January-SoulBlade v2
January-SoulBlade v2
to
the Soul Blade class
for
The 13th Age Roleplaying Game
Compatibility with the 13th Age Roleplaying Game requires the 13th Age Roleplaying Game from Fire Opal
Media Inc. and Pelgrane Press Ltd. See 13thAge.com for more information on the 13th Age Roleplaying
Game. Fire Opal Media does not guarantee compatibility, and does not endorse this product.
Overview
Play Style:Although the Soul Blade uses both melee and ranged basic attacks as the bulk of
their combat abilities, there are a number of options which allow customization of your
attacks. Options focus on augmenting your force blade, different ways to use your force
blade, as well as well as other internalized powers. Soul Blades can generally be played as
defenseoriented melee characters, ranged attackers, or mobile melee attackers.
Ability Scores: Dexterity is your most important score for a Soul Blade as it determines both
melee and ranged rolls, but the damage as well. Constitution is important if you expect to play
a meleeoriented Soul Blade. A high Wisdom score can allow you more customization of your
weapon by way of Focus points.
Soul Blades gain a +2 bonus to Dexterity or Wisdom, as long as it isn’t the same ability
you increase with your +2 racial bonus.
Races: Humans are the most common race to take the path of the Soul Blade, finding that it
suits their flexibility and individuality, but Wood Elves have a long tradition of Soul Blades as
well. Perhaps most surprising is that many Dwarves find the selfdiscipline and experimental
nature of the Soul Blade appealing.
Backgrounds: Here are some backgrounds to help you get started with your Soul Blade: Pit
Fighter, Arcane Mercenary, Former King’s Agent, Wizard’s Bodyguard, Giant Hunter,
Ostracized Noblewoman, Magister’s Son.
Icons: Icons relating to magic likely will look on Soul Blades as interesting and different, but
perhaps also flawed or inferior to traditional magecraft, making it likely for them to have any
sort of relationship. Martial and warrior Icons might have a similar view towards Soul Blades,
seeing them as “cheaters” who rely more on magic than skill and steel. Conversely, they
could be seen as being very practical and versatile combatants, who do what they need to in
order to survive and succeed.
Gold
Soul Blades start with 25gp if they’re watching their money or 1d6x10gp otherwise
Armor
Soul Blades typically wear lighter armors like hide or leather, with the occasional chain shirt
for wealthier or less subtle persons. Heavier armor like plate, ring mail, or scale mail are
cumbersome and heavy for the sort of acrobatic defense most Soul Blades prefer, but worse
still is the way such armors dull the arcane energies of a force blade. Defensive minded Soul
Blades instead favor a large shield of some sort.
None 10
Light 14
Heavy 15 2
Shield +1
Weapons
Soul Blades obviously key on their force blade as their main weapon for both melee and
ranged attacks, but that doesn’t mean that they aren’t capable of using other weaponry when
circumstances require it. Typically they carry a backup weapon that has some utility value
like a handaxe for chopping wood or a dagger for eating with. Some find it valuable to carry
another weapon to deceive their enemies. Otherwise, Soul Blades are trained with most
simple and martial weapons outside of crossbows.
Small
1d4 dagger, blackjack 1d6 club, mace
Light Or Simple
1d6 shortsword, hand axe
1d8 spear, quarterstaff
Heavy or Martial
1d8 Longsword, Warhammer, Battle Axe 1d10 Greataxe, Flail, Bastard sword
Small
1d4 dagger, fistsized rock 1d4 hand crossbow (5 attack)
Light or Simple
1d6 javelin, throwing axe
1d6 light crossbow (5 attack) 1d6 shortbow, horsebow
Heavy or Martial
1d8 heavy crossbow (5 1d8 longbow
attack)
Basic Attacks
Melee Attack
AtWill
Target:One enemy
Attack:Dexterity + Level versus AC
Hit:
Weapon + Dexterity damage
Miss:Damage equal to your level
Ranged Attack
AtWill
Target:One enemy
Attack:Dexterity + Level versus AC
Hit:
Weapon + Dexterity damage
Miss:Damage equal to your level (focus blade only)
When used one handed, the force blade does 1d6 damage, twohanded does 1d8 damage,
and dual wielded does 1d4 damage. The force blade disappears when you release it, unless
it’s being thrown (see below). The force blade is considered and energy/magic weapon for
purposes of vulnerabilities and resistances.
Beginning at 2nd level, the force blade becomes a +1 weapon and becomes a +2 weapon at
level 5 and a +3 weapon at level 8. Instead of getting actual magic weapons, Soul Blades get
bracers that grant your force blade extra powers identical to those of weapons. These bracers
take up the same chakra slot as a weapon and have the same quirk effects, but do not grant
the bonus to attack or damage.
Adventurer Tier Feat You may manifest your force blade as a quick action, but still no more
than once per turn.
Adventurer Tier Feat You now deal normal miss damage when throwing your force blade
Champion Tier Feat Increase the damage die by one step (d4 becomes d6, d6 becomes
d8, d8 becomes d10)
Epic Tier Feat
Your force blade treats all enemy elemental resistances as being one step
weaker (18+ becomes 16+ becomes 12+, 12+ is ignored).
Mind Enhancement
The focus and magical power needed to manifest your force blade has been turned inward,
augmenting your mental and physical prowess in a variety of ways. You gain a +1 to MD, +1
to Death Saves, and +2 to Background rolls relating to memory (memorizing documents,
remembering faces, drawing maps from memory, etc).
Adventurer Tier Feat You gain Resist 12+ to Poison and +1 to saves vs ongoing damage.
Champion Tier Feat You treat your Fear threshold as 1 level higher and gain +1 to saves
vs nondamage status effects.
Epic Tier Feat
When you go down to 0 HP or below, make a normal saving throw at the
beginning of your turn. On a success you may take your turn as normal. At the end of your
turn you take damage equal to your level, then make a death save as normal.
Arcane Strike
With a moment to concentrate, you increase the raw arcane energy flowing through your force
blade. WIth a quick action and 1 Focus point, you deal additional damage on your next attack
even if the attack misses. Arcane Strike may be used in conjunction with thrown force blades,
Bladewind, Twin Throw, or Double Blade, but not Knife to the Soul. Arcane strike takes on the
same energy properties as the force blade at the time of use.
● Level 12: +1d6 damage
● Level 34: +2d6 damage
● Level 56: +3d6 damage
● Level 78: +4d6 damage
● Level 910: +5d6 damage
Adventurer Tier Feat Gain a +2 to attack rolls when using Arcane Strike
Champion Tier Feat The damage die for Arcane Strike increases to d8s.
Epic Tier Feat
When you hit with Arcane Strike, choose a second nearby enemy to deal
only the Arcane Strike damage to.
Adventurer Tier Feat At the end of the turn in which you used bladewind, roll a hard (16+)
saving throw. On a success, you may use it again in this battle. You may still not use
bladewind more than twice per battle.
Champion Tier Tier Feat You may now attack up to 3 enemies with bladewind
Epic Tier Feat
You may now attack a single enemy more than once with your bladewind.
Adventurer Tier Feat Knife to the Soul may be used twice per battle
Champion Tier Feat When you damage an enemy stat, you gain an equal bonus to that
same stat until the end of your next turn.
Epic Tier Feat Abilities damaged by Knife to the Soul now take a 2 penalty per damage die
sacrificed
Adventurer Tier Feat For the rest of battle, gain +1 to either PD or MD (your choice)
Champion Tier Feat Using Blade Shield no longer causes your force blade to lose
enhancements when used, though it still must be reformed.
Epic Tier Feat
Blade Shield now negates all of the damage and effects of a single attack.
Guided Throw
One of the advantages of using a weapon of pure arcane energy such as the force blade is
that with training and practice, a Soul Blade can direct their thrown force blade to attack
multiple enemies at the cost of some of the impact of a regular throw.
Your weapon damage die drops one notch. If your first attack is a natural even roll (hit or
miss), you can make a second attack as a free action.If you decide you don't want to try for a
double ranged attack when throwing your force blade, declare it before rolling your attack; the
single attack will deal the normal damage dice instead of using reduced damage dice. This
talent is only usable when using your force blade.
Adventurer Feat Your second attack gains a +2 attack bonus if it is against a different
target.
Champion Feat Once per battle, you can use Guided Throw after an odd attack roll.
Epic Feat
Each turn, you can pop free of one enemy before one attack roll that is part of a
Guided Throw attack. You can also use your move action in between your two attacks if you
wish.
Your weapon damage die drops one notch. If your first attack is a natural even roll (hit or
miss), you can make a second attack as a free action.If you decide you don't want to try for a
double blade attack, declare it before rolling your attack; the single attack will deal the normal
damage dice instead of using reduced damage dice This talent is only usable when using
.
your force blade.
Adventurer Feat Your second attack gains a +2 attack bonus if it is against a different
target.
Champion Feat Once per battle, use Double Blade after an odd attack roll.
Epic Feat
Each turn, you can pop free of one enemy before one attack roll that is part of a
Double Blade attack. You can also use your move action in between your two attacks if you
wish.
Wild Talent
Although most Soul Blades manifest their sorcerous powers strictly through their force blade
and magically empowering their physical bodies, some find a way to cast a spell or two the
way a sorcerer might. Pick one Sorcerer spell of your level or lower. That spell is now a part of
your powers and may be used as normal (including Breath or Chain benefits).
Adventurer Tier Feat You can now gain resistance to Poison, Negative Energy, Holy, or
Psychic damage.
Champion Tier Feat When you take half damage because of a resistance from this talent,
gain a +2 to your next attack roll.
Epic Tier Feat Resistances gained from this talent are now 16+
There are a few things to note with this class. First is that, as of this writing at the end of
January 2015, this class has not been extensively playtested. It has been reviewed and
examined, but not playtested. It’s possible, maybe even likely, that something here is
unbalanced in a way that could make a game less fun for a group. I intend to update this class
as needed if anything major needs to be addressed and you’ll always be able to find the latest
version at 13thAge.org along with a changelog. If you have a question or a comment, even if
it’s just to tell me how well (or poorly) the class went down in your game, you can reach me on
my Patreon page or by emailing wolfsamurai on gmail.
The second thing to note is about the class itself. The Soul Blade is obviously my take on the
3rd Edition D&D class called the Soul Knife. The Soul Knife was a psionic class which had
two major problems. The fact that it was a psionic power source turned many people away
from it, due to the rather divided feelings that the D&D community has about psionics. And
even those who tried the class found that it was interesting, but underpowered, at best and
did not play well with multiclassing or prestige classes.
I’ve tried to address that first issue by fluffing the Soul Blade as a variant on the Sorcerer so
that it’ll fit in more campaign settings more easily. For those of you who want to keep it as a
psionic class, you don’t have to change anything except the names of the abilities and powers
(and sometimes not even that). I’ve also tried to make the Soul Blade a class with variety of
useful and/or interesting powers to try to avoid that second problem. The class as I’ve made it
can hopefully be played in many ways both simple and complex to keep players interested in
excited at what they can do in the next round, fight, or level.
In any case, I hope you all enjoy what I’ve put together here and I hope to hear stories of cool
things you or your players have done with the class in the future.
Chris Turner, J. Brandon Massengill, Joshua Ramsey, Are Sørli, Paul DeMartino, Lowell
Francis, Matthew Caulder, Dane RalstonBryce, Bryan Rennekamp, Sasha, Wesley Hall,
Michael Bowman, Michael Hasko, Patrick Malone, JeanChristophe Cubertafon, Matt
Greenfelder, Clark OlsonSmith, Matt Hogan, Tim Densham, Richard Green, and Simon
Rogers.
If you see this document out in the wild and would like to contribute to future projects and see
your name listed, you can do so here at Patreon
.
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