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Blademind

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th Base Attack Bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Special Arcblade, Weapon Focus (Arcblade) Throw Arcblade Force Strike +1d6, +1 Arcblade Uncanny Dodge, Bonus Feat Fast draw, shape Arcblade Force Strike +2d6 +2 Arcblade, Swift Arcblade 1/Day Bonus Feat Force Strike +3d6, Dimension Step 1/Day Improved Uncanny Dodge +3 Arcblade Force Strike +4d6, Bonus Feat Swift Arcblade 2/Day, Dimension Step 2/Day Knife to the Soul Force Strike +5d6, +4 Arcblade Bonus Feat Dimension Step 3/Day Force Strike +6d6 +5 Arcblade, Swift Arcblade 3/Day Bonus Feat, Arcblade Mastery

Alignment Any. Hit Die d10. Class Skills The Blademinds class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Knowledge (Arcana) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Stealth (Dex), Use Magic Device (Int). Skill Ranks per Level 6 + Int modifier.

Class Features Weapon and Armor Proficiency Blademinds are proficient with Daggers, Clubs, Shortswords, Staves, Crossbows, and with their own Arcblades, and with light armor and shields (except tower shields). Arcblade (Su) As a move action, a Blademind can channel raw arcane energy to manifest a semisolid blade in his hand. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium Blademind materializes a Medium Arcblade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/2). Blademinds who are smaller or larger than Medium create Arcblades identical to short swords appropriate for their size, with a corresponding change to the weapons damage. The wielder of a Arcblade gains the usual benefits to his attack roll and damage roll from a high Strength bonus. The blade can be broken (it has hardness 10 and 10 hit points); however, a Blademind can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). An Arcblade is considered a magic weapon for the purpose of overcoming damage reduction. A Blademind can use feats such as Power Attack or Combat Expertise in conjunction with the Arcblade just as if it were a normal weapon. He can also choose Arcblade for feats requiring a specific weapon choice, such as Weapon Specialization. These feats apply to any form the Arcblade is manifested as. Spells and abilities that upgrade weapons can be used on a Arcblade. A Blademinds Arcblade improves as the character gains higher levels. At 3th level and every four levels thereafter, the Arcblade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls Even in places where magic effects do not normally function (such as within a null magic field), a Blademind can attempt to sustain his Arcblade by making a DC 20 Will save. On a successful save, the Blademind maintains his Arcblade for a number of rounds equal to his class level before he needs to check again, although the Arcblade is treated for all purposes as a non-magical, masterwork weapon while in a place where magical effects do not normally function. On an unsuccessful attempt, the Arcblade dissipates. As a move action on his turn, the Blademind can attempt a new Will save to rematerialize his Arcblade while he remains within the magic negating effect. Weapon Focus (Arcblade) A Blademind gains Weapon Focus (Arcblade) as a bonus feat. Throw Arcblade (Ex) A Blademind of 2nd level or higher can throw his Arcblade as a thrown weapon. An Arcblade manifested in the form of a light weapon has a range increment of 20 feet. An Arcblade manifested in the form of a onehanded weapon has a range increment of 15 feet. An Arcblade manifested in the form of a two-handed weapon has a range increment of 10 feet and requires a full-round attack. Whether or not the attack hits, a thrown Arcblade then dissipates. A Blademind of 3rd level or higher can make a Force Strike (see below) with a thrown Arcblade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below). Force Strike (Su) As a move action, a Blademind of 3rd level or higher can energize his Arcblade with destructive energy. This effect deals an extra 1d6 points of force damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw Arcblade ability). Creatures immune to mindaffecting effects are immune to Force Strike damage. (Unlike the rogues sneak attack, the Force Strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.) An Arcblade deals this extra damage only once when this ability is called upon, but a Blademind can imbue his Arcblade with psychic energy again by taking another move action. Once a Blademind has prepared his blade for a Force Strike, it holds the extra energy until it is used. Even if the Blademind drops the Arcblade (or it otherwise dissipates, such as when it is thrown and misses), it is still

imbued with energy when the Blademind next materializes it. At every three levels beyond 3rd (6th, 9th, 12th, 15th and 18th), the extra damage from a Blademinds Force Strike increases as shown on the Table above. Uncanny Dodge (Ex) Starting at 4th level, a Blademind can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses her Dexterity bonus to AC if immobilized. A Blademind with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If a Blademind already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead. Bonus Feat At 4th level and every 4 levels afterward, a Blademind gets a bonus feat. This must be selected from those listed as combat feats or Arcblade feats. Fast Draw (Su) At 5th level, a Blademind becomes able to materialize his Arcblade as a swift action instead of a move action. Also, while his Arcblades are manifested as a light weapon or a one-handed weapon, he can now throw a number of Arcblades per round equal to the number of melee attacks he could make. Shape Arcblade (Su) At 5th level, a Blademind gains the ability to change the form of his Arcblade. As a full-round action, he can change his Arcblade to replicate any melee weapon he is proficient with. In addition, he gains proficiency with the longsword and bastard sword. If a Blademind shapes his Arcblade into the form of a two-handed weapon, he adds 1 times his Strength bonus to his damage rolls, just like when using any other twohanded weapon. Alternatively, a Blademind can split his Arcblade into two identical light weapons, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both Arcblades have an enhancement bonus 1 lower than the Blademind would otherwise create with a single Arcblade. An Arcblade manifested into a double weapon is treated in this manner. Swift Arcblade (Su) At 7th level, a Blademind becomes able to charge his Arcblade as a Swift Action once per day. As a Blademind gains levels, he can use this ability additional times per day. He can use this ability twice at level 13 and three times at level 19. Dimension Slide (Sp) Once per day, at 9th level, the Blademind can slip between spaces. As a move action, he can teleport himself to a location within sight and up to 25 ft. + 5 ft. per Blademind level. This movement does not provoke. At 13th level, he can use this ability twice per day. At 17th level, he can use this ability three times per day. His caster level is equal to his Blademind level. Improved Uncanny Dodge (Ex) At 10th level and higher, a Blademind can no longer be flanked. This defense denies a rogue the ability to sneak attack the Blademind by flanking him, unless the attacker has at least four more rogue levels than the target has Blademind levels. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. Knife to the Soul (Su) Beginning at 14th level, when a Blademind executes a Force Strike, he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses. A Blademind can combine extra dice of damage and ability damage in any combination.

The Blademind decides which ability score his Force Strike damages and the division of ability damage and extra dice of damage when he imbues his Arcblade with the Force Strike energy. Arcblade Mastery (Ex) A Blademind no longer requires a Will save to maintain his Arcblade in a null magic field, although it still loses any enhancement bonus and special abilities. Once per round, he can attempt to energize his Arcblade by making a DC 25 Will save. On a successful save, the Blademind maintains his Arcblade enhancements and special abilities for a number of rounds equal to half his Blademind level before he needs to check again. Feats: Mind Cleave (Arcblade) Prerequisite: Arcblade class feature, Force Strike class feature If you deal a creature enough damage to make it fall (typically by dropping it to below 0 hit points or killing it) with your Arcblade, you drain off a portion of the creature's liberated energy of consciousness. The liberated energy automatically charges the blade used to fell the foe as if you had energized it with your Force Strike class feature. Mind Empowerment (Arcblade) Prerequisite: Arcblade class feature, Force Strike class feature 2d6, Mind Cleave If you deal a creature enough damage to make it fall (typically by dropping it to below 0 hit points or killing it) with your Arcblade, you capture a greater portion of the creature's liberated energy of consciousness (more than you already drain with your Mind Cleave feat). The additional liberated energy resides in your blade for 2 rounds or until you make your next successful Force Strike (whichever occurs first), whereupon you deal an additional 2d6 points of damage. Reshape Arcblade (Arcblade) Prerequisite: Arcblade class feature, Shape Arcblade class feature Pick two weapons from the Martial melee weapons list. Whenever you wish to reshape your Arcblade using your reshape Arcblade class feature, you can add these to your shape repertoire. You are counted as having weapon proficiency for all purposes of feats and prerequisites (although you only gain proficiency with the manifested weapon, not the actual weapon). You can take this more than once. Greater Reshape Arcblade (Arcblade) Prerequisite: Arcblade class feature, Shape Arcblade class feature, Reshape Arcblade Pick two weapons from the Exotic melee weapons list. Whenever you wish to reshape your Arcblade using your reshape Arcblade class feature, you can add these to your shape repertoire. You are counted as having weapon proficiency for all purposes of feats and prerequisites (although you only gain proficiency with the manifested weapon, not the actual weapon). You can take this more than once. Enchant Arcblade (Arcblade) Prerequisite: Arcblade class feature, +1 Arcblade The Blademind has learned to strengthen his manifestation of his Arcblade. After a long rest, a Blademind can meditate for an hour. During this hour, a Blademind chooses a weapon special ability with a +1 bonus. His Arcblade has this special ability. This effect lasts until the Blademind meditates for an hour again to change it. Greater Enchant Arcblade (Arcblade) Prerequisite: Arcblade class feature, +3 Arcblade The Blademind has learned to strengthen his manifestation of his Arcblade. After a long rest, a Blademind can meditate for an hour. During this hour, a Blademind chooses weapon special abilities with bonus up to his Arcblade enhancement bonus. His Arcblade has these special abilities. This effect lasts until the Blademind meditates for an hour again to change it.

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