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Bardic Blade!!! (revised from 2nd editon)??
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<blockquote data-quote="T'ahl" data-source="post: 1623497" data-attributes="member: 17472"><p><strong>Okay - another revision LOL</strong></p><p></p><p>Need your opinions (especially you Mem - you got me looking in the damn book and trying to mash it all together)</p><p></p><p>I've changed a few things from your origional revision Mem - just trying to get a distictive "blade" feel to him - as opposed to an untalented bard with too many bonus feats lol??</p><p></p><p>I've made the spell progression just a little better than 1/3 (but closer to 1/3 than 1/2) and put his skill points at 5+int</p><p></p><p>I've taken out a few feats - and gotten away from the point blank shot and rapid shot (he can take these of course - but they ain't free)</p><p></p><p>I've revamped his level abilities to reflect more blad'ish stuff - and to make them more along the lines of spells taken from the book at appropriate levels and modified slightly or a modified feat (example the mage blade is really just a fancy way of giving him point blank shot at 4th, lightning blade is a toned down "call lightning 3rd level druid spell" at his 5th, the blades of fury is basically just a modified fear spell "more range but less victims", and then finally the snatch blades is a snatch arrows feat that only works on blades with handles)</p><p></p><p>His hit die are the same as a ranger - but worse BAB - because his spell progression is better.</p><p></p><p>I think maybe I'm getting close - but take a look (all spell like special abilities I've made available only once per day to hamper them and make them more like spells or special powers) and I still have to add a bit of right up for 13kindgdoms</p><p></p><p>Well here goes!!!</p><p></p><p>The BLADE (specialized Bardic blade master)</p><p>Hit Die: d8.</p><p>Requirements:</p><p>To qualify to become a Blade, a character must fulfill all the following criteria.</p><p>Alignment: Any non-Lawful</p><p>Skills: Concentration 4 Ranks, Balance 4 Ranks, Perform 4 ranks, Slight of Hand 4 Ranks, Tumble 4 Ranks</p><p>Feats: Weapon Finesse (can be chosen upon creation)</p><p>Special: The character must have been involved with a thief's guild or Carnival for at least 1 year, and must have a fascination for any bladed weapons.</p><p></p><p>Class Skills</p><p>The Blades' class skills (and the key ability for each skill) are Appraise (int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (int) Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Peform (act, comedy, dance, oratory, sing, - no instruments) Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).</p><p></p><p>Skill Points at Each Level: 5 + Int modifier.(x4 at character creation)</p><p></p><p>Table: The BLADE</p><p> —— Spells per Day ——</p><p>Level BaseAttackBonus FortSave RefSave WillSave Special 0 1st 2nd 3rd</p><p>1st +1 +0 +2 +0 Bladed far shot, Two weapon fighting, spells 2 — — —</p><p>2nd +2 +0 +3 +0 Increased weapon Finesse 2 — — —</p><p>3rd +3 +1 +3 +1 Blade knowledge 3 0 — —</p><p>4th +4 +1 +4 +1 Mage Blade 3 0 — —</p><p>5th +5 +1 +4 +1 Lightning Blade 3 0 — —</p><p>6th +6/+1 +2 +5 +2 Improved Mage Blade 3 1 0 —</p><p>7th +6/+2 +2 +5 +2 Blades of Fury 3 1 0 —</p><p>8th +7/+2 +2 +6 +2 Double Lightning Blade 3 1 0 —</p><p>9th +7/+3 +3 +6 +3 Improved Blades of Fury 3 1 1 0</p><p>10th +8/+3 +3 +7 +3 Snatch Blades 3 1 1 0</p><p></p><p>Class Features</p><p>All of the following are Class Features of the Blade class.</p><p>Weapon and Armor Proficiency: Blades are proficient with all simple and martial Bladed weapons (bladed only). A Blade must give up any and all non blade weapon profieciencies to become a blade - as if nothing but a blade holds interest for him any longer. The Blade may then chose any one exotic blade at first level, and one every odd level thereafter. A blade must carry one ranged blade weapon at all times (ie dagger, knife, or shuriken). Blades are also proficient with any light armour - and bucklers - but may not use a shield. Because a blade is fascinated by the polished metal of a fine blade - he suffers a -4 penalty to fight with any weapon that is dull or rusty - reguardless of it's fitness for combat. A blade may restore a tarnished blade (not broken) with 1d6 hours of diligent polishing and sharpening to almost it's origional shine and lustre</p><p></p><p>Ex-blade: Any blade who wishes to become proficient with a non-bladed weapon or becomes a lawful alignment may no longer progress in level a a blade.</p><p></p><p>Spells: Beginning at 1st level, a Blade gains the ability to learn (and maybe cast) a number of arcane spells (and must choose mage hand as one of them). To cast a spell, a blade must have a Charisma score of at least 10 + the spell’s level, so a blade with a Charisma of 10 or lower cannot cast any spells. Blades bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the blade's Charisma bonus. When the Blade gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.</p><p>The Blade's spell list appears below. A Blade casts spells just as a bard does.</p><p>Upon reaching 6th level, at every even-numbered level after that (8th and 10th), a Blade can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell the blade can cast. A Blade may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.</p><p></p><p>Table: Blade Spells Known</p><p> —— Spells Known ——</p><p>Level 0th 1st 2nd 3rd</p><p>1st 4 — — —</p><p>2nd 4 — — —</p><p>3rd 5 2 — —</p><p>4th 5 2 — —</p><p>5th 6 3 — —</p><p>6th 6 3 2 —</p><p>7th 6 4 3 —</p><p>8th 6 4 3 —</p><p>9th 6 4 4 2</p><p>10th 6 4 4 3</p><p></p><p>Special Abilities:</p><p></p><p>Bladed Far Shot: A blade may throw (only throw) a bladed weapon at twice it's normal range without penalty.</p><p>Two weapon Fighting: The blade gains the bonus feat Two weapon fighting at 1st level (like a fighter bonus feat)</p><p>Increased Blade Finesse: At second level a blade now uses his dex bonus for attack and damage with any medium weapon or lighter. If a one handed weapon is used two handed as a single attack - he may add 1.5x his dex bonus to damage (just as str)</p><p>Blade knowledge: At 3rd Level a blade gains enough knowlege to gain a bonus equal to his level on an appriase check of a bladed weapon. A DC of 10 let's him know it's value within 25%. At a DC of 15 he knows if it's magical or not. At a DC of 20 he will know a little about the blade (only if it's masterwork or enchanted) from legends and tales he's heard - or know if it's cursed. At a DC of 25 he may even know it's true magic, how to use that magic, or a little about it's origional owner.</p><p>Mage blade: At 4th level a blade may "mentally guide" a thrown blade to increase it's accuracy. +1 to attack and damage and an extra 5' of range for every two levels of the Blade to a max of 45' (level 10). (prereaquisite mage hand)</p><p>Lightning Blade: Once per day at 5th Level a Blade gains the ability to cause one bladed weapon (sword or dagger etc) to emit electrical discharges for 1 minute per level of the blade. Once per round your weapon will discharge dealing 2d6 points of damage to any creature within 10' of it (except you). It takes a full round action to invoke this magic (suffering attacks of opportunity) and a creature may make a reflex save for half damage. If you are outside and in stormy weather (rain shower, clouds and wind, hot cloudy conditions, or whilrwind or tornado) the electrical discharge will deal 2d10 damage instead of 2d6. The lightning blade spell will function indoors or underground - but not in water.</p><p>Improved Mage Blade: At 6th Level a Blade increases his ability to "mentally guide" a thrown blade giving him +2 to attack and damage.</p><p>Blades of Fury: Once per day at 7th Level a Blade may use a full round action to show off his cunning with his blades. Due to his intense concentration on the show he suffers an attack of opportunity. However upon completion a Blade roles 1d20 + his level as modifier - All attackers (to a max of one per blade level) that can see the blade must role an opposed will check against fear, if they succeed they shake it off and are immune to it's effect for 24 hours. If they fail they will feel dreadfull panick for 1 round for every 2 levels of the blade.</p><p>Double Lightning Blade: At 8th Level a Blade may cast the lightning blade spell on two weapons in a full round action. Each blade then deals standard electrical damage within 10' once per round.</p><p>Improved Blades of Fury: At 9th Level a Blade can use the blades of fury ability without suffering an attack of opportunity as his whirling is so fast it would be difficult to hit him.</p><p>Snatch Blades: At 10th Level a Blade gains the ability to catch a handled-bladed weapon thrown at him once per round. The blade must not be flast footed - and the weapon must be medium size or smaller, non magical and must have a handle (ie dagger). The blade may immediately throw the weapon back at the attacker (even though it's not your turn) or keep it for later use. Snatching blades does not count as a move action but can only be used on blades with handles (arrows, bolts, shurikens and vials etc do not count)</p><p></p><p>Blade Spell List (mostly bard spells - but a couple wiz/sor at 2nd and 3rd)</p><p>Blades may choose their spells from the following list only:</p><p></p><p>0th Level: detect magic, light, mage hand, mending, message, open close, read magic, summon blade (like summon instrument but instead summons a plain but quality blade of any type)</p><p></p><p>1st Level: alarm, cure light wounds,disguise self, expiditious retreat, feather fall, summon monster, identify, true strike</p><p></p><p>2nd Level: align weapon, alter self, barkskin, cat's grace, cure moderate wounds, daze moster, eagles splendor, heroism, invisibility, knock, mirror image, summon moster II</p><p></p><p>3rd Level: blink, cure serious wounds, crushing despair, displacement, explosive runes, glibness, haste, invisibility sphere, keen edge, phantom steed, remove curse, slow, summon monster III</p><p></p><p>A Blade max's out at 10th level (3rd spellcast) for now and may not progress further.</p><p></p><p></p><p></p><p>Okay - let me know if I got carried away again (although this time I actually had the 3.5 book open lol - so should be a little better)</p><p></p><p>g'night</p></blockquote><p></p>
[QUOTE="T'ahl, post: 1623497, member: 17472"] [b]Okay - another revision LOL[/b] Need your opinions (especially you Mem - you got me looking in the damn book and trying to mash it all together) I've changed a few things from your origional revision Mem - just trying to get a distictive "blade" feel to him - as opposed to an untalented bard with too many bonus feats lol?? I've made the spell progression just a little better than 1/3 (but closer to 1/3 than 1/2) and put his skill points at 5+int I've taken out a few feats - and gotten away from the point blank shot and rapid shot (he can take these of course - but they ain't free) I've revamped his level abilities to reflect more blad'ish stuff - and to make them more along the lines of spells taken from the book at appropriate levels and modified slightly or a modified feat (example the mage blade is really just a fancy way of giving him point blank shot at 4th, lightning blade is a toned down "call lightning 3rd level druid spell" at his 5th, the blades of fury is basically just a modified fear spell "more range but less victims", and then finally the snatch blades is a snatch arrows feat that only works on blades with handles) His hit die are the same as a ranger - but worse BAB - because his spell progression is better. I think maybe I'm getting close - but take a look (all spell like special abilities I've made available only once per day to hamper them and make them more like spells or special powers) and I still have to add a bit of right up for 13kindgdoms Well here goes!!! The BLADE (specialized Bardic blade master) Hit Die: d8. Requirements: To qualify to become a Blade, a character must fulfill all the following criteria. Alignment: Any non-Lawful Skills: Concentration 4 Ranks, Balance 4 Ranks, Perform 4 ranks, Slight of Hand 4 Ranks, Tumble 4 Ranks Feats: Weapon Finesse (can be chosen upon creation) Special: The character must have been involved with a thief's guild or Carnival for at least 1 year, and must have a fascination for any bladed weapons. Class Skills The Blades' class skills (and the key ability for each skill) are Appraise (int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (int) Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Peform (act, comedy, dance, oratory, sing, - no instruments) Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). Skill Points at Each Level: 5 + Int modifier.(x4 at character creation) Table: The BLADE —— Spells per Day —— Level BaseAttackBonus FortSave RefSave WillSave Special 0 1st 2nd 3rd 1st +1 +0 +2 +0 Bladed far shot, Two weapon fighting, spells 2 — — — 2nd +2 +0 +3 +0 Increased weapon Finesse 2 — — — 3rd +3 +1 +3 +1 Blade knowledge 3 0 — — 4th +4 +1 +4 +1 Mage Blade 3 0 — — 5th +5 +1 +4 +1 Lightning Blade 3 0 — — 6th +6/+1 +2 +5 +2 Improved Mage Blade 3 1 0 — 7th +6/+2 +2 +5 +2 Blades of Fury 3 1 0 — 8th +7/+2 +2 +6 +2 Double Lightning Blade 3 1 0 — 9th +7/+3 +3 +6 +3 Improved Blades of Fury 3 1 1 0 10th +8/+3 +3 +7 +3 Snatch Blades 3 1 1 0 Class Features All of the following are Class Features of the Blade class. Weapon and Armor Proficiency: Blades are proficient with all simple and martial Bladed weapons (bladed only). A Blade must give up any and all non blade weapon profieciencies to become a blade - as if nothing but a blade holds interest for him any longer. The Blade may then chose any one exotic blade at first level, and one every odd level thereafter. A blade must carry one ranged blade weapon at all times (ie dagger, knife, or shuriken). Blades are also proficient with any light armour - and bucklers - but may not use a shield. Because a blade is fascinated by the polished metal of a fine blade - he suffers a -4 penalty to fight with any weapon that is dull or rusty - reguardless of it's fitness for combat. A blade may restore a tarnished blade (not broken) with 1d6 hours of diligent polishing and sharpening to almost it's origional shine and lustre Ex-blade: Any blade who wishes to become proficient with a non-bladed weapon or becomes a lawful alignment may no longer progress in level a a blade. Spells: Beginning at 1st level, a Blade gains the ability to learn (and maybe cast) a number of arcane spells (and must choose mage hand as one of them). To cast a spell, a blade must have a Charisma score of at least 10 + the spell’s level, so a blade with a Charisma of 10 or lower cannot cast any spells. Blades bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the blade's Charisma bonus. When the Blade gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. The Blade's spell list appears below. A Blade casts spells just as a bard does. Upon reaching 6th level, at every even-numbered level after that (8th and 10th), a Blade can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell the blade can cast. A Blade may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level. Table: Blade Spells Known —— Spells Known —— Level 0th 1st 2nd 3rd 1st 4 — — — 2nd 4 — — — 3rd 5 2 — — 4th 5 2 — — 5th 6 3 — — 6th 6 3 2 — 7th 6 4 3 — 8th 6 4 3 — 9th 6 4 4 2 10th 6 4 4 3 Special Abilities: Bladed Far Shot: A blade may throw (only throw) a bladed weapon at twice it's normal range without penalty. Two weapon Fighting: The blade gains the bonus feat Two weapon fighting at 1st level (like a fighter bonus feat) Increased Blade Finesse: At second level a blade now uses his dex bonus for attack and damage with any medium weapon or lighter. If a one handed weapon is used two handed as a single attack - he may add 1.5x his dex bonus to damage (just as str) Blade knowledge: At 3rd Level a blade gains enough knowlege to gain a bonus equal to his level on an appriase check of a bladed weapon. A DC of 10 let's him know it's value within 25%. At a DC of 15 he knows if it's magical or not. At a DC of 20 he will know a little about the blade (only if it's masterwork or enchanted) from legends and tales he's heard - or know if it's cursed. At a DC of 25 he may even know it's true magic, how to use that magic, or a little about it's origional owner. Mage blade: At 4th level a blade may "mentally guide" a thrown blade to increase it's accuracy. +1 to attack and damage and an extra 5' of range for every two levels of the Blade to a max of 45' (level 10). (prereaquisite mage hand) Lightning Blade: Once per day at 5th Level a Blade gains the ability to cause one bladed weapon (sword or dagger etc) to emit electrical discharges for 1 minute per level of the blade. Once per round your weapon will discharge dealing 2d6 points of damage to any creature within 10' of it (except you). It takes a full round action to invoke this magic (suffering attacks of opportunity) and a creature may make a reflex save for half damage. If you are outside and in stormy weather (rain shower, clouds and wind, hot cloudy conditions, or whilrwind or tornado) the electrical discharge will deal 2d10 damage instead of 2d6. The lightning blade spell will function indoors or underground - but not in water. Improved Mage Blade: At 6th Level a Blade increases his ability to "mentally guide" a thrown blade giving him +2 to attack and damage. Blades of Fury: Once per day at 7th Level a Blade may use a full round action to show off his cunning with his blades. Due to his intense concentration on the show he suffers an attack of opportunity. However upon completion a Blade roles 1d20 + his level as modifier - All attackers (to a max of one per blade level) that can see the blade must role an opposed will check against fear, if they succeed they shake it off and are immune to it's effect for 24 hours. If they fail they will feel dreadfull panick for 1 round for every 2 levels of the blade. Double Lightning Blade: At 8th Level a Blade may cast the lightning blade spell on two weapons in a full round action. Each blade then deals standard electrical damage within 10' once per round. Improved Blades of Fury: At 9th Level a Blade can use the blades of fury ability without suffering an attack of opportunity as his whirling is so fast it would be difficult to hit him. Snatch Blades: At 10th Level a Blade gains the ability to catch a handled-bladed weapon thrown at him once per round. The blade must not be flast footed - and the weapon must be medium size or smaller, non magical and must have a handle (ie dagger). The blade may immediately throw the weapon back at the attacker (even though it's not your turn) or keep it for later use. Snatching blades does not count as a move action but can only be used on blades with handles (arrows, bolts, shurikens and vials etc do not count) Blade Spell List (mostly bard spells - but a couple wiz/sor at 2nd and 3rd) Blades may choose their spells from the following list only: 0th Level: detect magic, light, mage hand, mending, message, open close, read magic, summon blade (like summon instrument but instead summons a plain but quality blade of any type) 1st Level: alarm, cure light wounds,disguise self, expiditious retreat, feather fall, summon monster, identify, true strike 2nd Level: align weapon, alter self, barkskin, cat's grace, cure moderate wounds, daze moster, eagles splendor, heroism, invisibility, knock, mirror image, summon moster II 3rd Level: blink, cure serious wounds, crushing despair, displacement, explosive runes, glibness, haste, invisibility sphere, keen edge, phantom steed, remove curse, slow, summon monster III A Blade max's out at 10th level (3rd spellcast) for now and may not progress further. Okay - let me know if I got carried away again (although this time I actually had the 3.5 book open lol - so should be a little better) g'night [/QUOTE]
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