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    Default The Windblade [MAD swordsman/Base Class]

    The Windblade

    "Strength out of place is no strength at all."

    A windblade is a highly mobile warrior who uses wind based magic to amplify their combat ability.

    Adventures: Many chaotic windblades literally go wherever the wind takes them. There are some who adventure for other reasons however.

    Characteristics: As per their namesake, many windblades have emotional states that change like the wind. This is not a hard and fast rule however as windblades who are neither chaotic nor lawful may be more reserved in their demeanor.

    Alignment: Windblades must be able to shift and flow freely with their emotions which makes a lawful alignment too rigid for their uses.

    Religion: Windblades usually either revere some figure who has sway over the winds or do not revere any deity at all.

    Background: Windblades can be either natural in their talent, self taught, or trained as befits the flexible nature of the magic they use.

    Races: Windblades are almost always races that have had common contact with wind currents. Underground races are much less likely to be windblades.

    Game Rule Information:
    A steady fist has the following game statistics.
    Ability Scores: Strength is useful to a windblade for landing attacks and putting force behind them. Dexterity is useful to a windblade for evading attacks and for adding a bit more power to his attacks. Constitution keeps a windblade in the fight longer and allows him to make extra attacks more times in a day. Intelligence allows a windblade to ensure his chances to exploit weaknesses and improves his ability to smite. Wisdom makes a windblade more difficult to hit and allows him to smite more times in a day. Charisma protects a windblade from certain forms of attack and makes his abilities more difficult to resist.
    Alignment: Any nonlawful.
    Hit Dice: d8.
    Starting Wealth: As fighter.
    Starting Age: As rogue.

    Class Skills:
    The windblade’s class skills (and the key ability for each skill) are Balance (Dex), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    The Windblade
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +1
    +0
    +2
    +0
    Flurry of Blades, Windgrace
    2nd
    +2
    +0
    +3
    +0
    Flowing Edge, Unearthly Grace
    3rd
    +3
    +1
    +3
    +1
    Flowing Steps (AC), Razorwind 1d6
    4th
    +4
    +1
    +4
    +1
    Evasion
    5th
    +5
    +1
    +4
    +1
    Essence Smite 1/day, Flowing Steps (Dex to Damage)
    6th
    +6/+1
    +2
    +5
    +2
    Razorwind 2d6, Razorwind (Smite)
    7th
    +7/+2
    +2
    +5
    +2
    Flowing Steps (Movement 1/day)
    8th
    +8/+3
    +2
    +6
    +2
    Windgrace (Flight)
    9th
    +9/+4
    +3
    +6
    +3
    Flowing Steps (Movement 2/day), Razorwind 3d6
    10th
    +10/+5
    +3
    +7
    +3
    Essence Smite 2/day
    11th
    +11/+6/+1
    +3
    +7
    +3
    Flowing Steps (Movement 3/day)
    12th
    +12/+7/+2
    +4
    +8
    +4
    Razorwind 4d6
    13th
    +13/+8/+3
    +4
    +8
    +4
    Flowing Steps (Movement 4/day)
    14th
    +14/+9/+4
    +4
    +9
    +4
    Flowing Steps (20% dodge chance)
    15th
    +15/+10/+5
    +5
    +9
    +5
    Essence Smite 3/day, Flowing Steps (Movement 5/day), Razorwind 5d6
    16th
    +16/+11/+6/+1
    +5
    +10
    +5
    Unimpeded Steps
    17th
    +17/+12/+7/+2
    +5
    +10
    +5
    Flowing Steps (Movement 6/day)
    18th
    +18/+13/+8/+3
    +6
    +11
    +6
    Razorwind 6d6
    19th
    +19/+14/+9/+4
    +6
    +11
    +6
    Flowing Steps (Movement 7/day)
    20th
    +20/+15/+10/+5
    +6
    +12
    +6
    Essence Smite 4/day, One with the Winds

    Class Features

    All of the following are class features of the windblade.

    Weapon and Armor Proficiency

    A windblade is proficient with all simple and martial weapons and light armor. A windblade is not proficient with shields.

    Flurry of Blades (Ex)

    A windblade may exert himself once per day plus an additional number of times per day equal to his constitution bonus (if any) to gain extra attacks when making a full attack. At 1st level the windblade may make an extra attack with his flurry of blades, but all attacks in that round suffer a -3 penalty. At 6th level and every 6 levels thereafter the penalty decreases by 1 (it is removed at 18th level). At 11th level, the windblade gains two extra attacks instead of one when making a flurry of blades. These extra attacks do not stack with any other sources of gaining extra attacks.

    Windgrace (Su and Ex)

    A windblade is affected by wind effects as though they were one category less and he takes only 1d6 points of damage from falling regardless of distance as the wind itself cushions his landing (this is treated as an extraordinary ability, but the DM may choose for it not to apply in some cases). Furthermore, the winds in the environment around the windblade are often slightly favorable towards him and his goals.

    At 8th level, a windblade gains the ability to fly continuously as the spell, and wind effects do not affect him adversely (this reduction of wind effects is also treated as an extraordinary ability as mentioned above).

    Flowing Edge (Ex)

    At 2nd level, a windblade adds his intelligence bonus (if any) to attack rolls when confirming critical hits. Furthermore, he may have any melee attack he makes have a critical threat range of at least 19-20. This does not stack or interact with any other means of improving critical threat range.

    Unearthly Grace (Su)

    At 2nd level, a windblade adds his charisma bonus (if any) to his saving throws. This ability does not atack with any other ability that adds an ability modifier to saving throws. If the windblade has less than 10 class levels in windblade, this bonus cannot exceed +2.

    Flowing Steps (Ex)

    At 3rd level, a windblade adds his wisdom bonus (if any) to his armor class. This ability does not atack with any other ability that adds an ability modifier to armor class. If the windblade has less than 10 class levels in windblade, this bonus cannot exceed +2.

    This bonus to AC applies even against touch attacks or when the windblade is flat-footed. He loses this bonus when he is immobilized or helpless, when he wears medium or heavy armor, when he carries a shield, or when he carries a medium or heavy load.

    At 5th level, a windblade may make a balance check at the beginning of any combat. If he does he takes a -2 penalty on attack rolls during that combat, but any creature whose total HD are less than the result of that balance check take extra damage from his attacks equal to his dexterity bonus (if any). A creature struck by this ability may make a fortitude save (DC 10 + 1/2 windblade level + Dexterity modifier) to reduce this bonus damage inflicted by half for 24 hours. This bonus damage can affect objects.

    At 7th level, once per day plus an additional time per day at 9th level and every 2 levels thereafter (11th, 13th, etc.), a windblade may make a double move action as a swift action without provoking attacks of opportunity.

    At 14th level, attacks made against a windblade have a 20% chance to miss.

    Razorwind (Su)

    At 3rd level, as a standard action, a windblade may channel energy through his weapon in a 5 foot wide line out to up to close range (25 feet + 5 feet per 2 windblade levels) to deal 1d6 damage for every 3 windblade levels he has (Reflex DC 10 + 1/2 windblade level + Charisma modifier for half damage).

    At 6th level, a windblade may expend an essence smite attempt to add the bonus damage from that ability to the damage done by razorwind (the bonus damage is not halved by a reflex save, but is affected by a will save as mentioned in the essence smite ability description below).

    Evasion (Ex)

    At 4th level, if a windblade makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless windblade does not gain the benefit of evasion.

    Essence Smite (Su)

    At 5th level, a windblade may attempt to smite a target with the force of his essence. He may do this once per day per 5 windblade levels he possesses plus an additional number of times per day equal to his wisdom modifier (if any). To make an essence smite a windblade adds his Intelligence bonus (if any) to his attack roll and deals 1 extra point of damage per windblade level (half extra damage rounded down if the target succeeds on a will save (DC 10 + 1/2 windblade level + Charisma modifier)). A windblade may only make a single essence smite in a given round.

    This smite may function even in places and circumstances where it's supernatural nature would be a liability (such as an antimagic field). If the windblade succeeds on a DC 20 Charisma check he may treat this ability as an extraordinary ability instead of a supernatural ability for the round in which he succeeded.

    Unimpeded Steps (Su)

    At 16th level, a windblade gains freedom of movement as the spell continuously.

    One with the Winds (Su and Ex)

    At 20th level, a windblade becomes an outsider with the air subtype native to the elemental plane of air (though he can also treat himself as being native to any plane where wind is a natural occurence and raise dead and similar spells cast for him in such places will function as though he were a member of his previous type). His age category is permanently reverted to adulthood (he loses all bonuses and penalties accrued due to age). This is an extraordinary ability.

    At will, as a swift action, a windblade may replicate the effects of a greater teleport or plane shift spell (with perfect accuracy) to any place where air currents are moving. This is a supernatural ability.

    ===

    MAD means multiple ability dependence. The windblade uses every single ability score either by natural use or by class abilities.
    Last edited by gooddragon1; 2018-01-02 at 02:18 AM.
    There is no emotion more useless in life than hate.

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