Many thanks to Sigma999 and Frank Trollman for their useful advice. I didn't incorporate everything, but I did consider everything.
"Do not frown, mortal. Laugh! Laugh, for the dance of steel, for the music of the blades, and for the beauty of bright blood on the green moss!"
--Evalor Silverstar, wyldar bright blade
The Bright Blade
version 1.9
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Level Base Attack Fort Ref Will Special[br]. Bonus Save Save Save Abilities[br].[br]1 +1 +0 +2 +2 Bonus feat, glamourie, [br]. swift walker, wildstrike[br]2 +2 +0 +3 +3 Unearthly grace[br]3 +3 +1 +3 +3 Lucky dodge[br]4 +4 +1 +4 +4 Uncanny dodge[br]5 +5 +1 +4 +4 Flashing blade[br]6 +6/+1 +2 +5 +5 Smite magic 1/day, rainbow strike[br]7 +7/+2 +2 +5 +5 Woodland stride[br]8 +8/+3 +2 +6 +6 Improved uncanny dodge, rainbow burst[br]9 +9/+4 +3 +6 +6 Flickerstep, smite magic 2/day[br]10 +10/+5 +3 +7 +7 Bonus feat, evasion[br]11 +11/+6/+1 +3 +7 +7 Greater smite magic, slippery mind[br]12 +12/+7/+2 +4 +8 +8 Smite magic 3/day[br]13 +13/+8/+3 +4 +8 +8 Rainbow blast[br]14 +14/+9/+4 +4 +9 +9 Improved flickerstep[br]15 +15/+10/+5 +5 +9 +9 Smite magic 4/day[br]16 +16/+11/+6/+1 +5 +10 +10 Improved evasion[br]17 +17/+12/+7/+2 +5 +10 +10 Rainbow fury[br]18 +18/+13/+8/+3 +6 +11 +11 Smite magic 5/day[br]19 +19/+14/+9/+4 +6 +11 +11 Greater flickerstep[br]20 +20/+15/+10/+5 +6 +12 +12 Bonus feat, transcendance
Wildstrike by Level
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Level Weapon Effect[br]1-4 1d6 energy[br]5-8 1d6 energy + 1d10 burst[br]9-12 2d6 energy + 1d10 burst[br]13-16 2d6 energy + 2d10 burst[br]17-20 3d6 energy + 2d10 burst
Bright Blade Glamouries by Level
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. Glamouries Maximum Level[br]Level Per Encounter Available[br]1 2 0[br]2 2 1st[br]3 2 1st[br]4 2 2nd[br]5 3 2nd[br]6 3 2nd[br]7 3 3rd[br]8 3 3rd[br]9 3 3rd[br]10 4 4th[br]11 4 4th[br]12 4 4th[br]13 4 5th[br]14 4 5th[br]15 5 5th[br]16 5 6th[br]17 5 6th[br]18 5 6th[br]19 5 6th[br]20 6 6th
Bright Blade Glamouries Available
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0 level[br]cure minor wounds* dancing lights flare ghost sound[br]guidance* resistance*[br][br]1st Level[br]call weaponry** detect law divine favor enlarge person*[br]entropic shield expeditious retreat faerie fire feather fall[br]obscuring mist precognition, defensive** precognition, offensive**[br]prescience, offensive** protection from evil/good/law[br]reduce person* remove fear shield shield of faith*[br]vigor**[br][br]2nd Level[br]aid* align weapon animal affinity** barkskin*[br]blur* body equilibrium** dimension swap** energy adaptation, specified**[br]hustle** mirror image prowess** psionic lion's charge**[br]remove paralysis resist energy* see invisibility shield other[br]wall walker**[br][br]3rd level[br]daylight dimension slide** displacement* fly*[br]haste* heroism* magic circle against evil/good/law[br]magic vestment* protection from energy* water walk*[br][br]4th level[br]chaos blade*** death ward* dimension door* energy adaptation** [br]freedom of movement* globe of invulnerability, lesser [br]magic weapon, greater* remove curse spell immunity*[br][br]5th Level[br]adapt body** dispel evil/good/law oak body**[br]psychofeedback righteous might second chance** spell resistance*[br]tree stride*[br][br]6th Level[br]break enchantment dimensional lock ethereal jaunt fate of one[br]globe of invulnerability heroism, greater* mind blank, personal**[br]mislead protection from spells* spell turning[br]true seeing*[br][br]*Affects the bright blade only, regardless of the normal range or number of targets,[br]and even if it would not normally affect someone of the bright blade's creature type.[br]**Based on a psionic power (see the Expanded Psionics Handbook)[br]***As the paladin spell holy sword, but chaotic instead of good.
Bright blades are the knights and fair warriors of the Otherworld, the gleaming, beautiful soldiers of the Courts, and the rainbow-clad knights of the Grand Tourneys. Unlike most mortal warriors, bright blades treat war as an art form, akin to song or dance. They percieve beauty in swordplay, and consider a well-fought battle to be as satisfying and uplifting as any masterwork of painting or storytelling.
Abilities: As a warrior, Strength and Constitution are important to the bright blade. Charisma is also very important, as it powers the bright blade's special abilities. Since they are limited to medium armor, Dexterity is useful for increasing the bright blade's AC.
Alignment: A bright blade must be chaotic, as they represent the concept of freedom. However, despite the name, bright blades can be good, neutral or evil. Good bright blades seek out the dark things of the world and defend those weaker than themselves.
Neutral bright blades defend the concept of freedom at any cost, opposing laws regardless of their justice, and freeing the imprisoned regardless of their guilt. They may work with either good or evil as it suits them, often changing their alliances to reflect their current goal.
Evil bright blades represent the darkest form of anarchy; they revel in their freedom to do whatever they wish, and adhere to the idea that might makes right. Selfish to the core, evil bright blades serve others only when their masters are extremely powerful, or if the bright blade benefits greatly from the relationship.
Hit Die: d8
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (nobility and royalty) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int)
Skill Points at 1st Level: (4 + Int modifier) x4
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
Weapon and Armor Proficiencies: Bright blades are proficient with all simple weapons, all light and one-handed martial melee weapons, long and shortbows, with light and medium armor, and with shields (but not tower shields).
Glamourie (Sp): When he has wildstrike active, a bright blade can use a number of supernatural abilities, called "glamouries." Glamouries are supernatural abilities that mimic spells. At 1st level, a bright blade can use two glamouries per encounter; expended glamouries are refreshed 10 minutes after use. A bright blade gains one extra use of glamouries at 4th level and every four level thereafter (3 glamouries at 4th level, 4 at 8th, 5 at 12th, 6 at 16th, and 7 at 20th).
A bright blade can choose between all his glamouries known at the time of use. A bright blade automatically knows all glamouries of his maximum level or lower, as indicated on Table: Bright Blade Glamouries by Level.
A bright blade can use a glamourie as a move action. Starting at 5th level, the bright blade can use a glamourie of any level lower than his highest-level as a swift action instead of a move action. For example, a 13th-level bright blade could use any glamourie of 4th level or lower as a swift action, but a 5th-level glamourie would be a move action.
All glamouries with a non-instantaneous duration end immediately when wldstrike ends, regardless of the normal duration of the spells they mimic.
Despite their similarities, glamouries are supernatural abilities, not spells or spell-like abilities. They have no spell failure chance, do not require somatic components, and do not provoke attacks of opportunity.
The save DC, where appropriate, is equal to 10 + 1/2 bright blade's class level + bright blade's Charisma modifier.
Swift Walker (Ex): A bright blade's land speed is not reduced by medium armor. It is reduced normally by heavy armor or encumbrance.
Wildstrike (Su): As a swift action, a bright blade may infuse her weapon with eldritch energies. A bright blade may use wildstrike a number of times per day equal to 3 + her Charisma modifier; a single use of wildstrike lasts for one encounter, or until at least three rounds without combat.
At 1st level, the weapon becomes infused with cold, electricity or fire (bright blade's choice), and deals an additional 1d6 points of energy damage on each hit. The bright blade may select a different energy type each time she activates wildstrike, and may change the energy type as a swift action by expending an additional use of wildstrike. This ability does not stack with the flaming, frost or shock weapon enhancements of the same energy type.
At 5th level, the weapon deals an additional 1d10 points of energy damage on a critical hit. This ability does not stack with the flaming burst, icy burst or shocking burst weapon enhancements of the same energy type.
At 9th level the weapon deals 2d6 points of energy damage, not 1d6.
At 13th level, the weapon deals an additional 2d10 points of energy damage on a critical hit, not 1d10.
At 17th level, the weapon deals 3d6 points of energy damage, not 2d6.
All energy damage must be of the same type (all fire or all cold, for example). The bright blade may change the type of energy as a swift action by expending another use of wildstrike.
These changes are summarized above under Wildstrike by Level.
If the bright blade wields two weapons, she must expend two uses of wildstrike (using two swift actions) to enhance both weapons.
Bonus Feat: At 1st, 10th and 20th levels the bright blade gains a bonus feat, which is chosen from the following list. The bright blade must meet any prerequisites for the feat normally.
Blind-Fight, Combat Expertise (Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack), Combat Reflexes, Dodge (Mobility, Spring Attack), Quick Draw, Two-Weapon fighting (Improved Two-Weapon Fighting, Greater Two-Weapon Fighting), Weapon Finesse.
Unearthly Grace (Su): At 2nd level, a bright blade gains a luck bonus equal to her Charisma bonus (if any) on all saving throws. This bonus does not stack with Divine Grace or any similar ability.
Lucky Dodge (Ex): At 3rd level the bright blade gains a luck bonus to AC equal to his Charisma modifier, but never higher than 1/2 his class level. He loses this bonus when wearing heavy armor or carrying a heavy load, or anytime he loses his Dexterity bonus to AC.
Uncanny Dodge (Ex): Starting at 4th level, a bright blade can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a bright blade already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Flashing Blade (Ex): At 5th level, when wielding a wildstrike-enhanced weapon, a bright blade adds his Charisma modifier as a luck bonus on damage rolls.
Smite Magic (Su): At 6th level, once per day, the bright blade may smite magic as part of a normal attack with a wildstrike-enhanced weapon. This produces an effect identical to a targeted dispel magic, except that it uses the attack roll as the dispel check. Use of this abiliity must be declared before rolling to hit, and a miss wastes the attempt.
The bright blade gains an additional daily use of this ability every 3 levels (at 9th, 12th, 15th and 18th levels).
Rainbow Strike (Su): At 6th level the bright blade learns to channel raw eldritch energy through his weapon. When the bright blade successfully damages a foe with a wildstrike-enhanced weapon, he may, as a free action, choose to expend a use of wildstrike to impose a condition upon the struck creature. The bright blade may render his target either blinded or dazed for one round; a Will save (DC 10 + 1/2 bright blade's level + bright blade's Charisma modifier) negates the effect.
A bright blade may use this ability no more than once per round.
Woodland Stride (Ex): Starting at 7th level, a bright blade may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Rainbow Burst (Su): At 8th level, when a bright blade uses his rainbow strike ability, all enemies adjacent to the struck target must also make Will saves or be affected by the rainbow strike effect. These peripheral targets gains a +2 bonus on their saves because they are not the primary target.
Improved Uncanny Dodge (Ex): A bright blade of 8th level or higher can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does bright blade levels.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Flickerstep (Su): At 9th level, whenever wildstrike is active, the bright blade gains the ability to transform into a blur of light and relocate himself to any space within 5' per class level as a move action. The bright blade must have line of effect to the target space. After using flickerstep, the bright blade may not use this ability again for 5 rounds. This is a Conjuration (Teleportation) effect.
Evasion (Ex): At 13th level a bright blade can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the bright blade is wearing light armor or no armor. A helpless bright blade does not gain the benefit of evasion.
Greater Smite Magic (Su): At 11th level the bright blade's smite magic ability improves. It is now treated as a targeted greater dispel magic.
Slippery Mind (Ex): If a bright blade of 11th level or higher is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Rainbow Blast (Su): At 13th level, when he successfuly hits a foe with a wildstrike-enhanced melee weapon, a bright blade may, as a free action, expend an additional use of wildstrike to trigger a wild blast. This blast covers a 20'-radius spread centered on the target, and deals damage equal to 2d6 + 1d6 per two bright blade levels to all within the area, to a maximum of 12d6 at 20th level. This damage is energy of the same type as your current wildstrike enhancement. A Reflex save (DC 10 + 1/2 bright blade level + Charisma modifier) halves the damage; the struck creature is not allowed a Reflex save. The bright blade takes no damage from this effect.
Improved Flickerstep (Su): At 14th level the bright blade's flickerstep ability improves. The distance increases to 10' per class level, and after using this ability, the bright blade need only wait 4 rounds instead of 5.
Improved Evasion (Ex): At 17th level the bright blade's evasion ability improves. She still takes no damage on a successful Reflex save, and now takes only half damage on a failed save. Lke evasion, improved evasion can only be used in light armor or no armor, and is useless if the bright blade is helpless.
Rainbow Fury (Su): At 17th level a bright blade wielding a wildstrike-enhanced weapon may, as a swift action, expend a use of wildstrike to cloak himself in a shifting aura of multicolored glory. This deals 3d6 points of energy damage (the energy type is identical to the broght blade's wildstrike enhancement) to all enemies adjacent to the bright blade at the end of the bright blade's turn; in addition, enemies attacking the bright blade with natural attacks or non-reach melee weapons also take this damage on their turns. An enemy cannot take this damage more than twice per round (one on the bright blade's turn, once on theirs) no matter how many attacks they make.
This effect lasts for a number of rounds equal to the bright blade's Charisma modifier, and can be dismissed as a free action.
Greater Flickerstep (Su): At 19th level the bright blade's flickerstep ability improves again. The bright blade can now use this power as a swift action, and need only wait 3 rounds between uses.
Transcendance (Ex): At 20th level a bright blade gains the dreamshaped template, becoming forevermore tied to the Otherworld.