Meirnon
2010-07-25, 09:00 PM
THIS HAS BEEN SCRAPPED!!!
As of now, it has been melded together with two other classes I planned to make into the single Primablade (http://www.giantitp.com/forums/showthread.php?t=161968) class. I suggest that if this has piqued your interest, you take a look at the Primablade, as it is definitely 100 times better. I'll be adding flavor text to it soon!~
AETHERBLADE (AEB)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+2|Channel Energy 3/day, Imbue Weapon
2nd|
+2|
+3|
+0|
+2|Channel Energy 4/day, Healing Touch
3rd|
+3|
+3|
+1|
+3|
---
4th|
+4|
+4|
+1|
+3|Turn Undead
5th|
+5|
+4|
+1|
+4|Channel Energy 5/day, Imbue Armor
6th|
+6/1|
+5|
+2|
+4|
---
7th|
+7/2|
+5|
+2|
+5|Improved Imbue Weapon, Improved Turning
8th|
+8/3|
+6|
+2|
+5|Channel Energy 6/day
9th|
+9/4|
+6|
+3|
+6|Improved Healing Touch
10th|
+10/5|
+7|
+3|
+6|
---
11th|
+11/6/1|
+7|
+3|
+7|Channel Energy 7/day, Improved Imbue Armor, Banishment
12th|
+12/7/2|
+8|
+4|
+8|Greater Turning
13th|
+13/8/3|
+8|
+4|
+8|
---
14th|
+14/9/4|
+9|
+4|
+9|Channel Energy 8/day, Greater Imbue Weapon
15th|
+15/10/5|
+9|
+5|
+9|
---
16th|
+16/11/6/1|
+10|
+5|
+10|Greater Healing Touch
17th|
+17/12/7/2|
+10|
+5|
+10|Channel Energy 9/day
18th|
+18/13/8/3|
+11|
+6|
+11|Greater Imbue Armor
19th|
+19/14/9/4|
+11|
+6|
+11|
---
20th|
+20/15/10/5|
+12|
+6|
+12|Channel Energy 10/day, Overload[/table]
Hit Dice: d8
Skills: Climb, Craft, Diplomacy, Heal, Jump, Knowledge (Arcana), Knowledge (Religion), Knowledge (The Planes), Ride, Sense Motive, Swim, Use Rope
Skill points per level: 4 + Intelligence Modifier (x4 at 1st level).
Armor/Weapon Proficiencies: All simple weapons, all martial weapons, all light armors, all medium armors, all shields excluding tower shields.
Channel Energy (Su): The most important skill an Aetherblade is capable of is the manifestation of Ether into the material realm. This energy becomes positively charged in the Aetherblade's hands, making it a potent weapon against undead and a powerful force of healing to the living. As an etherblade grows in skill and understanding, he is able to utilize this ability in more ways. If at any point, however, he is cut off from the Ether, such as in an Antimagic zone, he is unable to siphon it into the material.
Imbue Weapon (Su): Channeling ether into his weapon, an Aetherblade may empower it with positive energy that is particularly disruptive to undead. When so imbued, the weapon unleashes this energy upon every strike it makes within the duration of it's empowerment, causing an extra 1d6 points of positive energy damage. When a living creature is struck, this energy heals for the same amount, although this energy cannot be released into a target with a mere tap or poke, often being counter-intuitive for that purpose. Additionally, any evil outsider struck by the imbued weapon takes 1d8 points of positive energy damage (no healing). A ranged weapon bestows its fired ammunition with this effect. This imbuement lasts for 1 round plus 1 more for every point of charisma modifier (if positive). It is a move action to imbue a weapon. Using this ability requires the use of a Channel Energy for the day.
Healing Touch (Su): Siphoning the ether through to the material, an Aetherblade may bring health and healing to those around him through a touch. This concentrated positive energy closes wounds and mends flesh as well as any spell, healing 1d6+1 points of damage per level in Aetherblade. Any undead or evil outsider struck by this touch must make a Will Save (DC 10 + 1/2 Aetherblade Level + Charisma Modifier) or take 1d8+2 damage per level in Aetherblade. A successful save halves this damage. This touch also provides a bonus to saves against poison, disease, or similarly harmful afflictions equaling the Aetherblade's level + Charisma modifier for 2 hours afterward as the positive energy lingers. This bonus does not apply to effects such as a Dragon's breath weapon or a Wizard's 'Curse' spell. Using this ability is a standard action and costs a Channel Energy use for the day.
Turn Undead (Su): Upon reaching 4th level, an Aetherblade is experienced enough to channel his positive energy outward in attempt to turn or even destroy any undead creature nearby. This is a standard action that costs a Channel Energy use for the day, and the Aetherblade counts as a cleric 3 levels lower for the purpose of turning damage.
Imbue Armor (Su): Channeling the positive energy he draws from the Ether into his body and armor, an Aetherblade can imbue himself with life-preserving properties. The Aetherblade gets an amount of temporary hitpoints equalling his level + charisma modifier, and receives DR 5/evil for the duration of the effect. Additionally, any undead attempting to attack the Aetherblade must make a will save (DC 11 + Charisma Modifier) or become unable to willingly harm the Aetherblade as if he is under the effect of a 'Sanctuary' spell for as long as the Aetherblade does not attack them or until the duration expires. A successful will save allows the undead to attack him normally unless a new Imbue Armor is used, which requires another save. Lastly, the Aetherblade gains a deflection bonus to AC equal to 1 + his charisma modifier (if positive). This effect lasts for a number of rounds equal to 1 + 1 per point of Charisma modifier of the Aetherblade. This uses a daily alotment of Channel energy to use and is a move action.
Improved Imbue Weapon (Su): Upon attaining 7th level, an Aetherblade's skill in imbuing his weapon reaches a new height. Any undead struck by the weapon take an additional 2d6 damage and must make a Will Save (DC 10 + 1/2 Aetherblade level + Charisma modifier) or become stunned for 1 round. Any evil outsider struck by the weapon takes 2d8 points of positive energy damage, and must make a similar save or be stunned. Living creatures continue to only heal 1d6 points of damage.
Improved Turning (Su): The power of the Aetherblade's turning makes up for his lack of a deity backing him. His turning level is equivalent of a Cleric one level lower now.
Improved Healing Touch (Su): As the Aetherblade becomes more skilled at channeling Ether into the physical world, his healing with it becomes more potent. His healing touch now heals 1d6+2 per Aetherblade level and removes 1 point of ability damage per 3 Aetherblade levels. Additionally, any healing the target receives whilst at maximum hit points converts to 1 temporary hit point per 5 points that would have been healed to a maximum of 10 points. This stacks with temporary hit points from other sources, and lasts for 2 hours. The recipient still receives the bonus to saves from the lingering positive energy. Undead now take 1d8+4 damage per level.
Improved Imbue Armor (Su): Improving upon his skill in channeling, an Aetherblade's ability to imbue his armor increases strongly. While his armor is imbued, the Aetherblade is additionally under the constant effects of a 'Deathward' spell. Also, any undead or evil outsider that strikes the Aetherblade takes 1d6+1 points of positive energy damage. Additionally, the large amounts of positive energy heals the Aetherblade quickly, providing fast-healing 2 for the duration. Lastly, the DR increases to DR 10/evil.
Banishment (Su): Upon touching an evil outsider, an Aetherblade is able to channel positive energy powerful enough to shunt the abomination back to its home plane. This effect works as the spell 'Banishment', using the Aetherblade's Charisma modifier for the save DC. This is a standard action and costs a daily alotment of the Channel Energy ability.
Greater Turning (Su): Upon reaching 12th level, any turn attempt the Aetherblade makes is a Greater Turning, instantly destroying any undead affected by the attempt.
Greater Imbue Weapon (Su): Reaching even greater heights in his skill, an Aetherblade can channel positive energy into his weapon with greater effect. Any undead struck by this weapon takes 3d6 additional points of positive energy damage, as well as having to make a Will Save (DC 10 + 1/2 Aetherblade level + Charisma Modifier) or be instantly destroyed. Any Evil Outsider struck by the weapon takes an additional 3d8 points of positive energy damage and are affected by a 'Banishment' spell. Living creatures continue to be healed for only 1d6 points of damage on a successful strike.
Greater Healing Touch (Su): At 16th level, the healing touch of an Aetherblade becomes its most potent, healing 1d6+3 points of damage per Aetherblade level as well as healing ability point damage, providing a bonus to saves and granting temporary hit points. Additionally, the touch removes all disease or poison in the target and removes one negative level the target suffers from. Undead now take 1d8+6 per level.
Greater Imbue Armor (Su): Reaching the pinnacle of his skill, an Aetherblade may empower his armor with amazing properties by channeling positive energy into it. In addition to all previous effects, the Aetherblade's armor provides DR 20/Evil and any undead or Evil Outsider attacking the Aetherblade receives 2d6+2 points of positive energy damage. Additionally, the Fast Healing it grants increases to 5.
Overload (Su): Upon reaching 20th level, an Aetherblade becomes able to channel extreme amounts of positive energy into a target. Any living creature (including Evil Outsiders) so touched heals 20 points of positive energy damage per Aetherblade level. This is not an effective means of healing, however, as any excessive healing takes the form of temporary hit points. If a creature has more temporary hit points than it has HP, it must make a Fortitude Save (DC: 10 + Aetherblade Level + Charisma Modifier) or burst from the overload of positive energy, instantly killing it. Any undead creature that is touched by this takes 20 points of damage per Aetherblade level (although this is negated with a successful Will Save with the same DC). Any living creature that makes this save reduces its temporary hit points to a safe level. This ability uses 3 daily alotments of the Channel Energy ability.
As of now, it has been melded together with two other classes I planned to make into the single Primablade (http://www.giantitp.com/forums/showthread.php?t=161968) class. I suggest that if this has piqued your interest, you take a look at the Primablade, as it is definitely 100 times better. I'll be adding flavor text to it soon!~
AETHERBLADE (AEB)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+2|Channel Energy 3/day, Imbue Weapon
2nd|
+2|
+3|
+0|
+2|Channel Energy 4/day, Healing Touch
3rd|
+3|
+3|
+1|
+3|
---
4th|
+4|
+4|
+1|
+3|Turn Undead
5th|
+5|
+4|
+1|
+4|Channel Energy 5/day, Imbue Armor
6th|
+6/1|
+5|
+2|
+4|
---
7th|
+7/2|
+5|
+2|
+5|Improved Imbue Weapon, Improved Turning
8th|
+8/3|
+6|
+2|
+5|Channel Energy 6/day
9th|
+9/4|
+6|
+3|
+6|Improved Healing Touch
10th|
+10/5|
+7|
+3|
+6|
---
11th|
+11/6/1|
+7|
+3|
+7|Channel Energy 7/day, Improved Imbue Armor, Banishment
12th|
+12/7/2|
+8|
+4|
+8|Greater Turning
13th|
+13/8/3|
+8|
+4|
+8|
---
14th|
+14/9/4|
+9|
+4|
+9|Channel Energy 8/day, Greater Imbue Weapon
15th|
+15/10/5|
+9|
+5|
+9|
---
16th|
+16/11/6/1|
+10|
+5|
+10|Greater Healing Touch
17th|
+17/12/7/2|
+10|
+5|
+10|Channel Energy 9/day
18th|
+18/13/8/3|
+11|
+6|
+11|Greater Imbue Armor
19th|
+19/14/9/4|
+11|
+6|
+11|
---
20th|
+20/15/10/5|
+12|
+6|
+12|Channel Energy 10/day, Overload[/table]
Hit Dice: d8
Skills: Climb, Craft, Diplomacy, Heal, Jump, Knowledge (Arcana), Knowledge (Religion), Knowledge (The Planes), Ride, Sense Motive, Swim, Use Rope
Skill points per level: 4 + Intelligence Modifier (x4 at 1st level).
Armor/Weapon Proficiencies: All simple weapons, all martial weapons, all light armors, all medium armors, all shields excluding tower shields.
Channel Energy (Su): The most important skill an Aetherblade is capable of is the manifestation of Ether into the material realm. This energy becomes positively charged in the Aetherblade's hands, making it a potent weapon against undead and a powerful force of healing to the living. As an etherblade grows in skill and understanding, he is able to utilize this ability in more ways. If at any point, however, he is cut off from the Ether, such as in an Antimagic zone, he is unable to siphon it into the material.
Imbue Weapon (Su): Channeling ether into his weapon, an Aetherblade may empower it with positive energy that is particularly disruptive to undead. When so imbued, the weapon unleashes this energy upon every strike it makes within the duration of it's empowerment, causing an extra 1d6 points of positive energy damage. When a living creature is struck, this energy heals for the same amount, although this energy cannot be released into a target with a mere tap or poke, often being counter-intuitive for that purpose. Additionally, any evil outsider struck by the imbued weapon takes 1d8 points of positive energy damage (no healing). A ranged weapon bestows its fired ammunition with this effect. This imbuement lasts for 1 round plus 1 more for every point of charisma modifier (if positive). It is a move action to imbue a weapon. Using this ability requires the use of a Channel Energy for the day.
Healing Touch (Su): Siphoning the ether through to the material, an Aetherblade may bring health and healing to those around him through a touch. This concentrated positive energy closes wounds and mends flesh as well as any spell, healing 1d6+1 points of damage per level in Aetherblade. Any undead or evil outsider struck by this touch must make a Will Save (DC 10 + 1/2 Aetherblade Level + Charisma Modifier) or take 1d8+2 damage per level in Aetherblade. A successful save halves this damage. This touch also provides a bonus to saves against poison, disease, or similarly harmful afflictions equaling the Aetherblade's level + Charisma modifier for 2 hours afterward as the positive energy lingers. This bonus does not apply to effects such as a Dragon's breath weapon or a Wizard's 'Curse' spell. Using this ability is a standard action and costs a Channel Energy use for the day.
Turn Undead (Su): Upon reaching 4th level, an Aetherblade is experienced enough to channel his positive energy outward in attempt to turn or even destroy any undead creature nearby. This is a standard action that costs a Channel Energy use for the day, and the Aetherblade counts as a cleric 3 levels lower for the purpose of turning damage.
Imbue Armor (Su): Channeling the positive energy he draws from the Ether into his body and armor, an Aetherblade can imbue himself with life-preserving properties. The Aetherblade gets an amount of temporary hitpoints equalling his level + charisma modifier, and receives DR 5/evil for the duration of the effect. Additionally, any undead attempting to attack the Aetherblade must make a will save (DC 11 + Charisma Modifier) or become unable to willingly harm the Aetherblade as if he is under the effect of a 'Sanctuary' spell for as long as the Aetherblade does not attack them or until the duration expires. A successful will save allows the undead to attack him normally unless a new Imbue Armor is used, which requires another save. Lastly, the Aetherblade gains a deflection bonus to AC equal to 1 + his charisma modifier (if positive). This effect lasts for a number of rounds equal to 1 + 1 per point of Charisma modifier of the Aetherblade. This uses a daily alotment of Channel energy to use and is a move action.
Improved Imbue Weapon (Su): Upon attaining 7th level, an Aetherblade's skill in imbuing his weapon reaches a new height. Any undead struck by the weapon take an additional 2d6 damage and must make a Will Save (DC 10 + 1/2 Aetherblade level + Charisma modifier) or become stunned for 1 round. Any evil outsider struck by the weapon takes 2d8 points of positive energy damage, and must make a similar save or be stunned. Living creatures continue to only heal 1d6 points of damage.
Improved Turning (Su): The power of the Aetherblade's turning makes up for his lack of a deity backing him. His turning level is equivalent of a Cleric one level lower now.
Improved Healing Touch (Su): As the Aetherblade becomes more skilled at channeling Ether into the physical world, his healing with it becomes more potent. His healing touch now heals 1d6+2 per Aetherblade level and removes 1 point of ability damage per 3 Aetherblade levels. Additionally, any healing the target receives whilst at maximum hit points converts to 1 temporary hit point per 5 points that would have been healed to a maximum of 10 points. This stacks with temporary hit points from other sources, and lasts for 2 hours. The recipient still receives the bonus to saves from the lingering positive energy. Undead now take 1d8+4 damage per level.
Improved Imbue Armor (Su): Improving upon his skill in channeling, an Aetherblade's ability to imbue his armor increases strongly. While his armor is imbued, the Aetherblade is additionally under the constant effects of a 'Deathward' spell. Also, any undead or evil outsider that strikes the Aetherblade takes 1d6+1 points of positive energy damage. Additionally, the large amounts of positive energy heals the Aetherblade quickly, providing fast-healing 2 for the duration. Lastly, the DR increases to DR 10/evil.
Banishment (Su): Upon touching an evil outsider, an Aetherblade is able to channel positive energy powerful enough to shunt the abomination back to its home plane. This effect works as the spell 'Banishment', using the Aetherblade's Charisma modifier for the save DC. This is a standard action and costs a daily alotment of the Channel Energy ability.
Greater Turning (Su): Upon reaching 12th level, any turn attempt the Aetherblade makes is a Greater Turning, instantly destroying any undead affected by the attempt.
Greater Imbue Weapon (Su): Reaching even greater heights in his skill, an Aetherblade can channel positive energy into his weapon with greater effect. Any undead struck by this weapon takes 3d6 additional points of positive energy damage, as well as having to make a Will Save (DC 10 + 1/2 Aetherblade level + Charisma Modifier) or be instantly destroyed. Any Evil Outsider struck by the weapon takes an additional 3d8 points of positive energy damage and are affected by a 'Banishment' spell. Living creatures continue to be healed for only 1d6 points of damage on a successful strike.
Greater Healing Touch (Su): At 16th level, the healing touch of an Aetherblade becomes its most potent, healing 1d6+3 points of damage per Aetherblade level as well as healing ability point damage, providing a bonus to saves and granting temporary hit points. Additionally, the touch removes all disease or poison in the target and removes one negative level the target suffers from. Undead now take 1d8+6 per level.
Greater Imbue Armor (Su): Reaching the pinnacle of his skill, an Aetherblade may empower his armor with amazing properties by channeling positive energy into it. In addition to all previous effects, the Aetherblade's armor provides DR 20/Evil and any undead or Evil Outsider attacking the Aetherblade receives 2d6+2 points of positive energy damage. Additionally, the Fast Healing it grants increases to 5.
Overload (Su): Upon reaching 20th level, an Aetherblade becomes able to channel extreme amounts of positive energy into a target. Any living creature (including Evil Outsiders) so touched heals 20 points of positive energy damage per Aetherblade level. This is not an effective means of healing, however, as any excessive healing takes the form of temporary hit points. If a creature has more temporary hit points than it has HP, it must make a Fortitude Save (DC: 10 + Aetherblade Level + Charisma Modifier) or burst from the overload of positive energy, instantly killing it. Any undead creature that is touched by this takes 20 points of damage per Aetherblade level (although this is negated with a successful Will Save with the same DC). Any living creature that makes this save reduces its temporary hit points to a safe level. This ability uses 3 daily alotments of the Channel Energy ability.