Order of the Blade

The Order of the Blade was first formed by the now extinct zordoff, who taught their channeling magic to their new allies in the world. They established their school deep within the Valgonni Jungle on the slopes of what is now called the Mountain of the Blade. The blades have outposts in all major cities to provide jobs, assistance, and to recall traveling blades back to the mountain. The order is controlled by the Masters of the Blade Court, five exalted masters who govern the blades. They are in charge of ranking missions, going over mission reports, and promoting blades up the ranks.

The training makeup of the blades is three levels; protégé, mentor, and master. When a hopefully blade is accepted into the order there are given the title of protégé and are assigned to a master. With the aid of a mentor the master trains the protégé to become a mentor itself. A training master always has a protégé and mentor under it and when the master is off on a mission that is too dangerous for the protégé, the mentor takes over the training for a time. During this earlier level of training a protégé may train with several weapon types before deciding on which one to craft as their companion.

As a rite of passage, when the blade has been deemed ready, to become a mentor the blade must craft a blade of their own. This weapon holds a special place in the blades heart and is often named by them upon creation and thought of as a friend. Masters give their mentors more leeway than a protégé and when the master is not away on a mission they commonly send out their mentor for their own missions. Masters often pair their mentors and protégés up with the students of their friends from other walks of life. When a master feels its mentor is ready to become a master they take them before the Blade Court.

Masters focus their efforts on becoming better at melee fighting, ranged casting, or healing allies. Though it is not a requirement, most masters take on students of their own and continue the cycle. When a master falls there is usually another master to fill in for them and complete their students training. When a master decides to retire from the adventuring life, they may take up posts within the school or the many outposts around the world to aid those of the future generation. An extremely rare few getting promoted into the Blade Court but with only five spots on the court most never reach this level.

The Order of the Blade is a mercenary sect of battle-casters. They channel attack spells through their blades and cast healing spells to aid their allies in battle. Armed with bladed melee weapons and throwers, the blades do not believe in the use of firearms and the punishment for disobeying this edict is severe. Using regeneration spells, they heal their allies over time. Blades are trained in the martial weapons form of Obella and are very capable melee fighters. Their masteries give them focused combat styles.

Requirements

Role: Damage, Heal, Disabling

Species: Cojaro, Human, Vampire, Shaross, Grufia

Professions: Explorer, Hunter, Law Enforcement, Mariner, Medic, Soldier, Thief

Suggested Attributes: Strength and Intelligence

Health: 8 + Constitution per CPB + Species Health

Starting Armor Proficient: Any

Starting Weapon Proficient: Bladed Weapons, Throwers

Starting Skills: Choose 1 starting Combat Art and Technology: Blacksmith.

Starting Equipment

Armor: Cloth

Weapon(s): Choose 1 Bladed Weapon, 5 Shuriken, Dagger

Equipment: Clothing, 1 Day Ration, Backpack, Canteen

Tarryns: 1d20x10

Guidelines

Blade member must craft their own weapon by CPB 3. If they fail to perform this task they will be unable to purchase further order of the blade skills until they complete the task. A blade that fails to accomplish this may even find them removed from the Order of the Blade and forced into exile. Exiled blades have redeemed themselves in the past however and rejoined the order.

Resources

The blade has magic points or MP equal to Intelligence + CPB and regenerates out of combat.

 

The blade has stamina points or SP. Sp is equal to Constitution + CPB and regenerates out of combat.

The blades generate 1 fury during combat whenever they attack, use SP, or MP. Blades can store fury up to twice their CPB and it fades out of combat. When a fury spent casts a critical effect the blade regain 1d4 of the abilities primary resource, MP or SP.

Abilities

Wind Shield, Intelligence + CPB vs Difficulty 16

The blade creates a +1 defender bonus per MP that blocks physical projectile weapons on self. When Wind Shield is cast with a Channel Element active the blade can choose to give the barrier 1 matching spell resistance for 1 fury.

Soaring Winds, Defender vs Attacker, 1 MP + 1 Action

This is the ability to jump and float to avoid attack or reach a location within two movements. Soaring Winds is used during a defender roll and costs 1 Fury. Soaring Winds can be extended up to CPB for additional MP and actions.

Strong Will, Passive Ability

The blade has an added chance to avoid illusions and mind controlling affects equal to their CPB.

Channel Element, Intelligence + CPB vs Difficulty 14

The blade casts an element into their weapon or 2 elements into their weapons when dual wielding for rounds equal to Intelligence + CPB and allows for the use of other channeling spells. Channel Element causes the weapon to gain +1d6 per MP up to their CPB of a damage type based on the element channeled. Blade can spend a Fury to cast Channel Element against the defender roll of a medium ranged target.

Singing Blade, Air Damage, Critical hits cause 1d4 bleeding damage for 3 rounds.

Searing Blade, Fire Damage, Critical hits cause 1d6 fire damage for 3 rounds.

Gravel Blade, Earth Damage, Critical hits cause knockdown for 1 action.

Hydro Blade, Water Damage, Critical hits cause soak on target for 3 actions.

Frost Blade, Ice Damage, Critical hits cause additional 1d4 ice damage, slowing movement by 1/2 for round.

Shocking Blade, Lightning Damage, Critical hits cause 1 action stun to target.

Rush, Attacker vs Defender, 1 Fury

The blade does a quick dash two movements in any direction and strikes hard on a target dealing weapon damage to a target they pass. Rush can hit additional targets in their path for 1 fury each.

Regeneration, Intelligence + CPB vs Difficulty 14 or Defender, Medium Range

The blade casts heal over time spell that heals the target for 1d4 per MP for 3 rounds. Regeneration can be cast for MP equal to CPB. Blade can cast Regeneration for 2 fury on a target with Regeneration to consume the spell and instantly heal them for twice the healing dice per round.

Cure, Intelligence + CPB vs Difficulty 14 or Defender, Medium Range

The blade can remove status ailments on a target. Cure can be 1 status per MP up to their CPB. Blades can enhance Cure with 1 fury to copy to spell to an additional target per fury.

Obella, Passive Ability

The Order of the Blade’s martial fighting style, Obella is designed for weapon use and casting. Obella incorporates different fighting stances for advantages in combat. They gain a stance at CPB 1, 3, and 5. At CPB 2 and 4 they also gain an additional 1d6 Channel Element damage to Singing, Searing, Gravel, Hydro, Frost, or Lightning Blade.

Dragon Stance, Instant Ability

The blade’s straight offensive stance, the dragon stance is used for a mixture of melee and magical attacks. Dragon Stance attacker/magic rolls have +1 and defender rolls have -2. Only one stance can be active at a time.

Reed Stance, Instant Ability

The blade’s defensive casting stance, the reed stance is used for ranged casting and healing. Reed Stance defender/magic rolls +1 and attacker rolls -2. Only one stance can be active at a time.

Stone Stance, Instant Ability

The blade’s defensive melee stance, the stone stance is used for melee attacks and added defense. Stone Stance attacker/defender rolls +1 and magic rolls -2. Only one stance can be active at a time.

Order of the Blade Mastery

Masteries among the Order of the Blade are focused on combat style of a physical or magical nature.

Stone Mastery

Blades that study the stone mastery focus on melee one on one combat. They can dismantle and defeat an enemy with rapid strikes. Stone mastery gives an additional +1 to attacker and defender bonuses during stone stance. At CPB 3 and 5 their stone stance magic penalty is reduced by 1.

Thrust, Attacker vs Defender, 1 SP, CPB 1

The blade thrusts their weapon through a target’s armor. Thrust deals weapon damage + 1d6 bleeding damage for 3 rounds, bypassing 1d4 armor soak per SP.

Disarm, Attacker vs Defender, 2 Fury, CPB 2

The blade removes an item from a target's hand forcing it to take an action to recover it.

Blocking Strike, Reactive Ability, Charisma + CPB vs Wisdom + Sense, 3 SP, CPB 3

The blade tricks the target into attacking a weakly defended block in order to off balance it, counter striking, and push the attacker outside of melee range. If Blocking Strike fails the attack continues as normal.

Wounding Slash, Attacker vs Defender, 1 SP, CPB 4

The blade cripples its target for the round, damaging their ability to attack and defend dealing weapon damage + -1 attacker/defender roll per SP.

Fury Strike, Attacker vs Defender, 3 Fury per Combo Strike, CPB 5

After a successful attack, the blade can deliver a combo strike. Fury Strike deals an additional 1d12 to targets with a negative status effect on them.

Reed Mastery

Reed mastery focuses on the Order of the Blade’s method of healing. They gain a +1 additional bonus to their defender and magic rolls while in reed stance. At CPB 3 and 5 their attack penalty is reduced by 1 while in reed stance.

Chain Regeneration, Regeneration Affix, CPB 1

After a successful Regeneration, the blade can spend 1 fury per target to spread Regeneration to additional targets. Each target must be within 10' of each other. When casting Regeneration with fury to consume it, the blade can use 2 additional fury per target to consume those spells as well.

Boost, Intelligence + CPB vs Difficulty 16, CPB 2

The blade restores 1 of a chosen resource to an ally for 1 MP, up to their CPB. The blade can cast Boost with 2 fury restoring 1d4 resources.

Resurrection, Intelligence + CPB vs Difficulty 18, 1 MP + Full Round, Medium Range, CPB 3

The blade has a chance to revive a fallen target. The target receives 1d4 health per MP if successful. Blades can cast Resurrection as a reaction for 3 fury when a target with their Regeneration active dies.
 

Furious Healer, Passive Ability, CPB 4

Whenever the blade comsumes Regeneration or Chain Regeneration with fury the cost is reduced by 1. They also gain a fury whenever their Regeneration dice heal for their max amount.

Surge, Resource, CPB 5

As the blades Regeneration heals they build up into a Surge. Every 20 healing generated creates a Surge. A Surge can be spent to cast an automatic Regeneration, Cure, Boost, or Resurrection as if 5 MP were spent. Any overhealing does not apply to Surge.

Dragon Master

The blades that train in dragon mastery focus on casting area spells. Dragon mastery increases your dragon stance by +1 for attacker and magic rolls. Dragon stance's defender penalty is reduced bgy 1 at CPB 3 and 5.

Cone of Elements, Intelligence + CPB vs Defender, 1 MP + 2 Actions, CPB 1

The blade points their blade forward creating a 10’ cone of the channeled element dealing that damage type to all targets. Only one element can be cast at a time. When cast with 2 Fury, Cone of Elements gains weapon damage.

Singing Blade, Critical hits cause 1d4 bleeding damage for 3 rounds.

Searing Blade, Critical hits cause 1d6 fire damage 3 rounds.

Gravel Blade, Critical hits cause blind 3 actions.

Hydro Blade, Critical hits cause soak for 3 actions.

Frost Blade, Critical hits cause +1d4 ice damage and slow for a round.

Shocking Blade, Critical hits cause 1 action stun.

 

Multi Slash, Attacker vs Defender, 1 SP per Target, CPB 2

The blade deals weapon damage to targets within weapon range.

Elemental Bomb, Intelligence + Magic vs Defender, 3 MP + 3 Actions, Medium Range, CPB 3

The blade gathers an intense bolt and hurls it at a target or location to explode in a 12’ radius dealing Channel Element damage + 2d10 to all targets and throwing them back 6’ from epicenter. Only one element can be cast at a time. When cast with 2 Fury, Elemental Bomb gains weapon damage.

Singing Blade, Critical hits cause 2d4 bleeding damage for 3 rounds.

Searing Blade, Critical hits cause 2d6 fire damage for 3 rounds.

Gravel Blade, Critical hits cause blind for 3 actions.

Hydro Blade, Critical hits cause soak for 3 actions.

Frost Blade, Critical hits cause +2d4 ice damage and slow for a round.

Shocking Blade, Critical hits cause 2 actions stun.

Figure 8 Barrage, Channel Element Affix, 3 Fury, Medium Range, CPB 4

When the blade casts a Channeled Bolt they can chain additional bolts at a target or additional targets for additional fury. If the blade hits the same target they deal combo damage.

Ground Slash, Intelligence + CPB vs Defender, 5 MP + 3 Actions, CPB 5

The blade slashes at a direction unleashing a 10’ line of dealing double channeled elemental damage to all targets within the path. Only one element can be cast at a time. When cast with Fury, Ground Slash becomes Barrier Line, creating the line within medium range for a round per Fury.

Singing Blade, Critical hits cause knockdown for 1 action. Barrier Line blocks all projectiles that are fired at the line.

Searing Blade, Critical hits cause 1d6 fire damage for 3 rounds. Barrier Line frightens animals to flee backward 6’.

Gravel Blade, Critical hits cause knockdown for 1 action. Barrier Line creates a rock wall of obstructed cover for defense.

Hydro Blade, Critical hits cause knockdown for 1 action. Barrier Line targets crossing get thrown into the air dealing 1d6 slam damage.

Frost Blade, Critical hits cause +1d4 ice damage and slow for a round. Barrier Line creates an ice wall of obstructed cover for defense.

Shocking Blade, Critical hits cause 1 action stun. Barrier Line knocks back any target that enters it and stuns them until barrier fades.