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    Default [3.5 PrC] Wielding the soul of the sword! (FFT's TG Cid)

    Sword Saint


    "Long ago, I was taught to strike from behind and keep my back to the wall."

    - “Thunder God” Cidolfus Orlandeau, a Sword Saint of the highest order


    Deadly, focused, and relentless, the sword saint is a knight that believes in the strength of his blade and his arm, pouring his soul into his technique. Focused on improving his skill with a blade, he has awakened the essence of the sword he wields, striking forth with devastating effect. Mastering this unique understanding and power is an avenue of strength that greatly enhances their prowess in battle. Sword Saints have developed their own magical force, focused through their blades, a highly offensive outpouring of skill and soul. Magically resistant creatures have no protection against such techniques, and even in areas void of magic the Sword Saint is a dangerous opponent not to be underestimated.

    Becoming a Sword Saint
    To become a sword saint is to become one with the blade in your hand. Only a focused and dedicated swordsman will have a chance at understanding the soul of the weapon they use. Nearly all sword saints come from martial backgrounds of one type or another. Usually veterans of many battles, experienced fighters can gain the insight into starting down this path. Barbarians are uncommon, but not unheard of, as they typically prefer weapons with more brute force. Some Warblades follow the path of the sword saint, though most continue in the footsteps of their schools, powerful in their own right. Sword saints see a smattering of rangers, hexblades, and knights as well. Those that prefer stealth generally avoid such a bold and aggressive path. Few divine warriors will leave their god to follow the soul of the sword, and most arcanists scoff at such a crude use of power.

    Entry Requirements
    Base attack bonus: +5
    Feats: Weapon Focus (any martial or exotic sword, including but not limited to: bastard sword, falchion, greatsword, long sword, rapier, scimitar, short sword, and two-bladed sword)
    Skills: 8 ranks in Craft (weaponsmithing), 4 ranks in either Knowledge (Arcana) or Spellcraft
    Special: Must have crafted a masterwork sword for which you have weapon focus.

    Skill points gained per level: 4 + Int modifier
    Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Martial Lore (Int), Ride (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex)

    Hit Die: d10


    Weapon and armor proficiencies
    A sword saint is proficient with all simple and martial swords, and gains no additional armor proficiencies.

    Swordplay (Su)
    The hallmark ability of sword saints, they pour a bit of their very soul into their weapons, unlocking powerful arcane techniques. These abilities, known as swordskills, can only be used while the sword saint is wielding a sword that he has Weapon Focus for and can wield without penalties. This sword is a material focus for all swordskills, though it doesn't need to be a sword crafted by the sword saint. A sword saint can use any swordskill he knows at will, provided he is wielding a sword. As long as he is wielding a sword he forged himself, increase the DCs of all his swordskills by 1.

    The three forms of swordskills, in order of their relative power, are basic, advance, and master. A sword saint begins with knowledge of one swordskill, which must be of the basic form. As a swordsaint gains level, he learns new swordskills, as shown on Table: Sword Saint. At 5th level a swords saint can learn advance forms, and at 9th level he can learn master forms.

    A sword saint’s swordskills are supernatural abilities; using a swordskill is a standard action that does not provoke an attack of opportunity. If a target makes a successful Reflex saving throw against a swordskill they take only half damage from the swordskill, and all other effects of the swordskill are negated. The save DC for a basic form is 10 + ½ the sword saint’s class level + the sword saint’s Wisdom modifier, the save DC for an advance form is 11 + ½ the sword saint’s class level + the sword saint’s Wisdom modifier, and the save DC for a master form is 12 + ½ the sword saint’s class level + the sword saint’s Wisdom modifier. If a sword saint reduces their base attack bonus before using a swordskill (by using combat expertise, power attack, or another ability) the DC of all forms are reduced by 1 for each 4 points of BAB lost for as long as the BAB penalty exists.

    First Blood (Ex)
    At 2nd level when a sword saint charges a flat-footed opponent he gains a +3 competence bonus to his attack roll and his attack ignores all damage reduction. If a sword saint can make more than one attack during a charge this ability applies only to the first attack.

    Vehemence (Ex)
    Whenever a sword saint of second level deals damage he may choose to deal an additional 1d12 of damage. If he does, each creature that damages him until the beginning of his next turn deals an extra 1d12 damage on the first attack that hits. Increase the damage dealt and received to 2d12 at 6th level and 3d12 at 10th level.

    Honed Intuition (Ex)
    At 3rd level a sword saint gains a competence bonus to their initiative and melee damage rolls equal to half their class level.

    Practiced Skill (Ex)
    When a sword saint reaches 4th level, they have become so proficient in the basic forms that they can add a bit of personal flair, truly making the skills they have learned their own. They may select one of the following options and that option is applied to all their basic forms. They may select an additional option at 8th level. You cannot select an ability multiple times unless the ability specifies otherwise.

    • Increase the DC of all basic forms by 1. This option may be selected multiple times.
    • Increase the range of all basic forms by 5 feet.
    • Add your Wisdom modifier to the damage rolls of all your basic forms.
    • Whenever you use a basic form you gain temporary HP equal to your Wisdom modifier.
    • Increase the duration of any effect of a basic form by 1 round.
    • Choose an energy type: acid, cold, electricity, or fire. Basic forms can now deal that damage type instead of their normal damage type. This option may be selected multiple times, though each selection must be a different energy type.

    Mettle (Ex)
    At 7th level a sword saint can resist magical attacks with greater effectiveness than other warriors. By focusing his mind of every detail of the battle, he can shrug off effects that would hinder even the toughest warrior. If he succeeds on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), he instead negates the effect. He does not gain the benefit of mettle when he is unconscious or sleeping.

    Perfected Skill (Ex)
    When a sword saint reaches 8th level, they have become so extraordinarily adept in the advance forms that they can add a bit of personal flair, like with the basic forms, leaving their personal mark on each of their attacks. They may select one of the following options and that option is applied to all their advance forms.

    • Increase the DC of all advance forms by 1.
    • Increase the range of all advance forms by 5 feet.
    • Add your Wisdom modifier to the damage rolls of all your advance forms.
    • Whenever you use an advance form you gain temporary HP equal to your Wisdom modifier.
    • Choose an energy type: acid, cold, electricity, or fire. Advance forms can now deal that damage type instead of their normal damage type.
    • A creature hit with an advance form that fails its save by 4 or more is knocked prone.

    Last Blood (Ex)
    At 10th level a sword saint is a fearsome foe, and becomes only more aggressive and dangerous when they are backed into a corner or they see victory in sight. If the sword saint is below half its HP it gains a +5 competence bonus to attack rolls and the DC of all his swordskills is increased by 2. Whenever a sword saint drops an enemy to -1 hit points or less he gains a morale bonus to all damage rolls equal to twice his Wisdom modifier for 1 round.


    Swordskills

    Spoiler
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    Basic Forms

    Spoiler
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    Cleansing Strike
    You deal damage equal to a melee attack using the focus sword + your Wisdom modifier to a single creature within 15 feet. That creature gains a cumulative -1 morale penalty on attack rolls, saving throws, skill checks, and ability checks, each round for a number of rounds equal to your Wisdom modifier. The penalty disappears at the end of the last round. A creature hit with this ability multiple times does not have the duration refreshed or extended.

    Crush Accessory
    You deal damage equal to a melee attack using the focus sword to a single creature within 15 feet. One non-weapon, non-armor object of your choice in the creature’s possession takes the same amount of damage.

    Encroaching Darkness
    You deal damage equal to a melee attack using the focus sword + twice your Wisdom modifier to a single creature within 25 feet. That creature gains total concealment for 1 round and is blinded for a number of rounds equal to your Wisdom modifier.

    Extending Strike
    You may perform a single martial strike of 4th level or lower that makes a single melee attack against a single creature on a target within 20 ft. The attack requires no attack roll. The target can succeed on a Reflex save (basic form DC) to halve the damage and negate any effect other than bonus damage dice (which would be halved on a successful save). The maneuver is expended as if it had been used normally.

    Infernal Strike
    You deal damage equal to a melee attack using the focus sword to a single creature within 15 feet. That creature loses one prepared spell or spell slot at random and you gain spell resistance equal to 10 + half your class level + twice the level of the spell lost for a number of rounds equal to your Wisdom modifier (you still gain SR even if the target had no spell or slot to lose).

    Lingering Edge
    You deal damage equal to twice your Strength modifier to each creature in a 5 foot radius burst within 20 feet. A creature hit by lingering edge takes damage equal to your Strength modifier at the beginning of their turn for a number of rounds equal to your Wisdom modifier.

    Magicsap
    You deal damage equal to a melee attack using the focus sword + your Wisdom modifier to a single creature within 20 feet. That creature’s caster level is reduced by 3 for a number of rounds equal to your Wisdom modifier (multiple reductions stack) and that creature must make a successful Concentration check with a DC equal to 10 + the save DC when it casts it’s next spell or the spell is disrupted.

    Powersap
    You deal damage equal to a melee attack using the focus sword + twice your Wisdom modifier to a single creature within 20 feet. That creature takes 4 strength damage if it failed the save.

    Sanguine Sword
    You deal damage equal to a melee attack using the focus sword to a single creature within 15 feet. You heal HP damage equal to the damage dealt.


    Advance Forms

    Spoiler
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    Abyssal Blade
    You take 1d6 damage per two hit dice you have and deal damage equal to a melee attack using the focus sword + twice your Wisdom modifier to each creature within a 15 foot cone. A creature hit by Abyssal Blade within 10 feet take additional damage equal to the damage you took and creatures within 5 feet take additional damage equal to twice the damage you took.

    Crush Weapon
    You deal damage equal to a melee attack using the focus sword to a single creature within 15 feet. Deal the same amount of damage to one weapon in wielded by the target creature. If the creature isn’t holding a weapon the creature take extra damage equal to three times your wisdom modifier.

    Encompassing Strike
    You may perform a single martial strike of 3rd level or lower that makes a single melee attack against a single creature on each creature in a 5 foot radius burst within 15 feet. The attack requires no attack roll. The target can succeed on a Reflex save (advance form DC) to halve the damage and negate any effect other than bonus damage dice (which would be halved on a successful save). The maneuver is expended as if it had been used normally.

    Judgement Blade
    You deal damage equal to a melee attack using the focus sword to each creature in a 5 foot radius burst within 10 feet. A creature hit by Judgement Blade has all their modes of movement reduced to 0 ft. and standard actions require a full-round action to use for 1 round.

    Mindsap
    You deal damage equal to a melee attack using the focus sword + twice your Wisdom modifier to a single creature within 20 feet. That creature takes your choice of 4 intelligence damage, 4 Wisdom damage, or 4 Charisma damage if it failed the save.

    Northswain’s Strike
    You deal damage equal to a melee attack using the focus sword + three times your Wisdom modifier to a single creature within 15 feet. The creature is staggered for 1 round (this is regardless of the target's current HP relative to his nonlethal damage). If the creature rolled a 1 on their save the damage is multiplied by the focus sword’s critical multiplier.

    Phantom Edge
    You deal force damage equal to three times your Wisdom modifier to a single creature within 30 feet. A creature hit by phantom edge takes force damage equal to your Wisdom modifier for a number of rounds equal to ½ your class level.

    Speedsap
    You deal damage equal to a melee attack using the focus sword + twice your Wisdom modifier to a single creature within 20 feet. That creature under the effect of slow for a number of rounds equal to your Wisdom modifier.


    Master Forms

    Spoiler
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    Crushing Blow
    You deal damage equal to a melee attack using the focus sword + four times your Wisdom modifier to a single creature within 15 feet. That creature is stunned for 1 round.

    Divine Ruination
    You deal damage equal to a melee attack using the focus sword + twice your Wisdom modifier to each creature in a 5 foot wide 25 foot line. A creature hit by Divine Ruination is under the effect of confused for 1 round.

    Hallowed Bolt
    You deal damage equal to a melee attack using the focus sword + three times your Wisdom modifier to each creature in a 5 foot radius burst within 15 feet. A creature hit by Hallowed Bolt is unable to speak for a number of rounds equal to your Wisdom modifier and cannot cast any spells or spell-like abilities for 1 round.

    Reaching Strike
    You may perform a single martial strike of 8th level or lower that makes a single melee attack against a single creature on a target within 20 ft. The attack requires no attack roll. The target can succeed on a Reflex save (master form DC) to halve the damage and negate any effect other than bonus damage dice (which would be halved on a successful save). The maneuver is expended as if it had been used normally.

    Unholy Sacrifice
    You take 1d4 damage per hit die you have and deal that much damage + damage equal to a melee attack using the focus sword + twice your Wisdom modifier to each creature within 15 feet. A creature hit by Unholy Sacrifice is under the effect of slow for a number of rounds equal to your Wisdom modifier.



    Playing a Sword Saint
    As a sword saint you have tapped into the powerful soul of the weapon you wield. Swordplay is a powerful ability, but with its limited range you will still be found in the middle of the battle. Sword saints call upon their their unique abilities often, but have nothing against a simpler assault, or those that use them. You don’t have anything particular against warriors who have chosen other paths, but you do believe that yours is inherently better, as the deep understanding of your weapon has given you a sense of focus and pride.

    Combat
    Close and melee combat is the name of the game. Sword saints often have a sense of honor when it comes to combat, but that doesn’t mean they’ll hold anything back when they meet an opponent on the field. If a sword saint draws his weapon, he is expecting to kill someone, and nearly always does. You should usually focus your skills on weaker or more cumbersome enemies, relying on their inability to dodge your attacks to bring them low. However, a sword saint can easily transition into a more traditional fighting style and deal large amounts of damage to creatures with extraordinary reflexes. First blood gives you an excellent way to start the battle, putting your enemy on the defensive from the start. And last blood will help you finish an enemy decisively. Despite their belief that the best defense is a good offense, most sword sages are wise enough to know that sometimes they must pull back. Luck is ever a factor in battle and sometimes one must retreat for another day.

    Advancement
    Having devoted yourself to the path of the blade, it is extremely rare for a sword saint to follow any other path. Many will explore the path of the sublime way, often exploring the school of the Iron Heart the most, though some take a wider view and explore the options of a swordsage. Nearly all sword saints will focus on their offense capabilities, no matter what path they take. Some choose to focus on their pure melee skills, while others will continue to polish their unique arcane abilities. While uncommon, some choose to take a defensive approach, utilizing the knight’s protective skills.

    Resources
    Most sword saints have discovered their connection to the sword on their own, though usually in the service to some kingdom or lord. And through them a sword saint has some resources he can call upon in an emergency. However, there is a small organization called the Order of the Southern Sky devoted to the perfection of swordplay forms. Members of this organization can find sure support from fellow members, and will avoid fighting against one another if at all possible. A member of the Order will always try to recruit a person that has discovered the way of the sword saint on their own, both to bolster their numbers and because it is the most common way to discover new techniques.

    Sword Saints in the World
    ”He stood apart from his enemy and just swung his sword...and the guy just fell, without the sword ever touching him!”

    - Tellid Garr, a bystander to an escalated bar fight

    As long as swords exist in the world the path of the sword saint will never truly disappear. Sword saints and the Order of the Southern Sky fit well into any campaign or world where the martial and the mystic can blend together. If swords are not a prominent feature in your game the class can work with other weapons, though it should remain dedicated to a single style.

    Organizations
    The Order of the Southern Sky is the largest collection sword saints in the world. A military organization, the Order believes in a firm hand to guide society to a prosperous future. While they accept people with a variety of skills, they always require complete allegiance, never initiating people who have loyalties elsewhere. The Order is dominated by more martially inclined minds, with a great number of the higher ranks having at least some training in the ways of Swordplay. There used to be a sister Order, of the Northern Sky, but it fell to an evil corruption long ago and the Southern Sky had to wipe out the remaining remnants. There are rumors that small cults of the Norther Sky still exist, teaching swordskills to any depraved swordsman deadly enough to learn the destructive art.

    NPC Reactions
    At first glance most common people see the sword saint as a simple fighter. Armored men wielding swords with deadly skill is a fairly common thing to encounter. upon seeing their swordplay, most revise there opinion only slightly, attributing the magic to a Deity, believing the sword saint is a paladin of some remote godling. Among the more faithful, sword saints are known here and there, as people with misplaced faith in a mortal weapon, a faith that sadly was not turned to the path of righteousness soon enough, instead lost to the violence of man. Arcane casters typically view swordplay as a crude expression of their craft, and take an arrogant tone when dealing with a practitioner. However among the powerful rulers and militias of the world, sword saints are regarded as deadly fighters, focused on victory in battle, and always a powerful tool to have.

    Sword Saints in the game
    Sword saints are nearly always mistaken for fighters or warblades when first encountered. And many that do not know the Sublime way continue in their misinformed beliefs. But for any creature with a decent understanding of swords or magic, a sword saint’s unique nature is quickly apparent. Sword saints work best for aggressive characters that prefer a strong offense over battlefield control or utility options. They can function well in social settings, and their abilities often lend a bit of prestige in more formal settings, but they are only truly at home on the battlefield.

    Adaptation
    Faerûn: I don’t have a large amount of experience or knowledge of the world of Faerûn, so if anyone is and can suggestion a good adaptation I’d love to hear it. I’ll be going over the campaign setting later if I don’t hear anything, to see if I can find something fitting and give the class some adaptation for this setting.

    Eberron: I don’t have a large amount of experience or knowledge of the world of Eberron, so if anyone is and can suggestion a good adaptation I’d love to hear it. I’ll be going over the campaign setting later if I don’t hear anything, to see if I can find something fitting and to give the class some adaptation for this setting.

    Hourglass of Zihaja: Sword saints in Siraaj have only a single collective sanctuary. Just south of Dajajah, near Lawaq, you can find the fortress of the Order of the Southern Sky. A small mercenary army that is often in the employ sheik, providing protection for their various ships, and the occasional caravan that heads out into the Dunes of Hazaliqabazad. Most of the members are human or hawasabi, and often following the path of a swordsage before discovering the mystic art of swordplay.

    Encounters
    Most sword saints will lean towards the good and lawful alignments, with a solid infusion of neutrals. As such most interactions will be as mercenaries and guards. Once they gain influence sword saints can often be found as heads of elite strike forces, part of a kings personal guard, or even army generals, and are usually handled in a diplomatic way. Sword saints that are pushed to violence (or are hired in the case of evil sword saints) are a class that will often surprise players. Not because they’re sneaky, but because their most common tactic, taking advantage of First Blood and charging into combat the first round, will certainly give the impression of a standard fighter. But one he is in the thick of things he can begin letting loose with his swordskills, which the players shouldn’t be prepared for.

    Sample Encounter
    Sword saints are rarely fought alone. They know the value of a supportive team, to follow through the hole a sword saint can carve into a front line. That being said, even alone they can be fearsome enemies as they can dish out a dangerous amount of damage, and are often quick to act.

    Dallia Redson
    Neutral Evil/Female/Human /Fighter 5, Sword Saint 6
    Init +8, Senses: Listen +2, Spot +16
    Languages Common
    ------------------------------------------------
    AC 24, touch 11, flat-footed 23 (+10 Armor, +3 Shield, +1 Dex)
    hp 76 (11 HD)
    Fort +11, Ref +5, Will +8
    ------------------------------------------------
    Speed 20 ft. in full plate; base speed 30 ft.
    Melee +2 longsword +17/12/7 (1d8 + 10/19-20)
    Base Atk +11, Grp +13
    Atk Options Power Attack, Vehemence +2d12
    Combat Gear potion of owl’s wisdom, potion of shield of faith +4
    Supernatural Abilities Basic forms - magicsap, powersap, sanguine sword (DC 18); Advance forms - abyssal blade, speedsap (DC 19). The save DCs are Wisdom-based.
    -----------------------------------------------
    Abilities Str 17, Dex 12, Con 13, Int 10, Wis 14, Cha 8
    SQ first blood, honed intuition, practiced skill (+5 ft. range to basic forms)
    Feats Power Attack, Iron Will, Weapon Focus (longsword), Improved Initiative, Quick Draw, Weapon Specialization (longsword), Ability Focus (swordplay), Blind-Fight
    Skills Balance +2, Craft (weaponsmithing) +8, Intimidate +7, Knowledge (arcana) +5, Spellcraft +7, Spot +16, Tumble +0
    Possessions combat gear plus +2 longsword (forged by Dallia), +2 full plate armor, +1 heavy steel shield, gauntlets of ogre power, cloak of resistance +1



    EDITS
    Spoiler
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    1/26/2011
    • Clarified what is considered an acceptable sword
    • Changed Last blood from activating on at an enemy at ½ HP to a dropped enemy
    • Clarified Cleansing Strike’s duration
    • Clarified Infernal Strike’s SR gain
    • Changed Hallowed Bolt from a “silence effect” to being unable to speak
    • Added a DC reducing clause to swordplay for things like power attack
    • Reduced Magicsap’s CL penalty from 5 to 3, and removed a Wis mod to damage
    • Changed Magicsap’s DC from damage dealt to 10 + the save DC
    • Replaced Judgement Blade’s daze with a movement reduction and standard to full-round action penalty
    • Clarified Northswain’s Strike’s staggered effect and added 3x Wis mod to damage
    • Changed Northswain’s Strike from reducing to 0 HP to getting a critical hit
    • Removed the mundane requirement of Crush Accessory, and clarified targeting
    • Added Encompassing Strike, Encroaching Darkness, Extended Strike, Lingering Edge, Phantom Edge, Reaching Strike


    1/23/2011
    • Updated Swordplay to require a sword you have Weapon Focus for
    • Updated Vehemence to fix odd English goof
    • Clarified Practiced Skill to specify you can only select an ability once unless otherwise noted
    • Clarified that all swordskills require a Reflex save
    • Increased the base DC of advance forms by 1 and master forms by 2
    • Removed the fail by 3 or more condition for daze on Judgement Blade
    • Changed Crushing Blow to a Master form and increased its damage
    • Changed Speedsap to an Advance form
    • Reduced the damage of Divine Ruination
    • Added a staggered rider to Northswain’s Strike
    • Added a Concentration check rider to Magicsap
    • Added a cannot cast spells or SLAs rider to Hallowed Bolt
    • Changed the extra damage on Abyssal Blade from ½|1 to 1|2
    • Added a DC boost to swordskills while wielding a self-made sword
    • Added sample sword saint
    • Changed honed technique to honed intuition
    • Added adaptation for the Hourglass of Zihaja
    Last edited by MammonAzrael; 2011-03-11 at 09:04 PM.
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    Default Re: [3.5 PrC] Wielding the soul of the sword!

    Firstly, I like it. It reminds me of Lan out of the Wheel of Time series. A couple things caught my attention tho:

    Swordplay (Su)
    The hallmark ability of sword saints, they pour a bit of their very soul into their weapons, unlocking powerful arcane techniques. These abilities, known as swordskills, can only be used while the sword saint is wielding a sword that he is proficient with and can wield without penalties. This sword is a material focus for all swordskills, though it need not be a sword crafted by the sword saint. A sword saint can use any swordskill he knows at will, provided he is wielding a sword.
    It seems with the entry requirements and the 'pour a bit of his soul into thier weapons' the part about it not needing to be a weapon they've created themselves just seems really odd and doesn't quite fit. I mean, if a sword saints weapon gets sundered and they pick up one in the middle of battle, how are they going to pour a bit of thier soul into it?

    Honed Technique (Ex)
    At 3rd level a sword saint gains a competence bonus to their initiative and melee damage rolls equal to half their class level.
    Again, the initiative boost just doesn't seem to fit. Honing a technique usually means to make it more deadly and/or being able to pull it off more easily. A boost to attack and damage rolls, or being able to add thier wisdom modifier to damage seems to fit better.

    Everything else looks good. I like the flavor, and can imagine a this being rly good for a duelist type char.
    Last edited by Antonok; 2011-01-23 at 03:21 AM.
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    Default Re: [3.5 PrC] Wielding the soul of the sword!

    Quote Originally Posted by Antonok View Post
    Firstly, I like it. It reminds me of Lan out of the Wheel of Time series.
    Interesting...Lan never had any supernatural capabilities, but I guess you're just talking about the flavor? The PrC is actually based on a unique class from Final Fantasy Tactics.

    It seems with the entry requirements and the 'pour a bit of his soul into thier weapons' the part about it not needing to be a weapon they've created themselves just seems really odd and doesn't quite fit. I mean, if a sword saints weapon gets sundered and they pick up one in the middle of battle, how are they going to pour a bit of thier soul into it?
    It isn't that you're pouring your soul into a weapon as you forged it. Your focus on a given style of sword helps you to make a connect to the swords soul with your own, which is why he can pick up any sword of the right style to use against his enemies.

    Though it might be good to grant him a small bonus if he wields a sword he forged himself.

    Again, the initiative boost just doesn't seem to fit. Honing a technique usually means to make it more deadly and/or being able to pull it off more easily. A boost to attack and damage rolls, or being able to add thier wisdom modifier to damage seems to fit better.
    I agree, the name isn't perfect. The mechanic is where I want it, I just had some time with the naming. If you've got an idea you feel fits better, I'd love to hear it.
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    Default Re: [3.5 PrC] Wielding the soul of the sword!

    /worship

    Ive been trying to create the damm swordskill for a while and nothing ever made me happy, yours are good and well made, I love them.

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    Default Re: [3.5 PrC] Wielding the soul of the sword!

    Quote Originally Posted by MammonAzrael View Post
    Interesting...Lan never had any supernatural capabilities, but I guess you're just talking about the flavor? The PrC is actually based on a unique class from Final Fantasy Tactics.
    The whole swordmaster techniques part is what reminds me of him.

    It isn't that you're pouring your soul into a weapon as you forged it. Your focus on a given style of sword helps you to make a connect to the swords soul with your own, which is why he can pick up any sword of the right style to use against his enemies.
    Ahhh... I see. You pour your soul into the training of a particular weapon. How its worded it makes it sound like you just pour your soul into a weapon.

    I agree, the name isn't perfect. The mechanic is where I want it, I just had some time with the naming. If you've got an idea you feel fits better, I'd love to hear it.
    Hmm.... how about something along the lines of Swordmaster's Intuition? That covers being quicker on your feet and knowing where to strike for more effective blows.
    Last edited by Antonok; 2011-01-23 at 05:48 PM.
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    Ogre in the Playground
     
    MammonAzrael's Avatar

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    Default Re: [3.5 PrC] Wielding the soul of the sword!

    So obviously by looking at the edits, I've done a number of tweaks, and added a sample encounter.

    Quote Originally Posted by Antonok View Post
    Ahhh... I see. You pour your soul into the training of a particular weapon. How its worded it makes it sound like you just pour your soul into a weapon.
    Fair enough, I'll do something to clear up that confusion.

    Hmm.... how about something along the lines of Swordmaster's Intuition? That covers being quicker on your feet and knowing where to strike for more effective blows.
    I think I've used the word sword quite enough in the class, but I do like Intuition.
    My homebrew - If you use it, please let me know how it goes!

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    Seraphiel's Avatar

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    Default Re: [3.5 PrC] Wielding the soul of the sword!

    Love this. FFT is one of my favorite games. :D

    I award you an internet!

    (Also, I'll probably use this in game sometime and will provide feedback :P)

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    Ogre in the Playground
     
    MammonAzrael's Avatar

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    Default Re: [3.5 PrC] Wielding the soul of the sword!

    Added a bunch of stuff (see EDITS at bottom of first post) including new swordskills!

    Quote Originally Posted by DualShadow View Post
    /worship

    Ive been trying to create the damm swordskill for a while and nothing ever made me happy, yours are good and well made, I love them.
    Quote Originally Posted by Seraphiel View Post
    Love this. FFT is one of my favorite games. :D

    I award you an internet!

    (Also, I'll probably use this in game sometime and will provide feedback :P)
    Thanks both of you. If you do actually get to use this in a game, be sure to post any thoughts and how it goes!
    Last edited by MammonAzrael; 2011-01-26 at 06:57 PM.
    My homebrew - If you use it, please let me know how it goes!

    Current Projects - Warlock rewrite

    1st place in GITP Monster Competition LV and LVI

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