Picked this up and as usual I am liking what I have read so far. However, one gripe that I have is the Curse-Wielder with it's limited proficiencies and only one good save. For a class that has one shtick going for it (debuffing) it's lacking a bit of versatility. As they have to inflict their debuffing via an attack I would think the class would have a few decent proficiencies baked into it, as well, being that the class is rather combat focused I would have thought a decent fortitude save and medium armor proficiency makes sense. As it stands now I am unable to craft anything that really makes sense from a player perspective (that is 4 players, each filling a specific role) without having to expend feats to shore up some of the issues I have outlined. In a nutshell, I am finding it difficult to pinpoint exactly what the class is useful for. To me it seems like it's another "5th" wheel class that is nice to have if you are running a larger group.
Upon further contemplation, I have decided that if Paizo addresses the situation, and the feedback therein, and puts together an action plan for a solution to the matter, I will eagerly purchase this book in order to support good positive business practices.
If they choose to stay silent on the matter, or offer only conciliatory regards with no plan of resolution or redevelopment, that will likely draw to a close my 8 year relationship with Paizo and Pathfinder.
I have always celebrated this company for its openness and willingness to converse with its playerbase (especially via forum interactions), but if they ultimately prove unwilling to address things of this nature, it might constitute a shift in company practices to a direction that would deem my future support unwarranted. I hope the opposite will prove true.
This ultimately may mean very little, as I stated in my last post I haven't played Pathfinder in a while, and the last Pathfinder product I purchased was a roughly a year ago. Perhaps the resolution to this and my subsequent purchase of the book would reinvigorate my Pathfinder spirit, after all blazing infernos start from the smallest kindling. But I figured it best to proverbially put my money where my mouth is.
Good day all.
Well said! Although I already purchased the book.:(
I have an up and coming campaign in which we are all playing elves (I will be rocking out a druid using an archetype from Wardens of the Wild) and was tasked with creating a new Bladesinger base class for one of the players. I tried my best to dissuade them and pointed out many things that could be used to facilitate such a concept. But alas they were adamant and "diplomatically" voted me as the creator of our new Bladesinger class. Which brings me to the reason for my post. In an attempt to ensure that I have created something worthy of playing (and not completely and utterly broken) I come to the Pathfinder community to seek aid. Please check out my version of an otherwise very old but well loved gaming trope. Remember, this is a work in progress and still needs a lot of spit and polish. After this is done I will then have to create an NPC of 1st, 5th and 10th level in order for the group to playtest the new class. So ... before that happens I want the class to be as perfect as I can get it. Don't hold back folks ... let the bullets, erm comments, fly.:P
Such wonderfully unique and creative ideas are sprinkled throughout this thread. I just wanted to say thank you to everyone that has taken the time to share such incredible odds and ends with the rest of us! In the spirit of sharing I will also post something of mine. This is fairly old and was part of a weekend long adventure where we got to homebrew an archetype based on a movie or comic theme. I am sure you'll all be able to guess where the seed of creativity was found for my own idea.
The Dynamo. He's a blast to play.:p I have also enabled comments if anyone feels like doing so.
The product is looking great Prince of Knives and the rustpicker looks very promising! Just because I cannot leave sleeping dogs lie I went ahead and created a few new knocks in support of the rustpicker. They fit the archetype thematically and help to enhance the archetypes already incredible versatility. Without further ado I present to you the following new knocks: Scrapblade, Swissblade, Mutable Metal and Multi-tool.
New Knocks:
Scrapblade (Su): A rustpicker must be self-reliant and are usually capable of cobbling together useful tools from the detritus of junk heaps and trash stacked alleys. Normally these are simple, a long piece of steel with a very sharp and pointy end. However, there are some rustpickers which have taken this a step further and are capable of creating a functional and lethal weapon composed of junk. A rustpicker with this knock is able to create any melee weapon, which they are proficient with, out of metal scraps and other such detritus. They must have access to a junk yard a garbage heap or other such location in order for them to scrounge for the required components. It takes the rustpicker 10 minutes to complete his scrounging. At the end of this he piles high his heap of treasure and then wills it to take the desired shape. The weapon is held together through sheer force of will, luck and the rustpicker's inherent supernatural power. The weapon has the same base statistics as a weapon of it's type. Beginning at 4th level the scrapblade gains a +1 enhancement bonus to attack and damage rolls. This bonus increases by an additional +1 at 8th level and every 4 levels thereafter.
The rustpicker can repair a broken, damaged or destroyed scrapblade by expending resources from their brilliant plan fund as a standard action. Repairing hit point damage to the weapon costs 1 copper piece per hit point restored. It costs 1 silver piece, per scrapblade level, to remove the broken condition from their scrapblade. If destroyed the scrapblade may be repaired, to full hit points, by expending 1 gold piece per rustpicker level.
The scrapblade retains it's shape until the rustpicker rests for 8 hours at which point it breaks down into it's useless component parts. After resting the rustpicker can perform another search, as outlined above, in order to create another scrapblade. The rustpicker cannot recycle material from a previous scrapblade because the powers which maintain the weapon cause it to severely decay once the item returns to it's original individual pieces. Most rustpickers will scrounge for their scrapblade in the morning after having rested for the night in order to prepare themselves for the rigors of yet another adventurous day. The shape of the weapon is determined whenever the rustpicker creates a new scrapblade.
Swissblade (Su): A rustpicker can change the shape of his scrapblade, as a standard action, to another melee weapon that he is proficient with. This ability can be used a number of times per day equal to 1 + the rustpicker's Wisdom modifier. The scrapblade retains the new shape for a number of minutes equal to the rustpicker's level after which it reverts back to it's original form. Prerequisite: Scrapblade.
Multi-tool (Su): By concentrating as a swift action a rustpicker is able to reconfigure a portion of his scrapblade into one of the following: a set of thieves tools, a saw, crowbar, shovel, glass cutter, drill or abacus. These tools gain an enhancement bonus on their associated skill checks, if applicable, equal to the enhancement bonus of the scrapblade. The rustpicker can use this ability for a number of rounds per day equal to his rustpicker level + Wisdom modifier. These rounds need not be consecutive. Deactivating this ability is a free action. Prerequisite: Scrapblade.
Mutable Metal (Su): By incorporating additional material, such as barbed wire or blood from a slain creature, into the creation of his scrapblade the rustpicker is able to expend enhancement bonuses on the following special magic weapon properties: cruel, keen, wounding, bane, cunning, deceptive, rusting or viscous. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. Duplicates cannot be added to the weapon. The scrapblade must retain at least a +1 enhancement bonus before any other properties can be added. Prerequisite: Scrapblade.
I'm gonna give it to you straight, I am not the world's biggest fan of the archetype; while I realize there's precedent now for altering BAB and the like, I don't really like how this hard-locks the 'fex into a particular archetype. The loss of essentially three skills (since you now non-optionally require Intimidate) hurts in the out-of-combat utility in a bad way, and the custom malefaction raises awkward questions of interactions with the existing malefaction rules and, more impotantly, with immunities and targeting.
Thanks for your honesty Prince of Knives! The archetype was put together on a whim in a very short time span. I simply thought it would make for an interesting concept. Not fully realized but more conceptual in practice. As far as "locking" a class into a more focused route I would have to disagree with you on that regard as many archetypes already do that. They offer up something, which can be extremely focused, by giving up or sacrificing another aspect of the class. Some archetypes completely change the forte or focus of it's parent.
Prince of Knives wrote:
You may end up enjoying the upcoming Rustpicker archetype, though.
This is a fantastic class Prince of Knives! You can be certain that you have one sale already!:P
In fact I like it so much I created an archetype for it. May I present to you the Blasphemous Blade. Let me know what you think.
BLASPHEMOUS BLADE:
BLASPHEMOUS BLADE (an archetype for the Malefex)
Living a hard life on the streets teaches a malefex how to survive against any opponent and to use any weapon at their disposal to overcome a foe. This self reliance and survival instinct has produced a sub sect of malefexes, known as blasphemous blades, with an extraordinary ability. With nothing else in hand these rare individuals have learned how to shape their malice and malignancy into a physical weapon. Through willpower and an unorthodox method, which few scholars even attempt to understand nor really want to, they hone their malevolence into a razor sharp edge. Once manifested most opponents pale before the nightmarish weapon and flee for their lives. However, the abstinate or truly foolhardy which remain soon realise the folly of their choice as the dire weapon is brought to bare against them.
A blasphemous blade has the following class features.
Armor Proficiency: The blasphemous blade is proficient with light and medium armor.
Skill Points: The blasphemous blade receives only 4 skill points per level.
Martial Malice (Ex): The blasphemous blade’s Base Attack Bonus is equal to his malefex level when wielding his malevolence manifested weapon.
Brutal Bearing (Su): The blasphemous blade uses the horrific and terrifying presence of his malevolence manifested weapon to cower and torment lesser beings. The blasphemous blade enjoys a competence bonus to Intimidate checks equal to his Wisdom modifier. He only receives this bonus when wielding his malevolence manifested weapon.
This replaces the knock earned at 3rd level.
Cruel Intentions (Su): The blasphemous blade can imbue his malevolence manifested weapon with his innate cruel and oftentimes murderous intentions. Beginning at 6th level the malefex can choose one of the following special weapon abilities: bane, cruel, corrosive, menacing, ominous, vicious and wounding. Whenever he uses his malevolence manifested weapon it gains the chosen weapon special ability (s). At level 12 and 18 he may choose another special weapon ability from the list above.
This replaces the Knocks earned at levels 6, 12 and 18.
NEW SPITE(TABOO/BANE/GAES/MALEDICTION)
Malevolence Manifested (Spite) [Curse] This curse causes a gnashing, convulsing, heaving, many toothed maw plane of roiling dark and fetid energy to erupt out of the malefex's outstretched hand. Target: Any opponent attacked with the malevolence manifested weapon
Saving Throw: Fortitude (see below)
This curse is unique because it is a physical manifestation of the malefex's control over the malignant energies he uses to curse opponents. At 1st level, when this spite is obtained, the blasphemous blade must choose a single melee weapon with which he is proficient. From this point forward this spite, when activated, takes the shape of that specific weapon. Once this choice is made it cannot be changed. The weapon uses the same statistics of the weapon that it mimics and if sundered can be reformed by recasting the malevolence manifested spite.
An opponent is allowed a saving throw versus this curse. The DC is determined as normal and if it is successful the weapon deals damage as if it were one size category smaller to that opponent. The blasphemous blade also loses the benefits of his cruel intentions ability versus any opponent that successfully saves. If the save is not successful the weapon deals damage as normal and the opponent is considered to be "cursed". Only one such individual can be cursed at a time. If the blasphemous blade strikes another opponent which fails their save they must chose which opponent is "cursed".
This spite increases in potency as the malefex gains levels. At 5th level this spite becomes a taboo and is considered to be the equivalent of a +1 magical weapon. At 10th level this curse becomes a bane and overcomes damage reduction as if it were a cold-iron and silver weapon. At 15th level this curse becomes a gaes and the malefex must choose one alignment component: chaotic, evil, good, or lawful; her malevolence manifested also counts as this alignment for the purpose of overcoming damage reduction. (This alignment component cannot be the opposite of the malefex's actual alignment, such as a good malefex choosing the evil alignment.) At 20th level this curse becomes a malediction and overcomes damage reduction as if it were an adamantine weapon.
The summoned weapon can benefit from spells or abilities that grant a weapon enhancement bonus (such as the magic weapon or greater magic weapon spell). However, the weapon cannot be permanently enchanted.
This replaces the malefactions known at 1st level (the malefex knows only the malevolence manifested malefaction at 1st level) as well as the malefactions gained at levels 5, 10, 15 and 20.
I have a quick question: the bishop's holy light ability states that you can make iterative attacks with it. Couple this with the bonus received vs evil aligned creatures and each blast can do as much as 12d6 points (plus Charisma bonus) of damage. This could be as much as 48d6+ points of damage at 20th lvl (haste plus normal iterative attacks). This seems especially potent to me. At 10th level it could be as much as 14d6+ points of damage per round. I am curious what your playtests showed regarding this amount of damage output?
I actually liked playing the thane a lot- the knockback makes for some very amusing situations (slamming enemies into walls, into each other, etc).
I picked this book up a while ago and just returned to it in order to scrutinize it closer. One thing that bothers me is that the Thane does not have armor proficiency. Given that they increase in size and apparently accrue minuses to Dexterity and whatnot, what was the logic behind not giving them armor proficiency? The only thing that makes up for this is an ability which grants them a Natural Armor bonus. Although the bonus is level dependent and only applies if not wearing armor.:( You mention above that you played a thane and I wonder how you managed playing a "front-line" type character with such an abysmal AC. The class' weapon proficiencies also seem a bit off to me. It would have more sense to me if they had proficiency in simple weapons and two-handed martial melee weapons.
The project is powering on behind the scenes - I've seen a lot of fantastic new art from Jacob Blackmon.
My stretch goal material for the Battlewitches and Hexmavens PDF is being revised in light of hybrid classes - I've retooled the base Gauntlet Witch to be Witch/Magus hybrid (and not just a Hexcrafter/Blade(gauntlet)bound Magus) and extended the theme somewhat.
I'll send Christina a message so we can get a more full update...
Thanks.
Please oh please tell me that the Gauntlet Witch will retain 9th level casting. I was just going to be trying out such a character in a short adventure series. Still trying to decide which racial Gauntlet Witch. I was thinking either the tiefling or a human. Hmm, was there ever a 1/2 orc Gauntlet Witch version created?
I wanted to share something with everyone that I have been working on for a while now. In my 20+ years of gaming I have always, always loved the idea of a warrior/fighter type that runs around with a massive sword. Whether it was a paladin running around with a greatsword, a juicer running around with a giant vibro blade or a street samurai with his cybernetics and katana. I have played them all and still, as crazy as it may seem, I have never grown tired of it.
One of my biggest accomplishments within the gaming community was a prestige class that I created (with the help of a truly gifted freelancer by the name of Kolja Raven Liquette) that was published on the WotC site as an actual Web Enhancement. Afterwards I realized that my talents for writing were nothing to write home about so I instead concentrated on my other strengths. However, I have always wanted to publish an actual book, just one. Didn't matter what it was or if it would actually ever be published. I simply wanted to create something to share. Which brings me to the actual reason of my post.
Over the last few years I have been working on a few base classes with a theme. Gotta have a big weapon and the ability to summon or create it (yes, I truly love the ability to summon a weapon and have played a few soul knives because of this). Below are links to the first 3 that I have completed. The shadow blade, vital blade and the verdant blade. Each is different in some respects but all share the ability to summon or create a weapon. The last one that I will be finishing is known as the aether blade. His schtick is to summon a glyph like blade of force which he can "shatter" in order to generate auras that buff his allies. He can also cannibalize magic items in order to permanently enhance his aetheric blade.
Any and all comments are welcome. I hope you all find these amusing and actually decent enough to try one out in a game.
Also, please feel free to include and/or link classes that you have made that wields an overly massive weapon.:p
The warsmith is our old re-revised tinker class (which we are updating the old doc.)
He is really designed to be a mobile black smith. We wanted to keep with the idea and in play testing it was a little strong with full armor. But we can get a heavy armored archetype for it.
Many thanks for the response! I have to wonder how strong it would be though? Assuming it's a regular 4 man party,even with heavy armor proficiency, I just cannot see how that would be unbalancing given his rather focused area of expertise. How exactly was the warsmith play tested? I only ask so that I am better able to understand why it's unbalanced.
I love the idea of a mobile blacksmith. But again, I must ask, in what capacity/role does he fit in with a regular adventuring group? I have seen a real glut of additional base classes and realized that the bulk of them simply cannot fill one of the standard roles (ie warrior/tank, arcanist, cleric/healer, rogue/skillmonkey). I understand not everything needs to fit nicely within a category and that there's always room for a "5th" wheel, when and if possible. This would be dependent on the gaming group though.
Please do not take this as any sort of an attack! I am only trying my best to see this amazing product (this will be the first product that I am going to be writing a full review for!) ... made even better.
Cheers
Volf
PS If all else fails ... an archetype would be spiffy.:)
Just dropped in to say that the incarnum conversion that you're working on Ssalarn is kick@ss! So much so that after reading the vizier and daevic I purchased the WIP. Looking very forward to the completed Tome of Win. However, I would like to say just one thing: why not give the amplifier veilweaving/spellcasting 10/10. In all honesty I don't think it would make it unbalanced. You're giving up a lot just to enter the prestige class. Also, this would mimic the mystic theurge progression more closely.
In regards to the metamorph ... I would like to see an ability that allows them to supress their "metamorph" form for short periods of time (possibly 10 minute increments). That way they can still, when needed, go into town without looking like a monster. Also, is it possible that you might include another evolution that would allow them to increase in size? Something like this:
Monstrous Physique (2 or 3 evolution points): The metamorph gains the benefits of the enlarge person spell. The metamorph must be at least 7th level to select this ability.
The book is excellent! I am completing a review for it. However, I am going to be waiting until the tome is completed to post it.
One last thing; MOAR Twisted Spirits please. :P I would love to see one that would actually allow a Warloghe to be the party meat-shield.
I picked this book up and have to say that so far it's rather awesome! So much win in one book.:) I do have a couple of questions though:
1- The synergist abilities Battle Acuity, Calm, and Defense are listed as granting a morale bonus. However, it doesn't say exactly what the bonus is equal to. I am assuming its equal the amount of synergy counters used to grant the bonus.
2- Can the metamorph learn summoner eidolon evolutions?
I am stupified that I missed the kickstarter for this one as I love new base classes ... really wish I caught this sooner.:( I am curious if this product will be available for purchase on the Paizo store Wednesday as stated previously? Please say "yes". Remember; "Obi Wan Kanobi, erm I mean Amora Games, you're our only hope".
As a weapon focused character without a full attack bonus, Vital Strike is suddenly a more attractive option (since you don't get as many iterative attacks anyway, and they are less likely to hit than with a fighter). And thanks to bonus feats, you can pick it up well before an inquisitor or cleric can. Just a couple of levels after they could get Vital Strike, you are on to Improved Vital Strike if you want it.
That was my original thinking as well. Being that the warpriest only has 3 attacks vital strike suddenly becomes a much more attractive choice.
Owen K. C. Stephens wrote:
What makes that build particularly attractive is a new feat: Greater Weapon of the Chosen. It is easiest for war priests to pick up (since they get Weapon Focus and bonus feats & are less likely to be penalized for selecting their deity's favored weapon). A human war priest can pick it up by 3rd level, and everyone else can have it by 5th if they dedicate themselves to it (leaving their 6th level free for Vital Strike).
And why is this a great feat? because every time you attempt a single attack with the attack action using your deity's favored weapon, you get to roll the attack twice and take the better of the two.
Let that sink in.
So ... I must have been having a stupid moment but mistook that feat for something else entirely. After rereading the Weapon of the Chosen feat tree I have to agree with you and others that have mentioned them already. Rolling twice for each attack made (coupled with vital strike et al) would make for a very effective combination.
I managed to sit down and iron out feat selections for the most part (still missing a few though). Take a look and let know what you folks think of this setup:
Bonus Feats by Level
3 - Furious Focus
6 - Vital Strike
6 - Greater Weapon Focus (Greatsword)(b|FCB)
9 - Weapon Specialization (Greatsword)
12 - Improved Vital Strike
12 - Devastating Strike(b|FCB)
15 - Greater Weapon Specialization (Greatsword)
18 - Greater Vital Strike
18 - Improved Critical (Greatsword)[b|FCB)
FCB = Favoured Class Bonus
Feats
Improved Weapon of the Chosen
Greater Weapon of the Chosen
Weapon Focus (Greatsword)(b)
Weapon of the Chosen
Channeling Force
Power Attack
Open
Open
Open
Open
Open
Blessings
Glory or War
Destruction
Race will have to human. I was thinking about taking the glory blessing due to the ability to make an Intimidate check as a swift action.
Within the next couple of weeks I will be playing a mini-campaign. A friend of mine will be DMing the adventure. He's a long time player but new to actually running a game. I thought because of this I would go with something pretty straightforward ... a warpriest.
The build so far is really simple but I think potentially fun: a vital striking warpriest of Gorum. For feats I was thinking of the following:
improved vital strike
greater vital strike
devastating strike
wf[greatsword][b]
channeling force
ws[greatsword]
vital strike
power attack
Coupled with the Destruction Blessing he should be dishing out a respectable amount of damage. If it matters, starting level will be 8 or 10, not sure about stat generation yet though. Last but not least all Pathfinder books allowed.
My previous attempt at creating the vital blade was an utter failure. Thankfully I had to foresight to admit defeat and stop the pain. I also mentioned that I would be back with a revised version. Which brings us to the very reason for my posting ... here is the revised vital blade. Still technically a work in progress but much more refined, and hopefully better, than my first attempt. Without further ado ...
REVISED 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 discipline, endurance and martial learning the character is able to call forth this power and use it to devastating effect. The most spectacular of which allows him to shape a weapon composed of his own blood. All vital blades are easily identifiable by a Gruesome Glyph - 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 self inflicted stigmata like mark that they are able to summon their weapons and command the very essence of their being.
Role: You're a warrior! Congratulations, you get to be a meatshield.
Alignment: Any.
Hit die: 1d10.
Table: Vital Blade BaB: Good
Fort: Good
Reflex: Bad
Will: Good
Class Skills
The vital blade’s class skills are Craft (Int), Intimidate (Cha), Heal (Wis), Knowledge (nature) (Int), Profession (Wis), 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).
Gruesome Glyph (Su): All vital blade's exhibit the same wound-like rune that signifies their adherence to this gruesome discipline. With it they are able to more easily manipulate the energies found within their own blood. As an added benefit the mark enhances the vital blades intuitive use of their own blood. This grants the character the benefits of the Weapon Focus feat when using their sanguineous sword ability.
Sanguineous Sword (Su): All vital blades are experts at shaping their own blood into weapons. By expending a blood pool point as a move action the character can form a melee weapon with which the character is proficient. 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. The weapon remains so long as the character wields it, if the weapon leaves his grasp, it dissipates at the end of the character's turn. Also note that a vital blade is capable of learning feats which are only applicable to one weapon as a fighter of equal level. This allows the character to learn such feats as Weapon Specialization.
At 8th lvl a sanguineous sword can be created as a swift action, at 16th level it becomes a free action.
Blood Pool (Su): The vital blade has learned how to harness and better manage the complex workings of his own body. This allows him to store a small pool of excess blood which he can use to power certain abilities. The character has a number of blood pool points equal to 1 + his Constitution modifier ( A vital blade can never have more than this amount at any given time). The pool refreshes once per day. Usually in the morning when preparing for another day of adventure. A vital blade spends blood points to activate blood talents, but can also regain points in the following ways.
Critical Hit with sanguineous weapon: Each time the vital blade confirms a critical hit with his weapon while in the heat of combat, it allows him to regain 1 blood point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the character's level does not restore blood points.
Killing Blow with sanguineous weapon: When the vital blade reduces a creature to 0 or fewer hit points with a weapon attack while in the heat of combat, it allows him to regain 1 blood pool point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the character's level to 0 or fewer hit points does not restore any points.
Imbue Blood Blade (Su): As a vital blade gains experience, she can sacrifice an amount of experience points (XP) to awaken supernatural abilities within her sanguineous sword. This sacrifice cannot exceed the XP that she has gained since she last gained a level.
At any time, a vital blade can sacrifice their life force in order to awaken the abilities in her sanguineous sword. This requires a sacrifice of XP equal to the amount shown on table below. A vital blade must meet the required minimum character level and must perform a ritual, which lasts for 8 hours a day, for a number of days in a row equal to the weapon bonus.
A weapon can't have an enhancement bonus higher than +5. Use the weapon bonus on the table below to determine the XP sacrifice when special abilities are added. Special abilities can be added from either Table 7-5: Melee Weapon Special Abilities in the Melee Weapon Special Abilities in the Dungeon Master's Guide. Example: A vital blade who has a +4 sanguineous weapon can transform it into a +4 wounding weapon with a sacrifice of 50 XP since wounding is a special ability worth a +2 bonus.
Blood Talent (Su): Through intense training, experimentation and blood lose the character is able to manipulate their vital fluid in new, and often times, grotesque ways. At levels 3, 5, 7, 9, 11, 13, 15, 17 and 19 the character can choose one ability from the following list. Please note that each ability can only be selected once.
Reactive Burst (Ex) - This ability allows a vital blade to instantly reform their weapon after a sunder attempt. However, the character does so in a burst of retributive gore and blood. This retributive burst inflicts upon the opponent (which sundered the weapon) damage equal to the weeping weapon ability. The character must be 16th lvl or higher to select this ability.
Sanguineous Sculptor (Su) - When shaping a weapon with the sanguineous sword ability the character can also shape any ranged (including thrown) weapons that they are proficient with. Although the character must supply the required ammunition for bows, slings etc. This ability allows the creation of mighty composite bows which will reflect the Strength the character currently has when the weapon is formed. Also note, a thrown sanguineous weapon dissipates at the end of the character's current turn. A vital blade must be 16th level or higher in order to make a full attack with thrown weapons (please see the Sanguineous Sword (free action) ability for reference).
Canvas of Cuts (Ex) - Throughout the character's career they constantly experiment upon themselves to further their understanding and manipulation of their own bodies. This has left its mark as their skin is crisscrossed with self inflicted scars and old wounds. However, this results in the toughening of their flesh and skin which grants the character a bonus to Natural Armor equal to the number of damage dice rolled for their weeping weapon ability. For instance a vital blade of 14th level would receive a Natural Armor bonus of +4.
Accelerated Adrenaline - Through careful control of certain body related functions the character is able to greatly increase their reaction time. This ability grants the vital blade a bonus to his Initiative checks equal to his Constitution modifier by spending a point from his blood pool. The decision to use this ability must be made before rolling for initiative.
Weeping Weapon (Entangling) (Ex) - In addition to damage weeping weapon can now inflict the entangled condition upon a target. By expending 1 blood point in conjunction with weeping weapon the target must also make a reflex save to negate this secondary effect. The save DC for this ability is equal 10 + 1/2 class level + Constitution modifier. The entangled condition lasts for a number of rounds equal to the vital blade's Constitution modifier. This ability cannot be combined with sickening burst.
Weeping Weapon (Sickening) (Ex) - In addition to damage weeping weapon can now inflict the sickened condition upon a target. By expending 1 blood point in conjunction with weeping weapon the target must also make a fortitude save to negate this secondary effect. The save DC for this ability is equal 10 + 1/2 class level + Constitution modifier. The sickened condition lasts for a number of rounds equal to the vital blade's Constitution modifier. This ability cannot be combined with nauseating burst.
Gory Glare (Ex) - With a mere thought the character is able to turn their eyes solid red by bursting their capillaries. The eyes also weep a minute trickle of blood while this ability is active. The character's terrifying visage now grants him an insight bonus to Intimidation checks equal to his Constitution modifier. Activating this ability is a swift action which requires the expenditure of 1 blood pool point.
Blood Bolt (Su) - The vital blade gains the ability to fire a bolt of blood and bone shrapnel from his gruesome glyph. Using this ability requires an expenditure of the weeping weapon ability and has a range increment of 10'. Damage is equal to the vital blade's weeping weapon ability. Using this power is a standard action and requires the expenditure of one blood pool point.
Rejuvenation (Ex) - The character gains fast healing 1. The character must be 4th level or higher to select this ability.
Gore Glyph (Sp) - After a performing a ritual which involves a sacrificing a portion of their blood, scalpels and other sharp objects the character is able to create a glyph which mimics the spell glyph of warding. However, the character can only create a blast glyph and the damage must be either fire, cold, or acid. Each use of this ability expends a blood pool point. The character must be 8th level or higher to select this ability.
Visceral Vision (Sp) - Due to a vital blades inherent knowledge of the body they are able to gauge the vitality of those round them. This ability allows the character to cast, as a spell-like ability, the Status spell. This ability can be used once per day. Each additional use of this ability requires the expenditure of 1 blood pool point. The character must be 2nd level or higher to select this ability.
Bulging Blade (Ex) - As a swift action the character can increase the size of their sanguineous weapon one category by expending 1 point from their blood point pool. This size increase does not stack with other size increases. The increase in size lasts for a number of rounds equal to the character's Constitution modifier.
Self Harmer (Ex) - An individual that follows this path becomes inured, and very resistant, to damage inflicted upon them due to their constant self mutilation and bloodletting. This ability grants the character damage reduction equal the number of damage dice rolled for their weeping weapon ability. For instance a vital blade of 14th level would have DR of 4/-.
Vital Vigilance (Ex) - The ability to control their vital fluids allows the character to minimize an otherwise life threatening attack. This ability grants the character a 25% chance to negate a critical attack, this includes sneak attacks. Note, this ability can be taken more than once. If taken a second time the chance to negate a critical attack increases to 50%, if taken a third time the chance increases to 75%. The character must be 8th level or higher to select this ability the first time. If selecting this ability a second time the character must be 12th level or higher and if selecting this ability a third time the character must be 16th level or higher.
Blood Sense (Ex) - After damaging an opponent the vital blade is able to detect their presence by sampling their blood as a move action. This grants the character the scent special ability versus that target only. Using this ability requires the expenditure of 1 blood pool point and lasts until the character chooses to use the ability on a different opponent or the opponent dies.
Caustic Cut (Ex) - The vital blade is able to turn his blood into an acidic like fluid which harms those that dare to attack him. If an opponent damages the character in melee (those using reach weapons are immune to this damage) the opponent is splashed by the vital blade`s caustic blood which inflicts 1d4 points of acid damage.
Plasma Puddle (Sp) - By expending a blood pool point the character can vomit, expel or bleed out a pool like puddle of blood which is extremely slippery. This ability otherwise mimics the spell grease. However, this ability only has a range of 10`. Each use of this ability requires the expenditure of 1 blood pool point.
Sacrificial Empowerment (Ex) - By sacrificing a point from their blood pool the vital blade is able to empower the Weeping Weapon ability. When used this ability increases the damage dealt by one-half. This ability is activated as a free action when using the weeping weapon ability but before damage is rolled. This ability can be used no more than once per round.
Greater Gruesome Glyph (Su):The character carves upon their flesh a secondary (or a more complex version) gruesome glyph from which they can form another melee weapon as per the sanguineous sword ability. The second weapon can be any melee weapon that the character is proficient with. Both weapons must be enchanted separately when using the imbue blood blade ability.
Weeping Weapon (Su): The vital blade is able to alter his blood by carefully controlling and manipulating his humors. After doing so he can instantly focus these chaotic and destructive fluids through his sanguineous sword. When he does so the weapon weeps with corrosive energy which, upon impact, inflicts acid damage. A vital blade can use weeping weapon a number of times each day equal 3 + his Constitution 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 weeping weapon is expended.
Endurance: A character which follows this path pays a heavy toll in blood, sweat and pain because of this the vital blade gains Endurance as a bonus feat.
Bleeding Bulwark: The vital blade is incredibly resistant to the effects of bleeding. From this point forward the character lessens bleed damage by an amount equal to half the character's vital blade level.
Fluid Strike (Ex): The vital blade's sanguineous weapon is able to flow, contort, warp and otherwise snake through an opponents defenses. Almost as if the weapon were a living creature. This allows the character to make a touch attack a number of times per day equal to 3 + his Constitution modifier. The character can declare an attack to be a fluid strike as a free action before the attack roll is made but no more than once per round. Whether the attack is successful or not a use of this ability is expended.
Crimson Warrior (Ex): The character can now form his sanguineous weapon(s) without expending a point from his blood pool.
Hemophage (Su): A vital blade is able to draw sustenance and healing from those he damages with his sanguineous weapon. After inflicting damage upon an enemy the character is able to choose from one of the following effects:
For every 5 points of damage inflicted the character heals 1 Hit Point of damage, up to his maximum hit point total
For every 5 points of damage inflicted the character gains sustenance as if he had consumed enough food and drink for one meal. Therefore, if a vital blade were to strike an enemy three times using this ability he would be considered sated for a full day.
For every 10 points of damage inflicted the character is able to heal 1 point of ability damage or remove the fatigued condition from himself.
NEW FEAT
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Extra Blood Talent
You have discovered a new aspect of your blood related mastery.
Prerequisite: Blood Talent class ability.
Benefit: You gain one additional Blood Talent. You must meet all of the prerequisites for this talent.
Special: You can gain Extra Blood Talent multiple times.
Well, there we go! Let me know what you think about the revised version.
2. The weapon choice needs to be expanded – the current selection is bizarre – a swashbuckler can wield a Heavy Pick, Morning Star or Taiaha, but not an Aldori Duelling Sword.
I would like to see the Swashbuckler able to use all light weapons, one handed weapons and all weapons that can be used with Weapon Finesse. (Including the Elven Curve Blade – this would give this weapon a niche.)
Over the last couple of days I have been checking out barbarian pics for my campaign. In doing so I realized that half of them were almost naked. All they were sporting were kilts, rather intimidating weapons and tattoos! This had me thinking, how could I do that in the current system? I looked around and could not find anything that suited my vision, so I drafted up this little diddy. Its a pretty simple concept, I just wanted to ensure that it wasn't unbalanced. So, without further ado I present to you the Knot hide Berserker
KNOTHIDE BERSERKER wrote:
These warriors carve upon their flesh beautiful mystical tattooes of complex knotwork designs and brilliant azure hue. Once completed these markings bolster and strengthen the flesh of the character allowing them to turn aside weapon attacks as if they were wearing armor.
Weapon and Armor Proficiency
The knothide berserker looses proficiency with all armor.
Knothide Runes
The character begins play with a series of intricate tattooes which usually take the shape of interlocking knots and geometic patterns. These mystical tattooes provide protection equavalent to a chain shirt. Due to the strain of having the mystical markings added to their bodies the tattooes impose a -1 Armor Check Penalty, as well as a 15% Arcane Spell Failure Check. The Maximum Dexterity Bonus the tattooes allow is 4.
Note; the runes can be further enchanted as if they were a normal armor.
Knothide Strike
The magical markings which grace the characters body bolster not only his defense but also the striking power of his natural attacks. The character gains Improved Unarmed Strike as a bonus feat at first level.
Improved Knothide Runes
The runes upon the character's body have grown more powerful and now offer better protection. The AC bonus granted by the tattooes inscreases by 2, the Armor Check Penalty is reduced to 0, Arcane Spell Failure Check equals 10%, and the Maximum Dexterity Bonus is increased to 6.
This ability replaces the rage power normally received at 8th level.
Greater Knothide Runes
At 16th level the character undergoes another ritual which instills in his eldritch tattooes the ability to thwart devastating attacks that strike the character. This ability functions as per the Moderate Fortification armor enchantment.
This ability replaces the rage power normally recieved at 16th evel.
Briar Bond (Su): At 1st level, a warden forms a bond with a special weapon known as a briar bow. This weapon is a specially grown item that is bestowed upon the character by nature itself. The weapon functions as a bow of the character's choice. Once this choice is made it cannot be changed.
At will as a move action the character is able to cause his briar bow to assume the form of a barbed seed which is rooted in the character's body (usually the hand or wrist for ease of use). To call the weapon to hand is also a move action, however. If the character has the quick draw feat he can instead call the bow to hand or cause it to assume seed form once per round each as a free action.
A briar warden can add additional magic abilities to his bonded bow as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a briar warden with a bonded briar bow must be at least 5th level to add magic abilities to the weapon (see Craft Magic Arms and Armor feat). The magic properties of a bonded object, including any magic abilities added to the object, only function for the briar warden who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If the bonded object is damaged, it is restored to full hit points the next time the briar warden prepares his spells. If the object of an briar bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per briar warden level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item.
This ability replaces the warden's natural bond ability.
Warden’s Insight (Ex): The following are additional choices that are available to the briar archer:
Woodland Stride: As per the druid special ability.
Trackless Step: As per the druid special ability.
Briar Bolt (Ex): Starting at 2nd level the briar warden can launch arrows from his bow which have been imbued with the power of verdant energy. The briar warden can imbue an arrow as a free action, however, each arrow fired can only have one such effect. The briar warden is capable of firing one such arrow per warden level and only once per round, unless noted below. As the character progresses he learns more potent versions of this ability. Some of the more powerful versions require the expenditure of additional uses of this ability.
Thorn Bolt: An arrow imbued with this ability sprouts supernaturally strong and sharp thorns. These thorns inflict an additional point of piercing damage per briar warden level. Thorn bolt can be applied to more than one arrow per round, however. Each arrow consumes additional uses of the character's briar bolt ability.
Entangling Bolt: The arrow imbued with this ability entangles the target creature as per the entangle spell in addition to the arrows normal damage. The save DC is the same as if the entangle spell had been cast by the briar warden.
Poisonous Bolt: The arrow imbued with this ability affects the target with a virulent poison dealing 1d8 points of Strength damage (Fortitude DC 10 + class level + Wisdom modifier) in addition to the arrows normal damage. Using this ability requires the expenditure of two uses of the briar bolt ability. (gotta convert the poison to PFRPG style)
Spike Growth: This ability charges the arrow fired with the spell spike growth which is inflicted upon the target and surrounding area if the arrow hits its target. The save DC is the same as if the spike growth spell had been cast by the briar warden, however. The duration of this spell is reduced to 1 round/level. Using this ability requires the expenditure of two uses of the briar bolt ability.
Wall of Thorns: When this arrow strikes it target it is affected as though a wall of thorns spell had been cast upon the surrounding area. The save DC is the same as if the wall of thorns spell had been cast by the briar warden, however. The duration of this spell is reduced to 1 round/level. Using this ability requires the expenditure of three uses of the briar bolt ability.
This ability replaces the warden's great ally ability.
Bonus Feat: At 3rd level, and every three levels thereafter, the briar warden gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed below. The briar warden must meet the prerequisites of the selected bonus feat. Lastly, these feats only apply to the character's briar bow.
A briar warden may select these bonus feats from the below-listed combat feats with this class ability. For prerequisites, treat his briar warden level -4 as his fighter level. For example, a 9th-level briar warden qualifies for Weapon Specialization because he treats his fighter level as 5th.
Briar wardens may select these bonus feats from the following list: Deadly Aim, Far Shot, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Precise Shot, Manyshot, Pinpoint Targeting, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Weapon Focus, and Weapon Specialization. Briar wardens must select a bow when selecting a feat that allows them to choose a weapon, such as Improved Critical or Weapon Focus.
This ability replaces the warden's bonus teamwork feats as well as the warden's solo tactics ability.
Well that's about all she wrote folks. Lemme know what ya think about it.