Kingdom Hearts D20.doc
January 3, 2017 | Author: Robert Best | Category: N/A
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Kingdom Hearts D20 OVERDRIVE KNIGHT
"I can feel the power of my heart flowing through my veins!!" - Riksas, Overdrive Knight A warrior, like anyone, can rise from nothingness. Training and heart, these two elements grant him powers beyond normal boundaries. A warrior with a blade, attached to a strong heart, able to call upon its inner strength to prove his worthiness, to fight for those things he truly believes are right. This and more describes an overdrive knight, one who perfects both his heart and technique during the pass of the years, bonding with people and showing them hope.
MAKING AN OVERDRIVE KNIGHT One great feature of the overdrive knight is its versatility. In melee combat, your drive blade makes you roughly comparable at first to rogue, and your ability only improves from there. You gain some minor spellcasting ability, mostly focusing on damage dealing and cure spells. However, you'll start to truly shine when you learn to use the key ability of this class: the Drive. When you use a drive, you gain power in a specific area, increasing your melee ability, spellcasting ability, or maybe both for a short time. Your drive blade, spells, and drives themselves all become stronger as you level, allowing you to assume one or two roles more exclusively once you reach higher levels. Abilities: Charisma determines the power of your spellcasting ability, and also grants your drives greater duration. For the melee aspect of your ability, Strength is very important, especially since you doesn't have the training of a fighter or similar full-on melee combatant. Dexterity will improve AC, which is otherwise limited to light armor, and Constitution will give you more staying power. Races: As becoming an overdrive knight is a matter of destiny, it comes as no surprise that humans, being creatures of destiny and also belonging to no one culture or god, are often the ones called to this path. Half-elves are also occasionally called as well, in
addition to their full-blooded elven parents. Half-orcs generally lack the incredible strength of character to follow this path; however, the half-orc overdrive knight is certainly a formidable opponent. In the end, however, the universe chooses who it will and its decisions are often strange, thus, anyone from any race or culture may become overdrive knights. Even overdrive knights from races generally considered paragons of evil, such as the Drow, are not entirely unheard of. Alignment: The Overdrive Knight is always a strong force for the good of everyone. He loves helping people any way he can, as long as he can be sure that his aid won't go toward something harmful. Thus, he can be of any nonevil alignment. Starting Gold: 4d4x10 gp. Starting Age: As Sorcerer. Table: The Overdrive Knight Level BAB 1st +0 2nd +1 3rd +2 4th +3 5th +3
Hit Die: d8 FS RS +0 +0 +0 +0 +1 +1 +1 +1 +1 +1
WS +2 +3 +3 +4 +4
6th 7th 8th 9th 10th 11th 12th
+2 +2 +2 +3 +3 +3 +4
+2 +2 +2 +3 +3 +3 +4
+5 +5 +6 +6 +7 +7 +8
+4 +4 +5 +5 +5 +6 +6
+4 +4 +5 +5 +5 +6 +6 +6
+8 +9 +9 +10 +10 +11 +11 +6
+4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4
13th +9/+4 14th +10/+5 15th +11/+6/+1 16th +12/+7/+2 17th +12/+7/+2 18th +13/+8/+3 19th +14/+9/+4 20th +15/+10/+5 Boost: Ulterior
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Spell Points/Day 0* 1 2 4 5 8 13 16 21 28 33 40 45 52 61 68 75 84 91 100
Special Summon Drive Blade Weapon Focus (Drive Blade) Free Draw +1 drive blade Improved Drive Blade, Overdrive: Courage Drive blade enhancement +1 Drive Points 2 +2 drive blade, Drive Boost: Courage Drive: Perception Drive Blade enhancement +2 Greater Drive Blade, Drive Points 3 +3 drive blade, Form Boost: Perception Drive: Magna Drive Blade enhancement +3 Drive Points 4 +4 drive blade, Form Boost: Magna Drive: Ulterior, Ulterior Drive Blade Drive Blade Enhancement +4 Tireless Overdrive, Drive Points 5 +12 +5 drive blade, Form
Maximum Spell Level Known 1st 1st 1st 1st 2nd 2nd 2nd 2nd 3rd 3rd 3rd 3rd 4th 4th 4th 4th 5th 5th 5th 5th
*The overdrive knight gains no spell points from his class at 1st level. However, he does add any bonus spell points he gains from a high Charisma score, his race, and feats or other sources to his reserve. He can use these points (if any) to cast his spell. Class Skills (4+Int mod, x4 at 1st level):class skills (and related modifier) are Balance, Climb, Concentration (Con),Diplomacy(Cha), Escape Artist, Gather Information, Jump, Knowledge (Arcana), Knowledge (The Planes), Spellcraft, Swim, Tumble, Use Rope Class Features All the following are class features of the overdrive knight. Weapon and Armor Proficiency: Overdrive knights are proficient with all simple weapons, with their own drive blade, and with light armor. An OK can cast spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, an OK wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass OK still incurs the normal arcane spell failure chance for arcane spells received from other classes. Spell Points/Day: An overdrive knight’s ability to cast spells is limited by the spell points he has available. His base daily allotment of spell points is given on Table: The Overdrive Knight. In addition, he receives bonus spell points per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spell points). His race may also provide bonus spell points per day, as may certain feats and items. A 1st-level overdrive knight gains no spell points for his class level, but he gains bonus spell points (if he is entitled to any), and can cast the spells he knows with those spell points. When an overdrive knight gains a new level of spells, he automatically knows all the spells for that level listed on the overdrive knight’s spell list. Essentially, his spell list is the same as his spells known list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow an OK to learn spells from the lists of other classes.) An OK can cast any spell that has a spell point cost equal to or lower than his caster level. The total number of spells an overdrive knight can cast in a day is limited only by his daily spell points. An overdrive knight simply knows his spells; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent spell points. The Difficulty Class for saving throws against a overdrive knight spell is 10 + the spell’s level + the overdrive knight’s Charisma modifier. Maximum Spell Level Known: An overdrive knight begins play with the ability to learn 1st-level spells. As he attains higher levels, he may gain the ability to knight more complex spells. To learn or cast a spell, a overdrive knight must have a Charisma score of at least 10 + the spell’s level. Summon Drive Blade (Su): As a move action, a overdrive knight can call his drive blade, which resides in its own plane of existence. This weapon, manifesting as a physical blade, cosmetically resembles a longsword appropriate to the size of the wielder. In all other aspects, the drive blade resembles a short sword. Overdrive knights who are smaller or larger than Medium create drive blades appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a drive blade gains the usual benefits to his attack and damage rolls from a high Strength bonus. The blade can be broken (it has hardness 10 and 12 hit points); however, an overdrive knight can simply recreate another on his next move action. The moment he relinquishes his grip on his blade, it dissipates and returns to his hand. At 4th level, the
drive blade is considered a magic weapon for the purpose of overcoming damage reduction. An overdrive knight can use feats such as Power Attack or Combat Expertise in conjunction with the overdrive just as if it were a normal weapon. He can also choose overdrive for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a drive blade. A drive blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the drive blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level). Even in places where magic effects do not normally function (such as within a antimagic field), an overdrive knight can attempt to use the full power of his drive blade by making a DC 20 Will save. On a successful save, the knight maintains the enhancement bonus to his drive blade for a number of rounds equal to his class level before he needs to make the save again. On an unsuccessful attempt, the drive blade loses any enhancement bonuses or magic special abilities, though the blade itself remains. As a move action on his turn, the OK can attempt a new Will save to reutilize his drive blade while he remains within the magic negating effect. Weapon Focus (drive blade): At 2nd level, the overdrive knight gains Weapon Focus (drive blade) as a bonus feat. Free Draw (Su): At 3rd level, an overdrive knight becomes able to materialize his drive blade as a free action instead of a move action. He can make only one attempt to materialize the drive blade per round, however. Drive (Su): Beginning at 5th level, the overdrive knight starts to realize about his true potential, and learns how to call up a greater power, the drive form. The only visible change is that the OK’s clothes and material items change to a specific color scheme. All these transformations last a number of rounds equal to 1/2 your OK level + your Charisma modifier. You can prematurely end this duration, but you can only transform into a given form once per encounter. At the end of the drive, the overdrive knight loses the form modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for 1d4+4 rounds (unless he is a 17th-level knight, at which point this limitation no longer applies; see below). He may not drive while wearing medium or heavy armor, or while holding a shield. To use any drive form, he must expend a predetermined number of drive points. At 5th level he has 1 drive point per day. At 7th, 11th, 15th and 19th level he gains one additional drive point. As a free action that does not provoke attacks of opportunity, but only during his turn, an overdrive knight can transform into one of the following forms (each earned at different levels): Courage (Red): An overdrive knight in courage form gains a +2 bonus to Strength and Constitution, a 5 ft. bonus to his base land speed, and is treated as having the Two Weapon Fighting feat. The increase in Constitution increases the overdrive knight’s hit points by 1 point per level, but these hit points go away at the end of the drive when his Constitution score drops back to normal (these extra hit points are not lost first the way temporary hit points are). He gains a +2 bonus to Reflex Saves, as well as a +4 circumstance bonus to Jump and Tumble checks. During this form his hands crackle with red lightning that reaches around his back, leaving a trail of red sparks when he walks (cosmetic only). The OK cannot cast any spells he knows or activate magic items that require a command word, a spell trigger or
spell completion, nor he can use any Charisma or Intelligence-based skills or feats. The courage form costs 1 drive point. Perception (Blue): An overdrive knight in perception form gains a +2 bonus to Charisma and Dexterity, and a 10 ft. bonus to his base land speed. He gains a +2 bonus to Will Saves during this form. The increase in Charisma increases the overdrive knight’s spell DC’s by 1 point, but these increase does not grants him any bonus spell points. All spells cast during perception form are cast at +1 caster level. During this form the knight gains a +4 bonus to Concentration and Spellcraft. While in Perception form, the OK's feet seem to glide on ethereal blue flames, and two faint glowing orbs orbit him and leave blue trails (cosmetic). He gains a magical missile attack, which he can use a number of times per round equal to twice his normal number of attacks. Every missile requires a ranged touch attack to hit, and deals 1d4+Cha mod damage. During this form the OK cannot make any physical attacks or use any Strength or Constitution-based skills (besides Concentration). The knight hovers about 2 inches from the ground, and moves at normal speed regardless of terrain. Finally, if the knight falls i.e. jumping down from a high place he can ignore the first 10 feet of the fall, gliding slightly in the air. The perception form costs 1 drive point. Magna (Yellow): An overdrive knight in knight form gains a +2 bonus to Charisma and Strength, and a 20 ft. bonus to his base land speed. He can fight as if having the TwoWeapon Fighting and Improved Two Weapon Fighting feats. He gains a +2 bonus to Fortitude saves during this form. The increase in Charisma increases the overdrive knight’s spell DC’s by 1 point, but these increase does not grants him any bonus spell points. When utilizing the full attack option, the knight can cast any one spell he knows as a free action, but the point cost for that spell is increased by 2. The magna form costs 2 drive points. Ulterior (Silver): A overdrive knight in ulterior form gains a +2 bonus to Charisma, Strength, Dexterity and Constitution. His base speed increases by 30 feet. He gains a +2 bonus to all saving throws during this form. Your base attack bonus becomes equal to your character level (which may grant additional attacks). He can fight as if having the Greater and Improved Two Weapon Fighting feats. All spells cast during final form are cast at +1 caster level. The OK hovers about 2 inches from the ground, and moves at normal speed regardless of terrain. When utilizing the full attack option, the knight can cast any one spell he knows as a free action, but the point cost for that spell is increased by 2. Finally, if the knight falls he can ignore the first 10 feet of the fall, gliding slightly in the air. The ulterior form costs 3 drive points. Improved Drive Blade (Su): At 5th level, the overdrive knight gains an improved drive blade to add to his arsenal. This one functions as his normal drive blade except that it deals 1d8 damage (crit 19-20/x2). He can summon both drive blades (one in each hand) when using the courage, magna and ulterior forms (this does not increases the time needed for the transformation. Drive Blade Enhancement (Su): At 6th level, an overdrive knight gains the ability to enhance his drive blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1. At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement an overdrive knight can add to his weapon improves to +2, +3, and +4, respectively. An OK can choose any combination of weapon special abilities that does not exceed the total allowed by the knight’s level. The weapon ability or abilities remain the same every time the knight materializes his drive blade (unless he decides to reassign its abilities; see below). The ability or abilities
apply to any form the drive blade takes, including the use of drives or drive blade upgrades. Weapon Special Ability Enhancement Bonus Value Defending +1 Keen +1 Flaming/ Shocking/ Frost +1 Mighty cleaving +1 Spell Storing +1 Lucky* +1 Ghost Touch +1 Sundering +1 Vicious +1 Axiomatic +2 Collision* +2 Flaming/Shocking/Icy Burst +2 Holy +2 Wounding +2 Bodyfeeder* +3 Speed +3 Soulbreaker* +3 Brilliant Energy +4 Dancing+ +4 *From Expanded Psionics Handbook + When a drive blade is imbued with this power, it can leave the overdrive knight’s hand without disappearing, but only during the dance.
An overdrive knight can reassign the ability or abilities he has added to his drive blade. To do so, he must first spend 8 hours in concentration. After that period, the blade materializes with the new ability or abilities selected by the OK. When two-weapon fighting with two drive blades, both blades have an enhancement bonus 1 lower than the knight would otherwise create with a single drive blade. Form Boost: At 9th, 13th, 18th and 20th level the different forms gained through drive increases their bonuses as following: Courage (9th): +4 to Strength and Constitution, +4 to Reflex saves, gains improved two-weapon fighting, speed +10 ft. Perception (13th): +4 to Charisma and Dexterity, +4 to Will saves, +2 to caster level, speed +15 ft. Magna (18th): +4 to Strength and Charisma, +4 to Fortitude saves, +1 to caster level, gains Greater Two Weapon Fighting, speed +25 ft. Ulterior (20th): +4 to Strength and Charisma, +4 to saves, gains Perfect Two Weapon Fighting, speed +40 ft. Greater Drive Blade (Su): At 11th level, the overdrive gains a third drive blade to add to his arsenal. This one functions as his previous drive blade, except that it deals 1d10 damage (crit 19-20/x2). Tireless Overdrive: An overdrive knight of 17th level or higher no longer becomes fatigued at the end of a drive. Ulterior Drive blade (Su): At 17th level, the overdrive knight gains his final drive blade. This one functions as his previous drive blade, except that it deals 2d6 damage (crit 18-20/x2). Code of Conduct: An overdrive knight must be of good alignment and loses all class abilities if she ever willingly and knowingly commits an evil act.
Additionally, an overdrive knight’s code requires that he help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents. Associates: While he may adventure with characters of any good or neutral alignment, a overdrive knight will never knowingly associate with evil characters, nor will he continue an association with someone who consistently offends his moral code. An OK may accept only henchmen, followers, or cohorts who are good. Ex-Knight An overdrive knight who ceases to be good, who willfully commits an evil act, or who grossly violates the code of conduct loses all OK spells and abilities (including the drives, but not weapon, armor, and shield proficiencies). He may not progress any farther in levels as an OK. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell description), as appropriate. Like a member of any other class, an overdrive knight may be a multiclass character, but multiclass OKs face a special restriction. An OK who gains a level in any other class may never again raise his overdrive knight level, though he retains all his knight abilities. 1ST-LEVEL SPELLS Cure Minor Wounds Detect Secret Doors Expeditious Retreat Mage Armor Shield Orb of Cold, Lesser (Complete Arcane) Orb of Electricity, Lesser (Complete Arcane) Orb of Fire, Lesser (Complete Arcane) True Strike 2ND-LEVEL SPELLS Cure Light Wounds Gust of Wind Mirror Image Scorching Ray Ice Knife (Complete Arcane) Crackling Sphere (as flaming sphere, except it deals electricity damage) Resist Energy Knock 3RD-LEVEL SPELLS Cure Moderate Wounds Globe of Invulnerability, Lesser Orb of Cold (Complete Arcane) Orb of Electricity (Complete Arcane) Orb of Fire (Complete Arcane) Heroism Haste 4TH-LEVEL SPELLS Cure Serious Wounds Dimensional Anchor Dimension Door Freedom of Movement
Call Lightning Storm Cone of Cold Flame Strike 5TH-LEVEL SPELLS Cure Critical Wounds Chain Lightning Polar Ray Dismissal Delayed Blast Fireball Globe of Invulnerability Teleport Frequently Asked Questions: 1. Does the Strong Jump feat allows fine creatures to reach 128ft before they need to jump upwards to reach something? A: No, it doesn´t. Currently reworking the feat, check later. 2. How much spell points costs to cast the spells? A: As Unearthed Arcana states, 1 for 1st level spells, 3 for 2nd level spells, 5 for 3rd level spells, 7 for 4th level spells and 9 for 5th level spells. 3. How many spells do they know? As a sorcerer or as a wizard? A: They know all they spells, providing they can cast them, according to the table provided. This in similar fashion to the warmage. This means that as long as they have the charisma score and required level they can cast them. 4. While using the Mania feats, do they impede you from casting spells with other denominators during this round or not at all? A: The statement should be read: When you activate this feat, you cannot cast spells with other descriptors during your drives. 5. Are all drive blades considered light? A: Yes, they are. This shouldn´t mean so much trouble in game, since it´s common to see a 17th level warrior-type holding a greasword one-handed thanks to several feats, racial abilities and class abilities. 6. Does an improved drive blade start with the previous drive blade enhancement bonus? A: Yes, it does. It also starts with the previously assigned enhancements. This is because it behaves exactly as your previous drive blade. OPTIONAL RULES: DRIVE BLADES AND ENHANCEMENTS When normally gaining an improved drive blade, it comes with whatever enhancements your previous drive blade has. Normally your drive blade could be considered to improve itself or grant you greater might. However, some people could find this a not so appealing idea. If your DM allows it, your newly gained drive blade could appear with different enhancement bonus, to show the difference between your previous drive blade and your newly gained drive vlade. Also all of your drive blades could be treated as different weapons and having different enhancements, so work with your DM to do this (naming each individual drive blade is an idea to facilitate this rule)
Other DM could require you to spend 8 hours of meditation before the newly gained drive blade gains any enhancement bonus. This represents the ability of bonding yourself to your newly gained weapon, so it can grant you its strength at the same time you grant it your confidence. Always remember that when dual wielding your drive blades, the enhancement bonus is one lower for BOTH drive blades, so some enhancements could be unavailable. When this happens, you could previously ask your DM to allow you to "swap" enhancements only while dual-wielding. Remember that what matters most is entertainment, so work with your DM or your teammates to make sure this alternate rules don´t spoil the fun of the rest of the people.
Overdrive Knight Prestige Classes Phantom Absentee “I will not be held by this world´s boundaries...” -Mashia, Phantom Absentee There are persons everywhere that dream about freedom. But, most of these people feel that this world imposese unfair limits. So, some of them seek to break those barriers, to become a truly free spirit. So, they try to find the way to achieve this, and some of them discover how. Requirements To qualify to become a phantom absentee, a character must fulfill all the following criteria. Alignment: Any neutral Skills: Hide 11 ranks, Move Silently 11 ranks, Tumble 6 ranks Feats: Run, Improved Initiative, Dodge Special: Sneak Attack +3d6, Overdrive class feature Hit Die: d6 Class Skills: The Phantom Absentee’s class skills (and the key ability for each skill) are: Balance (Dex), Bluff(Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Wis), Heal(Wis), Hide (Dex), Knowledge (Arcana), Knowledge (the Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int) and Spot (Wis). Skill Points at Each Level: 6 + Int modifier. Table: The Phantom Absentee Level BAB Fort Ref Will Speed Ability 1 +0 +0 +2 +2 +0 Drive: Phantom 2 +1 +0 +3 +3 +10 Shadow Speed 3 +2 +1 +3 +3 +10 Sneak Attack +1d6 4 +3 +1 +4 +4 +10 Swift Moves (move) 5 +3 +1 +4 +4 +20 Hide in Plain Sight, Form Boost: Phantom 6 +4 +2 +5 +5 +20 Sneak Attack +2d6 7 +5 +2 +5 +5 +20 Shadow Body 8 +6 +2 +6 +6 +30 Swift Moves (charge/attack/run) 9 +6 +3 +6 +6 +30 Sneak Attack +3d6 10 +7 +3 +7 +7 +30 Tireless Overdrive, Improved Form Boost:Phantom Class Features All of the following are Class Features of the phantom absentee prestige class. Weapon and Armor Proficiency: Phantom Absentee do not gain new weapon or armor proficiencies. All class abilities (except for Sneak Attack) work only while wearing light or no armor. Speed Bonus: Starting at 1st level, you gain a perfection bonus to your speed as shown in Table: The Phantom Absentee. This only works while wearing light or no armor. Drive: Your phantom absentee levels stack with any levels you have in another driving class you had for determining number of drive points per day, duration of drives, if your current forms receives a form boost but not for determining available drive forms. If you had more than one overdriving class before entering this prestige, you must choose only one to determine durations and forms available. Also, at 1st level you gain a new form, as noted below: Phantom (DarkBlue): During this shadowy transformation, you gain incredible agile and shadowy movements. You gain a +4 bonus to Dexterity. Your base speed increases in +10 feet. You gain a +2 bonus to Will Saves. During this form, shadows surround you, resulting in a 20% miss chance to any attack made against you. Once during this transformation, you teleport between two shadows as a immediate action. This shadows must be within 30 feet of each other. This form costs 1 drive point. Shadow Speed (Su): Once per day per phantom absentee level, and as a standard action, you can act as if affected by a expeditious retreat spell with a caster level equal to your phantom absentee level.This only works while wearing light or no armor.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every three levels(3rd,6th and 9th). If a phantom absentee gets a sneak attack bonus from another source the bonuses on damage stack. Swift Moves: At 4th level, you start blending your movements with your distraction methods. You can ignore the penalties to Hide when moving up to your normal speed. Starting at 8th level you ignore the penalties to Hide when charging, attacking or running. This only works while wearing light or no armor. Hide in Plain Sight: Starting at 5th level a phantom absentee can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a phantom absentee can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.This only works while wearing light or no armor. Form Boost: At 5th level the phantom form gained through drive increases its bonuses as following: Phantom (5th): +6 to Dexterity, +4 to Will saves, speed +20, 50% miss chance, you can use dimension door as a swift action every 1d4 rounds. Shadow Body (Su): Once per day per three phantom absentee levels you can become ethereal, as per the ethereal jaunt spell with a caster level equal to half your phantom absentee level.This only works while wearing light or no armor. Tireless Overdrive: A phantom absentee of 10th level or higher no longer becomes fatigued at the end of an overdrive. Improved Form Boost:At 10th level the phantom form gained through drive increases its bonuses. In order to gain these bonuses, you must pay an additional drive point. The newly gained bonuses are as follow: Phantom (5th): +8 to Dexterity, +4 to Will saves, speed +30, you act as if affected per the blink spell, but you don´t suffer the normal spell drawbacks, also you act as if affected by a freedom of movement spell.
Arc Enforcer “Don´t worry, I´ll hit him. With a sword? No, with a bow!” -Yumikron, Arc Enforcer Most warriors tend to be really capable at fighting close in melee. But some of them learn that it isn´t the only, and probably the best, way to fight in a tight situation. When precision and caution are required, it is always a good thing to have an arc enforcer right next to you. These warriors are always capable of fighting equally at distance and at melee. Requirements To qualify to become an arc enforcer, a character must fulfill all the following criteria. Base Attack Bonus: +3 Skills: Concentration 8 ranks, Spot 4 ranks Feats: Point Blank Shot, Precise Shot Spellcasting: Able to cast 1st level arcane spells Special: Drive Blade class feature, Overdrive class feature Hit Die: d6 Class Skills:The arc enforcer’s class skills (and the key ability for each skill) are Climb(Str), Concentration (Con), Hide(Dex), Jump(Str), Knowledge (Arcana)(Int), Listen(Wis), Move Silently(Dex), Search(Int) and Spot(Wis). Skill Points at Each Level: 4 + Int modifier. Table: The Arc Enforcer Level BAB Fort Ref Will Ability Spells 1 +0 +0 +2 +0 Summon Drive Bow, Overdrive:Precision 2 +1 +0 +3 +0 Drive Bow enhancement +1 +1 existing level 3 +2 +1 +3 +1 +1 Drive Bow 4 +3 +1 +4 +1 Scrimmage Bow, Channel Spell +1 existing level 5 +3 +1 +4 +1 Drive Boost: Precision, Mighty Drive Bow 6 +4 +2 +5 +2 Drive Bow enhancement +2 +1 existing level 7 +5 +2 +5 +2 +2 Drive Bow 8 +6 +2 +6 +2 Infinite Ammunition +1 existing level 9 +6 +3 +6 +3 Close Combat Shot 10 +7 +3 +7 +3 Drive Bow enhancement +3, Tireless Drive +1 existing level All of the following are Class Features of the arc enforcer prestige class. Weapon and Armor Proficiency: Arc Enforcer gain only proficiency with their drive bow. Summon Drive Bow: Upon entering this prestige class, you are granted a powerful gift: a drive bow. This bow is identical in all ways to a longbow appropiate to your size (1d8/x3 for a medium sized arc enforcer). Otherwise this drive bow behaves in a similar fashion to a drive blade, and even benefits of feats such as Weapon Focus and Weapon Specialization that are applied to your drive blade. This bow strikes as a magic weapon when dealing with damage reduction. At 3rd and 7th level the drive bow gains a bonus to attack and damage rolls equal to +1 (at 3rd) or +2 (at 7th). The bonus to attack granted by the overdrive knight levels stack with this, and any enhancement bonus a drive blade you possess has, can be applied to this bow. Likewise, these enhancement bonuses also improve your drive blade. In other words, they benefit both your drive blade and drive bow. Overdrive (Su): Your arc enforcer levels stack with any levels you have in another driving class you had for determining number of drive points per day, duration of drives,and if your current forms receives a form boost. However, you do not gain any other additional forms from this bonus, or any additional bonus. At 2nd level an arc enforcer gains a new overdrive that follows all normal drive rules. The description is as follows: Precision (Green): During this exceptionally agile transformation, you gain a +4 bonus to Dexterity and a +2 bonus to Strength. Your speed is increased by 20 feet. You gain a +2 bonus to Fortitude saving throws. During this form and when using the full attack option you can make an additional attack with your bow at your highest base attack bonus, and starting at 7th level you may make two additional attacks when using the full attack option. The range increment for any ranged weapon you hold doubles, and every succesful attack gains a +1d4 precision damage bonus (any creature normally immune to criticals is also immune to the additional damage). You may not make any melee attacks or melee touch attacks during this form (with the exception of the scrimmage bow, see below). This form costs 1 drive point to use.
Spells: At 2nd level and each even numbered level, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arc enforcer, he must decide to which class he adds the new level for purposes of determining spells per day. Drive Bow Enhancement (Su): At 2nd level, an arc enforcer gains the ability to enhance his drive bow. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1. At every four levels beyond 2nd (6th and 10th), the value of the enhancement an arc enforcer can add to his weapon improves to +2 and +3, respectively. An arc enforcer can choose any combination of weapon special abilities that does not exceed the total allowed by the enforcer’s level. The weapon ability or abilities remain the same every time the master materializes his drive bow (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the overdrive takes, including the use of drives or overdrive upgrades. Weapon Special Ability Enhancement Merciful Keen Flaming/ Shocking/ Frost Spell Storing Bane Vicious Axiomatic Anarchic Flaming/Shocking/Icy Burst Holy Speed
Bonus Value +1 +1 +1 +1 +1 +1 +2 +2 +2 +2 +3
An arc enforcer can reassign the ability or abilities he has added to his drive bow. To do so, he must first spend 8 hours in concentration. After that period, the blade materializes with the new ability or abilities selected by the arc enforcer. This bonus does not stack with the bonus granted to the drive blade (with the exception of the scrimmage bow, see below. Scrimmage Bow: To be able to defend yourself better, you have learned how to use effectively use your bow as a melee weapon, and at the same time your drive bow adapts itself, creating a slashing edge. You may strike with it in melee as if you were using your drive blade (amongs other things, this means using the drive blade enhancements and drive blade damage and critical ratings). This ability is always active when you are using your drive bow. Channel Spell: Once per day per drive bow level, as a standard action, you may channel a spell with a casting time of one standard action, through one shot from your drive bow. This must be an area spell, and the spell is centered on where the arrow lands. You cast and fire the arrow simultaneously. Form Boost: At 4th level the precision form gained through drive increases its bonuses as following: Precision (4th): +6 to Dexterity, +4 ro Strength, +4 to Fort saves, speed +30, precision damage bonus +2d4. Mighty Drive Bow: Your drive bow increases in Strength to help you in combat. Your strengthened bow deals damage as if it were one category larger (for a medium sized character it deals 2d6 damage), and you may apply your Strength modifier to damage (as if it were a mighty composite longbow with a Str bonus equal to your Str bonus) Infinite Ammunition(Su): You have learned, through many hazardous situations, that running out of ammo is always a bad thing. Because of this, you have trained to learn a form to overcome this risk. Starting at 8th level, every time you pull the string of your drive bow, an energy arrow appears to be shot. This energy arrows appear as many times you pull the arrow (this means you summon as many arrows as attacks you make during this round, even attacks of opportunity) and dissappear after one round (except in the case of feats and abilities such as Ranged Pin, during which the arrow remains for as long as it is needed).
Close Combat Shot: At 9th level, you can attack with your drive bow while in a threatened square and not provoke attacks of opportunity. Tireless Overdrive: An arc enforcer of 10th level or higher no longer becomes fatigued at the end of an overdrive. Multiclass note An overdrive knight can freely multiclass with this class. Still he must meet the code of conduct and alignment requirements to raise his overdrive master level.
Nova Arcanum “If you allow me, I´ll demostrate you that my spell´s power is only compared to my heart and blade.” -Senthilur, Nova Arcanum Most overdrive knight tend to be both capable at fighting and casting spells, but some discover the true power behind their spells. They find the power of the stars within them, the burning fire, the everlasting light that will guide them to victory. That´s the truth of a nova arcanum. Requirements To qualify to become a nova arcanum, a character must fulfill all the following criteria. Skills: Concentration 12 ranks, Knowledge (Arcana) 12 ranks, Spellcraft 12 ranks Feats: Any one metamagic feat, Fire Mania Spellcasting: Able to cast 3rd level arcane spells Special: Overdrive: Perception class feature Hit Die: d6 Class Skills: The nova arcanum’s class skills (and the key ability for each skill) are Concentration (Con), Knowledge (Arcana), Knowledge (the Planes) (Int), Diplomacy (Cha), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. Level 1st 2nd 3th 4th 5th 6th 7th 8th 9th 10th Level 1 2 3 4 5 6 7 8 9 10
BAB Fort +0 +0 +1 +0 +1 +1 +2 +1 +2 +1 +3 +2 +3 +2 +4 +2 +4 +3 +5 +3 Max Level 4 5 5 6 6 7 7 8 8 9
Ref Will +0 +2 +0 +3 +1 +3 +1 +4 +1 +4 +2 +5 +2 +5 +3 +6 +3 +6 +3 +7 Spell Points 9 19 29 40 59 76 87 109 124 139
Special Drive Staff, Nova Aura Overdrive: Nova Drive Staff +1 Nova Light Form Boost: Perception, Drive Points:2 Nova Vision Drive Staff +2 Form Boost: Nova Nova Shield, Facile Nova Tireless Overdrive, Drive Points:3
Class Features All of the following are Class Features of the nova arcanum prestige class. Weapon and Armor Proficiency: Nova Arcanum gain proficiency with their drive staff. A nova arcanum can cast nova arcanum spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a dark master wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass nova arcanum still incurs the normal arcane spell failure chance for arcane spells received from other classes. Drive Staff: Your newly gained arcane secrets let you gain a new weapon to your arsenal. This weapons looks a lot like staff, and behaves exactly as a drive blade (as per the overdrive knight class feature), except it deals 1d6/1d6 damage (crit x2). This staff can be used for the Craft Staff feat. At 3rd and 7th level the keyblade gains a bonus to attack and damage rolls equal to +1 (at 3rd) or +2 (at 7th). The bonus to attack granted by the overdrive knight levels stack with this, and any enhancement bonus a drive blade you possess has, can be applied to this staff. Likewise, these enhancement bonuses also improve your drive blade. In other words, they benefit both your drive blade and drive staff.
Spells: A nova arcanum has the ability to cast some arcane spells of 4th level or higher. He casts them just as a sorcerer does. His known spell lists is a combination of both his previous spellcasting list and the nova arcanum list (at the bottom). He knows all his nova arcanum spell list, and gain access to new spell levels as Table: Max Level and Spell Points states. A nova arcanum´s caster level for both his nova arcanum spells and the spells he gains from his previous arcane spellcasting class is determined by adding his nova arcanum level to his level in another spellcasting class. If he had more than one spellcasting class before becoming a nova arcanum, he must choose to which class to add his nova arcanum spellcaster level. So, for example, an overdrive knight 10/nova arcanum 5 has a caster level of 15 for both classes. The spell points granted from your previous arcane caster class and this class are all added together in a single pool, which can be used for any of his nova arcanum spells or the other spellcasting class spells. Nova Arcanum bonus spell points are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the dark master’s Charisma modifier. A nova arcanum master has access to any spell on the list and can freely choose which to cast, without needing to prepare them in advance. Essentially, his spell list is the same as his spells known list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a darkblade master to learn spells from the lists of other classes.) Drive (Su): When you enter this class, you must make a sacrifice in order to strengthen your magic: you lose the ability to drive in any form that keeps you from casting spells. However, at 2nd level of this prestige, you gain a stronger form to drive which aids you with your spells. At the end of the drive, the nova arcanum loses the form modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for 1d4+4 rounds (unless he is a 10th-level master, at which point this limitation no longer applies; see below). He may not turn into a drive form while wearing medium or heavy armor, or while holding a shield. Any levels that previously granted him drive forms stack to determine how long your overdrive lasts, but not for determining drive points or drive forms granted. To use this forms, he must expend drive points. At 2nd level he has 1 drive point per day. At 5th and 10th level he gains additional drive points As a free action that does not provokes attacks of opportunity, but only during his turn, a nova arcanum can transform into the following form: Nova (Sky-Blue): During this beautifully bright transformation, you gain a +4 bonus to Charisma and a +2 bonus to Dexterity. The increase in Charisma does not increase the spell points availbable to the nova arcanum, but it raises the nova arcanum´s spell DC by +2. You gain a +2 bonus to Reflex saving throws. During this form your drive staff turns itself into a bright energy surrounding your left or right arm (your choice). You lose your ability to enter physical combat, but you gain the ability of a special light attack. You must make a succesful touch attack to use this attack, and it deals 1d6/2 caster levels of non elemental damage. You can attack with this light attack up to two times in a round (if your base attack bonus allows it) but no more, even if your base attack allows it. You gain a fly speed of 50 (perfect), and whenever you are not flying you are at least hovering 2 inches above the ground. Your caster level increases by +2. During this form any spell you cast modified with metamagic is casted with no increased time, and any metamagic costs 2 spell points less (to a minimum of 0). This form costs 2 drive points to use. For feats that enhance or require in some way spellcasting (such as Fire Mania), Nova form counts as Magna or Ulterior forms. Nova Aura (Su): This is a physical manifestation of your strengthened magic. Your body sheds a white and silver light at a radius of 5 feet/2 nova arcanum levels. This is always active, unless you suppress it as a free action at the beginning of your turn. Nova Light (Su): The light surrounding you strengthens itself, allowing you to better protect yourself against your enemies. You gain a deflection bonus to AC equal to half your Nova Arcanum level. When you gain this ability, and during your nova drive form, you can shoot,as a standard action, a special energy ray that deals 1d6/caster level (maximum 15d6) to a single target. This is considered a spell with a level equal to your nova arcanum level. This is otherwise similar to an eldritch blast. Form Boost: At 5th and 8th level the different forms gained through drive increases their bonuses as following: Perception (5th): +4 to Charisma and Dexterity, +4 to Will saves, +2 to caster level, speed +15. Nova (7th): +6 to Charisma. +4 to Dexterity, +4 to Reflex saves, caster level +3, fly speed 80.
Nova Vision (Ex): The light of the nova magic shines strongly in your eyes. You gain low-light vision and darkvision up to 30 feet. If you already have low-light vision, you can see three times the normal range, and if you had darkvision, you add an additional 30 feet to its range. During your nova form you are constantly under the effects of a true seeing spell. Nova Shield(Su): The light of the nova is infused deeply within you. Once per day,as an immediate action, you create a light guard that functions exactly as a globe of invulnerability, except it blocks spells and spell like abilities up to half your nova arcanum level. This can be created even when it is not your turn. If this is activated during your nova form, it blocks all spells and spell like abilities, but lasts only one round. Also, when you gain this ability, your nova form grants you damage reduction 10/magic. Facile Nova: You have become adept transforming into your nova form, so you can transform into it more easily. Now your nova form costs only one drive point to be activated. Tireless Overdrive: A nova arcanum of 10th level or higher no longer becomes fatigued at the end of an overdrive. Overdrive Knight and Nova Arcanum An overdrive knight can freely multiclass with this class. Still he must meet the code of conduct and alignment requirements to raise his overdrive master level. COURAGE NOVA [DRIVE] Your spellcasting focus doesn´t longer impedes you from entering melee. Prerequisites: Nova Form, Caster level 12th. Benefit: You regain the ability to use forms that impede you from spellcasting. Normal: You can´t use any spellcasting hindering forms when you enter the nova arcanum class. Special: When driving into Courage form, your drive blade or drive staff gains the skillful special ability. Nova Arcanum Spells 1ST-LEVEL NOVA ARCANUM SPELLS Shield Produce Flame Feather Fall 2ND-LEVEL NOVA ARCANUM SPELLS Glitterdust Continual Flame Protection from Arrows 3RD-LEVEL NOVA ARCANUM SPELLS Daylight Fly Dispel Magic 4TH-LEVEL NOVA ARCANUM SPELLS Hallucinatory Terrain Fire Shield Nova Strike (new spell, see below) 5TH-LEVEL NOVA ARCANUM SPELLS Wall of Force Mirage Arcana Telekinesis Overland Flight Prying Eyes Fire Seeds 6TH-LEVEL NOVA ARCANUM SPELLS Antimagic Field True Seeing Wall of Iron Dispel Magic, Greater Nova Shower (new spell, see below)
7TH-LEVEL NOVA ARCANUM SPELLS Control Weather Arcane Sight, Greater Prismatic Spray Mordenkainen´s Sword Reverse Gravity 8TH-LEVEL NOVA ARCANUM SPELLS Prismatic Wall Prying Eyes, Greater Fire Storm Mind Blank Sympathy 9TH-LEVEL NOVA ARCANUM SPELLS Prismatic Sphere Foresight Nova Rain (new spell, see below) Time Stop Etherealness New Spells Nova Rain Evocation [Force, Light] Level: Nova 9 Components: S, F Casting Time: 1 standard action Range:40 feet Effect: 40 feet radius sphere centered on you Duration: Instantaneous Saving Throw: Fortitude half; see text Spell Resistance: No While focusing on your staff, a rain of light beams fall around you, harming your enemies. When you cast this spell, millions of light rays fall around you, covering a 40 feet radius sphere centered on you. Every enemy in this area is striked by 1d4/level (max 25d4) light rays, each dealing one point of damage, and becomes blinded for 5 rounds. A succesful Fortitude save halves the total damage and ignores the blind effect. Focus: Your drive Staff Nova Shower Evocation [Force, Light] Level: Nova 6 Components: V,S, F Casting Time: 1 standard action Range:Medium (100 feet + 10 feet/level) Area: 20 feet radius burst. Duration: Instantaneous Saving Throw: Reflex half; see text Spell Resistance: No While focusing on your staff, you summon a horde of light missiles that shower your enemies. When you cast this spell, millions of light ray spring from your staff, striking enemies in the determined area. This light rays deal 1d4/level damage (max 15d4) and becomes blinded for 3 rounds. A succesful Reflex save halves the damage and ignores the blinded effect. Focus: Your drive Staff
Nova Strike Evocation [Force,Light] Level: Nova 4 Components: V,S, F Casting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Target: One living creature Duration: Instantaneous Saving Throw: None Spell Resistance: No While focusing on your staff, you call upon a shining beam that strikes an opponent with the force of the nova. When you cast this spell, a large energy ray fires from your staff to strike an opponent. You must succeed at a ranged touch attack and, if succesful, deals 1d4/level (max 15d4) to the target. This spell also dispels any darkness effect of 3rd level or lower that strikes in its path. Focus: Your drive Staff
1.
What would happen if I take this class after attaining Ulterior form? A: Nothing special, really. If OM 17/ NA 3 you would be able to cast 5th level spells, you would have perception,nova,magna and ulterior forms (and Courage if you took the appropiate feat). Your BAB would be +13/+8/+3, you would have a +5 drive blade and staff with +3 enhancement, and your base saves would be +6/+6/+13. Your total drive points would be 5. You would gain the Nova Aura class feature, along with all the class features an OM has. Also, you would merge both spell lists, so you would get to add a couple of spells to your normal OM spells. Your drives last for a number of rounds equal to 10+your Cha mod, etc etc. Nothing special, really.
Heart Blade “Sword? This orb is all I need.” - Soke, Heart Blade When a Overdrive Knight’s heart has grown in such strength that it can fight for itself and finds a reason to fight for itself, the drive blade becomes unneeded and the heart creates it’s own weapon. The Drive Blade becomes a Drive Orb and the Overdrive Knight becomes a Heart Blade, capable of manipulating the orb in incredible ways. Requirements To qualify to become a Heart Blade, a character must fulfill all the following criteria. Alignment: Any Good. Skills: Concentration 11 ranks, Spellcraft 11 ranks Feats: Weapon Focus (Drive Blade) Special: At least one level as Overdrive Knight, Character must have strong heart and someone to fight for. Hit Die: d8 Class Skills: The Heart Blade's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Spellcraft (Int), Swim (Str), Tumble (Dex), Use Rope (Dex). Skill Points at Each Level: 2+Int modifier Table: The Heart Blade Level BAB Fort 1st +1 +0
Ref +2
Will +0
2nd
+2
+0
+3
+0
3rd
+3
+1
+3
+1
4th 5th
+4 +5
+1 +1
+4 +4
+1 +1
6th 7th 8th 9th
+6 +7 +8 +9
+2 +2 +2 +3
+5 +5 +6 +6
+2 +2 +2 +3
10th
+10
+3
+7
+3
Special Drive Orb (Simple and Martial Melee), Armor Dodge 1 Drive Orb (Simple and Martial Ranged), Shield Dodge 1, Drive Orb (Exotic Melee), Reflexive Defense +1 Orb Cushioning Drive Orb (Exotic Ranged), Armor Dodge 2 Reflexive Defense +2, Shield Dodge 2 Drive Orb (Two Weapons) Drive Orb (Split Attacks) Drive Orb (Elemental), Armor Dodge 3, Reflexive Defense +3 Orb Explosion, Shield Dodge 3
Class Features All the following are class features of the heart blade. Weapon and Armor Proficiency: Weapon Proficiency is determined by the Heart Blade’s level and Armor is same as Overdrive Knight. Drive Orb(Su): The Drive Blade becomes the Drive Orb, a ball of energy that floats in front of the Heart Blade’s heart. The orb’s color depends on the Heart Blade’s mood. More importantly, the Drive Orb is the Heart Blade’s weapon. It can’t be removed from its spot unless being wielded by the Heart Blade, and only disappears when the Heart Blade is dead. The Drive Orb can take on any form as a free action at will. At each level it gains more forms. Add levels of Heart Blade to Overdrive Knight levels for purposes of Drive Blade Enhancement. The Heart Blade is proficient with the Drive Orb, regardless of the form it takes. The Drive Orb weapons are sized appropriately to the Heart Blade. Simple and Martial Melee: The Drive Orb can shift into any simple or martial melee weapon. Simple and Martial Ranged: The Drive Orb can change into a ranged weapon, in which case it produces it's own unlimited supply of ammunition, or into a thrown weapon, in which case a piece of it separates into the hand of the Heart Blade, which can then be thrown as normal-- this fragment is regrown instantly by the Drive Orb. In either case, the weapon is destroyed whether it hits or misses.
Exotic Melee: The Drive Orb can shift into any exotic melee weapon. Exotic Ranged: This is the same as Simple and Martial Ranged, but can produce exotic ranged weapons. Two Weapons: The Drive Orb is capable of shaping two weapons, and reducing the penalties for fighting with two weapons by 2, to a minimum of -0. Split Attacks: As part of an attack action, the Drive orb is capable of making a single attack at the Heart Blade's highest bonus to another target within range. This can be used, for example, to make a single melee attack with a bastard sword against an adjacent opponent while making a full attack action against another target with a longbow. This must be used to strike a different target than the one subject to the original attack. Elemental: Attacks with the Drive Orb deal +1d6 damage of a single element. Orb Cushioning: The Heart Blade takes 2d6 less damage when falling as the Drive Orb shapes itself to slow and cushion the fall. Shield Dodge: Melee attacks with the Drive Orb bypass this many points of shield bonus to AC as the Drive Orb shifts its own shape to curve around shields Armor Dodge: Same as Shield Dodge but with armor bonuses Reflexive Defense: The Drive Orb defends the Heart BLade against attacks. Add this as a bonus to AC against attacks the Heart Blade is aware of. Orb Explosion: Once per encounter, the Heart Blade may run an amazing amount of power through the Drive Orb, morphing its body to strike all enemies within 5ft of the Heart Blade, making a single attack roll which affects all targets. The heart Blade may attack any one target with one weapon the Drive Orb is capable of shifting into.
Master Blade “The Master Blade has requested me to show you its true power. I´m so sorry for you, since nobody else has survived when it asks such a thing!” -Serlows,while summoning a master blade The calling, the fights, the dedication, the service. This is your life, your duty. A drive blade chose you, you accepted it. However, you sometimes hear another voice besides your drive blade. It calls you, it comforts you, it makes you feel stronger. Your drive blade agrees with that voice, although you had never heard it before. A day, after endless fights, this voice offers you greater power, the power you need to continue fighting. Too many enemies surround you, you need more strength. The voice offers to reward your hard work and your services with greater powers. Your drive blade agrees with the voice, and asks you to accept. When you do, the earth trembles, your drive blade becomes a shining orb, floating in the air. You begin to shine as well, and both float in the air. Finally, both voices tell you to grasp the shining orb, and as soon as you reach it, it turns itself into the most beautiful weapon you have ever seen: the Master Blade. To qualify to become a master blade, a character must fulfill all the following criteria. Alignment: Lawful Good Base Attack Bonus: +5 Skills: Diplomacy 10 ranks, Knowledge (The Planes) 5 ranks Feats: Synch Blade, Two Weapon Fighting, Weapon Focus (Drive Blade) Special: Drive Blade class feature, Overdrive class feature. Must have defeated single handedly an evil outsider of CR 6 or more. Hit Die: d8 Class Skills The darkblade master’s class skills (and the key ability for each skill) are Balance(Dex*), Climb(Str*), Concentration (Con),Diplomacy(Cha), Escape Artist(Dex*), Gather Information(Cha), Jump (Str*), Knowledge (Arcana) (Int), Knowledge(The Planes) (Int), Spellcraft (Int), Swim(Str*), Tumble(Dex*), Use Rope(Dex). Skill Points at Each Level: 4 + Int modifier. Level 1st 2nd 3th 4th 5th 6th 7th 8th 9th 10th
BAB +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
Fort +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Ref +0 +0 +1 +1 +1 +2 +2 +3 +3 +3
Will +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Special Master Blade,Overdrive: Pride Master Blade enhancement +1 +1 Master Blade Superior Master Blade Form Boost: Pride Master Blade enhancement +2 +2 Master Blade Greater Form Boost: Pride Master´s Pounce Master Blade enhancement +3, Celestia Blade
All of the following are Class Features of the master blade prestige class. Weapon and Armor Proficiency: Master Blades gain only proficiency with their own master blades. Master Blade: You gain a strong weapon, like no weapon before.Your drive blade has been reborned, and this is the new form it takes.This blade is identical in all ways to a two-bladed sword appropiate to your size (1d8/1d8 crit 19-20/19-20 x2 for a medium sized master blade). Otherwise this master blade behaves in a similar fashion to a drive blade, and even benefits of feats such as Weapon Focus and Weapon Specialization that are applied to your drive blade. This blade strikes as a magic and good weapon when dealing with damage reduction. At 3rd and 7th level the master blade gains a bonus to attack and damage rolls equal to +1 (at 3rd) or +2 (at 7th). The bonus to attack granted by the overdrive master levels stack with this, and any enhancement bonus a drive blade you possess has, can be applied to this blade. Likewise, these enhancement bonuses also improve your drive blade. In other words, they benefit both your drive blade and master blade Overdrive (Su): Your master blade levels stack with any levels you have in another driving class you had for determining number of drive points per day, duration of drives,and if your current forms receives a form boost. However, you do not gain any other additional forms from this bonus, or any additional bonus.
At 1st level a master blade gains a new overdrive that follows all normal drive rules. The description is as follows: Pride (Orange): During this exceptionally sublime transformation, you gain a +4 bonus to Strength and a +2 bonus to Constitution. Your speed is increased by 10 feet. You gain a +2 bonus to Fortitude saving throws. The increase in Constitution increases your hit points by 1 point per level, but these hit points go away at the end of the drive when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) During this form you can make a full attack at the end of a charge. You fight as if having the Two Weapon Fighting and Improved Two Weapon Fighting feats. Finally, once every 1d4 rounds you can make a terrifying scream, as a swift action, similar to a lion´s roar. This causes all enemies within 60 feet of you to make a Will save (DC 10 + master blade level + Cha modifier) or be shaken for the rest of the encounter. If an enemy is already shaken he becomes frightened instead. You may not cast spells during this form, nor use any skills or feats that involve patience. This form costs 1 drive point to use. Drive Blade Enhancement (Su): At 2nd level, a master blade gains the ability to enhance his master blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1. At every four levels beyond 2nd (6th and 10th), the value of the enhancement a master blade can add to his weapon improves to +2 and +3, respectively. A master blade can choose any combination of weapon special abilities that does not exceed the total allowed by the blade´s level. The weapon ability or abilities remain the same every time the master materializes his master blade (unless he decides to reassign its abilities; see below). The ability or abilities always apply to any form the master takes, including the use of drives or overdrive upgrades. Weapon Special Ability Enhancement Bonus Value Defending +1 Keen +1 Flaming/ Shocking/ Frost +1 Mighty Cleaving +1 Spell Storing +1 Lucky* +1 Ghost Touch +1 Sundering +1 Axiomatic +2 Collision* +2 Flaming/Shocking/Icy Burst +2 Holy +2 Bodyfeeder* +3 Speed +3 Soulbreaker* +3 Brilliant Energy +4 Dancing+ +4 *From Expanded Psionics Handbook +When a master blade is imbued with this power, it can leave the master’s hand without disappearing, but only during the dance. A master blade can reassign the ability or abilities he has added to his master blade. To do so, he must first spend 8 hours in concentration. After that period, the blade materializes with the new ability or abilities selected by the overdrive master. This enhancements bonus apply to both ends of the master blade. Unlike other classes, this bonus stack with the bonus granted to the drive blade. Likewise this bonuses improve your drive blade. Form Boost: At 5th level the pride form gained through drive increases its bonuses as following: Pride (5th): +6 to Strength, +4 to Constitution,+2 to Charisma, +4 to Fort saves, speed +20, gains Greater Two Weapon Fighting and Two-Weapon Rend, costs 2 drive points. Superior Master Blade: You have grown strong, and so does your master blade. This functions exactly as a master blade, except it deals 1d10/1d0 damage (crit 18-20/18-20). Greater Form Boost: At 8th level the pride form gained through drive further increases its bonuses as following:
Pride (8th): +6 to Strength, +6 to Constitution,+4 to Charisma, +4 Dexterity, +4 to Fort saves, speed +20, gains Perfect Two Weapon Fighting. Master´s Pounce: It has been a long path, fighting evil and using your drives constantly. This has finally changed the ways you fight normally. Starting at 9th level you can make a full attack after a charge. Celestia Blade: Finally, as you have achieved great power, your blade achieves full power. This functions exactly as a master blade, except it deals 2d6/2d6 (crit 17-20/17-20 x2). An overdrive knight can freely multiclass with this class. Still he must meet the code of conduct and alignment requirements to raise his overdrive master level.
Dark Master “My dark blade couldn’t possibly be compared with your blade. Allow me to demonstrate the power of darkness.” -Kiruxias (while driving into despair form) Sometimes, a person learns a fact that most of the overdrive knights prefer to ignore: the darkness holds great power. However, most people don’t understand this power. They fear the power. But you don’t. You know it can make you much stronger than the rest. You can save the world, you can conquer the world. You want to bring an end to the chaos, and the dark powers are the answer you were seeking. They provide you with strength you never possessed before. There is no stopping you; the dark powers show you the way. You become one with the shadows. To qualify to become a Dark Master, a character must fulfill all the following criteria. Alignment: Any evil. Base Attack Bonus: +3 Skills: Tumble 8 ranks, Knowledge (the Planes) 4 ranks, Jump 8 ranks Feats: Power Attack, Improved Sunder Special: The character must have willingly and deliberately broken the code of conduct of an overdrive knight (even if he was not one himself). Furthermore, he must surrender willingly his heart to the darkness inside him. This usually represents a ceremony lasting one day and costing about 1,000 gp. Table: The Dark Master Hit Die: d8 Level BAB Fort Ref Will 1st +0 +0 +0 +2 2nd +1 +0 +0 +3 3th +2 +1 +1 +3 4th +3 +1 +1 +4 5th +3 +1 +1 +4 6th +4 +2 +2 +5 7th +5 +2 +2 +5 8th +6 +2 +2 +6 9th +6 +3 +3 +6 10th +7 +3 +3 +7
Special Summon Darkblade, Overdrive: Fear, Aura of Evil Detect Drive Blade, Dark Aura +1 Dark Blade, Overdrive: Doubt, Drive Points 2 Dark Blade enhancement +1, Form Boost: Fear Shadow Aura, Improved Dark Blade Overdrive: Despair, Drive Points 3 +2 dark blade, Form Boost: Doubt Dark Blade enhancement +2, Tireless Overdrive Thrust Heart, Drive Points 4 Form Boost: Despair , Pitch Dark Blade
Class Skills (2+Int mod): Bluff, Concentration, Diplomacy, Hide, Intimidate, Jump, Knowledge (the Planes), and Tumble. Level Max Level Spell Points ----------------------------------1 1 0* 2 1 0* 3 2 1 4 2 3 5 3 6 6 3 10 7 4 15 8 4 21 9 5 28 10 5 36 *The dark master gains no spell points from his class at 1st or 2nd level. However, he does add any bonus spell points he gains from a high Charisma score, his race, and feats or other sources to his reserve. He can use these points (if any) to cast his spells. All of the following are Class Features of the Dark Master prestige class. Weapon and Armor Proficiency: Dark Masters gain proficiency with their own dark blades and with light armor (if they don't have it already). A dark master can cast dark master spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a dark master wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in
question has a somatic component (most do). A multiclass Dark Master still incurs the normal arcane spell failure chance for arcane spells received from other classes. Aura of Evil (Ex): The power of a dark master’s aura of evil (see the detect evil spell) is equal to his class level plus his overdrive knight level (and/or cleric level), if any. Summon Dark Blade: Although being evil forbids you from using the drive blades of an overdrive knight, the dark powers concede you their own blade. This blade behaves exactly as a normal drive blade (as per the overdrive knight class feature), except it is evil aligned (and can thus bypass damage reduction), and deals 1d6 damage (crit 19-20/x2). At 3rd and 7th level the keyblade gains a magic enhancement bonus to attack and damage rolls equal to +1 (at 3rd) or +2 (at 7th). Spells: A dark master has the ability to cast a small number of arcane spells. To cast a dark master spell, a dark master must have a Charisma score of at least 10 + the spell’s level, so a dark master with a Charisma of 10 or lower cannot cast these spells. Dark Master bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the dark master’s Charisma modifier. When the dark master gets 0 spell points per day he gains only the bonus spell points he would be entitled to based on his Charisma score. The Dark Master’s spell list appears below. When he gains a new level of spells, he knows all the spells from the list. A dark master has access to any spell on the list and can freely choose which to cast, without needing to prepare them in advance. Essentially, his spell list is the same as his spells known list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a dark master to learn spells from the lists of other classes.) Drive (Su): Beginning at 1st level, the dark master starts to realize the true potential of darkness, and learns how to call greater power from it. The only visible change when this occurs is that the dark master’s clothes and material items change to a specific color scheme. These transformations, called Drives, last a number of rounds equal to half your dark master levels plus your Charisma modifier (minimum 1). You may prematurely end this duration, but you can only transform into a given form once per encounter. At the end of the drive, the dark master loses the form modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for 1d4+4 rounds (unless he is a 9th-level master, at which point this limitation no longer applies; see below). He may not Drive while wearing medium or heavy armor, or while holding a shield. To activate these forms, you must expend drive points. At 1st level you gain 1 drive point per day. At 3rd, 6th, 9th level you gain additional drive points, as shown on Table: The Dark Master. As a swift action that does not provokes attacks of opportunity a dark master can transform into one of the following forms (each earned at different levels): Fear (Purple): During this terrifying form, you gain a +2 bonus to Strength, and a +2 bonus to Constitution. The increase in Constitution increase your hit points by 1 point per level, but these hit points go away at the end of the drive when your Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are). You gain a +2 bonus on your Fortitude saves. Your land speed increases in 10 feet, and every time you land a hit that succesfully deals damage during this form, your opponent must make Fortitude save (DC 10+ your dark master level + your Cha mod) or become shakened for 1 round. This effect is cumulative. You cannot use any skills that don’t involve physical activities or cast spells while in this form. This form costs 1 drive point. Doubt (Gray): During this uncertain form, you gain a +2 bonus to Charisma and a +2 bonus to Dexterity. Your base land speed increases by 10 feet. You gain a +2 to your Reflex saves. During this form, you gain a negative energy ray attack that deals 1d4 damage, and you can fire per round a number of rays equal to twice the number of attacks granted by your base attack bonus, and they use your ranged attack modifier. Any foe that tries to attack you in melee must make a Reflex save (DC 10 + your dark master level + Charisma modifier). If they succeed, they see a shadow passing in front of them, but may strike you as normal. If they fail, a tiny whip of shadows hits them without noticing, affecting their minds. As doubt fills their mind, all attack rolls they make against you that round suffer a -3 penalty. This save is only made once per round, when the opponent tries to attack you. You may not make any physical attacks during this form, or use skills tied to your Strength or Constitution modifier (except for Concentration). This form costs 1 drive point. Despair (Black): No one ever experiences the darkness as strongly as you do. You can drive into the despair form. While in this form, your Strength, Dexterity, Constitution, and Charisma
scores all gain a +2 bonus. The increase in Constitution increases your hit points by 1 hit point per level, but these hit points go away at the end of the drive when your Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are). Your base land speed increases by 20 feet. You gain a +2 bonus on all Fortitude and Reflex saves. During this form, your dark blade increases in size, so you must use it two handed, but it deals damage as if it were two size categories larger (i.e. a dark blade that normally deals 1d6 damage would deal 2d6 damage, plus your normal damage modifiers). During this form, any time you charge, all your opponents with fewer HD than you within a radius of 30 feet must make a successful Will save (DC 10+ dark master level + Charisma modifier) or be shaken for a number of rounds equal to your dark master level. This ability doesn’t affect creatures with 3 Int or less. A creature need only make this saving throw once per encounter. This form costs 2 drive points. Detect Drive blade (Sp): At will, a dark master can use detect drive blade as a spell-like ability, which functions exactly as the “detect evil” spell, except it only detects drive blades, dark blades and their owners. Dark Aura (Su): Beginning at 2nd level, the dark master radiates a malign energy that causes enemies within 10 feet of him to take a -2 penalty on all saving throws. This ability functions only while the dark master is conscious and in control of his own actions. Dark Blade Enhancement (Su): At 4th level, a dark master gains the ability to enhance his dark blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1. At 8th level the value of the enhancement a Dark Master can add to his weapon improves to +2. A dark master can choose any combination of weapon special abilities that does not exceed the total allowed by the master’s level. The weapon ability or abilities remain the same every time the master materializes his dark blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the dark blade takes, including the use of drives or dark blade upgrades. Weapon Special Ability Enhancement Bonus Value Keen +1 Flaming/ Shocking/ Frost +1 Mighty cleaving +1 Sundering +1 Vicious +1 Axiomatic/ Anarchic +2 Flaming/Shocking/Icy Burst +2 Unholy +2 Wounding +2 A dark master can reassign the ability or abilities he has added to his dark blade. To do so, he must first spend 8 hours in concentration. After that period, the dark blade materializes with the new ability or abilities selected by the Dark Master. When two-weapon fighting with two dark blades, both dark blades have an enhancement bonus 1 lower than the master would otherwise create with a single dark blade. Form Boost: At 4th, 7th and 10th level the different forms gained through drive increases their bonuses as following: Fear (4th): +4 to Strength, +4 to Constitution, +4 to Fortitude saves, Two Weapon Fighting with dual dark blades if available, your strike produces the frightened condition in enemies who fail their save instead of the shakened condition. Doubt (7th): +4 to Charisma. +4 to Dexterity, +4 to Reflex saves, Evasion, opponents who fail the Reflex save take a -6 on attacks against you. Despair (10th): +4 to Strength, +4 to Charisma, +4 to Dexterity, +4 to Constitution, +4 to Reflex and Fortitude saves. The saving throw DC when you charge increases by +2. Shadow Aura (Su): Once per day as a full round action that porvokes attacks of opportunity, the dark master can open a small portal to the darkest realms, letting negative energy leak out for a number of rounds equal to the dark master's class level. When this happens, all enemies in a radius of 10 feet per dark master level must make a Will save DC 10 + dark master level + Cha modifier. If they fail, they receive a -1 penalty to all attack rolls, damage rolls and skill checks. If they succeed, they only become shaken for 1 round. Every round that a creature stays in the affected area, he must attempt a new saving throw. It he fails, the penalty on attack and damage rolls and skill checks increases by 1. This penalty is cumalitive if he continues to fail his saves. If he succeeds, any penalties he has accumulated up to that point go away.
If a character fails his saving throw three consecutive rounds, darkness starts to take eliminate sensation for him, and he becomes dazed for a number of rounds equal to the dark master's level. Improved Dark Blade: The dark powers continue to grow within you, granting you a new and stronger dark blade. This one behaves exactly as your previous one, except it deals 1d8 damage (crit 19-20/x2). Tireless Overdrive: A dark master of 8th level or higher no longer becomes fatigued at the end of an overdrive. Thrust Heart: The dark master at 9th level finally learns how to fill other creatures’ hearts with darkness. Once per day as a full round action that provokes attacks of opportunity, the dark master can thrust his dark blade directly into the heart of his intended victim, making a single melee touch attack that deals no damage. If the attack succeeds, the victim must make a Will save DC 10 + your dark master level + your Charisma modifier. If the attack misses, the attempt is wasted for the day. If the victim fails its saving throw, it will cease to act, as dark tendrils of shadow begin weaving over its body and clutching at its heart where the dark blade struck. For a number of rounds equal to your dark master level, the creature is dazed. If the victim succeeds on this saving throw, he is merely shaken for 1 round. The next round, the victim must make another Will save against the same DC. If he passed the first saving throw, he gains a +2 morale bonus on this second save. If the victim fails this saving throw, the darkness further consumes him, overshadowing his true will. He will act as if under the effect of a dominate monster spell with you as the caster. This effect lasts for a number of rounds equal to your dark master level, and supercedes the effect of a failed saving throw against this ability in the previous round. If he succeeds on this save, he becomes shaken for an additional 3 rounds. The next round, the victim must make a third Will save, again with the same DC. He gains a +2 bonus if he passed one of the two previous saves, or a +4 bonus if he passed both. If this third save fails, the victim falls into darkness, as tendrils of shadow rip his heart from him. His alignment changes to any Evil (the component along the Law/Chaos axis doesn't change), as he can see clearly the darkness in his own heart and the power it yields. For a number of rounds equal to the dark master's level, the creature will act as an ally, and will attack anyone whom the dark master sees as an enemy. If the character's alignment was originally good, he will think that he is fighting not his old allies, but fighting the darkness in their hearts. Thus, an atonement spell is not necessary for a character who breaks a code of conduct as a result of this event. If the character succeeds on this Will Save, he is stunned for 1 round (in addition to shakened, if he passed the previous saving throws). If he failed all three saving throws, once the duration of the ability ends, the victim has two choices. He can decide to embrace the darkness, and act according to his new alignment as if it had changed permanently, or he can try to get his heart back and renew the fight against the clinging shadows. If the character decides to repudiate the darkness, he must succeed at a final Will save (DC 10 + twice your dark master level + your Charisma modifier). If the saving throw is successful, his alignment returns to normal and he may continue leading his life as if nothing happened. If the save fails, however, the character becomes crazy, acting randomly, mumbling words about the darkness and light he holds, and other effects seen appropriate by the DM. The character's sanity can be recovered by restoration or similar effects, but the caster level of the spell must be double the level of the dark master who induced it in order to actually remove this last effect. A wish or miracle spell will instantly return the character to normal. Pitch Dark Blade: At 10th level, the dark master gains the darkest blade of all. It acts as his previous dark blade, except it deals 1d10 damage (crit 19-20/x2)
Dark Masters who have levels in the overdrive knight class (that is to say, are now ex-overdrive knights) gain power from those forsaken levels. Both his dark master and overdrive knight levels
stack for the purpose of determining the dark blade bonus and dark blade enhancement bonus (So, a 8th level overdrive knight/ 3rd level dark master would have a +3 bonus to attack and damage, and a +2 enhancement). If he had already won any of the drive forms, he gains additional powers, as following. These effects are cumulative: Courage: You gain an additional drive point. Perception: You gain an additional drive point. You gain an additional use per day of your Shadow Aura ability. Magna: The cost to transform into despair is lessened by one. You gain an additional drive point. Ulterior: You gain an additional drive point, and an additional usage of your Shadow Aura each day. The duration for his drive forms last a number of rounds equal to half his dark master levels + half his overdrive knight levels + his Charisma modifier. 1ST-LEVEL DARK MASTER SPELLS Corrupt Weapon Dark Blast (new spell, see below) Detect Secret Doors Hold Portal Summon Monster I Orb of Cold, Lesser (Complete Arcane) Orb of Electricity, Lesser (Complete Arcane) Orb of Fire, Lesser (Complete Arcane) Darkvision 2ND-LEVEL DARK MASTER SPELLS Bull´s Strength Dark Shield (new spell, see below) Darkness Scorching Ray Ice Knife (Complete Arcane) Crackling Sphere (as flaming sphere, except it deals electricity damage) Summon Monster II Knock 3RD-LEVEL DARK MASTER SPELLS Dimension Door Ice Storm Fireball Lighting Bolt Rage Shadow Conjuration 4TH-LEVEL DARK MASTER SPELLS Crushing Despair Shadow Evocation Orb of Cold (Complete Arcane) Orb of Electricity (Complete Arcane) Orb of Fire (Complete Arcane) 5TH-LEVEL DARK MASTER SPELLS Bestow Curse Insanity Nightmare Tenser´s Transformation (could be useful) Waves of Exhaustion and maybe Unholy Sword (as Holy Sword except evil) Dark Shield Abjuration [Darkness]
Level: Drk 2 Components: V, S Casting Time: 1 immediate action Range: Touch Target: Creature Touched Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The warded creature gains resistance to physical attacks as a solid prism appears directly in front of them. The creature gains damage reduction 10/-- for 1 round. Dark Blast Necromancy Level: Drk 1 Components: V, S Casting Time: 1 swift action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: No A ray of shadows and dark energies projects from your pointing hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of damage, plus 1 point of damage per caster level (max +10). They have access to 5th level spells at 9th level, yet they have no 5th level spells on their spell list.
Feats Novos DRIVE FEATS As a character’s awareness of his capabilities grows, and the power within him awakes, he can learn new abilities that extend from his drive forms. This type of feat always requires the character to be able to use the Drive class feature as a prerequisite, and some of them may require the expenditure of one usage of any of your drives for the rest of the day to become active. In this case, unless otherwise noted, this activation counts as a swift action. SYNCH BLADE [DRIVE] Prerequisites: Two-Weapon Fighting, Improved Drive Blade Benefit: You can summon and fight with two drive blades at any time, without requiring transforming into a drive form. However, you still incur the normal penalties for two weapon fighting. Normal: You can only summon and fight with two drive blades when transformed into courage, magna or ulterior drive forms. Special: When you fight with two weapons in a drive form (except for perception), your penalties for two weapon fighting are lessened by 1. STRONG JUMP [DRIVE] Prerequisites: Courage Form, Form Boost:Courage, Jump 9 ranks Benefit: You gain a +10 perfection bonus on all Jump checks. SWIFT RUN [DRIVE] Prerequisites: Perception Form, Run. Benefit: Your land speed increases in 10 feet. Once per day you can move at twice your speed for one round. AIR DEFENSE [DRIVE] Prerequisites: Jump 15 ranks, Magna Form Benefit: When you use your Jump skill as part of movement and jump at least 10 feet, you gain a +5 dodge bonus to AC until your next action. You gain a +2 bonus to all attacks of opportunity you make this round. AIR GLIDE [DRIVE] Prerequisites: Ulterior Form, Tumble 12 ranks Benefit: When falling, you take damage as if the fall was 20 feet shorter. If jumping or falling a distance of 20 feet or less you float in the air during this round, 2 inches above the floor, before touching the ground on your next turn. For every 20 feet you fall, you may move horizontally 5 feet in any direction. SURPRISIVE SLASH [DRIVE] Prerequisites: Karmic Strike, Strong Jump. Benefit: If you activate your karmic strike feat during a round in which you've made a successful Jump check, you may immediately make a second attack against the same opponent. This second attack is made at your highest attack bonus, and occurs after the initial attack that activated Karmic Strike has resolved. Normal: You can only make one simultaneous attack against an opponent when using the Karmic Strike feat. GUARD BREAK [GENERAL] Prerequisites: Power Attack, Improved Sunder Benefit: Against an opponent that is fighting defensively or using the full defense option, you can make a single attack that ignores the bonuses to AC granted by those actions. Normal: Your enemy gains bonuses to AC while using the full defense or the fighting defensively options. Special: If an opponent has a cover AC bonus and you are able to use the Guard Break feat, treat the cover bonus as if it was one lower (minimum 1) CRITICAL FORM [DRIVE] Prerequisites: Drive class ability, Character level 7th Benefit: Once per week, when reduced to 0 hit points or lower by a single attack or spell, you can expend two drive points of to instantly turn into one of your drive forms. This change occurs the moment you are reduced to 0 or less hit points. You recover immediately an amount of hit points equal to your character level. If your total hit points would be reduced to -10 or lower by a single attack and you are able to use this feat, you still can activate it. When this happens, your hit points become 0 and you are paralyzed for a number of rounds equal to the damage that you would have received. This paralysis can be removed if you receive an equivalent amount of healing magic, or enough to
put you at 0 hit points, whichever is lower. You are still transformed into your drive form for the normal duration. Special: You can gain this feat multiple times. Each time you take the feat, you gain an additional use of it each week. TRUE SURVIVOR [DRIVE] Prerequisites: Critical Form. Benefit: If you would be reduced to -10 or less and you activate the Critical Form feat, your hit points become 1 and you are dazed for a number of rounds equal to the total damage you would have received from the attack. You can cure this daze sooner receiving healing equal to the damage you would have received. Normal: When using the Critical Form feat, and reduced to -10 or less, your hit points become 0 and you are paralyzed for a number of rounds equal to the damage you would have received. IMPROVED CRITICAL FORM [DRIVE] Prerequisites: Critical Form, Form Boost: Courage Benefit: You need to expend only one drive point to activate the critical form feat. You heal a number of hit points equal to twice your character level. Normal: You expend two drive points to activate your drive with the critical form feat. SKY BRACER [DRIVE] Prerequisites: Concentration 12 ranks, Combat Casting, Spell Focus (Conjuration). Benefit: When casting any spell with the healing subschool, you continue to cast the spell, as if you succeeded the concentration check, even if you are damaged or otherwise distracted while casting. Normal: You need to make a concentration check if you are damaged or distracted while casting a spell. ELEMENTAL MANIA [DRIVE] Prerequisites: Perception Form, Knowledge (The Planes) 6 ranks Benefit: When you drive, choose an energy descriptor: cold, electricity, or fire. Any time you cast a spell with the chosen descriptor (during this drive) is cast as if you were one level higher (i.e. at +1 caster level). Furthermore, all damaging spells with the chosen descriptor cast during your Magna or Ulterior forms act as if empowered, even if you don't pay extra spell points. Special: While using this feat, you cannot cast spells using other energy descriptors. EXPLOSIVE DRIVE [DRIVE] Prerequisites: Drive class ability, magna form. Benefit: Whenever you transform using your drive ability, you may choose to make it an explosive drive. You expend one spell point per class level to create a devastating burst, centered on you, to deal damage equal to 1d4/class level, up to a range equal to 5 feet per level. This damage is considered a force effect. Special: If you have the elemental mania feat, you may choose to turn it into an elemental explosion, which deals 1d6/class level, of the appropriate energy type. NOVA CRASH[DRIVE] Prerequisites: Concentration 18 ranks or Tumble 18 ranks, Magna Form, Synch Blade, Explosive Drive Benefit: When driving into magna or ulterior form, you may enter the nova crash state. At any point during the drive, you may choose to activate this feat. During this state, any hit you land deals double damage.This also applies to all your off hand attacks. If you land a critical hit, you first determine normal critical hit damage, then you double that damage (not including extra damage from sources such as flaming or holy). However, this ability is very strenuous, so every round you spend in nova state, you lose 2 spell points per overdrive knight level you have. If you run out of spell points, both your nova state and your drive form turn off. During your nova state, you cannot make any other activity that doesn´t includes movement or attack. Nova state lasts for as long as your drive lasts or your spell points are gone, whichever comes first. You must succeed at a will save DC 20 + your OK level + twice your charisma modifier (if positive) if you want to end prematurely the nova crash state. SEQUENCE BOOST[DRIVE] Prerequisites: Courage Form, Base attack +6, Power Attack Benefit: When using the full attack option against a single enemy, for each attack you land on your opponent the next gains a cumulative +1 to damage. For example, if you land three hits, the first deals damage as normal, the second adds +1 to damage, and the third adds +2 to damage. This damage is considered as if coming from a high Strength bonus for effects such as critical hits or similar.
Special: This damage does not applies when using attack of opportunities or similar. IMPROVED SEQUENCE BOOST [DRIVE] Prerequisites: Base attack +11, Sequence Boost Benefit: The bonuses granted from combination boost increase to +2 per hit landed. EXTENDED DRIVE [DRIVE] Prerequisites: Courage Form, Drive Points 2 Benefit: Your drive forms last 5 rounds longer than usual. LETHAL LEAP [DRIVE] Prerequisites: Strong Jump, Jump 12 ranks Benefit: When using the full attack option against a single enemy, you may substitute your last attack with a Jump check, with a DC equal to your opponent´s AC. If this check succeeds, you deal double damage with this attack. If you fail, the attack fails and you must make a Tumble check DC 20 to avoid falling on the ground prone. DEVASTATING LEAP [DRIVE] Prerequisites: Lethal Leap, Jump 15 ranks, Tumble 12 ranks Benefit: When charging, you can make a Jump check DC 45. If succesful, you can make a full attack at the end of your charge. Normal: You make a single attack at the end of a charge.
GRACEFUL SHOT [DRIVE] Arrows fired from your drive bow hit gracefully as they fly through the air. Prerequisites: Precision Form, Drive Bow class feature, Cha 15 Benefit: You may use your charisma bonus instead of your dexterity bonus when making ranged attacks with your drive bow. Also you may add your charisma bonus to damage rolls. Normal: You use your dexterity bonus to ranged attack rolls, and you don´t add any ability modifier to your damage rolls. Special: If you have this and the combative precision feats, half of your arc enforcer level stack for determining additional forms you could have access to. For example, an overdrive knight 8/arc enforcer 10 would gain access to perception and magna forms (in addition to the courage and precision forms). However, this additional gained forms increase their drive point cost by one. COMBATIVE PRECISION[DRIVE] When using your precision form, you increase your accuracy to levels never reached before. Prerequisites: Precision Form, Mighty Drive Bow, Infinite Ammunition Benefit: If you decide to pay an extra drive point when driving into precision form, your attack bonus ecomes equal to your character level. Special: If you have this and the graceful shot feats, half of your arc enforcer level stack for determining additional forms you could have access to. For example, an overdrive knight 8/arc enforcer 10 would gain access to perception and magna forms (in addition to the courage and precision forms). However, this additional gained forms increase their drive point cost by one. ACCUMULATIVE DRIVE[DRIVE] Your Master Blade levels allow you to reach greater power through drives. Prerequisites: Pride Form, character level 9th Benefit: You may add half your master blade level to another overdriving class when determining which forms and form boosts you have access through your Overdrive Class feature. Special: When in pride form, your base attack bonus becomes equal to your character level. MASTER WHIRLWIND[DRIVE] You can create powerful whirlwinds when striking with your master blade. Prerequisites: Master Blade class feature, Pride Form, base attack +9 Benefit: If you land at least one hit with each side of your master blade you automatically start a bull rush attempt, as a free action, without provoking attacks of opportunity, with a bonus equal to your master blade level. If successful, the enemy is moved backwards 5 feet per master blade level after all your attacks are defined. MASTER EARTHQUAKE[DRIVE] You can create earthquakes when striking the land with your master blade. Prerequisites: Master Blade class feature, Pride Form, base attack +9 Benefit: As a full round action, you strike the floor beneath you. All enemies within 5 feet per master blade level must make a Balance check or Reflex save DC 10+master blade level + Cha modifier or fall prone.
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