Bladeshaper (3.5e Class)
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More than any other psionic class, bladeshapers fight with psionic power directly in both melee and ranged combat. The ability to supplement their physical attacks with psionic feats and powers, allows bladeshapers to match and sometimes surpass a normal fighter of equal experience.
A bladeshapers mind blade is an expression of the spirit within and reflects the personality and inner nature of the character. A bladeshapers mind blade is not bound by the laws of physics; as a weapon of pure thought it can take on the appearance of a stream of razor shards, a blade of black glass, a bolt of brilliant white light, a bow for striking a distant foe, a flail for disarming or tripping the enemy, or even a sap when a victim needs to be subdued. Because bladeshapers are able to turn the power of their minds into such weaponry, they have been known to be excessively violent on the field of battle and are considered to be formidable adversaries.
Making a Bladeshaper
Abilities: Strength is an ideal ability for a bladeshaper to augment his melee prowess. However, a good Wisdom score is also important for manifesting powers. Keep both Dex and Const in mind; Dexterity provides better defense and bonuses on ranged attacks, and is useful in the arts of stealth. Constitution upgrades the bladeshaper’s toughness.
Races: The inborn gift for Psionics is unpredictable and it can show up in any of the common races. Of the races with a penchant for psionic ability (those described in chapter 1 of the Expanded Psionics Handbook), Elans, Maenads, Humans and Xephs are most likely to end up as bladeshapers.
Alignment: A bladeshaper's training and inborn showmanship often requires a disciplined mindset to idealize and materialize their mind blades, so they tend to be lawful. Chaotic aligned bladeshapers rely on strength of spirit instead of rigid discipline to materialize their mind blades. Neutrality is almost impossible for a bladeshaper as their indifference disallows any potential mind blade to form.
Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).
Starting Age: Moderate.
|Saving Throws||Special||Spells per Day|| Power
| Maximum Power|
|1st||0||1||2||3||[[#mind blade|]], [[#Wild Talent|]], [[#shape mind blade|]]||—||—||—||—||—||—||—||—||—||—||1||1||1st|
|2nd||1||2||3||4||[[#throw mind blade|]], bonus feat||—||—||—||—||—||—||—||—||—||—||1||1||1st|
|3rd||2||2||3||4||[[#Free Draw|]], [[#Quick Shape|]]||—||—||—||—||—||—||—||—||—||—||3||2||1st|
|4th||2||3||4||5||bonus feat, mind blade +1||—||—||—||—||—||—||—||—||—||—||3||2||1st|
|6th||4||4||5||6||[[#Psychic Strike|]], bonus feat||—||—||—||—||—||—||—||—||—||—||5||3||2nd|
|7th||5||4||6||6||mind blade enhancement +1||—||—||—||—||—||—||—||—||—||—||7||4||2nd|
|8th||6/1||5||6||7||[[#Narrow Mind|]], mind blade +2||—||—||—||—||—||—||—||—||—||—||7||4||2nd|
|11th||8/3||6||8||8||mind blade enhancement +2||—||—||—||—||—||—||—||—||—||—||15||6||3rd|
|12th||9/4||7||8||9||mind blade +3||—||—||—||—||—||—||—||—||—||—||15||6||3rd|
|15th||11/6/1||8||10||10||mind blade enhancement +3||—||—||—||—||—||—||—||—||—||—||23||8||4th|
|16th||12/7/2||9||11||11||mind blade +4||—||—||—||—||—||—||—||—||—||—||23||8||4th|
|18th||14/9/4||10||12||12||[[#Ethereal Jaunt|]], Psionic 3/day||—||—||—||—||—||—||—||—||—||—||27||9||5th|
|19th||15/10/5||10||12||12||mind blade enhancement +4||—||—||—||—||—||—||—||—||—||—||35||10||5th|
|20th||16/11/6/1||11||13||13||mind blade +5||—||—||—||—||—||—||—||—||—||—||35||10||5th|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
The bladeshaper’s class skills are Autohypnosis(wis), Climb (str), Concentration(con), Craft(Int), Jump(str), Knowledge (psionics)(int), Listen(wis), Move Silently(dex), Search(int), Spot(wis) and Tumble(dex) See new skills and expanded uses of existing skills in chapter 3 of the Expanded Psionics Handbook. See chapter 4 of the Player’s Handbook for other skills descriptions.
All of the following are class features of the Bladeshaper.
Power Points/Day: A bladeshaper’s ability to manifest powers is limited by the power pointshe has available. His base daily allotment of power points is given on Table: Bladeshaper. In addition, he receives bonus power points per day if he has a high enough Wisdom score (see Table: Ability Modifiers and Bonus Power Points).
Powers Known: A bladeshaper begins play knowing one 1st level power of your choice form the bladeshaper powers list (see Table: Bladeshaper). Each time he achieves a new level, he unlocks the knowledge of a new power. A bladeshaper can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a bladeshaper can manifest in a day is limited only by his daily power points. In other words, an 11th-level bladeshaper (with a total of 15 power points) could manifest a power costing 1 power point 15 times in one day, a power costing 5 power points 3 times in one day, or any combination of power point costs that does not exceed 15 power points in total.A bladeshaper simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spell casters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The difficulty class for saving throws against bladeshaper powers is 10 + the power’s level + the bladeshaper’s wisdom modifier. For example, the saving throw against a 6th-level power has a DC of 16 + Wis modifer.
Bladeshapers choose their powers from the following list:
0—<-powers, powers, powers->
6th—<-powers, powers, powers->
7th—<-powers, powers, powers->
8th—<-powers, powers, powers->
9th—<-powers, powers, powers->
Maximum Power Level Known: A bladeshaper begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers; for example, a 5th-level bladeshaper can learn powers of 2nd level or lower, a 9th-level bladeshaper can learn powers of 3rd level or lower, and so on. To learn or manifest a power, a bladeshaper must have a Wisdom score of at least 10 + the power’s level.
Mind Blade (Su): As a move action a bladeshaper can create a semisolid blade or ranged weapon (a bow created by a bladeshaper fires normal arrows) composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to any simple or martial weapon of a size and damage appropriate for its wielder. Crossbows cannot be created due to the amount of moving parts in their makeup).
For instance, a medium bladeshaper materializes a mind blade weapon that any normal medium sized character can use; bladeshapers that are smaller or larger than would create mind blades appropriate for their size with a corresponding change to the blades damage (see table 7-4 and table 7-5 in the players handbook). The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus. The blade can be broken (it has hardness 10 and 10 hit points); however, a bladeshaper can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it).
A mind blade is considered a magic weapon for the purpose of overcoming damage reduction. A bladeshaper can use feats such as power attack or combat expertise in conjunction with the mind blade just as if it were a normal weapon. Powers or spells that upgrade weapons can also be used on a mind blade, and bladeshaper’s mind blade improves as the character gains higher levels.
Even in places where psionic effects do not normally function (such as within a null psionics field), a bladeshaper can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the bladeshaper maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the bladeshaper can attempt a new Will save to re-materialize his mind blade while he remains within the psionics-negating effect.
Shape Mind Blade (Su): A bladeshaper gains Shape Mind Blade as a bonus feat, providing him with the ability to change the form of his mind blade. As a full-round action, he can change his mind blade to replicate a longsword (damage 1d8 for a medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a bladeshaper shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1-1/2 times his strength bonus to his damage rolls, just like when using any other two-handed weapon. Alternatively, a bladeshaper can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply). However, both mind blades have an enhancement bonus 1 lower than the bladeshaper would otherwise create with a single mind blade. For example, a 12th-level bladeshaper normally creates a single +3 mind blade, but he could use this ability to instead materialize two +2 mind blades.
Wild Talent: A bladeshaper gains Wild Talent as a bonus feat. (This class feature provides the character with the psionic power he needs to materialize his mind blade, if he has no power points otherwise.)
Throw Mind Blade (Ex): A bladeshaper of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mind blade then dissipates. A bladeshaper 15th level or higher can make a psychic strike (see below) with a thrown mind blade or an arrow fired from a created bow and can use the blade in conjunction with other special abilities.
Free Draw (Su): At 3rd level, a bladeshaper becomes able to materialize his mind blade or ranged weapon as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however (if, for example, he must make a will save to materialize it within a null psionics field).
Quick Shape (Su): At 3rd level, a bladeshaper becomes able to change the form of his mind blade as a free action instead of a full-round action. He can make only one attempt to change the mind blade per round, however (if, for example, he must make a will save to materialize it within a null psionics field).
Bladewind (Su): At 14th level, a bladeshaper gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent. As a full attack, when wielding his mind blade, a bladeshaper can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the bladeshaper’s regular mind blade. (For example, if the mind blade were in the form of a +1 keen bastard sword, due to the bladeshaper’s mind blade enhancement and shape mind blade abilities, each fragment attacks and deals damage as a +1 keen dastard sword). When using bladewind, a bladeshaper forfeits any bonus or extra attacks granted by other feats or abilities (such as the cleave feat or the haste spell). The mind blade immediately reverts to its previous form after the bladewind attack.
Psychic Strike (Su): As a move action, a bladeshaper of 6th level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 2d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability or a ranged weapon). Creatures immune to mind-affecting effects are immune to psychic strike damage. (unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects. A mind blade deals this extra damage only once when this ability is called upon, but a bladeshaper can imbue his mind blade with psychic energy again by taking another move action. Once a bladeshaper has prepared his mind blade for a psychic strike, it holds the extra energy until it is used. Even if the bladeshaper drops the mind blade ( or it otherwise dissipates, such as when it is thrown and misses). It is still imbued with psychic energy when the bladeshaper next materializes it.
Ethereal Jaunt (Psionic 3/day) (Ps): At 18th level, a bladeshaper gains the ability to use Ethereal Jaunt 3 times per day. As ethereal jaunt (page 105 expanded psionics handbook) except as noted here, Power point cost 0.
Mind Blade Enhancement (Su): At 7th level a bladeshaper gains the ability to enhance his mind blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1. At every four levels beyond 7th (11th, 15th and 19th), the value of the enhancement a bladeshaper can add to his weapon improves to +2, +3, and +4, respectively. After completing the ritual for each enhancement bonus and paying the cost of the incense and other items needed for the enhancement ritual, (+1-2000gp, +2-4000gp, +3-6000gp, and +4-8000gp) which lasts 12 hours. A bladeshper can choose any combination of weapon special abilities that does not exceed the total allowed by the bladeshaper’s level. For example, a 19th-level bladeshaper could add two +2 weapon special abilities, or one + 1 weapon ability and one + 3 weapon ability. The weapon ability or abilities remain the same every time the bladeshaper materializes his mind blade (unless he decides to reassign its abilities: see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities. A bladeshaper can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 4 hours in concentration to remove the old ability and then 8 hours in concentration to add the new one. After that period, the mindblade materializes with the new ability or abilities selected by the bladeshaper. For example, an 11th-level bladeshaper might have initially chosen to imbue his weapon with psychokinetic burst, a +2 weapon special ability. Every time he materializes the weapon, it is a +2 psychokinetic burst mind blade. However, on learning that he may face a mind flayer the next day, he could take 8 hours to change his mind blade’s special ability from psychokinetic burst to mindcrusher.
Weapon Special Ability Enhancement Bonus Value
- Defending +1
- Keen +1
- Lucky* +1
- Mighty cleaving +1
- Psychokinetic* +1
- Sundering* +1
- Vicious +1
- Collision* +2
- Mindcrusher* +2
- Psychokinetic burst* +2
- Suppression* +2
- Wounding +2
- Body feeder* +3
- Mindfeeder* +3
- Soulbreaker* +3
(see new special abilities in chapter 3 of the Expanded Psionics Handbook. All other special abilities are described in chapter 7 of the Dungeon Master’s Guide)
|21st||<-any improvements to class features gained at this level, including any bonus feats->|
|22nd||<-any improvements to class features gained at this level, including any bonus feats->|
|23rd||<-any improvements to class features gained at this level, including any bonus feats->|
|24th||<-any improvements to class features gained at this level, including any bonus feats->|
|25th||<-any improvements to class features gained at this level, including any bonus feats->|
|26th||<-any improvements to class features gained at this level, including any bonus feats->|
|27th||<-any improvements to class features gained at this level, including any bonus feats->|
|28th||<-any improvements to class features gained at this level, including any bonus feats->|
|29th||<-any improvements to class features gained at this level, including any bonus feats->|
|30th||<-any improvements to class features gained at this level, including any bonus feats->|
<-number of skill points-> + Int modifier skill points per level.
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
Bonus Feats: The epic Bladeshaper gains a bonus feat (selected from the list of epic Bladeshaper bonus feats) every <-number of feats per level-> levels after 20th.
Epic Bladeshaper Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> Bladeshaper Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->|| <-armor check penalty based on starting armor. If inapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: At 2nd level, a bladeshaper gets a bonus combat-oriented feat. The bladeshaper gains an additional bonus feat at 4th, 6th, 9th, 13th, and 17th. These bonus feats must be drawn from the feats noted as fighter bonus feats on Table 5-1: Feats, page 90 of the player’s handbook II, or from the psionic feats in Chapter 3 of the Expanded Psionics Handbook. The bladeshaper must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. These bonus feats are in addition to the feats that all character’s gain at 1st, 3rd, 6th, 9th, 12th, 15th, 18th levels. A bladeshaper is not limited to fighter bonus feats and psionic feats when choosing these other feats.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Playing a Bladeshaper
Religion: Bladeshapers who prefer to worship sometimes choose deities such as St. Cuthbert (deity of retribution), Pelor (deity of the sun), Heironeous (deity of valor), or Kord (deity of strength). Evil bladeshapers often follow Erythnul (deity of slaughter), delighting in their ability to slaughter with the power of their minds. But as with other psions, a bladeshapers reliance on will and internal fortitude often makes them poor supplicants.
Other Classes: Bladeshapers are most comfortable with those who have similarly aggressive bents and who appreciates their unique contributions regardless of class. Bladeshapers make powerful comrades and revel in competition, (“the chance to push one’s ability’s to the breaking point only makes one stronger”).
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
Bladeshapers in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
Bladeshapers in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.