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(Swordsman)
 
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|balance=<!-- One of Monk, Fighter, Rogue, or Wizard (closest approximation). -->
 
|balance=<!-- One of Monk, Fighter, Rogue, or Wizard (closest approximation). -->
 
}}
 
}}
==Avacian Royal Vanguard==
+
==Swordsman==
  
{{quote
+
{{quote  
|We are the first.  
+
|Your life. This blade will spill it.  
|orig=Dakkon Blackblade, Royal Vanguard
+
|orig=Dakkon Blackblade, Swordsman
 
|src=<!--The source of the quote (manuscript, book, etc)-->
 
|src=<!--The source of the quote (manuscript, book, etc)-->
 
}}
 
}}
 +
Every fantasy story needs a guy who's really good at wielding a sword. You're that guy.
  
Generally, the best soldiers in an army get promotions, get relegated to strategic positions behind the lines or cushy military outposts. Some refuse, and spend the rest of their days as grunts on the frontlines. In Avacia, those who refuse are given another, much more dangerous job. They are to be the vanguard.
+
===Becoming a Swordsman===
 
+
Becoming a swordsman pretty much comes down to owning a sword and training, whether through learning under an old mentor on a mountain, from a training manual which has been passed down for generations, or through simply going into battle and surviving.
===Becoming a Royal Vanguard===
 
 
 
Characters of all walks of life pursue this class, as the Avacian Authorities only care about their prowess and their refusal of a lofty position. The latter is a well guarded secret that few outside the ranks of the Vanguard know. As such, those who join the ranks come from varied backgrounds and varied military outfits. [[SRD:Ranger|Rangers]],[[SRD:Barbarian|barbarians]], [[SRD:Fighter|fighters]], and even[[SRD:Rogue|rogues]] are found within the Vanguard, but upon joining they have all devoted themselves to the training and weapons of the Royal Vanguard.
 
  
 
{| class="dragon monstats" cellspacing="0" cellpadding="0"
 
{| class="dragon monstats" cellspacing="0" cellpadding="0"
Line 26: Line 24:
 
|-
 
|-
 
! Base Attack Bonus:
 
! Base Attack Bonus:
| 6+
+
| +4
 
|-
 
|-
 
!Feats:  
 
!Feats:  
| [[SRD:Weapon Focus|Weapon Focus (longsword)]],[[SRD:Cleave|Cleave]]
+
| [[SRD:Weapon Focus|Weapon Focus (any bladed weapon)]],[[SRD:Power Attack|Power Attack]], [[SRD:Weapon Specialization|Weapon Specialization (any bladed weapon)]]
 
|-
 
|-
! Special:
 
| Must have refused promotion and been initiated into the Royal Vanguard.
 
 
|}  
 
|}  
  
 
{| class="zebra d20"
 
{| class="zebra d20"
|+ <div>{{Anchor|Table: The Avacian Royal Vanguard}}</div>
+
|+ <div>{{Anchor|Table: The Swordsman}}</div>
<p>Hit Die: d10</p>
+
<p>Hit Die: d8</p>
 
|-
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | Level
Line 47: Line 43:
 
|-  
 
|-  
 
| 1st || +1 || +2 || +2 || +2
 
| 1st || +1 || +2 || +2 || +2
| class="left" | [[#All Fighting, All The Time|All Fighting, All The Time]]
+
| class="left" | [[#Parry|Parry 1/encounter]], [[#Lead Blades| Lead Blades]], [[#Blade Trick| Blade Trick]], [[#Sword Mastery | Sword Mastery]]
 
|-  
 
|-  
 
| 2nd || +2 || +3 || +3 || +3
 
| 2nd || +2 || +3 || +3 || +3
| class="left" | [[#Life of Combat|Life of Combat]]
+
| class="left" | [[#Blade Trick|Blade Trick]], [[#Called Strike| Called Strike (arms, legs)]], [[#Bonus Feat|Bonus Feat]]
 
|-  
 
|-  
 
| 3rd || +3 || +3 || +3 || +3
 
| 3rd || +3 || +3 || +3 || +3
| class="left" | [[#Bonus Feat|Bonus Feat]]
+
| class="left" | [[#Parry | Parry 2/encounter]], [[#Sword Trance|Sword Trance]]
 
|-  
 
|-  
 
| 4th || +4 || +4 || +4 || +4
 
| 4th || +4 || +4 || +4 || +4
| class="left" | [[#Eye on the Prize|Eye on the Prize 1/day]]
+
| class="left" | [[#Blade Trick| Blade Trick]], [[#Called Strike| Called Strike (head, torso)]],[[#Bonus Feat| Bonus Feat]]
 
|-  
 
|-  
 
| 5th || +5 || +4 || +4 || +4
 
| 5th || +5 || +4 || +4 || +4
| class="left" | [[#I Have Not Yet Begun to Fight!|I Have Not Yet Begun to Fight!]]
+
| class="left" | [[#Parry| Parry 3/encounter]], [[#Greater Sword Trance|Greater Sword Trance]]
|-
 
| 6th || +6 || +5 || +5 || +5
 
| class="left" | [[#Bonus Feat|Bonus Feat]]
 
|-
 
| 7th || +7 || +5 || +5 || +5
 
| class="left" | [[#I Declare War.|I Declare War.]]
 
|-
 
| 8th || +8 || +6 || +6 || +6
 
| class="left" | [[#Eye on the Prize|Eye on the Prize 2/day]]
 
|-
 
| 9th || +9 || +6 || +6 || +6
 
| class="left" | [[#Bonus Feat|Bonus Feat]]
 
|-
 
| 10th || +10 || +7 || +7 || +7
 
| class="left" | [[#Life May Cease, Battle Does Not|Life May Cease, Battle Does Not]]
 
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
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{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[SRD:Strength|Str]]),  
 
{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[SRD:Strength|Str]]),  
 
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]),  
 
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]),  
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]),  
+
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]),
{{Property Link|Skill|SRD:Decipher Script Skill|Decipher Script}} ([[SRD:Intelligence|Int]]),
 
 
{{Property Link|Skill|SRD:Escape Artist Skill|Escape Artist}} ([[SRD:Dexterity|Dex]]),  
 
{{Property Link|Skill|SRD:Escape Artist Skill|Escape Artist}} ([[SRD:Dexterity|Dex]]),  
 
{{Property Link|Skill|SRD:Gather Information Skill|Gather Information}} ([[SRD:Charisma|Cha]]),  
 
{{Property Link|Skill|SRD:Gather Information Skill|Gather Information}} ([[SRD:Charisma|Cha]]),  
Line 90: Line 70:
 
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),  
 
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),  
 
{{Property Link|Skill|SRD:Jump Skill|Jump}} ([[SRD:Strength|Str]]),  
 
{{Property Link|Skill|SRD:Jump Skill|Jump}} ([[SRD:Strength|Str]]),  
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} ([[SRD:Intelligence|Int]]),  
+
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (all skills, taken individually) ([[SRD:Intelligence|Int]]),  
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]])
+
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]]),  
{{Property Link|Skill|SRD:Psicraft Skill|Psicraft}} ([[SRD:Intelligence|Int]]),  
 
 
{{Property Link|Skill|SRD:Profession Skill|Profession}} ([[SRD:Wisdom|Wis]]),  
 
{{Property Link|Skill|SRD:Profession Skill|Profession}} ([[SRD:Wisdom|Wis]]),  
 
{{Property Link|Skill|SRD:Ride Skill|Ride}} ([[SRD:Dexterity|Dex]]),  
 
{{Property Link|Skill|SRD:Ride Skill|Ride}} ([[SRD:Dexterity|Dex]]),  
Line 98: Line 77:
 
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]),  
 
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]),  
 
{{Property Link|Skill|SRD:Speak Language Skill|Speak Language}} (None),  
 
{{Property Link|Skill|SRD:Speak Language Skill|Speak Language}} (None),  
{{Property Link|Skill|SRD:Spellcraft Skill|Spellcraft}} ([[SRD:Intelligence|Int]]),
 
 
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]),  
 
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]),  
 
{{Property Link|Skill|SRD:Survival Skill|Survival}} ([[SRD:Wisdom|Wis]]),  
 
{{Property Link|Skill|SRD:Survival Skill|Survival}} ([[SRD:Wisdom|Wis]]),  
Line 105: Line 83:
 
{{Property Link|Skill|SRD:Use Rope Skill|Use Rope}} ([[SRD:Dexterity|Dex]]).
 
{{Property Link|Skill|SRD:Use Rope Skill|Use Rope}} ([[SRD:Dexterity|Dex]]).
 
|}
 
|}
 
  
 
====Class Features====
 
====Class Features====
  
All of the following are class features of the Blood Knight.
+
All of the following are class features of the Swordsman.
  
'''{{Anchor|Maneuvers}}:''' Every level in Blood Knight, you gain new Maneuvers or Stances as if you took a level in a class that already grants such an ability. If you did not already have such an ability, you may choose any three Disciplines and gain Maneuvers as a Warblade of your levels in Blood Knight using the Warblade's recovery method for your Maneuvers. If any of your chosen Disciplines' skills is not on the Blood Knight skill list, it is added to your list of Class Skills.
+
'''{{Anchor|Parry}}([[Ex]]):''' At 1<sup>st</sup>, you've learnt that getting hit hurt. As an immediate action, whenever you are about to be hit by an ability that requires an attack roll, you may make an opposed attack roll. If your attack roll is equal to or exceeds the attack's, you effectively parry the attack and take no damage or other associated effect. You may use this ability once per encounter at level one and an additional time at levels three and five.
  
'''{{Anchor|All Fighting, All The Time}} ([[Ex]]):''' At 1<sup>st</sup> level, you are considered to be in Combat whenever it would be advantageous for you. As a side effect, any time new creatures enter a situation, you are allowed to consider it a new encounter for any effects that can be used a limited number of times per encounter or which refresh at the start of an encounter.
+
'''{{Anchor|Lead Blades}} ([[Ex]]):''' Whenever you're wielding a bladed weapon and use the [[SRD:Power Attack|Power Attack]] feat, you may treat it as if you were wielding it with two hands.
  
'''{{Anchor|Life of Combat}} ([[Ex]]):''' At 2<sup>nd</sup> level, you are never considered Flat-Footed for any reason and you act in any surprise round, taking actions as if it were a full round instead. In addition, the amount of time away from a fight to be considered out of the fight is only one round for you, instead of ten.
+
'''{{Anchor|Blade Trick}} ([[Ex]]):''' Beginning at 1<sup>st</sup> level, you learn a wide variety of tricks that only someone with an unhealthy obsession would have time to practice. At 1<sup>st</sup> 2<sup>nd</sup> and 4<sup>th</sup> level, you may pick one of the following abilities:
  
'''{{Anchor|Bonus Feats}}:''' At 3<sup>rd</sup>, 6<sup>th</sup>, and 9<sup>th</sup> level, you may choose a bonus Combat Feat. If you are not using Tome, you may choose a Fighter Bonus Feat that you qualify for, and levels in Blood Knight stack with levels of Fighter to determine if you qualify for a feat.
+
''{{Anchor|Always in Hand}} ([[Ex]]):''You may pick up and draw your weapon as a free action as long as it is within your reach.
  
'''{{Anchor|Eye on the Prize}} ([[Ex]]):''' At 4<sup>th</sup> level, a roll of a 1 on an Attack Roll or Saving Throw is no longer an automatic failure and is instead treated as a 1. Once per day, you may elect to treat the roll of 1 as a roll of 21 instead. You gain an additional use of this ability per day for every four more levels you have. (8<sup>th</sup>, 12<sup>th</sup>, 16<sup>th</sup>...)
+
''{{Anchor|Thrown Blade}} ([[Ex]]):'' You may throw your weapon as a ranged attack with a range of 30 feet.  
  
'''{{Anchor|I Have Not Yet Begun to Fight!}} ([[Ex]]):''' At 5<sup>th</sup> level, a Blood Knight is Immune to any status effects that would cause her to stop fighting, aside from dying. This does not make her immune to a compulsion that would order her to fight her allies, but it would stop a compulsion with an order to stand down.
+
''{{Anchor|Pole Vault}} ([[Ex]]):'' You may ignore up to 10 feet of rough terrain while wielding a bladed weapon. Additionally, you gain a competence bonus to {{Property Link|Skill|SRD:Jump Skill|Jump}} ([[SRD:Strength|Str]]) checks equal to four times your class levels.
  
'''{{Anchor|I Declare War.}} ([[Ex]]):''' At 7<sup>th</sup> level, a Blood Knight can force open hostilities in all surrounding creatures. All creatures within 60' have their attitudes shifted to hostile towards whomever the Blood Knight designates. A Will save (DC = 10 + 1/2 Blood Knight's ECL + STR) negates the effect. However, avoiding mob mentality is tough. If more than half the creatures in range fail their saves, the ones that didn't must make another save with the same DC +2 per each creature that originally failed.
+
''{{Anchor|Just Like Butter}} ([[Ex]]):'' Whenever you're wielding a bladed weapon, you may ignore the first 20 points of [[SRD:Breaking and Entering|hardness]] when striking an object.
  
'''{{Anchor|Life May Cease, Battle Does Not}} ([[Ex]]):''' At 10<sup>th</sup> level, the Blood Knight stops aging and is never completely killed by any effect.
+
''{{Anchor|Flourish}} ([[Ex]]):'' When wielding a bladed weapon, you may make an {{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]) check as a move action once per round, gaining a bonus to the check equal to the enhancement bonus on the weapon.
  
A week after being killed, the Blood Knight is brought back to life within 30' of her killer and must defeat the killer one on one, taking no actions counter to this objective. If the Blood Knight wins, she is free to act as she wishes. If slain in this battle, the Blood Knight returns again in one month to repeat the challenge.
+
''{{Anchor|Slow Fall}} ([[Ex]]):'' You gain the [[SRD:Monk|monk]] ability of the same name, with unlimited fall distance.  
  
Should her losing streak continue, she will return again in a year, then a decade, then finally once a century. If the killer dies in the intervening time, the Blood Knight challenges the closest living relative instead. When raised in this manner, the Blood Knight takes no penalty for the death(s).
+
''{{Anchor|Versatile Weapon}} ([[Ex]]):'' You may use a bladed weapon to deal piercing, slashing, blunt and non-lethal damage, you choose which type of damage to deal when declaring an attack.  
  
The only other ways a Blood Knight may be revived are with a [[SRD:Wish|Wish]] or [[SRD:Miracle|Miracle]] spell, or if the killer is subject to a [[SRD:Remove Curse|Remove Curse]], [[SRD:Break Enchantment|Break Enchantment]], or [[SRD:Limited Wish|Limited Wish]] to remove the need to be challenged. In this case, the killer and his family are freed from being challenged; the Blood Knight is still revived on the next time she is scheduled, but may act according to her own wishes.
+
'''{{Anchor|Sword Mastery}} ([[Ex]]):''' At 1<sup>st</sup> level, you may pick a specific type of bladed weapon, such as a longsword, gaining several abilities while wielding said weapon. At 1<sup>st</sup> level you treat levels of swordsman as fighter, furthermore, your weapon gains an enhancement bonus equal to 1/3<sup>rd</sup> your character level.  
  
The epic Blood Knight gains a bonus feat (selected from the list of epic Blood Knight feats) starting at 12<sup>th</sup> and continuing every three levels from then on. (15<sup>th</sup>, 18<sup>th</sup>, 21<sup>st</sup>...)
+
At 2<sup>nd</sup> level you are treated as having [[SRD:Improved Disarm|improved disarm]],[[SRD:Improved Feint|improved feint]], and [[SRD:Improved Sunder|improved sunder] while wielding your chosen weapon.
  
'''{{Anchor|Truly Epic BAB}}:''' Unlike other classes taking on Epic levels, the Blood Knight is so focused upon fighting that her BAB continues to rise by 1 each level, though she does not obtain 5 or more iterative attacks by going beyond +20. This is in addition to the +1 Epic bonus for every odd level past ECL 20.
+
At 3<sup>rd</sup> level you are treated as having [[SRD:Greater Weapon Specialization| greater weapon specialization]] while wielding your weapon.
  
''{{Anchor|Epic Blood Knight Bonus Feat}} List:'' The Blood Knight may choose from the Epic Bonus Feat list of any class she has, adding her levels in Blood Knight to levels in that class to determine qualifications for these feats. She must meet the prerequisites for these Epic Bonus Feats.
+
At 4<sup>th</sup> level you gain [[SRD:Improved Critical| improved critical]] while holding that weapon.
  
===Campaign Information===
+
At 5<sup>th</sup> level you gain [[SRD:Greater Weapon Focus| greater weapon Focus]] with that weapon.
  
====Playing a Royal Vanguard====
+
With a one hour training ritual, you may change which type of bladed weapon this ability applies to.
  
'''Combat:''' In combat, you want to kick ass and chew bubble gum, and your opponents took all the gum. Go get your gum back.
+
'''{{Anchor|Called Strike}} ([[Ex]]):''' At 2<sup>nd</sup> level, you gain the ability to make called strikes. You can declare any of your iterative attacks to be called strikes, but it must be done before you roll the attack. At 2<sup>nd</sup> level you have access to the following called strikes:
 +
''{{Anchor|Arms}} ([[Ex]]):'' By taking a -3 penalty to hit, you may cripple your opponent's arms, causing them to take a -2 penalty to attack rolls, skills involving arms, and giving them a 25% spell failure chance for any spell that has somatic components.
 +
''{{Anchor|Legs}} ([[Ex]]):'' By taking a -3 penalty to hit, you may cripple your opponent's legs, halving their movement speed and preventing them from taking the [[SRD:Run|run]], [[SRD:Withdraw| withdraw]], and [[SRD:5-Foot Step|5 foot step]] action.
  
'''Advancement:''' Anything that makes you kick more ass is a desirable way to advance, including more levels of Blood Knight.
+
At 4<sup>th</sup> level you gain access to these called strikes:
 +
''{{Anchor|Torso}} ([[Ex]]):'' By taking a -3 penalty to hit, you may force your opponent to move 10 ft/level in any direction. If said creature hits a wall or other solid object, it takes 1d6 per 10 feet they would have otherwise moved. This ability only works on creatures up to 2 sizes larger than you.
 +
''{{Anchor|Head}} ([[Ex]]):'' By taking a -6 penalty to hit, you force the opponent to roll a DC 10 + 1/2 [[SRD:Effective Character Level|character level]] + [[SRD:Strength|Str]] [[SRD:Saving Throw| fortitude save]] or be your choice of blinded for 1d4 rounds or stunned for 1.  
  
'''Resources:''' Blood Knights are equally likely to fight each other as they are to fight alongside one another, and these situations are not mutually exclusive.
+
'''{{Anchor|Bonus Feats}}:''' At 2<sup>nd</sup> and 4<sup>th</sup> level, you may choose a bonus Combat Feat. If you are not using Tome, you may choose a Fighter Bonus Feat that you qualify for.
  
 +
'''{{Anchor|Sword Trance}} ([[Ex]]):''' At 3<sup>rd</sup> level, you gain the ability to enter a meditative state where your fighting ability is truly unmatched. Entering a sword trance is a [[SRD:Action Types| move action]]. During a sword trance you gain several benefits while wielding a bladed weapon. You gain a +4 bonus to [[SRD:Strength| strength]] and [[SRD:Dexterity| dexterity]], increase your reach by 5 feet, ignore all [[SRD:Damage Reduction| damage reduction]], and lastly, gain the ability to take a full attack action as a standard action. You may end your sword trance as a free action, and can be in sword trance for a total number of rounds equal to 4+your [[SRD:Strength|strength modifier]] rounds per day. Each level of swordsman adds 2 rounds to the number of rounds you may sword trance.
  
 +
====Playing a Swordsman====
  
====Royal Vanguard in the World====
+
'''Combat:''' In combat, you're the frontline of the frontline, as you always rely on getting up close and personal.
  
{{quote|Round One. Fight!|4=}}
+
'''Advancement:''' Anything that makes you better at sticking your sword into people is desirable.
  
Wherever there is Battle, there are Blood Knights, with almost no exceptions. (Most of said exceptions are pitifully small-scale skirmishes.)
+
====Swordsmen in the World====
 
 
'''NPC Reactions:''' NPCs that know what a Blood Knight is will generally attempt to convince the Blood Knight that there is something worth beating up far away from where they are right now. Usually, the NPC is right.
 
 
 
====Royal Vanguard Lore====
 
 
 
Characters with ranks in Knowledge (History) or Knowledge (Warfare) can research Blood Knights to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
 
 
 
{| class="zebra d20"
 
|+ Knowledge (History) or Knowledge (Warfare)
 
! DC || class="left" | Result
 
|-
 
| 11 || class="left" | There are those in this world who fight for the sake of fighting.
 
|-
 
| 16 || class="left" | Those people are called Blood Knights. They live for battle and can be found wherever there is a good fight.
 
|-
 
| 21 || class="left" | It is said that if a war is not happening right now, a Blood Knight is getting one started.
 
|-
 
| 26 || class="left" | Some Legendary Blood Knights do not stay dead, returning to face their killer in a duel to the death for the right to return to life.
 
|}
 
  
 +
{{quote|Round One. Fight!|4=}}
  
====Royal Vanguard in the Game====
+
Swordsmen follow battle. Whether they are wars, special missions, or heroic quests, they go where they can put their sword skills to the test.
  
Blood Knights fit an Attacker and Striker role in Combat, and if they are not currently doing this, they find a fight and jump in so that they can.
+
'''NPC Reactions:''' NPCs that know that a character is a swordsman will usually treat them like any other adventurer, unless they are particularly interested in swordsmanship. Then they might challenge them to a duel, ask them to train them, or just pick a fight with them.
  
'''Adaptation:''' If you can't find a place for guys and gals who go around starting fights because they want to find a good fight, nothing I can write here can really help you.
 
  
'''Sample Encounter:''' A very archetypal Random Encounter if there was one, just have an unnamed Blood Knight challenge the most visually imposing member of your party to a one on one fight.
 
  
  

Latest revision as of 19:41, 16 September 2015

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Author: [[User:Idkwhatmynameis|Idkwhatmynameis]] ([[User talk:Idkwhatmynameis|talk]])
Date Created: 25/3/10
Status: <-how close to completion->
Editing: Clarity edits only please
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Swordsman[edit]

Your life. This blade will spill it.
—Dakkon Blackblade, Swordsman

Every fantasy story needs a guy who's really good at wielding a sword. You're that guy.

Becoming a Swordsman[edit]

Becoming a swordsman pretty much comes down to owning a sword and training, whether through learning under an old mentor on a mountain, from a training manual which has been passed down for generations, or through simply going into battle and surviving.

Entry Requirements
Base Attack Bonus: +4
Feats: Weapon Focus (any bladed weapon),Power Attack, Weapon Specialization (any bladed weapon)

Table: The Swordsman

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Parry 1/encounter, Lead Blades, Blade Trick, Sword Mastery
2nd +2 +3 +3 +3 Blade Trick, Called Strike (arms, legs), Bonus Feat
3rd +3 +3 +3 +3 Parry 2/encounter, Sword Trance
4th +4 +4 +4 +4 Blade Trick, Called Strike (head, torso), Bonus Feat
5th +5 +4 +4 +4 Parry 3/encounter, Greater Sword Trance

Class Skills (6 + Int modifier per level.)
Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Swordsman.

Parry(Ex): At 1st, you've learnt that getting hit hurt. As an immediate action, whenever you are about to be hit by an ability that requires an attack roll, you may make an opposed attack roll. If your attack roll is equal to or exceeds the attack's, you effectively parry the attack and take no damage or other associated effect. You may use this ability once per encounter at level one and an additional time at levels three and five.

Lead Blades (Ex): Whenever you're wielding a bladed weapon and use the Power Attack feat, you may treat it as if you were wielding it with two hands.

Blade Trick (Ex): Beginning at 1st level, you learn a wide variety of tricks that only someone with an unhealthy obsession would have time to practice. At 1st 2nd and 4th level, you may pick one of the following abilities:

Always in Hand (Ex):You may pick up and draw your weapon as a free action as long as it is within your reach.

Thrown Blade (Ex): You may throw your weapon as a ranged attack with a range of 30 feet.

Pole Vault (Ex): You may ignore up to 10 feet of rough terrain while wielding a bladed weapon. Additionally, you gain a competence bonus to Jump (Str) checks equal to four times your class levels.

Just Like Butter (Ex): Whenever you're wielding a bladed weapon, you may ignore the first 20 points of hardness when striking an object.

Flourish (Ex): When wielding a bladed weapon, you may make an Intimidate (Cha) check as a move action once per round, gaining a bonus to the check equal to the enhancement bonus on the weapon.

Slow Fall (Ex): You gain the monk ability of the same name, with unlimited fall distance.

Versatile Weapon (Ex): You may use a bladed weapon to deal piercing, slashing, blunt and non-lethal damage, you choose which type of damage to deal when declaring an attack.

Sword Mastery (Ex): At 1st level, you may pick a specific type of bladed weapon, such as a longsword, gaining several abilities while wielding said weapon. At 1st level you treat levels of swordsman as fighter, furthermore, your weapon gains an enhancement bonus equal to 1/3rd your character level.

At 2nd level you are treated as having improved disarm,improved feint, and [[SRD:Improved Sunder|improved sunder] while wielding your chosen weapon.

At 3rd level you are treated as having greater weapon specialization while wielding your weapon.

At 4th level you gain improved critical while holding that weapon.

At 5th level you gain greater weapon Focus with that weapon.

With a one hour training ritual, you may change which type of bladed weapon this ability applies to.

Called Strike (Ex): At 2nd level, you gain the ability to make called strikes. You can declare any of your iterative attacks to be called strikes, but it must be done before you roll the attack. At 2nd level you have access to the following called strikes: Arms (Ex): By taking a -3 penalty to hit, you may cripple your opponent's arms, causing them to take a -2 penalty to attack rolls, skills involving arms, and giving them a 25% spell failure chance for any spell that has somatic components. Legs (Ex): By taking a -3 penalty to hit, you may cripple your opponent's legs, halving their movement speed and preventing them from taking the run, withdraw, and 5 foot step action.

At 4th level you gain access to these called strikes: Torso (Ex): By taking a -3 penalty to hit, you may force your opponent to move 10 ft/level in any direction. If said creature hits a wall or other solid object, it takes 1d6 per 10 feet they would have otherwise moved. This ability only works on creatures up to 2 sizes larger than you. Head (Ex): By taking a -6 penalty to hit, you force the opponent to roll a DC 10 + 1/2 character level + Str fortitude save or be your choice of blinded for 1d4 rounds or stunned for 1.

Bonus Feats: At 2nd and 4th level, you may choose a bonus Combat Feat. If you are not using Tome, you may choose a Fighter Bonus Feat that you qualify for.

Sword Trance (Ex): At 3rd level, you gain the ability to enter a meditative state where your fighting ability is truly unmatched. Entering a sword trance is a move action. During a sword trance you gain several benefits while wielding a bladed weapon. You gain a +4 bonus to strength and dexterity, increase your reach by 5 feet, ignore all damage reduction, and lastly, gain the ability to take a full attack action as a standard action. You may end your sword trance as a free action, and can be in sword trance for a total number of rounds equal to 4+your strength modifier rounds per day. Each level of swordsman adds 2 rounds to the number of rounds you may sword trance.

Playing a Swordsman[edit]

Combat: In combat, you're the frontline of the frontline, as you always rely on getting up close and personal.

Advancement: Anything that makes you better at sticking your sword into people is desirable.

Swordsmen in the World[edit]

Round One. Fight!

Swordsmen follow battle. Whether they are wars, special missions, or heroic quests, they go where they can put their sword skills to the test.

NPC Reactions: NPCs that know that a character is a swordsman will usually treat them like any other adventurer, unless they are particularly interested in swordsmanship. Then they might challenge them to a duel, ask them to train them, or just pick a fight with them.




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