BLADEGLYPH'ENCER: Magic swordplayer full of flair, style and trickery! (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
LordArchaon

11-21-07, 02:03 AM
BLADEGLYPH'ENCER
http://img164.imageshack.us/img164/943/bladeglyphenceroneyl3.png

"You won't know what hit you, but the worst thing is that you won't know how beautifully perfect was the execution of this masterpiece of my noble art, either..."
- Yves "Vanesium" Pàntellerìa, a bladeglyph'encer

Bladeglyph'encers or "blade glyph fencers" are sophisticated swordplayers who study an overly extravagant and complicated form of combat, based on the creation of beautiful glyphs with their very weapon's swings and strokes.
They must develop their artistic "estro" (attitude) alongside a possibly flawless magical career, but even if this require acute minds, they don't learn anything from books, preferring practicing among colleagues in usually rich and baroque private circles, in which they elegantly but recklessly try the escalade of notoriety and fame.
They're techniques are infamous, among those who know them, for their lack of honor, and search of enemy's humiliation by strategic and intellectual superiority. To their rival's disappointment, they seldom fail at this.

BECOMING A BLADEGLYPH'ENCER
Bladeglyph'encers are usually divided into several known and rival schools. Those who come from a straigth career as bards, and those who combine other more strong forms of arcane spellcasting with adequately disciplined melee trainings. The most lethal and infamous, and as of now most common, bladeglyph'encers are beguilers/swashbucklers, since these careers combine extremely well in order to exploit the potential of the art of bladeglyphs.
In general, they can come from any background, given that they had the possibility of being taught the basics of bladeglyph's performing, a good predisposition for fast hand-tricks, and an even better predisposition for tricks in general.
Even if they may seem evil or selfish, most of the times it's just the extreme sophistication of their art to make them too bold or too vain, and more than once a bladeglyph'encer had become a true hero.

Entry Requirements:
Spellcasting Ability: Able to cast arcane spells without preparation.
Base Attack Bonus: +6.
Skills: Perform (Bladeglyphing) 6 ranks, Knowledge (Arcana) 12 ranks, Bluff 8 ranks, Sleight of Hand 5 ranks.
Feats: Combat Expertise, Somatic Weaponry, Arcane Flourish, Weapon Finesse.
Skill Tricks: Group Fake-Out, Timely Misdirection, Conceal Spellcasting.


CLASS FEATURES
The bladeglyph'encers excel at planning fights with anticipation, or developing a winning strategy while effectively, and often magically, defending themselves from the advancing opponents. Being lightly armored, however, you should always consider staying at a certain distance from your opponents until you have the final maneuver ready.


Table 1: The Bladeglyph'encer Hit Die: 1d8

Lv BAB Fort. Ref. Will Special
1st +1 +0 +2 +0 Style of Flair, Arcane Bladeglyph,
Bladeglyphs Repertoire
2nd +2 +0 +3 +0 Repasse Magique, Artistic Spell Slots (+2)
3rd +3 +1 +3 +1 Improved Arcane Flourish
4th +4 +1 +4 +1 Improved Spell Knowledge (Fox's Cunning)
5th +5 +1 +4 +1 Experienced Blade Artist,
Artistic Spell Slots (+4), Coupe Magique


Class Skills (6+int modifier per level): Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Nobility) (Int), Open Lock (Dex), Perform (Bladeglyphing) (Cha), Ride (Dex), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Tumble (Dex).

Weapons and Armor Proficiencies: You gain proficiency with a martial or exotic melee weapon of choice.

Style of Flair: When you make a Perform (Bladeglyphing) check by the means of the Arcane Bladeglyph class feature, you can use the Combat Expertise feat, receiving an additional AC bonus equal to the competence bonus granted to your Perform check by the spell slot expenditure.
In addition, you can choose to use either a Move action or a Standard action to perform the check, leaving room to movement or attack / spellcasting, as you wish.
You can take advantage of these feature only while wearing no more than light armor and while not using a shield.

Arcane Bladeglyph: you can use Arcane Flourish with the Perform (Bladeglyph) skill to scribe glowing glyphs with your blade. A single spell slot used this way allows for one Perform check per class level, up to a maximum equal to your Intelligence modifier, since it is very difficult to connect all the bladeglyphs into a single working combination.
A failed check means that the glyph will not have effect at the moment of usage, called "flash".
You can choose any bladeglyph from your Bladeglyphs Repertoire, but you will risk a failure if you attempt the ones which are too difficult for your level. Magic items that improve the Perform (Bladeglyph) skill cannot stack with the bonus given by the level of the slot expended with the Arcane Flourish feat, or the later improvement given bu the Improved Arcane Flourish class feature.

Bladeglyphs Repertoire: With the years of study preceding the true initiation to the class, you already learned the complex forms of all the bladeglyphs, but you are still far from being able to use them without effort.
Normally, a Perform (Bladeglyph) check is a full-round action that can only act as diplomacy or intimidate check, but you transform it in an impressive magical art, leaving the glowing glyphs you produce orbiting around you until you "flash" them after a short period of time. At that moment, the glyph releases its effect and you must act quickly to receive the various specific combat advantages it may give.
Tracing the glyphs can be a standard or movement action, as described above in Style of Flair, but bladeglyphs only last for a number of rounds equal to the level of the spell slot you sacrificed to create them + your Int modifier. After that period, or before if you wish, you can "flash" them with a free action, instantly gaining the benefits.
The highly difficult Blur and Treò bladeglyph are exceptions, being "flashable" (usable) as an immediate action also.
To trace a bladeglyph correctly you must succeed a check of a different DC depending on the power of the bladeglyph, indicated in the bladeglyph list below.
If you fail, you unfortunately realize it only when you try to flash that particular bladeglyph, taht will disappear with no effect.
Some attack bonuses or advantages given by bladeglyphs also require you to sucessfully feint on the target.
All bladeglyphs normally require a verbal component (the bladeglyph's "name") and the obviously complex somatic components required to draw them, ending up in a big glowing but incorporeal glyph that orbiatates you closely, but using the Conceal Spellcasting skill trick you may conceal the glyphs, and make the whole practice (the drawing of up to 5 bladeglyphs) seem innocuous swordplay.



Sàah (DC 25): Upon flashing, you gain a cumulative +2 attack bonus for each Saah bladeglyph you flashed at the same time. It lasts one round.
Dàmk (DC 25): Upon flashing, you gain a cumulative +4 damage bonus for each Damk bladeglyph you flashed at the same time. It lasts one round.

Tarà (DC 27): Upon flashing, you gain a cumulative +4 insight bonus on Bluff checks made to feint in combat for each Tarà bladeglyph you flashed at the same time. It lasts one round.

Faèu (DC 29): Upon flashing, you gain a cumulative +2d6 fire damage for each Faèu bladeglyph you flashed at the same time. It lasts one round.
Kiàh (DC 29): Equal to Faèu, but dealing cold damage.

Gwyn (DC 31): Upon flashing, charge making 90 degrees turns (2 for each Gwyn bladeglyph flashed), moving an extra 20 ft. (+20 ft. for bladeglyph flashed).
Pùht (DC 31): Augment critical range (stacks with any other improvement of critical range) by 2 for each Pùht bladeglyph flashed at the same time

Capù (DC 33): Upon flashing, gain Sneak Attack (+3d6 for each Capù bladeglyph flashed) for a number of rounds equal to the number of Capù bladeglyphs flashed
Koìn (DC 33): Upon flashing, treat the DR of the target as 5 lower (additional 5 for each Koìn bladeglyph flashed). It requires a successful feint on the target.

Vafù (DC 35): Upon flashing, gain 1 extra attack for each Vafù bladeglyph flashed. Lasts 1 round.
Tres (DC 35): Upon flashing, make an attack as a swift action. It requires a successful feint on the target.

Undù (DC 37): Move and attack at the same time with a full round action, attacking one foe for each Undù bladeglyph flashed.
Wàvu (DC 37): Deal damage to one adjacent square per Wàvu bladeglyph flashed, with only one standard attack. It requires a successful feint on the targets.

Tùsh (DC 39): Disarm one adjacent opponent per Tush bladeglyph flashed with a standard action, and a +4 bonus for each Tush bladeglyph flashed, use Dex modifier for the check. It requires a successful feint on the target.
Selà (DC 39): Trip one adjacent opponent opponent per Tush bladeglyph flashed with a standard action, and a +4 bonus for each Tush bladeglyph flashed, use Dex modifier for the check. It requires a successful feint on the target.

Shàa (DC 41): As Sàah but with cumulative +4 bonuses.
Kadd (DC 41): As Damk but with cumulative +8 bonuses.

Wùhz (DC 43): As Faèu, but with cumulative +4d6 acid damage bonus.
Kùrr (DC 43): As Faèu, but with cumulative +5d4 sonic damage bonus.

Kàht (DC 45): As Gwyn but with cumulative +2 attack bonus, Pounce SA, and cumulative +30 ft. speed bonuses.
Tatù (DC 45): Augment critical multiplier by one for every Tatù bladeglyph flashed at the same time, up to a maximum of two augments. It requires a successful feint on the target.

Frèz (DC 47): Paralyze opponent (DC 10 + 1/2 CL + 1 for each Frèz bladeglyph + Cha modifier), for one round for every Frèz bladeglyph flahsed at the same time. It requires a successful feint on the target.
Enix (DC 47): As Koìn but reduces DR by 10 and SR by 5. SR oenalty lasts for a number of round equal to the number of Enix bladeglyphs flashed.

Vèlo (DC 49): As Vafù, but double extra attacks.
Treò (DC 49): As Tres, but attack as a immediate action a number of times equal to the number of Treò bladeglyphs flashed. It requires a successful feint on the target (in case of immediate actions not in your round, it requires a successful feint in the previous round).

Zazà(DC 51): Upon flashing, make dancing attack: add Cha modifier to attack bonus, +40 ft. speed bonus for each Zazà bladeglyph, and attack every foe which happens to be at reach during movement, even same foe, but never two times from the same square.
Ohòp (DC 51): Upon flashing, one attack for each Ohòp bladeglyph flashed is resolved as a touch attack. It requires a successful feint on the target

Blìn (DC 53): Upon flashing, approach one foe on sight by teleporting as free action for each Blìn bladeglyph flashed.
Blùr (DC 53): Upon flashing, even as immediate action, gain 20% miss chance for each Blùr bladeglyph flashed for any one attack for each Blùr bladeglyph flashed. In case of immediate action during another one's turn, only against one attack.

Mòrt (DC 55): Kill the foe (DC 10 + 1/2 CL + 1 for each Mòrt bladeglyph + Cha modifier). It requires a successful feint on the target.

Artistic Spell Slots: these special spell slots cannot be used for other purposes other than being expended with the Arcane Flourish feat.
At 2nd level, you gain 2 Artistic Spell Slots of your highest spell level.
At 5th level, you gain 4 Artistic Spell Slots of your highest spell level.
When you attain a higher spell level, these slots become of that newly acquired spell level.

Repasse Magique: You can use level 0 spell slots and only level 0 spell slots to re-use the Group Fake-Out, Timely Misdirection, and Conceal Spellcasting Skill Tricks in the same encounter.

Improved Arcane Flourish: The bonus given by the Arcane Flourish feat on your Perform checks is equal to 2 + 2 times the level of the spell slot.

Improved Spell Knowledge (Fox's Cunning): Studying new magical ways to improve your graphical memory, and thus your effectiveness in the use of Bladeglyphs, you research the Fox's Cunning spell, adding it to the list of your known spells if you didn't already know it, or beginning to treat it like a 1st level spell if you already knew it.

Experienced Blade Artist: After all of your experience in the art, you can now perform Bladeglyphs if not with ease, at least with a sure hand. You can now take 10 in Perform (Bladeglyps) checks.

Coupe Magique: If the Bladeglyphencer manages to attack after 5 Bladeglyps were successfully flashed, in addition to all the effects given by the Bladeglyps, he can cast a quickened spell before or after the attack action, as she wishes.


Sample Encounter
Bladeglyph'encer can be important NPC in your campaign, and especially make for good villains, given their arrogant and egocentric nature.
EL 14:Yves "Vanesium" Pàntellerìa is here presented as an awful villain who's acting as the artistic patron (and protector) to a series of other peculiar characters of nefarious intentions, from mad and murderous bards to rich cults of dubious deities, who are making the city a dangerous horror theater. He's outside the law because can beat any guard of the even big city, and is practically the new authority of the little country. The vexed people is quietly hoping for someone to kill him for good.

Yves "Vanesium" Pàntellerìa, CR 14

http://img207.imageshack.us/img207/9462/bladeglyphencer2kk0.png

Male human beguiler 6/swashbuckler 3/bladeglyph'encer 5
LE Medium humanoid
Init +6; Senses Listen +1, Spot +16
Languages Common, Abyssal, Infernal, Elvish, Sylvan
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AC 32, touch 24, flat-footed 18
(+0 size, +6 Dex, +5 Combat Expertise, +3 magic, +8 armor)
hp 70 (14 HD);
Immune none
Resist none
Fort +7, Ref +13, Will +8
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Speed 30 ft. (6 squares)
Melee +4 Rapier +16/+11/+6 (1d6+9) (-5 for using Combat Expertise, normally +21)
Space 5 ft.; Reach 5 ft.
Base Atk +11; Grp +10
Atk Options crit. range 17-20/x2 with rapier, favorite bladeglyph combination: Sàah + Sàah + Tarà + Capù + Capù: +4 attack, +6 bluff, +6d6 Sneak Attack.
Special Actions Skill Tricks, re-usable expending level 0 spell slots.
Spells (CL 6th):
6/8/6/10
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Abilities Str 8, Dex 22 (originally 18), Con 12, Int 20, Wis 12, Cha 22 (originally 18)
SQ none
Feats Combat Expertise, Weapon Finesse (B), Somatic Weaponry, Arcane Flourish, Improved Feint, Improved Critical (rapier), Acrobatic Strike.
Skills Perform (Bladeglyphing) 17 (+23), Tumble 17 (+23), Bluff 17 (+23), Spot 15 (+12), Appraise 15 (+20), Forgery 17 (+22), Knowledge Arcana 15 (+20), Spellcraft 15 (+20), Search 17 (+22), Ride 17 (+23), Concentration 17 (+18), Sleight of Hand 15 (+21).
Skill Tricks Group Fake-Out, Timely Misdirection, Conceal Spellcasting
Possessions: +4 Rapier, +5 Studded Leather, much more.
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Books used: Complete Scoundrel, Complete Warrior, Player's Handbook II


P.S.: Class concept, art modification, mechanics development, and practical realization in less than 12 hours.

1st Place Winner of the 1st NotCon Prestige Class Contest (http://forums.gleemax.com/showpost.php?p=14388668&postcount=21)
Kaede

11-21-07, 10:18 AM
Looking good, but somethings make me remember the maneuvers of ToB...

But it's great job what you've done!
It's complex too but nice...
teamfireyleader

11-29-07, 03:55 PM
Sorry this is such a long time since the competition but well done and you earned every vote but i think this would do well with some feats.