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WiP Class - the Bladeshaper

   
WiP Class - the Bladeshaper

The Bladeshaper


No bladeshaper chooses his path. It is an inborn ability, said to come from overexposure to transmutation spells during gestation, but is undoubtedly powerful. They are often feared and repulsed, their strange ability to meld steel into their flesh both a blessing and a curse. Many become asassins, using their ability to conceal weapons to get close to their target, before manifesting a weapon, killing, and disappearing back into the crowd, whilst others use their gift for good. Bladeshapers are as varied as the races they spring from.

Description: The Bladeshaper adapts well to most situations, but is best suited to a role as a scout, due to their light armour and ability for stealth. They also work well as a front for the party, their talents lending them an excellent ability for negotiation. Many are little more than thieves, using their innate ability for concealing things even apart from their weaponry, and they are well suited to this, as they are not capable of prolonged melee combat due to their generally low Armour class, and average HP.
Other Classes: Bladeshapers have a relatively neutral relationships with most classes. Some clerics view them as abominations, others simply accept them, and Bladeshapers very much appreciate their healing capabilities. They get on well with Sorcerers due to a sort of kinship that they have due to their strange, inborn talents, but most wizards tend to look down at them somewhat, seeing them as just a weak facet of arcana, caused, most likely, by magical experiments. Some wizards, however, are intrigued by them, and astonished at how they interact with the world around them.
Abilities: Dexterity is important to the Bladeshaper, due to him primarily using light weapons and armours. Intelligence is also important as it improves the nnumber of melds they can perform per day. Constitution is also important due to the fact they often end up in close combat.
Alignment: Any
Starting age: As fighter
Starting Gold: 5d4x10 (125gp)
Hit Die: d8
Skill points per level: 6+ INT modifier

LEVELBABFORTREFWILLSPECIALBONDED WEAPONSMELDS/DAY
1+0+0+2+0Bonded Weapons, Weapon Melds, Transmutation Resistance13
2+1+0+3+0-13
3+2+1+3+1Specialised Meld13
4+3+1+4+1Ranged Manifest14
5+3+1+4+1Soul Blade24
6+4+2+5+2Rapid Manifest24
7+5+2+5+2Defensive manifest, steelskin meld25
8+6/+1+2+6+2Evasion25
9+6/+1+3+6+3Call Weapon36
10+7/+2+3+7+3-36
11+8/+3+3+7+3Lightning Manifest37
12+9/+4+4+8+4-37
13+9/+4+4+8+4-48
14+10/5+4+9+4-48
15+11/+6/+1+5+9+5Improved Evasion, Scry on Weapon49
16+12/+7/+2+5+10+5-49
17+12/+7/+2+5+10+5Greater Soul Blade510
18+13/+8/+3+6+11+6-510
19+14/+9/+4+6+11+6-511
20+15/10/+5+6+12+6-511


Class skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disable Device, Escape Artist, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spot, Tumble, Use Rope

Weapon and armour proficiencies: Proficient with all simple weapons and light martial weapons, as well as the rapier, shortbow, hand crossbow and whip. Bladeshapers are only proficient with light armour, and are not proficient with any shield.

Bonded Weapon: In order to meld with, and manifest, a weapon, a Bladeshaper must first bond with the weapon itself. This ritual takes twenty-four hours and uses up arcane materials worth 100gp per weapon. The process of bonding a weapon doubles its HP and increses its hardness by 5 points.

Weapon Melds (Su*):
A bladeshaper develops a special connection with his favoured weapon, with it, literally, becoming a part of him. A bladeshaper may bond with one one-handed or light weapon of his choice at first level. The bonded weapon, if held, may be absorbed back into the bladeshaper’s body as a swift action that does not provoke attacks of opportunity, or manifested into his chosen hand as a move action. Manifesting a weapon uses one of the Bladeshaper's melds per day. A bladeshaper may bond with one additional weapon at 5th level and every 4th level thereafter.

A one-handed weapon counts as two weapons for the purposes of bonding, and a hand crossbow counts as a light weapon. No other ranged weapons may be bonded with. Note that a bladeshaper may not bond with any of the following: Spiked Gauntlets, Spiked armour, spiked shields, gauntlets. A bastard Sword or Dwarven Waraxe counts as three weapons for the purposes of bonding. A Bladeshaper may not bond with any other two-handed weapons. A Bladeshaper may not bond with a weapon it is nonproficient with.

Whilst a bladeshaper has a bonded weapon absorbed, it does not count towards his weight carried.

A bladeshaper may not manifest a weapon, or use a meld if wearing armour heavier than light, or a heavy shield, as the armour restricts movement too much for the arcane motions of spell manifestation to be successful.

When manifesting or using a meld whilst using a light shield, a bladeshaper doubles the arcane spell failure chance.

A bladeshaper may only use a certain number of melds each day, as shown in the table above.

Whilst grappled, a bladeshaper may manifest a weapon with a concentration check of DC15+opponent’s grapple modifier. If a bladeshaper manifests in a grapple, he need not make an attack roll with the manifested weapon in the turn it is manifested as it hits automatically.

A bladeshaper gains additional melds per day equivalent to his intelligence modifier.

A bladeshaper may willingly break the bond with a weapon using a ritual that takes twelve hours per weapon. If a bonded weapon is destroyed, the Bladeshaper must attempt a DC15 fortitude saving throw. Failure means he loses 200 experience points per bladeshaper level; success reduces the loss to one-half that amount. However, a Bladeshaper’s experience point total can never go below 0 as the result of a bonded weapon's destruction.

Transmutation Resistance: A bladeshaper gains a +2 bonus on all saves against transmutation spells.

Specialised Meld (Su):
At third level, a bladeshaper may use a special meld to either give him a +4 bonus on checks to resist being disarmed of a bonded weapon (as an immediate action), or to shape the weapon whilst attacking, causing a more vicious wound, causing the target to take 1 point of damage for 1d3 rounds after the attack (makes attack a full-round action. Damage after attack can be stopped with a DC20 heal check or by at least 2 points of magical healing). A specialised meld uses up one of your melds per day.

Ranged Manifest (Su*):
At fourth level, if a bladeshaper manifests a thrown weapon, they may combine throwing it with the action, as the weapon effectively manifests in mid-flight.

Soul Blade (Su): At fifth level, a bladeshaper may develop an exceptional bond with one of his bonded weapons. When the weapon is manifested, Bladeshaper gains a +1 on attack and damage rolls with the weapon for one round per Bladeshaper level after manifestation. This bonus increases by +1 every three class levels thereafter, to a maximum of +4 at 14th level. He may gain an additional Soul Blade every four levels thereafter, to a maximum of four at 17th level.

Rapid Manifest (Su*): At sixth level, a Bladeshaper may manifest a weapon as a swift action each turn. He may manifest another, but any weapons manifested after the swift action are considered a move action.

Defensive Manifest (Su*): At 7th level, a bladeshaper may combine manifesting a weapon with part of the total defence action, or whilst fighting defensively. He gains a +2 shield bonus to AC for a number of rounds equal to his Intelligence bonus after manifesting defensively.

Steelskin Meld (Su): At 7th level, a bladeshaper may meld a weapon directly into his skin, giving him an enhancement to his natural armour bonus to AC equal to one-third his bladeshaper level (round down). Any enhancement bonus the weapon has is added to this bonus. The steelskin meld has a duration equal to a number of rounds equivalent to half the bladeshaper's level. This uses one of the bladeshaper’s melds per day. Whilst using a steelskin meld, the weapon used therein counts as if it is merged. The steelskin meld's effect may be dismissed, but counts as manifesting a weapon (however, it does not use up one of the bladeshaper's melds per day).

When using a steelskin meld, the bladeshaper can be affected by heat and chill metal, and the spells deal double damage. He always uses his own will save. A rust monster's special attack deals an additional 1d2 points of constitution damage when the bladeshaper is using a steelskin meld.

Evasion (Ex): At 8th level, a Bladeshaper gains evasion, as the rogue special ability.

Call Weapon (Su): At 9th level, a bladeshaper may retrieve a bonded weapon through sheer force of will. If the weapon is within ten feet of him, he may attempt a DC20 concentration check. If he succeeds, the weapon flies straight into his hand.

Lightning Manifest (Su*):
At 11th level, a Bladeshaper may manifest any of his absorbed, bonded weapons as a free action.

Improved Evasion (Ex): At 15th level, a bladeshaper gains improved evasion, as the rogue special ability.

Scry on Weapon (Su): At 15th level, a bladeshaper may scry on one of his bonded weapons, as the spell scrying, once per day, with a caster level equivalent to half the bladeshaper's class level. It functions as a spell-like ability, therefore no focus is required.

Greater Soul Blade (Su): At 17th level, a bladeshaper adds a bonus equivalent to his Intelligence modifier to attack and damage rolls with soul blades, whilst they still a have an attack and damage bonus from the Soul Blade class ability. Any Soul Blade called into the bladeshaper’s hand comes under the effect of the Greater Soul Blade special ability.

*Note that, since it is a supernatural ability, a weapon could not normally be manifested in an antimagic field. If the Bladeshaper has ten or more ranks in concentration, they may attempt to manifest a weapon with a DC35 concentration check whilst within an antimagic field.
Rapid, Defensive or ranged manifests require a DC40 concentration check to be used in an antimagic field.
Lightning manifest requires a DC45 concentration check to be used in an antimagic field.
If the concentration check fails, that meld is wasted for the day.

Weapons can be reabsorbed in an antimagic field with a DC40 concentration check by a Bladeshaper with 10 or more ranks in Concentration.


******

Thoughts?

Just some typoes that I found. Beyond that, I don't know enough to say whether it is good or not. Looks *very* cool though.

Quote:
Originally Posted by Mortis View Post
A one-handed weapon counts as two weapons for the purposes of bonding.
This should probably be two-handed weapon

Quote:
Scry on Weapon: At 15th level, a bladeshaper may scry on his pistol, as the spell scrying, once per day.
Pistol??

ah, that comes from borrowing from the gun mage.

I'm not putting bonding with two-handed weapons in as it's even less feasible. Having a dagger squirm out of your arm is hard. Longsword incredibly so, hence two. A two-handed weapon, though?

It's not what I'm heading for here, really, hence no bonding with 2-handed weapons.

Also, with the scrying thing, you might want to add in a Caster Level of that spell. Is it as a caster of a set level or is the caster level equal to your class level, half class level or what?

Also I'd put it to extra melds equal to Int mod, not half, as a character of level 20 who started with an 18 and who puts all their ability points into Int would only have 6 extra melds, and as this is a melee class, they aren't going to put everything into Int, as they have Str & Dex to work on.

Also you should specify whether they can absorb a crossbow or longbow. I'd say its more or less given that they can't do ammo, cos of the limited melds, but the actual bow could be added if you want to.

Quote:
Originally Posted by Mortis View Post
I'm not putting bonding with two-handed weapons in as it's even less feasible. Having a dagger squirm out of your arm is hard. Longsword incredibly so, hence two. A two-handed weapon, though?

It's not what I'm heading for here, really, hence no bonding with 2-handed weapons.
Ahhh, OK. I am wondering if you then wouldn't want to add that in the table.

Level 1 - Can bond simple weapons
Level 5 - Can bond one handed light martial weapons.

Also, how do you define light??

On melds, I'll rule no ranged but hand crossbows. I'll consider improving the melds to full INT modifier.

Longbows, shortbows, and crossbows larger than hand all come under the whole "being a bit big" thing.

Tordsch, you define light, by it being listed as a light weapon. The current bonding system should work fine, and if anything it'd be light, and then simple one handed, and rapier, but that's not how I'm envisioning it at present.

The textbook definition of a light weapon is a weapon 1 or more sizes smaller than the character wielding them. As such, a dagger is light for a human, but would be 1-handed for a halfling.

Yeah, that'll teach me to try to respond with a thoughtful question when tired...

I see nothing in the table that indicates an arcane spell failure chance on the melds.

Nor do I see whether or not absorbing or manifesting a weapon counts as a meld.

Nor do I see any real advantage to the class ability at 1st-level, other than being able to conceal a light weapon on their body and produce it once or twice per day.

Nor do I see durations on most of these abilities; the Steelskin Meld, for example, could be used by a 12th-level Bladeshaper to give a permanent Nat. AC bonus of 4 + Enhancement.

Quote:
Originally Posted by Tzeentch View Post
The textbook definition of a light weapon is a weapon 1 or more sizes smaller than the character wielding them. As such, a dagger is light for a human, but would be 1-handed for a halfling.
That's 3.0 thinking, I think. In 3.5, a dagger (sized for a halfling) is still a light weapon.




 

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