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 Class: Weapon Meister (Pathfinder)

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Boose
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PostSubject: Class: Weapon Meister (Pathfinder)   Wed May 16, 2012 12:57 pm

Two bloodlines that have existed for thousands of years in parallel are those of the weapon meister and the soul weapon. Each weapon meister is paired to a weapon by a natural bond at birth, and the two will inevitably cross paths no matter the space between them and nearly immediately know their place once that connection is completed. While the bloodline of the weapon meister may be considered a blessing - being able to wield a soul weapon to its ultimate capabilities by resonating their energies and reaching the point of nearly combining their souls - the other side is that of eternal servitude. The soul weapon has the cursed blood that casts him with the ability to transform into a weapon able to be wielded by a meister, their only purpose in life being to become a death soul - a weapon that can be wielded by death itself.

Role: The meister and weapon spend most of their time perfecting their craft, while searching for souls that they deem worthy enough, in one form or another, to absorb. All of this is with the single goal shared between both meister and weapon. While the meister and weapon can function individually, the true power lies in the bond that is created between the two over time, dedication, and endless effort.

Alignment: Any.

Hit Dice: d10

Starting Wealth: 4d6 x 10 gp (average 140 gp.)

Class Skills

The weapon meister’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Dungeoneering), Perception (Wis), Profession (Wis), Survival (Wis), and Swim (Str)

Skill Ranks per Level: 4 + Int modifier.


Last edited by Boose on Sat May 19, 2012 10:45 pm; edited 2 times in total
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PostSubject: Re: Class: Weapon Meister (Pathfinder)   Wed May 16, 2012 1:09 pm

The following are the class features of the weapon meister.

Weapon and Armor proficiency: A weapon meister is proficient will simple and martial weapons. They are proficient with light and medium armor, but not with shields.


Soul Weapon: At 1st level, a weapon meister gains a soul weapon as a companion. A soul weapon is, for all intents and purposes, human, except for the fact that she is cursed with ability to transform into a weapon that is able to be wielded by a meister. However, most do not view this as a true curse, but rather as a great honor to have the possibility of one day becoming a death soul - a weapon of immense power used to harvest the souls of the damned. While the soul weapon is of a supernatural origin, she is still mortal and, while in her human form, will die if her hit points reach her negative Constitution score. Her alignment matches that of the weapon meister she has been paired with.

In her human form, a soul weapon has 1d8 Hit Dice. At creation, she starts with a total of 10 ability points that can be spent in the normal fashion. She may also choose one saving throw type as her good save and the remaining two as her bad saves (as listed on the Table: Soul Weapon). The soul weapon also starts with two skill ranks at first level, gaining an additional 2 every odd-numbered level. She has all of the same class skills of the weapon meister. She also gains one feat at first level, and may select additional feats every 3 levels thereafter. A soul weapon may select any feat that they qualify for. She is proficient only with the weapons that she may take the form of, as well as with light and medium armor, but not with shields.

As the weapon meister levels, so does the soul weapon. As she levels, her Hit Dice, Base Attack Bonus, and saving throws will all increase for her human form. She will also gain an additional 2 ability points starting at 4th level and every 4 levels after, which she may spend on any two abilities. Any ability chosen can only receive 1 point per advancement. In her weapon form, a soul weapon’s enhancement bonus and Ego will increase as she gains levels.

The weapon form that a soul weapon can take is usually connected to her specific bloodline, though this weapon is always either a simple or martial weapon with the piercing or slashing damage type. Transforming from her human form into a weapon requires a standard action and she must be adjacent to her weapon meister to perform this action, though changing back into human form is a free action and does not require her to be near her meister. Any type of transformation in this way does not provoke an attack of opportunity. Any equipment or items that the soul weapon is wearing in her human form are absorbed into her weapon form. Her weapon form is treated as a sentient weapon of masterwork quality. The weapon is considered magical for the sake of damage reductions. The weapon form starts out as a basic weapon for the sake of hardness and hit points, however at 10th level becomes an adamantine weapon. While in her weapon form, she and her meister share a telepathic bond which they communicate through. If the soul weapon is broken while in this form, then she returns to her human form at -1 hp, and cannot transform back into a weapon until she has had a full rest. The soul weapon may be healed in her human form, however this does not alter her hardness, nor does it negate the need to rest in order to take her weapon form.


Steal Soul: In order to become a death soul, a weapon must find souls that are worthy to be absorbed for her cause. Upon landing the killing blow, she may choose to collect the soul of a fallen enemy. Upon collecting 100 individuals, the soul weapon will become what they have strived for since creation.


Soul Skills: Beginning at 2nd level and every 3rd weapon meister level thereafter, a meister may choose one of a number of abilities that either himself or his weapon may harness to use in their collection of souls. Some soul skills have a prerequisite that must be met before they can be chosen, while some soul skills may add a point of Ego to the soul weapon’s total Ego score. All soul skills may only be chosen once unless otherwise stated in the skill’s description.

    Alter Blade: The soul weapon has the ability to transform into one additional weapon. Changing from one weapon form to another requires a full-round action. This skill may be taken multiple times, with a different weapon chosen each time. Taking this skill increases the soul weapon’s Ego score by 1.

    Amplify Soul: As a swift action, the weapon meister and soul weapon may treat any allies as if they possessed one teamwork feat they possess for the purpose of determining whether the meister and weapon will a bonus from a certain feat. Their allies do not receive any bonuses from the feat unless they actually possess the feat themselves. This skill requires at least one teamwork feat.

    Bonded Souls: As a standard action, the weapon meister and soul weapon may share all of their senses (hearing, smell, taste, touch, sight) for a number of minutes equal to the Charisma modifier of whomever is using the skill at the time.

    Burst Soul: On a successful critical strike, the weapon meister may deal his soul force damage through the soul weapon without diminishing his daily use. This skill requires the use of Soul Force before the weapon meister may choose this soul skill.

    Cunning Soul: This skill adds a +2 to confirm critical hits made by the soul weapon. Taking this skill increases the soul weapon’s Ego score by 1.

    Deadly Blow: This skill increases the critical multiplier of the soul weapon by 1 (ie a x2 critical multiplier becomes a x3, while a x3 would become a x4). This skill requires the soul weapon to have an Ego score of at least 10 to choose this soul skill.

    Elemental Soul: As a move action, a soul weapon may be imbued with any type of elemental damage for number of rounds equal to her enhancement bonus. Taking this skill increases the soul weapon’s Ego score by 1. This skill requires the soul weapon to have an Ego score of at least 12 to choose this soul skill.

    Extended Strike: The soul weapon may have a single attack made as if her range were an additional 5’. Taking this skill increases the soul weapon’s Ego score by 1.

    Fluid Soul: On a basic melee attack, the weapon meister can choose to expel his soul force through the soul weapon, instead of the weapon damage. This skill requires the use of Soul Force before the weapon meister may choose this soul skill.

    Fluid Soul, Improved: When the weapon meister uses the Fluid Soul skill, he may choose to use his soul force in addition to the weapon damage. A weapon meister must have the Fluid Soul skill to choose this soul skill.

    Guardian Soul: As a free action, the weapon meister or soul weapon may choose to allocate some or all of the soul weapon’s enhancement bonus to AC until next turn. Taking this skill increases the soul weapon’s Ego score by 1.

    Heavy Soul: On a successful hit, the weapon meister or soul weapon may make a CMB check to shift target 5 feet. Taking this skill increases the soul weapon’s Ego score by 1.

    Improved Enhancement: Taking this skill increases the enhancement bonus of the soul weapon by 1. Taking this skill increases the soul weapon’s Ego score by 1.

    Improved Resonate Soul: As a move action, any ally may also gain the benefits of the teamwork feat chosen by weapon meister to use with the Resonate Soul ability. A weapon meister must have the Resonate Soul ability to choose this soul skill.

    keen Soul: This skill doubles the critical threat range of the soul weapon. Taking this skill increases the soul weapon’s Ego score by 1.

    Partial Transformation: Rather than completely transforming into a weapon, the soul weapon can instead transform a portion of his body into a weapon. Any weapon made with this partial transformation are treated as natural weapons. Taking this skill increases the soul weapon’s Ego score by 1.

    Quick Change: When a soul weapon transforms from one weapon form to another, it requires a movement action instead of a rull-round action. A soul weapon must have the Alter Blade skill to choose this soul skill. Taking this skill increases the soul weapon’s Ego score by 1.

    Rapid Strike: A weapon meister or soul weapon may make an additional attack during a full-round attack at their maximum attack bonus. This skill requires the soul weapon to have an Ego score of at least 5 to choose this soul skill.

    Remote Transformation: This skill makes it so the soul weapon does not need to be adjacent to her weapon meister in order to transform. Taking this skill increases the soul weapon’s Ego score by 1. This skill requires the soul weapon to have an Ego score of at least 5 to choose this soul skill.

    Rending Blade: On a successful critical hit, the soul weapon causes the creature to bleed for 1 point of damage per round until a successful heal check. Taking this skill increases the soul weapon’s Ego score by 1. This skill requires the soul weapon to have an Ego score of at least 5 to choose this soul skill.

    Reposition: As an immediate action, so long as they are adjacent to each other, the soul weapon and weapon meister change places. Any attack directed towards one will hit the other after switch. This skill requires the soul weapon to have an Ego score of at least 7 to choose this soul skill.

    Shifting Soul: As a swift action, the image of both the soul weapon and her weapon meister become distorted, gaining them concealment for a number rounds per day equal to the enhancement bonus of the soul weapon. This skill requires the soul weapon to have an Ego score of at least 8 to choose this soul skill.

    Soul Counter: The weapon meister may expend his Soul force when hit with a melee attack. This skill requires the use of Soul Force before the weapon meister may choose this soul skill.

    Vibrate Soul: Rather than dealing damage, a weapon meister may expend his Soul Force to stun a target for a number of rounds equal to the damage dice. This skill requires the use of Soul Force before the weapon meister may choose this soul skill.



Detect Souls: The meister is so in tune with the wavelength of the soul, that they can actually feel the energy created by others. Starting at 3rd level, you gain the ability to locate other souls, similar to blindsight, out to 30 feet. If the meister concentrates for a full-round, then he can actually learn certain details about each creature in range, such as their alignment, race, and power level. The range of detection increases by 15 feet every 5 levels.


Resonate Soul: At 6th level, the weapon meister gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be chosen from those listed as teamwork feats. The meister must meet the prerequisites of the selected feat.

These feats are shared between the meister and their soul weapon, though only apply to them and not to any other allies. The benefits of the feat persist even when the weapon is being wielded by the meister. The weapon meister may choose an additional teamwork feat at 12th level, and again at 18th.


Soul Force: By harnessing the power of their energy and vibrating the frequency to match their target, they are able to deal damage directly to their soul. As a standard action, the meister deals 1d8 + CHA modifier as a touch attack. He can use this ability once per day at 7th level. Soul Force deals an additional 1d8 damage and an additional use per day at 12th level, as well as an additional 1d8 and daily use at 18th level.


Soul Shield: At 9th level, the meister is able to protect themselves from most harmful attacks. As a standard action, the weapon meister may extend the energy of their soul to create a shield aura directly around them that absorbs up to 10 damage and grants +3 protection bonus on Will saves while active. The damage absorption increases
to 15 points at 15th level.


Precise Soul Force: By fine tuning their soul force, the meister is able to target specific energies in their target’s body to strike with intense accuracy. At 13th level, instead of dealing damage, the weapon meister may choose to reduce their soul force dice to deal 1 point of ability point damage instead. Any amount of dice can be substituted.


Fuse Souls: At 17th level, the weapon meister and soul weapon have spent so much time training together, the souls of both have become nearly indistinguishable. As a full-round action, the pair can completely synchronize their souls to the point where the weapon and meister can merge. The hit points of the new form are equal to the current hit points of the meister, though any change in Constitution grants them additional hit points per Hit Dice. Any effects that were targeting either the meister or the weapon are suspended until they divide, although durations will continue to expire.

This new form possesses all of the abilities, feats, skills, and knowledge of both meister and weapon. The fused soul uses the highest ability scores of each and gains damage reduction equal to the soul weapon’s hardness. All attacks are treated as unarmed, but use the damage amount and type of the soul weapon. Any soul skills available to either individual are capable of being used in this new form.

They may stay fused for a total number of rounds equal to 2 + the new Charisma modifier per day, though may be ended at any time as a swift action. Afterwards, the meister becomes fatigued for amount of rounds equal to half of the number of rounds spent fused. The soul weapon re-appears adjacent to the weapon meister, and is unaffected upon release.


Death Soul: Once a soul weapon collects the required amount of souls, she uses them to power her transformation into a death soul. Along with becoming a mithril weapon and gaining the vorpal enhancement, the death soul gains Ego +5. She may also select one of the following abilities that can be used a number of times equal to her Charisma modifier (minimum of 1).

    Chain Soul: If a weapon meister wielding a death soul makes a successful standard attack, then he may arc soul energy to a number of targets equal to the enhancement bonus of the death soul, though each must be within 15 feet of the original target. The secondary attacks are touch attacks that deal damage equal to the Ego of the death soul. Each target may make a Reflex saving throw (DC 10 + 1/2 the death soul level) for half damage.

    Enchanted Soul: A weapon meister wielding a death soul is capable of striking with tremendous power. As a free action, he can choose to double the damage of his next attack while also dealing damage equal to the death soul Ego score.

    Soulstorm: As a full-round action, a weapon meister wielding a death soul can create up to 8 copies of the weapon surrounding himself. Each weapon copy may make up to one basic melee attack within reach of the meister, dealing damage equal to the death soul Ego. Though each copy may only make one attack, multiple copies may attack a single target. Each target may make a Reflex saving throw (DC 10 + 1/2 the death soul level) for half damage.

    Soul Rush: As a full-round action, a weapon meister wielding a death soul may move up to twice his speed in a straight line that creates a stream of energy in their wake, dealing damage equal to the death soul Ego score to all caught within. Each enemy hit may make a Reflex saving throw for half damage (DC 10 + 1/2 death soul level). In addition, the meister may make a basic melee attack to any enemies adjacent to the path. Any movement by the meister through a threatened area does not provoke an attack of opportunity.

    Soul Scream: As a full-round action, a weapon meister wielding a death soul can release a high-pressure wave of energy. The attack is an area blast of force 15 ft around the meister which deals damage equal to the death soul Ego. Each enemy within the blast may make a Reflex saving throw (DC 10 + 1/2 the death soul level) for half damage, and must make a Fortitude saving throw (DC 10 + 1/2 the death soul level) or become dazed for 1d4 rounds.

    Soul Slash: A weapon meister wielding a death soul has the ability to create a wave of energy 15 feet across a single direction as a standard action. The attack has a range of 30 feet and deals damage equal to the death soul Ego. Each enemy hit may make a Reflex saving throw for half damage (DC 10 + 1/2 death soul level).
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