[ Zoimancer - "Blood Warrior of the Soul Blade" ]
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Master of the long-forgotten arts of the soul blade, a specially forged axe, the zoimancer is a warrior
skilled in using his lifeforce (Prana) to supplement his combat prowess. The zoimancer is able to forge a bond
between his life force and his weapon. This bond takes the form of a Pranic Pool that he can draw from to empower
his soul blade. He is a warrior akin to the monk or the samurai in the fact that he balances his physical prowess
with those of his inner life force. Few of this breed of warrior exist and as such, they are often overlooked as
normal fighters. In combat however, it's quite evident they are more than they appear to be.
Zoimancers are restricted to only those classes (man-at-arms - fighters, paladins, barbarians, and
rangers) that may specialize in some form of simple, martial, or exotic axe type. It is through
this single-minded dedication that a zoimancer is able to guide his Prana once awakened. Awakening
his Prana however is another matter altogether.
Zoimancers tend to be withdrawn from urban life and seek solace in nature as nomads or the company of
those who are like-minded (i.e. monks, samurai, etc.).
NPC zoimancers are often seen as protectors of areas surrounding monasteries or leading groups of elite
warriors into combat for some great purpose. Most of the time however, they are fairly indistinguishable from the
lot of common fighters roaming the world.
Hit Dice: d10
[ Requirements ]
To qualify to become a zoimancer, a character must fulfill all the following criteria.
Base Attack Bonus: +6.
Craft (weaponsmith): 5 ranks.
Constitution: 13+.
Feats: Weapon Specialization in some type of axe.
Special: The zoimancer must have had his inner life force (Prana) awakened
by some traumatic event such as permanent level drain or ability score loss. For every point lost in
this manner, there is a cumulative 10% chance (max 90%) that the zoimancer's Prana has successfully been awakened.
[ Class Skills ]
The zoimancer's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int),
Jump (Str), Listen (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). See Chapter 4: Skills in the Player's
Handbook for skill descriptions.
Skill Points at Each Level: 3 + Int modifier.
[ Class Features ]
Weapon and Armor Proficiency: Zoimancers have the same level of proficiency with the Exotic Weapon :
Soul Blade once they craft it as they do with the axe type they are specialized in.
Zoimancers are proficient with all simple and martial weapons, with all types of armor, and with shields.
Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape
Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble and that carrying heavy gear imposes a
check penalty on Swim checks.
Call Blade: You can summon your blade back to you at will as long as it is within 180'. The
method of travel and time spent calling changes depending on your level. At 1st level, calling your
blade back to your hand counts as a partial action (or ½ of an attack action if 2 such attempts are
made in a single round), and the path between you and your blade must be largely unobstructed. At 5th
level, calling your blade becomes a free action but is still limited to an unobstructed path. Upon
reaching 9th level, calling your blade will phase the weapon back into your hand through any non-magical
barrier as a free action.
If the blade is pinned down or held, a DC check must be rolled by the "holder" at DC equal to 10 + your
Con mod + your prestige level. Failure means the blade breaks free of whatever is holding it. At 9th level, no
DC check is necessary. The blade automatically returns.
Drill Attack: This is the zoimancer's primary ranged thrown attack. By throwing the soul blade
underhand and placing a spin on it as it leaves his hands, the zoimancer can throw his soul blade up to a maximum
distance of 150' with a range increment of 30'. The zoimancer may throw his soul blade once per every other attack
with his primary hand (off hand attacks do not count). Throwing a weapon while in melee combat provokes an attack of
opportunity normally. The zoimancer may only attack a single opponent with this attack.
Depending on the axe-head design, this attack has two different effects.
Hammering Drill - This attack employs a blunted head on the central spike of the soul blade.
Upon successful strike, the weapon deals bludgeoning AND slashing damage, double dice damage, and gains
any bonuses for high strength. In addition, if at least 15 points of damage is dealt with a single strike
in this manner, the opponent must roll a successful fortitude save using the amount of damage dealt as
the DC. Failure means the opponent has been knocked down and is prone.
Goring Drill - This attack employs a sharp point on the central spike of the soul blade.
Upon successful strike, the weapon deals piercing AND slashing damage, double dice damage, and gains any
bonuses for high strength. In addition, the critical threat range of the weapon is increased by two points
for this attack.
Circle of Blades: Certainly a fearsome sight to behold is that of a zoimancer throwing his soul blades
into the air and watching as they circle him of their own will. The zoimancer may use this attack form a
number of times per day equal to 1 plus the zoimancer's Con modifier. Only 2 soul blades may be employed in
this manner at any one time and each axe has a number of attacks per round equal to 1 plus 1 per 3 prestige class
levels. The blades circle within a 5' radius of the zoimancer attacking anything within range. Each soul blade uses
the zoimancer's base attack bonus (minus any bonuses for exceptional strength, feats, etc.). The blades score double
dice damage upon a successful strike but do not gain bonuses for high strength. The weapon's enhancement bonus applies
to all attack and damage rolls. While inside the Circle of Blades, the zoimancer's Armor Class is
increased by +1 for each prestige level per axe and all non-magical missles automatically miss. The zoimancer can snatch
his blade(s) out of the air as a free action at any time before the duration expires. (Duration = 1 round per prestige level) If the duration expires
before this, the blades drop to the ground. The zoimancer may move up to half his normal movement rate while inside the
Circle of Blades, but this requires a concentration check (DC 20). Failure means he is restricted to a maximum movement
of 5' for that round. This ability requires a full standard action to activate and does not provoke an attack of opportunity.
Honed Edge: Upon reaching 6th level, the zoimancer has become so familiar with his soul blade that he
now wields it with greater ferocity in melee combat only. The soul blade's critical threat range increases by 2
points when in the hands of the zoimancer.
Blades of Ruin: By launching his soul blade into the air up to a maximum of 150' (30' range increment), the zoimancer
can unleash a devastating area of effect attack. This fearsome attack hits all opponents within a 25' radius using the
zoimancer's highest modified ranged attack roll. Damage is
rolled normally including all bonuses for exceptional strength, feats, etc (there is no reflex save allowed).
This attack requires a full standard action. The zoimancer may use this ability once per day per 5 zoimancer levels.
Pranic Pool: This is the daily reserve of Prana Charges (PCs) a zoimancer can draw from to empower
his soul blade (see reverse). Pranic pool is determined by a zoimancer's level (2 PC's per prestige level + Con
modifier). This pool replenishes daily after meditating while training (Meikyo Dai Kata) with his soul blade for 1 hour.
Empower Blade: The zoimancer can spend Prana Charges (PCs) to empower certain effects with his soul
blade. As the zoimancer becomes more familiar with his soul blade, he gains access to new effects. Only one
of the following may be empowered during a single round. Empowering while in melee combat requires a concentration check
(DC 15 + power level) to avoid drawing an attack of opportunity. Failure means the axe is empowered, but you draw attacks
of opportunity from those in melee combat normally.
See Sound - 1 PC - (1st level)
You experience sound translated through visual sensation (by sight). You must be able to see normally (i.e.
not blind) Your eyes convert sound to light. You can see sound even in supernatural darkness, as long as some
noise is present to give objects shape. You are "blinded" in complete silence. Your range of sight does not change.
If your ears are working normally, the expanded reception gives you a +2 enhancement bonus on all Listen
checks. If at any time your soul blade is more than 30 feet away from you, the effect ceases its duration.
Duration = 10 minutes per level.
Die Damage Increase - 1 PC - (2nd level)
All attacks for the remainder of the round are made using the next highest weapon damage die.
Extra Attack - 2 PCs - (3th level)
You are able to make a single extra attack with your soul blade on your initiative at your highest base attack bonus.
You must empower this before any action in the round (after initiative).
Pranic Vampirism - 2 PCs - (4th level)
You gain as health ½ the damage dealt (round fractions down) with all attacks you make for the remainder of the round.
You cannot do more damage than a creature has hit points. This effect can only be employed with melee attacks when
using your soul blade.
Elemental Force - 2 PCs - (5th level)
You are able to charge your soul blade with elemental force enabling you to deal specific elemental damage
instead of slashing damage. The elements available are: Earth = Acid, Air = Lightning, Fire = Fire, and Water = Ice.
You may only empower one type of element per use. Once empowered, this effect lasts for the remainder of the round.
Pranic Slash - 3 PCs - (6th level)
You are able to focus your Prana into your soul blade, enabling you to attack targets that would normally be beyond
your reach. As a result, consider that the physical threat range of the your soul blade to now be twice its normal range.
For example, the threat range is now 10 feet instead of 5 feet. Once empowered, this effect lasts for the remainder
of the round.
Ghost Edge - 3 PCs - (7th level)
Once empowered, the soul blade deals damage normally to incorporeal creatures regardless of its bonus. (An incorporeal
creature's 50% chance to avoid damage does not apply.) The axe counts as either corporeal or incorporeal at any given
time, whichever is more beneficial to the zoimancer. Once empowered, this effect lasts for the remainder of the round.
Pranic Smite - 3 PCs - (8th level)
You are able to focus your Prana into your soul blade, enabling you to make a single attack that does the
maximum amount of weapon damage. For example, if your soul blade would normally do 1d8 points of damage,
by using the Pranic Smite ability, you would then inflict a guaranteed 8 points of damage plus any other
bonuses.
Phase Strike - 6 charges - (9th level)
The zoimancer can hurl his soul blade towards a target known to him within range (150' max, 30' increment),
and the weapon travels to the target in a straight path, passing through any non-magical barrier or wall in
its way. (A wall of force, a wall of fire, or the like stops the soul blade.) This ability negates cover,
concealment, and even armor modifiers, but otherwise the attack is rolled normally. The soul blade scores
double dice damage upon hit plus any bonuses. Critical threats are rolled normally.
Cleaving Doom, "Death Blade" - 10 charges - (10th level)
This enables you to make a single attack that forces the target, if damaged by the soul blade's attack, to make a
Fortitude save (DC 20) or be slain immediately. It takes one day of meditation to empower the death blade, and only
functions for the zoimancer. The enchantment lasts no longer than one month. Once empowered, this effect lasts
until you decide to use it. Normal combat does not activate the effect, but the bloodcrystal glows and pulsates
softly while the weapon is charged (not enough to give off any light). The PC cost is drained at the time of activation.
This effect can be used with either a melee or ranged thrown attack. This effect must be activated before the
attack is rolled.
The Soul Blade: The soul blade is very much an extension of the zoimancer's lifeforce. Sometimes
also referred to as a "Bloodblade" because of its faint red hue, it is an axe specially crafted by the
zoimancer himself using a combination of purified metals and intense meditations.
Forging the soul blade is a laborious task. The zoimancer must craft the weapon to his unique physiology.
Its length, weight, blade design, spike tip, and general "feel" must be specific to the zoimancer. The weapon
must feel like a natural extension of his own body when in his hands. Wielding the soul blade should be
effortless. The weapon must be of masterwork quality before the forging process can go any further.
The "Bloodcrystal" is the central piece of the weapon's design. It is a small quartz-like crystal that must
be attuned to the zoimancer's lifeforce - "Prana". This attunement takes a full day of meditation. Once
attuned, the zoimancer must bathe the crystal in his own blood for 1 hour. After the preparation, the
bloodcrystal is removed and appears to have several veins of blood running through its center (these veins
pulse ever so slightly when the weapon becomes "empowered").
Once the blade and the bloodcrystal have become fused, a final ritual completes the process. During this
ritual, the veins within the bloodcrystal extend through the blades of the axe to create small runic fissures.
These runic impressions become a sort of receptor that allows the zoimancer and the soul blade to bond. When
empowered, the runes radiate a very faint red hue and the bloodcrystal pulsates ever so slightly.
The zoimancer can never have more than two soul blades in existence at any one time. This represents the
balance within all living things - the positive and the negative, the good and the evil, the yin and the yang.
The zoimancer can almost feel the beat of his own heart in the weapon and in fact, the two lifeforces
radiate very much the same "aura". If the soul blade is within 30 feet of the zoimancer, he can sense where it is.
The soul blade feels complete in the zoimancer's hands and will even go so far as to become inert,
losing all enhancement bonuses and acting as a regular axe if someone other than the zoimancer who created it attempts to
use the weapon in combat.
Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
| 1st |
+1 |
+2 |
+0 |
+2 |
(e/b) See Sound, Call Blade 1 |
| 2nd |
+2 |
+3 |
+0 |
+3 |
(e/b) Die Damage Increase, Drill Attack |
| 3rd |
+3 |
+3 |
+1 |
+3 |
(e/b) Extra Attack |
| 4th |
+4 |
+4 |
+1 |
+4 |
(e/b) Pranic Vampirism, Circle of Blades |
| 5th |
+5 |
+4 |
+1 |
+4 |
(e/b) Elemental Force, Call Blade 2 |
| 6th |
+6 |
+5 |
+2 |
+5 |
(e/b) Pranic Slash, Honed Edge |
| 7th |
+7 |
+5 |
+2 |
+5 |
(e/b) Ghost Edge, Blades of Ruin |
| 8th |
+8 |
+6 |
+2 |
+6 |
(e/b) Pranic Smite |
| 9th |
+9 |
+6 |
+3 |
+6 |
(e/b) Phase Strike, Call Blade 3 |
| 10th |
+10 |
+7 |
+3 |
+7 |
(e/b) Cleaving Doom |
A D&D 3rd edition Prestige Class designed by:
NaughtyDawg & WAR.
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