Blade of Orien (Fix) (3.5e Prestige Class)

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Blade of Orien[edit]

“Distance is a factor I choose to ignore.”
—Milya d’Orien, Blade of Orien, Dragonmarked 99

The blade of Orien is a soldier who uses her Mark of Passage to gain a tactical edge in combat. She is a master of short-range teleportation, and in time can learn to turn the power of her mark against her enemies. Many wouldbe bandits and hijackers who have tried to ply their trades on the lightning rail have found themselves teleported straight from the passenger cart to the cargo cart—and the Medani sentries guarding it.

Becoming a Blade of Orien[edit]

Blades of Orien need to be able to handle themselves in battle, and many start out as members of combat-oriented classes. At the same time, a blade needs to have keen eyes and a strong awareness of the world around her, making rangers and scouts (from Complete Adventurer) excellent candidates for this class.

ADVANCEMENT WARNING! The path of each individual Blade is different. Although a character may begin their training as a Blade early in their career, advancement in this class is based on the strength of the character's Dragonmark; A lesser mark is needed to take the third level and beyond.

Entry Requirements
Race: Human
Skills: Spot 8, any two skills at 5
Feats: Least Dragonmark (Mark of Passage—dimension leap)
Table: The Blade of Orien

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +0 +2 +2 Heir's Mark, Improved Dimension Leap, House Scion +1 level of existing class
2nd +2 +0 +3 +3 Swift Leap, Translocator I, Korran's Aid +1 level of existing class
3rd +3 +1 +3 +3 Watched by Aryth, Orien's Grasp +1 level of existing class
4th +4 +1 +4 +4 Olladra's Twist, Translocator II, Orien's Cloak, Orien's Wrath +1 level of existing class
5th +5 +1 +4 +4 Paragon of Orien +1 level of existing class

Class Skills (6 + Int modifier per level)
Balance, Climb, Concentration, Craft, Hide, Intimidate, Jump, Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Tumble, Use Magic Device.

Class Features[edit]

A blade of Orien learns to twist space with her thoughts. Motion is her ally, and she becomes the undisputed master of its physical and magical modes. All of the following are class features of the Blade of Orien.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Blade of Orien, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Heir’s Mark: Levels in the blade of Orien prestige class count as levels in the dragonmark heir prestige class when determining the caster level for the spell-like abilities of your dragonmark as well as for House Status. Levels in the dragonmark heir prestige class also count for determining the amount of times Improved Dimension Leap, Korran's Aid, and Orien's Grasp may be used.

Improved Dimension Leap (Ex): Dimension leap is a signature ability of the blade of Orien, and you can use it an additional number of times per day equal to one plus your class level. When using dimension leap, you can move in 5-foot increments instead of being limited to 10-foot increments.

House Scion: Upon advancing as a Blade of Orien, you find yourself given privileges within the House only seen by the more prestigious scions. You gain the Favored In House feat at first level, as well as the benefit of the Dragonmark Prodigy, Adept, or Visionary feats at each level, provided that you meet any other requirements.

Bonus Dragonmark Feats: At each level, the Blade may choose any Dragonmark related feat (Including Ability Focus) she qualifies for, except Lesser Dragonmark and Greater Dragonmark.

Swift Leap (Ex): At 2nd level, you gain the ability to use dimension leap as a move action. When you make a swift leap, your maximum distance is reduced by half. If the 'Quicken Dragonmark' feat has been taken once, Swift Leap's distance is still halved, but you gain the ability to teleport at any point during your turn -- even between or after attacks -- as long as the total distance you travel does not exceed Swift Leap's distance. These mini-teleports provoke AoOs as usual.

Korran's Aid (Sp): At 2nd level, the Blade obtains an understanding that will continue to grow. As a move action, the Blade may teleport an ally 5' + 5'/ClsLv in any direction, so long as the Blade can see both the target and the destination (Line of Sight and effect.) This provokes AoOs. This may be done once every minute, or at will if she possesses the Lesser dragonmark. If the target is unwilling, the action is wasted. If "Quicken Dragonmark" has been taken twice, this becomes a Swift action; thrice makes it a once per round Free action. If the Blade knows the Orien Battle Stride, the Stride may be used a second time in a round, and may use Korran's aid on an ally as an Immediate Action.

Translocator (Ex): At 2nd level, Dislocator and Greater Dislocator Weapons may be Activated as free actions (instead of swift), have three extra charges, and determine their Will save DCs via (10 + [ChLv x .5] + CHA Mod) At 3rd level, the Blade of Orien can choose to either apply Called to one set of armor or a shield, or make an existing Called armor or shield appear as a move action instead of a standard action. At 4th level, Dislocator and Greater Dislocator Weapons have unlimited charges, and can be drawn as a free action as long as the weapon in question is within 15'. You also gain the use of one least dragonmark ability you did not have before.

Watched by Aryth (Sp): The Blade has learned great many tools and tricks about her dragonmark she hadn't realized before. All uses of any Passage Dragonmark ability are increased in some form. The Blade must actually have the ability in question; Aryth does not provide power, but augments it.

Expeditious Retreat: Increase speed by 10'.

Mount: Summon a Light or Heavy Warhorse.

Dimension Leap: Carry 1 medium creature per level, or double range. (Except if used with Swift Leap.)

Benign Transposition: As Translocation Trick, plus you may choose for the targets of the ability to either gain +2 Deflection to AC or +2 untyped Attack, separately.

Dark Way: Double the range, the duration, or the carry capacity.

Dimension Door: You may 'pick up' targets along the way to your destination, but must halve the distance. This means, for instance, you may start the ability, shift 100' north, pick up a willing target, shift 50' west, pick up another willing target, and shift 100' south, where the three of you will come out of the ability. If a target is unwilling to come, the ability is not cancelled, but the distance used to get to the target is still 'used up.' The Blade must have line of sight to the targets, though line of effect can be 'bent' around corners and the like.

Blink: Ignore 20% Miss Chance.

Phantom Steed: Give the Steed a +4 Natural AC Bonus at ChLv's 1 - 8; At ChLvs 9+, use Phantom Stag.

Baleful Transposition: Increase the DC by 4.

Swift Fly: Duration is increased to 3 rounds.

Overland Flight: Give the effect to one creature per three caster levels.

Teleport: When the Blade and her companions come out of the teleport, they are subject to a special effect that acts as an Invisibility Sphere and Zone of Silence, which covers each teleported member. The effect breaks if any member moves more than 15' from any other member, but it only breaks for that individual. The effect lasts 1 round per caster level.

Flight of the Dragon: Duration becomes Hr/lv.

Wind at Back: The DC for Forced Marching increases by only +1 per extra hour.

Orien's Grasp: At 3rd level, you can target an object that weighs no more than 25 pounds and is within double the range of Korran's Aid. The object must either be carried on your person or in line of sight. An object on your person can be teleported as a swift action that does not provoke attacks of opportunity; teleporting any other object is a standard action that provokes attacks of opportunity. (If you have taken Quicken Dragonmark, an object on your person can be teleported into your hand as a free action. Twice, and items from extra dimensional portals can be taken from as well, as long as said portal is on your person. If the portal allows item retrieval as a Move Action or faster, teleporting to your hand is a Free Action. Otherwise it is a Swift Action.) An object held or in use (but not simply carried...) by another creature receives a Will save against this effect (DC 10 + (ChLv x .5) + your Cha modifier. A successful save means that creature's items can no longer be affected, unless a use of Dimension Leap is expended.

Orien's Grasp can also be used as an indirect attack. The Blade may teleport an object, then strike a target within the same range with said object. Use your Base Attack Bonus + Charisma for the attack roll. For damage, use the weapon's base damage + Charisma (if the Grasped object was a weapon) or 1d6 + Charisma (for anything else.) Items such as flasks or thunderstones act as if they were thrown and deal additional physical damage equal to the Blade's Charisma. This ability may be used a number of times per day equal to your Blade of Orien Level + Charisma, or at will if she possesses a Greater dragonmark.

Olladra's Twist (Ex): At 4th level, this acts as Benign Transposition, but subject to the range and limitations of Korran's Aid.

Orien's Wrath (Ex:) At 4th level, you gain a truly fearsome power: the ability to teleport your foes. Within the same range and limitations as Korran's Aid, you may choose to teleport one creature 5', if they fail a Will save, as a move action. (10 + [ChLv x .5] CHA) By expending a power granted by your Dragonmark, you may teleport the target farther, and add an additional effect. If a target is teleported off of a sturdy surface (such as the ground, or the deck of a ship), a successful Reflex save halves falling damage, but a failed one forces the target to land prone. If the Blade has Mighty Dragonmark, increase base distance to 10'. If she has the Greater dragonmark, this becomes a swift action.

Teleport the target 20' and...

Expeditious Retreat: Decrease the target's Base speed by 30'. (Minimum 5'.)

Mount: Force the target to suffer a -4 penalty to all saves, checks, and attack rolls while under locomotion not their own. (Fly spells don't count, but horses and trains do.)

Dimension Leap: Teleport the target a total of 40' and force them to come out of the teleport prone without a Reflex save.

Benign Transposition: The target takes -4 to all rolls against an ally for one minute. This means attack rolls and such, but not saves.

Dark Way: Any falling damage the target takes in the next minute is increased by the Blade's Charisma per two dice.

Teleport the target 40' and...

Dimension Door: Teleport up to one medium target per class level and force them to come out of the teleport prone without a Reflex save. (Two Mediums = One Large, One Medium = Two Small, etc...)

Blink: Works on Ethereal creatures; Has Dispel Magic effect.

Phantom Steed: Decrease the target's AC by 4.

Baleful Transposition: Increase the DC by 4.

Swift Fly: Decrease flight speed by 60 or decrease any other movement speed by 30. (Minimum 5, if decreases Base.)

Teleport the target 60' and...

Overland Flight: Give the target a 50% miss chance against all targets for one minute.

Teleport: Teleport up to one medium target per class level and force them to come out of the teleport prone without a Reflex save. (Two Mediums = One Large, One Medium = Two Small, etc...) You now know the locations of all your targets for the next hour, as if using Locate Person, and may increase the range of your teleport abilities to double, as long as you are teleporting within 20' of any target. This is a divination effect, meaning it can be blocked by spells such as Nondetection, but it automatically beats any sort of Spell Resistance upon activation of the ability.

Flight of the Dragon: The target floats near helplessly in an orb of anti-gravity. It is immobile, but can still take actions. Attack rolls are penalized -6, and casters must roll Concentration (DC 30) to cast spells. Lasts five rounds.

Wind at Back: The target becomes Exhausted for one minute.

Orien's Cloak (Ex): At 4th level, add Blink 1/Day to the Blade's Lesser powers. As well, your dragonmark abilities no longer provoke AoOs. As well, if you have Mighty Dragonmark, apply twice the bonus to any Dragonmarked Spell cast by or on you.

Paragon of Orien (Ex): At 5th level, the Blade understands more about the use of her Dragonmark of Passage than 97% of other members of House Orien. When the Blade uses Swift Leap, she may make a full attack. If she has Quicken Dragonmark once, she may teleport at any point during her turn, as normal. Twice, and the first attack made directly after a teleport (With Dislocator weapons only!) give the Blade +2 DC against that enemy for three rounds. This DC increase works against all teleportation effects, even if it is not from the Blade. Thrice, and this effect stacks with itself, up to three stacks, renewing the duration.

The Blade is also covered by a constant Detect Teleport effect, though if the Blade has more than seven Dragonmark feats, this becomes Divert Teleport.

Finally, if the Blade has five levels in Dragonmark Heir, she may spend two powers when using Orien's Wrath, and may spend a power to use on an ally when using Korran's Aid. The effects occur immediately after the teleport effect is over. Targets of the former get separate saves against effects.

Expeditious Retreat: +30' to all movement modes (does not grant modes) for five minutes.

Mount: Summons a Light or Heavy Warhorse beneath the target with a +6 Deflection bonus to AC.

Dimension Leap: Triples the range of Korran's Aid and gives the target Sanctuary for three rounds or until broken by the target themselves.

Benign Transposition: Target is given the effect of Mirror Image.

Dark Way: After coming out of the teleport, a barrier is raised around the target, similar to a Wall of Force but shaped into a dome. The target and Blade can move in and out of the barrier at will, but others, not even allies, may do the same. (Though they can be teleported in, in which case the ally may then enter or leave as needed. The barrier lasts 1 round/level.

Dimension Door: Allows the Blade to use Dimension Door, as altered by Korran's Aid, to 'pick up' targets without actually teleporting herself. When making the teleport, treat the Blade as being able to 'see' as the target's fly around the astral plane, meaning line of sight and line of effect are disregarded. Use all the same rules as above other than this.

Blink: Gives the target the benefit of Blink, as the spell.

Phantom Steed: Gives the target the benefit of Phantom Stag, as the spell.

Baleful Transposition: Gives the target the benefit of Shield Other, as the spell.

Swift Fly: Gives the target the benefit of Swift Fly for three rounds, Feather Fall activating at the end of those three rounds.

Overland Flight: Gives the target Greater Invisibility as the spell.

Teleport: Allows the Blade to use Teleport to 'pick up' targets within line of sight without actually teleporting herself. When the targets leave the teleport, they are subjected to the same invisibility and silence effects as above.

Flight of the Dragon: If the target can fly, add +50' and increase maneuverability by one step. If the target cannot fly, give the target Flight of the Dragon as the spell.

Wind at Back: Target is cured of fatigue and sickened states (in all their forms) and is made immune to them for a number of minutes per caster level.

Campaign Information[edit]

Playing a Blade of Orien[edit]

For others, the shape and makeup of the battlefield are limitations. For you, they are simply suggestions. Motion is your life, and you are only truly happy when you are moving. Though you love to tumble, run, and experience the freedom of the open road, nothing compares to the sensation of leaping through dimensions and feeling space bend to your will.

Combat: Movement is your greatest strength, and many blades of Orien use their ability to shift across the battlefield to keep foes at a distance while they attack with missile weapons. Your gift is equally useful in melee combat, allowing you to position yourself to perform flanking attacks or block an enemy’s escape. As you rise in level, you gain the ability to teleport your allies, allowing you to place your rogue companion in sneak attack position, or to move a spellcaster away from enemies so she can cast unhindered. Orien’s wrath might be the most dangerous and versatile tool in your arsenal, allowing you to move your enemy to a position that suits your needs—whether into a cell or off a bridge.

Remember that you can use your powers to hinder your enemies, or augment your allies! Don't horde your powers; share them! But be careful; remember that you can only use the majority of your abilities twice or less a day!

Advancement:You started down the path of the blade of Orien the first time you used dimension leap, but while your house can train you in the skills associated with the class, only you can unlock the full potential of your dragonmark. The Mark of Passage fills your soul with a powerful wanderlust. As a result of this desire for motion, blades of Orien often prefer to work with the house on a freelance basis, taking jobs when they choose and wandering the world at will. As a blade of Orien, you can always find work at a major house enclave, but it is rare to find two blades of Orien in the same place at the same time. As you advance in the class, focus on your combat abilities, whether close melee or archery. Ranks in Balance, Jump, Move Silently, Spot, and Tumble reflect your keen spatial awareness.

Resources: Blades of Orien have no formal organization, although most feel kinship for one another and will lend a hand to a comrade in need. As an heir of Orien, you have access to the house benefi ts described on page 61 of Dragonmarked.

Blades of Orien in the World[edit]

Blades of Orien are true wandering souls. When a blade is encountered in the world, she is as likely to be traveling on her own as serving the needs of House Orien. Most blades of Orien feel a strong bond to their house and kin, but simply cannot stand to be tied down.

“So there I am in the first-class carriage, reaching for the fattest purse you ever seen. Then I hear a sound behind me, and next thing I know, I’m waking up on the ground, ten strides from the conductor stones with the coach a half-league away!”

~Kenton Del, aspiring thief

Organization[edit]

Blades of Orien serve the interests of the house, but they have no formal organization or ranks. Many revere the Sovereign Host, particularly Olladra and Kol Korran, but a number of blades are rumored to the worship of the Traveler. Some whisper that these Traveler’s heirs might even have formed a secret society within the heart of Orien.

NPC Reactions: Blades of Orien are rare and exotic, and few outside House Orien are even aware of their existence. As a result, blades of Orien can expect the same reactions as any other Orien heir.

Blade of Orien Lore[edit]

Characters with ranks in Knowledge (nobility and royalty) can research House Orien to learn more about the blades of Orien. When a character succeeds on a skill check, the following lore is revealed, including the information from lower DCs.

DC Result
11 House Orien maintains a corps of elite

guards known as the blades of Orien..

16 The blades of Orien specialize in short-range teleportation, engaging in swift, frequent jumps to gain a tactical advantage in battle.
21 A powerful blade of Orien can teleport a weapon from an enemy’s hand, or even teleport an enemy against his will..
26 Characters who achieve this level of success can learn important details about blades of Orien in your campaign, including history, notable individuals, the areas in which they operate and the kinds of activities they undertake.

Blade of Orien in the Game[edit]

Whether accompanying a caravan, providing security for the lightning rail, or simply wandering from thorp to thorp, a blade of Orien is always preparing for her next journey. For many blades, travel is its own reward. Such characters go out of their way to meet new people, try local foods, listen to native music, or otherwise indulge in whatever customs a new place has to offer. Gold and jewels are all well and good, but new experiences are the greatest treasures.

Adaptation: The powers of the blade of Orien are based on short-term teleportation. To remove the connection to dragonmarks, simply change that prerequisite to the ability to spontaneously cast dimension door, then give the class the ability to use dimension leap once per day per class level by expending a 0-level spell slot. Or, simply remove the 'Human Only' aspect of the Passage Dragonmark.

Sample Encounter: Orien while making use of that house’s transportation. A blade of Orien can make a challenging opponent for a group of adventurers hired to hijack a lightning rail coach, or an innocent party framed for such a crime. Alternatively, a blade could be a valuable ally if enemies of the party arrange an attack during a rail journey. A wandering blade could be found anywhere in Eberron, from Xen’drik to Sarlona. As a result, a blade of Orien could be a valuable source of information about exotic locations.

EL 9: As a child, Milya d’Orien was fascinated by the lightning rail, and would often stow away in cargo carts. Today, she spends her days riding the rail. Milya is fiercely protective of “her” passengers, and shows no mercy to anyone who threatens their safety. While away from the house, she often roams the lost lines: lightning rail routes destroyed during the Last War, including those in the Mournland.



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