Blademaster PEACH [Archive] - Wizards Community

Post/Author/DateTimePost
NightHawkFalconis

08-14-07, 09:52 PM
The Blademaster
Base class

Every warrior has a burning flame inside of him, his spirit, which keeps him going when he should be down. It is this spirit that some warriors, in defense of their homeland, choose to study and perfect beyond what should be possible. Blademasters are found most often in the village of their birth, with their loved ones close at hand so they may protect them. By becoming one with himself, the Blademaster can bring to bear a bit of the divine essence that holds mortals together and unleash it to devastating effect.
Adventures: The path to perfection is a long one, and Blademasters must be prepared to face any challenge that may face them. With a mission to learn in mind, most Blademasters take to the road in order to broaden their horizons and perhaps bring justice to the world. Younger Blademasters sometimes travel the world at their age because they know they may not get many chances to do so in the future, since they will be expected to keep vigil over their homes. Older Blademasters who walk foreign roads may do so for a number of reasons—some Blademasters are expected to do so and act as ambassadors between villages or their home village and the crown’s seat. Other times they travel in order to protect a traveling ward, or perhaps even to bring a little more goodness and/or law into the world.
Characteristics: Blademasters bring the martial arts to perfection. As a result, their skill with their mystical, glassy blades is unmatched. With their connections to their souls, the Blademasters also learn to channel some of that energy for reasons other than manifesting their weapons, and can sometimes offer healing and protection to others who need it.
Although Blademasters are very defensive in their style and know how to use most every weapon and armor available, the heavier armors interfere with their ability to move about freely, thus limiting some of their most potent defensive and offensive maneuvers. Most Blademasters also forsake the use of weapons other than their soulblade because they are masters of diplomacy and intrigue; the sign of a potent Blademaster is the lack of a weapon at his side.
Alignment: The Blademaster’s rigorous training regimen and highly organized meditations ensure that only the most disciplined ever master their spirits. Souls also seem to have wills of their own, and will not answer the call of one whose heart is tainted with evil. Blademasters thus may only be lawful good or lawful neutral. Blademasters who take to the road even when at their mature power are more often good than not, but those who remain in their villages after taking time to experience the world can be either.
Background: Blademasters begin their training at a very early age, usually before the age of 10 (or its equivalent across other races). Such warriors can sometimes be mistaken for wizards by the voluminous robes they wear, but they always command an air of respect. Those who meet Blademasters soon understand why, for Blademasters also give such respect to all whom they meet. They understand that all souls are equal and treat paupers with the same deference they would show a king (though the respect they show to a king may sometimes be considered less than what others might show). Blademasters are usually humble in demeanor if not dress and often remind others that a little humility can go a long way. Blademasters get along well amongst themselves, and communities where Blademasters are common often have a council of such warriors if there are ten or more living in the area.
Races: Designed for the Iterra: Post Cataclysm campaign setting, only Ingelohaerans may be Blademasters. Adopted for other campaigns, any race may take up the role. Such spiritual warriors tend to be found most among elves, whose connection with the world, magic, and their own souls far exceeds those of other races. Evil races are the least likely to ever turn out Blademasters, since they must follow a general weal for good.
Other Classes: Blademasters get along well with paladins and good or neutral monks; they often follow the same virtues as the former (if not so zealously), and have background training similar to the latter. Blademasters, coming from races whose backgrounds includes magic, also understand the necessity of spellcasters in battle, and sometimes travel with wizards and sorcerers. They do not mind rogues as long as they keep their fingers in check and do not engage in activities that might put anyone in danger. While they have little in common with bards or barbarians, a Blademaster’s open mind does not let him discriminate against a person’s choice of profession.
Role: A Blademaster is sometimes like a paladin in that he is usually the central focus point of the party, a bastion of strength when all is lost and a beacon of light when the darkness is thickest. He is a warrior first and foremost, and will be found at the front of any battle. His ability to give aid, such as healing and protection, to other members of the party can sometimes be invaluable, and the respect and diplomatic manner in which they conduct themselves makes them very much at home in court—even if they won’t admit it.

Statistics:
Level BAB F/W Ref AC Special
1 1 2 0 0 Manifest Soulblade, Spiritual Awareness, Taboo
2 2 3 0 0 Weapon Focus (Soulblade), Blademaster's Robes
3 3 3 1 0 Lightning Manifest
4 4 4 1 0 Greater Soulblade Manifestation, Soulblade +1
5 5 4 1 +1 Free Manifestation, Uncanny Dodge
6 6 5 2 +1 Spiritual Power I
7 7 5 2 +1 Mighty Soulblade Manifestation
8 8 6 2 +1 Soulblade +2
9 9 6 3 +1 Improved Uncanny Dodge
10 10 7 3 +2
11 11 7 3 +2
12 12 8 4 +2 Soulblade +3
13 13 8 4 +2 Spiritual Accord
14 14 9 4 +2
15 15 9 5 +3 Superior Soulblade Manifestation
16 16 10 5 +3 Soulblade +4, Spiritual Power II
17 17 10 5 +3
18 18 11 6 +3
19 19 11 6 +3
20 20 12 6 +4 Grand Blademaster, Soulblade +5

Spell Progression:

Level 1 2 3 4
1 - - - -
2 - - - -
3 - - - -
4 0 - - -
5 0 - - -
6 1 - - -
7 1 - - -
8 1 0 - -
9 1 0 - -
10 1 1 - -
11 1 1 0 -
12 1 1 1 -
13 1 1 1 -
14 2 1 1 0
15 2 1 1 1
16 2 2 1 1
17 2 2 2 1
18 3 2 2 1
19 3 3 3 2
20 3 3 3 3


Game Rule Information
Blademasters have the following game statistics.
Abilities: Blademasters suffer from a dependency on almost all their ability scores. Strength can take a back seat sometimes, since their soulblades use their Dexterity modifiers to attack—though damage is still dependent upon a high Strength score. Because they lose access to many abilities if they wear medium or heavier armor, a high Dexterity is a must. High Constitution will ensure that they can withstand the punishment that defensive characters must take. Intelligence is probably the second least-important score behind Charisma; while Blademasters should be charismatic and intelligent, they do not need many skill points to keep their abilities sharp. A high Wisdom score is also highly beneficial, because at higher levels, it grants them bonuses to armor, as well as the ability to cast their spells. A Blademaster who wishes to be able to cast his highest-level spells needs a Wisdom of 14 or higher by level 14.
Alignment: lawful good or lawful neutral.
Hit Die: d10


Class skills
The Blademaster’s class skills are Concentration, Craft, Diplomacy, Heal, Intimidate, Jump, Knowledge (History), Knowledge (Nobility & Royalty), Profession, Sense Motive, Tumble.
Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Class Features
All of the following are class features of the Blademaster.
Weapon and Armor Proficiency: Blademasters are proficient in the use of all simple and martial weapons, as well as their soulblades, and in all types of armor (light, medium, and heavy), but not with shields. Blademasters are not proficient with ranged weapons, neither simple nor martial.
Manifest Soulblade (Su): At 1st level, Blademasters have gained some nominal control over their spirits. They may call forth a glass-clear blade which cannot be destroyed, as part of a move action (or as a move-equivalent action). It can be disarmed, but the Blademaster may call it back to his hand on his next turn. A successful sunder attempt that deals 10+(the Blademaster’s class levels) damage to the soulblade (after bypassing hardness 10) instead knocks it from the Blademaster’s hand, and it disappears as though disarmed. The soulblade uses the Blademaster’s Dexterity modifier to attack, deals 1d6 + the Blademaster’s Str modifier damage, and criticals naturally on a 19-20 at a x2 critical. A soulblade, no matter what size it is, is treated as a one-handed weapon. Wielding a soulblade takes more combined mental and physical effort than a normal weapon, and while it may emulate a weapon of a specific size, Weapon Focus and other feats do not apply to other weapons, no matter how closely they resemble each other. By the same token, Blademasters are able to take fighter feats, such as Weapon Specialization, Greater Weapon Focus, etc, as though they were a fighter of equal level. However, all such feats, except for regular Weapon Focus, must be taken for the soulblade. An ex-Blademaster who takes classes in fighter or warblade will find that his levels in Blademaster do not stack with his fighter or warblade levels for determining his ability to take such feats as a fighter. Blademasters wearing medium or heavy armor or carrying a shield cannot use the benefits of the feats with Weapon Focus (soulblade) as a prerequisite. A Blademaster can also attempt to manifest his soulblade inside the area of an antimagic field spell. Each round the Blademaster remains within the area of effect, he must make a Concentration check against a DC of 10 + the spell’s level (it differs across various classes) + the caster’s spellcasting ability modifier. If successful, the Blademaster may manifest his soulblade within the area of effect that round. The soulblade retains any increased damage from Greater and Mighty Soulblade Manifestation, but it loses any enhancement bonuses to attack, and if the Blademaster has Spiritual Accord, its extra damage is suppressed within the field. The soulblade also cannot be magically enhanced by such spells as magic weapon and magic fang; it is neither a manufactured nor natural weapon. Conversely, if the Blademaster changes size due to magical or other effects, the soulblade will scale in size and damage appropriately. Smaller or larger Blademasters have soulblades that deal less or more damage, as appropriate.
Spiritual Awareness (Ex): At 1st level, the soulblade becomes almost an alternate body for the Blademaster. Through it, he can sense danger before he otherwise would not be able to. He adds his positive wisdom modifier to his Armor Class as an insight bonus whenever he wields his soulblade, up to one point of wisdom bonus per class level. This benefit is lost if the Blademaster does not have his soulblade manifested, wears medium or heavy armor, carries more than a light load, or carries a shield.
Taboo: A Blademaster's connection with his soulblade is more than just spiritual. The soulblade is a manifestation of his spirit, and thus is very precious to him. Only those he loves dearly are allowed to ever touch the golden hilt (which is unique, like a fingerprint), and even then, not all Blademasters allow anyone to ever become that intimate with them. A Blademaster who knowingly or unknowingly allows anyone to touch his soulblade's hilt (aside from what contact can be expected in battle; that is, this taboo does not apply while in combat) loses his remaining daily uses of Lightning Manifest and suffers a -2 morale penalty on all d20 rolls for the remainder of that day. Exceptions can be discussed with the DM.
Weapon Focus (Ex): At 2nd level, the Blademaster gains Weapon Focus (soulblade) as a bonus feat. The benefit of this and expanded feats (Weapon Specialization, Greater Weapon Focus) are lost if the Blademaster wears medium or heavy armor, or carries a shield. The exception to this is if the Blademaster, at higher levels, uses Melee Weapon Mastery (slashing) to apply the benefits to other weapons.
Blademaster’s Robes: Blademasters prefer to wear sets of grand robes suited for battle over their armor. They revel in the effects the flashing fabric can have on enemies and friends alike. The Blademaster must be the one to craft his own robes. The base set of robes takes 1 day to craft and uses 200 gp of fabrics and other materials (which must be available at the time of creation). While wearing these robes, the Blademaster gains a +2 competence bonus to all Bluff, Diplomacy, and Intimidate checks. Further, whenever the Blademaster uses his Lightning Manifest ability, all allies within 60 ft. who can see the Blademaster gain a +1 morale bonus to all attacks and damage rolls during their next turn. The Blademaster may spend money and XP to further enhance the power of his robes as noted on the table below. The Blademaster may only have one set of robes at a time, and the robes can only hold a maximum of three extra enhancements (except the adamantine and shield other enhancements noted below). The robes weigh 5 pounds and take up space as a cloak or cape (these robes also count as ‘regular clothing,’ such as the traveler’s outfit). The cost is included in the gp cost. The Blademaster must cast the spells, pay the XP and gold cost, and take the time to add such effects (1 day per 1000 gp). As soon as a Blademaster finishes a second set of robes, the first loses all magical properties. Also, while another person may don the robes and gain their magical benefits, they do not gain the bonuses to skill checks, nor the competence inspiration from Lightning Manifest.
Lightning Manifest (Ex): Blademasters also have learned the ability to quickly switch hands in the middle of a combat round by simply dismissing and then manifesting their soulblades again in the opposite hand. This grants them one extra attack at his highest attack bonus and at no penalty as a free action during any round. However, this ability is very tiring, and it can only be used once per day per three Blademaster levels. This ability cannot be used while the Blademaster is wearing medium or heavy armor, or if he carries a shield.
Greater Soulblade Manifestation (Su): The Blademaster slowly learns to hone his spirit to a deadly edge. At 4th level, his soulblade becomes larger, increasing to the size of a longsword and dealing 1d8 damage instead of 1d6. The change in size does not otherwise affect its performance in battle. At this level, and every level divisible by four thereafter, the soulblade gains an inherent magical enhancement bonus: +1 at 4th level, +2 at 8th, and so on.
Spells: At 4th level, the Blademaster gains the ability to cast a limited number of spells. These count as divine spells and thus are not affected by spell failure from armor, but the Blademaster must have a free hand with which to make the somatic components. A Blademaster knows all the spells of a particular level, but he must memorize them, which he can do once per day (usually at dawn, because the process takes 1 hour, regardless of how many spells he prepares). The spell list is below the class features section. In order to cast a spell, the Blademaster must have a Wisdom score of at least 10+ the spell’s level. He gains bonus spells based on high Wisdom. Where a Blademaster would get zero spells of particular level, he gains only bonus spells. The save DC for his spells is equal to 10+the spell’s level+Wis modifier. A Blademaster’s caster level is equal to one-half his Blademaster levels (rounded down).
Free Manifestation (Su): Starting at this level, the Blademaster may manifest his soulblade as a free action.
Uncanny Dodge (Ex): Starting at 5th level, a Blademaster can react to danger before his senses would normally allow him to do so. He 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 Blademaster already has uncanny dodge from a different class (a Blademaster with at least two levels of barbarian, for example), he automatically gains improved uncanny dodge (see below) instead.
AC Bonus (Ex): Beginning at 5th level, the Blademaster gains a bonus to his armor class according to the table above. This bonus applies to touch attacks, as well as if the Blademaster would lose his Dexterity bonus to AC. He loses this bonus if he wears medium or heavy armor, or if he carries a shield. The bonus increases by +1 every five levels thereafter.
Spiritual Power (Su): Beginning at 6th level, the Blademaster learns how to channel more of his spiritual energy through his soulblade. Once per day, at the same time as when he memorizes his daily spells, the Blademaster may choose to add an effect to his soulblade from the following list: Defending, Ghost Touch, Keen, Merciful (from the DMG), Eager, Shattermantle, Warning, Weakening, or Whirling (from the MIC). These benefits persist until the Blademaster changes them, and the effects do not function while within an area where magic does not function. Every ten levels after level 6, the Blademaster may enhance his soulblade with an additional ability drawn from the same list, also changeable when he meditates for the day.
Mighty Soulblade Manifestation (Su): At 7th level, the soulblade becomes even stronger, lengthening even more to the size of a bastard sword. This does not change its performance in battle (thus Weapon Focus Soulblade still applies), but its damage die increases to 1d10.
Improved Uncanny Dodge (Ex): A Blademaster of 9th level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target has levels in Blademaster. If a character already has the uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Spiritual Accord (Su): At 13th level, the spirit and mind become closer through meditation. Characters of any alignment other than true neutral gain one alignment-based damage bonus in accord with their alignment. Characters with two non-neutral descriptors must choose what type of damage their soulblade deals. True Neutral characters instead gain +2d6 damage against opponents whose alignments fall into the extremes (Lawful Good, Chaotic Good, Lawful Evil, Chaotic Evil). Once this is set, it does not change unless the character’s alignment changes. Even then, the soulblade loses the damaging ability altogether for 1d4+1 months before it reattunes to the Blademaster (or rather, until the Blademaster reattunes to himself). Discussion with the DM is a must. In addition, the soulblade is now considered to be aligned, with properties matching the Blademaster's alignment. This benefit also takes 1d4+1 months to reattune itself to the Blademaster's new outlook on life, should his alignment change.
Superior Soulblade Manifestation (Su): At 15th level, the Blademaster’s soulblade increases in power again, dealing 2d6 damage in melee instead of 1d10. Despite the size of the soulblade, it is still considered a one-handed weapon.
Grand Blademaster: At 20th level, the Blademaster has achieved the highest level of perfection between body, mind, and spirit that any mortal has been known to reach. He has become one with his soulblade. It stops growing in power but now deals 2d8 points of damage on a successful melee strike. Blademasters of this caliber tend to gain widespread reputation for their devotion to the protection of those in their care; such Blademasters tend to spend more time in the service of their community in diplomatic affairs and are much more traveled and worldly than those who have yet to reach the height of their power. Grand Blademasters gain a +4 bonus on Diplomacy checks with creatures who know of the Blademaster. At this level, a Blademaster may enchant his robes with as many of the below abilities as he desires. Enchantments stack, but the resistance bonus on saves stops at +5, and the Adamantine Weave can only be added once. Energy Resistance can also be taken multiple times; the Blademaster may either choose to add resistance to a new element or add 10 to an existing resistance, but such resistance also caps at 30. Blademasters who have levels in any other classes do not receive the benefit of this class ability.

Ex-Blademasters:
A Blademaster who is no longer lawful good or lawful neutral loses the ability to progress in the Blademaster class. His soulblade loses the Spiritual Accord ability for 1d4+1 months before adjusting to the Blademaster’s new alignment. If the ex-Blademaster wishes to return to this path, he must first return to a Lawful Good or Lawful Neutral alignment until his soulblade can attune to him, and then he must receive an atonement spell. A Blademaster who willingly becomes evil also loses his spellcasting abilities, the ability to craft new robes or enhance them (though his current ones still work), and can never, ever again progress in the Blademaster class. His soulblade also reverts to a 1d8 damage die and turns a smoky color. A Blademaster who progresses in another class can also never again return to this path.

Blademaster's Robes' Abilities:
Adamantine Weave: Adding threads made of adamantine, the Blademaster, while wearing his robes, gains DR 2/-. This ability does not count towards the initial maximum of 3 abilities placed on the robes. Cost: 15000 gp, 0 XP; minimum level: --; required spells: none.
Energy Resistance 10: Adding this power to the robes grants resistance 10 to one type of energy that is always active. This option may be chosen multiple times, either increasing the robes' existing resistance (up to resistance 30), or adding resistance to another element. Cost: 9000 gp, 720 XP; minimum level: 4; required spells: resist energy.
Endure Elements: This enhancement grants a permanent Endure Elements effect. Cost: 2000 gp, 160 XP; minimum level: 4; required spells: endure elements.
Resistance: This enhancement continually grants a +2 resistance bonus to all saves. Cost: 2000 gp, 160 XP; minimum level: 4; required spells: resistance.
Blur: This enhancement allows the Blademaster, as a standard (mental) action that does not provoke attacks of opportunity, to activate a blur effect on himself that lasts for 5 rounds. It is usable 3 times per day. Cost: 3600 gp, 288 XP; minimum level: 8; required spells: blur
Shield Other: This enhancement bonus is different from most of the others. The Blademaster can activate this ability only while adjacent to an ally. Use of this ability automatically places the Blademaster into total defense. The Blademaster moves into his ally's square and (assuming the ally is willing) wraps him or her in the folds of his robes. The ally gains all the bonuses of the Blademaster's robes and can be transported via the robes' Dimension Door ability, if the Blademaster has it. The ally also gains the benefit of the Blademaster's total defense (+4 or more AC, depending on feats and skills), his AC bonus from Spiritual Awareness (if any), and the AC bonus reliant on his class level (if any). While in the folds of the robes, the ally cannot take any actions, except to make Escape Artist checks if he and the Blademaster do not share similar ideas at the time. This enchantment does not count toward the initial maximum of 3 abilities on the robes. Cost: 3000 gp, 240 XP; minimum level: 8; required spells: shield other.
Freedom of Movement: With this enchantment, the Blademaster may gain the benefits of a Freedom of Movement spell at CL 6, once per day. Activating this ability is a standard (mental) action that does not provoke attacks of opportunity. Cost: 3600 gp, 288 XP; minimum level: 12; required spells: freedom of movement.
Swimming: This enchantment gives the Blademaster a swim speed of 25 ft. He also gains the ability to breathe water for 30 minutes each day, though the time does not need to be used all at once. Cost: 18000 gp, 1440 XP; minimum level: 12; required spells: water breathing
Elemental Globe: This enchantment works exactly like the Energy Resistance enhancement, except that, for 10 rounds per day (that do not need to be consecutive), the Blademaster can, as a free action, extend his elemental protection to all within 10'. If he has more than one of this type of enchantment on his robes, he may activate them individually or one at a time. Multiple applications of this enhancement grant either greater protection (as Energy Resistance, up to resistance 30) plus an additional 10 rounds, or protection from another element. Cost: 19000 gp, 1520 XP; minimum level: 14; required spells: mass resist elements.
Dimension Door: With this enchantment, the Blademaster can, as a standard (mental) action that does not provoke attacks of opportunity, activate his robes to grant the effects of a dimension door spell at CL 7. He may bring along himself and his belongings, plus another willing creature and its belongings if it is firmly grasped by the Blademaster. Cost: 11200 gp; 896 XP; minimum level: 14; required spells: dimension door.

Spells:
1: Aid, Read Magic, Resistance, Cure Light Wounds, Endure Elements, Protection from Chaos/Evil/Good/Law, Calm Emotions, Expeditious Retreat, Comprehend Languages, Feather Fall, Jump, Message.
2: Cure Moderate Wounds, Protection from Elements, See Invisibility, Bull’s Strength, Cat’s Grace, Owl's Wisdom, Bear's Endurance, Eagle’s Splendor, Whispering Wind, Blur, Augury, Shield Other, Water Walk, Resist Energy.
3: Mass Aid, Magic Circle Against Chaos/Evil/Good/Law, Protection from Arrows, Tongues, Water Breathing, Fly, Sending.
4: Mass Resist Energy, Mass Cat's Grace, Mass Bear's Endurance, Death Ward, Haste, Freedom of Movement, Remove Curse, Zone of Revelation, Dimension Door, Mass Cure Light Wounds, True Seeing, Breath of the Young Sun Dragon**, Minor Globe of Invulnerability, Dismissal*.

*The Blademaster’s caster level is considered equal to his class level for the purposes of this spell.

**Breath of the Young Sun Dragon
Evocation (Fire)
Level: Blademaster 4
Components: V, S, F
Casting Time: 1 standard action
Range: 20 ft.
Effect: Fire in a 20-ft. cone
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes

By means of this spell, the Blademaster invokes his inner power in its most powerful form, heating his spirit to flames of fury and releasing them in a gout of flames that deal 1d4 points of fire damage per caster level, up to a maximum of 10d4. Half of this damage is from fire; the rest is from pure spiritual energy that bypasses energy resistance.

Epic Blademasters:
The epic Blademaster is the epitome of spiritual and martial skill and a bastion of defense in battle.
Hit Die: d10
Skill Points at Each Additional Level: 2+ Int modifier
Soulblade: The epic Blademaster’s soulblade gains an additional +1 enhancement bonus on attack and damage rolls at level 24 and every four levels thereafter.
AC Bonus: The epic Blademaster’s bonus to Armor Class continues to grow at a rate of +1 per every level divisible by five.
Epic Spiritual Accord: at 25th level, the epic Blademaster’s bond with the soulblade becomes something even more awesome than anything else a mortal could imagine. He loses the benefit of Spiritual Accord, instead gaining Epic Spiritual Accord, which grants the Blademaster the benefit of the Holy Power or Lawful Power weapon enhancements listed in the Epic Level Handbook.
Spiritual Power: The epic Blademaster can add an additional ability to his soulblade at level 26 and every ten levels thereafter.
Bonus Feats: the epic Blademaster gains a bonus feat at 25th level and every five level thereafter (30th, 35th, and so on).

________________________________________ _________________________


History:
This class has been in the working for a couple years. It originated when I was playing a character in a certain D&D game where each character had a "special ability." I chose to have the ability to create a transparent blade in my hand for a limited amount of time each day. Working with the DM, I created a prestige class and called it the "Blademaster." Initially, it was a five-level prestige class designed to increase the number of rounds per day I could manifest this spiritually-inclined weapon. That game fell apart too soon, however, and I was forced to move on.
I got to work writing one of my novels and decided that such a concept--pulling a gold-handled, translucent blade formed from the concentration of one's warrior spirit--would be a nifty idea. So I put that in a blender, added some bishounen characters, flowing robes, girly hair, turned the blender to 'liquefy,' and watched the pretty colors swirl around for a bit, ending up with what was much closer to this class.
This class is specifically intended for a fantasy world that I sometimes run campaigns in, and was reserved for a race of winged elves, the Ingelohaerans, whose longevity was ten times that of your average elf. However, I like this class a lot and think it has some potential as an alternate fighter, perhaps somewhat akin to the Warblade (having no ranged weapon proficiency), so I've opened it up as a class in all my campaigns. I also have a prestige class for this one that trades attacking capabilities for divine spellcasting, but that's for another day.
This is the fourth and final version (one could almost say this is... version 3.5! :D) of the class, but I wanted to post it here to garner your thoughts on it and see if it needed any more tweaking. Earlier versions included one that had a ridiculous attack progression that worked not unlike the monk's unarmed strike progression (just more confusing), while another one had some other fun stuff like evasion (which, while Blademasters are intended to be highly aware and nimble, doesn't quite fit the bill, IMHO).
Anyway, I'm lifting my leg and letting this one fly. You guys take a whiff and tell me what you think.
NightHawkFalconis

08-15-07, 03:43 PM
Am I not cool enough to play on this playground? :bump:
dman11235

08-15-07, 07:12 PM
You may want to check out the soulknife, it's from the XPH, and it's in the SRD. It's almost exactly like this, flavor wise. Also, if you multiclass into psychic warrior and sword sage or monk, you get the spells, but in power form, and the AC. This is a multiclass swordsage/soulknife.
dman11235

08-15-07, 08:43 PM
That being said, lets fix it up!

Soulblade is too weak. The soulknife goes up to a +5 and +4 of general enhancement. Look at that for the soul blade advancement, and tweak from there. I think getting a +1 at level 4, +2 at 8, +12 at 3, etc, and have +1 various enhancements at level 6, 10, 14, etc.

For the AC, I'd have it start at level 1. As long as the soulblade is manifested, you gain a bonus to AC equal to wis. Nothing I know of gives a similar ability not at level one.

The spell list requires work, but that's for later.

Spiritual accord need rephrasing. As it is, N/N get +1d4 against all, and an alignment, but not both. Every word of that sentance is correct, that is an and not an or. Something like adding the alignments to a list of possibilities would work, but they require +2 misc. enhancements to pull off.

The spells per day are fine.

Really, only the soulblade and spell list has problems. This is well thought out.

Change the swift manifest to free action, and move it to level 5.

Make the fighter feat stuff either blade master -2, or just give bonus feats. greater weapon focus at 10 will be fine.
PoorHobo

08-15-07, 09:06 PM
What Niche are you trying to fill that other base classes can't?

Isn't this just a fighter with a free sword?

Why are all grandmasters automatically well liked? I'm not sure I like that mechanic especially because it allows turning NPC's into fanatics.
dman11235

08-15-07, 09:18 PM
I'm with poorhobo on that one. I will respond in full later.
NightHawkFalconis

08-16-07, 05:18 PM
All right. I'm taking what you've said into consideration, and I'm working on coming up with some ideas... even while I post.

PoorHobo: The Blademaster does not fill a new niche; as long as a class fills any niche and in a new way, it validates its reason for being. It is also something more than a fighter with a free weapon; something probably more akin to a paladin. I do like that you pointed out the mechanic about NPCs starting out one category friendlier, and I will remove that after this post. Though I should point out that causing an NPC to become "Fanatical" is, by RAW, impossible until level 21... which I realize isn't that far away from level 20. So thanks for pointing that one out.

dman11235: First, I'm curious. Are the numbers in your name intended to be from the Fibonacci sequence? :D Anyway, you raise some good points. Let me clarify that a N/N Blademaster (aside from losing the ability to progress as a Blademaster) gains ONLY a +1d4 damage bonus against all opponents, nothing else.

I'm considering your suggestion about adding powers to the soulblade (I actually did not have the soulknife in mind when I originally created this class... I suppose it's a bit of a coincidence). Due to the strictly lawful tendencies of the Blademaster, would it make more sense for the abilities to be static by level (i.e. he gains X ability at nth level), should it be a choice that is afterward static (i.e. he gains ability X, Y, or Z at nth level), or should it be totally dynamic? I don't like the dynamic idea, personally, partly because it brings it even closer to the soulknife, and partly because it sort of breaks away from the lawful theme.

As a side note, I also did not include more abilities than I already have because I compared the Blademaster with a number of other classes and deemed that having a free +7 weapon that adds your Wis to AC and all this other stuff ON TOP of a full BAB was probably enough for a class that is not designed to break the speed of damage at 769 damage/round at sea level (bad play on words, I know). But if I can get some more consensus on whether or not this aspect is over or underpowered, I'll make some changes.

I'd also been thinking of what effects that could be applied to the soulblade would also fit thematically with the Blademaster, and I came up with the following list: aligned (for overcoming DR), eager, shattermantle, warning, weakening, whirling (all from MIC); defending, ghost touch, [holy, axiomatic, etc already there], keen, and merciful. Let me know what you think. Note that I omitted all of the elemental ones because the soulblade, being drawn from the spirit, must remain pure. Hence the glassy blade.

One last comment before I do a little editing - the Blademaster is not, flavor-wise, at all like the soulknife. I just read the soulknife class, and it says they are generally more violent, since they turn all their focus into their weapons. Blademasters realize that the soul is a weapon and a shield, and use it to protect themselves and others, and build a connection with it that is deeper than simply the manifestation of war. Ooh, that reminds me, I have something else to add to the class features (a taboo). On the other hand, I will agree that the Blademaster and soulknife are mechanically similar. A friend (just before he bought the XPH for me XD) pointed this out to me one day, a while ago.
dman11235

08-16-07, 11:19 PM
Wow......I'm in awe......you guessed it, they are.....I'm at a loss for words....not many people would get it with that few numbers.....

Anyway, maybe add something like every level you can change it, because something that is static isn't flexible (no duh), and that means less fun playing it. Even the paladin is flexible in play. The soulknife is limited by what you can choose, whereas this can be limited differently. The soulknife was made to be psionic, with psionic themed choices for abilities. This can be lawful divine abilities. (even though they might not get their power from divine origins, this is still divine, think monk)

Another major difference between the soulknife and this class is the fact that the soulknife focuses on the mindblade. This class focuses on the blade, and technique, even though said techniques are represented and not even there. That being said, I retract any earlier statements about this class not having enough stuff. Did I even make any? Not sure. But anyway the point of this paragraph is saying that I totally agree that this class is very different from the soulknife. Which should be named mindknife or something. Not soulknife, that misleads.

My critiques on the spells will come tommorrow, let's get the class done shall we?

Okay, I changed my mind, the class is well balanced. I am struggling to find anything wrong that has not been addressed. Just the soulblade fix, which you already have covered. And the fact that you forgot the spells in the abilities section.

Now for the spells. Eliminate protection from and magic circle against good and law. Do you mean alter self, not change self? Also, resist energy instead of resist elements? Enlarge and reduce person?

Spells that I think do not belong (you my convince me otherwise) (if some of these stay, they may need to come in at a higher level) (some I will just say no to, but not many): enlarge and reduce person, alter self, ray of enfeeblement, eagle's splendor, dispel magic, minor globe of invulnerability, slow, fly, dismissal, bestow curse, dimension door, attune form.

Spells that I think should be there: owl's wisdom (2), bear's endurance (2), cat's grace, mass (4), bear's endurance, mass (4), aid (1), aid, mass (3) divine favor (1), deathward (4).

Spells that need to be moved down one level (1 to 2, 2 to 3, 3 to 4):freedom of movement, haste, resist energy.

Breath of the young sun dragon is a little powerful for this class. If it was a cleric 5 spell, sure, but it's a blademaster spell, a class that focuses on melee. Maybe have it be a cap at 10d4. Besides, being divine, they should have lower caps than arcane, and this should be the equivilient of a level 4 spell for that purpose. Or have it be 1d4/ caster level, max 10d4. A paladin's best spell is holy sword. And that's no where near as good as this one. I'm almost a proponent of killing this spell for this class. Besides, there's always flame strike. 1/2 fire, 1/2 divine. I'm already shaky on letting you keep banishment.

Other than that, it looks fine, but make some corrections, we'll see how it's doing then!
dman11235

08-16-07, 11:41 PM
You know what my thought proccess has been throughout the critiquing? "You could do, wait no, that's fine. How about...., wait that's good too. If you, no wait. The soul, wait no that's good. Ah finally, the soulblade needs fixing!" I congradulate you.
NightHawkFalconis

08-17-07, 03:45 PM
Spells?... Ah, you're right! I botched that one, didn't I? Wait... I'm not certain how I could have possibly missed that. It's right here in my Word file, and I copied and pasted it directly... well, time for a fix.

Spells... I don't really follow as to why the Protection/Magic Circle spells need to be removed; they're pretty much staples of any abjuration-casting class's spell list. I can see where Enlarge/Reduce might not fit the flavor, so I'll nix those (I think the only reason I had them there in the first place was a throwback to my original Blademaster idea, anyhow). I think I'm actually going to keep Dismissal but nix Banishment. I have provisions built into the class so that the Blademaster actually has a chance of dismissing a creature (he casts the spell at a level equal to his class level, rather than one-half). Alter Self, Change Self (which should be Disguise Self; built this class when I still only had the 3.0 PHB), Slow, and Attune Form can definitely go, but since this class is all about protection and abjurations, I'm going to keep Dispel Magic, Minor Globe of Invulnerability, Dimension Door, and Eagle's Splendor (Blademaster needs DD to enchant robes, and it's a pretty important part of the "get people to safety" aspect of this class, and ES because Blademasters can often be expected to be the party's negotiator and can benefit from a Cha boost). I think I'll go ahead and add the spells you suggested, though I'm a bit shaky about Divine Favor. I'll do it, anyway, though. I'll also move the spells you suggested I move.

Breath of the Young Sun Dragon: I'm actually fully with you on this. The only reason it's 20d4 is because I once had a million complaints (friends were critiquing the class) that 10d4 was too little. On the one hand, at 20th level, it's hardly worth wasting a spell slot to deal, on average, 25 damage in a 20-ft cone. But 50 average damage does seem a bit much. What about 15d4? That would give 37.5 damage, but I don't want to think about how I'd calculate that XD. I think I'll just make it 10d4, and the "I want more power" whiners can deal.

As a side note, I was contemplating the Spiritual Awareness class feature, and I was wondering if it would make sense for me to add in a few "lesser" abilities tied to Spiritual Awareness... like at some arbitrary low level, the Blademaster gains an insight bonus to Spot and Listen checks equal to his soulblade's enhancement bonus, then at an arbitrary middle level, he gains the same bonus (or his Wisdom bonus) to his initiative checks. Do you think it's going to be the straw that breaks the camel's back, or is it worth adding in to that "dead" level 6? (Despite the fact that the Blademaster gains +1 BAB, +1 to all saves, and a new lv 1 spell slot).

Also, I think I'll let the Blademaster change his soulblade abilities once each day, when he spends his hour meditating. I think that adds enough flexibility without too much "chaos aspect," and still represents concentration and a lawful view.

Now, on to editing for me!
dman11235

08-17-07, 04:23 PM
That take on soulblade works. Also, for the "I want more power!" whinners, tell them that this isn't a caster class.

As for DD, change it to dimension jumper. I'll comprimise there. It's the same idea, but with a less powerful spell, that fits the flavor more (cast spell, jump in, jump out, jump in, jump out). Change minor globe of invulnerability to level 4. Also, dispel magic won't be useful anyway. Yeah, you're right, keep dismissal, and put it at level 4.

Maybe wisdom to initiative at 6. Won't be too bad, as this class doesn't benifit too much from going first.
Hanzo187

08-17-07, 07:50 PM
Your class seems a little bit like my Spirit Blade. It's quite different from your Blademaster, but the general idea of the class (use your spirit as a weapon) is much the same.

To be honest, I'm not sold on a few things. Three dead levels in a row is never helpful, even with a good capstone as an incentive. You could simply give a bonus fighter feat every six levels to take care of one of those dead levels.

Also, I don't agree in giving proficiency with all armor if you're just going to lose most of your abilities anyway. You should grant proficiency in Light and Medium Armor, but allow the Blademaster to use his abilities in Medium Armor at 10th Level. If you want to continue giving proficiency in all armor, you can let the Blademaster use all his abilities in Heavy Armor at Level 20.

Outside of this, this is still a well-done class. Good ideas, all-around.
dman11235

08-17-07, 11:05 PM
Changing spiritual power to every 6 levels fixes that. Or, every 5 levels starting with 6, that gets rid of another dead level.

Totally agree on the armor thing, I guess I never noticed it before.
NightHawkFalconis

08-17-07, 11:22 PM
dman11235: I can see and agree with the fact that Dispel Magic can go. At the level he gets it, a Blademaster is only going to have a 10-15% chance of dispelling a spell cast by a caster of equivalent level, and at higher levels, it becomes utterly useless. So I'll drop that. And I'll move the Globe, considering that it would probably block itself if I kept it at 3rd level :D Just kidding. I'm still going to have to disagree with swapping out Dimension Door for anything else. The Blademaster, while a very mobile class, is kind of supposed to be a party anchor rather than its darting strike force. Well, mostly I'm having trouble finding the spell in question >.> I remember hearing about "Dimension Hop," but I can't find that, either. The closest I can find to Dimension Jump is Greater Dimension Door, which lasts 1 round/2 levels (or 4 levels, since its a 1/2 casting class), and the jumps are stupidly short (25 ft + 5 ft/2 levels ((4 levels)) ). So that spell would be rendered pretty useless, since the Blademaster can move just about as fast as that, and it's not so useful for moving himself or other people far away from harm. At the level he gets it, the Blademaster would have it active for 3 rounds and be able to make 35-ft hops. I'd honestly rather have the Blademaster blow one spell to get farther away than to make mere tactical hops.

Hanzo187: I'm going to have to respectfully disagree with you on your points. Those three levels are not entirely dead; I do not consider level 18 to be dead because he gets a standard feat; while not a huge bonus, it's something. I'm also trying to avoid adding anything new, because this class is already powerful enough; I used to have most of this stuff, PLUS bonus feats, and during playtesting, it became apparent that it was just over the top. On the armor: the reason the Blademaster is proficient in all armors is because he is assumed to have had extensive martial training long before manifesting his soulblade for the first time; hence his ability to use most weapons. Besides, a Blademaster with a high Dexterity score is not going to want to reduce his mobility with heavier armor (not to mention, a mithril chain shirt with dastana gives as much AC bang for its buck, only 1115 gp, as mithril full plate, which is considerably more expensive). So it'd be pretty redundant to add in that ability (which is actually an ability of a prestige class Blademaster with alternate features that I have here in my D&D folder ^^), even at level 20.

Thank you both for your opinions. Now, onto editing!
NightHawkFalconis

08-17-07, 11:29 PM
As a side note, I'm honestly not really concerned about dead levels anymore; granted, this class is front-loaded, but even in later levels, it only has 5 dead levels. Compare that to the paladin (though I realize they get special schtuff for their mounts)... or compare it to the ranger, whose dead levels fall in about the same manner as those of the Blademaster. Even the Warblade has more :D
dman11235

08-17-07, 11:46 PM
Actually, I agree with what you said there, as i just read dimensional jumper (a set 30 feet, 60 for greater, 1 round per level: complete mage. I can't remember dimensional hop though, at least, where it is) and you can't bring people. Bags of holding?????? But DD seems a mite much, and overkill. But, it might work, at level 4.

You may still want to put spiritual power at levels 6, 11, and 16, or 6, 12, and 18, because it's a little slow right now. Gotta find that balance, not stealing the soulknifes light, and actually being an option. Unless there are other ways of improving the soulblade...
NightHawkFalconis

08-18-07, 09:07 AM
Well, while I like the idea of adding powers to the soulblade, I'm keeping the general WBL charts in mind. The Blademaster, by level 13, was essentially getting a free +5 weapon (due to Spiritual Accord), which is worth 50k out of their 110k (or so). So now he's got a +6 weapon at that level (72k) out of 110, and if I added another ability before that, it'd be 98k... it just seems way too out of whack. And realistically, if the Blademaster is played through from level 1, he'll probably have the most powerful weapon in the party, because most parties tend to fall behind on WBL in regards to magical weaponry (at least, every game I've played in, I've rarely ever had more than a +2 weapon and +1 armor and shield at level 12). I feel that if I added anything more to this class, I'd have to knock back the Hit Die and maybe one of the saves, to preserve balance. Which, I've learned, is probably not something I want to do x.x (in regards to previous playtests, where I had abysmal hp despite high scores, and craptacular saves)
dman11235

08-19-07, 09:35 PM
But, the soulknife gets a +1 weapon at level 4 (a 2,300 gp value), when wealth is only 5,400. An 8,300 gp vallue when wealth is 13,000, and an 18,300 gp value at 27,000. And then they get to spend the entirety of their wealth as well. This isn't that different. But, having read spiritual accord, I say leave it as is, but change spiritual accord. Change it to something like: Your soulblade gains one alignment quality of yours. If you are neutral good, it become holy, as the weapon quality. If you are true neutral, it becomes balanced, which deals 2d6 extra against those with extreme alignments. If you have two non-neutral alignment types, you must choose one.
NightHawkFalconis

08-20-07, 03:49 PM
That's actually exactly what Spiritual Accord does. They have to choose one aligned aspect of their alignment, and they gain that bonus... is the wording a bit fuzzy? The only difference is that I don't really want to reward characters for becoming neutral (hell, every Blademaster would want to be neutral to get an extra 2d6 damage against people on both sides); instead they gain a very small bonus. Is it clear, or do you still think it needs changed?
dman11235

08-20-07, 03:55 PM
If you change it to +2d6 against extreme alignments, which is what the balanced weapon quality would do, if it exists, then they would only get it against CG,CE,LG,LE. The other abilities do 2d6 agaist 3 things, and true N gets skrewed over elsewhere, like with the word spells (holy word).
NightHawkFalconis

08-21-07, 04:13 PM
All right, I've changed Spiritual Accord so that it applies only against extreme alignments, and now deals 2d6 damage. Oh, I also noticed something from your first post, about Spiritual Awareness. I'm not certain how I feel about moving another ability toward the front of this class... monks get Wis to AC at level 1, but they also cannot wear armor (well, they can, but it makes them suck)... conversely, the Blademaster is a frontline class. What do you think? Should I keep it at level 10 so it's something to work for?
dman11235

08-21-07, 06:30 PM
Swordsages get it at level 1 and they wear armor. But I see what you're saying. i think level 5 or so.
NightHawkFalconis

08-24-07, 10:22 AM
Hmm... I see what you're saying, actually. Without it, the Blademaster has a really crappy AC until higher levels... The biggest difference is that the Swordsage only has a 3/4 BAB and doesn't get a free +9 weapon, which is why I still don't like the Spiritual Power abilities on top of all the other powers these guys get. Even the Blademaster's Robes abilities can be quite powerful if chosen well.

I think I know what I want to do with Spiritual Awareness now, actually...
HunterLionheart

09-08-07, 03:08 PM
Could I make a polite request?

I decided to use this rather fine class for a new game I'm in- I don't know all of the special weapon ablities, IE the ones not in the PHB or DMG.

If there's any chance of printing the lesser known ones that'd be a big bonus please!

Cheers.
dman11235

09-08-07, 04:57 PM
Actually, this post belongs posted a long time ago. Sorry 'bout not replying.

But the swordsage get maneuvers. And a lot of them.

As for hunter, sorry, but it's not OGC. The gist of them is that they give (respectively) bonus on initiative and damage, lessens SR, bonus on initiative, penalty to strength, and whirlwind attack.
HunterLionheart

09-08-07, 05:05 PM
Ah. fair enough. Cheers anyway!