuver portion of the spell but you can harness the wind instead of your mind and hurl an object at an opponent or perform delicate actions.

    Gust of Wind (Su)

    Once per week, a Bladewind Seer may unleash a powerful gust of wind with the force of a Category 1 Hurricane (Between 74-95 mph). This wind blows away all magical clouds and fogs and everything within a 30 foot radius must make a DC 10 Fortitude Save or be knocked down. This ability requires a full round action to activate and provokes attacks of opportunity.

    Fast Movement (Ex)

    At 19th level, a Bladewind Seer gains a 40 ft enhancement bonus to his speed. A Bladewind Seer loses this bonus if he is wearing armor or carrying a medium or heavy load.

    Backstory and Qualities of the Bladewind Seer:
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    From the Scrolls of Sarenor, in the year 489:

    "To continue upon the great legacy of the Bladewind Style, several of the masters decided that they must teach the mystic arts to more people. As their indivudual academies grew, two academies became greatly specialized while the third academy taught both the styles of the Bladewind Seers and the Bladewind Sentinels. These Bladewind Seers as they were known, were mystical wielders of arcane magic, possessing the power to perform things on the fly with just the wind. The deeper studies of the Bladewind Seers involved the unleashing of hurricane force winds and hurling of objects with the wind. These Bladewind Seers slowly became the ancient scholars of the Bladewind Style. The Bladewind Sentinels willingly took on the roll of protector and defender of the hidden sanctuaries of the Bladewind Style."

    Here ends the account of the Scrolls of Sarenor in the year 489.
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    Adventures:

    Bladewind Seers are rarely found outside of their hidden sanctuaries but when they emerge, they emerge for a purpose. They have no need for expensive armors, only the wind and the weather. As such, they have no great need nor wish for material wealth, only a calling to the art of the Bladewind Style.

    Characteristics:

    The key features of the Bladewind Seer are to harness the powers of the wind, store them and then release them in a destructive blast or for the delicate manipulation of objects. This devastating combination is paired with the arcane arts of Divination. As a Bladewind Seer grows in power, he learns more about the inherent powers his path provides and the rewards and risks from using these powers.

    Alignment:

    A Bladewind Seer's training requires an individual to be pure of heart, but also maintaining a balance of the soul. Most Bladewind Seers tend to favor Neutral alignments, seeking balance where there is none.

    Religion:

    A Bladewind Seer is free to worship the Pantheon as he wishes, however most Bladewind Seers choose a god that matches his alignment or that his order has worshipped before. However, his path is still to gain transcendence from within and as such, his road to spirituality lies within himself first and foremost.

    Background:

    Bladewind Seers are always Foundlings or Orphans. A Bladewind Seer does not have the time to worry or care about his family. His time is spent learning the ways of the Wind and Weapon. Bladewind Seers usually learn the way of the Bladewind Style from within secluded sanctuaries or hidden academies. While there is no strict Master -> Apprentice relationship, many of the older Bladewind Seers live as hermits, training only those who find their way to them. These Bladewind Seers of the woods are the greatest of the masters. Those that wish to learn the third and final style of the Bladewind Seers usually travel to find one of these Masters of the Hidden Art.

    Races:

    As is evident before, Bladewind Seers are found almost only from within Elven or Halfling populations although Half Elf and Human Bladewind Seers are not unheard of as they tried to gain the right to become these hallowed guardians several times before. To this day, only three have succeeded; each mastering a single style and weapon. While Dwarves are lawful by nature, they do not possess any of the proper characteristics for becoming Bladewind Seers and as such, Bladewind Seers are virtually unknown among the Dwarves. Half Orcs do not possess the swiftness of the hands and feet, being a savage and brutal race, to become a Bladewind Seer and as such, Half Orcs never become Bladewind Seers.

    Other Classes:

    Bladewind Seers work flawlessly alongside other spellcasting combatants. Their ability to hamper an opponent, unleash the wind and cast protective spells while not getting in the way is unmatched. The dedication to the arts of the wind are respected by Paladins and Monks alike; regardless of alignment.

    Role:

    Bladewind Seers excel at providing a sound defense or last resort combatant when flanked or surrounded. A Bladewind Seer is most dangerous when given the time to unleash the power of the wind upon his enemies.


    This is the more spellcasting based character. It's still being revised. I'm not sure if some of the abilities are really fair or not, but it is a spontaneous caster, similar to the Sorcerer with the fact that it has the same Spells Known/Spells Per Day table.
    Last edited by Neftren; 2007-09-27 at 08:25 PM.

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Nov 2006

    Default Re: The Bladewind Duo - Base Classes [PEACH]

    Reserved for Changelog: - All times will be in Eastern Standard Time.

    The Time: -- The Class Related: -- The Change:

    4:38 PM -- Bladewind Seer -- Added Class Skills
    Last edited by Neftren; 2007-09-22 at 07:00 PM.

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