The Revenant Blade Handbook

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The Revenant Blade - Introduction

  • The Revenant Blade is a 5 level class for double-scimitar wielding elves in the Eberron campaign setting. It offers:
    • Strong Will Saves
    • +1 BaB per level
    • +1 to Hide and Move Silently per level
    • A total of 4 feats by 5th level (more on this later)
    • The ability to treat both ends of a double scimitar as two-handed weapons.
  • There are several great options for PrCs after the Revenant Blade class. They include:
    • Frenzied Berserker
    • Eternal Blade
    • Dervish
    • and Kensai
    I have attempted to stat out one of each build to see what they look like.
  • The Revenant Blade has some interesting prerequisites for entry that make accquiring it interesting. It requires:
    • 5 ranks in Hide and Move Silently, meaning you need either Ranger levels or the Guerilla Warrior feat
    • +5 BaB
    • Elf
    • The feats WP Focus (double scimitar), Two-Weapon Fighting, and Bladebearer of the Valenar
    • 2 ranks in Knowledge (History)
  • The Revenant Blade bonus feats do not count as prerequisites for other feats or as fulfilling entry requirements for classes, so you have to choose wisely. I will rank these feats in order of their worth. Please note that although some of the feats listed as "mediocre" are quite good feats, they are not as useful as Revenant Blade feats (as they are prerequisites for other feats you want). The best feats off this list are those that are the end of a feat tree (like Great Cleave) or stand-alone abilities (like Improved Critical). The full list of feats is:
    • Useless feats: Alertness, Skill Focus - Know (History), and Stealthy
    • Mediocre feats: Combat Expertise, Dodge, Mobility, Improved Sunder, Improved Trip, and Power Attack
    • Useful Feats: Weapon Specialization, Improved Critical, Great Cleave, Blind-fight, and Spring Attack.
  • Each of these builds assumes you've bought a Zaelshin Tu, a magical item that costs only 1800 gold and gives you an extra feat from your Revenant Blade list.
  • Though you should be a Valenar elf, technically you don't have to be to get into this class (you only have to be an "elf"). This makes Wood Elves, with a +2 Strength, +2 Dexterity, -2 Intelligence, and -2 Constitution, an excellent choice - especially since their favored class is Ranger.
  • The following builds present a progression to get into each of the Prestige Classes mentioned above, with details on the style of the Revenant Blade in question. I'd like to hear other people's ideas on how to build a really impressive Revenant Blade, and how to make these builds shine.
  • There is another very nice thread on this PrC here.
  • There is a Lion of Talislid build on that thread that I still need to stat out. If somebody could detail that build for me, I'll include it!


The Dancing Blade



Quote: "Death is a dance - you just have to know the steps."

The Dervish ends up being able to take a full attack action with a move, then lay out two retributive strikes for each attack an opponent makes on her. With Improved Trip, this can mean she dishes out 4 hits for every one attack of opportunity. Your Revenant feats (4 total with a Zaelshin Tu) should be Great Cleave, Improved Critical, Weapon Specialization, and Improved Trip.

DANCING BLADE - FIRST 5 LEVELS:

Ranger 1: Full ranks into Hide and Move Silently. Bladebearer of the Valenar (1st)

Ranger 2: Full ranks into Hide and Move Silently. Two-Weapon Fighting (Ranger 2)

Darksong Knight Fighter 1: All ranks into Perform - Dance. WP Focus - Valenar Double Scimitar (Fighter 1), Expeditious Dodge (3rd)

Darksong Knight Fighter 2: Mobility (Fighter 2)

Warblade 1: All ranks into Tumble. Grab Wolf Fang Strike, Emerald Razor, Mountain Hammer, Douse the Flames, and Battle Leader's Charge.


DANCING BLADE - SECOND 5 LEVELS:

Revenant Blade 1: Karmic Strike (6th). Hero of the Valaes Tairn (+5 to Diplomacy and Gather Info checks with Valenar elves), Ancestral Guidance 1 (Improved Critical, Weapon Specialization from a zaelshin tu).

Revenant Blade 2: Shadow of the Past (class level to Hide and Move Silently checks).

Revenant Blade 3: Ancestral Guidance 2 (Great Cleave).

Revenant Blade 4: Combat Expertise (9th). Giant Slayer (+4 to Bluff, Listen, Sense Motive, Spot, Survival, and damage against giants, speak and write Giant).

Revenant Blade 5: Ancestral Guidance 3 (Blind Fight), Legendary Force (both ends of double scimitar count as two-handed weapons).


DANCING BLADE - LAST 10 LEVELS:

Dervish 1: AC Bonus +1, Dervish Dance 1/day (full move + full attack, +1 to hit and damage, lasts for your ranks in perform), Movement Mastery (take 10 on Jump, Tumble, and Perform check)

Dervish 2: Improved Two-Weapon Fighting (12th). Fast Movement (+5 ft.).

Dervish 3: Spring Attack. Dervish Dance 2/day (full move + full attack, +2 to hit and damage, lasts for your ranks in perform).

Dervish 4: Dance of Death (Cleave while in Dervish Dance).

Dervish 5: Dual Hit (15th). AC Bonus +2, Fast Movement (+10 ft.), Dervish Dance 3/day (full move + full attack, +3 to hit and damage, lasts for your ranks in perform).

Dervish 6: Improved Reaction (+2 initiative).

Dervish 7: Elaborate Parry (+4 AC when fighting defensively), Dervish Dance 4/day (full move + full attack, +4 to hit and damage, lasts for your ranks in perform).

Dervish 8: Combat Reflexes (18th), Fast Movement (+15 ft.).

Dervish 9: Tireless Dance (no longer fatigued after dance), AC Bonus +3, Dervish Dance 5/day (full move + full attack, +5 to hit and damage, lasts for your ranks in perform)

Dervish 10: A Thousand Cuts (double melee attacks for one round, once per day).

You can also swap out the 15th or 18th level feat in favor of Martial Study - Dancing Mongoose, which will add another 2 attacks per round to your dance. You can also use it in combination with A Thousand Cuts to get 18 attacks per round once per day.


DANCING BLADE STRATEGY:

Round 1: Activate your dance. Make your move up and slice away! Power Attack as necessary to add on loads of damage. Make sure you have Karmic Strike active. When your opponent attacks you, pay him back with two hits to his every one. Don't forget to add in Improved Trip if your opponent is reasonably small.

Round 2: Rinse and repeat till all your enemies are slain.


The Eternal Revenant



Quote: "I've more than a millenium of battles behind me - you have only half a lifetime's. Walk away."

The Eternal Blade is a charge soldier, able to pounce on foes to execute a full attack (with Greater Two-Weapon Fighting and Leap Attack), with each of the strikes counting as a two-handed weapon. She also gets 8th level maneuvers (as we get no flaws in my game, I wasn't able to do this with 9th level maneuvers before 20th). If flaws are available in your game, simply trade two flaws for the two Fighter feats in this progression (Weapon Focus and Two-Weapon Fighting) and replace those with Warblade levels. Your Revenant feats (4 total with a Zaelshin Tu) should be Great Cleave, Improved Critical, Weapon Specialization, and Blind-fight.

ETERNAL BLADE - FIRST 5 LEVELS:

Ranger 1: Bladebearer of the Valenar (1st). Favored Enemy - Undead, Track, Wild Empathy. Full ranks into Hide, Move Silently, Listen, Spot, and Survival.

Ranger 2: Two-Weapon Fighting (Ranger 2). Full ranks into Hide, Move Silently, Listen, Spot, and Survival.

Fighter 1: WP Focus - Valenar Double Scimitar (Fighter 1), Power Attack (3rd).

Warblade 1: Battle Clarity (Int to Reflex saves), Weapon Aptitude. Blood in the Water, Moment of Perfect Mind, Steel Wind, Wolf Fang Strike.

Warblade 2: Uncanny Dodge. Emerald Razor.


ETERNAL BLADE - SECOND 5 LEVELS:

Revenant Blade 1: Improved Two-Weapon Fighting (6th). Hero of the Valaes Tairn (+5 to Diplomacy and Gather Info checks with Valenar elves), Ancestral Guidance 1 (Improved Critical, Weapon Specialization from a zaelshin tu).

Revenant Blade 2: Shadow of the Past (class level to Hide and Move Silently checks).

Revenant Blade 3: Ancestral Guidance 2 (Great Cleave).

Revenant Blade 4: Power Attack (9th). Giant Slayer (+4 to Bluff, Listen, Sense Motive, Spot, Survival, and damage against giants, speak and write Giant).

Revenant Blade 5: Ancestral Guidance 3 (Blind Fight), Legendary Force (both ends of double scimitar count as two-handed weapons).


ETERNAL BLADE - LAST 10 LEVELS:

Eternal Blade 1: Blade Guide, Eternal Training (Int bonus to attacks and damage against a type for a battle or one Diamond Mind or Devoted Spirit maneuver once per day). Iron Heart Surge.

Eternal Blade 2: Greater Two-Weapon Fighting (12th). Guided Strike (swift action to ignore enemy’s DR).

Eternal Blade 3: Armored Uncanny Dodge, Eternal Training 2/day. 1 more readied maneuver. Crusader’s Strike.

Eternal Blade 4: Eternal Knowledge (blade guide can make skill checks in two Knowledge skills with a bonus fo class level + Int).

Eternal Blade 5: Martial Study - Pouncing Charge (15th). Rallying Strike, Aura of Triumph.

Eternal Blade 6: Defensive Insight (swift action to gain Int insight bonus to AC against a single foe for 1 round). 1 more readied maneuver.

Eternal Blade 7: Eternal Training 4/day. Quicksilver Motion.

Eternal Blade 8: Leap Attack (18th). Tactical Insight (swift action to make all opponents you attack take a penalty to AC equal to your Int for 1 round, but only for the purposes of your allies’ attacks).

Eternal Blade 9: Eternal Training 5/day. 1 more readied maneuver. Lightning Throw.

Eternal Blade 10: Island in Time 1/day.


ETERNAL REVENANT STRATEGY:


Round 1: Use a swift action to bypass your enemy’s DR. Charge the opponent in Blood in the Water stance using Pouncing Charge. You’ll attack 7 times with a 1 to 4 ratio of hit-to-damage, gaining an extra +1 to hit and damage for every critical (15-20 critical with the Revenant Blade’s Improved Critical feat). If the fight is a crucial one, use Island in Time to grab a second full attack.

Round 2: Use a swift action to shift to Aura of Triumph, then unload with a full attack. Heal up to 21 HP to anyone in the party who needs it. If you haven't already, consider using Island in Time to double the healing you manage this round.

Round 3: Use a swift action to refresh your maneuvers. Attack as many times as possible with Aura of Triumph up (consider using Spring Attack so you’ll be set up for a Pouncing Charge in round 4).


The Blade Master



Quote: "My blade is my soul. My ancestor is my guide."

The Kensai is a hybrid build, offering charging ability with exceptional weapon damage. You can have up to a +5 enhancement bonus on both sides of your scimitar plus another +4 in abilities on each end. Moreover, you still have 2 levels of Eternal Blade, letting you use a Blade Spirit to bypass the DR of any creature you encounter. Your Item Familiar should be something difficult to sunder (your Zaelshin Tu, for instance), not your weapon - that way you aren't putting all your eggs in one basket. Much like the Eternal Blade build, you're able to make a full attack on a charge, adding on Leap Attack and treating your double scimitar as a two-handed weapon for each strike. It will have far fewer maneuvers and stances, however.

BLADE MASTER - FIRST 5 LEVELS:

Ranger 1: Full ranks into Hide and Move Silently. Bladebearer of the Valenar (1st)

Ranger 2: Full ranks into Hide and Move Silently. Two-Weapon Fighting (Ranger 2)

Darksong Knight Fighter 1: All ranks into Perform - Dance. WP Focus - Valenar Double Scimitar (Fighter 1), Item Familiar (3rd)

Darksong Knight Fighter 2: Power Attack (Fighter 2)

Warblade 1: All ranks into Tumble. Grab Wolf Fang Strike and 2 Diamond Mind maneuvers (Emerald Razor, Moment of Perfect Mind). Also take Blood in the Water as your stance. This will allow you to both 1) get into Eternal Blade and 2) grab Pouncing Charge.


BLADE MASTER - SECOND 5 LEVELS:

Revenant Blade 1: Improved Two-Weapon Fighting (6th). Hero of the Valaes Tairn (+5 to Diplomacy and Gather Info checks with Valenar elves), Ancestral Guidance 1 (Improved Critical, Weapon Specialization from a zaelshin tu).

Revenant Blade 2: Shadow of the Past (class level to Hide and Move Silently checks).

Revenant Blade 3: Ancestral Guidance 2 (Great Cleave).

Revenant Blade 4: Leap Attack (9th). Giant Slayer (+4 to Bluff, Listen, Sense Motive, Spot, Survival, and damage against giants, speak and write Giant).

Revenant Blade 5: Ancestral Guidance 3 (Blind Fight), Legendary Force (both ends of double scimitar count as two-handed weapons).


BLADE MASTER - LAST 10 LEVELS:

Eternal Blade 1: Blade Guide, Eternal Training (Int bonus to attacks and damage against a type for a battle or one Diamond Mind or Devoted Spirit maneuver once per day). Iron Heart Surge.

Eternal Blade 2: Greater Two-Weapon Fighting (12th). Guided Strike (swift action to ignore enemy’s DR).

Kensai 1: Signature Weapon (+1 bonus).

Kensai 2: Power Surge (DC 15 Concentration check as a move action to gain a +8 to Strength for 1/2 class level in rounds).

Kensai 3: Martial Study - Pouncing Charge (15th).

Kensai 4: Ki Projection (add 1/2 class level to Bluff, Diplomacy, Gather Information, and Intimidate checks).

Kensai 5: Withstand (may make a Concentration check in place of a Reflex save to avoid damage from an area effect spell)

Kensai 6: Ancestral Relic (18th).

Kensai 7:

Kensai 8: Instill (Concentration check at DC 10 + HD to instill a target with BaB or Saves)


BLADE MASTER STRATEGY:

Round 1: Use a swift action to eliminate the enemy's DR with Guided Strike, then make a Pouncing Charge. Whomp your enemy HARD.

Round 2: Follow up with a full attack. Your weapon should be so foolishly destructive that it will slaughter just about anything.


The Fury of the Ancestors



Quote: "Thousands of years ago, my people were opressed and enslaved. Rage freed us. Rage empowered us. I am the heir to that righteous anger. Stand in my way and you will face it! Grrrrraaaaah!"

The Frenzied Berserker is a strong charging build. It gets the ability to pounce on a charge and allows for obscene damage on a single charge attack by using the classic Leap Attack + Supreme Power Attack + Shock Trooper trick.

ANCESTOR'S FURY - FIRST 5 LEVELS:

Ranger 1: Full ranks into Hide and Move Silently. Bladebearer of the Valenar (1st)

Ranger 2: Full ranks into Hide and Move Silently. Two-Weapon Fighting (Ranger 2)

Fighter 1: WP Focus - Valenar Double Scimitar (Fighter 1), Power Attack (3rd)

Fighter 2: Cleave (Fighter 2)

Lion Totem Barbarian 1: Rage (1/day), pounce.


ANCESTOR'S FURY - SECOND 5 LEVELS:

Revenant Blade 1: Destructive Rage (6th). Hero of the Valaes Tairn (+5 to Diplomacy and Gather Info checks with Valenar elves), Ancestral Guidance 1 (Improved Critical, Weapon Specialization from a zaelshin tu).

Revenant Blade 2: Shadow of the Past (class level to Hide and Move Silently checks).

Revenant Blade 3: Ancestral Guidance 2 (Great Cleave).

Revenant Blade 4: Intimidating Rage (9th). Giant Slayer (+4 to Bluff, Listen, Sense Motive, Spot, Survival, and damage against giants, speak and write Giant).

Revenant Blade 5: Ancestral Guidance 3 (Blind Fight), Legendary Force (both ends of double scimitar count as two-handed weapons).


ANCESTOR'S FURY - LAST 10 LEVELS:

Frenzied Berserker 1: Frenzy 1/day, Diehard.

Frenzied Berserker 2: Leap Attack (12th). Supreme Cleave.

Frenzied Berserker 3: Frenzy 2/day.

Frenzied Berserker 4: Deathless Frenzy.

Frenzied Berserker 5: Improved Two-Weapon Fighting (15th). Improved Power Attack (1 to 3 base ratio of hit to damage).

Frenzied Berserker 6: Inspire Frenzy 1/day.

Frenzied Berserker 7: Fenzy 4/day.

Frenzied Berserker 8: Greater Two-Weapon Fighting (18th). Greater Frenzy, Inspire Frenzy 2/day.

Frenzied Berserker 9: Frenzy 5/day.

Frenzied Berserker 10: Inspire Frenzy 3/day, Tireless Frenzy, Supreme Power Attack (1 to 4 base ratio of hit to damage).


ANCESTOR'S FURY STRATEGY:

Round 1: Go into a fury and charge your enemy using Pounce, Supreme Power Attack, and Leap Attack for a 1 to 5 hit to damage ratio (if you sell down your AC by 20 points, that makes for a +100 to damage on each hit . . . BEFORE Strength). Pounce. Destroy.

Round 2: If what you hit is alive after round 1, pull a full, Supreme Power Attack-fueled full attack on it. Laugh like a maniac as your blades turn it into chunky salsa. Rinse and repeat.


The Lion of the Valenar



Quote: "My body is elven - my soul is that of the lion."

This character has incredibly strong will, the ability to roar his enemies into a confusion of terror, and a leonine rage that allows him to tear his enemies to shreds. He can pounce every round and is immune to fear, and can unload phenomenal numbers of strikes upon his targets.

LION OF THE VALENAR - FIRST 5 LEVELS:

Ranger 1: Bladebearer of the Valenar (1st). Favored Enemy - Undead, Track, Wild Empathy. Full ranks into Hide, Move Silently, Listen, Spot, and Survival.

Ranger 2: Two-Weapon Fighting (Ranger 2). Full ranks into Hide, Move Silently, Listen, Spot, and Survival.

Warblade 1: WP Focus - Valenar Double Scimitar (3rd). Battle Clarity (Int to Reflex saves), Weapon Aptitude. Blood in the Water, Moment of Perfect Mind, Steel Wind, Wolf Fang Strike.

Warblade 2: Uncanny Dodge.

Warblade 3: Battle Ardor (critical confirmation). Douse the Flames, Battle Leader’s Charge.


LION OF THE VALENAR - SECOND 5 LEVELS:

Revenant Blade 1: Improved Two-Weapon Fighting (6th). Hero of the Valaes Tairn (+5 to Diplomacy and Gather Info checks with Valenar elves), Ancestral Guidance 1 (Improved Critical, Weapon Specialization from a zaelshin tu).

Revenant Blade 2: Shadow of the Past (class level to Hide and Move Silently checks).

Revenant Blade 3: Ancestral Guidance 2 (Great Cleave).

Revenant Blade 4: Power Attack (9th). Giant Slayer (+4 to Bluff, Listen, Sense Motive, Spot, Survival, and damage against giants, speak and write Giant).

Revenant Blade 5: Ancestral Guidance 3 (Blind Fight), Legendary Force (both ends of double scimitar count as two-handed weapons).


LION OF THE VALENAR - LAST 10 LEVELS:

Warblade 4: Absolute Steel Stance. Swap Steel Wind for Lightning Recovery.

Warblade 5: Ki Shout (12th). Iron Will (Warblade 5). Pouncing Charge.

Singh Rager 1: Lion’s Roar, Great Ki Shout (4 + Cha mod/day shout, panicking opponents who fail a DC 14 + ½ character level + Cha mod Will save).

Singh Rager 2: Lion’s Fury 3/day (+4 to Strength and Con, -2 to AC, +2 to Will saves).

Singh Rager 3: Leap Attack (15th). Lion’s Courage (immune to fear, +4 to save vs. mind-affecting effects), Remain Conscious.

Singh Rager 4: Lion’s Pounce (full attack at the end of a charge).

Warblade 6: Improved Uncanny Dodge. Swap Pouncing Charge for Dancing Mongoose.

Warblade 7: Greater Two-Weapon Fighting (18th). Battle Cunning (damage).

Warblade 8: Swap Lightning Recovery for Iron Heart Endurance.

Warblade 9: Improved Initiative (Warblade 9). Raging Mongoose.


LION OF THE VALENAR STRATEGY:

Round 1: Go into a fury. Attack with a full, Raging Mongoose-fueled charge while in Blood in the Water stance for 11 Leap Attack-fueled strikes. Every critical will give you a +1 to hit and damage.

Round 2: Refresh your maneuvers with a swift action. Use Dancing Mongoose to follow up your first round, attacking 9 times.


The Tairnadal Tiger



Quote: "You stink of fear."

This is an elven double-scimitar fighter who is able to unleash unbelievable numbers of attacks against his foes. He's able to see even invisible enemies and attack them, tearing them to shreds. His speed is legendary, and he's able to withstand nearly any attack.

TAIRNADAL TIGER - FIRST 5 LEVELS:

Ranger 1: Bladebearer of the Valenar (1st). Favored Enemy - Undead, Track, Wild Empathy. Full ranks into Hide, Move Silently, Listen, Spot, and Survival.

Ranger 2: Two-Weapon Fighting (Ranger 2). Full ranks into Hide, Move Silently, Listen, Spot, and Survival.

Fighter 1: WP Focus - Valenar Double Scimitar (Fighter 1), Power Attack (3rd).

Warblade 1: Battle Clarity (Int to Reflex saves), Weapon Aptitude. Blood in the Water, Moment of Perfect Mind, Steel Wind, Wolf Fang Strike.

Warblade 2: Uncanny Dodge. Emerald Razor.


TAIRNADAL TIGER - SECOND 5 LEVELS:

Revenant Blade 1: Improved Two-Weapon Fighting (6th). Hero of the Valaes Tairn (+5 to Diplomacy and Gather Info checks with Valenar elves), Ancestral Guidance 1 (Improved Critical, Weapon Specialization from a zaelshin tu).

Revenant Blade 2: Shadow of the Past (class level to Hide and Move Silently checks).

Revenant Blade 3: Ancestral Guidance 2 (Great Cleave).

Revenant Blade 4: Power Attack (9th). Giant Slayer (+4 to Bluff, Listen, Sense Motive, Spot, Survival, and damage against giants, speak and write Giant).

Revenant Blade 5: Ancestral Guidance 3 (Blind Fight), Legendary Force (both ends of double scimitar count as two-handed weapons).


TAIRNADAL TIGER - LAST 10 LEVELS:

Eternal Blade 1: Blade Guide, Eternal Training (Int bonus to attacks and damage against a type for a battle or one Diamond Mind or Devoted Spirit maneuver once per day). Iron Heart Surge.

Eternal Blade 2: Greater Two-Weapon Fighting (12th). Guided Strike (swift action to ignore enemy’s DR).

Warblade 3: Battle Ardor (crit confirmation). Dancing Mongoose.

Warblade 4: Stance - Hearing the Air. Swap Steel Wind for Pouncing Charge.

Warblade 5: Leap Attack (15th). Blind Fight (Warblade 5; shift Ancestral Guidance feat to Spring Attack).

Warblade 6: Improved Uncanny Dodge. Swap Wolf Fang Strike for Moment of Alacrity.

Warblade 7: Battle Cunning (damage to flanked or flat-footed opponents). Quicksilver Motion.

Warblade 8: Martial Study - Iron Heart Focus (18th). Swap Emerald Razor for Iron Heart Endurance.

Warblade 9: Combat Reflexes (Warblade 9). Raging Mongoose.

Warblade 10: Stance of Alacrity.


TAIRNADAL TIGER STRATEGY:

Round 1: Use Stance of Alacrity if you need speed, Blood in the Water if your enemy is subject to criticals, or Hearing the Air if your enemy is invisible. Charge with Pouncing Charge. If your opponent is particularly far away, use Quicksilver Motion to close. If they win initiative, use Moment of Alacrity to steal it back (if you’re in Stance of Alacrity, you can do both). Attack 7 times using your double scimitar, getting a 1 to 4 attack to damage ratio with Leap Attack. If you think you’ll win initiative and/or your enemy is close, use your swift action to use Raging Mongoose to hit 11 times or Guided Strike to overcome DR.

Round 2: Unleash Raging Mongoose to hit 11 times, or Dancing Mongoose for 9 hits (if you used Raging Mongoose in the first round).

Round 3: Refresh your maneuvers or heal yourself with Iron Heart Endurance while making a full attack.
dont have anything to add at the moment except my praise; this is a very, very nice start to a handbook. I love the Revenant Blade, and you're flavor texts are great. and such detail with those initial builds! I'm also quite fond of the brief (yet concise!) summary at the top of the post. well done!
Updated all builds with Strategy sections.

I have a few more pending, including an Annointed Knight, Swanmay, Stalker of Kharash, and Fist of Raziel build.
Nice work JJ!
As the PHB to Eberron states, there are other revenants in Valenar besides the revenant blades,
i.e. the revenant bowman, a PrC I'm planning to take.
I have been scanning the net and various forums, but I cannot find much mentioning of this variant.
Have you, JJ, or other optimizers considered a build with a revenant archer in mind?
1) It'd be nice if you could just list the full builds in a line before the sblocks so we can get an overview of it.

2) Guerilla Warrior does not make hide/move silently class skills.

3) Will you be expanding more on the entry stubs and follow up prestige classes? At the moment this is really more of a build compendium than a handbook.
Nifty error:
Island of time can be used 1/Encounter, not just 1/day.

Cheers
Indeed.

I need to make a Factotum variant of this build now, incidentally. The ability to take an extra standard action in a round (granted by a Factotum class ability) could make for absolutely insane damage return on Stormguard Warrior attacks.
You should put links to all of your handbooks in your sig. They're all excellent and it'd be nice to have all the links in one place. (Plus then I can copy them to my sig as well :D )
Sorry, nothing to contribute so far, just a question... What is a Darksong Knight Fighter?

Thanks .
May I humbly suggest this build that I came up with a while ago? Being able to smack people with ranged attacks using a two-handed strength bonus and a huge crit range on a x3 multiplier is quite nasty.
Sorry, nothing to contribute so far, just a question... What is a Darksong Knight Fighter?

Thanks .

It's a set of substitution levels for Fighter from Champions of Valor, the second level of which gives you the ability to substitute in Perform (dance) checks rather than Bluff checks when feinting in combat. And you don't even lose the 2nd level bonus feat!
May I humbly suggest this build that I came up with a while ago? Being able to smack people with ranged attacks using a two-handed strength bonus and a huge crit range on a x3 multiplier is quite nasty.

Heh... Der Erlkönig? Now were you thinking of the poem or the piano piece when you titled that?
There's a severe problem of this substitute being from Forgotten Realms book. Not many DMs allow two different settings at once. But otherwise yes, it's nice.

And kudos to author for a very nice data format. Quote, description, level-per-level stuff selection and, eventually, tactics - it's all good. Too bad not every handbook over here is made that properly.

I once tried to make a char under the codename "Mach 3, The Triple Blade" (as ad used to say, "Gillette® - The Best a Man Can Get™"). Build was supposed to look like Warblade 5 / Revenant Blade 5 / Eternal Blade 10 (hence the name). But the requirement of 5 ranks in cross-class skills had brutally crushed my hope to make nice and round class assembly - there's only 4 ranks max by then. Of course, there are Ranger dips or wrb7/reb5/etb8 (this one even grants Int to damage to flankeds)... but it ain't pretty no more . In party, however, DM could be persuaded to postpone this 1 measly rank for the Higher Purpose...
Very nice handbook... but I don't understand why you didn't even mention Exotic Weapon Master. 1-level dip to add exotic flurry seems like a must-have in any build to me.
Heh... Der Erlkönig? Now were you thinking of the poem or the piano piece when you titled that?

The poem- I'm pretty sure I mentioned that a few posts below the one I linked. (But knowing my absentmindedness, I wouldn't be suprised if I didn't.)
I like the addition of Bloodstorm Blade - VERY classy and effective! Most of my builds cover true range with Lightning Throw.
I have a swordsage 15/RB 5 build that is absolutely wonderful imo. It seems that the Revenant Blade PrC was made for the swordsage.

I'll try to post it later today.
Looking forward to it!
I am currently playing a character that will go RB.

Revenant Chameleon: Changeling Ran2/Fig2/WS2/RB5/EWM2/Cham7
Region of origin is Valenar for the prof in double scim.

Feats: able learner(1), 2 weapon fighting(R2), racial emulation(3), Power attack(F1), weapon focus(double scim)(F2), bladebearer of the Valenar(6), imp 2 weapon fighting(9)...

Plan on being in elf form all the time for the warshaper benefits, plan on taking the divine and arcane focuses for wraithstrike, lions charge, etc.
I'd thought about the changeling + racial emulation option, but I confess I hadn't thought of pairing it with Chameleon. I dunno if I'd keep the Warshaper levels, though - while nice, it'd be even cooler to finish things off with Warblade levels. The maneuvers just sync so nicely with all the other abilities!
This RB/Chameleon/WS combo is really nasty... that's 3 of the most powerful melee PrC's in the game all in one package! :D

I'd recommend, though, using the Arcane Focus at the beginning of the day for long duration buffs only, then change to Divine Focus. Combat Focus is awesome for 2-w fighters, and you can still use Wraithstrike via Anyspell while wearing armor.

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A cool strategy for Eternal Blades/Revenant Blade (btw, nice catch on that one - flavorwise, both PrC's seem to be made for each other): pick Two-Weapon Pounce (PHBII). Now, Radiant Charge is your best friend: +6d6 damage to each attack.

True enough, the wording for the maneuver is a really confusing when you add the possibility of a full attack with RC. One could also argue that 2-w Pounce only works when wielding 2 different weapons, but I don't think that'd be too difficult for a DM to let that pass, since double weapons work as if wielding 2 weapons.

Btw, in that case, 2-w Pounce is better than Pouncing Charge even without Radiant Charge, since you don't need to expend a maneuver to do it.
Here is that Swordsage 15/Revenant Blade 5 combo I promised:

1. Swordsage 1 +0 +0/+2/+2 1: Bladebearer of the Valenar, Wp Focus*
2. Swordsage 2 +1 +0/+3/+3
3. Swordsage 3 +2 +1/+3/+3 1: Two Weapon Fighting
4. Swordsage 4 +3 +1/+4/+4
5. Swordsage 5 +3 +1/+4/+4
6. Swordsage 6 +4 +2/+5/+5 1: Extra Readied Maneuver
7. Swordsage 7 +5 +2/+5/+5
8. Revenant Blade 1 +6 +2/+5/+7 *: Weapon Specialization
9. Revenant Blade 2 +7 +2/+5/+8 1: Improved Two Weapon Fighting
10. Revenant Blade 3 +8 +3/+6/+8 *: Spring Attack
11. Revenant Blade 4 +9 +3/+6/+9
12. Revenant Blade 5 +10 +3/+6/+9 1: Adaptive Style, Power Attack*
13. Swordsage 8 +11 +3/+7/+10
14. Swordsage 9 +11 +4/+7/+10
15. Swordsage 10 +12 +4/+8/+11 1: Greater Two Weapon Fighting
16. Swordsage 11 +13 +4/+8/+11
17. Swordsage 12 +14 +5/+9/+12
18. Swordsage 13 +14 +5/+9/+12 1: Improved Critical
19. Swordsage 14 +15 +6/+10/+13
20. Swordsage 15 +16 +6/+10/+13

Maneuvers
1. Wolf Fang Strike [Tiger; 1st; -]
-@15 Shadow Stride [Shadow; 5th; -]
1. Sudden Leap [Tiger; 1st; -]
1. Burning Blade [Desert; 1st; -]
1. Counter Charge [Set; 1st; -]
-@4 Cloak of Deception [Shadow; 2nd; -]
1. Moment of Perfect Mind [Diam; 1st; -]
-@19 One with Shadow [Shadow; 8th; 3]
1. Wind Stride [Desert; 1st; -]
-@13 Leaping Flame [Desert; 5th; 2]
2. Mighty Throw [Set; 1st; -]
-@6 Emerald Razor [Diam; 2nd; 1]
3. Clever Positioning [Set; 2nd; -]
4. Shadow Jaunt [Shadow; 2nd; -]
-@17 Inferno Blade [Desert; 7th; -]
5. Bonecrusher [Stone; 3rd; -]
6. Devastating Throw [Set; 3rd; -]
7. Searing Blade [Desert; 4th; 2]
13. Dancing Mongoose [Tiger; 5th; 2]
14. Pouncing Charge [Tiger; 5th; 2]
15. Desert Tempest [Desert; 6th; 2]
16. Swooping Dragon Strike [Tiger; 7th; 3]
17. Shadow Blink [Shadow; 7th; -]
18. Girallon Windmill Flesh Rip [Tiger; 8th; 3]
19. Raging Mongoose [Tiger; 8th; 3]
20. Feral Death Blow [Tiger; 9th; 4]

Stances
1. Blood in the Water [Tiger; 1st; -]
2. Step of the Wind [Set; 1st; -]
5. Assassin’s Stance [Shadow; 3rd; 1]
14. Hearing the Air [Diam; 5th; 2]
19. Wolf Pack Tactics [Tiger; 8th; 2]

-Swordsage skill selection will cover the needed skills
-All the best selection of twf maneuvers and boosts.
-Solid Feat selection
-Final BaB of +16 with 9th level swordsage manuevers
-Wp Focus (Desert) will grant me weapon focus in Scimitar and that should cover my Double Scimitar using the Bladebearer feat. If a DM doesn't like this, hold off on adaptive style, take wp focus (double scimitar) and pick up adaptive style in place of Imp Crit at 18.

If you have any questions, feel free to ask.
What's bloodstorm blade from?
What's bloodstorm blade from?

Tome of Battle.
Warblade is a good idea, I was going to do that instead of EWM but the DM is not going to allow ToB stuff. I didn't ask why and didn't want to argue, with wraithstrike and full power attack from RB, this guy will be nasty enough already. I like warshaper a lot though. Free +4 str/con all the time? Plus immunity to crits/stun and extra natural attacks(I'm not going to push it, just a bite attack).

I'd recommend, though, using the Arcane Focus at the beginning of the day for long duration buffs only, then change to Divine Focus. Combat Focus is awesome for 2-w fighters, and you can still use Wraithstrike via Anyspell while wearing armor.

That is a good idea, I just have to get the okay from the DM for spells outside of Core+completes.
Your eternal revenant build (the second build listed) has taken power attack as both its 3rd and 9th level feats. Might wanna fix that...
For the Dancing Blade: What do you think of taking the first Dervish level on level 7 instead, pushing the Revenant Blade Progression for a level? That way you can start dancing much earlier even if its only 1/day.
Forgive me, JanusJones, for utilizing some of your text and the overall formatting. Its too nice not to use it


THE VALENAR WARMIND



Quote: "Strike first with the blade; finish with the mind."

Unlike other Revenant Blades, this elven warrior has managed to focus the powers of his ancestors mentally, giving him additional powers to gain glory. Always in the thick of battle, he is preternaturally aware of his foes. He utilizes his powers to resist damage and assail multiple enemies at once.

THE VALENAR WARMIND - FIRST 5 LEVELS:

Ranger 1: Education (1st). Favored Enemy - Any, Track, Wild Empathy. Full ranks into Concentration, Hide, Knowledge: Psionics, Move Silently, Spot, and Survival.

Ranger 2: Two-Weapon Fighting (Ranger 2). Full ranks into Concentration, Hide, Knowledge: Psionics, Move Silently, Spot, and Survival.

Fighter 1: WP Focus - Valenar Double Scimitar (Fighter 1), Power Attack (3rd). 1 rank in Knowledge: History and 1 rank in Knowlede: Psionics.

Fighter 2: Bladebearer of the Valenar (Fighter 2). 1 rank in Knowledge: History and 1 rank in Knowlede: Psionics.

Barbarian 1: Whirling Frenzy Variant, Fast Movement. 1 rank in Knowlegde: Psionics


THE VALENAR WARMIND - SECOND 5 LEVELS:

Revenant Blade 1: Improved Two-Weapon Fighting (6th). Hero of the Valaes Tairn (+5 to Diplomacy and Gather Info checks with Valenar elves), Ancestral Guidance 1 (Improved Critical, Weapon Specialization from a zaelshin tu).

Revenant Blade 2: Shadow of the Past (class level to Hide and Move Silently checks).

Revenant Blade 3: Ancestral Guidance 2 (Great Cleave).

Revenant Blade 4: Wild Talent (9th). Giant Slayer (+4 to Bluff, Listen, Sense Motive, Spot, Survival, and damage against giants, speak and write Giant).

Revenant Blade 5: Ancestral Guidance 3 (Blind Fight), Legendary Force (both ends of double scimitar count as two-handed weapons).


THE VALENAR WARMIND - LAST 10 LEVELS:

Warmind 1: Chain of Personal Superiority +2, 4 PP + Wisdom bonus, 1st level power: Expansion^.

Warmind 2: Greater Two-Weapon Fighting (12th), Chain of Defensive Posture +2, 7 PP + Wisdom bonus, 1st level power: Vigor^.

Warmind 3: Enduring Body (DR 1/- ), 11 PP + Wisdom bonus

Warmind 4: 16 PP + Wisdom bonus, 2nd level power: Psionic Lion’s Charge

Warmind 5: Martial Study: Burning Brand (15th), Sweeping Stike, 24 PP + Wisdom bonus

Warmind 6: Enduring Body (DR 2/- ), 32 PP + Wisdom bonus, 2nd level power: Hustle

Warmind 7: Chain of Personal Superiority +4, 41 PP + Wisdom bonus

Warmind 8: Martial Study: Searing Charge (18th), Chain of Defensive Posture +4, 51 PP + Wisdom bonus, 4th level power: Inertial Barrier or Freedom of Movement, Psionic

Warmind 9: Enduring Body (DR 3/ - ), 62 PP + Wisdom bonus

Warmind 10: Chain of Overwhelming Force, 74 PP + Wisdom bonus, 5th level power: Psychofeedback


THE VALENAR WARMIND STRATEGY:

Early in your career you are a standard charge/Power Attacker in round 1, then use Whirling Frenzy to gain an extra attack.

At the first level of Warmind, you can utilize Expansion to gain damage bonuses and extra reach. Your Chain of Personal Superiority adds damage and helps negate some of the attack penalty from Power Attack. Ranks in Concentration and Autohypnosis help every level from here out.

At WM2 you can alleviate most of the AC penalty from Expansion and Whirling Frenzy with Chain of Defensive Posture. Manifest Vigor prior to combat and augment it with 2 PP to gain 15 temporary hit points for 2 minutes.

WM4 is a big one – you gain access to Psionic Lion’s Charge as a swift action, and take a full attack after a charge. You can spend an additional 4 PP to gain +4 damage on each attack made after the charge. Vigor: 25 hp

At WM5, your sweeping strike + the Burning Brand boost allows your attacks to apply to any adjacent threatened square at a 10 ft reach, and do additional fire damage. At this level you can also expend 6 PP to go from large to huge size with Expansion, or use those PP to manifest it as a swift action. Vigor 30 hp

With Hustle at WM6 you can gain an additional move action, allowing you to charge again. Vigor 35 hp

WM 8 gives you a flying charge with bonus fire damage on top, and Inertial Barrier increases your DR to (7 / -) Vigor 45 hp

WM 10 adds an extra 10d6 damage on top of your Burning Brand, power attacking, flying charge.

This build is a bit more MAD than most, as you need a 15 wisdom at level 20 to get the 5th level power Psychofeedback. You finish with 2d8 + 1d12 + 17d10 hit points, and saves of F +16, R +11, and W +7.
I love it! And I LOVE the formatting - I'll try to add it on to the original post. Thanks for keeping the thread alive!
Thanks for keeping the thread alive!

I'm always happy to show some love to the Revenant Blade!
What other ways are there except ranger to get the 5 ranks in Hide and Move Silently? Or is it the optimal coice considering you have to take TWF? Maybe Dragon Magazine 310's Survivalist Variant Fighter? How about a Martial Monk (same Dragon)?
Janus, how would you modify these builds with the lion totem variant barbarian from CC? It would save you from having to pick pouncing charge or psionic lions charge for your builds.
Hmm, I wonder, could one use the Aptitude weapon enhancement from ToB in his double scimitars to extend the benefits of the Shadow blade feat to it? A Revenant blade is going to have a high Dexterity anyway, so why not just add it to damage, eh? Though I have to say that using it to do that wasn't probably what the designers had in mind when they wrote it.
Hmm. Lion Totem Barb would let you go Ranger 2/Fighter 2/Barb 1 before going into Revenant Blade, which is a very nice option for low-level charge-tacular insanity.

As for Shadow Blade, no go - the Warblade's Weapon Aptitude ability specifically states that you may shift a feat that applies to a "single weapon" to a different weapon; Shadow Blade applies to a group of weapons, so it won't function. Be nice if it did though, huh?
I was talking of the Aptitude weapon magic weapon enhancement. Unlike the class ability, it doesn't really say that it only works on feats that only apply to a single weapon. Though I do think that was the intention.
Hmm! Interesting idea - and a valid one, it sounds like! After all, one of the major organizing principles of these boards is that regardless of intent, rules stand as they are written . . . :evillaugh

Boy howdy, but that would allow for a pretty ferocious Dex-based Revenant Blade. I'll look into it and post when I come up with a likely build.
Using it with Revenant blade isn't even that abusive in the end. I first heard about using it from a thread that metioned using it in conjunction with Boomerang daze and Boomerang ricochet. I think I'll have to try to see how this thing and the Bloodstorm blade can improve this. It's going to be nasty, I'm pretty sure :D
I was wondering: Are there any new ideas on the combination of the Dervish with the Revenant Blade? New "best" entry strategies? Did new books offer anything to this kind of character?
Actually . . .

YES!

Complete Champion has given us the phenomenal, ridiculous, ultimate melee one-level dip:

Cleric 1!

Being a Cleric with the Travel and Undead domains allows you to take a move action in ADDITION to your normal actions once per round for 10 rounds four times per day. You can swap access to the Travel domain for the Travel Devotion feat, and the Undead domain is there for extra turning. Since extra uses of the Travel Devotion feat are obtainable in exchange for 2 turn undead attempts, you get 7 base uses (3 base + 4 from extra turning), which turns into 3 extra uses of Travel Devotion and an extra turn attempt left over. If you have a 12 Cha, you get a total of 5 uses.

In other words, the WHOLE POINT of Dervish is OBLITERATED with ONE LEVEL of CLERIC! You can do a move + full attack MORE TIMES PER DAY THAN THE DERVISH EVER CAN with ONE LEVEL!

Woof.

So let's see here . . . what would be a fun build for this?

Ranger 2/Lion Totem Barb (Whirling Rage Variant) 1/Cleric (travel, undead) 1/Crusader 1/Warblade 1/Revenant Blade 5/Ruby Knight Vindicator 7

Not sure how to end that build, but pretty snazzy . . .

So on to feats!

Bladebearer of the Valenar (1st)
Extra Rage (3rd)
Two-Weapon Fighting (Ranger 2)
Travel Devotion (Travel 1), Extra Turning (Undead 1)
Weapon Focus (6th)
Power Attack (9th)
Leap Attack (12th)
Improved Bull Rush (15th)
Shock Trooper (18th)


Really the feats past WP Focus are open. Could throw in Power Attack instead of Extra Rage if you wanted to do the charging dealios earlier, and could do the Stormguard Warrior trick if you chose.

Yipee!

So the questions:

  • What for the last two levels?
  • Opinions for the feats?
Actually . . .

YES!

Complete Champion has given us the phenomenal, ridiculous, ultimate melee one-level dip:

Cleric 1!

Being a Cleric with the Travel and Undead domains allows you to take a move action in ADDITION to your normal actions once per round for 10 rounds four times per day. You can swap access to the Travel domain for the Travel Devotion feat, and the Undead domain is there for extra turning. Since extra uses of the Travel Devotion feat are obtainable in exchange for 2 turn undead attempts, you get 7 base uses (3 base + 4 from extra turning), which turns into 3 extra uses of Travel Devotion and an extra turn attempt left over. If you have a 12 Cha, you get a total of 5 uses.

In other words, the WHOLE POINT of Dervish is OBLITERATED with ONE LEVEL of CLERIC! You can do a move + full attack MORE TIMES PER DAY THAN THE DERVISH EVER CAN with ONE LEVEL!

Woof.

So let's see here . . . what would be a fun build for this?

Ranger 2/Lion Totem Barb (Whirling Rage Variant) 1/Cleric (travel, undead) 1/Crusader 1/Warblade 1/Revenant Blade 5/Ruby Knight Vindicator 7

Not sure how to end that build, but pretty snazzy . . .

So on to feats!

Bladebearer of the Valenar (1st)
Extra Rage (3rd)
Two-Weapon Fighting (Ranger 2)
Travel Devotion (Travel 1), Extra Turning (Undead 1)
Weapon Focus (6th)
Power Attack (9th)
Leap Attack (12th)
Improved Bull Rush (15th)
Shock Trooper (18th)


Really the feats past WP Focus are open. Could throw in Power Attack instead of Extra Rage if you wanted to do the charging dealios earlier, and could do the Stormguard Warrior trick if you chose.

Yipee!

So the questions:

  • What for the last two levels?
  • Opinions for the feats?

Actually, you still can't move between attacks - the Dervish has and edge there. Nice trick, though.
You don't need to. At higher levels, nothing takes one hit - you need to unload on a single target.
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