New hybrid idea ... the Vital Blade (Fighter|Alchemist)


Homebrew and House Rules


Hi All,
A friend of mine introduced me to a new anime in which the character could create a weapon wrought of her own blood. This was definately something I thought was super cool. After thinking about it I couldn't find any class/archetype/prestige class which mimics the overall idea. Thats when it dawned on me that a hybrid type class could pull this off. After thinking about it I thought that a fighter|alchemist would be the best mix. Basically the focus is a martial practitioner which, through the use of alchemy, explores the inherent power of her own blood.

Below you will find what I have thus far. Please remember this is a WIP and as such the grammar and whatnot will probably be sub-par. I just wanted to get my idea on paper and see if I could get some help from the community to iron it out.

VITAL BLADE
The vital blade is unlike most other martial practitioners. His focus is not just on the physical but also includes an in-depth knowledge of the bodies internal chemistry. Many speculate that hidden deep within each of us there exists fonts of power which can be harnessed. This can be accomplished in a plethora of ways, however, the vital blade concentrates on only one, which is the inherit power found in ones own blood. Through a combination of alchemy and martial learning the character is able to call forth this power and use it to devastating effect. A vital blade usually keeps his findings in a small tome known as a formula book. The most spectacular, and ofttimes gruesome, vital blade ability allows them to shape their blood into any melee weapon. All vital blades are easily identifiable by the blood brand - which is a crimson hued wound-like glyph appearing somewhere on their body (usually the palm or back of the hand). It is through this stigmata like mark that they are able to summon their weapons.
Role: With the vital blades combination of martial and magical skill the character will prove to an effective warrior or guardian in most situations. The character can also, to a much lesser extent, utilize their alchemy skills to help bolster their comrades when necessary.
Alignment: Any.
Hit die: 1d10.
Alternate Classes: Fighter and Alchemist.
Starting Wealth: xd6x10 gp (average xx gp).

Class Skills
The vital blade’s class skills are Craft (Int), Intimidate (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Profession (Wis), Spellcraft (Int), Ride (Dex) and Survival (Wis).
Skill Ranks per Level: 2 + Int modifier.

Class Features
The following are the class features of the vital blade.
Weapon and Armor Proficiencies: Vital blades are proficient with all simple weapons and martial weapons, light armor, medium armor, heavy armor and shields (except tower shields).
Alchemy (Su): Beginning at 4th level a vital blade can create a special type of magical item - extracts. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the vital blade’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An vital blade can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Vital Blade. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an vital blade mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from the magic inherent in his own blood. An extract immediately becomes inert if it leaves the vital blade’s possession, reactivating as soon as it returns to his keeping - an vital blade cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before becoming inert, so an vital blade must re-prepare his extracts every day. Mixing an extract takes 1 minute of work - most vital blades prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an vital blade to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed. Use the paladin spells per day table for the amounts of extracts a vital blade is able to cast each day.

Although the vital blade doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An vital blade can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking vital blade. The vital blade uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (vital blade extracts that duplicate divine spells never have a divine focus requirement). An vital blade can prepare an extract of any formula he knows. To learn or use an extract, an vital blade must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an vital blade’s extract is 10 + the extract level + the vital blade’s Intelligence modifier. An vital blade may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it.

An vital blade learns one 1st level formulae of his choice, at 4th level, plus a number of additional formulae equal to his Intelligence modifier. At each new vital blade level, he gains one new formula of any level that he can create. An vital blade can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An vital blade can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An vital blade does not need to decipher arcane writings before copying them.

Through 3rd level, a vital blade has no caster level. At 4th level and higher, her caster level is equal to her vital blade level -3.

Crimson Brand (Su): All vital blade's develop a special glyph which helps them focus their inner energies. The mark also aids them in the manipulation of their own blood. Its also a sign of great endurance and is proof of the vital blades willingness to push his body to the limits. As such the character gains a +1 bonus on saves against <<?pain, sickened or nauseated conditions?>>. This bonus increases by +1 for every six levels beyond 1st.

Sanguineous Sword(Su): All vital blades are experts at shaping their own blood into weapons. As a standard action the character can form any melee weapon with which the character is proficient. The weapon created is considered a masterwork item. The blade can be further enhanced as though the character possessed the Craft Magic Arms & Armor feat. The weapon can be sundered as per the normal rules although the vital blade can simply recreate a new one on his turn as a standard action.

At 8th lvl a sanguineous sword can be created as a swift action, at 16th level it becomes a free action.

Mutagen (Su): As per the alchemist special ability. <<?I was thinking about calling this ability ... Blood Draught. Yes/no?>>

Martial Discovery (Su): As per the alchemist Discovery special ability, although the vital blade can instead learn a combat feat for which he meets the requirements. His effective fighter level is equal to his vital blade level for the purpose of meeting feat requirements. This is also true for alchemist discoveries.

Note, new discoveries: Metalline Medium, Bulwark of Blood, Sanguine Spikes, Blood Bulge, Blood Bolt. I will be adding these once completed.

Blood Burst (Su): The vital blade is able to alter his humors by imbibing a Molotov cocktail of alchemical reagents. After doing so he can instantly focus these chaotic and destructive fluids through his sanguineous sword. When he does so the weapon explodes upon impact splashing the target with a highly corrosive mixture of blood and dangerous chemicals. An alchemist can use a number of blood bursts each day equal to half his class level + his Intelligence modifier. Activating this ability is a swift action that must be declared before the character makes an attack (while using his sanguineous sword). Whether the attack is successful or not one use of blood burst is expended. The damage inflicted is acid.

Note; any discovery which alters bombs can be used to alter the effects of this ability. However, blood burst can only effect the struck target.

Blood Calls to Blood(Ex): As the fighter Weapon Training I ability, however, this applies only to the vital blade's sanguineous sword.

Hemowarrior (Su): <<No idea ... maybe some regenerative abilities and the ability to increase the critical multiplier of their sanguineous weapon?>>

Vital Blade Table:
BaB: Full.
Saving Throws: Good Fortitude, Reflex.
Table: Vital Blade.
Level
1- Crimson Brand, Sanguineous Sword, Mutagen
2- Blood Burst (1d4)
3- Martial Discovery
4-
5- Blood Calls to Blood I
6- Blood Burst (2d4)
7- Martial Discovery
8- Sanguineous Sword (swift action)
9- Blood Calls to Blood II
10- Blood Burst (3d4)
11- Martial Discovery
12-
13- Blood Calls to Blood III
14- Blood Burst (4d4)
15- Martial Discovery
16- Sanguineous Sword (free action)
17- Blood Calls to Blood IV
18- Blood Burst (5d4)
19- Martial Discovery
20- Hemowarrior

Thanks for any and all comments/suggestions.

Cheers
Volf


Dotting for interest. When I've got a bit more time I'll try to do up some feedback.

Out of curiosity, is the anime Dead Man Wonderland? Someone mentioned that and blades made of blood the other day, and I've been thinking of checking it out.


Tinkergoth wrote:

Dotting for interest. When I've got a bit more time I'll try to do up some feedback.

Out of curiosity, is the anime Dead Man Wonderland? Someone mentioned that and blades made of blood the other day, and I've been thinking of checking it out.

Hey Tinkergoth ... the anime was called Kyoukai no Kanata. By the way Dead Man Wonderland is pretty interesting and is well worth a read.

Cheers
Volf


Just to let you all know I won't be developing this idea further. I realized that this idea is much better executed as a new base class (which I will be working on). I also realized that a fighter/alchemist can be done far easier than this.

Edit: Someone has already created an alchemist/fighter ... Warbrewer.

Volf


Interesting this may be segway-able into a multiclass archetype.


C'mon Christos - were gonna see a lot of Hybrids from now on - don't think this didn't strike me as a MCA immediately - but we can't just call every Hybrid a MCA! ;) Though this one certainly does have that feel...

The key difference for me is that Hybrids don't utilize the class features of a Primary class as a measure for balancing trades against. We've just found that entirely useful as a tool!

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