[Class] Spectral Weapons Dude

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Avoraciopoctules
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[Class] Spectral Weapons Dude

Post by Avoraciopoctules »

Hello. I've lurked here for a while now (ever since I completely inadvertently discovered the Tomes on the WotC boards and started googling the authors), and recently managed to find a decent reason for posting. I'm working on making a revised version of a base class I found here: http://forums.gleemax.com/showthread.php?t=1009850 (I'm Avoraciopoctules there, as well)

This is what I've got currently:
Spectral Weapons Dude
(previously the Arcane Slasher/Eldritch Slayer)

Image

Spectral Weapons Dudes are medium range multi-weapon melee fighters. They telekinetically wield their weapons and learn magic that allows them to impede foes, enhance weapons, and both interact with and traverse the evironment more effectively.

Making A Spectral Weapons Dude
Abilities: Charisma determines the strength of their Invocations and Arcane Arms damage, Dexterity makes up for the lack of armor, constitution helps for hit points, and intelligence gets you skills.
Races: Many humans and elves, but not restricted for anyone.
Alignment: Any
Starting Gold: 4d4x10
Starting Age: As Ranger

Class Skills
The Spectral Weapons Dude's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), and Use Rope (Dex).
Skills Per Day at 1st Level : (5 + int)x4
Skills Per Day at Each Additional Level : 5 + int

Hit Dice: d8

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [/td][/tr]
Level BAB Fort Ref Will Abilities Invocations Known
1. +0 +0 +0 +2 Arcane Arms I, Invocations (Least), Jump 1/day 1
2. +1 +0 +0 +3 Arcane Defense, Spectral Swords I 1
3. +1 +1 +1 +3 Magic Weapon 1/day, Uncanny Agility I 2
4. +2 +1 +1 +4 Spectral Swords II, Mage Hand at will, Jump 3/day 2
5. +2 +1 +1 +4 Magic Weapon 3/day, Gust of Wind 1/day 3
6. +3 +2 +2 +5 Arcane Arms II, Magic Weapon 4/day, Gust of Wind 2/day 3
7. +3 +2 +2 +5 Scorn Earth Gust of Wind 3/day 4
8. +4 +2 +2 +6 Invocations (Lesser), Magic Weapon 5/day, Jump at will 4
9. +4 +3 +3 +6 Magic Weapon at will 5
10. +5 +3 +3 +7 Blade Barrier, Gust of Wind 5/day 5
11. +5 +3 +3 +7 Gust of Wind at will, Greater Magic Weapon 1/day 6
12. +6 +4 +4 +8 Arcane Arms III 6
13. +6 +4 +4 +8 Spectral Swords III 7
14. +7 +4 +4 +9 Greater Magic Weapon 3/day 7
15. +7 +5 +5 +9 Invocations (Greater) 7
16. +8 +5 +5 +10 Arcane Arms IV 8
17. +8 +5 +5 +10 Blade Wind 8
18. +9 +6 +6 +11 Uncanny Agility II 9
19. +9 +6 +6 +11 Arcane Arms V 9
20. +10 +6 +6 +12 Whirlwind Ripper 10

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Weapon Proficiencies: Spectral Weapons Dudes are proficient with all simple and martial weapons. They are also proficient with light armor and no shields.

Spell-like Abilities: Spectral Weapons Dudes gain several SLAs as they increase in level. Their caster level is equal to their class level, and the DC is modified by Charisma.

Arcane Arms I: The Spectral Weapons Dude's primary ability allows them to magically wield several weapons simultaneously via their magical ability by sacrificing their regular attacks given by their BAB. These weapons float around the character in the same 5' square that they occupy and when used to attack, fly towards the enemy and return to the Weapons Dude immediately. The Weapons Dude may wield (ClassLevel/4)+1 (always rounding up) melee weapons that are light or wielded single handedly and receives 1 attack with each as a full round action, or a single attack as a standard action using whichever weapon they wish. The attack bonus for these attacks is calculated as BAB+(Class Level/2) and their Str mod is not added to attack or damage. The Spectral Weapons Dude is considered to have a 10' reach with these weapons, though they do not threaten past 5'. Sizing penalties still apply for larger weapons, but not for those smaller than the characters size when it comes to this ability.

Invocations: A Spectral Weapons Dude casts invocations similar to a Warlock. A Weapons Dude begins knowing a single least Invocation, gaining the knowledge of another every other level. They then gain access to lesser invocations at 8th, and greater invocations at 15th level. A Spectral Weapons Dude never gains knowledge of Dark Invocations. A Weapons Dude follows all the rules for invocations as a Warlock, except they may not learn blast shapes or essences.

Arcane Defense: Whenever a Spectral Weapons Dude fights defensively or takes total defense, they use their weapons to gain +2 shield bonus to their AC, and the attack penalties are reduced by two in addition to their regular bonuses.

Spectral Swords I: At level 2, the Spectral Weapons Dude gains the ability to form and launch sword-shaped bolts of force. The swords are ranged attacks (not ranged touch attacks) that use the same attack and damage bonuses as weapon attacks made with Arcane Arms. They deal 1d6 force damage. The swords have a range increment of 40 feet. With the first version of this ability, the Spectral Weapons Dude spends a standard action to launch (Class Level / 4) + 1 (rounding down) swords.

Uncanny Agility I: Whenever a Spectral Weapons Dude takes a five-foot step, he may instead elect to take a ten-foot step. This ten-foot step must be made in a straight line.

Spectral Swords II (Su): This ability can now be used as a Move or Standard action. When used as a move action, it launches 1d4-1 swords. The range increment for spectral sword attacks improves to 50 feet.

Mage Hand: You gain Mage Hand as a spell-like ability usable at will.

Scorn Earth: As Elocater ability.

Arcane Arms II: The Spectral Weapons Dude may now treat his Arcane Arms attacks as having a 15' range and threatens out to 10'. An Spectral Weapons Dude may now add their Charisma modifier to damage and attacks (up to class level). All of a Slayer's Arcane Arms weapons are now considered magic for the purposes of bypassing damage resistance.

Blade Barrier: A Spectral Weapons Dude's enemies no longer gain any attack bonuses for flanking the Slayer as the wall of weapons around them makes it no easier to assault him from any side. They still may use any abilities that require them to be flanking the enemy however (Sneak Attack, etc.)

Arcane Arms III: The Spectral Weapons Dude now has the option of trading any 2 of his light or one-handed weapons to wield a two-handed weapon in their stead. They may switch out their entire arsenal if they wish. An Spectral Weapons Dude also gains the ability to, as a full round action, project any one of their weapons in a line, adding 15ft. to it's Arcane Arms range, getting a single attack against any creatures in the line. All attacks in the line are resolved with a single attack roll.

Spectral Swords III (Su): This ability can now be used as a Move, Swift, Standard, or Full-round action, with more swords launched with more intensive actions. The range increment for spectral sword attacks improves to 60 feet.

Swift Action: 1 sword
Move Action: 1d4 swords
Standard Action: (Class Level / 4) + 1 (rounding down) swords
Full-round Action: (Class Level / 4) + 2 (rounding up) swords

Arcane Arms IV: The Spectral Weapons Dude may now begin choosing Eldritch Essence invocations. These apply to any one attack made by the Spectral Weapons Dude per round. They also gain (Charisma modifier/2) extra invocations which may only be used to gain Elritch Essence invocations this level.

Blade Wind: A Spectral Weapons Dude is now considered to have +2 Shield bonus to AC (stacks with Blade Barrier) against any missile attacks from more than 30ft. away.

Uncanny Agility II: A Spectral Weapons Dude may take a five-foot step as a swift action.

Arcane Arms V: The Spectral Weapons Dude may now treat his Arcane Arms attacks as having a 20' range and threatens out to 15'. The Spectral Weapons Dude's ability to project one of their weapons in a line improves. Now the weapon may be projected up to 20 feet and does not have to be launched in a straight line, so long as the squares are contiguous.

Whirlwind Ripper: The Spectral Weapons Dude has mastered his skills and can now make a vortex of blades around himself. As a full round action, a Slayer may make an attack at full Arcane Arms attack bonus against every enemy within reach. Each of these attacks may have the same Eldritch Essence applied to them.

Spectral Weapons Dude Invocations
A Spectral Weapons Dude has access to all of the Warlock's invocations except for The Dead Walk (Lesser). They also have access to...
Least: Aquatic Adaptation, Magic Insight
Lesser: Energy Resistance
*Found in Dragon Magic
- - - - - - - - -
Currently, I'm balancing the class against the following:
1. a Human Cerebromancer that focuses on direct damage and divination. He boosts Dexterity with level-ups. Is getting plot powers from the DM/some super-evil megadude to compensate for his choices/in exchange for his soul and eternal loyalty. Evil, but in a rather ineffective way.
2. an Evolved Undead Half-orc Ghoul (core) Barbarian (my current PC). Chaotic Neutral, but the nicest person in the party (spends character wealth on food to distribute amongst his area of the orc-filled slums). He might go into Warmind later.
3. a Warforged Artificer with low access to money and time. He forgets that he has infusions if not reminded, and usually contributes in melee. He has crafted a few spell scrolls and a Brooch of Shielding. Lawful Bland. He gets role-playing XP for being dull and not having strong opinions on most issues.
4. a Grimlock Wizard without level adjustment. Neutral. (prospective PC)
5. a Human rogue-type that focuses on setting traps. Unknown alignment.
6. a megalomaniacal Gnome Bard with the ability to summon a fiendish dire badger animal companion. (my comic relief character I play when my other PC is gone)

We're around level 5 right now. The game used to be Planescape, but we're stuck in some Prime Material with low to nill portals out.

- - - - -

The biggest decision point I see is whether or not to give DEX to hit with Weapon Finesse in addition to CHA. This would give very good to-hit mods.
Last edited by Avoraciopoctules on Sun Nov 16, 2008 7:28 am, edited 2 times in total.
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Post by Avoraciopoctules »

Grr. BBCode saddens me.

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Bigode
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Post by Bigode »

First: formatting trans-board errors. Second: compare to monsters or Tome classes, then cry. Third: most if not all of the example comparison characters are woefully ineffective compared to what they could be using the exact same classes.
Hans Freyer, s.b.u.h. wrote:A manly, a bold tone prevails in history. He who has the grip has the booty.
Huston Smith wrote:Life gives us no view of the whole. We see only snatches here and there, (...)
brotherfrancis75 wrote:Perhaps you imagine that Ayn Rand is our friend? And the Mont Pelerin Society? No, those are but the more subtle versions of the Bolshevik Communist Revolution you imagine you reject. (...) FOX NEWS IS ALSO COMMUNIST!
LDSChristian wrote:True. I do wonder which is worse: killing so many people like Hitler did or denying Christ 3 times like Peter did.
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Post by CatharzGodfoot »

The combination of different ranges and reacher for the same attacks is a bit wonky. The +2 shield bonus to AC vs. ranged attacks from 30' out or father is likely to be useless (because it's a highly conditional non-stacking bonus).
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
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Mount Flamethrower on rear
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Avoraciopoctules
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Post by Avoraciopoctules »

Bigode wrote:First: formatting trans-board errors. Second: compare to monsters or Tome classes, then cry. Third: most if not all of the example comparison characters are woefully ineffective compared to what they could be using the exact same classes.
With regards to the formatting errors, I posted an image of my most current table in my second post. I hope that'll be sufficient until I figure out how the BBCode is different here.

I'm definitely aware that most, if not all of the Tome classes are better than this. So far, the PCs have been encountering a mixture of level-1 rogues, NPC-classed thugs, and riding dogs. Recently, we engaged a spellstitched super-zombie of some kind. We solved the problem by running away and throwing all our battlefield control spells at it to slow it down. I'm expecting a TPK if we start facing many level-appropriate enemies.

Currently, this class would probably fit in with the rest of that party. (One note: the provided characters for comparison aren't examples. They are actual PCs being played in the game I'll be trying the Spectral Weapons Dude (henceforth the SWD) in first.) I want to make a version of the SWD that performs at least decently throughout a game where the blows aren't softened and weak characters aren't given compensatory artifacts/arbitrary plot templates.

The easiest way to beef up the class would involve adding more attacks and making Spectral Swords into touch attacks. How many extra weapons do you think would have to be added for the SWD to contribute effectively in level-appropriate encounters?
CatharzGodfoot wrote:The combination of different ranges and reacher for the same attacks is a bit wonky. The +2 shield bonus to AC vs. ranged attacks from 30' out or father is likely to be useless (because it's a highly conditional non-stacking bonus).
I hadn't really thought about the confusion of reach versus threat much. It's just that you can't make AoOs at the farthest squares of your reach, right?

With regards to Blade Wind: Aaagh! I really need to revise that one. It's as annoying to track as Dodge, you get it the same time that the mage gets Wish, and it doesn't stack with Arcane Defense... All right, how does a flat +4 enhancement bonus to the current shield bonus against all ranged attacks sound?
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Avoraciopoctules
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Post by Avoraciopoctules »

I wrote up a prestige class version of the SWD for the LoZ RPG system.
http://z12.invisionfree.com/Zelda_RPG/i ... c=3128&hl=

Some major changes, a few of which I intend to port over to this version.

Blade Wind will become Wall of Blades, and it will function like the Samurai's Parry Magic ability.
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Post by Bigode »

Avoraciopoctules wrote:I wrote up a prestige class version of the SWD for the LoZ RPG system.
http://z12.invisionfree.com/Zelda_RPG/i ... c=3128&hl=

Some major changes, a few of which I intend to port over to this version.

Blade Wind will become Wall of Blades, and it will function like the Samurai's Parry Magic ability.
I apologize for the lack of feedback this far (unfortunately, you're near the end of a rather long line). May I ask whether you intend to keep this one as an invoker base class (that's actually what I'd like, as exercise)? And I thought blade discorporation was more interesting.
Hans Freyer, s.b.u.h. wrote:A manly, a bold tone prevails in history. He who has the grip has the booty.
Huston Smith wrote:Life gives us no view of the whole. We see only snatches here and there, (...)
brotherfrancis75 wrote:Perhaps you imagine that Ayn Rand is our friend? And the Mont Pelerin Society? No, those are but the more subtle versions of the Bolshevik Communist Revolution you imagine you reject. (...) FOX NEWS IS ALSO COMMUNIST!
LDSChristian wrote:True. I do wonder which is worse: killing so many people like Hitler did or denying Christ 3 times like Peter did.
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Maxus
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Post by Maxus »

Avoraciopoctules wrote:I wrote up a prestige class version of the SWD for the LoZ RPG system.
http://z12.invisionfree.com/Zelda_RPG/i ... c=3128&hl=

Some major changes, a few of which I intend to port over to this version.

Blade Wind will become Wall of Blades, and it will function like the Samurai's Parry Magic ability.
Just Parry Magic? I mean, it could stand to do a little more. Make it hard to get close to him, if nothing else. He *is* (or can be) surrounded by the things, after all...
Last edited by Maxus on Tue Nov 04, 2008 5:03 am, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Avoraciopoctules »

Bigode wrote:I apologize for the lack of feedback this far (unfortunately, you're near the end of a rather long line). May I ask whether you intend to keep this one as an invoker base class (that's actually what I'd like, as exercise)? And I thought blade discorporation was more interesting.
No problem. I have plenty of time.

The base class version of the SWD will definitely keep the invocations. The only reasons they're not in the LoZ RPG version are OGL concerns on the part of the admin and the different (MP-based) magic system.

Dread Discorporation is my personal favorite for a capstone ability, but I'd probably need to change it a decent amount to make it a viable level 20 ability. It grants good maneuverability and immunities, but I'm not sure how well it stacks up against late-game spell combos and Tome capstones.
Last edited by Avoraciopoctules on Tue Nov 04, 2008 8:06 am, edited 1 time in total.
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Post by Avoraciopoctules »

Maxus wrote: Just Parry Magic? I mean, it could stand to do a little more. Make it hard to get close to him, if nothing else. He *is* (or can be) surrounded by the things, after all...
Do you think Immediate-Action movement and multiple attacks of opportunity would model this reasonably well? I think there might be an Eldritch Essence power that gives knockdown or knockback.
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Post by Avoraciopoctules »

After messing about with NWN and various hakpacks, I have discovered a way to represent Arcane Arms. I now present an image of one of the top 1000 stupidest looking SWDs of all time.

Image

Yes, this is an actual character in a campaign.
Last edited by Avoraciopoctules on Sun Nov 16, 2008 9:16 am, edited 1 time in total.
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Post by SunTzuWarmaster »

I would like to say: awesome hat!
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Maxus
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Post by Maxus »

SunTzuWarmaster wrote:I would like to say: awesome hat!
Seconded
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Avoraciopoctules
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Post by Avoraciopoctules »

Quite nice indeed. It's a magic hat, of course. This guy was recently raised as a Tome vampire as part of an accident involving an attempt to open an abysmal vortice inside a closed-off demiplane. The hat protects him from sunlight.

I'm definitely looking forward to running the character. He's slightly cowardly and easy to boss around. The party will meet him being harassed by peasants around half his level.

"No! Please stop, I need this hat to live! Help! Help!"
Last edited by Avoraciopoctules on Sun Nov 16, 2008 6:37 pm, edited 2 times in total.
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Post by Avoraciopoctules »

EDIT: NOT DONE TRANSCRIBING

SOME ERRORS IN THIS VERSION, AS THE MOST CURRENT VERSION WAS LOST.
PLEASE HOLD FEEDBACK.

testing table BBCode
[mrow] 1 [mcol] 2 [mcol] 3 [mcol] 4 [mcol] 5 [mcol] 6 [mcol] 7 [row] 1 [col] 2 [col] 3 [col] 4 [col] 5 [col] 6 [col] 7 [row] 1 [col] 2 [col] 3 [col] 4 [col] 5 [col] 6 [col] 7 [row] 1 [col] 2 [col] 3 [col] 4 [col] 5 [col] 6 [col] 7 [row] 1 [col] 2 [col] 3 [col] 4 [col] 5 [col] 6 [col] 7 [row] 1 [col] 2 [col] 3 [col] 4 [col] 5 [col] 6 [col] 7 [row] 1 [col] 2 [col] 3 [col] 4 [col] 5 [col] 6 [col] 7 [row] 1 [col] 2 [col] 3 [col] 4 [col] 5 [col] 6 [col] 7

EDIT: This seems to be working. I'll turn this post into the current draft of the class in a day or so.

EDIT: Sorry about the delay, it looks like I was thinking in Valve Time.

Spectral Weapons Dudes are medium range multi-weapon melee fighters. They telekinetically wield their weapons and learn magic that allows them to impede foes, enhance weapons, and both interact with and traverse the evironment more effectively.

Making A Spectral Weapons Dude
Abilities: Charisma determines the strength of their Invocations and Arcane Arms damage, Dexterity makes up for the lack of armor, constitution helps for hit points, and intelligence gets you skills.
Races: Many humans and elves, but not restricted for anyone.
Alignment: Any
Starting Gold: 4d4x10
Starting Age: As Ranger

Class Skills
The Spectral Weapons Dude's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), and Use Rope (Dex).
Skills Per Day at 1st Level : (5 + int)x4
Skills Per Day at Each Additional Level : 5 + int

Hit Dice: d8

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [mrow] [row] [row]
Level [mcol] BAB [mcol] Fort [mcol] Ref [mcol] Will [mcol] Abilities [mcol] Invocations Known
1. [col] +0 [col] +0 [col] +0 [col] +2 [col] Arcane Arms I, Invocations (Least), Jump 1/day [col] 1
2. [col] +1 [col] +0 [col] +0 [col] +3 [col] Arcane Defense, Spectral Swords I [col] 1
[row]3. [col] +1 [col] +1 [col] +1 [col] +3 [col] Magic Weapon 1/day, Uncanny Agility I [col] 2
[row]4. [col] +2 [col] +1 [col] +1 [col] +4 [col]Spectral Swords II, Mage Hand at will, Jump 3/day[col] 2
[row]5. [col] +2 [col] +1 [col] +1 [col] +4 [col] Magic Weapon 3/day, Gust of Wind 1/day [col] 3
[row]6. [col] +3 [col] +2 [col] +2 [col] +5 [col] Arcane Arms II, Magic Weapon 4/day, Gust of Wind 2/day [col] 3
[row]7. [col] +3 [col] +2 [col] +2 [col] +5 [col] Scorn Earth, Gust of Wind 3/day [col] 4
[row]8. [col] +4 [col] +2 [col] +2 [col] +6 [col] Invocations (Lesser), Magic Weapon 5/day, Jump at will[col] 4
[row]9. [col] +4 [col] +3 [col] +3 [col] +6 [col] Magic Weapon at will [col] 5
[row]10. [col] +5 [col] +3 [col] +3 [col] +7 [col] Blade Barrier, Gust of Wind 5/day [col] 5
[row]11. [col] +5 [col] +3 [col] +3 [col] +7 [col] Gust of Wind at will, Greater Magic Weapon 1/day [col] 6
[row]12. [col] +6 [col] +4 [col] +4 [col] +8 [col] Arcane Arms III [col] 6
[row]13. [col] +6 [col] +4 [col] +4 [col] +8 [col] Spectral Swords III [col] 7
[row]14. +7 +4 +4 +9 Blade Barrier II Greater Magic Weapon 3/day 7
[row]15. +7 +5 +5 +9 Invocations (Greater) 7
[row]16. +8 +5 +5 +10 Arcane Arms IV 8
[row]17. +8 +5 +5 +10 Blade Wall, Invocations (Dark) 8
[row]18. +9 +6 +6 +11 Uncanny Agility II 9
[row]19. +9 +6 +6 +11 Arcane Arms V 9
[row]20. +10 +6 +6 +12 Whirlwind Ripper 10

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Weapon Proficiencies: Spectral Weapons Dudes are proficient with all simple and martial weapons. They are also proficient with light armor and no shields.

Spell-like Abilities: Spectral Weapons Dudes gain several SLAs as they increase in level. Their caster level is equal to their class level, and the DC is modified by Charisma.

Arcane Arms I: The Spectral Weapons Dude's primary ability allows them to magically wield several weapons simultaneously via their magical ability by sacrificing their regular attacks given by their BAB. These weapons float around the character in the same 5' square that they occupy and when used to attack, fly towards the enemy and return to the Weapons Dude immediately. The Weapons Dude may wield (ClassLevel/4)+1 (always rounding up) melee weapons that are light or wielded single handedly and receives 1 attack with each as a full round action, or a single attack as a standard action using whichever weapon they wish. The attack bonus for these attacks is calculated as BAB+(Class Level/2) and their Str mod is not added to attack or damage. The Spectral Weapons Dude is considered to have a 10' reach with these weapons, though they do not threaten past 5'. Sizing penalties still apply for larger weapons, but not for those smaller than the characters size when it comes to this ability.

Invocations: A Spectral Weapons Dude casts invocations similar to a Warlock. A Weapons Dude begins knowing a single least Invocation, gaining the knowledge of another every other level. They then gain access to lesser invocations at 8th, greater invocations at 15th, and Dark Invocations at 17th level. A Weapons Dude follows all the rules for invocations as a Warlock, except they may not learn blast shapes or essences.

Arcane Defense: Whenever a Spectral Weapons Dude fights defensively or takes total defense, they use their weapons to gain +2 shield bonus to their AC, and the attack penalties are reduced by two in addition to their regular bonuses.

Spectral Swords I: At level 2, the Spectral Weapons Dude gains the ability to form and launch sword-shaped bolts of force. The swords are ranged attacks (not ranged touch attacks) that use the same attack and damage bonuses as weapon attacks made with Arcane Arms. They deal 1d6+CHA mod force damage. The swords have a range increment of 40 feet. With the first version of this ability, the Spectral Weapons Dude spends a standard action to launch (Class Level / 4) + 1 (rounding down) swords.

Uncanny Agility I: Whenever a Spectral Weapons Dude takes a five-foot step, he may instead elect to take a ten-foot step. This ten-foot step must be made in a straight line.

Spectral Swords II (Su): This ability can now be used as a Move or Standard action. When used as a move action, it launches 1d4-1 swords. The range increment for spectral sword attacks improves to 50 feet.

Mage Hand: You gain Mage Hand as a spell-like ability usable at will.

Scorn Earth: As Elocater ability.

Arcane Arms II: The Spectral Weapons Dude may now treat his Arcane Arms attacks as having a 15' range and threatens out to 10'. An Spectral Weapons Dude may now add their Charisma modifier to damage and attacks (up to class level). All of a Slayer's Arcane Arms weapons are now considered magic for the purposes of bypassing damage resistance.

Blade Barrier: A Spectral Weapons Dude's enemies no longer gain any attack bonuses for flanking the Slayer as the wall of weapons around them makes it no easier to assault him from any side. They still may use any abilities that require them to be flanking the enemy however (Sneak Attack, etc.)

Arcane Arms III: The Spectral Weapons Dude now has the option of trading any 2 of his light or one-handed weapons to wield a two-handed weapon in their stead. They may switch out their entire arsenal if they wish. An Spectral Weapons Dude also gains the ability to, as a full round action, project any one of their weapons in a line, adding 15ft. to it's Arcane Arms range, getting a single attack against any creatures in the line. All attacks in the line are resolved with a single attack roll.

Spectral Swords III (Su): This ability can now be used as a Move, Swift, Standard, or Full-round action, with more swords launched with more intensive actions. The range increment for spectral sword attacks improves to 60 feet.

Swift Action: 1 sword
Move Action: 1d4 swords
Standard Action: (Class Level / 4) + 1 (rounding down) swords
Full-round Action: (Class Level / 4) + 2 (rounding up) swords

Blade Barrier II: The Spectral Weapons Dude has refined his ability to block attacks to the extent that it is impossible to flank him so long as he is wielding more than one weapon with Arcane Arms.

Arcane Arms IV: The Spectral Weapons Dude may now begin choosing Eldritch Essence invocations. These apply to any one attack made by the Spectral Weapons Dude per round. They also gain (Charisma modifier/2) extra invocations which may only be used to gain Elritch Essence invocations this level.

Blade Wall: A Spectral Weapons Dude is now considered to have +4 Enhancement to his Shield bonus to AC against any missile attacks. In addition, when he is targeted by a spell or supernatural ability, he may take an Attack of Opportunity against the targeted effect. If he can make an attack roll (Using his Arcane Arms attack bonus) against an AC equal to the spell or effect's DC with this Attack of Opportunity, the effect does not affect him.

Uncanny Agility II: A Spectral Weapons Dude may take a five-foot step as a swift action.

Arcane Arms V: The Spectral Weapons Dude may now treat his Arcane Arms attacks as having a 20' range and threatens out to 15'. The Spectral Weapons Dude's ability to project one of their weapons in a line improves. Now the weapon may be projected up to 30 feet and does not have to be launched in a straight line, so long as the squares are contiguous.
Last edited by Avoraciopoctules on Fri Jan 30, 2009 12:31 am, edited 3 times in total.
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