Sublime Soulblade (3.5e Class)
| |||||||||
| |||||||||
Rate this article Discuss this article |
A sublime version of the soulknife, use maneuvers and is actually playable.
{{{length}}}1
Martial Maneuvers
Full
Sublime Soulblade[edit]
A remake the of the Soulknife, made to use maneuvers instead of psionic powers.
Making a Sublime Soulblade[edit]
A Sublime Soulblade has the ability to make weapons using her own essence, she can also use powerful maneuvers from a variety of discipline.
Abilities: A sublime soulblade need a high strength in order to fight well in melee as well as a good dexterity (especially with Weapon Finesse) as they wear light or no armor. A sublime soulblade need at least one high mental ability score for her class features.
Races: Any race can become a sublime soulblade, the tradition is passed from teacher to student, nit be earthly means such as bloodline.
Alignment: Any.
Starting Gold: As fighter.
Starting Age: Moderate.
Level | Base Attack Bonus |
Saving Throws | Special | Maneuvers Known |
Maneuvers Readied |
Stances Known | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +0 | +2 | +2 | Mind Blade, Weapon Focus (Mind Blade) | 3 | 3 | 1 | |||||||||||||||||||||||||||||||||
2nd | +2 | +0 | +3 | +3 | AC Bonus, Enhance Mind Blade +1 | 4 | 3 | 2 | |||||||||||||||||||||||||||||||||
3rd | +3 | +1 | +3 | +3 | Specialized Maneuver, Spirit Strike +1d8 | 5 | 4 | 2 | |||||||||||||||||||||||||||||||||
4th | +4 | +1 | +4 | +4 | Enhance Mind Blade +2 | 6 | 4 | 3 | |||||||||||||||||||||||||||||||||
5th | +5 | +1 | +4 | +4 | Transdimensional Bolt | 7 | 4 | 3 | |||||||||||||||||||||||||||||||||
6th | +6/+1 | +2 | +5 | +5 | Enhance Mind Blade +3, Specialized Maneuver, Spirit Strike +2d8 | 8 | 5 | 4 | |||||||||||||||||||||||||||||||||
7th | +7/+2 | +2 | +5 | +5 | Bonus Feat | 9 | 5 | 4 | |||||||||||||||||||||||||||||||||
8th | +8/+3 | +2 | +6 | +6 | Enhance Mind Blade +4 | 10 | 5 | 4 | |||||||||||||||||||||||||||||||||
9th | +9/+4 | +3 | +6 | +6 | Specialized Maneuver, Spirit Strike +3d8 | 11 | 6 | 5 | |||||||||||||||||||||||||||||||||
10th | +10/+5 | +3 | +7 | +7 | Enhance Mind Blade +5 | 12 | 6 | 5 | |||||||||||||||||||||||||||||||||
11th | +11/+6/+1 | +3 | +7 | +7 | Spirit Strike +4d8 | 13 | 6 | 5 | |||||||||||||||||||||||||||||||||
12th | +12/+7/+2 | +4 | +8 | +8 | Enhance Mind Blade +6, Specialized Maneuver | 14 | 7 | 5 | |||||||||||||||||||||||||||||||||
13th | +13/+8/+3 | +4 | +8 | +8 | Spirit Strike +5d8 | 15 | 7 | 5 | |||||||||||||||||||||||||||||||||
14th | +14/+9/+4 | +4 | +9 | +9 | Bonus Feat, Enhance Mind Blade +7 | 16 | 7 | 5 | |||||||||||||||||||||||||||||||||
15th | +15/+10/+5 | +5 | +9 | +9 | Specialized Maneuver, Spirit Strike +6d8 | 17 | 8 | 6 | |||||||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +5 | +10 | +10 | Enhance Mind Blade +8 | 18 | 8 | 6 | |||||||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +5 | +10 | +10 | Spirit Strike +7d8 | 19 | 8 | 6 | |||||||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +6 | +11 | +11 | Enhance Mind Blade +9, Specialized Maneuver | 20 | 9 | 6 | |||||||||||||||||||||||||||||||||
19th | +19/+14/+9/+4 | +6 | +11 | +11 | Spirit Strike +8d8 | 21 | 9 | 6 | |||||||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +6 | +12 | +12 | Enhance Mind Blade +10, Soul Ascension | 22 | 9 | 6 | |||||||||||||||||||||||||||||||||
Class Skills (6 + Int modifier per level, ×4 at 1st level) |
Class Features[edit]
All of the following are class features of the Sublime Soulblade.
Weapon and Armor Proficiency: A sublime soulblade is proficient with all simple and martial weapons, she is also proficient with light armor but not with shields.
Maneuvers: You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Anima River, Devoted Spirit, Diamond Mind, Iron Heart, and Setting Sun.
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by a sublime soublade is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn additional maneuvers at higher levels. You must meet a maneuver's prerequisite to learn it.
Upon reaching 4th level, and at every even-numbered sublime soulblade level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.
Maneuvers Readied: You can ready all three of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).
You can recover one maneuver as a move action, the maneuver become available at the start of your next turn.
Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to sublime soulblades. At 2nd, 4th, 9th, and 15th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
Mind Blade (Su): With the same action it take to draw a weapon (typically a move action) a sublime soulblade can collect her thoughts and energy into a psychic blade extending from her hand. The mind blade is statistically identical to a longsword and it count as a longsword for the purpose of feats and prerequisites (so weapon focus (mind blade) count as Weapon Focus (longsword) for the purposes of prerequisites). If she has Two-Weapon Fighting feat she can create two shorter blades who are statistically identical to short swords instead (and count as such). Her mind blade always count as a discipline weapon for any of her discipline.
At 2nd level her mind blade has an automatic +1 enhancement bonus (count as a magic weapon) and always count as having the ghost touch enhancement. At every even level after, the total bonus a weapon gains increases by 1. You cannot actually gain an enchantment bonus above +5 on a weapon pre-epic, but you may have up to a +10 effective bonus by adding special weapon abilities. You can relocate the enhancement bonus on your blade with 10 minute of uninterrupted meditation.
Weapon Focus: A sublime soulblade gain weapon focus (Mind Blade) as a bonus feat.
AC Bonus (Ex): Starting at 2nd level a sublime soulblade add her highest mental ability score modifier as a deflection bonus to AC when wearing light or no armor and not using any shields.
Specialized Maneuvers: At 3rd level and every three levels beyond (6th, 9th, and so forth) a sublime soulblade learns a special sort of maneuver. They are prepared and used just like her normal martial maneuvers, but belong to no discipline. Their DC scales with level (10 + 1/2 class level + the sublime soulblade's highest mental ability score modifier) and they are considered to be a maneuver level half your initiator level (maximum 9th), specialized maneuvers cannot be made into martial script. Select from the list below:
Anima Tear (Su) (Strike): As a standard action you can sever the soul of the target, make a normal melee attack at your highest attack bonus as touch attack, if it hit it deal your spirit strike damage (this does not stack with the use of your actual spirit strike). Against outsiders and other creature whose soul and body are one the attack is resolved as a normal melee attack, however they take 50% more damage from it.
Astral Shadow (Counter): As an immediate action you replicate the effect of mirror image for 1 round, it count as being cast as the spell of it maneuver level (see above) with a caster level equal to your initiator level. Unlike the spell this is not an illusiory effect and thus is not defeated by effect which pierce illusions.
Dreamborn Shroud (Su) (Counter): As an immediate action you gain the dreamborn subtype for 1 round. If used as you go to sleep you have lucid dreaming, recover twice the normal hit point and ability damage value for resting and gain the effect of light sleeper for the as long as you stay asleep.
Dreamer Voyage (Su) (Strike): You replicate the effect of dream (including the casting time), it count as being cast as the spell of it maneuver level (see above) with a caster level equal to your initiator level. Once you used this maneuver you burn the maneuver ready slot used to initiate it for 1 hour, essentially preventing you of using this maneuver again or changing it for another.
Soul Communion (Su) (Strike): You replicate the effect of commune with spirits (including the casting time), it count as being cast as the spell of it maneuver level (see above) with a caster level equal to your initiator level. Once you used this maneuver you burn the maneuver ready slot used to initiate it for 8 hour, essentially preventing you of using this maneuver again or changing it for another.
Soul Projection (Su) (Strike): You replicate the effect of spiritual projection (including the casting time), it count as being cast as the spell of it maneuver level (see above) with a caster level equal to your initiator level. Once you used this maneuver you burn the maneuver ready slot used to initiate it for 1 hour, essentially preventing you of using this maneuver again or changing it for another.
Spiritsight (Su) (Boost): As a swift action you replicate the effect of mental ping for 5 rounds.
Throw Soulblade (Ex) (Boost): As a swift act you may grant your soulblade the throwing and instant recall enhancement for 1 round.
Spirit Strike (Su): As a move action, a sublime soulblade of 3rd level or higher can imbue her mind blade with destructive spirit energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target she successfully hits with her mindblade. The damage from spirit strike increase by an additional d8 at 6th and 9th level and each odd level afterward.
Morph Mind Blade (Su): A 4th level sublime mindblade can now have her mind blade take on the trait and appearance of any discipline weapon of any discipline she know at least one maneuver from chosen when the mind blade is drawn. If she has two-weapon fighting feat she can conjure two mind blade as normal, but both must be one-handed or light weapons. The mind blade now count as the weapon it imitate instead of a longsword or short sword.
Transdimensional Bolt (Su): A 5th level sublime souldblade may as a a standard action fire a bolt of psychic energy dealing twice her spirit strike damage, doing so require a ranged touch attack and can be done at medium range. This attack strike in all dimension, striking incorporeal and ethereal opponent as if they were not and it ignore cover (thus do not need line of effect).
Bonus Feat: At 7th and 14th level a sublime soulblade gain a [fighter] bonus feat she meet the prerequisites of. She count as a fighter of her class level for the purpose of meeting prerequisites, however any feat she gain using her pseudo-fighter levels only affect her Mind Blade.
Soul Ascension: A 20th level sublime soulblade has transcended fleshy existence, she stop aging and and revert any aging penalties she accrued (but keep and still accrue aging bonuses). She does not die from old age and whenever she is slain she return as a geist 1d4 hours after her death. If resurrected or raised while she is in this form she does not suffer any level loss or other penlaties from coming back from the dead. If she is slain as a geist she dies for real and require resurrection as normal, as a result most sublime soulblade use the opportunity to plot their own resurrection.
Back to Main Page → 3.5e Homebrew → Classes → Base Classes
Leziadv |
---|
Article Balance | Very High + |
Author | Leziad + |
Base Attack Bonus Progression | Good + |
Class Ability | Martial Maneuvers + |
Class Ability Progression | Full + |
Fortitude Save Progression | Poor + |
Identifier | 3.5e Class + |
Length | 20 + |
Minimum Level | 1 + |
Rating | Undiscussed + |
Reflex Save Progression | Good + |
Skill | Autohypnosis +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Escape Artist +, Forgery +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Martial Lore +, Move Silently +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spot +, Survival +, Swim + and Tumble + |
Skill Points | 6 + |
Summary | A sublime version of the soulknife, use maneuvers and is actually playable. + |
Title | Sublime Soulblade + |
Will Save Progression | Good + |