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FiRaven
2011-03-13, 06:01 PM
Will of the Blade

Scattered accross the land are several schools that train warriors to use that force within - their personality. These warriors are trained in the basics of psionics, arcana, religion, and martial lore using the disciplines of each to strengthen their force of personality. These warriors always fight for cause they strongly believe in as their emotions fuel their combat prowess. When you lock steel with a will of the blade on the battle field, you aren't fighting his physical strength or technique you are fighting his strength of will.

Adventures:

The will of the blade finds adventuring as a way to spread his cause and purpose. He is quick toaccept any quest that he is passionate about. Secondarily he knows that his will and personality is stronger than his enemies'.

Characteristics:

The will of the blade is signature in its practice of weilding its weapons telekinetically. They learn this technique through their strength of personality. To acheive such disipline they have learned several different tecchniques from the sublime way. They also gain the ability to become psionicly focused and a couple of psionic powers. Through prayer the will of the blade also gains some divine powers based on their chosen deity. Lastly through their arcane studies Will of the blades gain a few spell-like abilities.

Alignment:

A will of the blade can be of any alignment, but they must stand for something be good, evil, nature, or whatever else. An extra limit is that they have to be within one step of the deity's alignment. Also a will of the blade can never be an alignment opposed to their cause. Alignment can effect some powers.

Religion:

Religion is important to a will of the blade since prayer and devotion to a god or purpose strengthens ones own will. If they choose to devote themselves to a deity it needs to be one that coinsides with their purpose or goal. Also every will of the blade must practice religion one way or the other be it to a deity, a cause, an ideal, or a cosmic force.

Background:

Almost all will of the blades come from many schools dotted through out the land. These schools do not accept any applicant nor can anyone buy their way in. The only way one can join is to be scouted as a young individual (12-24 human age) to possess a great force of will. If the person accepts his admission his training begins almost immediately as he is whisked away to live at the school.

Though will of the blades are loyal to there schools will try to protect them and fight with them when possible, they are always most loyal to what ever they gain there great strength, be it fighting for good and justice, fighting for greed, or fighting for vengence. Because of this most schools take a neutrals stance on the issues of the lands and allows their students themselves fight for what they believe.

Races:

Humans are by far the most common will of the blades due to their versitility and adaptability which allows them to learn all the different skill required to be a will of the blade. Halfings and gnomes are also a common race due their strong will and perservierence. Dwarf sometimes become will of the blades since they tend too have strong devotions to their race and deities. Elves seldom become will of the blade due to their care free nature, but a few devoted to nature have come through the ranks.

Other Classes:

You are fond of knights, Paladins, crusaders, and other such classes that have gained strength through devotion to their ideas. You also respect sorcerers, warmages and others that use their force of personality to dominate opponents. Barbarians in general are too carefree to earn any respect though a leader of the barbarians tends to have a drive to give him some honor. Rougues, biguilers and the like don't tend make their loyalties and desires well known which leads you to distrust them.

Role:

Will of the blades tend to be front line fighters getting in the fray tanking and dishing out damage. Their access to several martial powers aids greatly in this endeaver. They could also become deadly range combatants since weilding multiple bows is nothing to scoff at. They can also offer some utility using different wands.

Starting Age: young
Starting Gold: As Paladin

Gamplay Information:

Will of the blades have the following game statistics.

Abilities: Charisma is the main attribute and governs many of the will of the blade's abilities. Strength is also useful since it helps a will of the blade's AC and damage. Constitution will greatly help out the will of the blades low hit dice. A good Intelligence is appreciated due to the great skill list. Wisdom will help pump that will save so you can power your abilities more, and Dexterity always is helpful for an AC boost since will of the blades wear at most light armor.
Alignment: Any
Hit Die: d8

Table 1-1: The Will of the Blade

{table]LvL|BaB|fort|Rfl|Will|pp|M/K|Stance|Special
1|+0|+2|+0|+2|-|0|0|TK Fighting, Strength of body, Mage Hand, Will of the blade, Code of Conduct
2|+1|+3|+0|+3|-|1|0|Force of Personality, Sublime Way Diletante
3|+2|+3|+1|+3|0|2|0|Hidden Talent, Will Resurgence
4|+3|+4|+1|+4|0|2|1|+1 Extra Blade
5|+3|+4|+1|+4|1|2|1|TK Sheilding
6|+4|+5|+2|+5|1|2|1|Devotion Feat
7|+5|+5|+2|+5|2|2|1|TK Reach +5 ft.
8|+6/+1|+6|+2|+6|2|3|1|Mettle
9|+6/+1|+6|+3|+6|3|3|1|+1 Extra Blade, Hidden Talent
10|+7/+2|+7|+3|+7|3|3|1|Telekinesis
11|+8/+3|+7|+3|+8|4|3|1|Domain
12|+9/+4|+8|+4|+8|4|3|2|Willful Whirlwind
13|+9/+4|+8|+4|+8|5|4|2|+2 Extra Blades
14|+10/+5|+9|+4|+9|5|4|2|TK Fly
15|+11/+6/+1|+9|+5|+9|6|4|2|Tk Reach +10 ft., Hidden talent
16|+12/+7/+2|+10|+5|+10|6|4|2|TK sheilding, Improved, Teleport
17|+12/+7/+2|+10|+5|+10|7|4|2|+2 Extra blades
18|+13/+8/+3|+11|+6|+11|7|5|2|TK Dash
19|+14/+9/+4|+11|+6|+11|8|5|2|Extraurdinary will
20|+15/+10/+5|+12|+6|+12|8|5|3|+4 Extra Blades[/table]



Class Skills:
All skills are considered class skills for will of the blades due to their tendacy to learn a wide array of techniques.
Skill points per level: 6 + Intelligence per level (x4 at first level)


Class Features:
All of the following are class features of the will of the blade.

Weapon and Armor Proficiencies:

A will of the blade gains proficiency in a handful of weapons that he chooses. He can choose any 8 martial and simple weapons, or 4 martial and simple weapons and one exotic weapon to be proficient in. He is also proficient in light armor.

TK Fighting (Ex):

Will of the blades learns to weild weapons with their will. They can gain a telekinetic focus to weild weapons telekintecly. While telekinetically focused a will of the blade replaces his strength with charisma for his to-hit and damage. For all other purposes this ability is just like wielding weapons normally (ex. when weilding a weapons in 2 "hands" you add 1 1/2 your charisma modifier to damages, and take the normal penalties for two wepom fighting.). Note: Unarmed attacks are affected by this to by hitting the target with telekinetic force. It is a free action to become telekineticall focused and a move action to lose it.

Strength of Body (Ex):

Will of the blades learn to use their fitness to defend themselves from harm. A will of the blades adds his strength modifier (if positive) to his AC. He loses this bonus while not telekinetically focused, when wearing armor heavier than light, or carrying a medium or heavy load.

Mage Hand (Sp):

A will of the blade may cast mage hand at will as a spell-like ability.

Will of the Blade (Ex):

Several abilities of the will of the blades require Willpower. When using one of these powers the will of the blades takes Will damage equal to the willpower needed to use the power. A will of the regains 2 will per hour reguardless of what caused the Will save damage. A will of the blade cannot reduce their Will save to below zero.

Code of Conduct (Ex):

A will of the blade must make their own code of conduct similar to that of a paladins or a knights. Their code of condust should be based around their cause or patron deity and include a clause that they must be an alignment within one step of their deity or causes alignment. When they break there code they lose all will of the blade class features (Except weapon and armor proficiencies) for one day, the time resets each he breaks his code. If he continually breaks the code he loses all his class abilities permanently, unless he gets an atonement spell after gaining another level while reproving his devotion to his cause.

Force of Personality (Ex):

Starting at 2nd level a will of the blade adds his Charisma modifier to his will and concentration(This bonus does not stack with the paladin's divine grace, or similar abilities).

Sublime Way Dilatante:

Starting at second level a will of the blade learns 2 maneuvers and learns one stance at level 4. The disciplines open to a will of the blades are Devoted Spirt, Diamond Mind, and one of his choosing. A will of the blade learns new maneuvers and stances as he levels according to table 1-1. Upon reaching level 4 and every even-numbered level after ward a will of the blade can learn a new maneuver or stance in place of one he already knows.

To intiate a maneuver a will of the blade must expend 1 will power. Once a maneuver is used it is considered fatigued, and to intiate a fatigued maneuver he must expend 3 will power and it is then considered exhausted and cost 9 will power to initiate. Once an exhausted maneuver is initiated it is considered asleep and costs 27 will power to intiate, but is still considered asleep. Maneuver awaken again after a short 5 minute rest. A single maneuver can be awaked by expending your psionic focus (when you are able to get one) after making an attack or using a standard action.

To initiate a stance it costs 3 will power. A stances cost never increases and once intiate it never needs to be reinitiated unless you change stances. Initiating a stance is a swift action. All maneuvers and stances are extraordinary abilities unless their description says other wise. A will of the blade's Initiator Level is 3/4 his class levels plus 1/2 his levels in any other class, and it determines what level maneuvers a will of the blade can learn.

Hidden Talent:

At 3rd level and every 6 levels after a will of the blade gains hidden talent as a bonus feat. His manifester level in reguards to these feats is one-half his class level.

Special: Normally the Hidden Talent feat can be taken only once at 1st level, but a will of the blade with this class ability can take this feat multiple times, each time gaining an additional 2 psionic power points and another 1st-level power.
http://www.wizards.com/default.asp?x=dnd/psm/20070214a

Power Points:

At 3rd level a will of the blade gains a small pool of power points and gains more based on his charisma score, but his manifester level is considered one-fourth his class level for this purpose (minimum 1) and can never exceed 5.

Will Resurgence (Ex):

At 3rd level a will of the blade can gain any lost will quickly. At the beginning of his turn, a will of the blade may expend his psionic focus to regain all will damage done through his will power.

Extra Blade (Su):

At 4th and every level indicated on table 1-1 a will of the blade can weild 1 or more extra weapons telekinetically while telekinetically focused. Each extra weapon grants an extra attack at his full base attack bonus, but all of his attacks are at a minus 2 penalty during a full round attack. They all stack with each other so at 9th level he will have 2 extra weapons, and at 13th he will have 4 extra weapons. The standard rules for drawing weapons still applies. These blades are off-hand attack and one half a will of the blade's strenth modifier to damage, but do not gain charisma to damage.

TK sheild (Su):

At 5th level a will of the blade can sheild herself with with her telekinesis. By expending 1 willpower as a free action a will of the blades can gain a sheild bonus to AC equal to half his charisma modifier for 6 rounds. At 16th level this abilty is free, always active, and an extraordinary ability.

Devotion Feat:

At 6th level a will of the blade may gain a devotion feat of his choice that is related to his deity or cause.

Special: A will of the blade may expend the number of turn attempts required to gain an extra use in will power to gain an extra use. The number of uses of this feat per day can never exceed half his charisma modifier though. He can't use will power to fuel any other devotion feats he may have.

Tk Reach (Su):

A will of the blade gains the ability to hit creatures farther away with melee and thrown weapons. At 7th level this increse is +5 feet, and at 15th level it increase by another +5 feet to +10 feet.

Mettle (Ex):

At 8th level and higher, a will of the blade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping will of the blade does not gain the benefit of mettle.

Telekinesis (Sp):

At 10th a will of the blade finally gains the ability to cast telekinesis as a spell-like ability. To cast telekinesis a will of the blade must expend 1 will power. It is considered fatigued, and to use it again he must expend 3 will power and it is then considered exhausted and will cost 9 will power to cast again. If it is casted again it is considered asleep and costs 27 will power to intiate, but is still considered asleep. Telekinesis can be awaked by expending your psionic focus after making an attack or using a standard action.

Domain:

At 11th level a will of the blade gains a single domain assoiate with his deity or cause. Also he gains the ability to cast the spell on the domian list. To cast a spell he must have a charisma equal to 10 + the spell's level and be a class level equal to or greater than 2 x the spell's level. His caster level is either 1/2 his class level or the minimum to cast the spell which ever is greater. To cast a spell a will of the blade must spend willpower equal to 3 x the spell's level after which the spell is considered asleep and costs 10 x the spell's level willpower to cast. A spell can be only be awakened with a 3 hour or longer rest. (Unless the will of the blade is where a Ring of Sustanence in which case it would take 2 or more hours of rest.)

TK whirlwind (Su):

A 13th level will of the blade gains the ability to weild his weapons ia deadly whirlwind. As a standard action a will of the blade may expended 4 will power to to attack once with all of his telekinetically weilded weapons. He also may expend 10 will power to attack every enemy within reach (only for melee and thrown weapons) with one-fourth of his weilded weapons as a full round action (Ex. If he is weilding 8 weapons he may make 2 attacks per enemy).

TK Fly (Su):

At 14th level a will of the blade gains the ability to propel himself through the air. He may gain 10 minute of average maneuverability flight, 1 minute of good maneuverability flight, or 1 round of perfect maneuverability flight by spending 3 will power as a free action at a fly speed equal to his land speed +10 for every 2 additional will power spent.

Teleport (Sp):

At 16th level a will of the blade learns to travel quickly from place to place. A will of the blade can expend 15 will power to cast teleport as a caster of 9th level.

TK Dash (Su):

At 18th level a will of the blade become a highly mobile. As a swift action a will of the blade may thrust one of his weapons (only melee and thrown) a ranged attack at a single taget within 60 feet by expending 5 will power. If it hits he teleports to the target, holding the weapon. He may pull the weapon out as a free action. He can use this ability as a free action by spending 10 will power instead of 5.

Extraordinary Will (Ex):

At 19th level a will of the blade gains a true mastery over his telekinetic powers. By expending an additional 3 willpower when using a will of the blades class feature that feature becomes a extraordinary ability during that use.



I would appreciate any constructive criticism, and also this class is supposed to be around tier 3 level if you think it is to powerful suggest ways to lower its power, and if you think it is to weak offer ways to make it more powerful.

darklink_shadow
2011-03-15, 11:33 PM
It sounds like they should be lawful since they are dedicated to a specific purpose. Otherwise it seems alright. A bit weak, but not sure how to buff it any. Maybe a better BAB progression.

theflyingjewdea
2011-03-15, 11:38 PM
BUM:smallcool::smallyuk::smallconfused::smallwink: :smallbiggrin::smalltongue::smallannoyed::smallsmi le::smallamused::smallsigh::smallredface::smallmad ::smallfurious::smallfrown::smalleek: