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New idea for prc need help please
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<blockquote data-quote="korasukage" data-source="post: 1138306" data-attributes="member: 14423"><p><strong>Need help...</strong></p><p></p><p>Hey All thanks for the feedback! Velmont thanks glad ya like it. As for your suggestions I've almost used all of them in my revamped version. Magic Slim I can understand what you are saying but thank God I never have to worry about my players trying to screw the rules, and as Velmont has pointed out there are plenty of reasons why a person would take any number of different weapons. So here is the revamped version below.</p><p></p><p></p><p>These are the changes:</p><p>1)Added Combat Casting and Craft magic arms and armour as prerequisites.</p><p>2)Gave a progression instead of an xp table for the arcane blade.</p><p>3)Created a new ability called Bladechannelling to replace the xp table. This new ability still allows the arcane blade to augment his weapon its just shorter duration and much more restricted.</p><p>4)Change CL progression to 8/10</p><p></p><p>So here is what the class looks like now...</p><p></p><p>Arcane Blade</p><p>Hit Die: d6</p><p></p><p>Requirements:</p><p>Weapon Proficiency: Must be proficient in simple and martial weapons as well as light and medium armour.</p><p>BAB: +5</p><p>Craft(Weaponsmithing): 7</p><p>Knowledge(Arcana): 7</p><p>Spellcraft: 7</p><p>Feats: Weapon Focus(in the characters chosen weapon, see below), Craft Magic Arms and Armour, Combat Casting</p><p>Spellcasting: The ability to cast up to 3rd level arcane spells.</p><p></p><p>Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (arcana) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str). </p><p></p><p>The character gains no weapon proficiencies or armour proficiencies from this prc.</p><p></p><p>Arcane Blade</p><p>......Base</p><p>......Attack.Fort..Ref...Will </p><p>..............Save.Save..Save..Special Abilities</p><p>1st....+0....+2....+0.....+2...Arcane Blade +1,</p><p>......................................Armour Bond(lght)</p><p>2nd...+1.....+3....+0....+3...Bladechanneling I</p><p>3rd....+2....+3....+1.....+3...Arcane Blade +2</p><p>4th....+3....+4....+1.....+4...</p><p>5th....+3....+4....+1.....+4...Arcane Blade +3(free action)</p><p>6th....+4....+5....+2.....+5...Armour Bond(med)</p><p>7th....+5....+5....+2.....+5...Arcane Blade +4</p><p>8th....+6....+6....+2.....+6...Bladechannelling II</p><p>9th....+6....+6....+3.....+6...</p><p>10th...+7....+7....+3.....+7..Eldritch Blade, Arcane Blade +5</p><p></p><p>Arcane blade(Su):This ability allows the pc to create a weapon, at will, composed of magical energy and the arcane blade's own lifeforce. The pc chooses the weapon type at first level and once chosen cannot be changed. It requires a move action to create the blade, though at 5th level it becomes a free action to summon it. The ability to create such a weapon comes at a cost though. Due to the incredible amount of magic that it takes to create the weapon the arcane blade must forever sacrifice a 3rd level spell slot. The weapon once created acts in all respects as a +1 weapon of the type chosen. The weapon is a natural extension of the pc and thus as he gains levels so to does his weapon increase in ability. At every other level the blades enhancement bonus increases by +1(at level 3 it is a +2 weapon, at level 5 it is a +3 weapon and so on).</p><p></p><p>Spellcasting(Su): The spellblade continues his magical training and receives a +1 CL except for levels 1 and 10.</p><p></p><p>Armour Bond(Light Armour/Medium Armour, Su): The arcane blade by manipulating magical energies is able to offset the impact that armour has on spellcasting. By sacrificing a 2nd level spell slot the pc is able to wear light armour with no ASF. At 7th level the pcs mastery over such energies is such that he is now able to wear medium armour without any ASF.</p><p></p><p>Bladechanneling I and II(Sp): With this ability the arcane blade can manipulate the latent magical energies that he controls in order to imbue his blade with special properties. Activating this ability is a move action. By expending 2 spell levels, 3 for bladechannelling II, the pc can imbue his weapon with one of several abilities. The duration is equal to a rnd per spell level plus the pcs intelligence bonus(min 1). The character can only have one such power active at a time ,however, once he attains bladechannelling II he may have up to two abilities active at once. See charts below for specific abilities.</p><p>Bladechannelling I...........Bladechannellig II </p><p>Bane............................Keen</p><p>Flaming/Frost/Shock.......Flaming/Icy/Shocking Burst</p><p>Defender......................Wounding</p><p></p><p>Eldritchblade(Su): This is the pinnacle of the arcane blade's mastery in using and summoning his spellblade. He has now mastered the form of the arcane blade itself and because of it the arcane blade damage die is increased by one step(ie d6 becomes d8, d8 becomes d10 etc) Also the blade that is formed now inflicts grievous wounds upon those that are struck with it. Thus the critical multiplier of the weapon is increased by 1. Thus if a weapon, ie a longsword, is normally x2 on a crit it is now x3.</p></blockquote><p></p>
[QUOTE="korasukage, post: 1138306, member: 14423"] [b]Need help...[/b] Hey All thanks for the feedback! Velmont thanks glad ya like it. As for your suggestions I've almost used all of them in my revamped version. Magic Slim I can understand what you are saying but thank God I never have to worry about my players trying to screw the rules, and as Velmont has pointed out there are plenty of reasons why a person would take any number of different weapons. So here is the revamped version below. These are the changes: 1)Added Combat Casting and Craft magic arms and armour as prerequisites. 2)Gave a progression instead of an xp table for the arcane blade. 3)Created a new ability called Bladechannelling to replace the xp table. This new ability still allows the arcane blade to augment his weapon its just shorter duration and much more restricted. 4)Change CL progression to 8/10 So here is what the class looks like now... Arcane Blade Hit Die: d6 Requirements: Weapon Proficiency: Must be proficient in simple and martial weapons as well as light and medium armour. BAB: +5 Craft(Weaponsmithing): 7 Knowledge(Arcana): 7 Spellcraft: 7 Feats: Weapon Focus(in the characters chosen weapon, see below), Craft Magic Arms and Armour, Combat Casting Spellcasting: The ability to cast up to 3rd level arcane spells. Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (arcana) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str). The character gains no weapon proficiencies or armour proficiencies from this prc. Arcane Blade ......Base ......Attack.Fort..Ref...Will ..............Save.Save..Save..Special Abilities 1st....+0....+2....+0.....+2...Arcane Blade +1, ......................................Armour Bond(lght) 2nd...+1.....+3....+0....+3...Bladechanneling I 3rd....+2....+3....+1.....+3...Arcane Blade +2 4th....+3....+4....+1.....+4... 5th....+3....+4....+1.....+4...Arcane Blade +3(free action) 6th....+4....+5....+2.....+5...Armour Bond(med) 7th....+5....+5....+2.....+5...Arcane Blade +4 8th....+6....+6....+2.....+6...Bladechannelling II 9th....+6....+6....+3.....+6... 10th...+7....+7....+3.....+7..Eldritch Blade, Arcane Blade +5 Arcane blade(Su):This ability allows the pc to create a weapon, at will, composed of magical energy and the arcane blade's own lifeforce. The pc chooses the weapon type at first level and once chosen cannot be changed. It requires a move action to create the blade, though at 5th level it becomes a free action to summon it. The ability to create such a weapon comes at a cost though. Due to the incredible amount of magic that it takes to create the weapon the arcane blade must forever sacrifice a 3rd level spell slot. The weapon once created acts in all respects as a +1 weapon of the type chosen. The weapon is a natural extension of the pc and thus as he gains levels so to does his weapon increase in ability. At every other level the blades enhancement bonus increases by +1(at level 3 it is a +2 weapon, at level 5 it is a +3 weapon and so on). Spellcasting(Su): The spellblade continues his magical training and receives a +1 CL except for levels 1 and 10. Armour Bond(Light Armour/Medium Armour, Su): The arcane blade by manipulating magical energies is able to offset the impact that armour has on spellcasting. By sacrificing a 2nd level spell slot the pc is able to wear light armour with no ASF. At 7th level the pcs mastery over such energies is such that he is now able to wear medium armour without any ASF. Bladechanneling I and II(Sp): With this ability the arcane blade can manipulate the latent magical energies that he controls in order to imbue his blade with special properties. Activating this ability is a move action. By expending 2 spell levels, 3 for bladechannelling II, the pc can imbue his weapon with one of several abilities. The duration is equal to a rnd per spell level plus the pcs intelligence bonus(min 1). The character can only have one such power active at a time ,however, once he attains bladechannelling II he may have up to two abilities active at once. See charts below for specific abilities. Bladechannelling I...........Bladechannellig II Bane............................Keen Flaming/Frost/Shock.......Flaming/Icy/Shocking Burst Defender......................Wounding Eldritchblade(Su): This is the pinnacle of the arcane blade's mastery in using and summoning his spellblade. He has now mastered the form of the arcane blade itself and because of it the arcane blade damage die is increased by one step(ie d6 becomes d8, d8 becomes d10 etc) Also the blade that is formed now inflicts grievous wounds upon those that are struck with it. Thus the critical multiplier of the weapon is increased by 1. Thus if a weapon, ie a longsword, is normally x2 on a crit it is now x3. [/QUOTE]
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