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White Chalicemen

Paladin Archetype

Omnimagic proficiency

At First Level White Chalicemen gain the following bonus feats: Exotic Weapon Proficiency: firearms (omnimagic), Omnimagic Shield Proficiency , Omnimagic Weapon Proficiency Light & Martail, Omnimagic Armor Profocoency Light, Medium & Heavy

This ability replaces detect evil.

Smiting Shot (Su)

A White Chalicemen can make a smiting shot with a firearm attack as a standard action.  the White Chalicemen adds her Charisma bonus and her White Chalicemen level to the damage of the firearm attack.  the bonus to damage increases to the Charisma modifier plus 2 points of damage per level the White Chalicemen possess. Regardless of the target, smiting shot automatically bypasses any Spell resistance the creature might have. 

This ability replaces smite evil.

Holy Shot (Ex)

This ability functions like the holy champion paladin class feature, but the banishment occurs when she hits an evil outsider with the smiting shot.

Divine Bond

At 5th level, a White Chalicemen forms a bond with the essence of omnimagic. This functions as the paladin’s divine bond ability, except the bond must always take the form of a firearm. In addition to the listed abilities, a White Chalicemen can add the distance, seeking, defending  special abilities to her weapon. In addition the Chaliceman receives 

This ability replaces the standard paladin’s divine bond.

Chaliceman Weapon (Ex)

At 3rd level, the White Chalicemen gains a powerful sentient weapon called a Chaliceman Weapon, whose weapon type is chosen by the White Chalicemen. A White Chalicemen with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.

Instead of the normal arcane pool amount, the bladebound magus’s arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligencebonus.

This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level.

Black Blade Basics

A black blade is bonded to a particular magus, much like a familiar, but in more of a partnership than a master-servant relationship.

Intelligence: This is the intelligence score of the black blade. It starts at 10 and increases by 1 for every two levels of the bladebound magus (at 3rd level, 5th level, and so on).

Wisdom and Charisma: As the bladebound magus increases in level, so do the Wisdom and Charismaof the black blade. These abilities start at 6 and increase by 1 for every two levels of magus.

Ego: A black blade starts with an ego of 5, and that ego increases as the blade becomes more powerful, as per Table: Black Blade Progression below. In cases where a wielder and the black blade come into conflict, like any intelligent item, a black blade can attempt to exert its dominance (seeIntelligent Items). Due to its flexible and powerful nature, a black blade has a nonstandard ego progression.

Languages and Skills: A black blade starts with Common as a language. As the black blade increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM’s choice, and gains 1 rank in Knowledge (arcana). Each time the sword gains a bonus to Intelligence, it gains another language and another rank in Knowledge(arcana).

Senses: A black blade is aware of everything around it like a creature that can see and hear. It can beblinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade.

Black Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + itsIntelligence bonus.

Black Blade Ability Descriptions

A black blade has special abilities (or imparts abilities to its wielder) depending on the wielder’s magus level. The abilities are cumulative. A black blade normally refuses to use any of its abilities when wielded by anyone other than its magus, and acts as a masterwork weapon of its type.

Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat.

Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.

Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.

Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to thebroken condition. If broken, the black blade isunconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.

Energy Attunement (Su): At 5th level, as a free action, a magus can spend a point of his black blade’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus’s next turn.

Teleport Blade (Sp): As a standard action, a magus of 9th level or higher can expend an arcane point from his or his black blade’s arcane pool, and can call his black blade from as far as 1 mile away, causing it to instantaneously teleport to his hand.

Transfer Arcana (Su): At 13th level, once per day, a magus can attempt to siphon points from his black blade’s arcane pool into his own arcane pool. Doing so takes a full-round action and the magus must succeed at a Will saving throw with a DC equal to the black blade’s ego. If the magus succeeds, he regains 1 point to his arcane pool for every 2 points he saps from his black blade. If he fails the saving throw, the magus becomes fatigued (but can try again). If he is fatigued, he becomes exhaustedinstead. He cannot use this ability if he isexhausted.

Spell Defense (Sp): A magus of 17th level or higher can expend an arcane point from his weapon’s arcane pool as a free action; he then gains SR equal to his black blade’s ego until the start of his next turn.

Life Drinker (Su): At 19th level, each time the magus kills a living creature with the black blade, he can pick one of the following effects: the black blade restores 2 points to its arcane pool; the black blade restores 1 point to its arcane pool and the magus restores 1 point to his arcane pool; the magus gains a number of temporary hit points equal to the black blade’s ego (these temporary hit pointslast until spent or 1 minute, whichever is shorter). The creature killed must have a number of Hit Diceequal to half the magus’s character level for this to occur.

Magus Arcana: The following magus arcana complement the bladebound magus archetype: arcane accuracy, broad study, dispelling strike, and reflection.