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View Full Version : [3.5 Base Class] Warpblade Disciple [Work-in-Progress]



Lord_Gareth
2010-12-19, 03:33 PM
So, in 2008 I started the class you'll witness, unfinished, below, and I've recently decided to revisit the concept. Plenty of features are missing and could use suggestions, but rest assured that I intend fully on finishing this class.

Warning: This class unabashedly inspired by anime and videogame-class violence.

Warpblade Disciple
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0|Warpblade Path, Bonus Feat, Path Ability I

2nd|
+2|
+3|
+3|
+0|Warp the World (Falling and Crushing)

3rd|
+3|
+3|
+3|
+1|Path Ability II

4th|
+4|
+4|
+4|
+1|Warp the World (Die Hard)

5th|
+5|
+4|
+4|
+1|Path Ability III

6th|
+6/+1|
+5|
+5|
+2|Warp the World (Leap), Bonus Feat

7th|
+7/+2|
+5|
+5|
+2|Path Ability IV

8th|
+8/+3|
+6|
+6|
+2|Warp the World (Miss Chance)

9th|
+9/+4|
+6|
+6|
+3|Path Ability V

10th|
+10/+5|
+7|
+7|
+3|Warp the World (Teleport)

11th|
+11/+6/+1|
+7|
+7|
+3|Path Ability VI, Bonus Feat

12th|
+12/+7/+2|
+8|
+8|
+4| Warp the World (Armor Class)

13th|
+13/+8/+3|
+8|
+8|
+4|Path Ability VII

14th|
+14/+9/+4|
+9|
+9|
+4|Warp the World (Die Even Harder)

15th|
+15/+10/+5|
+9|
+9|
+5|Path Ability VIII

16th|
+16/+11/+6/+1|
+10|
+10|
+5|Warp the World (Collateral Damage), Bonus Feat

17th|
+17/+12/+7/+2|
+10|
+10|
+5|Path Ability IX

18th|
+18/+13/+8/+3|
+11|
+11|
+6|Warp the World (DR 5/-)

19th|
+19/+14/+9/+4|
+11|
+11|
+6|Path Ability X

20th|
+20/+15/+10/+5|
+12|
+12|
+6|Finishing Blow[/table]

[Fluff Goes Here Later]

Class Features
Hit Dice: D10

Weapon and Armor Proficiency: - All Warpblade Disciples are proficient in light armor and with simple weapons. For further proficiencies, see the Warpblade Path class feature.

Class Skills - Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex)

Skill Points at First Level - (4 + Intelligence Modifier) x4
Skill Points Per Level - 4 + Intelligence Modifier

Warpblade Path - At first level, the Warpblade Disciple must choose which monastic discipline they have learned their art from. This choice cannot be changed once made, and affects their Path Ability class feature.

Lightningblade Adept - The Lightningblade Adepts believe in speed, not power. Founded by Kyle Killigan, a man who ran so fast he could cause wind storms simply by passing, the Lightningbladers learn arts of speed, mobility, and even teleportation. Lightningbladers gain no new weapon and armor proficiencies, but gain Evasion (see the rogue class feature) as long as they wear light or no armor and carry no more than a light load, as well as Two Weapon Fighting as a bonus feat, even if they do not meet its prerequisites.

Suncrusher Juggernaut - The Suncrusher Juggernauts and the Lightningblade Adepts could not be further apart in their methodology. Whereas the Lightningbladers use speed, the Suncrushers care only about power - and they can bring reams of it to bear. They learn to use weapons much larger than logic dictates they should be, capable of using them to sunder fortifications, cause earthquakes, and even rend through time and space through sheer force of arms. Suncrusher Juggernauts are proficient with all martial weapons, as well as a single exotic weapon of their choice, and gain proficiency with medium and heavy armor.

Bloodless Defenders - To a Bloodless Defender, there is no greater strength than the inability to die. Forsaking the flashy attacks of the other paths, the Bloodless Defenders learn to ignore blows, take damage in place of their allies and survive assaults that should, by rights, kill them. Bloodless Defenders are proficient with all martial weapons, as well as medium armor and shields, and roll a D12 hit die instead of a D10.

Bonus Feats - At first level, and every five levels thereafter (so again at 6, 12, and 18) the Warpblade Disciple may choose a bonus feat from the list available to fighters. The Warpblade Disciple must still meet all prerequisites for the feat.

Path Abilities - At first level and every two levels thereafter, the Warpblade Disciple gains an ability based on their path, detailed below.

Lightningblade Adept - I. Lightning Step (Ex) - The Lightningblade Adept increases their land speed by 5 feet for every two levels he has in this class.

II. Doubleknife Parry (Ex) - As an immediate action, the Lightningblade Adept may try to prevent an opponent from attacking him in melee. As long as the Lightningblade Adept is wielding two daggers, punching daggers, kukris, or any combination thereof, they may make an opposed attack roll against any opponent attacking them in melee. Success means they take no damage and may take an attack of opportunity against that opponent. Attacks made with two-handed weapons gain a +2 bonus to avoid being parried; for every size category that the attacker is larger than the Lightningblade Adept, they gain an additional +4 bonus to avoid their attack being parried.

III. Lightningblade Grace (Ex) - The Lightningblade Adept gains Dodge and Improved Two-Weapon Fighting as bonus feats, even if he doesn't meet the prerequisites. Furthermore, he gains a dodge bonus to his armor class equal to one-half his dexterity modifier.

At tenth level, the dodge bonus is equal to the Lightningblade Adept's dexterity modifier.

IV. Doubleknife Pounce (Ex) - The Lightningblade Adept may make a full attack at the end of a charge or while using his Spring Attack feat (if any) as long as he attacks with only daggers, kukris, or punching daggers. Additionally, any damage a Lightningblade Adept deals with daggers, kukris, or punching daggers increases by one die step.

V. Flash Step (Ex) - As a swift action (up to three times per encounter), the Lightningblade Adept may instantly move up to his speed without provoking attacks of opportunity and ignoring obstacles, difficult terrain, and the like. He may move in any direction he pleases, effectively having three-dimensional movement for the purposes of this ability, although ending his movement in the air or on dangerous terrain has the typical result. The first being attacked by a Lightningblade Adept after he has used this ability is considered flat-footed until the beginning of its next turn; the sudden blow and the dizzying movement disorient and confuse it.

VI. Doubleknife Fury (Ex) - The Lightningblade Adept moves his knives so fast that they break the sound barrier, causing miniature sonic booms with every strike; his attacks with daggers, kukris, or punching daggers deal an additional amount of sonic damage equal to his dexterity modifier on each strike. Additionally, he gains Quick Draw and Greater Two-Weapon Fighting as bonus feats, even if he doesn't meet the prerequisites.

At level fifteen, the Lightningblade Adept instead deals an additional 1d6 + dexterity modifier points of sonic damage upon each strike with his daggers, kukris, or punching daggers.

VII.

VIII.

IX.

X.

Suncrusher Juggernaut I.Hammer of the Suncrusher (Ex) - Suncrusher Juggernauts ignore all hardness and recieve a +4 competence bonus on all Sunder checks made with two-handed weapons.

At twelfth level, the Suncrusher Juggernaut ignores all damage reduction, with the exception of DR/Epic

II. Over-sized Weapon Fighting (Ex) - The Suncrusher Juggernaut may use weapons designed for creatures up to one size larger than herself with no penalty. This does not stack with feats, but does stack with racial features that increase the Suncrusher's effective size and/or spells that do the same.

III. Rain of Stone (Ex) - The Suncrusher slams her blade into the ground and sends up needle-like shards of rock and earth that rain back down in a lethal hail. As a standard action, they deal 1d4 points of damage per class level in a 40-foot radius centered on but not including them. Victims may attempt a Reflex save (DC 10 + 1/2 class level + Strength Modifier) for half damage; those that fail their save are also knocked prone by the shaking of the earth and the weight of the stone rain.

IV. Bonebreaker Blow (Ex) - The Suncrusher Juggernaut's blows are so ferocious as to powder bones and crush even the hardest armor into so much scrap metal. Whenever they deal damage to a creature in melee combat, reduce that creature's armor bonus to armor class by one point. If the bonus goes to zero or below, the armor is destroyed beyond all repair Otherwise, the armor must be repaired in order to be fully usable once more, a process taking at least six hours and a successful Craft check (plus materials equal to 1/25th the armor's base cost).

At tenth level, whenever they deal damage to a living creature with a discernible anatomy in melee combat, that creature takes a point of dexterity damage as their bones crack and fracture.

At sixteenth level, whenever they deal damage to a living creature with a discernible anatomy in melee combat, that creature takes a point of constitution damage from the sheer shock to their system.

V. Cleaving Blow (Ex) - Whenever the Suncrusher is using a two-handed melee weapon, she may choose to strike with additional ferocity, cleaving through up to three opponents that she threatens at the same time; as a standard action, she may make a single melee attack that targets up to three beings that she threatens (roll one attack and compare to each being's armor class separately).

At level 14, Cleaving Blow is a normal part of all melee attacks made by the Suncrusher Juggernaut.

VI. Juggernaut's Blow (Ex) - As long as the Suncrusher is using a two-handed melee weapon, they may make a bull rush as part of any melee attack, with the following changes; they do not need to enter their target's space, and they need not follow their target to push them further distance. If the target is stopped by an obstacle, both they and the obstacle take 1d6 points of damage per 10 feet the target has not traveled, ignoring hardness.


VII. Crack the World (Su) - The Suncrusher Juggernaut can strike the earth with incredible force, sending an immense wave of stone spikes in a line in front of them. As a standard action, the Juggernaut may activate this ability, dealing 1d8 points of damage per class level (both bludgeoning and piercing for the purposes of damage reduction) in a 100 foot line. Creatures in the line may make a Reflex save (DC 10 + 1/2 class level + strength modifier) for half damage; those who fail are knocked prone.

VIII. Over-sized Parry (Ex) - The Suncrusher Juggernaut has learned to use their massive weapon in order to sweep away hostile attacks and spells; she gains a competence bonus to her armor class equal to her strength modifier as long as she is holding a two-handed weapon. This bonus increases by four for every size category her attacker is smaller than the Suncrusher Juggernaut.

IX. Starsnuffer (Ex) - The Suncrusher Juggernaut becomes an avatar of fury on the battlefield, striking blows that defy logic and the laws of nature itself. All damage from her previous class features increases by one die step, and abilities with an area have that area increased by one-half. By taking a -5 penalty on her attacks, the Suncrusher Juggernaut may, as a standard action up to once per encounter, strike an opponent so fiercely that they must make a fortitude save (DC 10 + 1/2 class level + strength modifier) or die. Opponents that are slain in this manner explode in a shower of gore and bony shrapnel, dealing 1d4 points of damage per class level in a 30 foot radius (reflex save DC 10 + 1/2 class level + HD of slain creature half).

X. Ultimate Cleave (Ex) - The Suncrusher Juggernaut can strike so swiftly and with such immense strength that her blade cleaves through time and space, slicing into even those foes that are out of her reach; as a full-round action, once per day, she may make two attacks at her highest base attack bonus against all foes within 30 feet.

Bloodless Defender - I.

II.

III.

IV.

V.

VI.

VII.

VIII.

IX.

X.

Warp the World (Su) - The Warpblade Disciple's very presence alters reality in subtle ways around him, changing the laws of physics and probability. They have an aura that extends 5 feet per class level from them and provides the following effects -

At second level, creatures within the aura take no damage from falling and only half damage from objects falling upon them. The objects (and their selves) still fall as fast as normal - they simply are unharmed by it.

At fourth level, all creatures within this aura can fight without penalty at 0 hit points and can continue acting at -1 or fewer hit points as if possessing the Diehard feat.

At sixth level, creatures within the aura gain a +4 circumstance bonus on all Jump checks, and they have no limits on the distances they may leap. Furthermore, they use the table for horizontal jump distances for vertical leaps.

At eighth level, all creatures in the aura gain a 20% miss chance as blows simply seem to graze past them or otherwise avoid striking them. A creature may choose to eliminate the miss chance of a single being within melee range by forgoing their own miss chance as a free action on their turn. They may maintain this as long as they are still alive and conscious.

At tenth level, all creatures within the aura gain the ability to teleport up to 10 feet as a swift action. Whenever a creature would be allowed an attack of opportunity, they may instead teleport up to 10 feet.

At twelfth level, all creatures within the aura are protected by the very force of their own personality or life-force. This provides each creature with a deflection bonus to its AC equal to its charisma modifier. Furthermore, the alignment of each creature is revealed by aura's appearance.

At fourteenth level, creatures within the aura lowered to -10 or less life may continue fighting without penalty for one round. If they have not received sufficient healing to restore them above -10 hit points by the end of that round, they die.

At sixteenth level, creatures within the aura deal a staggering amount of collateral damage. Whenever they strike something in melee combat, all unattended objects within adjacent to the object or being struck also take damage - thus, melee battles leave craters, collapse buildings, and otherwise scar the landscape.

At eighteenth level, all creatures within the aura gain DR 5/-. They still appear wounded - they simply ignore the blows. Furthermore, all creatures at half of their maximum hit points or lower gain fast healing 2.


Finishing Blow (Su) - At twentieth level, the Warpblade Disciple unlocks the final secret of their Path - the most devastating attack taught by the masters of their schools. Each may be used only once per day, and performing them is physically exhausting, causing the Warpblade Adept to be exhausted for a 24 hour period or until they rest for eight hours, whatever comes first. If they were already exhausted, they pass out and sleep for 1d6+2 hours, unable to be woken by anything less than divine intervention.

Lightningblade Hurricane - The Lightningblade Adept begins to run around the battlefield in a complex mathematical pattern, shattering the sound barrier and becoming little more than a blur. On the first round, sonic booms deal 10d6 sonic damage to all creatures inside a 30-foot diameter circle. The following round, gale force winds appear. The third round, hurricane force winds take hold inside the circle, whipping creatures and objects around for another four rounds or until the Lightningblade Adept chooses to end the attack. The fierce winds and frequent collisions mean that creatures within are reduced to a single move or standard action each turn and take 5d6 bludgeoning damage each round. Furthermore, moving any distance requires them to make a DC 25 Strength check.

While performing a Lightningblade Hurricane, the Lightningblade Adept cannot be hit by melee or ranged attacks, or spells with specific targets.

Vulcan's Hammer - The Suncrusher raises their blade over their head and slams it into the earth with sickening force. The initial blow causes an Earthquake as the spell, centered on the Suncrusher Juggernaut but not including her space in the effect. On the following round, magma and stone spew out of the crack in the earth that the Suncrusher Juggernaut opened with her blade, dealing all creatures within one thousand feet 10d6 fire and 10d6 bludgeoning damage each round. Separate Reflex saves (DC 30) may be made against each form of damage to halve it. Vulcan's Hammer lasts for four rounds after the initial eruption, and the Suncrusher Juggernaut is immune to their own Vulcan's Hammer.

Nosferatu's Wrath - The Bloodless Defender selects a number of victims within one hundred feet equal to his class level divided by two. As a full-round action, he makes four attacks against each one of them, moving into spaces adjacent to each one at ungodly speeds (this movement does not provoke attacks of opportunity). Any being not immune to critical hits struck by this ability must make a DC 28 Fortitude save or die immediately of exsanguination.