New class idea


Homebrew and House Rules


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Hello everyone! When I'm not making artifacts I'm experimenting with ideas to bring class features together to make interesting classes and this is where I'm in need of your opinion on balance and flavour of the character. By all means, tell me if it's too cheesy or anything :). Anyways with out further ado I give you the Sublime Blade.

A long time ago during regional warfare where warlords and tribal leaders fought day in, day out no rested safe due to constant slaughter. To stop this a special sect of monks and samurai gathered together to combine styles to protect the common folk and to strike fast at evil and unhonorable conduct.
The resulting combination was a unparalleled discipline and speed with a sword never seen. The ability to go into combat and leave in just a few seconds untouched was the specialty of these precise and calm killers of evil.

Hit dice=d8
Skills 4+int
BAB=cleric
Saves=good reflex and will

Weapon and Armour proficiency: A Sublime Blade is proficient with light armour and no shields. He is proficient with the katana or any other curved sword blade.

Specials:
Iaijutsu Strike (Ex): A Sublime Blade can perform a lightning quick iaijutsu strike against a single target to inflict devastating wounds while drawing his sword. In order to use this ability, the Siblime Blade’s weapon must be sheathed at the start of his turn, and he must declare the use of his iaijustsu strike. He must use a full round action, and make an attack roll as normal. If he successfully hits his opponent with an iaijutsu strike, his attack deals an additional +1d6 points of damage. This bonus damage increases by an additional +1d6 at 3rd level and every two levels thereafter to a maximum of +10d6 damage at 19th level. Any extra damage as a result of a successful iaijutsu strike is not multiplied by a critical hit.

If the Sublime Blade takes the Cleave feat, the damage done during the iaijustsu strike applies to all enemies in his range. Also the Sublime Blade may waylay his action and choose to strike when an opponent is charging him.

After making an iaijutsu strike, a Sublime Blade takes a –4 penalty to his AC until his next turn, but his weapon is now drawn and he may continually to fight normally. Regardless of whether he hits his opponent with the iaijutsu strike, a Sublime Blade cannot use this ability on the same foe more than once per day.

At 10th level, a Sublime Blade learns to focus faster and is able to make an iaijutsu strike as a standard action, and the penalty to his AC is reduced to –2.

Quick to Act: you gain a +1 bonus to initiative checks. This bonus increases by +1 at 5th, 10th, 15th, and 20th levels

AC bonus: At second level a Sublime Blade can add his wisdom to his AC, so long as he only wears light armour and is not encumbered.

Brutal Slash (Ex): At 3rd level, a Sublime Blade’s iaijutsu strike becomes even more deadly. If a sword saint threatens a critical hit with his iaijutsu strike, he adds a bonus equal to 1/2 his class level to the attack roll to confirm a critical hit.

Weapon Training: at 4th level a Sublime Blade gains the weapon training like the FIGHTER and increases every 4 levels afterward.

Terrifying Iaijutsu (Ex): At 5th level, a Sublime Blade’s iaijutsu strike devastates the morale of foes that witness it. When a sword saint successfully hits with an iaijutsu strike, all foes within 30 feet must succeed at a Will save (DC 10 + 1/2 the Sublime Blade’s class level + the Sublime Blade’s Cha modifier) or become shaken for 1d4+1 rounds.

Iaijutsu (Ex): At 7th level, a Sublime Blade applies his Intelligence modifier as well as his Dexterity modifier on initiative rolls (minimum 0). A kensai may make attacks of opportunity when flat-footed, and may draw his favored weapon as a free action as part of taking an attack of opportunity. This ability replaces the medium armor ability.

Evasion: at 9th level the Sublime Blade gets Evasion.

Superior Reflexes (Ex): At 11th level, Sublime Blade can make a number of attacks of opportunity in a round equal to his Intelligence modifier (minimum 1). This effect stacks with the Combat Reflexes feat.

Iaijutsu Focus (Ex): At 13th level, a Sublime Blade may always act and may draw his weapon as a swift action during a surprise round, though he is considered flat-footed until he acts. During a surprise round or when attacking a flat-footed opponent, he adds his Intelligence modifier on damage with his chosen weapon (minimum 0).

Roaring Iaijutsu (Ex): At 14th level, a Sublime Blade’s iaijutsu strike deafens foes upon impact. When a sword saint successfully hits with an iaijutsu strike, all foes within 30 feet must succeed at a Fortitude save (DC 10 + 1/2 the Sublime Blade’s class level + the Sublime Blades’s Str modifier) or be deafened for 1d4 minutes.

Iaijutsu Master (Ex): At 19th level, a Sublime Blade's initiative roll is automatically a natural 20 and he is never surprised.

Weapon Mastery (Ex): At 20th level, a Sublime Blade gains weapon mastery with his favored weapon, as the FIGHTER class ability.

That is pretty much it for specials and I put it together and found that I have 3 dead levels where he gets NOTHING! Most levels have items that level on their own like the strike and quick to act, with some over lap... I don't know if that is good or bad thing...

Thank you for having a look and I look forward to the suggestions.

RPG Superstar Season 9 Top 16

The class feels way too much of a one-trick pony. Plus, it's a class that's supposed to be an expert swordsman and yet it has a medium BAB.

Have you looked at the kensai?


I did but didn't want spells... And a few of those abilities are from the kensai. It might be a one trick pony but still an effective one. What else do you suggest? A higher BAB


Anything else?


I agree that the class' focus seems a bit narrow, although it is a focus I quite enjoy from a thematic point of view. I don't suppose it would be possible to rework the class into a more generalize "quick draw" artist? Instead of just focusing on traditional katana-based iajitsu, you could allow these guys to quickly draw and re-holster firearms, and also possibly become rather dab hands with throwing weapons. I'm not exactly sure how to do this, but possibly choosing a fighting style to focus on at 1st level would be a start, and then rewriting some of the latter-level abilities to allow the class to branch out into these options. They should totally gain Quick Draw as a bonus feat regardless, and eventually become able to quickdraw anything, not just weapons.

Now obviously, this would alter the class' flavor quite a bit (while still retaining the possibility of making an iajitsu master unscathed), but in my opinion something along those lines would be required to make this viable as a full-class concept. Otherwise I would honestly look to reducing it to a ninja or rogue archetype.

That being said, I don't think the class looks imbalanced as things stand now; it's more that I am quite fond of the concept and think it would be cool to see it branch out into something more unique and "base class"-like.

Cheers,
- Gears


This looks cool, but feels lacking of special mechanics that really define it. After you make your Iajutsu Strike, what then? And how is this significantly different than a Sword Saint Samurai?

Also, for Iajutsu Strike's interaction with Cleave, you should have it only hit one additional enemy. Great Cleave should allow you to hit more than one additional enemy.

Perhaps you expand this in a more big-strike style direction? So instead of Iajutsu being a once-an-enemy-a-combat deal, perhaps you could have it so that each round, you can attack as a standard action and deal damage as if you made a full attack with a single weapon. Consider:

Focus Strike (Filler name) (Ex): At (X) level, a Sublime Blade may concentrate his offensive power into a single strike. (Note that this is flavor only- you are still making many separate hits) You may make a full attack with a single one or two-handed slashing weapon (or other weapons, if you want?) as a standard action. Make a single attack roll at your highest BAB. If this hits, all the attacks hit, otherwise, all of them miss. Total the damage from all the hits before applying DR. If you critically hit, only the first attack is multiplied.

You may make a Focus Strike with the Spring Attack, Cleave, and Great Cleave feats, although making a Focus Strike in this manner imparts -2 to hit.

Quick to Act is weaker than the Divination Wizard ability, which is +1/2 level to initiative. Perhaps you have it scale as 1/2 level? You could also consider looking at the Inquisitor ability, which adds Wisdom to initiative.

When in doubt for a martial class, Bonus Feats. Martial characters will take all the bonus feats they can get.

Perhaps a way to add Wisdom to your attack rolls a few times a day?

Be careful about Wisdom to AC in light armor, though. This makes the class a prime dip target for greedy wisdom-based casters who want katanas.

Even if you don't follow Gears' suggestion for having different weapon styles, be sure to specify what weapons you get. "Any other curved sword blade" is really vague.


Ethereal Gears wrote:
I agree that the class' focus seems a bit narrow, although it is a focus I quite enjoy from a thematic point of view. I don't suppose it would be possible to rework the class into a more generalize "quick draw" artist?

Do this. Rewrite the class into a form in which the iaijutsu character is but one possible build.

For starters, make it proficienct in all simple and martial weapons, possibly medium armor, and shields. The weapon limitation you currently have is ridiculous. How did he master the katana without first learning smaller, simpler weapons? Many of the iaijutsu-specific class features you have could be turned into "talents", kind of like the rogue and barbarian have. If you need to, put a limitiation on the AC bonus so that it is lost under certain conditions, or make it a talent too.


As others have said, this class is very narrowed, much more like an archetype as opposed to a class by itself. It seems you took the Sword Saint and turned it into its own class, which is entirely unnecessary, hence why it is an archetype (a class that is more focused on one aspect).

Some thing I would do:
- Give quick draw as a bonus feat
- Turn the Iaijutsu abilities into a power list, much like the Ki Powers from the Unchained Monk. Grant them a choice every at 2nd and every four after (2nd, 6th, 10th, 14th, 18th). Create a few more to add to the list.
- Drop the Intelligence focus. Based on your description it seems the class should be more Wisdom based.
- The Iaijutsu master almost completely mitigates the purpose of the other two Initiative abilities. I would make it something similar to the Snap Shot rogue talent, where it only works if you attack with an Iaijutsu strike or something.
- Drop the Wisdom bonus to AC, there is a reason why Monks are the only one who have this ability. I really doesn't fit thematically or mechanically with this class. Wis to AC signifies self perfection of both body and spirit and perfect unison of each, melding together spirituality and experience to your ability to deflect and dodge attacks. Really not what I picture with this class.
- Honestly I can't understand why the -4 AC after the Iaijutsu Strike, to me it would actually add a BONUS to AC because of the sudden action that would make it difficult to react to or counter.
- Change the Iaijutsu to the Inquisitor's Cunning Initiative, then if you wanna go gung-ho with it make the Iaijutsu an available power to choose to have Dex/Int/Wis initiative (yikes!)
- Drop the static bonus to Initiative. There are SOOOOOO many things that add to initiative already. from traits to feats to class (especially this one) abilities. It isn't necessary, save the specials space for something more fitting.
EDIT:
- Change BAB to full
- Here's an idea, make an ability that works like Flurry of Blows (Unchined version, which is much better) or TWF but with one weapon while wielding it with two hands.
- Iaijutsu power idea: Iaijutsu Charge - Whenever you charge add Intelligence to damage

That's all I can come up with for now, if I think of anything else I'll add on. Hope this helps!


I think you'd be fine with keeping Wis to AC. There's tons of other ways to fluff that besides the standard monk fluff. These guys could be experts at reading their opponents, hence why their reactions are so uncanny (and thus based on Wis rather than pure Dex), or whatever. I don't think improving to full BAB is necessary. You could make these guys focused on a single powerful attack per round + attacks of opportunity, and thus not needing so much BAB. I'm not saying full BAB couldn't work, but it's totally not necessary, depending on how you balance the other class features. I definitely agree with changing the initiative bonus to just add Wis as per the inquisitor class feature. I'd be all for losing the Int focus on this class entirely. It seems tacked-on.

Just a few thoughts that came to me while reading the latest response.

Cheers,
- Gears

RPG Superstar Season 9 Top 16

Making it an archetype of an existing class might also work as well. Like a swashbuckler with a few deeds swapped out or a fighter that replaces a few bonus feats for the iajistsu abilities. At the very least, use the class as a template. Or maybe a monk that replaces improved unarmed strike with exotic weapon proficiency and flurry of blows with the iajitsu strike attack.


These are all awesome!
As for the iaijustsu strike is what i took from the sword saint... However i didn't want this class to have the challenge ability. So i tried to re write it to be more generalized. Most of these abilities are from the sword saint and kensai with weapon mastery from the fighter. Quick to act and AC bonus is from the 3.5 class Swordsage.
My envisionment of this class was Virgil from DMC3.
Having it be a quick draw artist would add versatility to a ranged character and be a disability and only be for melee.
For the cleave feature, how would you add that in to the strike and the thought of making it like monk ki abilities is kind of cool but i didn't want to overload the character with to many lvling up options...
As for the AC bonus, this class was kind of a hybrid samurai/monk so do you think it really doesn't fit?


Garion Beckett wrote:

These are all awesome!

As for the iaijustsu strike is what i took from the sword saint... However i didn't want this class to have the challenge ability. So i tried to re write it to be more generalized. Most of these abilities are from the sword saint and kensai with weapon mastery from the fighter. Quick to act and AC bonus is from the 3.5 class Swordsage.
My envisionment of this class was Virgil from DMC3.
Having it be a quick draw artist would add versatility to a ranged character and be a disability and only be for melee.
For the cleave feature, how would you add that in to the strike and the thought of making it like monk ki abilities is kind of cool but i didn't want to overload the character with to many lvling up options...
As for the AC bonus, this class was kind of a hybrid samurai/monk so do you think it really doesn't fit?

WIS to AC on top of light armor a significant boost to AC. It's certainly thematic, but getting it all at once at a low level encourages dipping. Perhaps you scale it like an Iroran Paladin? Also, this class is light enough on class features that Evasion at 2nd would be fine.


Garion Beckett wrote:
As for the AC bonus, this class was kind of a hybrid samurai/monk so do you think it really doesn't fit?

When I said it didn't fit I meant it as this class seems more focused on perfecting their sword style, as opposed to perfecting their offensive and defensive unity (such as a monk). The Iaijutsu is an extremely difficult style to master, and it doesn't make sense for the class to have a whole lot of versatility as far as bonuses to other stats goes. They spend most of their time training with sword strikes instead of parries and dodging. NOW, I think a good idea would be an Iaijutsu ability that grants you a bonus to AC after performing an Iaijutsu strike or something similar, kind of like an Offensive Defense.

As for the Powers, definitely go with those. Most classes now a days are leaning towards the flexible players-choose-their-play-style type of builds, and people love to be able to play a class that's almost completely different from another character with the same class. It makes them feel more in control of their character and their choices.


If you want to base it off Virgil, I would look at some of the Psionics or Occult classes for influence.
A cool idea would be Bladed Dash Spell-like Ability
And then something that lets you make a Ranged Touch attack with your katana.

Perhaps you should just turn it into a Point system like Ki points. but Iaijutsu points. Or maybe just keep them as Ki points, but use them to power your Iaijutsu abilities.


Maybe just make it int and dex based? So add intel to damage, ac, and initiative and take wisdom out of the picture?
Now should these Iaijustsu points start from lvl 1 or 3. And with these points should the damage also go up per lvl as well or should you use points to increase damage?


Garion Beckett wrote:

Maybe just make it int and dex based? So add intel to damage, ac, and initiative and take wisdom out of the picture?

Now should these Iaijustsu points start from lvl 1 or 3. And with these points should the damage also go up per lvl as well or should you use points to increase damage?

I would look at the Magus Arcane Pool as an example. Very similar to that, but with the added ability of powering your Iaijutsu abilities. So like a Arcana/Ki Hybrid pool (Which there actually is already thanks to magus arcana haha)


Ok I've basically decided what i'm going to do but a couple last questions.
1) i will be using the ki system (maybe a little bit of the magus system giving the weapon bonuses) so what should the ki pool give the class if he doesn't use the full amount? I kind of want to keep it with the monk ability to go through DR as he progresses. What do you guys think?

2) should i make brutal slash, terrifying Iaijustsu, and roaring Iaijustsu ki abilities and give him bonus feats or another special for those levels?


Quick Idea, I think this is actually a pretty neat way to do this:
First off, this is branching further away from actual Iaijutsu abilities and building a new ability that works similarly, but is a bit broader in terms of usability.
1st Level: Quick Draw bonus feat, Ki Pool, and the following ability:

Quick Draw Strike (you can change the name if you don't like it): Once per round, when you use the attack action to make a single attack, you may draw your weapon as part of that attack; if you do and the attack is successful you deal an additional +1d6 points of damage. This damage is precision based and is not multiplied on a critical hit. At 3rd level, and every two levels thereafter, this bonus damage increase by +1d6 (to a maximum of +10d6 at 19th).

Ki Pool: You gain a ki pool equal to half your class level + your intelligence modifier. As long as you have at least one point remaining in your ki pool, you may add your Intelligence modifier to damage rolls with making a Quick Draw Strike.

Doing it this way allows for Vital Strike chain to be viable with this class, which is such a rare sight, it would be nice to see a class that can truly make good use of the feats. You may even grant them as bonus feats, but its not necessary.

Obviously these are rough drafts an could probably be edited and worded better, but they are just to get the idea across.


BigP4nda wrote:

Quick Idea, I think this is actually a pretty neat way to do this:

First off, this is branching further away from actual Iaijutsu abilities and building a new ability that works similarly, but is a bit broader in terms of usability.
1st Level: Quick Draw bonus feat, Ki Pool, and the following ability:

Quick Draw Strike (you can change the name if you don't like it): Once per round, when you use the attack action to make a single attack, you may draw your weapon as part of that attack; if you do and the attack is successful you deal an additional +1d6 points of damage. This damage is precision based and is not multiplied on a critical hit. At 3rd level, and every two levels thereafter, this bonus damage increase by +1d6 (to a maximum of +10d6 at 19th).

Ki Pool: You gain a ki pool equal to half your class level + your intelligence modifier. As long as you have at least one point remaining in your ki pool, you may add your Intelligence modifier to damage rolls with making a Quick Draw Strike.

Doing it this way allows for Vital Strike chain to be viable with this class, which is such a rare sight, it would be nice to see a class that can truly make good use of the feats. You may even grant them as bonus feats, but its not necessary.

Obviously these are rough drafts an could probably be edited and worded better, but they are just to get the idea across.

No this is awesome! Now do you think the other iaijustsu powers would be ki abilities or have them as is?


Ok here is what I have for the semi-completed product.
Sublime Blade
BAB:Fighter
Saves: reflex and will
Needed stats: dex and wisdom
HD: D8
Skills: 4+int

Proficiency: light armour, katana, wakazashi, scimitar, bastard sword, long sword, short sword, cutlass.

1) Quick Draw, ki pool, Flash strike
Flash strike: once per round, as a standard action, the Sublime Blade can draw his weapon as a part of a devastating lightning quick attack. If successful the attack an additional +1d6 points of damage. This damage is precision based and is not multiplied on a critical hit. At 3rd level, and every 2 levels thereafter, this damage increases by +1d6 (to a maximum of +10d6 at 19th level).

Ki pool: You gain a ki pool equal to 1/2 your class level + your wisdom modifier. As long as you have 1 ki point remaining you may perform your Flash Strike.

If you spend a ki point not in conjunction with a Blade Talent, you may add an additional attack at your highest attack bonus.

2) Evasion, Blade Talent.
Blade Talents: Will be added at a later date.

3) Finese Training: The Sublime Blade now adds his Dexterity to attacks and damage.

4) Weapon Training, Blade Talent
Weapon Training: Starting at 4th level, a Sublime Blade gains a +1 bonus on attack damage. This only can applied to a single weapon of his choosing which can never be changed.

5) Brutal Slash (Ex): At 3rd level, a Sublime Blade’s flash strike becomes even more deadly. If a Sublime Blade threatens a critical hit with his iaijutsu strike, he adds a bonus equal to 1/2 his class level to the attack roll to confirm a critical hit.

6) Vital Strike, Blade Talent
Vital Strike: At 6th level gains Vital Strike as a bonus feat, even he does not have the prerequisites for the feat.

7) Iaijutsu (Ex): At 7th level, a Sublime Blade applies his Wisdom modifier as well as his Dexterity modifier on initiative rolls (minimum 0). A Sublime Blade may also make attacks of opportunity when flat-footed.

8) Weapon Training +2, Blade Talent

9) Guided Blade: After so much practice of slashing with lightning speed, the Sublime Blade now adds his Wisdom to attack and damage with his chosen weapon.

10) Sublime Talents, Talent, Cleave
Sublime Talents: More power talents to choose from. Will be added at a later date.
Improved Evasion (Ex).

11) Superior Reflexes (Ex): At 11th level, the Sublime Blade can make a number of attacks of opportunity in a round equal to his Wisdom modifier (minimum 1). This effect stacks with the Combat Reflexes feat.

12) Weapon Training +3, Improved Vital Strike, Talent
Improved Vital Strike: At 12th level the Sublime Blade gains the Improved Vital Strike as a bonus feat, even if he does not have the prerequisites.

13) Great Cleave

14) Talent

15) AC bonus: At 15th level a Sublime Blade now adds his Wisdom modifier to his AC for every category.

16) Weapon Training +4, Talent

17) Greater Vital Strike: At 17th level a Sublime Blade gains Greater Vital Strike as a bonus feat, even he does not have the prerequisites.

18) Talent

19) Insightful reflexes: As a show of dedicated training, a Sublime Blade now adds his Wisdom modifier as well as his Dexterity modifier to his reflex saves.

20) Weapon Mastery, Weapon Training +5, Talent.
Weapon Mastery: At 20th level a Sublime Blade has surpassed most other mortals in the way of the sword. Any attacks made with his chosen weapon automatically confirm all critical threats and their damage multiplier is increased by +1 (x2 becomes x3, for example). In addition, he cannot be disarmed while wielding his chosen weapon.


Haven't read all of it but noticed this part. Flash strike must not be a standard action, needs to be "whenever you make an attack action" or it wont work with vital strike.

Will read more later...


The standard action does work. Otherwise i can see players miss reading that and at higher levels using it with all their attacks. The standard action guarentees only one attack that round then after damage done and sword drawn, then they can use all of their attacks.


Maybe add a talent that allows the quick draw strike to become a line effect. When making a quickdraw strike you may choose to have it affect a line 5 ft longer than your reach (5ft reach 10 ft line, 10 ft reach 15 ft line) this talent may be selected multiple times. Each time it is selected it increases the length of the line by 5 ft


Another idea, maybe makes this a bit too op in terms of firearms. Going off of other people suggestion to let this work with multiple weapon types like guns or swords or thrown weapons: instead of the extra damage from quick draw let quick drawing a firearm let you treat the person you are attacking as not having their dex bonus to armor.

You draw so quick and fire from the hip that they cant dodge, denied dex


Garion Beckett wrote:
The standard action does work. Otherwise i can see players miss reading that and at higher levels using it with all their attacks. The standard action guarentees only one attack that round then after damage done and sword drawn, then they can use all of their attacks.

Let me reiterate this: Vital Strike WILL NOT WORK with annything that is not specified as an ATTACK ACTION. Any ability that states "as a <blank> action" (where <blank> is anything besides attack) EVEN IF it is used to make one attack, as per the rules Vital Strike WILL NOT WORK.


J4RH34D wrote:

Another idea, maybe makes this a bit too op in terms of firearms. Going off of other people suggestion to let this work with multiple weapon types like guns or swords or thrown weapons: instead of the extra damage from quick draw let quick drawing a firearm let you treat the person you are attacking as not having their dex bonus to armor.

You draw so quick and fire from the hip that they cant dodge, denied dex

While this is a cool ability, it does not thematically fit this class concept. That could perhaps be an optional talent or such. But an ability like that has more use in a rogue/slayer/ninja archetype, or something with sneak attack


I suggest paring it further, it's a narrowly focused class, I'd suggest prestige.


I will eventually be adding other archetypes to this class such as mid range and long range fighters, right now i just wanted basically a class that focused on a single strike kill to minimalize suffering.
I can change a few things but right now as it stands i just want to see if the abilities i've given it are balanced and useable :)


Sooo, how's the class coming along?

RPG Superstar 2012 Top 32

You could add a caveat that it works with Vital Strike and Vital Strike-like feats, even though it is a standard action.

Or you can trust that people reading the description of the ability will comprehend that it is usable once per round.

Or you could add on a swift action rider to the effect, so it can only be used once per round because you only gain 1 swift action per round.

Can you use Vital Strike on an attack you make as a swift action?


This would be a good place to try out the split move.
They can use part of their total move, say 15 feet, to get close to the enemy to strike, then continue the rest of their move, going out of combat. This fits your original concept, of leaving combat unscathed.


Goth Guru wrote:

This would be a good place to try out the split move.

They can use part of their total move, say 15 feet, to get close to the enemy to strike, then continue the rest of their move, going out of combat. This fits your original concept, of leaving combat unscathed.

Spring Attack as a bonus feat is not a bad idea. Though the ability granting it should modify it so that Vital Strike CAN be used in conjunction with it

RPG Superstar 2012 Top 32

Like Raging Leaper or whatever that 6th level Rage Power is called.

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