Please Comment on my kick-ass Prestige Class--mucho appreciated

Mithril Man

First Post
Blade Wanderer
The blade wanderers are the chosen warriors of Aheru the Star Wanderer, one of the only remaining Star Lords, the primal beings who rose to immortality in ages past and seeded many worlds with life, then disappeared from the cosmos. The Ancient Adversary, He of Unnumbered Names (called Shahar by the blade wanderers) was also one of the Star Lords--and it is his Taint that the followers of Aheru seek to destroy, in whatever form it may manifest; Aheru himself, the blade wanderers believe, remains in the cosmos until he has banished Shahar and his influence--some say that Aheru is responsible for Shahar's imprisonment.
The blade wanderers were a secret order of the ancient nation of Madranarath, which was destroyed by the Shaharim (worshippers of Shahar). The survivors of Madranarath are the Madrani--a gypsy-like folk who wander the wilderlands, never settling down (mirroring Aheru's wandering of the stars). The Madrani joined an alliance with the elves, druids and rangers of the wild lands--forming the Fellowship of the Wild. The blade wanderers currently exist within the Fellowship as an order whose esoteric focus is to find and destroy the undead Shaharim--whose purpose is first and foremost to seek a way to release their dread master, Shahar, but also to destroy the surviving Madrani and all who rever Aheru.

Game Statistics
Requirements:
Alignment: Any non evil
Race: Human, Half-elf or Elf.
BAB: +7
Skills: Jump 5, Tumble 5, Knowledge Arcana 4
Feats: Expertise, Dodge, Mobility, Spring Attack, Track, Weapon Focus, Whirlwind Attack

Class Abilities:
HD: d8
BAB: As fighter
Saves: Ref/Will good, Fort poor
Skill points: 4 + Int bonus per level
Class Skills: Balance, Jump, Listen, Move Silently, Spot, Tumble, Knowledge (Arcana), Wilderness Lore

The Way
All blade wanderers must follow a code, which they call the Way. They must dedicate their every action to the Way, which includes seeking out and destroying any vestige of Shahar's Taint, which manifests in many forms. Other aspects of the Way include an ascetic and nomadic lifestyle: blade wanderers never keep more wealth than they can carry; furthermore, a blade wanderer dedicates their life towards serving the Way--self-interest is secondary and only applicable when it serves the Way.


Blade Wanderer Special Abilities
Lvl Special Abilities:
1 - Acrobatics (+5), Leap of the Clouds, Fast Movement (+10 ft)
2 - Mystic Weave 1/day
3 - Intuitive Defense
4 - Mystic Weave 2/day
5 - Acrobatics (+10), Fast Movement (+20 ft)
6 - Mystic Weave 3/day
7 - Superior Weapon Focus
8 - Mystic Weave 4/day
9 - Acrobatics (+15), Fast Movement (+30 ft)
10 - Gift of Aheru

All blade wanderer special abilities are usable only if wearing light or no armor.

Acrobatics - modifier to Jump, Tumble and Balance checks.
Leap of the Clouds - jumping distance is not limited according to height.
Fast Movement - +10 ft to base move.
Intuitive Defense - Wisdom bonus added to AC.
Superior Weapon Focus - +1 attack bonus to previously focused weapon.
Mystic Weaves - It is said that there were once many more known mystic weaves--but most have been forgotten. Where applicable, mystic weaves are as divine spells.
*Aheru's Silence - As the spell nondetection; lasts 1 hr/level; DC 12+class level.
*Blade Cocoon - the blade cocoon takes a full attack action to prepare, during which the blade wanderer whirls their weapon in a vortex around themself, creating a shimmering cocoon of protection. The blade cocoon provides a spell resistance of 10+class level; however, if it is sustained--if the blade wanderer continues to whirl his blade--the cocoon gives a spell resistance of 12 + class level + Wisdom modifier. It lasts for 1 minute per class level.
*Blade Storm - Whirlwind attack as a partial action (same as ki whirlwind attack).
*Eyes of Aheru - as the spell true seeing; 1 minute/level.
*Grace of Aheru - This potent healing can only be used on oneself. If one slot is used, it heals 3 hit points per class level + Wis modifier (5th level with 16 wisdom would heal 24 HP); If two slots are used, it can be used as restoration; if three slots, heal; if four slots, regenerate.
*Veil of Aheru - As the spell displacement; 1 round/level +2.
*Walk of Aheru - As the spell dimension door.
*Wrath of Aheru - If the blade wanderer can jump down or towards an opponent by at least 5 ft, they receive a +2 to hit and damage and the crit threat range is doubled, as ki critical.

Gift of Aheru - a mystic weave of choice becomes permanent or usable at will (Grace of Aheru not applicable).
 
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Some questions

1) Is this relatively balanced?
2) On a scale of 1-5, how powerful is this? (I'm thinking 4ish)
3) Any major problems or concerns?
 

Mithral Man,
You have a good star. You need to flesh out the abilities a bit more. Do you have to choose which Mystic Weaves you get, are they 'cast' Sponteounisly(?)?

Thysl in Silver

P.S. Depending on what you do with the Weave Abilities I would say 4 or 5, be careful.
 

Thysl said:
Mithral Man,
You have a good star. You need to flesh out the abilities a bit more. Do you have to choose which Mystic Weaves you get, are they 'cast' Sponteounisly(?)?

Thysl in Silver

P.S. Depending on what you do with the Weave Abilities I would say 4 or 5, be careful.

The Mystic Weaves are all available, sort of like the blade dancer's Enchanted Blade ability. The limitation is on how many times a Mystic Weave can be used per day (1-4). For example, a 2nd level blade wanderer can use any one mystic weave once in a day; At 4th level they could use two--or one twice.

If this is unbalanced, I suppose I could make it so that the progression is as follows:

Mystic Weave I 1/day--2 powers known.
Mystic Weave II 2/day--4 powers known.
Mystic Weave III 3/day--6 powers known.
Mystic Weave IV 4/day--8 powers known.

I kind of liked the versatility of the original version, though.
 

The Mystic Weaves are all available, sort of like the blade dancer's Enchanted Blade ability. The limitation is on how many times a Mystic Weave can be used per day (1-4). For example, a 2nd level blade wanderer can use any one mystic weave once in a day; At 4th level they could use two--or one twice.

That's what I thought, but I wanted to make sure. The only reason I ask is that some of the Mystic Weave Abilities are stronger than others. Silence of Aheru and Veil... are cool but given a limited choice of Mystic Weave Abilities I probably would pass them by.
What are these abilities (Ex, Su, Sp) that could make some difference on the power level of the class.
 

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