[Homebrew]New Base Class - The Vital Blade (v2). Please critique.


Homebrew and House Rules


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Hiya Folks,

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

Lvl Special
1 - Gruesome Glyph, Sanguineous Sword, Blood Pool
2 - Weeping Weapon (1d4), Endurance
3 - Blood Talent, Bleeding Bulwark
4 - Imbue Blood Blade
5 - Blood Talent
6 - Weeping Weapon (2d4)
7 - Blood Talent
8 - Sanguineous Sword (swift action)
9 - Blood Talent
10 - Weeping Weapon (3d4)
11 - Blood Talent
12 - Fluid Strike
13 - Blood Talent
14 - Weeping Weapon (4d4)
15 - Blood Talent
16 - Sanguineous Sword (free action)
17 - Blood Talent
18 - Weeping Weapon (5d4)
19 - Blood Talent
20 - Crimson Warrior, Hemophage

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.

Weapon.......XP.......Min Character
Bonus.....Sacrificed........Lvl
+1..........10 XP.............2
+2..........20 XP.............4
+3..........40 XP.............6
+4..........80 XP............8
+5.........160 XP...........10
+6.........320 XP...........12
+7.........640 XP...........14
+8.........1280 XP..........16
+9.........2560 XP..........18
+10.......5120 XP.........20

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
--------------------------------------------------------------------------- ------------------------------
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.

Cheers
Volf


Overall really cool class, looks pretty balanced and the fluff is reasonable and well written.

I think it really really needs to work off self-damage. It's an awesome but rarely (if ever) used mechanic that this class has the perfect fluff for. I think it would work out much better than yet another pool or this XP thing which, while interesting, presents some problems. Particularly I'd be afraid of Vital Blades falling behind their party in terms of level or being too scared to ever use this ability. Depending on the values you could even be justified at bumping the hit die up to D12.

Another concern I have is that the main shtick of this class, the blood blade (which could use a bit of reflavouring IMO, a sword made out of blood seems really oddly specific) using a standard action is just an awful hit to have to take every battle; so much so that it might be more practical to forgo using it altogether- though you could just prepare it out of battle and be holding it all day, but that is kinda weird. I understand you don't want to front load this class so much that people just take a 1-2 level dip and skedaddle but this is a huge burden and even if you make it to swift action blade that's all the way at level 8 AND it conflicts with Weeping Weapon.

No vanilla class has all good saves, it's not a big deal but you could cut the good Reflex save as I don't really see why this guy should have it. Fortitude and Will make sense for martial discipline and drawing your own blood but Reflex is hard to see. You could buff the skills in return since both points and class skills are looking real sparse. It could also use a few exotic proficiencies just to spice up the class maybe.

Again, overall a really nice class, well written, I think with a bit of polishing this could be something people would want to pay money for.


Desidero wrote:
Overall really cool class, looks pretty balanced and the fluff is reasonable and well written.

Thanks! Glade ya like it.:)

Desidero wrote:
I think it really really needs to work off self-damage. It's an awesome but rarely (if ever) used mechanic that this class has the perfect fluff for. I think it would work out much better than yet another pool or this XP thing which, while interesting, presents some problems. Particularly I'd be afraid of Vital Blades falling behind their party in terms of level or being too scared to ever use this ability. Depending on the values you could even be justified at bumping the hit die up to D12.

I had originally wanted to do just his. However, it was a nightmare trying to figure out how much abilities should cost when sacrificing hit points. Also, as you pointed out, not many players would want to run around hurting themselves in order to fuel their most powerful abilities for fear of weakening themselves to much. I am alright with the XP loss to be honest, after all, you are getting an at will "summonable" weapon. Although I should have included a caveat which allows a vital blade to sacrifice experience points over time so that they don't have to do so in one go. I might actually lower the XP expenditure in light of what you said. I don't want to tax the character so much that they never use the ability.

Desidero wrote:
Another concern I have is that the main shtick of this class, the blood blade (which could use a bit of reflavouring IMO, a sword made out of blood seems really oddly specific) using a standard action is just an awful hit to have to take every battle; so much so that it might be more practical to forgo using it altogether- though you could just prepare it out of battle and be holding it all day, but that is kinda weird. I understand you don't want to front load this class so much that people just take a 1-2 level dip and skedaddle but this is a huge burden and even if you make it to swift action blade that's all the way at level 8 AND it conflicts with Weeping Weapon.

Actually, you can form the sword as a move action right out of the gate, it's not a standard action to do so. I know that would conflict with Weeping Weapon but at the very least you could use Weeping Weapon the following round. Until of course you are high enough level to create the sanguineous weapon as a free action. The reason for the blood sword shtick is because of an anime a friend of mine gave me in which the main character could form a blade composed of her own blood.

Desidero wrote:
No vanilla class has all good saves, it's not a big deal but you could cut the good Reflex save as I don't really see why this guy should have it. Fortitude and Will make sense for martial discipline and drawing your own blood but Reflex is hard to see. You could buff the skills in return since both points and class skills are looking real sparse. It could also use a few exotic proficiencies just to spice up the class maybe.

The class doesn't have a good ref save ... I just rechecked my first post. The class only has good fort and will. I probably won't grant the class any exotic proficiencies as it's not something the class really focuses on.

Desidero wrote:
Again, overall a really nice class, well written, I think with a bit of polishing this could be something people would want to pay money for.

That would be pretty awesome! Someone actually willing to pay for this.:)

Thanks again!
Volf

Edit: Based on Desidero's feedback I have lowered the XP cost for the Imbue Blood Blade ability.


I would remove the XP cost altogether. It's something that was removed from the game. I would replace it with a points per day thing.


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I would also remove the XP cost. That's no PF. If you REALLY want to make it taxing, just make it do Constitution Burn. (not ability damage or ability drain, but ability burn. This can ONLY be healed with rest, not a simple spell. You can find it in 3.5 or Dreamscarred Press's psionics).

Volvogg wrote:
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.

so reading this got me all excited. then I started to read the class:

Volvogg wrote:

Lvl Special

1 - Gruesome Glyph, Sanguineous Sword, Blood Pool

not exactly an end game ability. You made it sound later in the game then made it level 1. It was a let down for me to go from that cool fluff to the class's game mechanics.

Going just off fluff alone, I'd make this whole ability happen later. Start off with cool blood drawing techniques; extra damage; bleeding attacks; etc, then make the sanguineous sword a 1/day at 8th level + 1/day per 5 levels thereafter. Then you can make it baddass!!! It's comes summoned with whatever special abilities you want (think paladin or anti-paladin sword). You wont need that weird XP draw system.

-

but as a side note. I love your fluff and where your oing with it. But if I were building the same thing, I'd just do an archetype for the Magus. Make it blood focused, change several core abilities, even invent a few new spells if needed. You could simplify the whole project by going that way.

-

I hope this helps friend!!!


Ciaran Barnes wrote:
I would remove the XP cost altogether. It's something that was removed from the game. I would replace it with a points per day thing.

Bit of a bummer but you're right, I will remove the XP cost altogether. I wanted to use that as it was representative of the character actually "investing" his vital essence into his blade. However, as you mentioned, the XP requirement is really no longer part of Pathfinder. I was trying to be different but it's simply not working. Consider that removed from the class.

La'Vantis Tuen wrote:

I would also remove the XP cost. That's no PF. If you REALLY want to make it taxing, just make it do Constitution Burn. (not ability damage or ability drain, but ability burn. This can ONLY be healed with rest, not a simple spell. You can find it in 3.5 or Dreamscarred Press's psionics).

Volvogg wrote:
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.

so reading this got me all excited. then I started to read the class:

Volvogg wrote:

Lvl Special

1 - Gruesome Glyph, Sanguineous Sword, Blood Pool
not exactly an end game ability. You made it sound later in the game then made it level 1. It was a let down for me to go from that cool fluff to the class's game mechanics.

Yup, I have to concur about removing the XP cost. Done. Your idea to use Constituion drain is awesome! However, not sure how to implement it without it being to deterimental to the character. I will have to disagree with the ability "not exactly an end game ability" as it allows the character to summon a +10 equavalent weapon composed of your own blood. This seems adequately end game to me.;p

La'Vantis Tuen wrote:
Going just off fluff alone, I'd make this whole ability happen later. Start off with cool blood drawing techniques; extra damage; bleeding attacks; etc, then make the sanguineous sword a 1/day at 8th level + 1/day per 5 levels thereafter. Then you can make it baddass!!! It's comes summoned with whatever special abilities you want (think paladin or anti-paladin sword). You wont need that weird XP draw system.

That idea works as well. Although the main schtick of this class is the summoning of their blood blade. For this reason the ability to form a blood blade at level 1 will remain. Maybe a slight change in wordage is required?

That's an interesting idea to mimic the paladin ability. I will have to think more on this!

La'Vantis Tuen wrote:
but as a side note. I love your fluff and where your going with it. But if I were building the same thing, I'd just do an archetype for the Magus. Make it blood focused, change several core abilities, even invent a few new spells if needed. You could simplify the whole project by going that way.

I will steer clear of the Magus. It's one of those classes that feel like it's been shoe horned into a very specific build type in order to it to work properly. I've always been of the mind that if I were to go with a magical sword swinging knight guy I would go with a fighter/wizard/eldritch knight type build. I am not trying to be negative towards the Magus.

La'Vantis Tuen wrote:
I hope this helps friend!!!

Of course! All comments and suggestions are greatly valued. I always like reading what others have to say.:)

Thanks
Volf


Alrighty, check it out, I have redone the Imbue Blood Blade ability. Hopefully this works and is both awesome and interesting.:)

Lvl Maximum Enhancement Bonus
1 - 0
2 - 0
3 - 0
4 - 1
5 - 1
6 - 2
7 - 2
8 - 3
9 - 3
10 - 4
11 - 4
12 - 5
13 - 5
14 - 6
15 - 6
16 - 7
17 - 7
18 - 8
19 - 8
20 - 9

Imbue Blood Blade (Su): Whenever the vital blade inflicts a killing blow upon a creature (or brings the creature to 0 hit points or lower), he siphons the last vestiges of the creature's life force in order to empower his sanguineous weapon. By charging his sanguineous sword with this stolen life essence the vital blade is able to enchant his blade with magical properties. Beginning at 4th level the vital blade's sanguineous sword gains a cumulative +1 enhancement bonus for every two hit dice worth of the creature slain. These can be spent on actual enhancement bonuses or on weapon special abilities. A vital blade's level determines her maximum enhancement bonus (see the table above). The vital blade may (and must, when her total enhancement is higher than her maximum bonus) apply any special ability, from the weapon special abilities list below, instead of an enhancement bonus, as long as she meets the level requirements. A vital blade can choose any combination of weapon special abilities and/or enhancement bonus enhancement bonus before assigning any special abilities. This empowerment lasts for a number of hours equal to the vital blades level. At which point he must slay another creature or he must sacrifice his own life force (see below).

Instead of having to slay a creature in order to empower his weapon the vital blade can instead sacrifice one point of Constitution as if they had suffered a point of Constitution drain. This lost point of Constitution cannot be healed by any method, nor can it be reduced, until the vital blade chooses to reabsorb the lost point of Constitution back into himself. At which point the Imbue Blood Blade ability ends. Just like slaying a creature the vital blade receives a cumulative +1 entrancement bonus for every two hit dice he possesses which he can then spend on abilities/enhancement bonuses. If the character kills a creature (or brings them to 0 hit points) while

The vital blade can choose from the following list when imbuing his sangineous sword with weapon special abilities: Agile, Keen, Corrosive, Corrosive Burst, Cunning, Menacing, Sundering, Wounding, Unholy, Holy, Vicious and Coup de Grace.

Finally, due to the constant influx of life empowering energy, the sangineous sword now bypasses damage reduction as if it were a magic weapon even when the Imbue Blood Blade ability is not active.

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