Blade Speaker (3.5e Class)

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Blade Speaker

A blade is powerless without a wielder, a wielder is dead without a blade
—Unknown Blade Speaker, circa Rise of Nerull

A Blade Speaker is Warrior that partners with a Deity, willingly forming a contract by trading something of irreplaceable value in exchange for the use of the Deity and their power. The Deity then receives fealty from the warrior and becomes their weapon. The Blade Speaker can speak to their Deity at any point in time, but others cannot hear the Diety in return, thus the given name of Blade Speaker.

Making a Blade Speaker

Blade speakers are very strong, dealing large amounts of damage, but they can also take a great deal of hits before they start to feel it. They are a valuable party member, adding deadly spellcasting and devastating melee combat.

Abilities: Gifted Mastery.

Races: Any warrior may become a Blade Speaker if they are desperate enough for the power that can be given by the Deities, so long as their chosen Deity sees them to be worthy of it.

Alignment: Same as chosen Deity.

Starting Gold: 2d100×10 gp (average starting gold for a Blade Speaker differs from Warrior to Warrior. This can range from as little as nothing to

Starting Age: At choice of Warrior. Some come to find their want of power at a young age, while others may spend much of their life before they are pushed to their breaking point.

Table: The <-class name->

Hit Die: d<-Die size for Hit Die->

Level Base
Attack Bonus
Saving Throws Special Spells per Day Power
Points/Day
Powers
Known
Maximum Power
Level Known
FortRefWill 01st2nd3rd4th5th6th7th8th9th
1st++++ <-any class features gained at this level->
2nd++++ <-any class features gained at this level->
3rd++++ <-any class features gained at this level->
4th++++ <-any class features gained at this level->
5th++++ <-any class features gained at this level->
6th++++ <-any class features gained at this level->
7th++++ <-any class features gained at this level->
8th++++ <-any class features gained at this level->
9th++++ <-any class features gained at this level->
10th++++ <-any class features gained at this level->
11th++++ <-any class features gained at this level->
12th++++ <-any class features gained at this level->
13th++++ <-any class features gained at this level->
14th++++ <-any class features gained at this level->
15th++++ <-any class features gained at this level->
16th++++ <-any class features gained at this level->
17th++++ <-any class features gained at this level->
18th++++ <-any class features gained at this level->
19th++++ <-any class features gained at this level->
20th++++ <-any class features gained at this level->

Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities)->.

Class Features

Inate Performance:

Possessed Blade: Upon taking this class the Blade Speaker gains their Possessed Blade. A Death Scythe is a person or creature the Weapon Meister transforms into a weapon of his choosing. Once the Soul Meister chooses a Death Scythe he cannot gain a new one, unless the Death Scythe dies. Creatures becoming a Death Scythe must have a bond with the wielder, and cannot have a malicious intent towards the Weapon Meister. When the Death Scythe is chosen, the Death Scythe gains the ability to transform into a weapon that was chosen by the Weapon Meister and Death Scythe before-hand, as a move action. The weapon, regardless of type, inflicts the damage listed above. A Death Scythe, by making a Concentration DC of 25, can transform into a hybrid form of the weapon and creature. The transformation is considered a free action, and transforming back is considered a separate action for the purpose of free actions per round. The creature may change its limb into a blade, and deal the weapon damage of above, or make an unarmed attack while in weapon form. When in weapon form and making an unarmed attack, the Death Scythe incurs a -4 penalty to the Soul Meister. A Death Scythe is considered masterwork, and cannot be enchanted.

Soul Resonance: At 2nd, 4th, 6th, 8th, and 10th level, the Soul Meister gains a Soul Resonance. A Soul Resonance is when a Weapon Meister and a Death Scythe in weapon form match their wave-lengths to create powerful effects. At 2nd level, a Soul Meister chooses any second level spell, power, invocation or etc of 1st level or lower to be a Soul Resonance. At 4th level he chooses a 3rd level ability or lower, at 6th level he chooses a 5th level ability or lower, at 8th level he chooses a 7th level ability or lower, and at 10th level he gains a 9th level ability or lower. As before, all Soul Resonances can be chosen from any ability list, as long as it follows the levels 1 through 9 format. All Soul Resonances follow the casting time and etc of the spell, power, or etc chosen. Soul Resonances use the weapon as a replacement for material and focus componants. XP componants do not apply. A Soul Meister can use a number of Soul Resonances a day equal to his Charisma modifier, to a maximum of his Soul Meister level.

Greater Soul Perception: At 5th level, a Soul Meister can take a full round to focus, doubling his blindsense radius for as long as he continues to focus. The Soul Meister can also take a full round and roll a Concentration dc of 20 to locate a specific creature within x4 his blindsense radius, and affect the creature with an ability similar to the spell status. Or he can take a free action and roll a dc of 25 to affect himself with Nondetection and Undetectable Alignment, as the spells. The CL of these abilities equals the Soul Meister's level, and cannot be dispelled.

Witch Hunter: Witch Hunter is a ability used similar to Soul Resonance, except that its result alters the Death Scythe itself. Witch Hunter allows the Death Scythe to alter his form to greatly affect certain enemies. First, a Death Scythe affected by Witch Hunter bypasses damage reduction. Second, Witch Hunter gives a bonus to hit and damage against evil aligned creatures equal to half the Soul Meister's level, a Soul Meister can use Witch Hunter a number of times a day equal to his charisma modifier, to a maximum of half his Soul Meister level. Witch Hunter lasts for a number of rounds equal the Soul Meister's level + his Charisma modifier.

Soul Menace: Soul Menace is a technique that Soul Meister's use on their own. It involves altering one's own soul wavelength to be incompatible with another creature's, causing injuries with physical contact. This is an unarmed attack, that deals damage equal to the Soul Meister's Death Scythe's damage. If a creature is struck by Soul Menace, they must roll a Fort save (DC 10+Soul Meister level+Cha mod) or be stunned for one round. A Soul Meister can use Soul Menace a number of times a day equal to his Cha modifier, to maximum of half his Soul Meister level. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Demon Hunter: Demon Hunter is an advanced form of Witch Hunter. Demon Hunter has all the abilities of Witch Hunter except Demon Hunter carries an "Evil-Repelling Wavelength". Evil Aligned creatures struck by Demon Hunter must succeed a Fort save (DC 10+Soul Meister level+Cha mod) or be pushed back 10ft and knocked prone. Evil aligned creatures that are reduced to -10hp by Demon Hunter have their souls destroyed, and cannot be ressurrected. A Soul Meister can use Demon Hunter a number of times a day equal to half his Charisma modifier, to a maximum of half his Soul Meister level. Demon Hunter lasts a number of rounds equal to the Soul Meister's level + his Charisma modifier.


Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.

Spells: <-Delete this section if this class does not cast spells. description of spellcasting abilities: on what stat save DCs are based, on what stat bonus spells are based, and what stat determines the highest level spell that can be cast.->. <-pluralized class name-> choose their spells from the following list:

0<-spells, spells, spells->

1st<-spells, spells, spells->

2nd<-spells, spells, spells->

3rd<-spells, spells, spells->

4th<-spells, spells, spells->

5th<-spells, spells, spells->

6th<-spells, spells, spells->

7th<-spells, spells, spells->

8th<-spells, spells, spells->

9th<-spells, spells, spells->

Table: <-class name-> Spells Known
LevelSpells Known
01st2nd3rd4th5th6th7th8th9th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

Power Points/Day: A <-class name->’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: <-class name->. In addition, he receives bonus power points per day if he has a high <-relevant ability-> score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: <-Delete this section if this class does not manifest powers. description of manifesting abilities: on what stat save DCs are based, on what stat bonus powers points are based, and what stat determines the highest level power that can be manifested.->. <-pluralized class name-> choose their powers from the following list:

0<-powers, powers, powers->

1st<-powers, powers, powers->

2nd<-powers, powers, powers->

3rd<-powers, powers, powers->

4th<-powers, powers, powers->

5th<-powers, powers, powers->

6th<-powers, powers, powers->

7th<-powers, powers, powers->

8th<-powers, powers, powers->

9th<-powers, powers, powers->

Maximum Power Level Known: This column determines the highest level power he can learn at this level.

To learn or manifest a power, a <-class name-> must have an <-relevant ability-> score of at least 10 + the power’s level.

<-extraordinary class feature-> (Ex): <-class feature game rule information->

<-psi-like class feature-> (Ps): <-class feature game rule information->

<-spell-like class feature-> (Sp): <-class feature game rule information->

<-supernatural class feature-> (Su): <-class feature game rule information->

<-class feature->: <-class feature game rule information->

<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-Blade Speakers

When a Blade Speaker falls from favor of their Deity, the Deity can choose to either strip them of their power, or to allow them to continue to use their powers, but at a cost to the Warrior. The Warrior can choose to continue to level as a Blade Speaker, or choose a new class to level up in. The Blade speaker can also choose another Deity to proposition for a contract.

Epic <-class name->

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

LevelSpecial
21st<-any improvements to class features gained at this level, including any bonus feats->
22nd<-any improvements to class features gained at this level, including any bonus feats->
23rd<-any improvements to class features gained at this level, including any bonus feats->
24th<-any improvements to class features gained at this level, including any bonus feats->
25th<-any improvements to class features gained at this level, including any bonus feats->
26th<-any improvements to class features gained at this level, including any bonus feats->
27th<-any improvements to class features gained at this level, including any bonus feats->
28th<-any improvements to class features gained at this level, including any bonus feats->
29th<-any improvements to class features gained at this level, including any bonus feats->
30th<-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty
<-Skill name-><-4 for class skills and 2 for cross-class skills-><-Abbreviated key ability-><-armor check penalty based on starting armor. If inapplicable put ""->
<-Skill name-><-4 for class skills and 2 for cross-class skills-><-Abbreviated key ability-><-armor check penalty based on starting armor. If inapplicable put ""->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Playing a <-class name->

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DCResult
5<-common knowledge->.
10<-not so common knowledge->.
15<-rare information->.
20<-very rare information->.

<-pluralized class name-> in the Game

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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