Eldritch bladeweird (Take 2) [P.E.A.C.H.] [Archive] - Wizards Community

Post/Author/DateTimePost
Pitiless_Interfector

05-27-07, 08:24 PM
BLADEWEIRD
"When cold steel is imbued with my fiery spirit, no mortal can stand against me."
-Caerion, bladeweird

The bladeweird eschews the average warlock’s long-range approach to fighting in favor of meeting his foes head-to-head in melee combat. He channels the power of his magic through his weapon, and can often wreak more destruction with a broadsword than an ordinary warlock could gouge out with their trademark eldritch blast.

Table 1-1: The Bladeweird (HD: d8)
LV BAB F R W Special Invocations Known
1 +1 +2 +0 +2 Eldritch blow, penetrating strike --------------------------------
2 +2 +3 +0 +3 Eldritch bladeweave +1 level of existing class
3 +3 +3 +1 +3 Damage reduction 1/cold iron +1 level of existing class
4 +4 +4 +1 +4 Arcane furrow, swift invoking 1/day +1 level of existing class
5 +5 +4 +1 +4 Fiendish resilience 1 +1 level of existing class
6 +6 +5 +2 +5 Arcane conduction +1 level of existing class
7 +7 +5 +2 +5 Damage reduction 2/cold iron +1 level of existing class
8 +8 +6 +2 +6 Swift invoking 2/day +1 level of existing class
9 +9 +6 +3 +6 Fiendish resilience 2 +1 level of existing class
10 +10 +7 +3 +7 Arcane deathblow +1 level of existing class
Class Skills (4 + Int modifier per level): Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex)


BECOMING A BLADEWEIRD
Bladeweirds must be skilled with both invocation use and melee combat. All must have at least three levels of warlock and two levels of a combat-focused class such as barbarian or fighter to qualify, but not all bladeweirds prefer straightforward melee. Some begin their careers as rogues, ninjas, scouts, or even divine spellcasters, multiclassing into warlock for a few levels in order to meet the requirements.

ENTRY REQUIREMENTS
Base Attack Bonus: +4
Skills: Concentration 8 ranks, Spellcraft 8 ranks
Feats: Cleave, Combat Casting, Power Attack
Invocations: hideous blow, any eldritch essence invocation
Special: eldritch blast 2d6, proficiency with all martial weapons

CLASS FEATURES

Weapon and Armor Proficiency: A bladeweird gains no proficiency with any form of weapons, armor, or shields.

Invocations Known: At each level above 1st, you gain new invocations known and an increase in invoker level as if you had gained a level in the warlock class. You do not, however, gain any other benefit a member of that class would have gained.

Eldritch Blow: A bladeweird does not provoke attacks of opportunity or require somatic gestures to activate the hideous blow invocation, and the weapon itself overcomes damage reduction as if it were magic and cold iron (in addition to its actual material). Furthermore, when delivering an eldritch blast with the hideous blow invocation, you deal an additional +1d6 points of damage. This increases to +2d6 at 4th level, +3d6 at 7th level, and +4d6 at 10th level. Finally, your eldritch blast deals full damage to objects when delivered via a melee weapon.

Penetrating Strike (Su): A bladeweird who uses hideous blow in conjunction with Power Attack receives a bonus on spell penetration checks to defeat the target’s spell resistance equal to the penalty assumed on attack rolls via the Power Attack feat.

Eldritch Bladeweave (Su): A bladeweird of 2nd level or above can make a full attack when using hideous blow. Using hideous blow in this way requires a full-attack action, and you must apply the same eldritch essence to each attack. At 4th level, you may use a different essence (or no essence) on each separate attack, and at 6th level, you gain the ability to apply eldritch blasts to your attacks of opportunity as well.

Damage Reduction (Su): A bladeweird that attains 3rd level receives DR 1/cold iron, which stacks with DR provided by permanent sources such as race, class features, or feats. At 7th level, the DR increases to DR 2/cold iron, again stacking with any similar DR from a permanent source.

Arcane Furrow (Su): A bladeweird of 4th level or higher who uses the hideous blow invocation overcomes DR with his weapon as if it were magic, cold iron, and adamantine, in addition to its other properties. Furthermore, he receives a profane bonus on weapon damage and critical confirmation rolls equal to his Charisma bonus or +1, whichever is greater.

Swift Invoking (Su): A bladeweird of 4th level or above may activate an invocation (other than eldritch blast) as a swift action that does not provoke attacks of opportunity once per day. At 8th level and higher, he may use the ability twice per day.

Fiendish Resilience (Su): Once per day, a bladeweird of 5th level or higher may enter a state wherein they receive fast healing 1 for 2 minutes. This fast healing increases to 2 at 9th level, and stacks with the value provided by similar fiendish resilience abilities.

Arcane Conduction (Su): A bladeweird of 6th level or above wielding a weapon with a magical enhancement bonus on attack and damage rolls receives an equivalent enhancement bonus on spell penetration checks and to the save DC when using the weapon to deliver an eldritch blast.

Arcane Deathblow (Su): Once per day, plus one additional time per day per point of Charisma bonus (if any), a bladeweird of at least 10th level may take a full attack action to make one melee attack against an opponent within reach. If the attack hits, the attached eldritch blast (and accompanying essence) ignore spell resistance and damage reduction and deal maximum possible damage (as if the Maximize Spell metamagic feat had been applied). Saving throws against secondary effects tied to the eldritch essence take a –5 penalty.

PLAYING A BLADEWEIRD
As a bladeweird, you find yourself walking a lonely, demanding road to success. But you will be free to choose your own path, and you’ll be able to keep going long after other characters have dropped. You have a rare combination of free-spirited creativity and rigorous discipline that allows you to simultaneously hone your combat abilities through endless repetition while improvising new maneuvers on the spot, tapping into your innate abilities to provide you with an edge in combat few characters can match.
Your adventures take you far and wide, seeking out lost lore, a legendary weapon, or some esoteric martial or magical technique to add to your repertoire.

Combat
If there’s one thing being an arcanist teaches, its keep your distance. You, on the other hand, excel on the front lines. Use your skills and utility invocations to get the drop on foes, then open up with a flurry of crushing blows imbued with arcane power. Use your invocations to incapacitate your foes, debilitating them with eldritch essences such as noxious blast while cutting off retreat with terrain-altering invocations like chilling tentacles or wall of perilous flame. If you find a foe that’s easy to hit but extremely tough and resistant to magic, throw some attack bonus into Power Attack to open up its spell resistance. Thanks to your light armor, damage reduction, fiendish resilience, and respectable Hit Die, you’re much more durable than the average arcane caster, so you can afford to go toe to toe with enemies for the few rounds it will take to work past their defenses and annihilate them with pure arcane power.

Advancement
Becoming a bladeweird required months and years of rigorous training, learning to wield arms, armor, and arcane power, eventually developing enough skill with them all to wield them as parts of a seamless whole, rather than disparate disciplines of body and mind. Whether you were self-trained or taught (or more aptly, indoctrinated) at one of the rare few academies adequately equipped and staffed to train initiates in the difficult art of eldritch bladeweaving, your pure drive keeps you going when all others have failed.
As you advance, you have the difficult task of balancing two disparate suites of abilities. You must select the proper feats to be effective in combat, as well as take utility, eldritch essence, and terrain-altering invocations to round out your abilities.

Resources
If you were trained in one of the academies, the lawful-evil tyrants who established them likely tried to conscript you into their service. If you accepted, you receive assignments and equipment appropriate to whatever is needed to achieve your overlord’s goals. If you were self-taught (or escaped the service of your despotic master), you likely have no resources to draw on other than what you can acquire yourself, unaided by a specialized organization.

BLADEWEIRDS IN THE WORLD
“Well, when he swung his sword at him, there was a blinding flash of eerie light, and when I opened my eyes, the scaly bastard was dead in the dirt.”
-Orlik Tanner, dracotaur raid survivor

Bladeweirds are dangerous and disturbing in the eyes of most sentient beings. They combine the physical prowess of a trained warrior with the unnatural abilities of a warlock. Warriors distrust them for their magic, which gives them a tremendous edge in tactical situations and in sheer destructive power, while other warlocks are frightened by their toughness, physical prowess, and the burning ambition to become the best they can be that drives them to master eldritch bladeweaving. Their individuality and free-spirited nature make generalizing about them an exercise in futility.

Organization
Lawful evil potentates (usually warlock/fighters, but sometimes simply an ambitious and knowledgeable aristocrat with a mystical bent) set up academies for the express purpose of training bladeweirds as servants and enforcers. Frequently, diabolical influences such as the baatezu have a hand in setting up and perpetuating these organizations, as they serve as a factory for ready-made damned souls. But by and large, bladeweirds have no special organization to call home; though they may join adventuring parties and guilds like any other hero.

NPC Reactions
Bladeweirds are held in equal parts awe and fear by the commonfolk, who take care to treat you with something resembling respect. This is especially true if you serve a tyrannical despot that will back up your authority. Powerful individuals, however, see either a potent tool to bend to their own ends or a dangerous menace to society at large who must be contained or destroyed. As such, most bladeweirds take care to hide their power when possible, passing themselves off as a fighter or rogue when they can and as a duskblade or swordsage when they can’t. As such, their already insignificant numbers appear positively miniscule.

BLADEWEIRD LORE
Characters who have ranks in Knowledge (arcana) can research bladeweirds to learn more about them. When a character makes a successful skill check, the following lore is revealed, including information from lower DCs:
DC 10: Bladeweirds combine martial talent with inborn supernatural abilities.
DC 15: Bladeweirds combine the talents of a fighter with the dark powers of a warlock. They are extremely driven and free-spirited individuals—even more dangerous than ordinary warlocks.
DC 20: Bladeweirds imbue their weapons with arcane energy that has strange, detrimental effects on those they strike.
DC 25: Some bladeweirds are trained in academies to serve as enforcers for lawful evil rulers.
DC 30: This degree of success provides the players with details about specific eldritch bladeweaving academies or notable bladeweirds in your campaign.

BLADEWEIRDS IN THE GAME
Bladeweirds are secretive, free-spirited individuals who never reveal their identity casually, and exist in very small numbers, so integrating them into an ongoing campaign should be easy. In fact, a warlock the party thought they knew from head to toe might actually have been hiding martial talents equal to those of the party fighter. As for the academies, they tend to operate in secret, proclaiming to be no more than a joint fighting-spellcasting academy, with its bladeweird trainees masquerading as neophyte duskblades. In point of fact, anyone, anywhere, could be a bladeweird in disguise.

Adaptation
The bladeweird class was designed to provide more powerful options to a “melee-lock” type character, but they could easily be made more specific or distinctive with a few changes. For example, instead of channeling their eldritch blast through a weapon via hideous blow, the class could condense their eldritch blast into a nearly-solid weapon in its own right, like eldritch glaive. Such a variant would have more in common with the soulknife than the duskblade.

Sample Encounter
The party might encounter a bladeweird in any number of situations. Perhaps the evil overlord to whom they have organized opposition sends a bladeweird or two to hunt down and destroy them. Or perhaps they run across a baldeweird incognito, and mistake them for some other martial magic-user they've been hunting. Or maybe they encounter a bladeweird surrounded by a pitchfork-wielding mob, and must decide whether to intervene.
EL 12: Caerion, as he is known, is something of a loose cannon. He wanders the countryside, opposing evildoers wherever they may hide, and paying particular opposition to those he considers tyrants--a holdover from his horrifying days serving baatezu in an eldritch bladeweaver academy. He could mistake the PCs for servants of a local despot or corrupt politician, or, if the party harbors a tiefling, drow, duergar, goblinoid, or other 'evil' creature, may simply attack to 'remove its taint from the world.'
CAERION (CR 12)
Male human warlock 3/fighter 2/bladeweird 7
CN Medium humanoid (human)
Init +1; Senses Listen -1, Spot -1
Languages Common, Infernal
AC 19, touch 12, flat-footed 18; Dodge
(+1 Dex, +6 armor, +1 natural, +1 deflection)
hp 55 (12 HD); fast healing 1 (1/day, 2 minutes); DR 3/cold iron
Fort +9, Ref +3, Will +8
Speed 30 ft. (6 squares); Mobility, Spring Attack
Melee +2 greatsword +16 (2d6+10 plus 5d6 eldritch blow)
Base Attack +11; Grp +14
Atk Options Battlecaster Defense, Great Cleave, Power Attack, arcane conduction, arcane furrow, eldritch bladeweave, eldritch blow, penetrating strike
Special Actions swift invoking 1/day, fiendish resilience 1/day
Combat Gear +2 greatsword, 2 potions of cure serious wounds
Invocations Known (CL 9th):
At will: brimstone blast (DC 20), entropic warding, flee the scene, hideous blow, sickening blast (DC 18)
Spell-Like Abilities (CL 9th):
At-will: detect magic
Abilities Str 16, Dex 13, Con 10, Int 12, Wis 8, Cha 20
SQ human traits
Feats Battlecaster Defense, Cleave, Combat Casting, Dodge, Great Cleave, Mobility, Power Attack, Spring Attack
Skills Bluff +15, Concentration +15, Sense Motive +15, Spellcraft +15, Tumble +10
Possessions combat gear plus gauntlets of ogre power, +2 spiked mithral chain shirt, cloak of Charisma +2, amulet of natural armor +1, ring of protection +1
rampant

05-28-07, 02:06 AM
I'm a little concerned with Eldritch blade weave, and arcane furrow they look a tad overpowered, especially used in conjunction. The last ability could stand toning down, but its not the major violater.
Pitiless_Interfector

05-29-07, 11:47 AM
I'm a little concerned with Eldritch blade weave, and arcane furrow they look a tad overpowered, especially used in conjunction. The last ability could stand toning down, but its not the major violater.

Hmm. Point. But I'm not exactly sure that arcane furrow is overpowered (or, at least, overpowered enough to compete with eldritch bladeweave). A bonus on critical confirmation rolls is only useful if you actually score a threat, and a +10 bonus on damage (at the highest) isn't any good if you can't hit the damn thing.

All in all, I think sacrificing at least two caster levels and any improvements in ranged eldritch blast damage are enough of a drawback to balance the prestige class. (Plus, if you look carefully at the seemingly overly-large list of class skills, you'll find Use Magic Device conspicuously absent)
rampant

05-29-07, 02:34 PM
I mean that the two used in conjuction allows for truly massive damage. Arcane furrow triggers whenever you have hideous blow on right? so with eldritch bladeweave allowing you to have it on for all the attacks in a full attack. Your sample character can do 8d6+15 per hit (10d6+30 on a crit), and do it three times a round, more if he cleaves.
Pitiless_Interfector

05-30-07, 12:07 AM
You know, you might be right. Maybe the eldritch blow should only add +1d6 at 1, 4, 7, and 10, instead of 1, 3, 5, 7, and 10. Any thoughts, anyone? (Nice job formatting, if I do say so myself)
Pitiless_Interfector

05-30-07, 12:11 AM
I mean that the two used in conjunction allows for truly massive damage. Arcane furrow triggers whenever you have hideous blow on right? so with eldritch bladeweave allowing you to have it on for all the attacks in a full attack. Your sample character can do 8d6+15 per hit (10d6+30 on a crit), and do it three times a round, more if he cleaves.

Yeah, but he's also CR 12 with AC 18 and 55 hp. (SPLAT!)
Although, if he gets in the first shot, he might spell trouble for the party.
rampant

05-30-07, 01:42 AM
Low constitution, aside the problem is not in the eldritch blast damage. Its the Eldritch blade weave that is the problem. Its overpowered, maybe allow them to use the hideous blow invocation to augment the next attack as a swift action then they can still make full attacks but they can't go uberpownage on people. If you Really want you could give them the ability to invoke hideous blow every time they drop someone without it.
Pitiless_Interfector

05-30-07, 02:46 PM
Perhaps it would be balanced if the attack roll came with a penalty equal to the eldritch blast damage. If you give them the option of lowering the penalty at the expense of damage dice, then maybe it would be balanced.
rampant

05-30-07, 03:10 PM
You're not hearing me. My beef is the unlimited full attacks with Eldritch blast damage. screwing with the accuracy isn't going to fix that... Well maybe for every -1 on the power attack they get 1d6 of their eldritch blast in addition to their normal power attack bonus. Then have it so they can use essences on it. The point i there needs to be some sort of limit.
Pitiless_Interfector

05-31-07, 04:23 PM
What if we remove the eldritch blow progression? If his damage dice don't improve as he gains levels, his attacks won't be too overpowered.
rampant

05-31-07, 05:19 PM
No I don't like crippling the eldritch blast.

Maybe just let them make a full attack and spread the dice out over each attack.
Pitiless_Interfector

06-02-07, 06:48 PM
Yeah, but as his eldritch essences become better (brimstone blast, vitriolic blast, utterdark blast), he starts dealing more damage, which would make up for the reduction.

Although, I see what you're saying. Perhaps eldritch blow could be tweaked to a 1/4/7/10 thing.

However, the eldritch blast takes a regular melee attack, and dropping-off bonuses make those other blasts less likely to hit.
igotsmeakabob!!

06-03-07, 02:03 PM
I like the idea of combining the Warlock's abilities with melee attacks. The PrC didn't seem overpowered to me, but I might have been blinded by how much I liked the idea... now if only there was a damned published one of these so I wouldn't have to convince my DM to let me use player-made material...
Pitiless_Interfector

06-03-07, 04:07 PM
I like the idea of combining the Warlock's abilities with melee attacks. The PrC didn't seem overpowered to me, but I might have been blinded by how much I liked the idea... now if only there was a damned published one of these so I wouldn't have to convince my DM to let me use player-made material...

Holy sh!t, positive feedback!
Pitiless_Interfector

06-04-07, 04:28 PM
Anyone besides rampant have any ideas/critiques/complaints/suggestions/etc.?
Nat_20

06-04-07, 04:42 PM
i like this PrC ALOT!!!!

One of my favorite characters was a chain whip hideous blow user that tanked better that the parties Paladin, and i like this idea...

i can see a potential of overpowered attacks though...
Pitiless_Interfector

06-04-07, 11:45 PM
Hey! Positive feedback! Here, Nat 20, have a cookiee: :cookie:
Pitiless_Interfector

06-08-07, 11:21 PM
God damn, it is tough to get any reception on these boards
Geraturatu

06-09-07, 02:32 PM
Certainly looks nice.
Sunblast

06-12-07, 11:03 AM
Ooooh, I'm loving the looks of this guy! I can't tell you if it's balanced because I really don't know how to judge for that sort of thing. What I do know is that this is a prestige class I could make use of. I was looking for a way to make a melee warlock, and this fits the bill perfectly!
DaTedinator

06-12-07, 03:12 PM
I'm going to have to second Rampant's concerns about allowing hideous blow on every attack. You're gaining bonus damage that's about on the level of sneak attack, but with no Flat-footed/flanking clause.

I think leave it at only being able to be used once per round, but then maybe give them the benefit of Arcane Furrow for the full round in any round that they use Hideous Blow.

Other than that, though, it's a brilliant class, that was remarkably well done. Nice job with it!
Phasma Felis

06-13-07, 11:04 AM
Awesome idea. I'd considered something like this myself, but never got around to statting it out. I like the abilities you've come up with for it. Penetrating Strike in particular is both cool and thematic.

I do have to agree that Eldritch Bladeweave is potentially overpowered. With Two-Weapon Fighting (and/or Flurry of Blows), you can throw out a bucketload of d6s each round at close to full BAB. What I'd do, personally, is replace it with the ability to use Hideous Blow as an immediate action. You lose some raw power, but gain quite a bit of versatility (since you can use it while moving, charging, making attacks of opportunity, etc.)

(That does interfere with Swift Invoking a bit, though. Maybe change it from a swift action to "free action once per round", or "whenever you use Hideous Blow"?)

And, man, you need to be a little less sensitive to criticism/lack of input. :) The WotC boards are pretty jaded, and threads sometimes get lost in the flood. If that bothers you, try some other boards, like EN World or RPGnet. Keep up the good work...
LeuktheSavior

06-14-07, 10:53 AM
Id treat the bladeweavelike a flurry of blows. when you go to use the bladeweave ability, you suffer a -2 penalty to your attack rolls. I'd also make it so you could decide just how much eldritch power you put behind your hideous blow. So if you can hit with 10d6 eldritch blast damage, and you use eldritch bladeweave, you can channel 4d6 points of energy into the attack instead of all 10d6.
Why would anyone do that you ask? -2 to your attack to add 10d6 for each swing?
for each additional d6 of damage added to the damage past 1d6, you add an additional -1 to the penalty. So if you wanted to add 10d6 points of damage to each swing, you'd suffer a -11 penalty to each attack roll. that would make this far more balanced, and actually makes more sense. Channeling that much power and unleashing it 3 or 4 times in a row would be taxing. Otherwise i think its a beautiful idea.