Essenceblade Sentinel

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Fidrikon's picture
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Factor
Joined: 2004-12-19
Essenceblade Sentinel

Great power comes only through sacrifice. Few know this better than the Essenceblade Sentinels. Similar to the Soulknife, an essence blade sentinel can create a semi-solid blade at will. But instead of creating it out of force of will, the blade is an actual extension of its creator’s life force. In some ways, it is even more powerful than that of a Soulknife. But there is a price.
The ritual that allows an Essenceblade Sentinel to take control of its life force requires the Essenceblade sentinel to cut off his own hand. Because of this, few are willing to take the power that comes from it.
However, this sacrifice is more than made up for in other ways. Along with the ability to control the life force of himself and others, an Essenceblade Sentinel also learns the art of telekinesis to compensate for his lost hand.
But again, power comes only through sacrifice, even after the ritual. Every time an Essenceblade Sentinel casts a spell, he does so only by using parts of his own life force to cast the spell.
As such, good aligned Sentinels are true martyrs. Traveling the countryside healing others at direct cost to themselves.

HD: d12

Essenceblade sentinals are profecient with simple weapons, but can may have diffuclty using them with one hand ( such as reloading a crossbow)
They are also profecient with light and medium armor, and shields ( but not tower shields)

Skills: concentration, craft, escape artist, gather information, heal, hide, intimidate, jump, listen, profession, search, sense motive, spot, survival, tumble, use magic device
Skill points at first level: (int+5) x4
Skill points at each additional level: int+5

Level-bab-fort-ref-will-special
1-0-2-0-2-Essenceblade-1d6, Severed hand
2-1-3-0-3-uncanny dodge, Essence bolt
3-2-3-1-3-Enhancement +1
4-3-4-1-4-external manipulation +2
5-3-4-1-4- essence blade-1d8
6-4-5-2-5- Enhancement+2
7-5-5-2-5- external manipulation +3
8-6/1-6-2-6-
9-6/1-6-3-6- Enhancement +3
10-7/2-7-3-7- external manipulation +4
11-8/3-7-3-7- essenceblade-1d10
12-9/4-8-4-8- enhancement +4
13-9/4-8-4-8-
14-10/5-9-4-9-
15-11/6/1-9-5-9-enhancement +5
16-12/7/2-10-5-10-strenghtened soul
17-12/7/2-10-5-10-
18-13/8/3-11-6-11-Essenceblade-1d12
19-14/9/4-11-6-11-
20-15/10/5-12-6-12-pure body
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Essenceblade (su): A semi-solid, glowing blade of energy grows from the stump of your severed hand. This blade deals 1d6 damage, has an 18-20 crit, and (being formed from pure life force) uses the constitution modifier rather than the strength modifier for attack and damage rolls. This weapon takes on the alignment of its creator, so a Lawful good Essenceblade is considered lawful aligned and good aligned for the purposes of overcoming damage reduction.
At later levels, the Essenceblade becomes more coherent, and deals more damage. Level 5-1d8, level 11-1d10, level 18-1d12.
Also, on an attack, an Essenceblade Sentinel can use the attack to double as a normal strike, and as the touch attack for a spell. However, it still works off of normal AC. But if the attack misses, the Sentinel only needs to pay half the HP cost. This ability can be used at will.

Severed hand (ex): Missing a hand, an Essenceblade suffers a –2 penalty on all physical grapples (telekinetic grapples are unaffected), climb checks, and swim checks.

Uncanny Dodge (Ex): At 2nd level, an Essenceblade Sentinel retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a sentinel already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Essence bolt(su): By sacrificing damage for range, an Essence bolt can strike opponents up to 60 ft away. It deals one damage die less than the normal blade would do.
1d12 becomes 1d10 becomes 1d8 becomes 1d6 becomes 1d4.
Also, this bolt can be used to deliver ranged touch attack, rather than a ray.

Enhancement(su): at will, an Essenceblade can improve his blade to act as a +1 weapon for 1 min. However, to do so, he must sacrifice 1 hp.
At higher levels, an Essenceblade can improve his weapon to act even more powerful. But it still lasts for one min, and still requires a HP cost equal to the bonus.

External Manipulation(su): By experimenting with telekinetic forces, an Essenceblade can form a semi-solid wall of telekinetic force, granting a + 2 deflection bonus to AC as long as the Essenceblade is conscious. This ability later improved to +3, and then +4.

Strengthened soul(ex): An Essenceblade now heals ability damage faster, at a rate of 1d3 ability points per say, rather than 1 per day.

Pure body(ex): an Essenceblade is now immune to all natural and supernatural diseases, and any poisons which he has successfully mad a fortitude save against in the past.

Spells (for lack of a better term):
Unlike most spellcasters, an Essenceblade Sentinel’s spells are constitution based. Their constitution modifier is used for the to determine their power, and how difficult they are to resist.
Essenceblade spells are most similar to psionics. Unlike a system of spells per day, the Essenceblade Sentinel can cast any spell he knows at will, but must sacrifice HP to do so. There are no somatic components in this process at all, so there is no spell failure.

Spells known based on level
Level 0 1st 2nd 3rd 4th 5th 6th
1st 4 — — — — — —
2nd 5 2 — — — — —
3rd 6 3 — — — — —
4th 6 3 2 — — — —
5th 6 4 3 — — — —
6th 6 4 3 — — — —
7th 6 4 4 2 — — —
8th 6 4 4 3 — — —
9th 6 4 4 3 — — —
10th 6 4 4 4 2 — —
11th 6 4 4 4 3 — —
12th 6 4 4 4 3 — —
13th 6 4 4 4 4 2 —
14th 6 4 4 4 4 3 —
15th 6 4 4 4 4 3 —
16th 6 5 4 4 4 4 2
17th 6 5 5 4 4 4 3
18th 6 5 5 5 4 4 3
19th 6 5 5 5 5 4 4
20th 6 5 5 5 5 5 4

Essenceblade spells/hp cost

0:
Daze/1
Mage hand/1
Open-close/1
Resistance/ 2
Touch of fatigue/ 1
Fredrigues false friskyness/2
Deaths breath/2

1:
Cure light wounds/ equal to amount of hp healed
Expeditious retreat/ 2
Featherfall/ 3
Deathwatch/ 2
Endure elements/ 3
Inflict light wounds/ equal to half the amount inflicted
Jump/ 2
Lesser restoration/ 3
Ray of enfeeblement/ 3

2:
Alter self/ 4
Cure moderate wounds/ equal to amount of hp healed
Daze monster/ 4
Delay poison/ 4
Rage/ 3
Shatter/ 3
Aid/ 4
Death knell/ 3
Gentle repose/ 3
Inflict moderate wounds/ equal to half the amount inflicted

3:
Clairaudience- clairvoyance/ 4
Cure serious wounds/ equal to amount of hp healed
Haste/5
Slow/5
Contagion/6
Inflict serious wounds/ equal to half the amount inflicted
Protection from energy/6
Blindness-deafness/4
Cure blindness-deafness/4
Remove disiese/5
Water breathing/6
Status transference/7

4:
Cure critical wounds/ Equal to amount of hp cured
Locate creature/ 5
Neutralize poison/6
Repel vermin/6
Death ward/9
Inflict critical wounds/ equal to half the amount inflicted
Poison/6
Restoration/11
Stoneskin/9
Final rest/8

5:
Raise dead/15
Slay living/10
Blight/6
Waves of fatigue/7
Telekenesis/4
Lobatomy/6
Damage transference/9

6:
Contagious mist/9
Empathic bond/11
Eyebite/8
Harm/equal to half amount inflicted
Heal/ equal to amount healed
Repulsion/ 9

Ex-essenceblade sentinals:
If the hand is ever healed, or grown back, the essenceblade sentinal can no longer form its blade, casts is if it were at half level, and can no longer proceed in Essenceblade Sentinal levels.
This continues untill the hand is severed again.

Fidrikon's picture
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Factor
Joined: 2004-12-19
Essenceblade Sentinel

So.... sounds like a bad idea at first, I know. But I honestly think this would be an intresting class to try.

Very powerful, likly to have a ton of HP with the focus on Constitution, but has to sacrifice that HP to do anything worthwhile. Otherwise, they cut of their hand for nothing.

crazyfool's picture
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Namer
Joined: 2005-05-16
Essenceblade Sentinel

the cost of the enhancement balences it i think and the spells, its close to balenced though more focus on telikenesis might be called for damage transferance should NOT be on the spell list, just think

Fidrikon's picture
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Factor
Joined: 2004-12-19
Essenceblade Sentinel

I guess i see what you mean. Since DT transfers all the damage you have currently taken to other, its too power for a character witha d12 HD.

I mean, with the d4/d6 HD that most casters have, theres only so much life you have, hence damge to transfer.
But with a D12 HD, you have far more hp, and a lot more damage possible.

I plan to play-test this class in a campaign thats starting up. If DT is too power in the Hands of an Essenceblade Sentinel, Ill remove it.

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