Ancestral Bladebearer
(Source: Midnight 2nd Edition)
RequirementsBase Attack Bonus: +6. |
|
Hit Die: d10.
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Speak Language (n/a), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiency: Ancestral bladebearers are proficient with all simple and martial weapons, and all types of armor and shields.
Unbreakable Blade (Ex): At 1st level, the character's ancestral blade becomes unbreakable. No amount of magical or physical damage can destroy or harm the blade as long as a rightful heir of its family lives.
Advance Ancestral Blade (Ex): When wielding his ancestral blade, the character unlocks an additional power above and beyond that which his level allows him to know. Thus, if a 2nd-level ancestral bladebearer (8th level character level) wielded a covenant item that gained powers at 5th, 11th, and 15th-level, the bladebearer would be able to access both the 5th and 11th-level powers. When he reaches his 6th level as a bladebearer he would access the 15th-level ability. If the character gains this ability after he has unlocked all of his ancestral blade's powers, then its enhancement bonus increases by one.
Ancestral Watcher (Su): Beginning at 3rd level, the character's ancestral blade functions as if it had a permanent alarm spell cast upon it. The character can choose between a mental and an audible alarm as a free action at any time, and he may designate any number of creatures that automatically do not set off the blade's alarm.
Bonus Feat: Whenever this ability is gained, the character may choose any one feat from the list of fighter bonus feats.
Immovable Blade (Ex): Beginning at 4th level, the character's ancestral blade may never be removed from his grasp by physical or magical means without his permission. This includes disarming, telekinesis, or any other means by which the blade might be removed from his person.
Ancestral Advisor (Su):Beginning at 5th level, the character's ancestral blade can help guide him in times of need. By concentrating on the blade for one full round, the character can get answers to simple questions as if he had cast an augury spell. This ability functions once per day per point of Charisma modifier, with a minimum of once per day.
Ancestral Guide (Su): Beginning at 7th level, the character's ancestral blade detects hidden and secret doors as if it had a permanent detect secret doors spell cast upon it. It alerts the character to the presence of any such door within 10 feet by emitting an audible hum and vibrating slightly.
Unwavering Blade (Su): At 8th level, the character's ancestral blade becomes his ultimate protector. If it is somehow separated from him despite the immovable blade property, he may unerringly detect its direction and distance. In addition, if he should ever fall in combat, the blade immediately gains the dancing property and will fight to defend him until he dies or regains consciousness and grasps the weapon. The blade will not attack those who approach to offer healing or to move his body to safety.
Ancestral Protector (Su): Beginning at 9th level, the character's ancestral blade protects him from ranged attacks as if he had a permanent protection from normal missiles active. The blade simply swats away any ranged attacks that would not make it through such a defense.
Awaken Ancestral Blade (Ex): Upon reaching 10th level, the character's ancestral blade reaches the pinnacle of its powers. First, it advances in the same manner as the advance ancestral blade ability. In addition, it gains a measure of sentience, becoming an intelligent weapon as detailed in the DMG. The blade does not gain any additional powers, but it does gain its own personality, including Int, Wis, and Cha scores, each randomly determined by rolling 1d10+10 (with 0 on the die equaling zero, not ten). It also gains the ability to telepathically communicate with its owner and to see and hear within 30 ft., though it does not gain the ability of speech. The weapon's alignment is the same as its owner's, and for purposes of calculating Ego each ability other than enhancement bonuses is considered to be a lesser power. the weapon's primary concern is that it and its wielder live up to the honor and traditions of the family to which the weapon is aligned; this concern takes precedence over the weapon's or wielder's continued existence.
| Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +0 | Unbreakable blade |
| 2nd | +2 | +3 | +0 | +0 | Advance ancestral blade |
| 3rd | +3 | +3 | +1 | +1 | Ancestral watcher, bonus feat |
| 4th | +4 | +4 | +1 | +1 | Immovable blade |
| 5th | +5 | +4 | +1 | +1 | Ancestral advisor |
| 6th | +6 | +5 | +2 | +2 | Advance ancestral blade, bonus feat |
| 7th | +7 | +5 | +2 | +2 | Ancestral guide |
| 8th | +8 | +6 | +2 | +2 | Unwavering blade |
| 9th | +9 | +6 | +3 | +3 | Ancestral protector, bonus feat |
| 10th | +10 | +7 | +3 | +3 | Awaken ancestral blade |

