Here are a couple of cool classes I created for my own quest. All classes are properly balanced to fit into a regular AD&D campain. However, the DM might want to read them carefully before allowing them into is game; just in case something is wrong for his campain or campain world. Please note that the classes are fully fonctionnal but still being tested. They might be changed from time to time, if, after test, something is found to be wrong. Please send me any comments or suggestions. They will be noted. Shade.

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Blade Dancer class

Blade Dancer patterns

Trainer class

Energy Weaver class

Faith Channellers class

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The Bladedancer is a warrior who combines martial arts with armed combat in a deadly dance to fool is opponent in thinking that it is nothing more then a show. The bladedancer uses complicated steps and patterns to weave powerful attacks and defenses. Many love to watch this character in action, and most fear to be on the receiving end of such elegant but lethal attacks.

Special Benefits and downsides

Bladedancers learn patterns, which they train and study constantly. These patterns have different purposes, and can have many uses in battle situations. (The patterns are listed below.) The number of patterns a bladedancer can know is limited by his level. Bladedancers use the wizard spell progression table, modified by their wisdom (bonus spells) to determine how many dances they can know at each time. Bladedancers can chose from available patterns, even choosing ones from lower levels, if they so wish. They learn those from masters of their art, or by studying the rare books written by the founders. They can also try and create new dances (which must be discussed with the DM). Patterns can be done in place of any and all actions for that round. Therefore, if a bladedancer wished to execute a pattern, he could do so, but could not attack or do any other actions in the same round. He may attack in the following rounds if that pattern allows attacks to occur. A bladedancer may execute a pattern only if using his two weapons of choice. Should he be fighting with a single weapon, or with any weapon not part of his bladedancer patterns, he may not take advantage of any bladedancer ability or pattern. The weight a bladedancer carries also influences his skill in combat. In order to properly execute his patterns, he can carry no more than half his allowed weight. Should he be exceeding this limit, he shall suffer a - 1 penalty to each roll made to execute or maintain a pattern for each 5 pounds of excess weight. Only one pattern may be executed in any given round. Should a bladedancer be in the middle of maintaining a pattern, and wishes to switch to another, he may do so. However, he immediately ends the first pattern, losing all advantages that pattern offered and all other actions for the round. In order to execute a pattern, the bladedancer needs to roll a check on a listed ability score. Should the pattern fail, certain special penalties are applied. If the pattern can be maintained, the roll must be made every round the blade dancer wishes to maintain it. However, the penalty applies only if the first roll is missed. If the roll is failed any other round, it simply ends the pattern. The penalties vary from pattern to pattern, and are described below. It might be instantaneous, or may last several rounds. In the case of the latter, the bladedancer may not attempt a new pattern until the penalty from the previous pattern expires. Each day, he must practice each pattern at least once in order to be able to do it the next day.

The art of bladedancing comes from the desolated wastelands of the desertic regions, and is a well kept secret. Only humans can become master bladedancers since this science was developed by them and for them, and isn�t exactly fit for any of the other races's physiologies. Only races that are really human like can actually become bladedancers. Elves can only go as far as the 6th level while half-elves can reach the 9th level.

Most bladedancers come from isolated places, mostly from the desert or from small temples, far away in a deep forest or on the top of a great mountain, and are greatly attached to their order. They are sent out to travel and learn. To build friendships with great sages and heroes. If they find a party of adventurers, they are most likely to try and join with them. After some time, the bladedancer will return to his master and spend time telling him what he learned. He will most likely make a gift to the order, which is in proportion of what he can spare, but will normally give around 10% of what he has. They will then discuss of the dancer's combat skills, of new dances he learned, of dances he his trying to create, or simply of his experiences. They will then engage in a friendly combat where the master will refine the dancer's skills, and teach him new dances, if he feels it is time to. The bladedancer will then leave and resume his quest for knowledge.

Weapon Proficiencies

Bladedancers specialize in fighting with two weapons and chose their two weapons carefully. The bladedancer's offhand weapon must be of a smaller class than the first, unless the character is ambidextrous, although two small weapons are acceptable.

Allowed weapons are: knife, dagger, short sword, long sword, scimitar, khopesh, hand-axe and sickle (or any similar well-balanced weapon if using the "arms and equipment" or the "skills and powers")

Whatever their first weapon of choice, the bladedancer must specialize in that weapon, and if the campaign allows additional weapon specialization, the bladedancer will also specialize in is off-hand weapon but no other. The same goes for weapon mastery and so on. Should the bladedancer be using a specially made enchanted blade, that only the high masters of the order can procure, he will receive a +1 bonus to all checks made to start or maintain a pattern per enchanted blade wielded. (These weapons are extremely rare and are given only to the most deserving bladedancers in exceptional circumstances, in reward for great deeds or after many long years of duty for the order. The secret of their making is well kept and each blade is custom made for one individual, although any bladedancer proficient with the weapon can use it. The blade can later be enchanted normally.)

Non-weapon Proficiencies

The bladedancer is given the dancing non-weapon proficiency, and as access to the proficiencies of the fighter and general classes. It is also suggested that he takes the blind-fighting proficiency.

Equipment

The bladedancer will not wear any armor heavier than studded leather; anything heavier slows his movements, making him incapable of executing patterns. But should he be using a specially enchanted armor, (again provided by the order), or a magical elven chain mail, he may wear armor as heavy as a chain mail or scale mail.

Requirements and Specifications

Bladedancers use the growth table of Paladins, they have the starting money of fighters, must have a minimum dexterity score of 14, a minimum strength score of 12, a minimum constitution score of 12 and a minimum wisdom score of 10. Their prime requisites are wisdom and dexterity.

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Patterns

Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9

Level 1

Fox (Level 1)

This pattern allows the bladedancer to take down an opponent. Using a series of feints and jabs, the bladedancer steps in and sweeps low, using his foot to sweep the victim's legs out from under him. A fallen opponent looses all actions for the round and must spend one round to get up. He cannot attack in the same round. While he is down, he suffers the normal penalty to AC. (see dmg)

Ability Check: Dexterity +2 against the enemy's Dexterity.

Duration: Instantaneous.

Failure: Should the bladedancer fail the dexterity check (not the contest), then the bladedancer has left himself open to a free attack from his would-be victim.

Tortoise (Level 1)

The bladedancer goes into a heightened defense mode when utilizing this pattern. If successful, tortoise gives the bladedancer a better defense, adding a -4 bonus to his AC. However, due to the defensive nature of this mode, the bladedancer looses one attack each round.

Ability Check: Constitution +2, dexterity +2.

Duration: This pattern may be maintained for two round for every level the bladedancer possesses.

Failure: If the bladedancer does not properly execute the tortoise pattern, then he is off-balance, and suffers a +2 penalty to AC for the remainder of the round.

Shell (Level 1)

This pattern allows the bladedancer to greatly increase his defense. If successful, this pattern gives the bladedancer a -8 bonus to his AC, but due to the complexity of this pattern, the bladedancer will not be able to do any other actions while maintaining this pattern, and his movement rate is slowed by half. If the blade dancer is hit or pushed in anyway, he must roll a dexterity check. If successful, he may maintain the pattern, if not, the pattern is failed, and the bladedancer looses all actions for the round.

Ability Check: Constitution, Dexterity.

Duration: This pattern may be maintained for two rounds for every level the bladedancer possesses.

Failure: If the bladedancer does not properly execute the shell pattern, then he is off-balance, and suffers a -2 penalty to AC for the remainder of the round

Monkey (Level 1)

This pattern allows the bladedancer to use two of his attacks to try and disarm his opponent. In order to do this, the bladedancer engages in a weird motion, turning around his opponent, going up and down, to finally try and spin his enemy's weapon out of his hands. The bladedancer may make use other attacks as he pleases.

Ability Check: Dexterity +2, strength, dexterity

The opponent may try to counter this by rolling a successful Strength check and a Dexterity check at -4. If he succeeds, he keeps his weapon but his next action is slowed by 1d6.

Duration: Instantaneous

Failure: If the monkey pattern fails, the bladedancer failed to disarm his opponent, and placed himself in a quite uncomfortable position. He is off balance, his weapon his held back by his opponent�s, and so, he has more difficulty to block. He suffers a -4 penalty to his AC versus the next attack.

Viper (Level 1)

This pattern allows the bladedancer to make a quick strike at his opponent. If this pattern is successful, the bladedancer makes his first attack with a -2 bonus to initiative.

Ability Check: Dexterity

Duration: instantaneous

Failure: If the bladedancer fails to properly execute this pattern, he went too fast and didn�t take the time to aim properly. His attack does gain the -2 bonus to initiative, but he now suffers a -4 penalty to hit for this attack.

Horse tail (Level 1)

With this pattern, the bladedancer quickly spins his weapons before him creating a shield of swirling blades. The shield is thick enough to provide him with a considerable protection from any incoming normal sized missile as well as some protection against other types of physical attacks. If successful, this pattern gives the bladedancer a -4 bonus to his AC versus normal sized missile, only effective against frontal and side attacks (this includes arrows, crossbow bolts, knifes, dagger, spears, javelins, thrown axes, and small rocks. It doesn�t however provide cover from hurled boulders, catapult and ballista missiles, or any missiles of that size.) It also provides the bladedancer with a -2 bonus to his AC also only effective against frontal or side attacks.

Ability Check: dexterity

Duration: this pattern can be maintained for one round for every level the bladedancer possesses

Failure: Should the bladedancer fails to properly execute this pattern, he has instead created a gap in his defense and shall suffer a -2 penalty to his AC for the remainder of the round.

Predatory Instinct (Level 1)

This pattern allows the bladedancer to focus on his attack and enhance his skill in combat. If successful, this pattern gives the bladedancer a +1 bonus to THACO and damage.

Ability Check: wisdom +2

Duration: one round

Failure: if the Predatory Instinct pattern fails, the bladedancer wasn�t able to enter the needed state of mind and as lost his focus. He looses one attack this round.

Level 2

Wildcat (Level 2)

With this pattern, the bladedancer creates a strong wind current around him, giving him the ability to jump very high or dash really fast. This also allows him to try and dodge enemy attacks. For the duration of this pattern, the bladedancer's movement is increased by 12, he is able to jump to a height of 6 feet, and he receives a -2 bonus to his AC.

Ability Check: Strength, Dexterity +2

Duration: 1 round per level

Failure: The bladedancer couldn't control his great speed and tripped. He must spend the rest of the round getting up. He then suffers the appropriate penalties (see dmg). In addition, he is stunned and suffers a -1 penalty to his AC for the following round.

Growling wolf (Level 2)

This pattern his used to try and intimidate the opponent. The dancer's blades spin and twirl at an incredible speed while the bladedancer charges at his opponent screaming and looking pretty fucking angry. The opponent must make an intelligence check with a -4 penalty or be a little scared, ...or a lot..., just distracted enough to give the bladedancer an edge. A victim of this pattern looses all actions for the round and suffers a +2 penalty to AC for 1d4 rounds, but only against the bladedancer.

Ability check: Intelligence, Dexterity +2

Duration: One round

Failure: If the Growling wolf pattern failed, the opponent wasn't scared at all and is probably laughing. The bladedancer suffers a +2 penalty to AC for this round from his crazy spinning which really isn't good at all for fighting...

wild dog (Level 2)

While using this pattern, the bladedancer enters a trance-like state in which he becomes a fearless warrior. As long as he holds the pattern, wild dog gives the bladedancer a -2 bonus to THACO and a +2 bonus to damage, but due to the aggressive nature of this pattern, and the state of mind in which he his, the bladedancer doesn't count as much on defense and lets some of his guard down and suffers a +2 maluce to AC. Once the pattern is initiated, the bladedancer will continue to fight until all enemies are defeated. If the bladedancer wishes to end this pattern, he must pass an Intelligence check, or be forced to continue for one round, at which time he is allowed an other check with a +2 bonus. If the check is successful, the pattern stops at the end of the round, if not, He will go on fighting for one more round, at which time he will check again with a +4 bonus and so on. If the battle ends before the pattern does, the badedancer must also make a check to see if he is able to control himself and stop. If the check is failed, he will attack any nearby target, determined at random between all possible targets and will be allowed another check next round with a +2 bonus, and so on.

Ability Check: Intelligence

Duration: One round for every level the bladedancer possesses

Failure: The bladedancer failed to enter the needed mental state and was distracted from what is going on around him. He suffers a -2 penalty to AC for the rest of the round.

Scorpion (Level 2)

This pattern allows the bladedancer to instantaneously boost his speed and try a lightning attack. The pattern gives a -4 bonus to initiative on his first attack (it cannot be faster than 1), but, due to the fact that the bladedancer concentrates on his speed, the attack as a +2 maluce to thaco. This attack must be announced at the beginning of the round

Ability Check: Dexterity

Duration: Instantaneous

Failure: The bladedancer slipped wile trying to start his attack and looses all actions for the round, which is spent in getting back on his feet. Normal penalties apply (see dmg)

Crouching tiger (Level 2)

This pattern allows the bladedancer to sacrifice one of his attacks to concentrate, and try a more skillful blow. If successful, the pattern gives a -4 bonus to THACO for the next attack.

Ability Check: Dexterity

Duration: One round

Failure: If the bladedancer did not properly execute the pattern, his tactic was discovered and he now has a +2 maluce to hit on the next attack.

Bear (Level 2)

This pattern boosts the bladedancer�s attack�s speed and impact. It gives him a +2 bonus to damage for the round.

Ability Check: Dexterity, Strength

Duration: instantaneous

Failure: If this pattern is failed, the bladedancer couldn�t properly execute the needed steps and the strength of the blow puts him off balance. He then suffers a +2 penalty to AC and looses one attack this round.

Level 3

Cobra (Level 3)

This pattern accelerates the bladedancer's movements, making his attacks very quick. If successfully executed, cobra gives the bladedancer a -4 bonus to initiatives (he cannot be faster than 1).

Ability Check: Dexterity

Duration: This pattern may be maintained for one round for every level the bladedancer possesses.

Failure: If the pattern fails, the bladedancer his off-balance. he suffers a -2 penalty to his AC for the remainder of the round.

Shark (Level 3)

Shark allows the blade dancer to fight in water or water-like conditions without any penalties. (which doesn't allow him to swim without the proficiency...)

Ability check: strength, Dexterity

Duration: This pattern can be maintained one round for every two level the bladedancer possesses.

Failure: The bladedancer didn't manage to properly execute the pattern and as only wasted time. He looses all actions (including movement) for the round.

Wolverine (Level 3)

Wolverine allows the bladedancer to go in a counter-attack mode. While using this, the bladedancer will not attack and will gain a -2 bonus to AC. He will then wait for an enemy to attack him. If one does so, he immediately gains a free attack on that opponent. He may counter up to four attacks each round, alterning between his main an his off-hand weapon.

Ability Check: Dexterity

Duration: This pattern may be maintained for one round for every level the bladedancer possesses.

Failure: If the pattern fails, the bladedancer didn't manage to properly execute the pattern and as instead lowered his defense. He receives a +2 maluce to his AC and looses all actions for the round.

Hunting fox (Level 3)

This is a sequel to the "fox" pattern, and "fox" is needed in order to perform the "Hunting fox". The bladedancer must initiate and successfully land the "fox" pattern. Once the opponent his down, the bladedancer initiates the next part of the pattern, which allows him to hold down his enemy. Once the enemy is held by this pattern, he will not be able to get up and in addition to the normal penalties, (see dmg) he will suffer a +2 maluce to AC and THACO. If he manages to land a successful attack on the bladedancer, the bladedancer must roll a successful pattern check or the pattern fails. The opponent will then be able to get up as normal (see dmg).

Ability Check: dexterity, Strength

Duration: One round for every level the bladedancer possesses.

Failure: If the Hunting fox pattern fails, the bladedancer managed to throw the opponent down, which suffers from the penalties of the Fox pattern, but failed to properly time his next move, and let the opponent time to try and hit the bladedancer while he jumps at him. If he is successful, he gains a free attack at the bladedancer which suffers a +2 penalty to AC due to his surprise from the opponent�s quick recovery.

Bat (Level 3)

The bat pattern allows the bladedancer to create sonic waves, projected from him in the form of a 20 feet long cone, 1 foot in diameter at the base, and 10 feet wide at the end, which acts like a sonar which only the bladedancer can hear or understand. This gives the bladedancer a limited form of infravision, but unlike normal infravision, this also allows the bladedancer to detect terrain irregularities, hidden, concealed or even invisible creatures, provided they are not hidden by a bigger object placed directly between them and the sonic waves.

Ability Check: dexterity, wisdom

Duration: two rounds per level of the bladedancer

Failure: The bladedancer couldn�t properly direct the sonic waves he created. When he analyses the collected data, he understands false information, but doesn�t know the pattern was failed. Each round, he is allowed a wisdom check that, if successful, allows him to perceive the flaw and end the pattern He is then free to try and restart the pattern. Not that this pattern doesn�t end if the first checks were failed but that it instead continues providing the false data until it either fails, or the bladedancer realizes his mistake (succeeds the wisdom check).

Spitting Cobra (Level 3)

This pattern allows the bladedancer to hit his enemies from a distance. While he execute the pattern, he gathers mystical energy which he then tries to focus and release at one target. Has he swings through the air, his blades emit shockwaves which will strike in a straight line, up to a distance of 10 feet per level of the bladedancer. The shockwave still requires an attack roll and deals an amount of damage equal to what the weapon would have done, but the damage dealt by the shockwaves counts as bludgeoning damage.

Duration: This pattern can be maintained for one round per level of the bladedancer

Ability Check: Wisdom, Dexterity

Failure: Should the bladedancer fail to properly execute this pattern, he fails to properly release the gathered energy. The energy is released in a chaotic pulse of force which emits through the weapon. The weapon must save versus crushing blows or break in 1d12 pieces of random sizes. If this occurs, each shard as a 5% chance per number of creatures present to hit a random target within 30 feet of the blast, inflicting 1d4 points of damage each. In any case, the beam of force as the same chance to hit a random target within 300 feet of the bladedancer (the bladedancer may be the target) inflicting 5d4 points of damage.

Level 4

Centipede (Level 4)

Centipede allows the bladedancer to make a combination attack and gain two extra attack for that round. The extra attack will alternate between his main and his off-hand weapon.

Ability Check: Dexterity -2.

Duration: one round

Failure: He failed to properly execute the combination and lost precision. His attacks suffer a +2 penalty to hit for this round.

Armadillo (Level 4)

This pattern gives a -6 bonus to the dancer's AC, while allowing him to battle freely in the following rounds.

Ability Check: Dexterity, Constitution

Duration: This pattern can be maintained one round for each levels the bladedancer possesses.

Failure: If the pattern fails, the dancer as lost all actions and suffers a +2 penalty to AC for the round.

Bull (Level 4)

Using the bull pattern, the bladedancer summons all his skill and energy into one brutal attack with his main weapon. The attack is at a +2 to hit, and, if successful, does automatic double damage (weapon damage and bonuses to damage due to strength are doubled, but bonuses due to specialization or enchantment are not). The bladedancer delivers his next attacks normally.

Ability Check: Strength, Dexterity

Duration: Instantaneous.

Failure: The attack missed and the bladedancer hurt his arm. He looses all actions for the round, and suffers a +2 penalty to THACO for 1d6 rounds with that arm.

Lion (Level 4)

This pattern allows the bladedancer to focus and increase his combat skills. All attacks made while maintaining the Lion pattern receive a +2 bonus to hit and damage.

Ability Check: Strength, Dexterity

Duration: this pattern can be maintained for one round per level the bladedancer possesses

Failure: If the pattern fails, the bladedancer couldn�t enter the needed state of mind and lost his focus. He now suffers a +2 penalty to AC and looses one of his attacks this round.

Porcupine (Level 4)

This pattern allows the bladedancer to shield himself in a most unusual way. Rather than trying to block incoming blow, the bladedancer protects himself by striking at all nearby targets. His weapons fly around in all directions. slashing through air or matter, and so he gains a free attack on any creature trying to attack or touch him.(this may include allies if the bladedancer is not aware of their actions) Any creature struck by this pattern suffers 1d6 points of damage. (bonuses to damage due to strength or specialization do not apply but magical bonus due to weapon enchantment are applied) Furthermore, any living being willing to attack the bladedancer must make a saving throw versus spell or be forced to either alt his attack or choose a new target. This effect is negated if the bladedancer attacks the creature. The pattern ends if it strikes any target a blade cannot cut through, inflicting its damage first. The bladedancer can attack normally in the following rounds.

Ability Check: Dexterity, Wisdom

Duration: This pattern can be maintained for one round per level the bladedancer possesses.

Failure: If Porcupine wasn�t properly executed, the bladedancer as started the pattern but hasn�t realized that he is doing it the wrong way. Living beings do not have to save versus spell in order to attack the bladedancer, and as soon as the pattern hits a target, the weapon goes flying 1d4 x 10 feet in a random direction (50% chance for each weapon). The enemy struck suffers only 1 point of damage.

Level 5

Mad cow (Level 5)

This pattern allows the bladedancer to try a series of chaotic attacks. He will mindlessly spin while slashing all around him. He gains a free attack at each enemy in combat range, or do a minimum of four attacks each round at any lesser number of targets (divided randomly amongst the targets). But due to the chaotic nature of this attack, the bladedancer really doesn�t have time to properly aim at each target, so the attacks have a +2 maluce to THACO. When the mad cow pattern ends, the bladedancer his dizzy and receives a +2 penalty to hit and to his AC for 1d4 rounds.

Ability Check: Dexterity, Constitution

Duration: One round for every level the bladedancer possesses.

Failure: The bladedancer couldn�t manage to aim properly and hit his allies. 1d4 attacks are delivered randomly at party members (the attacks still have a +2 maluce to THACO...). In addition to this, the bladedancer his dizzy and suffers a -2 penalty to his AC this round.

Wolf (Level 5)

This pattern allows the bladedancer to shield a friend or companion from harm. If the pattern is successful, the bladedancer may use any number of his attacks in attempts to parry attacks directed against another character within melee range. If the bladedancer chooses not to attack in this round, he may attempt to block any number of attacks. Note that this action doesn't require the bladedancer to roll an initiative.

In order to successfully parry, the bladedancer must roll an attack roll. We then compare the AC hit by the attacker to the one hit by the bladedancer. If the bladedancer hits an equal or lower AC, then the attack is parried.

Ability Check: Strength, Dexterity

Duration: one round for every levels the bladedancer possesses.

Failure: The bladedancer's pattern didn't work and has instead distracted the character it was meant to protect. That character must pass a Wisdom check, or suffer a -2 penalty to AC and THACO for the round.

Boa (Level 5)

The Boa pattern allows the bladedancer to try and grab his opponent with his blades. A successful attack roll is needed in order to grab the target. If he does so, the bladedancer will dash at his enemy, then hold and crush him with his blades, until he is no longer able to hold or his opponent is unconscious. If he is successful, he inflicts 1d2 pts of crushing damage plus his weapon damage, plus damage bonuses due to high strength each round on a man sized creature, or 1d4 of crushing plus weapon damage and strength damage on a small one. This cannot affect larger than man-sized creatures. Creatures held this way cannot attack and loose all AC bonuses due to dexterity.

Ability check: Dexterity, Strength

Duration: One round for every level the bladedancer possesses.

Failure: The bladedancer dashed but didn't manage to get a hold of his target. For about two seconds, his guard is opened, just long enough for his would-be target to get a shot at him. The bladedancer suffers a +2 penalty to AC for this attack

Level 6

Octopus (Level 6)

The bladedancer becomes a flurry of motion, his weapons flying in a seemingly chaotic blur. This pattern allows the bladedancer to make one attack against all opponents within melee range, or a minimum of height attacks on any lesser number of targets. Attacks alternate between the main and off-hand weapons. When the octopus pattern ends, the bladedancer his dizzy and receives a +2 penalty to hit and to his AC for 1d4 rounds.

Ability Check: Dexterity -2

Duration: one round

Failure: If the octopus pattern fails, then the bladedancer has left himself open to a free attack from up to two opponents within melee range, and is dizzy for the next 1d4 rounds, being able to do only one attack each round and suffering a +2 maluce to his AC and THACO.

Rhino (Level 6)

This pattern allows the bladedancer to use one of his attacks as the famous impaling technique of the Rhinos. The bladedancer uses his dance to distract the opponent and when the time is right, he dashes forward, his harm and blade aligned before him as a giant horn. He must then make a successful attack roll with a +4 bonus to hit. If the attack is successful, the weapon will do double damage while entering the victim�s body, and normal damage coming out. The victim will then suffer 2d8 points of bleeding damage, divided in the same number of rounds. In addition to this, the victim must make a successful system shock or be slained. If he survives, he will suffer a -2 penalty to AC and THACO until the wound is treated.

Ability check: Dexterity-2, Strenght-2

Duration: One round

Failure: The bladedancer dashed straight passed his opponent, collapsed and hurt himself. He suffers 1d4 points of damage, and as a +2 maluce to THACO for the next 2d4 rounds.

Level 7

Golem (Level 7)

The bladedancer goes into a heightened defense mode when utilizing this pattern. If successful, armadillo gives the bladedancer a extremely high defense, gaining a -8 bonus to his AC. The bladedancer can then attack normally.

Ability Check: dexterity, constitution -2.

Duration: This pattern may be maintained for one round for every level the bladedancer possesses.

Failure: If the bladedancer does not properly execute the armadillo pattern, then he is off-balance, and suffers a -2 penalty to AC for the round

Hyena (Level 7)

The hyena pattern allows the bladedancer to make a vicious attack at his enemy. He engages in a series of fake attacks to lure the opponent in a particular position. He then makes an attack roll to the knees (no called shots needed), and if successful, pushes him to the ground, jumps on him, and cripples him with two powerful blows (attack roll at +4) for double damage each, before returning to his usual dance and concluding his attacks. The enemy must spend a round getting up and suffers the appropriate penalties (see dmg).

Ability Check: dexterity, strength, dexterity

Duration: one round

Failure: The bladedancer has failed to distract the enemy and cannot continue with his attack, he looses all actions for the round

Level 8

Eagle (Level 8)

The blade dancer twirls and turns his blades around him until they move so fast that they create around him a powerful wind current, similar in appearance to a small tornado, slightly lifting him off the ground. He raises a few centimeters off the ground, just enough for him to walk normally on his toes, but this allows him to move himself very fast, since he doesn�t have to worry about his own weight and is kind of carried by the wind. This pushes him a 3 times his normal speed and allows him to walk on water or any other surface without having to worry about what's under him. He will easily lift to pass over any small obstacle (under 3 feet) and is unaffected by any sort of trap which must be stepped on. In addition to this, eagle allows the blade dancer to try and dodge enemy attacks. If he wants to do so, he must roll a strength check with a -2 penalty as well as a dexterity check with a -2 penalty. If successful, the bladedancer quickly lifts in the air, spinning over his opponent, and gains a free attack at the target with is main weapon with a -4 bonus to hit. In addition, the bladedancer gains a -2 bonus to his initiative and AC, and can at anytime lift himself as if affected by a jump spell or jump normally at a height of 6 feet.

Due to the complexity of this pattern, it takes two rounds to properly execute, but the bladedancer can attack normally in the following rounds. (the pattern checks are made at the end of the second round)

Ability Check: Constitution, dexterity -2, strength

Duration: This pattern can be maintained one round for every level the bladedancer possesses.

Failure: The bladedancer couldn't keep track on his weapons at this great speed, they collide and one of them goes flying 10-100 yards. (50% chance for each weapon) The bladedancer must get it back and cant start a new pattern in the round he does so. If the roll for the jump dodge/attack is failed, the character failed to dodge, looses all actions for the round and ends the pattern loosing all of its attributes.

Cheetah (Level 8)

Like the third level pattern cobra, this pattern accelerates the bladedancer's movements, but also give him greater strength and precision. If Cheetah is successfully executed, the bladedancer receives a -4 bonus to initiative a -2 bonus to THACO and two extra attacks each round. He can also sprint at five times his normal movement rate without having to roll any running checks for a number of rounds equal to his constitution score, and leap upward up to three times his height and forward up to 30 feet.

Ability Check: Dexterity -2, constitution

Duration: This pattern may be maintained for one round for every level the bladedancer possesses.

Failure: If the pattern fails, the bladedancer couldn't control his extreme speed and tripped. He looses all actions, suffers 1d10 points of damage and a +4 penalty to his AC and THACO for the round. In addition, he suffers a +2 penalty to AC and THACO for the next 1d4+1 rounds due to the great shock he received.

Level 9

Spider (Level 9)

With this pattern, the bladedancer focuses and taps into the mystic powers of his art. He spins and twirls his weapons quickly around him. The weapons leave trails of light behind them, soon forming a protective web around the bladedancer, which expends to form a large sphere of 30 feet in diameter, centered on the bladedancer. This web is insubstantial, but like a shield spell, totally negates all magic missile attacks. However, unlike the spell, the web will slow down or block anything that tries to come through. Missile attacks passing through the web will remain stuck in it and do no damage what so ever (this includes any physical object thrown, fired or falling into the web, whatever its weight and size). Any creature trying to come through must save vs spells or be slowed down as if held by a web spell. Attack made by enemies suffer a -4 penalty to hit and damage. In any case, the bladedancer and his allies can move freely through the web and can attack normally with melee weapons, but any missile attack will face the same fate as an enemy missiles. The web can be dispelled as if cast by a 18th level mage, which doesn't end the pattern, but it allows things to happen normally for the round. The web will be recreated on the next round, forcing a new saving throw on all enemies within it unless the bladedancer ends the pattern. The web is completely magical and is unaffected by any and all physical attacks, as well as to normal or magical fire, or any other magical attack. The web follows the bladedancer wherever he goes and doesn't limit his movement in any way. It cannot be stuck except by the means of a magical barrier like a wall of force. Objects falling or thrown into the web aren�t physically stuck in it and so, do not follow the dancer as he moves. They can be picked up by anyone but shall not move by themselves. Any object no longer in the range of the web fall to the ground normally. Once the pattern is failed or willingly ended, the web dissipates in one round.

Due to the complex nature of this pattern, it takes two rounds to properly execute. But the bladedancer may move or attack normally in the following rounds.

Ability Check: Dexterity -2, Wisdom.

Duration: 1 round for every level the bladedancer possesses.

Failure: The magical properties of the web point inwards. The bladedancer and any of his allies within a 15 feet radius of him suffer a -2 penalty to THACO and damage for the round and must save vs spells or be held by a normal web spell, centered on the bladedancer for 1d4 rounds. Those who save are totally unaffected by the spell.

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The trainer is a warrior type character who uses a trained animal(s) to do battle in his place. He spends most of his time with his animal(s), often being his pet, in addition to being his weapon. The animal may be any beast within 1/2 to 1 1/2 the trainer's size, and/or anything accepted by the DM (but it must be close to that size, since the beast will go wherever his master does, and should be a normal wild animal.) The beast could not be weak, since it's got do battle in the character�s place. In fact, the beast will be trained so much that it will have the character�s hit points. But this much training will take time to build, in fact, this his time taken all over the character�s activities, including fighting and adventuring, since the character will teach his beast how to do those as well as he does. For this reason, the character will raise at 1 1/2 the normal experience rate for a fighter. A trainer starts with one untrained animal (this makes the animal lv 0 and with its natural stats...) The trainer must then spend 1/2 a level worth of experience points to grow his animal into a trained, battle ready beast. From then on, the creature will rise to be as strong as its master. Its capacities will always be in proportion of those of his master. So if the warrior is of sixth level, with 40 hp, and the beast his level one, it will have 1/6 the trainer's hp rounded down : 6 hp. If the beast is level 3 and the trainer is lv 9, it will have 1/3 the trainer's hp and so on... The beast his now of the warrior class and will rise according to the fighter's progression table until it as reached it's master's level. It will then rise at the same rate its master does, always being of the same level from then on, and so having the same hp. A trained beast will not progress without its master, nor will it rest until it as found him, and if let uncared for, it will slowly return to its natural state, but remaining stronger then normal. The bound between the animal and the trainer is very strong, so strong that the trainer often considers his beasts as his brothers and sisters, or even his children. A trainer will stop at nothing to try and save one of his beasts, and if he fails, he will be as if affected by a feeble mind spell for the next 1d10 + 5 days. (If you don�t know what this means, go read the spell, and you will see just how important the beasts are to the trainer. A trainer could be ready to die to save one of his beasts...

Weapon Proficiencies

The trainer's normal hand weapon is a whip, which he uses as much for fighting, as to train his animal, or to signal it. He his required to be proficient with it. But the trainer's main weapon his the beast. He must then master the training art, and teach his beast to master his own fighting style. This will require that he spends 1/3 of all weapon proficiencies he ever gains in mastering those skills. But the greatest advantage of the trainer is that he may become a one-man army (because of his capacity to have more then one trained beast at the time.) If the trainer trains more then one beast at the time, he must spend an additional quarter of a level worth of experience points for every animal in addition to the first, and at least one weapon proficiency in each additional animal. He may have to choose to suspend one beast's training to allow another to grow, but he will always continue to train his "weapon of choice", his original choice. A trainer can train one beast for each 2 levels he possesses. So if a trainer was of 6th level, he could have as much as 3 trained animals with him, along with as many untrained animals as he wants. And if he wanted to keep training all 3 of them at the time, it would cost him his basic 1 1/2 of a fighter's experience points to level-up, plus 1/4 of a level worth for each additional animal (2 additional animals in this case), so it would cost him 2 levels worth of experience points to rise of one level.

Non-weapon Proficiencies

A trainer will train himself as much as he does his animals, and will in time become more and more like them. But for him to grow to this point, he will have to learn their ways and fully understand them. He his given the animal handling proficiency for each animal he trains, as well as the animal training proficiency. It may also be wise for him to learn how to hide properly, move without making noise, pass without trace or any other skills allowing him to live like a wild beast.

Equipment

The trainer, in his effort to fully understand his beasts, will try to act just like them. He must not wear any armor or equipment which would limit his motion. Because of this, he will not wear any armor bigger that a hide (which he his very likely to wear). It his also probable that, in addition to his whip, he would have a close range weapon allowing him to battle like a beast, and would be used to fight with his bear hands.

Other

As it rises in level, the beast will become stronger. This means not only that it will have more hp, but that it will also become a better fighter. The beast's THACO will go down just as would the one of a fighter of the same level, it will gain a -1 bonus to THACO and a +1 damage bonus for the first 3 weapon proficiencies the trainer puts in it, and an additional +1 damage bonus for each one after.

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The energy weaver is a wizard from an ancient order who draw their strength from all life around them. They are called the order of the blue flame, and are very religious people. In fact, half of the order are priests, but we will first concentrate on the wizard half of them. They follow a mystic god called Jah' goth. He is a god of power and magic who follows a simple but crude rule: may the best win. He will give power to those who really desire it, but will ask something in return. The "empowered", as they like to call themselves, must devote their lives to him and make offerings in the form of energy points (which shall be explained later on). What Jah'goth grants is the capacity to draw strength from the very life force of the world. The wizard concentrates and form a ring of blue flame like energy around him, which drains the life force out of what it touches. He is then able to weave this energy into spells. As the wizard gets stronger, he can drain from more resistant life forms, faster, and can keep the energy in store longer. Jah' goth asks that each of his followers sacrifices at least one tenth of the energy gathered, or seven points per week (or one per day), and will not tolerate that one of is followers does not comply. Any who do shall suffer a permanent lost of his powers, and be banned from the order. The powers can be restored but only with the assistance of priests from the order, in a long and complicated ritual which must be performed at one of Jah'goth's temples. The powers shall then be restored but only if the god agrees to forgive the wizard. For this to happen, the wizard must have been totally unable to obtain or transfer the needed energy points. In special circumstances, a weaver could be allowed to regain his lost powers, could he prove that he is worthy through a complicated quest which would be given to him by the grand priest of the order; but due to the evil nature of their god, this would be a very rare case indeed!

His followers often battle each other to see which is the strongest. They will try not to kill each other, but will battle to the best of their abilities. This is their top priority, and it will be done, or they will be banned from the order. Any individual banned from the order of the blue flame shall be hunted, and probably killed by the other members, unless he can prove that he was not responsible for the offence. Those which aren't killed are kept as servants or slaves by those who manage to catch them. If one finds another member of the order, and could not explain why he would not battle at this time, he will do so. If, for a good reason, which must be explained to the opponent, he cannot fight at the moment, he will come back as soon as he can and engage the opponent. The only reasons why one can truly refuse a challenge, is a permanent incapacity, which will result in the permanent return of the wizard to a temple to serve there until he can no longer be of use, or the uncontestable greater power of the challenger. (This would normally be a difference of at least 3 or 4 levels, since the members of the order take great pride in defeating a publicly known stronger opponent...) A weaver will never challenge a weaker opponent, since he doesn't need to prove his strength against him, but should the weaker one challenge, question or provoke him in any way, a stronger weaver will gladly battle, so he can prove himself once again. However, never forget that he is a wizard, and so as not devoted much of his time to physical training. This makes him quite weak in hand to hand combat, and often forces him to keep a low profile, since the order is both hated and feared by most who know of its existence.

While draining energy, the weaver is quite vulnerable. He must concentrate for one turn in order to create the ring, or can spend one energy point to speed up the process by ten, taking him one round to form the ring. While doing this, he cannot perform any action. If he is disturbed in any way, the energy pattern is broken, and he cannot create the ring. If an energy point was spent in the making of a ring which was lost, the point is also lost, and if the wizard is disturbed while gathering energy, he also looses the ring, as well as the point he was gathering. To weave a spell, the weaver requires one point of energy per level of the spell. The weaver first creates a ball of blue flame on the ground beneath him. The ball then expends into a flaming ring. From the first 5 feet of life consumed by the flame, the weaver can create one energy point. He can then gather one more point per five feet. (1 point for the first 5, two from the next five, three from the next five and so on. So after 15 feet, he would have gathered 6 energy points.) The ring expends to five feet in the first five rounds, then, for each 10 feet of life consumed, it will take one more round for it to expend five feet. (after five rounds, the ring is 5 feet in diameter. After another five, it is 10 feet wide. After another 6 rounds, the ring will be 15 feet wide, 20 after another 6 rounds, 25 after another 7 and so on. So after 29 rounds, the ring is 25 feet wide, and the weaver as gathered 21 energy points.) In addition, for each level the wizard possesses, he can keep 4 more energy points in store each day, and for each 3 levels gained, he can keep the points for one more day. (So at 1rst level, he as 4 points, which can be kept for one day. At 2nd level, he could keep 8 points for one day, 12 points for 2 days at 3rd, 16 points for 2 days at 4th and so on...) A weaver cannot consume more life than the quantity of energy needed for his spells plus the quantity of energy points he can store. Once he is at maximum capacity, the ring will vanish on its own.

The stronger the weaver is, the more resistant creatures he can affect. At lower levels (1-5), the ring can only affect plant life. From 6th level, he can affect creatures with hit dice equal to one quarter of his level or less, at 12th, he can affect creatures with hit dice equal to half his level or less, and from 18th level, he can affect creatures with hit dice equal to his own or less. Any creature being drained by the ring will suffer 1 points of damage each round he remains within the circle of flame. The kind of life forms providing the energy doesn't affect the quantity of energy points the weaver can take from it. The weaver must still consume the same amount of life force at the same rate in order to gain energy points. What creatures are in the drained radius doesn't affect the drain's power. The terrain is the only influent factor on the energy gathering rate. An overgrown plain will provide twice the quantity of energy points, and a desert would provide only 1/10 of the normal amount of energy points (dawned from the rare insects, animals and plants that inhabit these arid places). But in all situations it is up to the DM to decide if a modificator should apply. In the event that only a single organism can be drained, the weaver can attempt to drain it directly. In order to do so, the weaver must hold the organism with both hands. He must then spend one energy point in order to begin the process. As long as it is being held, the organism will be engulfed in blue flames and suffer 1d4 points of damage each round. The weaver is then able to gather energy at the rate of 1/4 of an energy point for each point of damage dealt to the organism until he lets go, the organism breaks free, or dies.

Once he as absorbed life force, the wizard will be able to convert energy points into spells. However, he must determine what spell will be made from the consumed energy at the moment he gathers it, or he will have to meditate, then sleep one night in order to weave them into spells. The meditation time is equal to one round per level of spell he is weaving. Unused energy points will remain in him for as long as the weaver can contain their energy, after what they must be expulsed from the weaver's body, or he will suffer 1 point of damage for each energy points he kept. To prevent this, the weaver must simply dispose of the energy points into any object. He can do so at a rate of four per round, plus one for each level beyond the first. The target will suffer a quarter of this damage (1 for each four points released) rounded down from the energy release, being consumed in a blue flame. Special disposal places exist and can be found in any place occupied by the order of the blue flame. They are giant silver cups, about 6 feet in diameter and standing five feet of the ground on a silver tripod, which's inside is covered by a sheet of a blue magic crystal. They are called shakari, or death keeper. They can contain the energy of the blue flame, which keeps burning in them for a year after disposal. There are also miniature versions of them, which look like 1/2 a foot in diameter silvery blue crystal balls. The core is an hollow sphere of the same silver metal that can contain the destructive energy, and is pierced by shards of the magic crystal which envelops the sphere and serves as chaneller for the energy. When activated, it allows the flow of energy to occur. The weaver must spend two energy points in order to activate it, and can then store or drain it of one energy point each round. The larger shakaris work in the same way, but only require one energy point to activate, and are left in the temple to be used by anyone who can. In both cases, the weaver must be in direct skin contact with the object.

Requirements and Limitations

Due to the nature of this magic, the weaver cannot be of good alignment. Also, he cannot be elf, since they forbid the unnecessary destruction of nature or living organism, but could be a drow, or of any other race which is allowed the study of magic, up to the same levels. Energy weavers must have a minimum intelligence score of 14, intelligence being their prime requisite.

Weapon Proficiencies

The energy weaver is a wizard, and so, as access to the same proficiencies as the other wizard classes, but due to is way of life, he tends to prefer a more damaging weapons to his staff... The energy weaver can learn to use any weapon but must spend an additional proficiency slot in each one he wishes to learn that isn't normally allowed to mages since most of his time is devoted to the study of his dark art.

Non-weapon Proficiencies

This training also allows him to become more endurent then most wizards, which is a big advantage when you tend to have many enemies. They have access to a special proficiency called priesthood, which gives them the hit dice of clerics (d8). But weavers with the priesthood proficiency must each week donate an additional energy point to Jah'goth in return. This proficiency also costs two slots. Other then this, the weaver will use the non-weapon proficiency of the general and mage classes.

Equipment

The weaver is most likely to try and acquire a shakari as soon as he can. But since the item can only be made by a very strong weaver, they are quite rare. Other then this, the weaver will try to gain as much power as possible, and so he will try to gather many powerful magical items. This can often result in murder if the weaver cannot get the item otherwise, or if he simply fell that it is the most profitable way to go. But a weaver would not intentionally murder another member of the order, be him wizard or priest, nor would he steal from them.

Other

The energy weaver is an aggressive power-hungry character which should be properly studied before accepted in a campaign world, and if accepted, closely watched.

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The faith channellers are the priest half of the order of the blue flame, as described in the above description of the energy weaver. They are devoted followers of Jah'goth, god of power and magic, also often called god of the blue flame, due to the power he grants to all who follow him. This power is the ability to tap into the energy surrounding them and use it as fuel for their magic. These priests draw from the very life force of all living matter and channel it to their all mighty god, who will in return grant them spells to overcome foe and problems. Jah'goth is an evil god who follows a crude but simple rule: may the best win. He will give power to those who really desire it, but will ask something in return. The "empowered", as they like to call themselves, must devote their lives to him and make offerings in the form of energy points (which shall be explained later on). As priests, this devotion goes beyond that of a simple follower. They shall serve him throughout their life to the best of their ability. They shall do his biding and smite his enemies. They work in close collaboration with the wizard half of their order, as with the believers who live and die for their god.

Just like the weavers, the faith channellers have the ability to create a ring of blue flame, appearing under them in the form of a ball of blue flame and spreading outward, consuming life as it goes, converting life force into pure energy, energy which they can channel to the demon god. Jah'goth answers their prayers with the gift of priestly magic. He will not tolerate that his priests pray to any other, and any who do shall forever be banished, hunted and killed by members of the order. In the rare case that he is allowed to live, he shall spend the rest of his life serving the order or the one who caught him. In special circumstances, a priest could be allowed to regain his lost powers and status, could he prove that he is worthy and earn forgiveness through a complicated quest which would be given to him by the grand priest of the order; but due to the profound evil of their god, this would be a very rare case indeed!

His followers often battle each other to see which is the strongest. They will try not to kill each other, but will battle to the best of their abilities. This is their top priority, and it will be done, or they will be banned from the order. If one finds another member of the order, and could not explain why he would not battle at this time, he will do so. If, for a good reason, which must be explained to the opponent, he cannot fight at the moment, he will come back as soon as he can and engage the opponent. The only reasons why one can truly refuse a challenge, is a permanent incapacity, which will result in the permanent return of the priest to a temple to serve there until he can no longer be of use, or the uncontestable greater power of the challenger. (This would normally be a difference of at least 3 or 4 levels, since the members of the order take great pride in defeating a publicly known stronger opponent...) A faith channeller will never challenge a weaker opponent, since he doesn't need to prove his strength against him, but should the weaker one challenge, question or provoke him in any way, a stronger priest will gladly battle, so he can prove himself once again. Once a year, the high priests of Jah'goth shall do battle to determine who shall be the next grand priest. They use every skill they know and fight in every way possible so that they can prove to all that they are incontestably the most powerful among them. More inexperienced priests of Jah'goth advance in the same way. They most prove their worth to the other members of their church and prove that they are ready to advance. This includes a special ceremony in which the pretender most prove his worth as a priest, in every way possible. Again, the same ceremony is performed if and when a priest must be replaced.

The faith channeller first creates a ball of blue flame on the ground beneath him. The ball then expends into a flaming ring. From the first 5 feet of life consumed by the flame, the priest can create one energy point. He can then gather one more point per five feet. (1 point for the first 5, two from the next five, three from the next five and so on. So after 15 feet, he would have gathered 6 energy points.) The ring expends to five feet in the first five rounds, then, for each 10 feet of life consumed, it will take one more round for it to expend five feet. (after five rounds, the ring is 5 feet in diameter. After another five, it is 10 feet wide. After another 6 rounds, the ring will be 15 feet wide, 20 after another 6 rounds, 25 after another 7 and so on. So after 29 rounds, the ring is 25 feet wide, and the channeller as gathered 21 energy points.) In addition, for each level the priest possesses, he can keep 4 more energy points in store each day, and for each 3 levels gained, he can keep the points for one more day. (So at 1rst level, he as 4 points, which can be kept for one day. At 2nd level, he could keep 8 points for one day, 12 points for 2 days at 3rd, 16 points for 2 days at 4th and so on...) A faith channeller cannot consume more life than the quantity of energy needed for his spells plus the quantity of energy points he can store. The priest can still draw energy, but it must be transferred directly to the god. This is one form of sacrifice performed by priests of this order.

The stronger the priest is, the more resistant creatures he can affect. At lower levels (1-5), the ring can only affect plant life. From 6th level, he can affect creatures with hit dice equal to one quarter of his level or less, at 12th, he can affect creatures with hit dice equal to half his level or less, and from 18th level, he can affect creatures with hit dice equal to his own or less. Any creature being drained by the ring will suffer 1 points of damage each round he remains within the circle of flame. The kind of life forms providing the energy doesn't affect the quantity of energy points the priest can take from it. The faith channeller must still consume the same amount of life force at the same rate in order to gain energy points. What creatures are in the drained radius doesn't affect the drain's power. The terrain is the only influent factor on the energy gathering rate. An overgrown plain will provide twice the quantity of energy points, and a desert would provide only 1/10 of the normal amount of energy points (dawned from the rare insects, animals and plants that inhabit these arid places). But in all situations it is up to the DM to decide if a modification should apply. In the event that only a single organism can be drained, the priest can attempt to drain it directly. In order to do so, the weaver must hold the organism with both hands. He must then spend one energy point in order to begin the process. As long as it is being held, the organism will be engulfed in blue flames and suffer 1d4 points of damage each round. The channeller is then able to gather energy at the rate of 1/4 of an energy point for each point of damage dealt to the organism until he lets go, the organism breaks free, or dies.

The energy points kept in store can be used as further sacrifices to the god. They can also be channeled, joined to his prayers so to receive spells in the same way as when the energy points where first drained. The prayer time needed to sacrifice points and ask for the desired spells is equal to one round per level of spell the priest is praying for. The priest must then sleep for a period of eight hours, time during which he shall receive the spells. Unused energy points will remain in him for as long as he can contain their energy, after what they must be expulsed from the priest's body, or he will suffer 1 point of damage for each energy points he kept. To prevent this, he must simply dispose of the energy points into any object. He can do so at a rate of four per round, plus one for each level beyond the first. The target will suffer a quarter of this damage (1 for each four points released) rounded down from the energy release, being consumed in a blue flame. Special disposal places exist and can be found in any place occupied by the order of the blue flame. They are giant silver cups, about 6 feet in diameter and standing five feet of the ground on a silver tripod, which's inside is covered by a sheet of a blue magic crystal. They are called shakari, or death keeper. They can contain the energy of the blue flame, which keeps burning in them for a year after disposal. There are also miniature versions of them, which look like 1/2 a foot in diameter silvery blue crystal balls. The core is an hollow sphere of the same silver metal that can contain the destructive energy, and is pierced by shards of the magic crystal which envelops the sphere and serves as chaneller for the energy. When activated, it allows the flow of energy to occur. The weaver must spend two energy points in order to activate it, and can then store or drain it of one energy point each round. The larger shakaris work in the same way, but only require one energy point to activate, and are left in the temple to be used by anyone who can. In both cases, the priest must be in direct skin contact with the object in order to use it.

Requirements and Limitations

Due to the nature of this magic, the faith channeller cannot be of good alignment. Also, he cannot be elf, since they forbid the unnecessary destruction of nature or living organism, but could be a drow, or of any other race which is allows priesthood, up to the same levels. Faith channellers must have a minimum wisdom score of 14, wisdom being their prime requisite.

Spheres Granted

All, Charm, Combat, Elemental, Divination, Healing, Law, Necromantic, Protection, Travelers

Granted Powers

At first level, once per day, the faith channeller can create a ball of blue flame and throw it as a produce flame. At fifth level, once per day, he can create a blue fireball, as cast by a fifth level mage. At ninth level, once per day, he can create a circular wave of blue flames, expending rapidly from him to a distance of 60 feet, and dealing 8d4 points of damage to any living organism touched by the wave. Note that the blue flame isn't real fire. It cannot ignite flammable material and affects only living matter. Undeads, golems an the like are immune to its life draining effects.

Weapon Proficiencies and restrictions

These priests are allowed the use of any weapon

Armor Restriction

The faith channeller is allowed the use of any armor

Non-weapon Proficiencies

Faith channellers have access to the proficiencies of the general and priest classes. Due to their extensive combat training and constant combat within the order, they also have access to a special proficiency called battle training, which allows them to roll hit points as fighters (d10) instead of the normal d8 given to priests. Battle training costs one proficiency slot.

Equipment

The faith channeler is most likely to try and acquire a shakari as soon as he can. But since the item can only be made by a very strong energy weaver, they are quite rare. Other then this, the priest will try to gain as much power as possible, and so he will try to gather many powerful magical items. This can often result in murder if the priest cannot get the item otherwise, or if he simply fell that it is the most profitable way to go. But a faith channeller would not intentionally murder another member of the order, be him wizard or priest, nor would he steal from them.

Other

The faith channeller is an aggressive power-hungry character which should be properly studied before accepted in a campaign world, and if accepted, closely watched.

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