Blademistress of Karan

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Requirements

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BAB: +8

Alignment: Lawful Good

Spells: Ability to cast 1st level paladin spells

Feats: Combat Casting, Extra Smiting, Power Attack

Progression

Level BAB Fort Save Ref Save Will Save Special Spellcasting
1st +1 +2 +0 +2 Forceknife, Barrier, Smite Evil, Lay on Hands +1 level of existing paladinate casting class
2nd +2 +3 +0 +3 - +1 level of existing paladinate casting class
3rd +3 +3 +1 +3 Smiting Spell -
4th +4 +4 +1 +4 Increased Repetoire +1 level of existing paladinate casting class
5th +5 +4 +1 +4 Sparking Smite +1 level of existing paladinate casting class
6th +6 +5 +2 +5 - -
7th +7 +5 +2 +5 Shining Vigor +1 level of existing paladinate casting class
8th +8 +6 +2 +6 - +1 level of existing paladinate casting class
9th +9 +6 +3 +6 Cascade -
10th +10 +7 +3 +7 Karan's Blessing of Transcendance +1 level of existing paladinate casting class

Proficiencies: A Blademistress of Karan gains no additional weapon or armor proficiencies.

Spells: At the indicated levels, levels of blademistress stack with levels of paladin for the purposes of determining spells per day.

Smite Evil: Levels of Blademistress of Karan stack with levels of Paladin for determining uses of Smite Evil per day.

Lay on Hands: Levels of Blademistress of Karan stack with levels of Paladin for determining the power of Lay on Hands.

Forceknife: As a move action, a bladmistress can create a semisolid blade composed of pure force. The blade is identical in all ways (except visually) to a long sword of a size appropriate for its wielder. The wielder of a forceknife gains the usual benefits to her attack roll and damage roll from a high Strength bonus.

The blade can be broken (it has hardness 10 and 10 hit points); however, a blademistress can simply create another on her next move action. The moment she relinquishes her grip on her blade, it dissipates. A forceknife is considered a magic weapon for the purpose of overcoming damage reduction.

A blademistress’ forceknife improves as the character gains higher levels, gaining an equivalent +1 bonus at each level. These +1 bonuses can be as regular enhancmeents or as other equivalent forms of magical enhancement. For instance, a third-level blademistress can have a flaming forceknife +2, a forceknife +3, or a shocking burst forceknife +1, as long as the total bonus of the forceknife does not exceed the blademistress' class level.

Even in places where magic effects do not normally function (such as within an antimagic field), a blademistress can attempt to sustain her forceknife by making a DC 20 Will save. On a successful save, the blademistress maintains her forceknife for a number of rounds equal to her class level before she needs to check again. On an unsuccessful attempt, the forceknife vanishes. As a move action on her turn, the blademistress can attempt a new Will save to rematerialize her forceknife while she remains within the magic negating effect.

A blademistress can change the enchantments on her forceknife by meditating for four hours. Interrupting the process will cause the forceknife to revert to its preexisting state.

Barrier: As a move action, a blademistress can create a semisolid shield composed of pure force. The blade is identical in all ways (except visually) to a heavy shield of a size appropriate for its wielder.

The shield can be broken (it has hardness 10 and 15 hit points); however, a blademistress can simply create another on her next move action. The moment she relinquishes her grip on her shield, it dissipates.

A blademistress’ barrier improves as the character gains higher levels, gaining an equivalent +1 bonus at each level. These +1 bonuses can be as regular enhancmeents or as other equivalent forms of magical enhancement. For instance, a third-level blademistress can have a bashing barrier +2, a barrier +3, or a barrier of arrow deflection +1, as long as the total bonus of the barrier does not exceed the blademistress' class level.

Even in places where magic effects do not normally function (such as within an antimagic field), a blademistress can attempt to sustain her barrier by making a DC 20 Will save. On a successful save, the blademistress maintains her barrier for a number of rounds equal to her class level before she needs to check again. On an unsuccessful attempt, the barrier vanishes. As a move action on her turn, the blademistress can attempt a new Will save to rematerialize her barrier while she remains within the magic negating effect.

A blademistress can change the enchantments on her barrier by meditating for four hours. Interrupting the process will cause the barrier to revert to its preexisting state.

Smiting Spell: At 3rd level, the blademistress gains the Smiting Spell metamagic feat.

Increased Repetoire: At 4thd level, the blademistress adds the following spells to her spell list: 1st-cause fear, inflict light wounds; 2nd-bear's endurance, bull's strength, inflict moderate wounds; 3rd-inflict serious wounds, searing light; 4th-inflict critical wounds

Sparking Smite: Starting at 5th level, a blademistress adds her class level in electrical damage to all smite attacks.

Shining Vigor: Starting at 7th level, once per day, as a swift action, a Blademistress can call upon the strength and favor of her deity and gain a +6 insight bonus to each of her statistics for a number of rounds equal to her improved Charisma modifier. At the end of the duration, the Blademistress becomes exhausted.

Cascade: At 9th level, a blademistress can use a smite attack to perform a series of attacks against a single target. As a standard action and by spending a smite attempt, the blademistress can perform a series of blows against her target. The first attack is at the blademistress' base attack bonus. If it connects, she makes another attack at -3. If the second attack connects, she makes a third attack at -6, repeating the series until she misses.

Karan's Blessing of Transcendance: At 10th level, a blademistress becomes a full agent of her deity. She becomes an Outsider with the (Native), (Good), and (Lawful) subtypes. She gains spell resistance 20, and a permanent +1 increase to all her ability scores. She no longer needs to breathe, eat, or sleep. She gains DR 10/good or lawful. And finally, her forceknife is always considered a holy and axiomatic weapon while attacking.

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