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View Full Version : D&D 3.x Class Shifting Swordsman [3.5 Base Class][Work In Progress/Barely Started]



gooddragon1
2017-11-04, 01:17 AM
Transmutations channeled through weapon, no ranged weapons for this reason
Shifting Swordsman
d8 hd
Full bab
4+int skills
good fort and will saves

+Able to modify weapon material to one type and gain benefits of both initial and secondary type. Two types later.
+Temporarily modify a weapon to have a higher enhancement bonus by a certain amount.
+Mimic the qualities of a magic weapon with cost less than or equal to a touched weapon 1/day for 24 hours (make a +5 vorpal greatsword function as a +5 sunblade instead in many respects).
+Inflict detrimental and harmful transmutations on enemies who fail a saving throw with each strike (as long as it would hit as a touch attack).
+Inflict major detrimental and harmful transmutations a certain number of times per day.
+Saves based on 10+Int Mod+1/2 class level.
+Can only focus transmutations on one held weapon at a time efficiently. Two is possible, but only half int mod is added to saving throw DC. More than two would be an incredible feat and would likely divide effectiveness further.

Major Transmutative Strike (1 use and learned at 1st, +1/5th, 10th, etc.)
Transmutative Strikes (learn 1 at each odd numbered level)
Transmutative Potency (Save DC +1, duration +1, at 4th, +1/8th, 12th, etc.)
Transmute Weapon (Material/While held) [At 6th and 16th level]
Transmute Weapon (Enhancement (stacks with other enhancement bonuses)/While held) [+1 at 2nd, +1/6th, 10th, 14th, 18th]
Transmute Weapon (Magic) At 10th level, treat like polymorph as to whether you must have knowledge of it or not. CL must not exceed your class level.

Transmutative Strikes (Su)

At 1st level and every odd numbered level thereafter, a shifting swordsman learns how to transmute his enemies with strikes of his weapon. Whenever a melee attack from a shifting swordsman would successfully hit an opponent, he may inflict a transmutation upon them that he chooses before making the attack roll. The opponent must succeed on a will saving throw (DC 10 + Int Mod + 1/2 class level) or be subject to the full effect of the transmutation. Wherever X is mentioned, substitute 1 or the Transmute Weapon (Enhancement) bonus [whichever is greater]. Transmutations of this ability only stack if specified and refresh the duration instead of or in addition to stacking. Opponents with the shapechanger subtype get a +4 bonus on saving throws against this ability.


Transmute to Acid: On a failed save, the target takes X acid damage immediately and over the next X rounds. On a successful save, the target takes X acid damage.
Transmute to Ice: On a failed save, the target takes X cold damage immediately and over the next X rounds. On a successful save, the target takes X cold damage.
Transmute to Lava: On a failed save, the target takes X fire damage immediately and over the next X rounds. On a successful save, the target takes X fire damage.
Deconstruction: On a failed save, the target takes 2d6 + twice X disintegration damage. On a successful save, the target takes 1d6 disintegration damage.
Weak Spot: On a failed save, the target takes X extra damage from weapon and natural weapon (including unarmed strike) attacks for X rounds.
Rupture: On a failed save, at the end of every round the target takes an action they suffer X damage (ignoring damage reduction and hardness). This transmutation persists for X rounds (the damage is dealt immediately, but if the target takes an action on the next round and so on they will take damage on those rounds).
Vulnerability: On failed save 2+b to attack rolls against target for +b rounds
Anchored: On failed save reduce speeds by half, reflex saves -b penalty for b rounds
Sickened: On failed save 20% chance to automatically fail concentration checks, fortitude saves -b penalty for b rounds
Addled: On failed save 20% failure chance on each non-attack action and individual attack, will saves -b penalty for b rounds (mind affecting)
Defortify: On failed save, 20% chance that a strike can apply precision damage as though all it's criterion were met for b rounds
Weak vs Acid: On failed save take b (up to 5 stacks) more damage from acid for b rounds. This extra damage ignores immunity and resistance.
Weak vs Cold: On failed save take b (up to 5 stacks) more damage from cold for b rounds. This extra damage ignores immunity and resistance.
Weak vs Electricity: On failed save take b (up to 5 stacks) more damage from electricity for b rounds. This extra damage ignores immunity and resistance.
Weak vs Fire: On failed save take b (up to 5 stacks) more damage from fire for b rounds. This extra damage ignores immunity and resistance.
Weak vs Sonic: On failed save take b (up to 5 stacks) more damage from sonic for b rounds. This extra damage ignores immunity and resistance.
Weak vs Spells: On failed save Reduce spell resistance by b, 20% chance to ignore spell resistance and immunity for b rounds.
Open Minded: On failed save mind affecting immunity only grants a +1/2 HD bonus on relevant saves for b rounds instead of immunity. Effects end at b.
Pseudo Anatomy: On failed save fortitude save immunity only grants a +1/2 HD bonus on fortitude saves for b rounds instead of immunity. Ditto.
Self adherency: On failed save -b on grapple checks, dexterity checks, and dex based skills for b rounds
Extraordinary Fracture: On failed save, treated as though not having a particular Ex ability for b rounds
Supernatural Fracture: On failed save, treated as though not having a particular Su ability for b rounds
Spell Fracture: On failed save, cannot cast named spell or spell like ability and must make saving throws against it as though unwilling for b minutes
Piercing Transmutation: On failed save, treated as though not immune to transmutations and -b on saving throws vs transmutations for b rounds
Luminous Transmutation: On failed save, -5xb to hide checks, give off light as a sunrod, and -b to attack rolls for b rounds. On success, -b to hide checks, give off light as a torch for b rounds.
Spell Rending: On a failed save, beneficial spells and spell like abilities affecting the subject have their durations reduced by b rounds. On a successful save, their duration is reduced by 1 round.
Extending Transmutation: On a failed save, all transmutations duration is increased by 1 round. Add b to the DC for this transmutation.
Loosen Grasp: On a failed save, target gets -2 (-1 on a successful save) to grapple checks to grapple or pin a target for b rounds. No stack limit.


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Posting this so I don't chicken out or get too lazy. No pressure. No rush.