Bladebound
Basic Abilities
{{Class Chart Base
|Caption=Bladebound
|Max Level=10
|Base Attack=Medium
|Fort Save=High
|Ref Save=Low
|Will Save=High
|Special1=Spells (as warlock), Fel Armaments, Fusion
|Special2=Warlock Blade
|Special3=Ghostly Armaments
|Special4=Spellwarding Armor
|Special5=Bond of Blood
|Special6=Living Weapon
|Special7=Spellbreaking Blade
|Special8=Greater Warlock Blade
|Special9=
|Special10=Animated Armaments
}}
- Hit Points
- d8 (5 per level)
- Skill Points
- 4 + Int.
- Skill List
- As warlock.
- Automatic Skills
- As warlock.
Spells
You cast spells as if each level were another level of Warlock.
Fel Armaments
As a free action, you may conjure weapons and armor as if you had cast Fel Blade and Fel Armor; the weapon(s) and armor you summon gain enhancement bonuses as follows:
Bladebound Level | Weapon Enhancement | Armor Enhancement |
---|---|---|
1st | +1 | +1 |
2nd | +2 | +1 |
3rd | +2 | +2 |
4th | +3 | +2 |
5th | +3 | +3 |
6th | +4 | +3 |
7th | +4 | +4 |
8th | +5 | +4 |
9th | +5 | +5 |
10th | +5 | +5 |
Fusion
If you are wearing armor or wielding a weapon, you may fuse your Fel Armaments with the weapon or armor you already have. All enhancements and special abilities overlap. You may change the type of the real weapon or armor to the summoned type.
Warlock Blade
You may cast Burning Blade, Witchblade, Darkblade, Argent Blade, or Eldritch Blade as a free action, rather than the normal swift action.
These spells grant one more die of bonus damage than usual.
Ghostly Armaments
Your Fel Blade is automatically a Ghost Touch weapon; it strikes incorporeal and ethereal creatures without the usual miss chance.
Your Fel Armor is automatically Ghost Touch; it applies against the touch attacks of incorporeal creatures.
Spellwarding Armor
Your Fel Armor grants Spell Resistance 10 + total level.
Bond of Blood
When you inflict damage with a Fel Blade, you are healed for 1d6 per your maximum warlock spell rank. When you suffer damage from a weapon while wearing Fel Armor, you have a 20% chance to regain a lost spell slot.
Spellbreaking Blade
Each time you strike a target with a Fel Blade, you may attempt to dispel one spell on the subject as in Greater Dispel Magic.
Greater Warlock Blade
The spells Burning Blade, Witchblade, Darkblade, Argent Blade, and Eldritch Blade now grant two more damage dice than normal, rather than one.
Living Weapon
When unarmed, you gain your Fel Blade enhancement bonus to unarmed attacks.
When unarmored, you gain your Fel Armor enhancement bonus to natural armor.
Animated Armaments
As a swift action, you can animate your armaments:
- If you have not already conjured your Fel Blade or Fel Armor, it is automatically summoned.
- The Fel Armor and Fel Blade are removed from you, and appear within Short range as an animated suit of armor wielding the conjured weapon(s).
- The animated armor and weapons act as a creature which you control, which can take its own actions.
- The animated armor and weapons attack as you would, using your modifiers with the Fel Blade.
- The animated armaments are immune to damage; they can, however, be dismissed, although you can just resummon them.
- The animated armaments must remain within Long range of you or they will be automatically unsummoned.
- You may end the effect as a swift action, returning the armaments to you, or dismissing them.
- You may not re-conjure your armor or weapons while this is in effect.
- You may choose to use Fusion on the weapons or armor, in which case you are no longer wearing or wielding the fused items. You may choose not to use it; you continue wearing/wielding the items, and the animated armaments do not gain the benefit of Fusion.
- Each round you maintain this effect, you lose one warlock spell slot (you choose).
- While the armaments are active, your Bond of Blood changes as follows:
- If you are struck for damage, you have a 100% chance to regain a lost spell slot.