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View Full Version : [D&D 3.5 base class, PEACH] Adept Blademaster



Ilriyn
2009-10-26, 08:07 AM
Introducing the Adept Blademaster, an arcane fighter with the ability to craft her own weapons and armor. Warning, I wrote complete descriptions for all of its abilities, so its rather long.



Adept Blademaster

An Adept Blademaster is a master of using the raw power of magic. While any Adept Blademaster would have considerable potential in a normal arcane spellcasting class, the Adept Blademaster chooses instead to focus on using their raw power to improve their abilities, unfettered by the restrictions of normal arcana.

However, the Adept Blademaster's raw power comes with a heavy penalty though. She becomes so specialized that she finds it near impossible to match the myriad capabilities of a normal spellcaster. Still, the power of an Adept Blademaster's abilities can makes any wizard or sorcerer highly envious.

Adept Blademaster's come in many shapes and sizes, displaying very different abilities, though, there are two abilities that define all Adept Blademaster's. All Adept Blademaster's directly use magic to increase the physical, mental, and combat prowess, and they all have the ability to create a magical weapon out of pure force.

Their emphasis on using magic to improve every aspect of their lives somewhat increases their susceptibility to other spellcasters, as a well timed dispelling spell from a powerful spellcaster can leave them near defenseless. However, most Adept Blademaster's feel that their abilities far outweigh any difficulties that their class may cause.

Adventurers: Adept Blademaster's adventure for many reasons. Some seek to prove themselves in battle, others seek to right some real or perceived wrong, others adventure in order to gain vengeance on some villain of their past.

Characteristics: Adept Blademaster's are usually aggressive, though some have had their aggressiveness tempered by a traumatic event. They use their phase jump abilities to get close to an enemy, then they use their weapons and spells with deadly effect, they jump out of the way if the fighting gets to rough for them. However, Adept Blademaster's are a varied group, and it is very hard to nail down certain characteristics that define all of them.

Role: Adept Blademaster's are well equipped to deal large amounts of damage to their enemies, and are a valuable addition to their party in that role. But an Adept Blademaster isn't just a fighter. Many possess large amounts of skills, and spell-like abilities that can be very useful in certain situations.

Background:Adept Blademaster's hail from all walks of life, but many hail from family's or species with a magical background. In addition, most Adept Blademaster's have some life-altering or very traumatic event in their past, though this is not always the case. A possible reason for this is because most Adept Blademaster's would probably have become Wizards, Sorcerers, or Bards, if it weren't for some scarring event that caused them to lose control of their powers. Some like the sensation of ultimate power that such a loss of control brings, while others are unable to return to their normal areas of discipline.

Races: Adept Blademaster's can belong to practically any race under the sun, though many tend to be Humans.

Alignment: Adept Blademaster's come from all walks of life, and as such can be of any alignment. Usually though, most tend to be non-lawful, as they feel that law puts undue restrictions on their abilities.


Hit Die

d10

Class Skills

The Adept Blademaster’s class skills (and the key ability for each skill) are, Craft(Force Weapons and Armor), Spot(Wis), Listen(Wis), Search(Int), Knowledge(All skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Focuses and Class Skills

All ability focuses will add some class skills to the Adept Blademaster's class skill list. See the Adept Focuses section for more information.

Skill Points at 1st Level

(4 + Int modifier) ×4.

Skill Points at Each Additional Level

4 + Int modifier.


{table=head]Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special |
Fast Movement Bonus|
Enhancement Bonus

1st|
+1|
+0|
+2|
+2 |
Adept Focuses, Phase Jump |
+0 Ft. |
+1

2nd|
+2|
+0|
+3|
+3 |
Vigorous Reserve |
+0 Ft. |
+1

3rd|
+3|
+1|
+3|
+3 | |
+0 Ft. |
+2

4th|
+4|
+1|
+4|
+4|
Bonus Feat |
+10 Ft. |
+3

5th|
+5|
+1|
+4|
+4| |
+10 Ft. |
+3

6th|
+6/+1|
+2|
+5|
+5|
Offensive Casting |
+10 Ft. |
+4

7th|
+7/+2|
+2|
+5|
+5| |
+20 Ft. |
+5

8th|
+8/+3|
+2|
+6|
+6|
Bonus Feat |
+20 Ft. |
+5

9th|
+9/+4|
+3|
+6|
+6| |
+20 Ft. |
+6

10th|
+10/+5|
+3|
+7|
+7| |
+30 Ft. |
+7

11th|
+11/+6/+1|
+3|
+7|
+7| |
+30 Ft. |
+7

12th|
+12/+7/+2|
+4|
+8|
+8|
Bonus Feat |
+30 Ft. |
+8

13th|
+13/+8/+3|
+4|
+8|
+8| |
+40 Ft. |
+9

14th|
+14/+9/+4|
+4|
+9|
+9| |
+40 Ft. |
+9

15th|
+15/+10/+5|
+5|
+9|
+9| |
+40 Ft. |
+10

16th|
+16/+11/+6/+1|
+5|
+10|
+10|
Bonus Feat |
+50 Ft. |
+11

17th|
+17/+12/+7/+2|
+5|
+10|
+10| |
+50 Ft. |
+11

18th|
+18/+13/+8/+3|
+6|
+11|
+11| |
+50 Ft. |
+12

19th|
+19/+14/+9/+4|
+6|
+11|
+11| |
+60 Ft. |
+13

20th|
+20/+15/+10/+5|
+6|
+12|
+12|
Bonus Feat |
+60 Ft. |
+13 [/table]

Class Features

All of the following are class features of the Adept Blademaster.

Weapon Proficiencies

Adept Blademasters are proficient with all simple and martial weapons.

Adept Focus

What separates an Adept Blademaster from other arcane spellcasters is her high degree of specialization. She is different from other arcane spellcasters in that all her spells are innate, and are manifested as spell-like abilities, also, she has the ability to create a custom weapon out of pure force, using raw magical energy to shape it.

Such a high degree of specialization comes at a cost. All physical and mental ability focuses carry penalties with them. This reflects the Adept Blademaster's lack of focus in an opposed area.

At first level, an Adept Blademaster chooses her adept focuses. She may choose one area of focus from the Physical Ability section, one area of focus from the Mental Ability section, and two areas of focus from the Aptitude section.

These focuses determine largely what the Adept Blademaster's class features are. All class features from the Adept Blademaster's three focuses stack.

Each focus also gives several class skills. All class skills gained by adopting a certain focus have that focus's ability as its key ability modifier. (I.e. An Adept Blademaster who chooses the Strength Focus gains Intimidate as a class skill. Intimidate's key ability modifier is then considered to be Strength for her.)

Physical Ability Focuses

Physical Ability Focuses

Strength

Adept Blademaster's who choose Strength as their physical focus usually value physical strength and power over deftness and magical power. This leads to them being less vulnerable to magic then other Adept Blademaster's who choose a different area of physical focus, but also makes them worse at evading attacks, and limits their magical defense options. However, Adept Blademaster's with a strength focus still use magic to dramatically increase their already potent array of powers.

An Adept Blademaster who chooses Strength as her physical ability focus gains the following:

An Inherent +2 bonus to Strength at fifth level.
Light, Medium, and Heavy Armor Proficiencies, and Shield and Tower Shield Proficiencies at first level.

She gains the following as class skills: Concentration, Climb, Jump, Swim, Ride, Intimidate, and Handle Animal.

An Adept Blademaster with the Strength focus creates her adept weapon in the shape of a broadsword. She may use the effects of the power attack feat while wielding her adept weapon. (See the Adept Weapons section for more information.)

She receives the following penalties:
An Inherent -2 penalty to Dexterity at fifth level.
She may never gain the feat, "Weapon Finesse".
She suffers an permanent -2 penalty to AC.


Dexterity

An Adept Blademaster who chooses Dexterity as her physical focus favors evasion and finesse over raw physical strength. She regularly uses magic to increase her defense, and her swordplay with her adept weapon is only matched by the best of duelists. However, this leads to her neglecting to develop mundane forms of protecting herself, and also leads to her being deficient in strength.

An Adept Blademaster who chooses Dexterity as her physical ability focus gains the following:

An Inherent +2 bonus to Dexterity at fifth level.
The extraordinary ability Evasion, as a monk, at second level.
The extraordinary ability Improved Evasion, as a monk, at ninth level.
(If the Adept Blademaster is hit by a targeted dispel magic, greater dispel magic, or disjunction spell, or if she is in the radius of an Antimagic Field, she loses the benefits of her evasion abilities for 3 rounds.)

She gains the following as class skills: Concentration, Tumble, Escape Artist, Move Silently, Hide, Balance, Slight of Hand, and Use Rope.

An Adept Blademaster with the Dexterity focus creates her adept weapon in the shape of a Elven Thinblade; she also gains the ability to add her Dexterity instead of her Strength bonus to all damage and attack rolls rolled while wielding her Elven Thinblade. (See the Adept Weapons section for more information.)

An Adept Blademaster with the Dexterity focus gains the ability to craft armor made out of pure force. (See the Adept Armor section for more information.)

She receives the following penalties:
An Inherent -2 penalty to Strength at fifth level.
She may never gain any armor proficiencies.

All of the Adept Blademaster's spell-like abilities are now subject to arcane spell failure. In addition, all arcane spell failure penalties given for wearing any armor are increased by 100%.

An Adept Blademaster with the Dexterity focus must use complex and deft gestures to utilize many of her special abilities and spell-like abilities. If she is ever Disabled, Entangled, Flat-Footed, Grappling, Pinned, or Helpless, or if she is wearing anything besides her Adept Armor, and light mundane clothing, she loses all access to, and loses all benefits provided by her Evasion, Fast Movement, and Phase Jump abilities, and loses all access to her spell-like abilities that require a somatic component.



Constitution

An Adept Blademaster who chooses Constitution as her physical focus favors toughness, fortitude, and discipline over the other physical forms. She relies on magic frequently, but her magic tends to be more durable than that of one who chooses the dexterity focus. Adept Blademaster's with the constitution focus regularly transmute their bodies to increase their durability. This comes at a cost though, as her frequent morphing of her body leads to her having less charisma, and being less agile in both mind and body.

An Adept Blademaster who chooses Constitution as her physical ability focus gains the following:

Inherent +2 bonus to Constitution at fifth level.
Gains the feats, Endurance, and Diehard, at first level.

She gains the following as class skills: Concentration, Survival, Disguise, Ride, Swim, and Climb.

An Adept Blademaster with the Constitution focus gains the ability to transmute and craft his body into armor. (See the Adept Armor section for more information.)

An Adept Blademaster with the Constitution focus creates her adept weapon in the shape of a Maul; she also gains the ability to craft a Heavy Shield out of pure force. (See the Adept Weapons section for more information.)

She receives the following penalties:
An Inherent -2 penalty to Charisma at fifth level.
She suffers a permanent -2 penalty to all reflex and will saves.


Mental Ability Focuses

Mental Ability Focuses


Charisma

Adept Blademaster's who choose Charisma as their mental focus value diplomacy and charm over brute magical power. Even so, their words of power are among the most powerful of spells. Adept Blademaster's who choose Charisma as their mental focus use magic to become more charming and persuasive, and they are known for the effectiveness at feinting in combat. These benefits come at cost though, as many who choose Charisma tend to be weaker and more fragile. In addition, all Adept Blademaster's with a focus in Charisma must also speak while manifesting their spell-like abilities.

An Adept Blademaster who chooses Charisma as her mental ability focus gains the following:

Gains an Inherent +2 bonus to Charisma at third level.
Gains the feat, Improved Feint, at first level.
Gains the following spells as spell-like abilities, at the following levels. Each of these spell-like abilities is able to be used once per day when the blademaster initially gains the spell-like ability. The blademaster gains an additional use per day the following level. (At third level, the blademaster would have one use of Adept Power Word Daze, she will gain two uses of this spell-like ability once she reaches fourth level.)

3rd Level: Adept Power Word Daze
5th Level: Adept Power Word Impair
7th Level: Adept Power Word Deprive
9th Level: Adept Power Word Exhaust
11th Level: Adept Power Word Fear
13th Level: Adept Power Word Stun
15th Level: Adept Power Word Paralyze
17th Level: Adept Power Word Kill
19th Level: Adept Power Word Annihilate

She gains the following as class skills: Diplomacy, Bluff, Gather Information, Intimidate, and Sense Motive.

She receives the following penalties:
An inherent -2 penalty to Constitution at third level.
All of her spell-like abilities must use a verbal component if it is required.


Intelligence

Adept Blademaster's who have chosen Intelligence as their mental ability focus are among the most powerful of Blademasters. They are masters of utilizing raw magical power, and can evoke powerful elemental blasts at their enemies. This raw power comes at a cost though, as it tends to increase their aggressiveness, which tends to decrease their rational thinking and wisdom. They must also use materials when using their spell-like abilities.

An Adept Blademaster who chooses Intelligence as her mental ability focus gains the following:

Gains an Inherent +2 bonus to Intelligence at third level.
Gains the feat, Combat Expertise, at first level.
Gains the following spells as spell-like abilities, at the following levels. Each of these spell-like abilities is able to be used once per day when the blademaster initially gains the spell-like ability. The blademaster gains an additional use per day the following level. (At third level, the blademaster would have one use of Scorching Ray, she will gain two uses of this spell-like ability once she reaches fourth level.)

Every spell-like ability granted in the list below is cast at +1 caster level, and every spell's max damage die is increased by two. (This means that at 6th level, she could cast a Fireball which would deal 7d6 points of damage, with a maximum damage of 12d6 at 11th level.)

3rd Level: Scorching Ray
5th Level: Fireball
7th Level: Lightning Bolt
9th Level: Cone of Cold
11th Level: Chain Lightning
13th Level: Delayed Blast Fireball
15th Level: Polar Ray
17th Level: Meteor Swarm
19th Level: Transmute Rock to Lava

She gains the following as class skills: Decipher Script, Forgery, Use Magic Device, Disable Device, and Open Lock

She receives the following penalties:
An inherent -2 penalty to Wisdom at third level.
All of her spell-like abilities must use a material component if it is required.


Wisdom

An Adept Blademaster who selects Wisdom as her mental ability focus favors planning and patience over raw power. She prefers to ensure her protection, before engaging the enemy. This leads to her developing highly effecting abjuration spells as spell-like abilities. Unfortunately, this leads to her being less able to focus large amounts of magical damage, and requires her to use somatic elements when casting her spell-like abilities.

An Adept Blademaster who chooses Wisdom as her mental ability focus gains the following:

Gains an Inherent +2 bonus to Wisdom at third level.
Gains the feat, Skill Focus, at first level, and gains the feat again at tenth level.
Gains the following spells as spell-like abilities, at the following levels. Each of these spell-like abilities is able to be used once per day when the blademaster initially gains the spell-like ability. The blademaster gains an additional use per day the following level. (At third level, the blademaster would have one use of Protection from Arrows, she will gain two uses of this spell-like ability once she reaches fourth level.)

Each spell listed below is cast at +1 caster level.

3rd Level: Protection from Arrows
5th Level: Protection from Energy
7th Level: Stoneskin
9th Level: Wall of Stone
11th Level: Wall of Iron
13th Level: Forcecage
15th Level: Prismatic Wall
17th Level: Prismatic Sphere
19th Level: Elminster’s Effulgent Epuration

She gains the following as class skills: Heal, Appraise, Sense Motive, Forgery, and Decipher Script

She receives the following penalties:
An inherent -2 penalty to Intelligence at third level.
All of her spell-like abilities must use a somatic component if it is required.


Aptitude Focuses

Aptitude Focuses

Light

Adept Blademaster's who choose Light as one of their magical aptitude areas glow with an inner light, and can blast their enemies with powerful beams of light. Their inner glow is projected through their weapons and armor, and grants unique abilities to them. However, their affinity to light makes them especially vulnerable to magical darkness, and their aura of light makes it hard to hide and blend in.

An Adept Blademaster who chooses Light as one of her aptitude focuses gains the following:

Gains an Aura of Light. This aura grants the following benefits: a +2 bonus to all Diplomacy and Gather Information checks. This aura also affects the power and abilities of the Adept Blademaster's adept weapons and armor.

Gains immunity from being blinded.

Gains the following spells as spell-like abilities, at the following levels. Each of these spell-like abilities is able to be used once per day when the blademaster initially gains the spell-like ability. The blademaster gains an additional use per day the following level. (At first level, the blademaster would have one use of Light, she will gain two uses of this spell-like ability once she reaches second level.)

All spell-like abilities granted by this aptitude have [Light] as a descriptor, and the [Light] descriptor replaces the [Fire] descriptor. All damage dealt by Fire or Divine Power is instead dealt by Light.

1st Level: Light
3rd Level: Searing Light
5th Level: Daylight
7th Level: Blistering Radiance
9th Level: Flame Strike
11th Level: Fires of Purity
13th Level: Sunbeam
15th Level: Sunburst
17th Level: Shining Aura (Usable only 1/day)


She receives the following penalties:
A -4 penalty to all Intimidate, Disguise, and Hide checks.
All darkness spells act as a Dispel Magic spell unless they are immediately negated by casting a Light spell of a equal or higher level within the next round.

Note: An Adept Blademaster who chooses this Aptitude may not be Evil, and is restricted from choosing the Shadow aptitude.

Shadow

Adept Blademaster's who choose Shadow as one of their magical aptitude areas shed dark vapors of shadow, and specialize in creating fear and pain. Their dark glow is projected through their weapons and armor, and grants unique abilities to them. However, their affinity to shadow makes them especially vulnerable to magical light, and their dark appearance makes it particularly hard for them to negotiate.

An Adept Blademaster who chooses Shadow as one of her aptitude focuses gains the following:

Gains an Aura of Shadow. This aura grants the following benefits: a +2 bonus to all Intimidate and Hide checks. This aura also affects the power and abilities of the Adept Blademaster's adept weapons and armor.

Gains darkvision, 60 feet. This darkvision works in any area of darkness, whether it be mundane shadow, or magical darkness.

Gains the following spells as spell-like abilities, at the following levels. Each of these spell-like abilities is able to be used once per day when the blademaster initially gains the spell-like ability. The blademaster gains an additional use per day the following level. (At first level, the blademaster would have one use of Net of Shadows, she will gain two uses of this spell-like ability once she reaches second level.)

All spell-like abilities granted by this aptitude have [Darkness] as a descriptor.

1st Level: Net of Shadows
3rd Level: Darkness
5th Level: Blacklight
7th Level: Sphere of Terror
9th Level: Shadow Evocation
11th Level: Shadow Canopy
13th Level: Shadow Evocation, Greater
15th Level: Blackfire
17th Level: Black Aura (Usable only 1/day)


She receives the following penalties:
A -4 penalty to all Diplomacy, and Gather Information checks.
All Light spells act as a Dispel Magic spell unless they are immediately negated by casting a Darkness, or Shadow spell of a equal or higher level within the next round.

Note: An Adept Blademaster who chooses this Aptitude may not be Good, and is restricted from choosing the Light aptitude.

Magic

Adept Blademaster's who choose magic as one of their magical aptitude areas believe that magical power is the most effective way to pursue combat. This leads them to becoming more powerful casters, but also decreases their effectiveness at ranged combat.

An Adept Blademaster who chooses Magic as one of her aptitude focuses gains the following:

All spell-like abilities of the caster are cast at +1 caster level at second level. (This overlaps with the Intelligence or Wisdom focus caster level increase.)

Gains the following spells as spell-like abilities, at the following levels. Each of these spell-like abilities is able to be used once per day when the blademaster initially gains the spell-like ability. The blademaster gains an additional use per day the following level. (At fifth level, the blademaster would have one use of Dimensional Anchor, she will gain two uses of this spell-like ability once she reaches sixth level.)

1st Level: Hidden Safe (Usable 3/day at first level, never gains any additional uses)
5th Level: Dimensional Anchor
11th Level: True Seeing
17th Level: Adept Disjunction

She receives the following penalties:
A -1 penalty to all ranged attack rolls.
A -4 penalty to all grapple checks.

Note: An Adept Blademaster who chooses this aptitude is restricted from choosing the Melee and Range aptitudes.

Melee

Adept Blademaster's who choose melee as one of their magical aptitude areas focus on channeling their magical power into physical might. They develop several powerful buffs, and become more effective in their attacks. However, this focus on physical power leads them to neglect tending to their mental defense.

An Adept Blademaster who chooses Melee as one of her aptitude focuses gains the following:

A +1 bonus to all melee attack rolls at second level.

Gains the following spells as spell-like abilities, at the following levels. Each of these spell-like abilities is able to be used once per day when the blademaster initially gains the spell-like ability. The blademaster gains an additional use per day the following level. (At first level, the blademaster would have one use of True Strike, she will gain two uses of this spell-like ability once she reaches second level.)

1st Level: True Strike
5th Level: Heroism
11th Level: Heroism, Greater
17th Level: Iron Body

She receives the following penalties:
A -1 penalty to all will saves.

Note: An Adept Blademaster who chooses this aptitude is restricted from choosing the Magic and Range aptitudes.

Range

Adept Blademaster's who choose range as one of their magical aptitude areas have developed a powerful ability simply known as the Adept's Blast. This ability allows her to peruse combat from a distance, directing powerful rays of raw magic at her enemies. However, this comes at a cost, as her focus on ranged combat leads her to be less durable.

An Adept Blademaster who chooses Range as one of her aptitude focuses gains the following:

A +1 bonus to all ranged attack rolls at second level.

Adept Blast: The Adept Blademaster gains the ability to blast her foes with raw magical energy. She gains 3 points of blast energy per caster level. She may direct some of this energy, as a standard action, at any target within Medium distance. The most points of energy she may direct in one blast is (Caster Level / 1.5, minimum 1, round down). She must hit her target with a ranged attack for the magical blast to have any effect. If she hits, each point of blast energy is turned into 1d6 points of damage. (No save, and spell resistance does not apply) Any points used during the day regenerate after 8 hours of rest.

Example: A 6th level Adept Blademaster with the ranged aptitude focus would have 18 points of blast energy. As a standard action, she may use up to four points of this energy to blast an enemy. If she hits her target with a ranged attack, the target is dealt 1d6 points of damage per blast energy point used. (So if she used four points of blast energy, the target is dealt 4d6 points of damage.)


She receives the following penalties:
A -1 penalty to all fortitude saves.

Note: An Adept Blademaster who chooses this aptitude is restricted from choosing the Melee and Magic aptitudes.


Phase Jump(Su)

At first level, the Adept Blademaster gains the ability to instantly jump short distances. An Adept Blademaster gains a certain number of "phasing points" ever level. She gains 4 + (her key physical ability focus modifier) phasing points at every level. All phasing points used during a day regenerate after 8 hours of rest.

As a full-round action, she may expend 1 phasing point to jump 20 feet in any direction. She may expend an additional phasing point to jump 40 feet, 2 additional points to jump 60 feet, and so on. At a given level, she may only jump a certain distance per jump, but her maximum distance increases as she grows in power. She does not gain any additional phasing points, nor does her maximum distance increase, after 10th level. (Unless she takes levels in the Adept Traveler prestige class)


{table=head]Level|Maximum Distance|Phasing Points
1st|60 ft.|(4 + key physical ability modifier)
2nd|60 ft.|(4 + key physical ability modifier*2)
3rd|60 ft.|(4 + key physical ability modifier*3)
4th|80 ft.|(4 + key physical ability modifier*4)
5th|100 ft.|(4 + key physical ability modifier*5)
6th|120 ft.|(4 + key physical ability modifier*6)
7th|140 ft.|(4 + key physical ability modifier*7)
8th|160 ft.|(4 + key physical ability modifier*8)
9th|180 ft.|(4 + key physical ability modifier*9)
10th|200 ft.|(4 + key physical ability modifier*10) [/table]

Gain Phase Focus

An Adept Blademaster can meditate to attempt to become phase focused. The DC to become phase focused is 20. Meditating is a standard action that provokes attacks of opportunity. When she has a phase focus, she can expend her focus to decrease the amount of phasing points spent on a phase jump by two. (She may not decrease the amount of phasing points spent below 1) A phase focus is also used to power many of the Adept Traveler's special abilities.

If an Adept Blademaster has a familiar with at least two personalities, she may store a phase focus inside her familiar, which is retrievable as a free action.

Once she is phase focused, she remains focused until she expends her focus, becomes unconscious, or goes to sleep.

She must be able to see the location to which she is jumping to, and the location must be free of any objects. Using this ability provokes attacks of opportunity from any enemies around her when you begin the jump. It does not provoke any attacks of opportunity at the area to which she jumps to.

Vigorous Reserve(Su)

Beginning at 2nd level, a Adept Blademaster can heal her wounds by touch. Each day she can heal a total number of hit points of damage equal to her Adept Blademaster level × her key mental ability modifier bonus. (INT, CHA, or WIS, determined by her mental ability focus) Using vigorous reserve is a standard action, which provokes attacks of opportunity.

Fast Movement(Ex)

At 4th level, an Adept Blademaster gains an enhancement bonus to her speed, as shown in the table. This speed bonus increases as the Adept Blademaster grows in power.

Bonus Feat

At 4th level, an Adept Blademaster receives a bonus combat-oriented feat. The Adept Blademaster gains an additional bonus feat every four Blademaster levels thereafter (8th, 12th, 16th, and 20th). These bonus feats must be drawn from the fighter bonus feat list, or the adept blademaster bonus feat list. A Blademaster must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.


Offensive Casting(Ex)

At 6th level, an Adept Blademaster gains the ability to manifest her spell-like abilities while engaging in melee combat.

During a full round attack, an Adept Blademaster may elect to give up her attack with the highest attack bonus, in exchange for being able to cast 1 spell, with a normal casting time of 1 standard action, during the attack. Doing this does not provoke an attack of opportunity, but the Adept Blademaster is still vulnerable to being distracted.

An Adept Blademaster may not use this ability more than two times per encounter.


Adept Weapons


Adept Weapons

All Adept Blademasters have the ability to craft a magical weapon out of pure force. These weapons are crafted by channeling force through a miniature copy of the Blademaster's personal weapon. As the Adept Blademaster gains experience, the effectiveness of her weapon increases, and she becomes able to imbue the weapon with special abilities.

As shown in the table, an Adept Blademaster is able to craft her weapon with a enhancement bonus that increases with level. An Adept Blademaster may choose to either use this enhancement bonus to increase the attack and damage of her weapon, or to apply some other special ability. (Refer to the Magic Items guide for more information)

An Adept Blademaster is unique in that her weapons can give a maximum of a +6 enhancement bonus to attack and damage. (A normal magic weapon can give a maximum of +5.) While her weapon is made out of force, it does not give any special bonuses when fighting incorporeal creatures, and is treated as a regular magic weapon.

How well the Adept Blademaster crafts her weapon is determined by a Craft(Force Weapons and Armor) check. The key ability modifier for all skill checks is determined by the Adept Blademaster's physical ability focus.

In order to craft a weapon, the Adept Blademaster must succeed at a Craft(Force Weapons and Armor) skill check, with the DC equaling (Enhancement Bonus + Special Abilities Modifiers + 15). She may take 10 on this check if she is unhurried. She may not take 20 on this check. If she succeeds at this check, her adept weapon is completely formed (1 round x Craft DC) later.

Alternatively, the Adept Blademaster may choose to quickly craft a weapon. If she chooses to do this, she may not imbue the weapon with any special abilities, spells, etc, and the weapons enhancement bonus is equal to half of her normal bonus. Quickly crafting a weapon requires a full round action, which provokes attacks of opportunities.

If, while creating her weapon, her concentration is broken by some event, instead of making a concentration check to preserve control, she makes a Craft(Force Weapons and Armor) check. (Refer to the Concentration skill for more information.)

Each special ability or spell added to the adept's weapon increases the Craft check DC by 2. The Adept Blademaster may also choose to try and craft her weapon to have similar qualities to a weapon forged out of a special material. (Such as Cold Iron, Silver, or Adamantine) This increases the Craft check DC by 4. (The weapon may only have 1 spell imbued, and may only adopt the qualities of one special material.)

If the Adept Blademaster desires to imbue her weapon with a spell, or a special ability that requires a spell, a scroll of the spell must be provided, and (100 x spell's caster level) gp worth of powdered diamond (for Adept Blademaster's with the Light aptitude) or opal. (for Adept Blademaster's with the Shadow aptitude) The scroll and the powdered gem are used up in the process. The Adept Blademaster does not need to meet any caster level prerequisites to imbue her weapon with a special ability, but she must be able to cast spell-like abilities of the same spell level.

Once a spell or special ability has been crafted into a weapon, the Adept Blademaster does not need to use a scroll and powdered gems to imbue future weapons with the spell or special ability.

An Adept Blademaster may also choose to disguise her weapon as a normal magic weapon of the same kind. The spot check DC to see through the disguise is equal to the Craft(Force Weapons and Armor) skill check. If the spot check is higher then the Craft check's DC, the Adept's weapon appears as semi-transparent, dull gray, manifestation of force. She may not choose to disguise her weapon if she quickly crafts her weapon.

An Adept Blademaster's weapon may be hung from her side as if she had a scabbard. Drawing the weapon from her side requires a move action. An Adept Blademaster's adept weapon may never be disarmed, nor sundered.

If the weapon strikes a creature with spell resistance, the Adept Blademaster must make a caster level check to overcome the spell resistance. She gets a +5 bonus on this check. If she fails at the check, her weapon only deals damage as a magic weapon with half her normal enhancement bonus.

The weapon cannot be attacked or harmed by physical attacks, but dispel magic, disjunction, disintegrate, a sphere of annihilation, or a rod of cancellation affects it.

Example:

Example: A 6th level Adept Blademaster desires to craft her weapon. At 6th level, she may imbue her weapon with a maximum of a +4 enchantment bonus. She decides to craft her weapon into a +3 Shocking Cold Iron weapon. The craft check DC is then 25. (4 (for total enhancement bonus) + 2 (for adding shock) + 4 (For adopting the qualities of cold iron) + 15)

She does not need to meet the caster level prerequisites for adding the shocking special ability to her weapon, but she must be able to cast 3rd level spell-like abilities. She also must provide a scroll of Lightning Bolt, and (100 x caster level of scroll) gp worth of powdered diamond or opal. She will not need to provide either of these again if she chooses to craft a weapon with the shocking special ability in the future.

This Blademaster's physical ability focus is strength. She has 9 ranks in the Craft(Force Weapons and Armor) skill, and she adds a +4 bonus for having 18 strength. (If she had chosen the dexterity or constitution physical ability focuses, she would add that modifier to her craft check.) She also has Skill Focus in her craft skill. Since she has a total skill modifier of 16, she decides to take 10 on her check.

25 rounds later, her weapon shimmers into being. She also decides to make her weapon appear as a normal magic weapon. Anyone who attempts to see through the disguise must make a spot check against a DC of 26. (Her craft check's result)

She then encounters a group of goblin shamans. One of them casts dispel magic on her, if they successfully dispel her sword, it disappears. She then decides to quickly create a new force weapon. She spends her next round doing this, but provokes an attack of opportunity from a goblin. The goblin deals 12 points of damage to her. She must succeed on a concentration check of (10+12) to avoid losing her progress. Instead of using her concentration skill modifier, she instead uses her Craft(Force Weapons and Armor) skill modifier.

She succeeds on the concentration check, and at the beginning of her next turn, her weapon shimmers into being. She is not allowed to disguise her weapon, as it was quickly crafted. Her weapon also only has an enhancement bonus of +2.


An Adept Blademaster's miniature must be of sufficient strength and complexity to handle the amount of power channeled through it. It must be improved by forging special materials, gems, precious metals, and other such materials into the miniature. The following chart lists how much the miniature must be worth in order to channel a given amount of magical power.

+2 Enchantment Bonus: 3000 gp
+3 Enchantment Bonus: 10000 gp
+4 Enchantment Bonus: 21000 gp
+5 Enchantment Bonus: 36000 gp
+6 Enchantment Bonus: 55000 gp
+7 Enchantment Bonus: 78000 gp
+8 Enchantment Bonus: 105000 gp
+9 Enchantment Bonus: 136000 gp
+10 Enchantment Bonus: 171000 gp
+11 Enchantment Bonus: 210000 gp
+12 Enchantment Bonus: 253000 gp
+13 Enchantment Bonus: 300000 gp


The bond between an Adept Blademaster and her miniature focus can become very strong, sometimes even to the point where the miniature gains sentience, and is endowed with a portion of the creator's personality. See the Adept Familiar feat for more information.

The weapon of an Adept Blademaster with the Light aptitude always glows as with the Light spell. In addition, the Adept Blademaster becomes able to channel her offensive light spells through the weapon, causing the spell-like ability to be cast through a successful hit.

The weapon of an Adept Blademaster with the Shadow aptitude never glows, but it seems to have an aura of inky darkness surrounding it at all times. In addition, the Adept Blademaster becomes able to channel her offensive shadow spells through the weapon, causing the spell-like ability to be cast through a successful hit.

Only one spell-like ability per round may be channeled through an Adept Blademaster's weapon. She may not use this ability to in conjunction with her offensive casting ability.

The weapons that can be crafted are as follows:

Greatsword

An Adept Blademaster with the strength physical ability focus crafts her weapon into a greatsword. The statistics for her force greatsword are the same as a masterwork greatsword with a enhancement bonus, except that her force greatsword weighs nothing, and it has no hardness or hitpoints.

Elven Thinblade

An Adept Blademaster with the dexterity physical ability focus crafts her weapon into an elven thinblade. The statistics for her force thinblade are the same as a masterwork thinblade with a enhancement bonus, except that her force thinblade weighs nothing, it can deal piercing or slashing damage, and it has no hardness or hitpoints.

Maul and Heavy Shield

An Adept Blademaster with the constitution physical ability focus crafts her weapon into a maul. The statistics for her force maul are the same as a masterwork maul with a enhancement bonus, except that her force maul weighs nothing, and it has no hardness or hitpoints.

See the Adept Armor section for information on the shield.

Ilriyn
2009-10-26, 08:08 AM
Adept Armor


Adept Armor

Adept Blademasters with the dexterity or constitution physical ability focuses have the ability to craft magical armor. This armor is created in different ways, depending in if the the Adept Blademaster is constitution or dexterity based.

An Adept Blademaster who is dexterity based focuses pure force through a belt, worn around her waist. An Adept Blademaster who is constitution based gains the ability to transmute her skin into armor, by drinking special unguents that help her to focus magical energy. As the Adept Blademaster gains experience, the effectiveness of her armor increases, and she becomes able to imbue her armor with special abilities.

As shown in the table, an Adept Blademaster is able to craft her armor with a enhancement bonus that increases with level. An Adept Blademaster may choose to either use this enhancement bonus to increase the armor's armor bonus, or to apply some other special ability. (Refer to the Magic Items guide for more information)

An Adept Blademaster is unique in that her armor can give a maximum of a +6 enhancement bonus to armor class. (A normal magical armor set can give a maximum of +5.)

How well the Adept Blademaster crafts her armor is determined by a Craft(Force Weapons and Armor) check. The key ability modifier for all skill checks is determined by the Adept Blademaster's physical ability focus.

In order to craft a weapon, the Adept Blademaster must succeed at a Craft(Force Weapons and Armor) skill check, with the DC equaling (Enhancement Bonus + Special Abilities Modifiers + 12). She may take 10 on this check if she is unhurried. She may not take 20 on this check. If she succeeds at this check, her adept armor is completely formed (1 round x Craft DC) later.

Each special ability that does not have a gp cost, and each spell added to the adept's armor, increases the Craft check DC by 2. For each special ability that does have a gp cost, increase the craft check DC by 4. (The armor may only have 1 spell imbued.)

If the Adept Blademaster desires to imbue her armor with a spell, or a special ability that requires a spell, a scroll of the spell must be provided, and (100 x spell's caster level) gp worth of powdered diamond (for Adept Blademaster's with the Light aptitude) or opal. (for Adept Blademaster's with the Shadow aptitude) The scroll and the powdered gem are used up in the process. The Adept Blademaster does not need to meet any caster level prerequisites to imbue her armor with a special ability, but she must be able to cast spell-like abilities of the same spell level.

For special abilities that cost gold, such as fire resistance, the Adept Blademaster must pay half the cost required to buy diamond or opal powder to sprinkle over her armor as it is being created. Once a special ability like fire resistance has been crafted into her armor, the Adept Blademaster does not need to use powdered gems to imbue future armor with the special ability.

Once a spell or special ability has been crafted into her armor, the Adept Blademaster does not need to use a scroll and powdered gems to imbue future armor with the spell or special ability.

An Adept Blademaster may also choose to disguise her armor as normal magical armor. The spot check DC to see through the disguise is equal to the Craft(Force Weapons and Armor) skill check. If the spot check is higher then the Craft check's DC, see later is this section for what the armor then looks like.

If, while creating her armor, her concentration is broken by some event, instead of making a concentration check to preserve control, she makes a Craft(Force Weapons and Armor) check. (Refer to the Concentration skill for more information.)

The armor of an Adept Blademaster with the Light aptitude always glows as with the Light spell. The armor of an Adept Blademaster with the Shadow aptitude never glows, but it seems to have an aura of inky darkness surrounding it at all times.

The armor cannot be attacked or harmed by physical attacks, but dispel magic, disjunction, disintegrate, a sphere of annihilation, or a rod of cancellation affects it.

Example:

Example: A 6th level Adept Blademaster desires to craft her armor. At 6th level, she may imbue her armor with a maximum of a +4 enchantment bonus. She decides to craft her armor into a +3 Fire Resistant, Light Fortifying set of armor. The craft check DC is then 22. (4 (for total enhancement bonus) + 2 (for adding light fortification) + 4 (for adding fire resistance) + 12)

She does not need to meet the caster level prerequisites for adding the special abilities to her armor, but she must be able to cast 2nd level spell-like abilities. She also must provide scrolls of Limited Wish, and Resist Energy, (100 x caster level of scroll) gp worth of powdered diamond or opal for the light fortification ability, and 9000 gp worth of powdered diamond or opal for the fire resistance special ability. She will not need to provide any of these again if she chooses to craft armor with the fire resistant or light fortification special abilities in the future.

This Blademaster's physical ability focus is constitution. She has 9 ranks in the Craft(Force Weapons and Armor) skill, and she adds a +4 bonus for having 18 constitution. (If she had chosen dexterity as her physical ability focus, she would add that modifier to her craft check.) Since she has a total skill modifier of 13, she decides to take 10 on her check.

She succeeds on the craft check, and 22 rounds later, her armor appears on her. She also decides to make her armor appear as normal magical armor. Anyone who attempts to see through the disguise must make a spot check against a DC of 23. (The craft check's result)


The types of armor that can be crafted are as follows:

Force Platemail

An Adept Blademaster with the dexterity physical ability focus crafts her armor out of pure force, much like the adept's weapon. The force is focused through a intricate belt, which acts as a focus for the magical energy. The Adept Blademaster must be wearing the belt to craft her armor.

The set of armor includes: A breastplate, chain legs or a chain skirt, plate greaves, plate vambraces, and a pair of heavy boots. The armor provides a +4 bonus to AC, with no armor check penalty or maximum dexterity bonus. If anyone discovers the disguise through use of a spot check, the armor instead appears as a semi-transparent, dull gray, manifestation of force covering the Adept Blademaster's body.

If the Adept Blademaster's armor is successfully dispelled, disjoined, or canceled, the protection provided ends immediately

The Adept Blademaster also gains the ability to change her armor type to adamantine, this gives her armor a DR/adamantine of 2; this increases the craft check DC by 2. She also gains the ability to imbue her force armor with one additional spell. This requires the normal scroll and powdered gems, and increases the craft check DC by 4.

Her focus belt must be of sufficient strength and complexity to handle the amount of power channeled through it. It must be improved by forging special materials, gems, precious metals, and other such materials in order for it to provide a higher enhancement bonus. The following chart lists how much the focus belt must be worth in order to channel a given amount of magical power.

+2 Enchantment Bonus: 1500 gp
+3 Enchantment Bonus: 5000 gp
+4 Enchantment Bonus: 10500 gp
+5 Enchantment Bonus: 18000 gp
+6 Enchantment Bonus: 27500 gp
+7 Enchantment Bonus: 39000 gp
+8 Enchantment Bonus: 52500 gp
+9 Enchantment Bonus: 68000 gp
+10 Enchantment Bonus: 85500 gp
+11 Enchantment Bonus: 105000 gp
+12 Enchantment Bonus: 126500 gp
+13 Enchantment Bonus: 150000 gp



Hide of the Dragon

An Adept Blademaster with the constitution physical ability focus crafts her armor by transmuting her body into thick areas of protection.

The armor provides a +5 bonus to AC, with a -2 armor check bonus, and a maximum dexterity bonus of +5. If anyone discovers the disguise through use of a spot check, the armor instead appears as thick callouses and scars covering most of the body.

If the Adept Blademaster's armor is successfully dispelled, disjoined, or canceled, the protection provided slowly fades away over the course of five rounds.

The Adept Blademaster also gains the ability to add DR/adamantine of up to her caster level when she crafts her transmuted armor. Each point of DR given increases the craft check DC by 1.

In order for her body to be capable of performing the transmutation, magical ointments and unguents must be ingested and spread over the body. The amount and quality of magical ointments that must be used increases as her enhancement bonus increases. The ointments and unguents must only be used once per enhancement bonus point.

Example: An Adept Blademaster with the constitution physical ability focus levels up to level 3. In order for her to be able to transmute her armor into armor provided a +2 enhancement bonus, she must first use 1500 gp worth of magical ointments and unguents. Once she has used 1500 gp worth, she does not need to use anymore when she crafts her armor; until she reaches 4th level, where she must use an additional 3500 gp worth (for a total of 5000gp) of magical ointments and unguents to obtain a +3 enhancement bonus.

+2 Enchantment Bonus: 1500 gp
+3 Enchantment Bonus: 5000 gp
+4 Enchantment Bonus: 10500 gp
+5 Enchantment Bonus: 18000 gp
+6 Enchantment Bonus: 27500 gp
+7 Enchantment Bonus: 39000 gp
+8 Enchantment Bonus: 52500 gp
+9 Enchantment Bonus: 68000 gp
+10 Enchantment Bonus: 85500 gp
+11 Enchantment Bonus: 105000 gp
+12 Enchantment Bonus: 126500 gp
+13 Enchantment Bonus: 150000 gp


An Adept Blademaster with a constitution focus also gains the ability to craft a shield out of force. The process is almost exactly the same as how an Adept Blademaster with a dexterity focus crafts her force armor.

Crafting a shield requires a miniature focus of the same worth as the focus belt described in the above section. The Adept Blademaster may imbue the shield with special abilities, both with a gp cost and without one; she may also imbue the shield with 1 spell. She may not add DR to the shield.

Adept Blademaster Feats

Adept Blademaster Feats

Adept Familiar [General]
Your miniature focus has gained sentience.
Prerequisites: Adept Blademaster level 1st
Benefits: This feat allows you to endow your miniature focus with sentience.


Adept Familiar

An adept familiar is a fragment of an Adept Blademaster's personality, invested in the Adept Blademaster's miniature focus. Because it is an extension of its creator’s personality, a character’s adept familiar is in some ways a part of her.

An adept familiar has a personality (being a fragment of the owner’s personality), which gives its owner a bonus on certain types of checks or saving throws, as given on the Adept Familiar Personalities table below. These special abilities and bonuses apply only when the owner is wearing the adept familiar.

Adept Familiar abilities are based on the owner’s levels in the Adept Blademaster class. Levels from other classes do not count toward the owner’s level for purposes of adept familiar abilities.

Abilities

An adept familiar has no physical abilities, but does have superior mental abilities. Out of the three mental abilities, two will progress at a faster rate than the third. The owner of the familiar chooses which mental abilities her familiar will be best at.

Capabilities

An adept familiar gains powers as its owner progresses in level. The powers it can choose from are identical to the powers available to Intelligent Items. The owner of the familiar is able to gain any power worth less than 5000gp for free. She must use half of the cost, minus 5000gp, listed in the intelligent item powers list in powdered diamond or opal if the power costs more than 5000gp. These are sprinkled over the familiar when the lesser or greater power is chosen.

Senses

While a familiar has no sensory organs, it does have the ability to see and hear through magic. Its vision and hearing improve as its owner's level increases. See the chart below for more details.

Saving Throws

An adept familiar uses its owner’s base saving throw bonuses and ability modifiers on saves, though it doesn’t enjoy any other bonuses its owner might have (from magic items or feats, for example).

Skills

An adept familiar has ranks in the following skills. Spot, Listen, Knowledge(Choose one), and Sense Motive. The total number of its ranks in these skills are determined by this formula. (Ranks = Owner's level + 3) The adept familiar uses its owner's ability modifiers.

Adept Familiar Special Abilities

{table=head]
Owner Level|
Mental Ability Scores|
Capabilities|
Senses|
Special


1st-2nd|
Two at 12, one at 10|
1 lesser power|
30 ft. vision and hearing |
Alertness, Durability, Personality, Shocking Touch

3rd-4th|
Two at 13, one at 10|
2 lesser powers|
60 ft. vision and hearing|
Locate, Invisibility

5th-6th|
Two at 14, one at 11|
2 lesser powers|
120 ft. vision and hearing|
Phase Jump, Improved Durability

7th-8th|
Two at 15, one at 11|
3 lesser powers|
60 ft. darkvision and hearing|
Teleport

9th-10th|
Two at 16, one at 12|
3 lesser powers|
60 ft. darkvision and hearing|
Advanced Durability, Spell Resistance

11th-12th|
Two at 17, one at 12|
3 lesser powers and 1 greater power|
120 ft. darkvision and hearing|
Greater Teleport

13th-14th|
Two at 18, one at 13|
3 lesser powers and 2 greater powers|
120 ft. darkvision, blindsense, and hearing|
Greater Durability

15th-16th|
Two at 19, one at 13|
4 lesser powers and 3 greater powers|
120 ft. darkvision, blindsense, and hearing|
Greater Locate

17th-18th|
Two at 20, one at 14|
4 lesser powers and 3 greater powers|
120 ft. darkvision, blindsight, and hearing|
Superior Invisibility, Superior Durability

19th-20th|
Two at 20, one at 14|
5 lesser powers and 4 greater powers|
180 ft. darkvision, blindsight, and hearing|
Gate[/table]

The Adept Familiar's special abilities are as follows:

Alertness: Whenever the familiar is being worn by its owner, the owner benefits from the Alertness feat.
Durability: The familiar gains a hardness of 10, and its hitpoints increase to 20. Every four levels its owner gains, its hardness increases by 5, and its hitpoints increase by 10, to a maximum of hardness 30, and 60 hitpoints at 17th level.
Personality: The familiar gains a personality type. The types of personalities that a familiar can have is identical to the types of personalities that a Psion's Psycrystal can have.
Shocking Touch: Anyone who picks up or wears the familiar without its owner's permission is shocked, dealing (1d6 x owner's caster level) points of damage. This damage is repeated every hour, and can not be protected against, not even by a protection from energy spell. Spell Resistance does not apply.
Locate:The familiar's owner may cast Locate Object at will on her familiar.
Invisibility:The familiar is now permanently under the effects of the Invisibility spell. If the familiar is targeted by dispel magic, its invisibility is suppressed for 10 minutes.
Phase Jump:The familiar may use Dimension Door at will if its destination is its owner.
Teleport:The familiar may use Teleport at will if its destination is its owner.
Spell Resistance:The familiar gains spell resistance (10 + owner's caster level).
Greater Teleport:The familiar may use Greater Teleport at will if its destination is its owner.
Greater Locate:The familiar's owner may cast Discern Location at will on her familiar.
Superior Invisibility:The familiar is now permanently under the effects of the Superior Invisibility spell. If the familiar is targeted by dispel magic, its invisibility is suppressed for 10 minutes.
Gate:The familiar may cast Gate at will if its destination is its owner.

Note: If the familiar's owner has two miniature focuses, such as the weapon focus and focus belt of an Adept Blademaster with the Dexterity Physical Focus, all special abilities, except for the Alertness ability, apply to both miniatures. The capabilities, mental ability scores, and senses of an adept familiar do not apply to both focuses.



Improved Adept Familiar [General]
You can upgrade your adept familiar.
Prerequisites: Adept Familiar
Benefits: You can implant another personality fragment in your miniature focus. You gain the benefits of both personalities. Your familiar’s personality adjusts and becomes a blend between all implanted personality fragments. From now on, when determining the abilities of your familiar, treat your adept blademaster level as one higher than your normal adept blademaster level.
Special: You can gain this feat multiple times. Each time, you implant a new personality fragment in your familiar, from which you derive the noted benefits, and you treat your level as one higher for the purpose of determining your familiar’s abilities.

Improved Phase Jump [General]
You are able to jump more quickly.
Prerequisites: Adept Blademaster level 3rd
Benefits: You may now phase jump as a standard action.
Normal: Phase jumping requires a full-round action.

Advanced Phase Jump [General]
You are able to phase jump almost effortlessly.
Prerequisites: Adept Blademaster level 6th, Improved Phase Jump
Benefits: You may now phase jump as a move action. You may not phase jump twice in one round.
Normal: Phase jumping requires a full-round action.

Superior Phase Jump [Feat Type]
You have perfected your ability to phase jump.
Prerequisites: Adept Blademaster level 9th, Advanced Phase Jump
Benefits: You may now phase jump as a swift action. You may not phase jump twice in one round.
Normal: Phase jumping requires a full-round action.

Jumping Affinity [General]
You may phase jump more often
Benefits: You are able to phase jump an additional two times per day.
Special: You may gain this feat multiple times, each time, you add two jumps per day to your total number of jumps.

Quickened Adept Weapon [General]
You are able to manifest your force weapon more quickly
Prerequisites: Adept Blademaster level 3rd
Benefits: The crafting time for crafting your force weapon is reduced by 5 rounds. When you quickly craft your force weapon, it only takes 1 standard action. In addition, the required value of your miniatures decreases by 5% at each level. (So a miniature powerful enough to channel a +6 weapon would only need to be worth 52250 gp, not 55000 gp)
Normal: Quickly crafting a force weapon requires a full-round action.
Special: The decreased miniature value bonus of this feat stack with the bonus provided by the Quickened Adept Armor feat.

Improved Quickened Adept Weapon [General]
You are able to manifest your force weapon even more quickly
Prerequisites: Adept Blademaster level 9th, Quickened Adept Weapon
Benefits: The crafting time for crafting your force weapon is reduced by 10 rounds. When you quickly craft your force weapon, it only takes 1 move action, and does not provoke an attack of opportunity. In addition, the required value of your miniatures decreases by 10% at each level. (So a miniature powerful enough to channel a +6 weapon would only need to be worth 49500 gp, not 55000 gp) (The bonuses proved by this feat overlap with the bonuses provided by the Quickened Adept Weapon feat)
Normal: Quickly crafting a force weapon requires a full-round action.
Special: The decreased miniature value bonus of this feat stack with the bonus provided by the Improved Quickened Adept Armor feat.

Quickened Adept Armor [General]
You are able to manifest your force armor more quickly
Prerequisites: Adept Blademaster level 3rd
Benefits: The crafting time for crafting your force armor is reduced by 5 rounds. Your armor's AC bonus increases by 1. In addition, the required value of your miniatures decreases by 5% at each level. (So a miniature powerful enough to channel a +6 set of armor would only need to be worth 26125 gp, not 27500 gp)
Special: The decreased miniature value bonus of this feat stack with the bonus provided by the Quickened Adept Weapon feat.

Improved Quickened Adept Armor [General]
You are able to manifest your force armor even more quickly
Prerequisites: Adept Blademaster level 9th, Quickened Adept Armor
Benefits: The crafting time for crafting your force armor is reduced by 10 rounds. Your armor's AC bonus increases by 2. In addition, the required value of your miniatures decreases by 10% at each level. (So a miniature powerful enough to channel a +6 set of armor would only need to be worth 24750 gp, not 27500 gp) (The bonuses proved by this feat overlap with the bonuses provided by the Quickened Adept Armor feat)
Special: The decreased miniature value bonus of this feat stack with the bonus provided by the Improved Quickened Adept Weapon feat.

Adept Spell Focus [General]
Your spell-like abilities become harder to resist
Prerequisites: Adept Blademaster level 3rd
Benefits: Add +1 to the Difficulty Class for all saving throws against spell-like abilities cast by the adept blademaster.

Improved Adept Spell Focus [General]
Your spell-like abilities become even harder to resist
Prerequisites: Adept Blademaster level 6th, Adept Spell Focus
Benefits: Add +1 to the Difficulty Class for all saving throws against spell-like abilities cast by the adept blademaster. This bonus stacks with the bonus provided by Adept Spell Focus.

Superior Adept Spell Focus [General]
Your spell-like abilities become much harder to resist
Prerequisites: Adept Blademaster level 9th, Improved Adept Spell Focus
Benefits: Add +1 to the Difficulty Class for all saving throws against spell-like abilities cast by the adept blademaster. This bonus stacks with the bonuses provided by Adept Spell Focus and Improved Adept Spell Focus.

True Force Weapon [General]
Your adept weapon becomes able to affect incorporeal creatures
Benefits: Any weapon you craft is treated as if it automatically had the ghost touch special ability.


Adept Blademaster Spells


Adept Blademaster Spells

Hidden Safe
Conjuration (Summoning)
Level: Adept Blademaster 1
Components: V
Casting Time: 1 minute
Range: See text
Target:Up to (Caster level x 2 + 10) pounds of non-living material
Duration: 10 minutes, or until dismissed
Saving Throw: No
Spell Resistance: No

On your first use of this spell, you craft a chest made out of pure force, and hide it somewhere on the astral plane. This chest can hold 10 + 2 pounds per caster level of non-living material. After 10 minutes have passed, the chest automatically travels to the astral plane, to await further summons.

Upon use of this spell, you summon the chest to you. You may deposit any number of items in it up to its maximum weight limit. You may also withdraw any items that were previously put in the chest. The chest automatically travels back to the astral plane after 10 minutes have elapsed, or earlier, if you dismiss it.

As the chest is normally located in the astral plane, items do not age while inside the chest. This chest may only be summoned by its creator.

Adept Disjunction
Abjuration
Level: Adept Blademaster 9
Components: V
Casting time: 1 standard action
Range: See text
Target: See text
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: No

Disjunction can be used to end all magical effects present on a target creature, or it can be used to permanently disjoin a magic item.

Targeted: If used to target a specific creature, the spell is cast as a ray and has a range of Close. The spell ends all magical effects present on the target creature, including antimagic fields. This spell also suppresses all magical items on target for 2d4 rounds.

Disjoin: If used to disjoin a specific item, the spell has a range of touch. The spell utterly destroys the targeted item on a failed will save, leaving only dust. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher. Adept Disjunction can not disjoin artifacts.

Shining Aura
Transmutation [Light]
Level: Adept Blademaster 9
Components: V, S
Casting time: 1 standard action
Range: Personal
Duration: 1 round/level

The caster becomes Half Celestial for the duration of the spell. The caster gains all abilities, attacks, spell-like abilities, movement speeds, armor bonuses, type changes, special qualities, and ability score increases. The caster does not gain any new skill points.

Upon casting of this spell, a brilliant flash of light fills the area, blinding all creatures with less than 15 HD for 1 minute, the flash of light also dispels all darkness spells of equal or lower level. This spell may only be cast by Adept Blademasters who are Neutral or Good.


Black Aura
Transmutation [Darkness]
Level: Adept Blademaster 9
Components: V, S
Casting time: 1 standard action
Range: Personal
Duration: 1 round/level

The caster becomes Half Fiend for the duration of the spell. The caster gains all abilities, attacks, spell-like abilities, movement speeds, armor bonuses, type changes, special qualities, and ability score increases. The caster does not gain any new skill points.

Upon casting of this spell, a black shadow fills the area, causing all creatures with less than 15 HD to become frightened for 1 minute, the dark shadow also dispels all light spells of equal or lower level. This spell may only be cast by Adept Blademasters who are Neutral or Evil.

Adept Power Word Daze
Enchantment (Compulsion) [Mind-Affecting]
Level: Adept Blademaster 2
Components: V
Casting Time: 1 standard action
Range: Close
Target:One living creature
Duration: 1 round
Saving Throw: None
Spell Resistance: Yes

You utter a single word of power that causes one creature of your choice to become dazed, whether the creature can hear the word or not. Any creature that currently has (Caster level x 10 + 51) or more hit points is unaffected by adept power word daze.

Adept Power Word Impair
Enchantment (Compulsion) [Mind-Affecting]
Level: Adept Blademaster 3
Components: V
Casting Time: 1 standard action
Range: Close
Target:One living creature
Duration: 3 rounds
Saving Throw: None
Spell Resistance: Yes

You utter a single word of power that causes one creature of your choice to become nauseated, whether the creature can hear the word or not. The creature becomes nauseated for three rounds. Any creature that currently has (Caster level x 10 ) or more hit points is unaffected by adept power word impair.


Adept Power Word Deprive
Enchantment (Compulsion) [Mind-Affecting]
Level: Adept Blademaster 4
Components: V
Casting Time: 1 standard action
Range: Close
Target:One living creature
Duration: 1 minute
Saving Throw: None
Spell Resistance: Yes

You utter a single word of power that causes one creature of your choice to become blinded and deafened, whether the creature can hear the word or not. The creature becomes blinded and deafened for 1 minute. Any creature that currently has (Caster level x 10 + 1) or more hit points is unaffected by adept power word deprive.


Adept Power Word Exhaust
Enchantment (Compulsion) [Mind-Affecting]
Level: Adept Blademaster 5
Components: V
Casting Time: 1 standard action
Range: Close
Target:One living creature
Duration: 1 minute
Saving Throw: None
Spell Resistance: Yes

You utter a single word of power that causes one creature of your choice to become exhausted, and to fall prone, whether the creature can hear the word or not. The creature becomes exhausted for one minute. Any creature that currently has (Caster level x 10 + 1) or more hit points is unaffected by adept power word exhaust.


Adept Power Word Fear
Enchantment (Compulsion) [Mind-Affecting]
Level: Adept Blademaster 6
Components: V
Casting Time: 1 standard action
Range: Close
Target:One living creature
Duration: 10 rounds
Saving Throw: None
Spell Resistance: Yes

You utter a single word of power that causes one creature of your choice to become panicked, whether the creature can hear the word or not. The creature becomes panicked for 10 rounds, and cowers during the first round. Any creature that currently has (Caster level x 10 + 1) or more hit points is unaffected by adept power word fear.


Adept Power Word Stun
Enchantment (Compulsion) [Mind-Affecting]
Level: Adept Blademaster 7
Components: V
Casting Time: 1 standard action
Range: Close
Target:One living creature
Duration: 5 rounds
Saving Throw: None
Spell Resistance: Yes

You utter a single word of power that causes one creature of your choice to become stunned, whether the creature can hear the word or not. The creature becomes stunned for 5 rounds. Any creature that currently has (Caster level x 10 - 49) or more hit points is unaffected by adept power word stun.


Adept Power Word Paralyze
Enchantment (Compulsion) [Mind-Affecting]
Level: Adept Blademaster 8
Components: V
Casting Time: 1 standard action
Range: Close
Target:One living creature
Duration: 5 rounds
Saving Throw: None
Spell Resistance: Yes

You utter a single word of power that causes one creature of your choice to become paralyzed, whether the creature can hear the word or not. The creature becomes paralyzed for 5 rounds. Any creature that currently has (Caster level x 10 - 49) or more hit points is unaffected by adept power word paralyze.

Adept Power Word Kill
Enchantment (Compulsion) [Mind-Affecting]
Level: Adept Blademaster 9
Components: V
Casting Time: 1 standard action
Range: Close
Target:One living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has (Caster level x 10 - 49) or more hit points is unaffected by adept power word kill.

Adept Power Word Annihilate
Enchantment (Compulsion) [Mind-Affecting]
Level: Adept Blademaster 9
Components: V
Casting Time: 1 standard action
Range: Close
Target:One living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You utter a single word of power that instantly kills one creature of your choice and consumes its remains, whether the creature can hear the word or not. The only way to restore life to a character who has been killed by this spell is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle. Any creature that currently has (Caster level x 10 - 99) or more hit points is unaffected by adept power word annihilate.


This class is designed to be highly effective against small groups of opponents. It is also effective against spellcasters, but only if they don't cast dispel magic.

Pros:
Full BAB, two good saves.
Strong phase jumping abilities, improvable by feats.
Has a lot of choices to determine secondary abilities.
Able to craft force weapons and armor.
Cons:
Extremely susceptible to dispel spells, light/darkness spells also dispel.
Force weapons and armor are expensive.
Suffers penalties for every ability it receives.
Very limited spell list. (With its limited number of SL abilities.)

A lot of you might be thinking that this is just a beefed up version of the soulblade, but it has much more varied abilities and penalties than the soulblade. Its weapons and armor also cost money, in exchange for more powerful capabilities.

Please leave comments, even if they're short. Tell me how to improve this, or tell me if I need to make it more balanced. Every comment is appreciated.

Change Log
10-26-09: Lowered skill points per level to 4.
10-26-09: Slowed SLA progression.
10-27-09: Moved most focus abilities to later levels.
10-27-09: Increased craft check DC's for creating adept armor and weapons.
10-27-09: Toned down power of Power Word Impair, made Power Word Daze a 2nd level spell.
10-30-09: Added more feats in preparation for coming PrC's.
10-30-09: Fixed errors in the Phase Jumping and Adept Armor sections.

Altair_the_Vexed
2009-10-26, 10:00 AM
This seems like a good idea, but I think you've made it a little over powered...

6 skill points over 7 class skills means they can max out almost all of their class skills. Most combat/caster classes get less skill points, or have more class skills (ranger has more than double the number of class skills, while the paladin and monk have less skill points and more class skills than your Adept).
I recommend you lower the skill points per level.

For a full BAB class, they get a lot of SLAs. 3 spells, each castable twice per day at 1st level - that's better than the Bard, and close to the Sorcerer, while still being a full BAB class.

Mulletmanalive
2009-10-26, 10:01 AM
Okay, this is the single most Dip-tastic class ever. Classic mistake, relatively easy fix.

As it is, all of the defining abilities are in the first level and are basically static. This means that you'll simply take the first level and move on, probably via the first two levels of fighter, to something else.

I'd say that splitting up the three focuses over levels 1, 3 and 5 should do most of the fixing needing doing for starters. Preferably the adept focus going first with the physical one coming later.

interesting idea, implementation means there's little point sticking past level 1 and virtually none past level 3. i'll come back and have another look later.

Ilriyn
2009-10-26, 12:18 PM
This seems like a good idea, but I think you've made it a little over powered...

6 skill points over 7 class skills means they can max out almost all of their class skills. Most combat/caster classes get less skill points, or have more class skills (ranger has more than double the number of class skills, while the paladin and monk have less skill points and more class skills than your Adept).
I recommend you lower the skill points per level.

For a full BAB class, they get a lot of SLAs. 3 spells, each castable twice per day at 1st level - that's better than the Bard, and close to the Sorcerer, while still being a full BAB class.

I think you are right about the skill points. This class is basically a monk/sorcerer/fighter mix, so it really isn't justified in having 6 skill points. I'll lower it to 4.

About the small number of class skills, each physical and mental focus gives about 5 more class skills. So lack of class skills won't be a problem.

As far as SLA's go, the blademaster usually has less slots per level than almost any other spellcasting class. It gets 4 slots and 2 spells every other level, except for 1st, 5th, 11th, and 17th levels, where it gets 6 slots and 3 spells.

I think in order to balance that out, I'll make the blademaster gain 2 slots every level. This will slow its progression down.


Okay, this is the single most Dip-tastic class ever. Classic mistake, relatively easy fix.

As it is, all of the defining abilities are in the first level and are basically static. This means that you'll simply take the first level and move on, probably via the first two levels of fighter, to something else.

I'd say that splitting up the three focuses over levels 1, 3 and 5 should do most of the fixing needing doing for starters. Preferably the adept focus going first with the physical one coming later.

interesting idea, implementation means there's little point sticking past level 1 and virtually none past level 3. i'll come back and have another look later.

I'm going to wait until Mulletmanalive finishes reading the class before talking about any of his suggestions. I think that this has the potential to be "dip-tastic" but there are many reasons to stick with the class after the first three levels. (More SLAs, more phase jumping, better weapon and armor)

Temotei
2009-10-26, 09:02 PM
So you could make a +13 weapon without being epic level? Whoa.

Ilriyn
2009-10-26, 09:13 PM
So you could make a +13 weapon without being epic level? Whoa.

Yes, you could. However, this ability is offset by a high cost and craft DC, and its vulnerability to dispelling. Any dispel magic, disjunction spell, and even spells with a [light] or [darkness] descriptor, have a high chance of dispelling both weapon and armor.

While this might be overcome by spell resistance or such, the Adept Blademaster is incapable of casting such spells. So all protection must come from other party members, or items. I think that this balances everything out, and the class should be about tier 3.

If you think otherwise, please, suggest alternatives.

Ziegander
2009-10-27, 12:05 AM
So with a single level dip in this class, picking up Strength Focus, Intelligence Focus, Light Focus, and Melee Focus, I can get all of this:

-- +2 Str
-- +2 Int
-- Light 1/day
-- True Strike 1/day
-- +1 to all melee attack rolls
-- Teleport 20ft at will
-- Offensive Casting 2/encounter

Looks like a pretty solid lead in to Duskblade if you ask me. It's like playing a crazy powerful LA +1 race without the XP penalty! Does a Duskblade care one wick about -2 to Dex or Wis? Nope. The ability to Teleport isn't great for in combat use, but it's pretty darned awesome outside of combat.

As it stands I figure A LOT of changes have to be made to the first level of this class before it can really be taken seriously.

A couple other nitpicks:

-- The Range Aptitude focus doesn't make any sense. 1) Okay, so she gains 3 blast points per caster level. When she uses a blast what happens to the points? Are they gone forever? Are they gone until the next day? Until the next encounter? 2) Caster level / 1.5?! Really. Instead of dividing by compound fractions, why not write the ability so that it produces a clean, simple range?

-- The first three Power Word spells of the Charisma Focus are absurd, in fact Adept Power Word Impair has to be one of the most powerful spells I've ever seen. You realize that the hit point thresholds that you've given for those three spells mean that you can just point and laugh when you cast them no matter what right? At 5th level, what ungodly monster are you fighting that has more than 101 hp at any given time? Nauseated? For 10 rounds?! No save. You've got to be kidding.

EDIT: Sorry, if that came off as rude. I'm sleep deprived.

Mulletmanalive
2009-10-27, 06:39 AM
That's rather what i though.

And for reference, I DID read the rest of the description. From a balance PoV and as a player, I honestly didn't see any reason to stick with the class if i can get that lot without Prerequisites.

Altair_the_Vexed
2009-10-27, 10:08 AM
I'll reiterate that I like this class as a concept, but I think the other criticisms are very valid.

You get too much awesomeness at 1st level. It'd be much better to spread this lot out over three levels or more.

Some of the spells you've invented are too powerful. Add some saves to negate, or reduce the effects - especially at lower level.

I've also noticed there are a few issues with the weapon crafting feature.

The weapon crafting appears to have no penalty for failure... so one could technically take 20. There are no material or XP costs incurred. (I know you've stated that she can take 10, but you haven't stated that she can't take 20.)

Also, the DCs for weapon crafting seem a little low for higher level characters (especially if you can take 20).
DC 12 + bonuses is going to be a cake-walk for characters at all levels, assuming you maximize your craft skill. At high levels, 12 + bonuses (where the bonuses are in the order of 13 + spells) will be extremely easy (23 ranks + ability modifier + take 10 + any skill enhancing magic or feats...)

Lastly: being made of force, it could be argued that the weapons, in effect, have the Ghost Touch ability for free. If you want it that way, best say so, and maybe increase the cost of the miniature a little. If you don't want it that way, then either change references to "force" in the description to "magical energy", or state clearly that the force weapon doesn't automatically effect incorporeal creatures.

Ilriyn
2009-10-27, 03:55 PM
I guess I didn't look to closely at how this class would relate to others. It is far too overpowered at first level.

So I'll take Mulletmanalive's suggestion and spread the focuses out at 1st, 3rd, and 5th levels. With the blademaster gaining her Aptitude focuses at first level, mental focus at 3rd, and physical focus at 5th. I'll still be insuring that the blademaster can still gain her force weapons and armor at first level though.

I made a mistake with Power Word Impair, I was planning on it being for 3 rounds. I will also make it have a lower hitpoint threshold. Since the mental focus is being moved to level three, I'll take out Power Word Weaken, and make Power Word Daze a 2nd level spell.

I'll fix the description of the Adept Blast feature, and also clarify that the adept's weapon will not affect incoporeals, (Maybe I'll add a feat that will make it so that the weapon has ghost touch). I will also clarify about taking 20 on craft checks, and increase the craft check base DC by a little.

Thanks for bearing with me all. Are there any more suggestions?

Edit: Changes are done.

Ilriyn
2009-10-29, 07:42 AM
I have an idea that I might want to implement, but I want some feedback before spending a lot of time on it.

After 8th level, the blademaster really doesn't gain anything new. Sure she gets SLA's every other level, and her high level will improve abilities like Phase Jump, but there's nothing unique. All she gets after 8th level are three bonus feats.

But its kinda hard for this class to multiclass. Because if she multiclasses, she stops progressing in her armor and weapon enhancement bonus. Pretty soon she will need to get a regular magic weapon, therefore wasting all of that class feature.

So I have an idea, I'm wanting to build quite a few 3-5 level PrC's for the blademaster. There would be PrC's for each of the blademaster's primary abilities, phase jumping, force weapons, force armor, and SLA's. There would also be PrC's for the blademaster's physical and mental focus. I'm thinking that there would be two PrC's per focus, which specialize in different things. (Continuing the Adept Blademaster's emphasis on specialization. She is an Adept after all)

Here are my ideas for the physical and mental focus PrC's so far.
Str: Brawler or Warrior PrC's.
Dex: Evader or Dueler PrC's.
Con: Tank or Survivalist PrC's.
Cha: Compel or Charm PrC's.
Int: Blaster or Scholar PrC's.
Wis: Abjurer or Ranger PrC's.

I need lots of feedback on this. Tell me if you like the idea, tell me your ideas to improve it. I also need to know if this would unbalance the class, and how to fix that.

Thanks a lot.