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MukeiThe swordsman Mod swung his mighty blade above his head. Known throughout the empire as the best and fiercest gladiator in a millennium, he was beseeched by mages and sorcerers alike for just a drop of his blood or a lock of his hair to add in their potions. He usually accepted, for a goodly price, of course. And his sword - long as a man and half as heavy - none could wield as lethally as he. And here was this otherworldly challenger, a small piece of work from where? He did not know, but she was small, would be easy to crush. Obviously she was not from anywhere near, or she'd never have accepted such a challenge. Mod smiled. Somebody was going to pay for her blood, too, but it wasn't him. The trumpets sounded, echoing among an even louder audience. "Here! Here! Mod! Mod!" He closed with his victim. His sword swung so fast over his head it could not be seen. And suddenly his opponent could not be seen. The crowd gasped but Mod only smirked - how many arenas had he cleared even when he was the only one blindfolded? But the weapon - that was the strange thing - the weapon of this fool opponent was still visible. The spiked chain glistened in the sun and whirled like wind. One, two blocks and a feint - Mod's adamantine blade came down where she was, and sliced through… nothing. He was not a bad swordsman as to even be thrown slightly off balance by a miss, but then the chain wrapped around not only his burly arm but also his leg, and the mighty Mod fell. He did not die that day. Rather, a crowd a legion-fold saw the most illustrious hero in a thousand years on his knees, begging mercy. Mukei, meaning "incorporeal," may seem all too corporeal to those
that stand before the chosen weapon of a member of this prestige class. A mukei
is rumored to "imbibe" the very soul of her weapon into her own and to
be able to summon the weapon it at will. At higher levels, a mukei returns the
favor by instilling her own soul into her weapon, and can thus become
incorporeal, to the dismay of her foes. As a class, mukei are obviously known for being dedicated to their martial
life. Aside from that, they tend to be more inclined toward introspection. This
latter aspect makes it just as likely for a member experienced in one of the
"wise" classes - the cleric, druid, or monk - to become a mukei as is
a fighter, ranger, or paladin devoted to a single weapon. Likewise, some of the
most effective mukei are arcane spellcasters who can augment a mukei's
supernatural abilities with magical powers of their own. RequirementsBase attack bonus +8 or higher Ability scores Wis 17+ Skills Craft (Weaponsmithing, 2+ ranks), Knowledge (Arcana, 4+ ranks) Feats Weapon focus*, Weapon Specilization*, Improved Critical*, Iron Will Experiences To become a mukei, a character must create a masterwork weapon with her own hands using the Craft (Weaponsmithing) skill. The relevancy of this is detailed below. Class skills Balance (Dex), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Arcana, Int), Move Silently (Dex), Tumble (Dex). Armor penalties apply on all Balance and Tumble skill checks. Skill points 2 + Intelligence modifier / level Weapon in soul: Though they rely on a single weapon, mukei are known never to be without one. This ability to summon a weapon is supernatural and gained by a mukei at first level. To become a mukei and obtain this initiating ability, the candidate must forge a masterwork weapon with her own hands using the Craft (Weaponsmithing) skill, as detailed in the PHB, p. 65-66. The weapon forged must be the one to become her spirit weapon (of the same type that she earned Weapon Focus, Weapon Specilization, and Improved Critical with to qualify for this class). She cannot use outside help, and the weapon cannot be enchanted, though it can be of unusual metal such as adamantine or the like. Unlike the forging of mundane arms, the making of a spirit weapon must be uninterrupted - it is rather like a mage creating a magical item. Thus, the character cannot adventure, cast spells, or otherwise undertake strenuous activity. If she is interrupted, she must begin the process over again. It's not called a "spirit weapon" for nothing… Upon successfully forging the weapon, the character wishing to be a mukei must make a pilgrimage carrying only her spirit weapon and no other. Where the pilgrimage will take her, she will not know, but most destinations are unusual, like isolated mountaintops, cascading waterfalls, or the heart of a volcano. When she is "there" - the place the where the weapon will lead her - she knows. Contemplating, focusing, meditating, her weapon becomes one with her and vanishes. She is now a mukei. And, she is free to leave and continue her normal life. Whenever she needs a weapon however, she need merely open her hand and her spirit weapon will appear. It is the one and the same as she forged to become a mukei, and it retains the +1 enhancement bonus to attack like all masterwork weapons. If the metal from which it was forged was extraordinary, such as adamantine, the weapon still only instills a +1 enhancement bonus to attack, and none to damage. The weapon has become part of the mukei's soul, and it is not easy to brandish wood and metal into a spirit after all. The weapon can be summoned only by the mukei when she is conscious, and it retains it retains its form and function only when in her hands. She must be able to move a hand and thus grasp a weapon to summon one. If it ever leaves her hands, even with her consent, the weapon simply disappears. It is not invisible, ethereal or the like - simply an extension of her soul. Summoning the spirit weapon is a free action that can be performed on the mukei's turn. It can also be dismissed by her as a free action. The mukei can be disarmed of her spirit weapon, in which case it simply flashes out of existence until she summons it again. If the weapon is ever destroyed while in the mukei's hands, it disappears. If the mukei is somehow miraculously undamaged, suffering neither hp nor ability score reduction, she can re-summon it immediately. If she is wounded in any way however, she cannot re-summon the weapon until all her hp and ability scores have recovered to normal. Mukei can only have one spirit weapon, with one exception - that being if the mukei normally fought with two of her weapons before becoming a mukei (e.g., a short sword in her primary hand and another in her off-hand). To qualify as a "two-weapon" mukei, she must also have the Ambidexterity and Two-Weapon Fighting Feats. In this case, she must forge two masterwork weapons but make a single pilgrimage. Whenever she calls her weapons, both will appear, and she must have one in each hand for them to remain summoned (e.g., dropping one causes the other to disappear as well). She need not fight with both, however. The must be summoned as a pair, however, and so if one is destroyed, the other also vanishes until they both can be summoned. Finally, a mukei's spirit weapon can indeed by a ranged weapon, although if it is thrown or launched it will simply disappear when it leaves her hand. Mukei wielding "launchers" (e.g., bows, crossbows, and slings) find their missile disappear as soon as they are shot, regardless of what sort of missile is used. In short, a mukei's weapon must be primarily a melee weapon. The mukei that has instilled a dart into her spirit has performed a major "Doh." Spiritual strike: Having taken up the spirit weapon into her soul, the mukei learns to wield it as an extension of her self. This allows her to do extended damage with the weapon. At first level, she adds +1 to the damage roll when wielding her spirit weapon. The bonus increases to +2 at second level, +3 at fifth, and +4 at tenth level. This is a supernatural ability. Unbreakable spirit: Owing to its "soular" essence, a spirit weapon has the natural hardness of the material it was created with plus one per level of the mukei. This is a supernatural property. It also never needs sharpening or other normal care. If the weapon is damaged (but not destroyed in the process), the mukei need only dismiss and then re-summon it, in which case it will be repaired. Spiritual restriction: A mukei should only use her spirit weapon. Gaining proficiency in any other weapon makes her lose all the supernatural abilities of this class (including the ability to summon her spirit weapon, which simply disappears), as it signifies a mistrust of her very own soul, of which the spirit weapon is a part. Even a wish or miracle cannot reverse this effect; such strong magic will simply restore the character's soul albeit without the part that is the weapon. Simply using another weapon (even with the nonproficiency penalty) is verboten. Handling another weapon is allowed however, as long as she does not use it in combat (e.g., firing an arrow tied to a rope to aid in climbing is alright). Using another weapon in combat causes her to lose immediately all of the supernatural abilities gained by this class for the next 24 hours, after which time they return. Only a wish or miracle can restore the mukei's abilities ahead of time. This restriction also applies to magically summoned or created weapons, such as those crafted by the spells flame blade, or ironically enough, spiritual weapon. Note that the spirit weapon has become part of the character's soul, and so any effective persuasions to wield another weapon must indeed be strong. Charmed mukei should be allowed another saving throw with a bonus to the save if their "master" bade them use another weapon (e.g., the purpose of which would be to disable the mukei and make her easier to dispatch). Also, it's hard to fool your own soul; "Gee, I was simply aiming the bow at the door when an orc came through," might dupe a dim city watch, but not the spirit weapon. Spiritual skill: At second level, the mukei learns to wield her spirit
weapon even more effectively than a normal class would allow. She adds +1 to all
attack rolls with her weapon. This bonus counts as a magical enhancement bonus
and allows her to strike creatures protected by +1-damage reduction without
penalty to her damage. The attack bonus (and ability to bypass damage reduction)
increases to +2 at fourth level, +3 at sixth, +4 at eighth, and +5 at tenth
level. Deflect Arrows: Also at second level, the mukei gains the ability to deflect arrows as per the feat. Unlike the feat however, deflection of missiles is actually done with the spirit weapon, which must obviously be in hand. Ghost Touch: At second level, the mukei's spirit weapon becomes imbued with the essence of ghost touch. Ghost touch weapons can be wielded by incorporeal and corporeal creatures. They also affect incorporeal beings and disregard the normal 50% chance of bypassing an incorporeal target even on a successful hit. It affects corporeal creatures normally. This is a supernatural ability. Soul in weapon: At second level, the character gains the ability that
gives this class its name, mukei, or "incorporeal." She can literally
instill most of her being into her spirit weapon and become incorporeal. While incorporeal, the mukei's body appears insubstantial ("ghost-like"). Indeed, she can
only be affected by weapons with a magical bonus of +1 or greater or spells,
spell-like abilities, and supernatural abilities. Nevertheless, all magical
attacks that are corporeally-based such as magical weapons, spells, spell-like
abilities, and supernatural abilities, have a 50% chance of totally bypassing
the mukei while she is incorporeal. She is also immune to critical hits and all nonmagical
attacks. Freedom of Movement: At fourth level the mukei gains freedom of movement as per the spell whenever she is holding her weapon. A mukei can summon her weapon any time she has a hand free (unless she uses a pair of weapons; see above), but if she were to be caught and held in some manner that disallowed her the ability to open her hand and grasp her weapon, she cannot summon it and thus cannot gain this facility. This is a supernatural ability. Greater Will: By seventh level, the mukei's training has allowed her insight into herself. Once per day, she may choose to make a Will save in place of a Fortitude or Reflex save. She must declare the use of this ability before the save is made. Success or failure result in the same consequences as a successful or failed Fortitude or Reflex save for the same situation. Her spirit weapon need not be in hand to use this ability. Melding: This final ability is gained at the last level of the mukei prestige class. It allows her simply to extend the time she remains incorporeal by two rounds each time she uses the Soul in Weapon ability. Yes, it's supernatural. Notes on multiclassing: The mukei has no multiclassing restrictions per say, but they must be careful not to accept blindly the new abilities - namely weapon proficiencies - granted by another class. Since weapon proficiencies are a "learned" thing, the DM should allow a character to choose not to learn them if she wishes, and this retain her sole proficiency with her spirit weapon. The Mukei
The making of… Balance, balance, balance: Finally, I am concerned about balance! I
don't think this class is overpowered. First of all, used the Class Construction Engine by Shadowcraft
Studios. This is a great resource for anyone converting classes to 3e and
creating new prestige classes. Using that system, the total CP for the mukei
prestige class comes to 196, as I calculate it - lower than the recommended 225
possessed by most prestige classes. Additionally, to become a mukei, a character needs the Improved Critical feat, which has as one of its prerequisites a BAB of 8+. This means that only eighth-level or higher characters can becomea mukei. In all of the published sources to date, the requirements for every prestige class would allow a dedicated character of lesser level to join it (albeit, some classes are more fit to join than others). |