Dark Blade (3.5e Class)
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Either by some malformed ritual or family curse a dark blade permeates dark energy which she can use to conjure weapons or even slay incorpeal beings. The energy is dark and ominous even those who cannot Precieve
Making a Dark Blade
Abilities: As a melee combatant, Strength and Constitution are both valuable to aid in the Dark Blade's survival. Depending upon his preferred armament, Dexterity could be equally as important. But Intelligence is perhaps his most pivotal stat because it defines the Dark Blade's strengths and limitations as an arcane spellcaster.
Starting Gold: 2d8
|Saving Throws||Special||Spells per Day|
|1st||+1||+1||+2||+0||Ritual Weaponry, Summoned Sword 4/D, Armored Caster (medium)||2||—||—||—|
|2nd||+2||+1||+3||+0||Horde Breaker, Dark Aura||2||—||—||—|
|4th||+4||+2||+4||+1||Summoned Sword 8/D||3||1||—||—|
|7th||+7/+2||+4||+5||+2||Summoned Sword 12/D||4||1||—||—|
|8th||+8/+3||+4||+6||+2||Dark Strike, Dark Protection||4||2||—||—|
|10th||+10/+5||+5||+7||+3||Summoned Sword 16/D||4||2||1||—|
|12th||+12/+7/+2||+6||+8||+4||Blade of Devastation||4||2||1||—|
|13th||+13/+8/+3||+7||+8||+4||Summoned Sword 20/D||4||3||2||1|
|16th||+16/+11/+6/+1||+8||+10||+5||Summoned Sword 24/D||4||4||3||2|
|18th||+18/+13/+8/+3||+9||+11||+6||Dark Killing Intent||4||4||3||3|
|20th||+20/+15/+10/+5||+10||+12||+6||Summoned Sword 28/D||4||4||4||4|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Dark Blade.
Weapon and Armor Proficiency: Dark Blade are proficient with all simple and martial weapons, as well as a single exotic weapon appropriate to the Samurai's tradition. Dark Blade are proficient with light and medium Armor, but not with shields of any kind.
Armored Caster: Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A Dark Blade limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to medium armor.
A Dark Blade can only have one weapon designated as his Ritual Weapon at a time. He must perform a 24 hour ritual to call his Ritual spirits into the weapon and designate it as his Ritual Weapon. This Ritual cost one living creatures soul, a means of capturing that soul, 100 gp in incense and offerings, and once performed grants the following abilities:
Summoned Weapon: Dark Blade can summon a magic levitating weapon based off their Ritual Weapon. It becomes a ranged weapon with 1d6 damage and 40ft range. When summoned by this spell gains a +1 enchantment bonus equal to her level divided by three, to a maximum of +5. This is considered magic for the purposes of overcoming damage reduction.
As she progresses she can summon more a day, either all at once or one at a time.
Horde Breaker: A Dark Blade gains Horde Breaker as a bonus feat at 2nd level. If the Dark Blade already has this feat, he may choose a Combat Feat instead, but only if he meets the prerequisites of that feat.
Dark Arua: Dark Blade generates a Dark aura Strong enough to be sensed vaguely by all as (+2 Intimidate -2 diplomacy)
Parry Magic (Su): At 3rd level, a Dark Blade may use his Ritual Weapon to parry magic targeted at him. When the Dark Blade is targeted by a spell or supernatural ability, he may take an Attack of Opportunity against the targeted effect. If he can make an attack roll against an AC equal to the spell or effect's DC with this Attack of Opportunity, the effect does not affect him.
Macabre Guidance (Sp): At 5th level, a Dark Blade may seek guidance from the dead of their past. This counts as a commune effect that can be used once a day. A Dark Blade can also seek guidance from other peoples' ancestors if they are available. This works like a speak with dead effect that may be used once per day.
Blindfighting: A Dark Blade gains Blind Fighting as a bonus feat at 6th level. If the Dark Blade already has this feat, he may choose a Combat Feat instead, but only if he meets the prerequisites of that feat.
Dark Strike: The Dark Blade uses dark energies at her disposal. Her Ritual Weapon may be charged with negative energy to deal 1d8 of damage. An Additional 1d8 per 4 levels of the Dark Blade, of negative energy damage when making a melee attack
Dark Protection: After countless Times of defending herself she learned to protect herself . A dark blade gains her Int Mod to her saving throws.
Subtle Cut: A Dark Blade gains Subtle Cut as a bonus feat at 11th level. If the Dark Blade already has this feat, she may choose another Combat Feat instead, but only if he meets the prerequisites of that feat.
Blade of Devastation (Su): At 12th level, the Dark Blade may attack enemies within her reach through objects and walls, her Ritual Weapon automatically destroying any unattended object or wall in the way with a Hardness less than 20. As a result, enemies do not gain cover bonuses against an attacking Samurai. This effect can also pierce force effects.
Dark Advantage:the Dark blade can channel her energies into her Ritual Weapon to move it with greater ease to strike harder and faster. add +3 to your intiative, gains an extra die of damage, and reduces critical range by 1.
Reflect Magic (Su): At 15th level, an spell effect that would be dispelled by a successful use of the Dark Blade's Parry Magic ability can instead be reflected back on the caster, as per a spell turning effect
Dark Killing Intent: At 19th level, her dark energy becomes harder to contain. When the Dark Blade is in combat her intent is made manifest. All Enemies within a 20ft radius of the dark blade must make a (DC 10 + Wis mod + dark blade's level) will save. If an enemy fails it gets a (-5) to all rolls made.
Dark Warp: The Dark Blade can make a full round action once a week to warp in or out of a battle, that she either finds favorable or unfavorable. When warping out of a battle she can only warp to a location designated prior, this location must be somewhere she has been with in the last 3 days.
Spells : A Dark Blade casts arcane spells, which are drawn from the Dark Blade spell list (see below). Intelligence determines the Dark Blade’s spell DC, bonus spells, and how high level a spell they can cast (In order to cast a particular spell, the Dark Blade’s Intelligence score must be at least 10 + the spell’s level).
A Dark Blade prepares and regains spells in the same fashion as a wizard. Because he possesses a spellbook like a wizard does, the Dark Blade may take the Spell Mastery feat as though he were a wizard.
2nd— Arcane Lock, Bear's Endurance, Blindness/Deafness, Bull's Strength, Cat's Grace, Continual Flame, Cure Moderate Wounds, Darkvision, Eagle's Splendor, False Life, Find Traps, Fox's Cunning, Inflict Moderate Wounds, Invisibility, Lesser Restoration, Levitate, Make Whole, Owl's Wisdom, Resist Energy, See Invisibility, Spider Climb
3rd— Blink, Cure Serious Wounds, Dispel Magic, Explosive Runes, Fireball, Greater Magic Weapon, Haste, Inflict Serious Wounds, Keen Edge, Neutralize Poison, Poison, Protection from Energy, Rage, Remove Curse, Remove Disease, Slow, Suggestion, Water Breathing
4th— Bestow Curse, Cure Critical Wounds, Death Ward, Dimensional Anchor, Fire Shield, Fire Trap, Freedom of Movement, Greater Invisibility, Inflict Critical Wounds, Restoration, Stoneskin
|Article Balance||Moderate +|
|Identifier||3.5e Class +|
|Skill||Balance +, Climb +, Concentration +, Disable Device +, Gather Information +, Heal +, Intimidate +, Jump +, Listen +, Search +, Spellcraft +, Spot + and Swim +|
|Title||Dark Blade +|