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Post by The Hive Mind on Thu May 15, 2014 1:27 pm

Before the Shadow fell over the empires of Eredane, one of the greatest gifts a youth could ask for was the arms and armor of his family. Such prized treasures were passed down from generation to generation, and were often the badge of inheritance that a father passed to his son before he died. Now that the Night Kings have completed their con- quest of most of the lands of Eredane, such an inheritance is more dangerous than it is a boon. Still, there are those who would kill to retrieve their family’s heirlooms, and with them a small bit of honor, despite the great risks involved. Some are rewarded not only with a symbol of a once-great family, but a powerful weapon that can save their lives in times of need. These ancestral blades are more than mere magical items—they are part of the family.
Hit Die: d10.


Base Attack Bonus: +6.
Feats: Weapon Focus (character's ancestral blade), Weapon Specialization (character's ancestral blade).
Special: The character must have wielded his ancestral blade exclusively for one entire level before taking his first level in this class. The ancestral blade must be a covenant item. Additionally, the character may never use a weapon other than the ancestral weapon. If he does so, he loses all class abilities for one week.

Class Level / Base Attack Bonus / Fort Save / Ref Save / Will Save  / Special
1st ----------------+1 -------------+2 --------+0 -------+0 -------Unbreakable blade
2nd ----------------+2 -------------+3 -------+0 --------+0 -------Advance ancestral blade
3rd ----------------+3 -------------+3 --------+1 -------+1 -------Ancestral watcher, bonus feat
4th ----------------+4 -------------+4 --------+1 -------+1 -------Immovable blade
5th ----------------+5 -------------+4 --------+1 -------+1 -------Ancestral advisor
6th ----------------+6 -------------+5 --------+2 -------+2 -------Advance ancestral blade, bonus feat
7th ----------------+7 -------------+5 --------+2 -------+2 -------Ancestral guide
8th ----------------+8 -------------+6 --------+2 -------+2 -------Unwavering blade
9th ----------------+9 -------------+6 --------+3 -------+3 -------Ancestral protector, bonus feat
10th ---------------+10 ------------+7 --------+3 -------+3 -------Awaken ancestral blade

Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Speak Language (n/a), and Swim (Str).

Skill Points at Each Level: 2 + Int modifier.

Class Features

Weapon and Armor Proficiency: Ancestral bladebearers are proficient with all simple and martial weapons, and all types of armor and shields.

Unbreakable Blade (Ex): At 1st level, the character's ancestral blade becomes unbreakable. No amount of magical or physical damage can destroy or harm the blade as long as a rightful heir of its family lives.

Advance Ancestral Blade (Ex): When wielding his ancestral blade, the character unlocks an additional power above and beyond that which his level allows him to know. Thus, if a 2nd-level ancestral bladebearer (8th level character level) wielded a covenant item that gained powers at 5th, 11th, and 15th-level, the bladebearer would be able to access both the 5th and 11th-level powers. When he reaches his 6th level as a bladebearer he would access the 15th-level ability. If the character gains this ability after he has unlocked all of his ancestral blade's powers, then its enhancement bonus increases by one.

Ancestral Watcher (Su): Beginning at 3rd level, the character's ancestral blade functions as if it had a permanent alarm spell cast upon it. The character can choose between a mental and an audible alarm as a free action at any time, and he may designate any number of creatures that automatically do not set off the blade's alarm.

Bonus Feat: Whenever this ability is gained, the character may choose any one feat from the list of fighter bonus feats.

Immovable Blade (Ex): Beginning at 4th level, the character's ancestral blade may never be removed from his grasp by physical or magical means without his permission. This includes disarming, telekinesis, or any other means by which the blade might be removed from his person.

Ancestral Advisor (Su):Beginning at 5th level, the character's ancestral blade can help guide him in times of need. By concentrating on the blade for one full round, the character can get answers to simple questions as if he had cast an augury spell. This ability functions once per day per point of Charisma modifier, with a minimum of once per day.

Ancestral Guide (Su): Beginning at 7th level, the character's ancestral blade detects hidden and secret doors as if it had a permanent detect secret doors spell cast upon it. It alerts the character to the presence of any such door within 10 feet by emitting an audible hum and vibrating slightly.

Unwavering Blade (Su): At 8th level, the character's ancestral blade becomes his ultimate protector. If it is somehow separated from him despite the immovable blade property, he may unerringly detect its direction and distance. In addition, if he should ever fall in combat, the blade immediately gains the dancing property and will fight to defend him until he dies or regains consciousness and grasps the weapon. The blade will not attack those who approach to offer healing or to move his body to safety.

Ancestral Protector (Su): Beginning at 9th level, the character's ancestral blade protects him from ranged attacks as if he had a permanent protection from normal missiles active. The blade simply swats away any ranged attacks that would not make it through such a defense.

Awaken Ancestral Blade (Ex): Upon reaching 10th level, the character's ancestral blade reaches the pinnacle of its powers. First, it advances in the same manner as the advance ancestral blade ability. In addition, it gains a measure of sentience, becoming an intelligent weapon as detailed in the DMG. The blade does not gain any additional powers, but it does gain its own personality, including Int, Wis, and Cha scores, each randomly determined by rolling 1d10+10 (with 0 on the die equaling zero, not ten). It also gains the ability to telepathically communicate with its owner and to see and hear within 30 ft., though it does not gain the ability of speech. The weapon's alignment is the same as its owner's, and for purposes of calculating Ego each ability other than enhancement bonuses is considered to be a lesser power. the weapon's primary concern is that it and its wielder live up to the honor and traditions of the family to which the weapon is aligned; this concern takes precedence over the weapon's or wielder's continued existence.
The Hive Mind
The Hive Mind

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