Truthblade (Pathfinder Class)

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Truthblade[edit]

The Truthblade is a being of immeasureable power and potential, far more so than nearly all of his apparent 'kin'. This power comes from the soul – the soul of a good-aligned god! Such a being is incredibly rare, if even heard of, as such a powerful race can easily be thousands of years between each other. Do not mistake the Truthblade for a weak commoner – for you quite likely will never reach his power!

Making a Truthblade[edit]

The Truthblade starts off much weaker than other Classes and is slower to progress, but if he/she lives long enough, he/she will outshine them all. His greatest tools are his unique set of Class abilities and overall versatility.

Abilities: While his/her core abilities may not be as potent as some other adventurers, neither is he/she below the common man, and if he/she truly must, he/she can augment them over time. Ultimately, his/her most vital attributes are entirely up to him/her.

Races: The Truthblade is the incarnation of a Good-aligned Deity. As such, he/she is only going to come from races with potential for good. Thus, most mortal races could have a Truthblade in their ranks, although the more righteous ones are the most likely.

Alignment: Any Good.

Starting Gold: 1d10×10 gp (50 gp).

Starting Age: Any over Adult.

Table:Truthblade

Hit Die: d6

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +1 +1 +1 Drawbacks, Arsenal Proficiency, Aura of Righteousness, Sense Corruption and Path I
2nd +2 +1 +1 +1
3rd +3 +1 +1 +1
4th +4 +2 +2 +2
5th +5 +2 +2 +2 Path II
6th +6/+1 +3 +3 +3
7th +7/+2 +3 +3 +3
8th +8/+3 +4 +4 +4
9th +9/+4 +4 +4 +4
10th +10/+5 +5 +5 +5 Path III
11th +11/+6/+1 +5 +5 +5
12th +12/+7/+2 +6 +6 +6
13th +13/+8/+3 +6 +6 +6
14th +14/+9/+4 +7 +7 +7
15th +15/+10/+5 +7 +7 +7 Path IV
16th +16/+11/+6/+1 +8 +8 +8
17th +17/+12/+7/+2 +8 +8 +8
18th +18/+13/+8/+3 +9 +9 +9
19th +19/+14/+8/+4 +9 +9 +9
20th +20/+15/+10/+5 +10 +10 +10 Path V and Aspect of Righteousness

Class Skills (1 per level)
All.

Class Features[edit]

All of the following are class features of the Truthblade.

Arsenal Proficiency: The Truthblade is Proficient with the Following...

  • Armor = Light and Medium
  • Shields = None
  • Weapons = The Natural Weapon Group and 3 Other Weapon Groups of the Truthblade's Choice.


Drawbacks (Ex): The Truthblade Receives the Following Drawbacks as the Price the Power of his soul has on his/her body and mind.

  • Commoner's Attributes = All Base (Original) Ability Scores are changed 10.
  • Development Impairment = All Ability Score Improvements from Character Levels are Negated, as well as Any and All Feats and Traits.
  • Durability Impairment = HP Bonuses per HD from Constitution are Negated.
  • Honour-Bound = Should the Truthblade fall away from Good Alignment, he/she Loses ALL the Benefits of this Class, Keeps the Drawbacks, and if he/she doesn't return to Good, will die in 90 Days.
  • Knowledge Impairment = Intelligence Modifier does not Apply to Skill Points per Level.
  • Racial Impairment = All Racial Ability Score Modifiers - both positive and negative – are negated. Bonus Skill Modifier, Ranks and Feats of Any Kind are Negated as well.
  • Singular Capacity = The Truthblade CANNOT Multiclass, not even with Prestige Classes.


Aura of Righteousness (Ex): Each Truthblade radiates a Powerful Aura of Good, but unlike most, this Aura is Identical to that of a Good-aligned Outsider of his Level. Even more bizarre, his/her Aura is considered to be 1 Category Stronger than normal. (Faint becomes Moderate, Moderate becomes Strong, and Strong becomes Overwhelming).

Sense Corruption (Su): All Evil Auras are visually visible to the Truthblade, and he/she automatically knows all the information of any Said Auras derivable from Detect Evil. Furthermore, the Truthblade CANNOT be stunned by an Overwhelmeing Aura as a result of Detect Evil.

Perks (Su): Perks are Additional Effects of the Truthblade's True Nature on his/her body and mind. He/she may pick a number of the Following per Truthblade Level Equal to his/her Truthblade Class Will Save, Plus 2 More at 1st, 4th, 8th, 12th, 16th and 20th Levels...

  • Defensive Arsenal Training = Choose from Armor or Shields. Armor Grants Heavy Armor Proficiency, and Shields Grants Proficiency with All Shields, Including Tower Shields. Both Also Negate Arcane Spell Failure Chance, Armor Check and Speed Penalties from Either Armor or Shields, depending on which Choice the Truthblade took. This can be Taken Twice.
  • Defensive Core Training = Choose Either All or One Save. If All is Chosen, they Each Receive a +2 Bonus. If One is Chosen, the Chosen Save either Increases by 6 or to Total HD. This can be Taken Any Number of Times.
  • Drawback Removal = This Perk can Permanently Remove A Single Truthblade Drawback BUT it can Only Remove 1 Drawback per Truthblade Level, AND it also Deducts a 1 Perk Point per Level for EVERY DRAWBACK REMOVED.
  • Durability Auxiliary Training = Gains DR/- 3 Each Time this Perk is Taken.
  • Durability Core Training = Each Time this Perk is Chosen, the Truthblade's Class Hit Dice Type Increases by 1 Step, to a Maximum of d12. If the Truthblade has also Taken the Raw Potential Training, the Hit Dice from Raw Potential Training is At Least the Same as the Durability Core Training.
  • Durability Potential Training = Each Time this Perk is Chosen, the Truthblade adds either his/her Constitution Bonus or his/her Will Save to his/her HP per Hit Dice. This can be Taken Any Number of Times.
  • Durability Ultimate Training = Choose Any 1 Effect, Element, School, ect. The Truthblade is Immune to The Chosen Effect and ALL Means of Bypassing it. This can be Taken Any Number of Times.
  • Failure Ward Training = Natural Rolls of 1 NEVER Count as a Failure. This can Only be Taken Once.
  • Heightened Attributes = Choose Any One Ability Score. The Chosen Ability Score gains a Permanent Inherent Bonus of + 6. This can be Taken Any Number of Times, whether for the Same Ability Score or for Multiple Ability Scores.
  • Magical Training = Choose A Number of Spells from Any Source equal to Will Save. The Truthblade can Use them either At Will or Constant, at his/her Option. This can be Taken Any Number of Times.
  • Major Training = Choose Any 2 Feats. The Truthblade gains this Feat, though he doesn't need to meet the Requirements or Restrictions. This can be Taken Any Number of Times.
  • Minor Training = Choose Any 4 Traits. The Truthblade gains these Traits, and unlike Normal Traits, these can be Taken from the Same Category and they Stack. This can be Taken Any Number of Times.
  • Mobility Core Training = Each Time this Perk is Taken, the Truthblade's Base Speed is Increased by 30 ft. This can be Taken Any Number of Times.
  • Mobility Advanced Training = Choose Any 1 Movement Type. The Truthblade gains this Movement Type to a Speed Twice his Base Land Speed. If Flight is Chosen, the Manueverability is Perfect. This can be Taken Any Number of Times.
  • Moderate Training = Choose Any 4 Skills. The Truthblade gains Ranks in these Skills Equal to his Truthblade Level, and these Bonus Ranks do not Count Against the Normal Skill Rank Max. This can be Taken Any Number of Times, whether for the Same Choice of Skills or Different Skills.
  • Naturally Armed = Select Any One Type of Natural Weapon. The Truthblade gains the Natural Weapon, Located where Suitable. This is a Primary Natural Weapon, dealing 1d8 Damage of the Appropriate Type. This can be Taken Any Number of Times, but only for Multiple Natural Weapons.
  • Naturally Armored = Select One from the Following AC Bonus Types = Competence, Deflection, Dodge, Insight, Luck, Morale, Natural and Sacred. This Perk adds a +3 Bonus of the Chosen Type. This can be Taken Any Number of Times, whether for the Same Bonus Type or for Multiple Types.
  • Offensive Accuracy Training = Gains a +3 Bonus to All Attack Rolls Each Time this Perk is Chosen.
  • Offensive Arsenal Training = Choose Any One Weapon Group. The Truthblade gains Proficiency with the Entire Group. This can be Taken Once for Every Weapon Group.
  • Offensive Potency Training = Gains a +3 Bonus on All Damage Rolls Each Time this Perk is Chosen.
  • Path Training = Gains an Additional Path, but at the Cost of 5 Perks. If the Truthblade does not have enough when she takes this Perk (Although he/she must have AT LEAST One), the Remainder is Deducted from Future Perks. This Can be Taken Any Number of Times.
  • Perceptive Training = Choose Any Sensory Ability. The Truthblade gains this Sense out to 60 ft. This can be Taken Any Number of Times, Whether for the Same Sense or for Multiple Chosen Senses.
  • Potential Investment Training = Each Time this Perk is Chosen, the Perk Invested is lost, but the Truthblade gains 1 Additional Perk Each Level thereafter. This can be Taken Any Number of Times.
  • Quick Recovery Training = Gains 3 Fast Healing for Every Time this Perk is Chosen.
  • Raw Potential Training = Gains 1 Racial Hit Dice Each Time this Perk is Chosen.
  • Regeneration Training = Gains Regeneration 1/Any Two Each Time this Perk is Chosen.
  • Self-Sustenance Training = The Truthblade Loses any and all Bodily Requirements and becomes Immune to Fatigue and Exhaustion. He/She still has the choice to sustain him/herself. This can Only be Taken Once.
  • Weakness Correction Training = The Truthblade Loses Any Single Weakness EXCEPT the Drawbacks from this Class. This can be Taken Any Number of Times.

Paths (Su): Paths are the Main Armament of the Truthlade. He/she may select a Path at 1st Level and at every 5th Level, ending at a Maximum of 5 Paths at Level 20. Path Options are as Follows...

  • Class = Upon Selecting this Path, Choose Any Non-Evil Class. The Truthblade gains All the Class Features and Spellcasting Abilities (If Any), the Truthblade Levels Counting as Levels of the Chosen Class. He/she DOES NOT however, gain the Base Attack Bonus, Hit Dice, Proficiencies, Save Bonuses and Skill Points of the Said Class/es.
  • Creature = Upon Selecting this Path, Choose Any Non-Evil Creature. The Truthblade gains All the Traits and Abilities of the Chosen Creature, EXCEPT Base Attack Bonus, Feats, Proficiencies and Saves. The Truthblade does acquire the Ability Scores of the Creature BUT Only 1 10th, Minimum +1.
  • Race = Upon Selecting this Path, Choose Any Non-Evil Race. The Truthblade gains All the Traits, Benefits and Abilities of the Chosen Race. This Path can be Used to Select the Truthblade's Original Race, and thus Unlocks all the Benefits he/she lost because of the Drawbacks BUT Also All the Penalties and Weaknesses as well.
  • Subtype = Upon Selecting this Path, Choose Any Non-Evil Subtype. The Truthblade gains All the Benefits AND All the Drawbacks.
  • Template = Upon Selecting this Path, Choose Any Non-Evil Template. The Truthblade gains All the Traits, Benefits and Abilities of the Chosen Template, EXCEPT Base Attack Bonuses, HD/HP Modifications, Proficiencies and Save Bonuses. The Truthblade does acquire Ability Score Modifications, BUT Only 1 10th, minimum 1. While the Truthblade does not receive the Negative Ability Score Modifier, he/she does gain ALL Other Weaknesses.
  • Type = Upon Selecting this Path, Choose Any Non-Evil Type. The Truthblade's Base Type Permanently Changes to this Type, with All Changes Except Base Attack Bonus, HD/HP, Proficiencies and Saves. This Path can ONLY be Chosen Once.


Capstone = Aspect of Righteousness (Ex): The Truthblade gains 1 Point of Regeneration that CANNOT be Suppressed or Bypassed or Otherwise Removed/Negated by ANY AND ALL Means, he/she Functions Normally Regardless of Current Hit Points, and becomes Immune to Ability Damage, Ability Drain, and Energy Drain. Furthermore, the Truthblade does not Physically Age, is Immune to All Forms of that Effect as well as Penalties due to Age – Past, Present and Future. Mental Bonuses do, however, Still Add Up.

Note from Creator![edit]

The Truthblade is meant to be a replacement for the Perfectionist. Thus, I, the creator of both classes, believe that the Truthblade is a much better option, as the Perfectionist had no drawbacks and an enormous set of strong points – but I leave the choice to you readers. You may use either or both or niether. It's entirely up to you. Anyway, happy gaming!


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