• No results found

Kingdom Hearts D20.doc

N/A
N/A
Protected

Academic year: 2021

Share "Kingdom Hearts D20.doc"

Copied!
34
0
0

Loading.... (view fulltext now)

Full text

(1)

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

(2)

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 Hit Die: d8

Level BAB FS RS WS Special

1st +0 +0 +0 +2 Summon Drive Blade

2nd +1 +0 +0 +3 Weapon Focus (Drive Blade)

3rd +2 +1 +1 +3 Free Draw

4th +3 +1 +1 +4 +1 drive blade

5th +3 +1 +1 +4 Improved Drive Blade, Overdrive:

Courage

6th +4 +2 +2 +5 Drive blade enhancement +1

7th +5 +2 +2 +5 Drive Points 2

8th +6/+1 +2 +2 +6 +2 drive blade, Drive Boost: Courage

9th +6/+1 +3 +3 +6 Drive: Perception

10th +7/+2 +3 +3 +7 Drive Blade enhancement +2

11th +8/+3 +3 +3 +7 Greater Drive Blade, Drive Points 3

12th +9/+4 +4 +4 +8 +3 drive blade, Form Boost:

Perception

13th +9/+4 +4 +4 +8 Drive: Magna

14th +10/+5 +4 +4 +9 Drive Blade enhancement +3

15th +11/+6/+1 +5 +5 +9 Drive Points 4

16th +12/+7/+2 +5 +5 +10 +4 drive blade, Form Boost: Magna

17th +12/+7/+2 +5 +5 +10 Drive: Ulterior, Ulterior Drive Blade

18th +13/+8/+3 +6 +6 +11 Drive Blade Enhancement +4

19th +14/+9/+4 +6 +6 +11 Tireless Overdrive, Drive Points 5

20th +15/+10/+5 +6 +6 +12 +5 drive blade, Form

Boost: Ulterior

Level Spell Points/Day Maximum Spell Level Known

1 0* 1st 2 1 1st 3 2 1st 4 4 1st 5 5 2nd 6 8 2nd 7 13 2nd 8 16 2nd 9 21 3rd 10 28 3rd 11 33 3rd 12 40 3rd 13 45 4th 14 52 4th 15 61 4th 16 68 4th 17 75 5th 18 84 5th 19 91 5th 20 100 5th

(3)

*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

(4)

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

(5)

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

Two-Weapon Fighting and Improved Two 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

(6)

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

(7)

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

(8)

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)

(9)

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.

(10)

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.

(11)

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.

(12)

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.

(13)

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 Bonus Value

Merciful +1

Keen +1

Flaming/ Shocking/ Frost +1

Spell Storing +1 Bane +1 Vicious +1 Axiomatic +2 Anarchic +2 Flaming/Shocking/Icy Burst +2 Holy +2 Speed +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).

(14)

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.

(15)

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 BAB Fort Ref Will Special

1st +0 +0 +0 +2 Drive Staff, Nova Aura

2nd +1 +0 +0 +3 Overdrive: Nova

3th +1 +1 +1 +3 Drive Staff +1

4th +2 +1 +1 +4 Nova Light

5th +2 +1 +1 +4 Form Boost: Perception, Drive Points:2

6th +3 +2 +2 +5 Nova Vision

7th +3 +2 +2 +5 Drive Staff +2

8th +4 +2 +3 +6 Form Boost: Nova

9th +4 +3 +3 +6 Nova Shield, Facile Nova

10th +5 +3 +3 +7 Tireless Overdrive, Drive Points:3

Level Max Level Spell Points

1 4 9 2 5 19 3 5 29 4 6 40 5 6 59 6 7 76 7 7 87 8 8 109 9 8 124 10 9 139 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.

(16)

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.

(17)

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

(18)

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.

(19)

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.

(20)

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 Ref Will Special

1st +1 +0 +2 +0 Drive Orb (Simple and Martial Melee),

Armor Dodge 1

2nd +2 +0 +3 +0 Drive Orb (Simple and Martial Ranged),

Shield Dodge 1,

3rd +3 +1 +3 +1 Drive Orb (Exotic Melee), Reflexive

Defense +1

4th +4 +1 +4 +1 Orb Cushioning

5th +5 +1 +4 +1 Drive Orb (Exotic Ranged), Armor Dodge

2

6th +6 +2 +5 +2 Reflexive Defense +2, Shield Dodge 2

7th +7 +2 +5 +2 Drive Orb (Two Weapons)

8th +8 +2 +6 +2 Drive Orb (Split Attacks)

9th +9 +3 +6 +3 Drive Orb (Elemental), Armor Dodge 3,

Reflexive Defense +3

10th +10 +3 +7 +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.

(21)

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.

(22)

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 BAB Fort Ref Will Special

1st +1 +2 +0 +2 Master Blade,Overdrive: Pride

2nd +2 +3 +0 +3 Master Blade enhancement +1

3th +3 +3 +1 +3 +1 Master Blade

4th +4 +4 +1 +4 Superior Master Blade

5th +5 +4 +1 +4 Form Boost: Pride

6th +6 +5 +2 +5 Master Blade enhancement +2

7th +7 +5 +2 +5 +2 Master Blade

8th +8 +6 +3 +6 Greater Form Boost: Pride

9th +9 +6 +3 +6 Master´s Pounce

10th +10 +7 +3 +7 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.

(23)

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

(24)

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.

References

Related documents

Individuals who reported a sedentary activity level were less likely to take a MVMM than other students, but there was no significant difference between percentage of users

the duration of therapeutic effects of a once - daily tazarotene 0.1 % gel plus petrolatum with the stan- dard twice daily calcipotriol 0.005% ointment in the treatment of patients

Dual shift drum (note: common drums and motors,.

701, 730 (2007) (rejecting racial balancing as a compelling state interest to justify the use of racial classifications).. doctrine has thus become an ineffective tool with

The other six ancestries are represented by European wild boars, Hampshire (UKHS) and Berkshire (UKBK), and four international commercial breeds including Duroc, Large

Some CUPA market comparisons vary widely because of inconsistent institutional reporting and small comparison

To qualify for the service, you must have been assessed by the University Disability Services, and have Book Collection listed on your Personal Learning Support Plan. Book

It can be argued that the beginning of the twenty-first century has witnessed further abandonment of theories that have attempted to understand the causes of crime,