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| DraconiumX12-03-07, 02:47 AM | Bloodblade In the corner of a dank tavern, a man sits quietly, murmuring to himself. In his hands, a dagger of supreme quality seems to glow softly, emanating a menacing aura. His eyes seemed to be focused only on the blade that he holds, turning and twisting it softly on the point of his index finger. Upon coming closer, one might hear him talking angrily, maybe even arguing, with the blade in his hands. A harmless drunk, one might think, or a lonely vagrant, with a seemingly magical dagger in his possession, perhaps stolen from a hapless adventurer, or found during his aimless wanderings. He looks up from his musings as a group of thugs approach him, their eyes drawn as his was to the dagger. One of the thugs, the largest, states his intentions. He wants the dagger, and is willing to hurt anyone and everyone to get it. The man with the dagger looks him in the eyes as he lifts the dagger in the air, stabbing himself in the arm. Blood drools quickly from the wound, the man's face showing no signs of pain or discomfort. The thugs, shocked by the masochist before them, look amongst each other in confusion. In a flash, the man rips the blade from his wound, sinking the blade deep in the chest of the thug leader, sliding it in between his ribs. Moments later, the rest of the gang falls, the man with the dagger quickly sliding amongst them, his dagger slicing them mercilessly. He slowly sulks out of the tavern, mumbling silently to his blade as he walks away, not looking back, staring intently at the weapon in his hands. Description: The Bloodblade is a being whose devotion to his weapon goes beyond normal means, reaching into the realms of what is considered "insanity." Typically rogues, the Bloodblades are crafty and cunning, using their dagger and their guile to bring doom to their enemies. What separates the Bloodblades from other classes is, simply put, their dagger. Entering into this class, Bloodblades perform a special ritual that bonds them - body, blood and mind - with their blade, infusing themselves into their weapon, entering into a near-symbiotic relationship. The Bloodblade cannot live long without his weapon, however, as he loses all his powers without it, and the dagger cannot exist long out of the hands of its master. High-level Bloodblades gain supernatural powers and abilities with their dagger, but only the highest level Bloodblades achieve a true connection with it, as his soul fuses with the blade and his body melds with the cold steel. Prerequisites: Alignment: Any non-good, non-lawful Skills: Sleight of Hand: 10 Ranks; Knowledge (Arcane): 5 Ranks, Feats: Weapon Focus (Dagger), Combat Expertise, Deft Hands, Dodge Ability: Sneak Attack +4d6 Special: In order to become one with his dagger, the Bloodblade must perform a special ritual that bonds him to the steel very of his weapon, and bonds the blade to his flesh. In order for the two to become one, both physically and mentally, the Blood Blade must ritually flay and cut himself, draining his blood - his life essence - to power any masterwork dagger with his life energies, drowning the steel in his life. He must start the ritual at midnight, and finish it - with no interruptions - when the sun rises. At the end of the ritual, the Bloodblade and his dagger have begun the process of becoming one. The Bloodblade cannot multiclass, and follows the same restrictions and penalties as a monk for multiclassing, as the process of connecting himself to his blade is a fickle one, and once interrupted, cannot be completed. The Bloodblade's skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). Skill Points per level: 6 + Int Hit Points: d6 Lv BAB Fort Ref Will Special 1 0 2 2 0 Signature Blade, Quick Draw, Sneak Attack +1d6 2 1 3 3 1 Flick of the Wrist Feint 3 2 3 3 1 Spring Attack 4 3 4 4 1 Sneak Attack +2d6 5 3 4 4 2 Dagger in the Veins, Sacrifice the Life Blood 6 4 5 5 2 Shot on the Run, Return to Sender, Living Blade 7 5 5 5 2 Sneak Attack +3d6, Flaying Strike 8 6 6 6 3 Deflecting Defense (+2 AC w/one dagger) 9 6 6 6 3 Sense the Life Blood, Bloodsense 10 7 7 7 3 Sneak Attack +4d6, Bloodleech, Sentient Blade Class Features: All of the following are class abilities of the Bloodblade. These abilities may only work when the Bloodblade wields his signature blade, and he wields no other weapons in his off hand. Armor and Weapon Proficiencies: The Bloodblade gains no new armor or weapon proficiencies, although light armor is preferred, as it does not inhibit his dexterous movements. A Bloodblade's only weapon is the dagger, a weapon of guile and cunning. Signature Blade: The Bloodblade infuses a single dagger with his essence, though it must be of masterwork quality, and may be of any dagger-like variant, such as the Barbed Dagger. However, the ritual that he performs to bond himself to the blade is taxing on his body, and the Bloodblade must sacrifice some of his physical being during the process. At the end of the lengthy ritual, he loses 5 permanent hit points due to severe blood loss and self-inflicted wounds, hit points that cannot be returned until his blade is somehow destroyed, but not if the bond is broken. The bond cannot be broken by any magic, and most of his magical abilities are considered supernatural. The bond between the two can be fickle, as the blade, in bonding, becomes thirsty for blood, and cannot stand the presence of any other being's touch. If anyone other than the original Bloodblade holds or wields the dagger for more than 10 minutes, or if the dagger is out of the Bloodblade's possession for more than 24 hours, he loses all his abilities with this class, and must perform the ritual again, having to sacrifice another 5 permanent hitpoints. If, however, the Bloodblade lets the dagger out of his possession, but only out of complete necessity, such as letting a blacksmith repair it or a wizard enchant it, he may, for 24 hours, let it go. If, beyond the original 24 hours, he still does not have it back, he must make a DC 18 Will save, or he loses all his class abilities, his bond is broken, and he must perform the ritual again, though he gains the 5 hitpoints back, but must sacrifice them again to bond to another dagger. If the blade is destroyed, the Bloodblade regains the hitpoints he lost through the original ritual, as the life energies that were sacrificed for the blade are magically returned. The Bloodblade has to perform the ritual again, and must sacrifice 5 hitpoints to enchant another blade. When wielding this dagger, he gains a +4 bonus, plus an additional +1 for every level in Bloodblade, against being disarmed, until he reaches 8th level, when he can no longer be disarmed at all. At 10th level, he cannot be compelled to drop his special blade or to perform any actions he would not want to do with that blade, such as stabbing himself or a teammate. Quick Draw: At 1st level, the Bloodblade is treated as having the Quick Draw feat, though only with his specialized dagger. Sneak Attack: At 1st level, and at every three levels, the Bloodblade's sneak attacks become more damaging, but due to his focus on his bond and the arcane elements that it involves, the damage he deals with sneak attack isn't gained as fast as if he were still a Rogue. Flick of the Wrist Feint (Ex): At 2nd level, the Bloodblade gains the Flick of the Wrist Feint feat, which works just like Improved Feint, except the Bloodblade may us a Sleight of Hand check instead of Bluff, as he becomes more capable of maneuvering his special dagger in such deft ways as to deny his opponent his Dexterity bonus. Spring Attack: At 3rd level, the Bloodblade gains the Spring Attack feat, even if he does not meet the prerequisites of the feat, but can only use his dagger with this feat. If a character already has Spring Attack, he may gain the Bounding Assault feat from PHBII, p75. Bounding Assault: When performing a Spring Attack, you may designate two foes. Your movement provokes no attacks of opportunity against either opponent. If performing an attack action with Spring Attack, you may make a second attack at a -5 bonus. You can either use both attacks against one opponent, or divide the attacks between the two. Dagger in the Veins (Ex): At 5th level, the Bloodblade's connection to his blade increases, as he gains the ability to absorb the dagger into his flesh and blood, hiding it from sight until he requires it later. As a full-round action, the Bloodblade can absorb the blade as per the Assassin's spell Absorb Weapon, but with the following exceptions: The Bloodblade can keep the blade absorb for as long as he likes, and can use it as many times per day as he wishes, but when he absorbs the weapon, he loses 3 permanent hitpoints, but gains them back when he removes the blade from his body. Sacrifice the Lifeblood (Ex): At 5th level, the Bloodblade can sacrifice some of his self to deal extra damage with his signature dagger, feeding the steel with his life, so that it may spill the life of others. As part of a full-attack action, a Bloodblade can sacrifice 5 temporary hitpoints, while he slices himself, to deal an extra 3d6 damage with his first strike. This ability does stack with Sneak Attack damage, but does not multiply on critical strikes. This ability can be used on creatures that are immune to Sneak Attacks. Shot on the Run (Ex): The Bloodblade gains the Shot on the Run feat, even if he does not qualify for the prerequisites. If he already has the Shot on the Run, he gains no new feats. Return to Sender (Su): As the dagger becomes more attached to the Bloodblade, the two become even closer and harder to keep apart. If the dagger is thrown by the Bloodblade, it gains the Returning magical ability. In addition, if the dagger is out of the Bloodblade's hand at any time, he may, if he succeeds a DC 15 Concentration check or DC 18 Wisdom check, recall it to himself, rushing safely to his hand. He can use this ability only if the dagger is within 200 feet. He and may sense its general direction as a free action if it is within 2 miles. If a creature or other such object is holding or wielding the dagger, they must make a Strength check or the dagger flies from his grip. If the dagger is held somewhere impenetrable, such as a treasure chest or a stone prison, it cannot return to the Bloodblade. Living Blade: As the connection between the Bloodblade and his dagger grows stronger, it begins to gain slight resemblances of sentience, gaining the smallest inklings of life. Unlike other sentient weapons, the only ability the blade gains is Empathy, which operates at a distance of up to 2 miles. It gains mental attributes of 10, and has 30-vision sight. Its alignment is the same as the Bloodblade's. Flaying Strike (Su): Three times per day, a Bloodblade can Sneak Attack, deal Critical Strikes to, and use other abilities that require him to be able to Sneak Attack the creature, any target that doesn't have discernable anatomies, or is otherwise immune to Critical Strikes. Deflecting Defense (Ex): When wielding his dagger and wielding nothing else in his off-hand, he gains a +2 AC bonus. This bonus stacks with all other bonuses. Sense the Lifeblood (Su): As a free action, the Bloodblade can sense the presence of any and all creatures (living or dead) within 50 feet (though it only gives approximate directions and vague ideas of where they are), and he gains the Blindsense ability for 15 feet. Bloodsense (Su): Twice per day, the Bloodblade can use his dagger's special blood-sensing abilities to detect the weak spots of creatures, and can make one single attack a Touch Attack, rendering the creature's armor useless against the attack. This ability works against creatures that are immune to sneak attacks. Bloodleech (Su): Twice per day, a Bloodblade can make a devastating attack that drains the target of its blood, dealing it a vicious, bleeding wound. As a full-round attack action, the Bloodblade can make a single attack that deals normal damage (it can include sneak attack damage, the Bloodsense ability, etc...), and deals 1 Constitution damage. The wound deals an extra 1 damage every round, unless healed by a DC 20 Heal check or any magical healing. For every 1 damage dealt by bleeding from that wound, the Bloodblade gains a +1 to damage and attack, as his dagger magically absorbs the blood and becomes stronger, but only if the creature is within 30 feet. Sentient Blade: Upon reaching the highest level of Bloodblade, his soul bonds completely with the blade, part of it getting absorbed into the weapon. This confers several bonuses. First and foremost, the blade gains full sentience, as per page 268 of the Dungeon Master's Guide. The blade's mental attributes upgrade to be the same statistics as the Bloodblade, plus 2. It has 10 ranks in Knowledge (Anatomy), and can be applied to any non-outsider creature, and can even be used for undead (they were once living). The dagger has the following special abilities: The dagger's caster level is equal to one-half of the Bloodblade's total character levels. It has empathy, speech, and telepathy (but only with the Bloodblade) for 100 feet. It can use deathwatch, as the spell, continually active, but with a radius of 30 feet. It can use death knell, as the spell, three times per day. It can use, three times per day, Vampiric Touch, as the spell. Its caster level is equal to the Bloodblade's total class levels. It can use it as a free action, as part of a normal attack, though only once per round. The blade can also use this ability to repair itself, though it only repairs half its hitpoints , rounded down. It can use greater darkness, as the spell, once per day. The blade can use teleport twice per day, as the spell, but only on itself, and only for 200 feet, giving it the ability to return to the Bloodblade's hand if it is misplaced or lost. This improved connection also lengthens the time the Bloodblade can be without his weapon, up to 1 month, before the connection is broken, and the blade loses its sentience. The sentient blade does not get a will save against being absorbed into the Bloodblade's body with his Dagger in the Veins ability. |
| DraconiumX12-05-07, 01:46 PM | Bumpity-bump. :bump: |
| DraconiumX01-04-08, 05:35 PM | Yet another bump. :bump: |