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Crystal Blade (Fighter Archetype)
#1
Crystal Blade


[b]Class Features[/b]


A fighter who has long been dabbling in the crafting of Crystals and various other crafts to create various items, equipment and finally one day weapons. She specializes in close ranged fighting with her exotic elemental blades that can be swapped out in a blink of an eye. She is deadly in combat.


Role: Crystal Blade's excel at front line combatant. Taking advantage of the situation and dishing out massive amounts of damage.


A Crystal Blade starts with 20 rolls worth of crystals at the start of its creation at the beginning before the campaign starts. Add this to starting currency.



Weapon and Armor Proficiency
A crystal Blade is Proficienct with all Simple, Martial and Exotic Weapons, as well as Light and Medium Armour (no shields). This replaces weapon and armor porficiencies.

Limit Breaks (Su)



1. Elemental Strikes (Su):
This Limit Break allows the Crystal Blade to gain an additional attack with his chosen weapon hilt using the highest base attack bonus plus an additional per four Crystal Blade levels after first. You may swap out each blade for any elemental blade that you want in between each individual attack. This limit break lasts for the duration of 1 round + 1 round per four Crystal Blade levels after 1st. This limit break require only a swift action. This replaces Might Strikes.



2. Explosive Strikes (Su):
This limit break allows you use multiple charges off your weapon during attacks to deal more damage. For duration of 1 + 1 round per four Crystal Blade levels after first, a Crystal Blade can expend a 2nd charge off of her weapon dealing double elemental weapon damage you also gain a +1 circumstance bonus on attack rolls while this limit break is in effect. In addition for every 6 levels after first you can further expand a charge off and deal triple damage and so on. This limit break require only a swift action. This replaces Omnistrike.



Elemental Insight (Su)
At first level and every 5 levels after first she gains a +1 question on all knowledge checks pretaining to the monster the check is for. She is immediately drawn to what element they are tied to and what they are weak against. This replaces Sharp Reflexes.



Blade of Choice I



At first level a Crystal Blade has a blade of her choice made long ago (this is free). This is something that you worked on with your profession of Crystal Smith that made you want to do this adventure. The following is the first type of blade you have access to.



Crystal Blade Novice



Removable Crystal Blades (Exotic)
Craft: Crystal & Weapons
Slot: Weapons
Price- basic weapon + the following:
Basic 6 Elements Price Blades: 225 gil
Rare 2 Elements Price Blades: 450 gil
Non-elemental Price Blade: 750 gil
Unstable Element Price Blade: 300 gil (Please read the Unstable Elemental's Prior to use, This can kill you)
Craft: Crystals
Durability 30/30



Deals half weapon damage and 1d4 elemental damage as a shard crystal weapon the elemental type of crystal damage. Since crystals are brittle the durability of the blades determines when they break. The hilt is a locking mechanism that locks and unlocks into different blade types. This action is a move (or standard) action. Repairing the durability of a blade can be done with the repair skill and use of 7 shards of the corresponding element (DC 19 Repair). Durability goes down on a successful hit. If you continue to attack after all the charges have been expended then remove the elemental damage. DC to craft is 22. (Each blade takes 20 shards of the same type to create) Requirements: 



Crystal Shard Catalyst Kit (or +5 DC).



The hilt can be enchanted up to a +10 and will affect whichever blade is on it.



Sundering the locking mechanism on a 50/50 roll will result in it being broken with the blade falling out or broken with the blade stuck in it.



Sundering the blade itself is beating its ac of 10. For every 2 you beat it by remove a charge off the weapon.


This replaces Chosen Weapon.



Crystals Creation
Starting at 2nd level the Crystal Blade gains Crystals Creation which Grants her a +2 competence bonus to Craft Crystals checks. Every 4 levels past 2nd gains an additional +1. This replaces Determination.




Favored Elemental
Starting at 2nd level and every 4 levels afterwards the Crystal Blade gains a +2 bonus on bluff, perception, sense motive and survival against elemental creatures of the selective type. She also gains a +2 on atk and dmg rolls against them. This replaces First Fighter Talent.



Crystal Discounts
At level 3 you have access to discounts from merchants who sell crystal supplies and kit supplies with a +2 circumstance bonus for diplomacy on haggling only. 
For Crystals you are given 20% off.



For Crystal kits you are given 25% off.
For restocking crystal kits you are given 10% off.
Discounts don't include non elemental or Unstable elements. This replaces Overhand Chop.



Crystals Endurance (Ex)
You are used to Crystals detonating on you and start to gain a resistance against it.
Starting at level 5 and every 3 levels afterwards gain an elemental resistance +1 Enhancement Bonus.


Crystal Focus
Starting At level 5 and every 3 levels after you can take another feat off of the list even if you don't have the prerequisites. Crystal Shard Gathering, Crystal Shard Gathering (Improved), Unstable Crystal Mayhem, Unstable Power and Crystal Manipulation. This replaces Weapon Guard.



Blade Exchange (Ex)
At 6th level a Crystal Blade can use Blade Exchange as move action. For ever +4 BAB past 6 you can make an acrobatics DC 15 (+2 for each additional exchange) check as part of a move or a full round action to exchange another blade. This replaces Robust Physique.



Blade of Choice II
Crystal Weapons Advanced-
At level 7 you have access to crystal blade weapons. They deal more damage then the standard shard Crystals and are a mix of Crystals and shards. This requires a newer kit to produce. 



Removable Crystal Blades (Exotic)
Craft: Crystals 
Slot: Weapons
Price- basic weapon + the following:
Basic 6 Elements Price Blades: 960 gil
Rare 2 Elements Price Blades: 1,920 gil
Non-elemental Price Blade: 2,760 gil
Unstable Element Price Blade: 1,200 gil (Please read the Unstable Elemental's Prior to use, This can kill you)
Craft: Crystals & Weapons
Durability 30/30



Deals full weapon damage and 1d8 elemental damage as a crystal weapon the elemental type of crystal damage. Since crystals are brittle the durability of the blades determines when they break. The hilt is a locking mechanism that locks and unlocks into different blade types. This action is a move (or standard) action. Repairing the durability of a blade can be done with the repair skill and use of 7 crystals and 4 crystal shards of the corresponding element (DC 27 Repair). Durability goes down on a successful hit. If you continue to attack after all the charges have been expended then remove the elemental damage. DC to craft is 30. (Each blade takes 20 crystals and 8 crystal shards of the same type to create) Requirements: 


Crystal Catalyst Kit (or +5 DC). This ability replaces Weapon Adaptation.


Crystal Mastery (Ex)


At level 8 you can add double your INT modifier for charges on crystal items. You can also double your INT modifier as a luck bonus when constructing wondrous items for spellcrafting. 


Burst Charge (Ex)
At level 9 as a swift action after a successful full round attack you can expend another 2 charges (4 charges for two weapon fighting) to deal 1d12 of your element in a burst damage affect your main target and adjacent targets Reflex save 10 + 3/4 Crystal Blade level + Int Mod to negate. This effects all allies and enemies alike. This ability Replaces Rapid Attack.



Blade Tinkerer
At level 10 you've come to the realization that you can add a few more crystal of a different element to deal 1d3 (small) 1d4 (medium/large) points of a different type of element damage then what is already on your weapon. Add 25% of a different element to a new crystal blade and add 200 gil to the total price (+2 of this crystal to repair). This ability replaces War Cry.



Intellecual Strikes (Ex) 
At 11th level you can add your INT modifier to your atk. This is in addition to your STR and other bonuses you already have. This ability replaces Autonomic Grasp.



Blade Exchange (Advanced)
At 12th level a Crystal Blade can use Blade Exchange as swift action and a acrobatics check DC 15 to exchange up to two blades. For ever +4 BAB past 12 you can make an acrobatics DC 19 (+4 for each additional exchange) check as part of a move or a full round action to exchange another blade. This ability replaces the first advanced fighter talent.



Blade of Choice III
Crystal Weapons Mastered-
At level 15 you have access to crystal blade weapons. They deal more damage then the standard Crystals and Shards and are a mix of Clusters, Crystals and shards. This requires a newer kit to produce. 



Removable Mastwork Cluster Crystal Blades (Exotic)
Craft: Crystals 
Slot: Weapons
Price- basic weapon + the following:
Basic 6 Elements Price Blades: 6,400 gil
Rare 2 Elements Price Blades: 12,800 gil
Non-elemental Price Blade: 19,200 gil
Unstable Element Price Blade: 3,200 gil (Please read the Unstable Elemental's Prior to use, This can kill you)
Craft: Crystals & Weapons
Durability 50/50



Deals full weapon damage and 2d8 elemental damage as a crystal weapon the elemental type of crystal damage. Since crystals are brittle the durability of the blades determines when they break. The hilt is a locking mechanism that locks and unlocks into different blade types. This action is a move (or standard) action. Repairing the durability of a blade can be done with the repair skill and use of 7 crystals and 2 clusters, 4 crystals and 4 shards of the corresponding element (DC 32 Repair). Durability goes down on a successful hit. If you continue to attack after all the charges have been expended then remove the elemental damage. DC to craft is 40. (Each blade takes 5 clusters, 8 crystals, 8 crystal shards of the same type to create) 



Requirements: 



Crystal Catalyst Kit (or +5 DC), Crystal Shard Catalyst Kit (or +5 DC), Crystal Cluster Catalyst Kit (or +5 DC) [this will not grant you any summons or spells from the materia because you are using the materia as materials for a more advanced item]. [If scavenged the materia is scavengable]. This replaces Combat Composure.



Advanced Crystal Mastery (Ex)
At 16th level, you can double the amount of charges on a crystal item (Not including swords), or add quadruple your INT modifier to the total number of charges.



Blade Exchange (Mastered)
At 18th level a Crystal Blade can use Blade Exchange as free action, acrobatics check DC 15 and an acrobatics check DC 21 to exchange up to three blades. For ever +4 BAB past 18 you can make an acrobatics DC 25 (+6 for each additional exchange) check as part of a move or a full round action to exchange another blade.



Unfathomable Crystalline Particles
At level 19 the crystal blade is so attuned to the whereabouts of the Crystal's locations around her that she can make them detonate on or inside of monsters in a 30 ft radius (of herself) as a full round action at double the crystals maximum damage output. If the crystals are inside the target there is no save, if they are on the target Reflex (10+1/2 level + INT mod) for half damage. The crystal blade can select which targets to target at 2 + her INT modifier. This ability replaces Assured Strike.



Break Blade (Ex)
At 20th level you can take a full round action to expend all charges in your weapon to deal 20d8 the maximum damage rolled to single target, then all targets in a 30ft cone then take half that damage or make a reflex save dc (10+1/2 level+INT mod+STR mod) to take half damage. The wielder is unaffected by the damage. Afterwards the blade is exhausted of charges and broken. A Crystal Blade can do this once per day. This can also be done with an Unstable Blade. This ability replaces Weapon Mastery.



Creators Notes
It would be best to choose one type of weapon if you were to two weapon fight. Having multiple blades is fine and all but when switching out blades for a different blade can be confusing with different blades that only work with certain hilts. In other words a longsword hilt only fits longsword blades. A short sword blade only fits short sword blades. It is not ideals to carry multiple blades. With that said I designed this class to be a two weapon fighter class.
My recommendations for starting off is taking the trait "Increased Crystals" (as long as you roll a survival dc 15 you are gaurenteed to get crystal shards) and the Feat "Crystal Gathering" (which dramatically increase the crystal output when looking for them). This with the bonus 20 rolls you recieve at the beginning of a campaign will greatly increase the amount of shards that you will be able to start off with. Though you will not be able to start off with a Crystal Shard Kit, the crystal shards are a very important resource needed all throughout the leveling system including when you get to crystals and clusters.
When figuring out rolls. Roll a Survival Check if 15 or greater great you passed. Next step roll a D20: 1 is a Unstable crystal/shard/cluster, 2-4 fire, 5-7 earth, 8-10 wind, 11-13 lightning, 14-16 water, 17-19 ice, on a 20 roll a d6. 1-2 1-2 is Dark, 3-4 Light, 5-6 Non Elemental. Next roll a D100 if you got over a 15 on the survival check then you get to add that to the d100. Find out where on the chart you rolled and thats what you earned this time around. This is Normal 0-70 nothing 71-90 1d2, 91-95 1d3, 96-100 1d4 and this is with the trait and feat, Shards 0-60 1d2, 61-80 1d4, 81-90 1d4+1, 91-95 2d4, 96-100 3d4+2, 100+ 5d4+4.



Pushing Through to Epic
Martial Flexibility (Improved)



At 21st level, a crystal blade can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that he cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.



Blade of Choice IV
Crystal Weapons Epic-
At level 22 you have access to epic crystal blade weapons. They deal more damage then the standard Cluster Crystals and are a mix of Cracked Clusters, Cluster, Crystals and shards. 







Removable Mastwork Cluster Crystal Blades (Exotic)



Craft: Crystals 
Slot: Weapons
Price- basic weapon + the following:
Basic 6 Elements Price Blades: 15,000 gil
Rare 2 Elements Price Blades: 30,000 gil
Non-elemental Price Blade: 45,000 gil
Unstable Element Price Blade: 7,500 gil
Craft: Crystals & Weapons
Durability 50/50



Deals full weapon damage and 4d8 elemental damage as a crystal weapon the elemental type of crystal damage. Since crystals are brittle the durability of the blades determines when they break. The hilt is a locking mechanism that locks and unlocks into different blade types. This action is a move (or standard) action. Repairing the durability of a blade can be done with the repair skill and use of 2 Cracked Clusters, 2 clusters, 4 crystals and 4 shards of the corresponding element (DC 39 Repair). Durability goes down on a successful hit. If you continue to attack after all the charges have been expended then remove the elemental damage. DC to craft is 47. (Each blade takes 5 Cracked Clusters, 4 clusters, 8 crystals, 8 crystal shards of the same type to create) 



Requirements: 



Crystal Catalyst Kit (or +5 DC), Crystal Shard Catalyst Kit (or +5 DC), Crystal Cluster Catalyst Kit (or +5 DC), Cracked Cluster Catalyst Kit (or +5 DC) [this will not grant you any summons or spells from the materia because you are using the materia as materials for a more advanced item]. [If scavenged the materia is scavengable].


Additional Feats for Crystal Blade


Crystal Gathering
Prereq- Craft Crystals 1 Rank, Survival 1 Rank
While outside you may come into contact with crystals growing from a mining point even if it is a small point. Gain a +2 to survival checks when looking for crystals. [DC 15 to start the rolling of percentage dice. For each number above 15 add +1 to the d100 roll] You can do this up to 1+ Wis Mod times per day.

GM rolls 1d3 followed by a d100:
prereq level 1-6 (1) Shards 0-40 nothing, 41-60 1d2, 61-80 1d4, 81-90 1d4+1, 91-95 2d4, 96-100 3d4+2, 100+ 5d4+4
prereq level 1-12 (2) Crystals 0-50 nothing, 51-65 1d2, 66-80 1d4, 81-90 1d4+1, 91-95 2d4, 96-100 3d4+2, 100+ 4d4+3
prereq level 1-17 (3) Clusters 0-65 nothing, 66-80 1d2, 81-90 1d4, 91-95 1d4+1, 96-100 2d4, 100+ 3d4+2 (+1 Cracked Cluster)


On a D20 a 1 is a Unstable crystal/shard/cluster, 2-4 fire, 5-7 earth, 8-10 wind, 11-13 lightning, 14-16 water, 17-19 ice, 20 Roll 1D6
On a D6 a 1-2 is Dark, 3-4 Light, 5-6 Non Elemental 

Normal 0-70 nothing 71-90 1d2, 91-95 1d3, 96-100 1d4

Crystal Gathering (Improved)-
Prereq- Crystal Gathering
When fighting beastmen or monsters that are attuned to a certain type of element there is a chance that you might be able to harvest crystals from within their bodies. [DC 20 to start the rolling of percentage dice. For each number above 20 add +1 to the d100 roll] You can do this up to 1+ Wis Mod times per day.

GM rolls 1d3 followed by a d100:
prereq level 1-6 (1) Shards 0-30 nothing, 31-60 1d4, 61-80 1d4+1, 81-90 2d4+1, 91-95 3d4, 96-100 4d4+2, 100-110 6d4+3 111+10d4+10
prereq level 1-12 (2) Crystals 0-40 nothing, 41-65 1d4, 66-80 1d4, 81-90 1d4+1, 91-95 2d4+1, 96-100 3d4, 100-110 4d4+2, 111+ 8D4+6 
prereq level 1-17 (3) Clusters 0-55 nothing, 56-80 1d2, 81-90 1d4, 91-95 1d3, 96-100 1d4, 100-110 2d4 (+1 Cracked Cluster), 111+ 3D4+1 (+1D3 Cracked Clusters)


On a D20 a 1 is a Unstable crystal/shard/cluster, 2-4 fire, 5-7 earth, 8-10 wind, 11-13 lightning, 14-16 water, 17-19 ice, 20 Roll 1D6
On a D6 a 1-2 is Dark, 3-4 Light, 5-6 Non Elemental 

Normal Encounters: 
CR 1-7 Drops Shards

0-60 nothing 61-80 1d2 81-90 1d4 91-95 1d4+1 96-100 1d6

CR 6-13 Drops Crystals
0-70 nothing 71-90 1d2 91-95 1d4 96-100 1d4+1

CR 12-18
0-80 nothing 81-95 1d2, 96-100 1d4


Crystal Manipulation-
Prereq: 3 ranks of Craft Crystals, Crystal Gathering
Allows you to craft shards, crystals & cluster items, armour, weapons and equipment at a -2 to all dc checks. This bonus is increased further by another -1 for every 4 levels afters the first level (this feat is not retroactive if you take it at later levels).


Unstable Focus-
Prereq: Level 7, INT 16+
You are able to incorporate unstable crystals into any crystal item, weapon, armour, equipment, etc. To do this you look at the total of one type of crystal type and add 25% (rounding up to at least 1) more unstable elements to it. Example for all three types (3 fire, 1 wind clusters, 3 fire, 3 wind, 3 water, 3 earth, 2 lightning, 2 dark, 2 light, 2 ice crystals, 1 water and 1 lightning shards) (4 clusters, 20 crystals, 2 shards) (1 unstable cluster, 5 unstable crystals, 1 unstable shard). Now before you activate an item you must roll a d20 to see if you are in the safe range for it to work. If the item does damage, it does triple the elemental damage to the user if you roll between a 1-7 on a d20. If it's a status effect the status effect in turn is effected by you and the DC is increased by 6. If it's a skill, nothing happens. Bonuses are applied to the following:

Status effects- +6 DC
Atk stat- +25%
AC bonus- +30%
DR- doubled
Resistance- doubled
Skill bonus- doubled
Feat time limit- doubled
Enhanced time limit- tripled
Extra Attack- doubled (One Additional)
Elemental Damage- +50%
Temp HP- tripled
Movement- +15'
Healing- tripled
Mana Recovery- tripled


Unstable Crystal Mayhem-
Prereq: Unstable Focus, Level 13, INT 16+
If you hit on the number that detonates the unstable crystal or cluster it affects all targets in a 5' radius of you. Reflex save 23 for half damage.


Unstable Power-
Prereq: Unstable Crystal Mayhem, Level 14, INT 16+
Subtract your Intelligence modifier from the negatives of the unstable crystal or cluster when crafting with it (Minimum 1).

Normal 0-80 nothing 81-95 1d2, 96-100 1d3
TRAIT

Increased Crystals:

With this trait your chances of gaining shards/Crystals/clusters are higher. On all gathering checks all dice to collect as one dice higher. For shards the zero percent chance is now a 1d2 for gather and improved gather. The crystals mischance is now a 0-25 on gather & 0-30 on improved gather and a cluster mischance is 0-45 on gather & 0-50 on improved gather. On Feats it increases the roll by another 10. (Example 0-40 is now 0-30).






Special Thanks to @Star Child#7682 & @Norinia#0764
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