Post by fff4 on Oct 24, 2014 4:07:03 GMT
Class: Swordbonded
The Swordbonded use a supernatural bond with their weapon of choice (need not be a sword) to manifest supernatural abilities. They can invest up to half their maximum mental fortitude representing a portion of their soul into their blade, which the character is treated as having for purposes of status effects while the bonded weapon is in their hand but cannot spend on tasks (except as stated below). Note that you don’t have to be holding the bonded weapon to be grasping it; it could be grasped in a sheath on your back or a scabbard on your hip as well. Swordbonded rarely let their sword out of their
Row I is Mind over Body school; Row II and III are Soul of Steel School; Row IV is Blade's Steel School. Prerequisites are not directly linear always.
School: Mind over Body
Mind Over Body I: When your body takes punishment from outside sources or from exceeding its natural endurance, you can use lose mental fortitude investment in your blade rather than your own physical fortitude. Bleeding and other sources that cause immediate physical harm cannot be affected. You still feel the full effects of the exertion after you sleep; for example, if you used this to push extra miles in a forced march, you would likely cramp even if your physical exertion did not dictate it. You do not lose bondedness with your
Mind Over Body II (Requires Mind Over Body I): As your mental self-control increases, you understand how to master more maladies. You can overcome immediate physical harm such as blood loss with Mind Over Body.
Mind Over Body III (Requires Mind Over Body II): Your self-control reaches its apex. You can place mental fortitude into your blade at any time, not only at the beginning of the day. Additionally, you can will away the effects of maladies that affect your physical state even, not just reduce their physical fortitude damage.
School: Soul of Steel
Deeper Bond I: You can sense your bonded weapon’s location, if you invested at least 5% mental fortitude in it at the beginning of the day.
Steel and Strength: Your physical strength slightly increases when you wield a bonded weapon, if you have invested at least 10% mental fortitude in it at the beginning of the day. This strength is especially effective at allowing you to pierce armor, since it reflects an understanding of how the sword technique can be used to overcome physical obstacles.
Recall Blade (Requires Deeper Bond I): You can will a bonded weapon with to return to your hand, if not grasped tightly and actively prevented from returning by another person, if you invested at least 20% mental fortitude in it at the beginning of the day.
Fast Healing (Requires Steel and Strength): While grasping your bonded weapon, you heal supernaturally fast against physical wounds. This does not mean you will heal correctly; for example, an incorrectly set bone fracture will also heal supernaturally fast, nor does it increase your resistance to disease and the like.
Recovery (Requires Deeper Bond I or Fast Healing): While out of combat and grasping your bonded weapon, your physical fortitude slowly increases throughout the day. Every hour, if you have not undergone major physical exertion or combat, your physical fortitude increases by 10%, up to its normal maximum.
Deeper Bond II (Requires Recall Blade or Mind Over Body II): If you have invested at least 25% of your maximum mental fortitude into your bonded weapon, you gain a deeper bond with it. Your blade cannot be bent to another’s will while your soul is invested in it, and you can recall the blade with such force it rips itself out of weak characters’ hands. Additionally, your blade will react instinctively if it senses danger to its master (its pommel or other designated area acts as an eye that does not sleep).
Hard Hitter (Requires Steel and Strength): You strike with more force. Requires 25% mental fortitude investment.
Vicious Blade (Requires Hard Hitter): Your blade becomes subtly vicious, longing for blood. It becomes quicker to strike and strikes harder but loses this effect for an hour if sheathed. Requires 25% mental fortitude investment.
Animate Sword (Requires Deeper Bond II): Your soul can control your sword if it is within 10 feet of you and you have 50% mental fortitude investment and accomplish simple tasks, such as striking an enemy. It does these tasks with less speed or force than a physical task would, but can (for example) trigger traps so the character doesn’t have to.
Soul of Steel (Requires Vicious Blade or Animate Sword): Your mind and soul, poured into the blade, keep you sane when you would otherwise become insane. While grasping your bonded weapon, your mind becomes immune to influence except by sources significantly stronger than your character. You must invest the full half of your soul into one (or more, if you have Way of Two Swords) blade at day’s start or lose all the benefits of this class, but in return, you are so intimately bonded with your weapon that you can use the invested mental fortitude for tasks.
School: Blade’s Speed
Speed Bond I: If you have at least 10% of your maximum mental fortitude invested in your bonded weapon, it instinctively understands your intentions, giving a bonus to speed, which is doubled when that speed is used to wield the weapon.
Way of Two Swords I (Requires Speed Bond I): You can select more than one bonded weapon, splitting the half allowed investment of your mental fortitude in each.
Speed Bond II (Requires Speed Bond I): Your speed bonus from Speed Bond I improves. Requires 25% fortitude investment.
Lightning Reflexes (Requires Speed Bond II): You can move unnaturally quickly, but doing so leaves you winded. For example, you could move ten feet and strike a spellcaster to interrupt concentration between when they begin a spell and when they cast it. You are treated as having 20% less physical fortitude for the purpose of using abilities.
Way of Two Swords II (Requires Lightning Reflexes, Way of Two Swords I): You take no speed or strength penalties for wielding an additional bonded weapon. At least 25% of your mental max fortitude must be invested in each bonded weapon for this to apply.
The Swordbonded use a supernatural bond with their weapon of choice (need not be a sword) to manifest supernatural abilities. They can invest up to half their maximum mental fortitude representing a portion of their soul into their blade, which the character is treated as having for purposes of status effects while the bonded weapon is in their hand but cannot spend on tasks (except as stated below). Note that you don’t have to be holding the bonded weapon to be grasping it; it could be grasped in a sheath on your back or a scabbard on your hip as well. Swordbonded rarely let their sword out of their
Tier I | Mind Over Body I | Deeper Bond I | Steel and Strength | Steel and Strength |
Tier II | Recall Blade | Fast Healing | Speed Bond I | |
Tier III | Mind Over Body II | Recovery | Way of Two Swords I | |
Tier IV | Deeper Bond | Hard Hitter | Speed Bond II | |
Tier V | Animate Sword | Vicious Blade | Lightning Reflexes | |
Tier IV | Mind Over Body III | Soul of Steel | Soul of Steel | Way of Two Swords II |
School: Mind over Body
Mind Over Body I: When your body takes punishment from outside sources or from exceeding its natural endurance, you can use lose mental fortitude investment in your blade rather than your own physical fortitude. Bleeding and other sources that cause immediate physical harm cannot be affected. You still feel the full effects of the exertion after you sleep; for example, if you used this to push extra miles in a forced march, you would likely cramp even if your physical exertion did not dictate it. You do not lose bondedness with your
Mind Over Body II (Requires Mind Over Body I): As your mental self-control increases, you understand how to master more maladies. You can overcome immediate physical harm such as blood loss with Mind Over Body.
Mind Over Body III (Requires Mind Over Body II): Your self-control reaches its apex. You can place mental fortitude into your blade at any time, not only at the beginning of the day. Additionally, you can will away the effects of maladies that affect your physical state even, not just reduce their physical fortitude damage.
School: Soul of Steel
Deeper Bond I: You can sense your bonded weapon’s location, if you invested at least 5% mental fortitude in it at the beginning of the day.
Steel and Strength: Your physical strength slightly increases when you wield a bonded weapon, if you have invested at least 10% mental fortitude in it at the beginning of the day. This strength is especially effective at allowing you to pierce armor, since it reflects an understanding of how the sword technique can be used to overcome physical obstacles.
Recall Blade (Requires Deeper Bond I): You can will a bonded weapon with to return to your hand, if not grasped tightly and actively prevented from returning by another person, if you invested at least 20% mental fortitude in it at the beginning of the day.
Fast Healing (Requires Steel and Strength): While grasping your bonded weapon, you heal supernaturally fast against physical wounds. This does not mean you will heal correctly; for example, an incorrectly set bone fracture will also heal supernaturally fast, nor does it increase your resistance to disease and the like.
Recovery (Requires Deeper Bond I or Fast Healing): While out of combat and grasping your bonded weapon, your physical fortitude slowly increases throughout the day. Every hour, if you have not undergone major physical exertion or combat, your physical fortitude increases by 10%, up to its normal maximum.
Deeper Bond II (Requires Recall Blade or Mind Over Body II): If you have invested at least 25% of your maximum mental fortitude into your bonded weapon, you gain a deeper bond with it. Your blade cannot be bent to another’s will while your soul is invested in it, and you can recall the blade with such force it rips itself out of weak characters’ hands. Additionally, your blade will react instinctively if it senses danger to its master (its pommel or other designated area acts as an eye that does not sleep).
Hard Hitter (Requires Steel and Strength): You strike with more force. Requires 25% mental fortitude investment.
Vicious Blade (Requires Hard Hitter): Your blade becomes subtly vicious, longing for blood. It becomes quicker to strike and strikes harder but loses this effect for an hour if sheathed. Requires 25% mental fortitude investment.
Animate Sword (Requires Deeper Bond II): Your soul can control your sword if it is within 10 feet of you and you have 50% mental fortitude investment and accomplish simple tasks, such as striking an enemy. It does these tasks with less speed or force than a physical task would, but can (for example) trigger traps so the character doesn’t have to.
Soul of Steel (Requires Vicious Blade or Animate Sword): Your mind and soul, poured into the blade, keep you sane when you would otherwise become insane. While grasping your bonded weapon, your mind becomes immune to influence except by sources significantly stronger than your character. You must invest the full half of your soul into one (or more, if you have Way of Two Swords) blade at day’s start or lose all the benefits of this class, but in return, you are so intimately bonded with your weapon that you can use the invested mental fortitude for tasks.
School: Blade’s Speed
Speed Bond I: If you have at least 10% of your maximum mental fortitude invested in your bonded weapon, it instinctively understands your intentions, giving a bonus to speed, which is doubled when that speed is used to wield the weapon.
Way of Two Swords I (Requires Speed Bond I): You can select more than one bonded weapon, splitting the half allowed investment of your mental fortitude in each.
Speed Bond II (Requires Speed Bond I): Your speed bonus from Speed Bond I improves. Requires 25% fortitude investment.
Lightning Reflexes (Requires Speed Bond II): You can move unnaturally quickly, but doing so leaves you winded. For example, you could move ten feet and strike a spellcaster to interrupt concentration between when they begin a spell and when they cast it. You are treated as having 20% less physical fortitude for the purpose of using abilities.
Way of Two Swords II (Requires Lightning Reflexes, Way of Two Swords I): You take no speed or strength penalties for wielding an additional bonded weapon. At least 25% of your mental max fortitude must be invested in each bonded weapon for this to apply.