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|balance=<!-- One of Monk, Fighter, Rogue, or Wizard (closest approximation). -->
 
|balance=<!-- One of Monk, Fighter, Rogue, or Wizard (closest approximation). -->
 
}}
 
}}
<div class="blank">
+
==Swordsman==
{{#set:Summary=<!-- A short description of your class. This will show up on the class navigation page. -->
+
 
|Length=<!-- The length of your class. Most base classes are 20 levels long. -->
+
{{quote
|Minimum Level=<!--  The minimum level you can qualify for this class. -->
+
|Your life. This blade will spill it.  
|Base Attack Bonus Progression=<!-- Choose one of: Good, Moderate, Poor, Other. -->
+
|orig=Dakkon Blackblade, Swordsman
|Fortitude Save Progression=<!-- Choose one of: Good, Poor, Other. -->
+
|src=<!--The source of the quote (manuscript, book, etc)-->
|Reflex Save Progression=<!-- Choose one of: Good, Poor, Other. -->
 
|Will Save Progression=<!-- Choose one of: Good, Poor, Other. -->
 
|Class Ability=<!-- Choose one of: Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, Invocations, Martial Maneuvers, Sneak Attack, Bardic Music, or Other. If multiple abilities apply, such as Arcane Spellcasting and Prepared Spellcasting would for a wizard, add a new "|Class Ability=" line for each additional ability. -->
 
|Class Ability Progression=<!-- Choose one of: Full, Partial, Minor, Separate, Other. If the class has multiple abilities with different progressions, choose Other. -->
 
 
}}
 
}}
<!-- Delete any of the following alignments if they are not allowed in the class -->
+
Every fantasy story needs a guy who's really good at wielding a sword. You're that guy.
{{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}
 
</div>
 
  
<!-- If your page should contain a picture, replace this line with [[File:Picturename.jpg|thumb|right|150px|Insert the caption here.]] -->
+
===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.
  
==Master Assailant==
+
{| class="dragon monstats" cellspacing="0" cellpadding="0"
 +
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements
 +
|-
 +
! Base Attack Bonus:
 +
| +4
 +
|-
 +
!Feats:
 +
| [[SRD:Weapon Focus|Weapon Focus (any bladed weapon)]],[[SRD:Power Attack|Power Attack]], [[SRD:Weapon Specialization|Weapon Specialization (any bladed weapon)]]
 +
|-
 +
|}
  
===Master Assailant===
 
 
Very effective at range, their wide range of abilities also allows them to be good in melee.
 
 
'''Abilities:''' [[Dexterity]] or [[Strength]] is often the most important ability for master assailant, though they also benefit from [[Constitution]] and [[Intelligence]].
 
 
'''Races:''' Elves, with their natural ability with bows and grace,often pursue the path of the master assailant.
 
 
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple '''
 
 
{| class="zebra d20"
 
{| class="zebra d20"
|+
+
|+ <div>{{Anchor|Table: The Swordsman}}</div>
<div>{{Anchor|Table: The Sublime Hunter}}</div>
+
<p>Hit Die: d8</p>
Hit Die: d10
 
 
|-
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | Level
Line 45: Line 39:
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! rowspan="2" | Special
 
! rowspan="2" | Special
! rowspan="2" | Maneuvers<br>Known
 
! rowspan="2" | Maneuvers<br>Readied
 
! rowspan="2" | Stance<br>Known
 
 
|-
 
|-
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
|-
 
|1st||class="left" | +1 || +2 || +2 || +0
 
| class="left" |
 
|3||3||1||
 
|-
 
|2nd||class="left" | +2 || +3 || +3 || +0
 
| class="left" |
 
|4||3||1||
 
|-
 
|3rd||class="left" | +3 || +3 || +3 || +1
 
| class="left" |
 
|5||3||1||
 
|-
 
|4th||class="left" | +4 || +4 || +4 || +1
 
| class="left" |
 
|5||4||2||
 
|-
 
|5th||class="left" | +5 || +4 || +4 || +1
 
| class="left" |
 
 
|6||4||2||
 
|-
 
|6th||class="left" | +6/+1 || +5 || +5 || +2
 
| class="left" |
 
|6||4||—||
 
|-
 
|7th||class="left" | +7/+2 || +5 || +5 || +2
 
| class="left" |
 
|7||4||2||
 
|-
 
|8th||class="left" | +8/+3 || +6 || +6 || +2
 
| class="left" |
 
|7||4||2||
 
|-
 
|9th||class="left" | +9/+4 || +6 || +6 || +3
 
| class="left" |
 
|8||4||2||
 
|-
 
|10th||class="left" | +10/+5 || +7 || +7 || +3
 
| class="left" |
 
|8||5||3||
 
|-
 
|11th||class="left" | +11/+6/+1 || +7 || +7 || +3
 
| class="left" |
 
|9||5||3||
 
|-
 
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4
 
| class="left" |
 
|9||5||3||
 
|-
 
|13th||class="left" | +13/+8/+3 || +8 || +8 || +4
 
| class="left" |
 
|10||5||3||
 
|-
 
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4
 
| class="left" |
 
|11||6||3||
 
|-
 
|15th||class="left" | +15/+10/+5 || +9 || +9 || +5
 
| class="left" |
 
|11||6||3||
 
|-
 
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5
 
| class="left" |
 
|11||6||3||
 
|-
 
|17th||class="left" |+17/+12/+7/+2 || +10 || +10 || +5
 
|12||6||4||
 
|-
 
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6
 
| class="left" |
 
|12||6||4||
 
|-
 
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6
 
| class="left" |
 
|13||7||4||
 
|-
 
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6
 
| class="left" |
 
|13||7||4||
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
'''Class Skills ([[Skill Points::6]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
 
Stuff from Tome of Prowess.
 
 
====Class Features====
 
 
All of the following are class features of the <-class name->.
 
 
'''Weapon and Armor Proficiency:''' A master assailantis proficient in light and medium armor but no shields. He is also proficient with all simple, martial, and exotic weapons.
 
 
'''{{Anchor|Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A master assailant’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a [[SRD:Carrying Capacity|heavy load]]. Apply this bonus before modifying the master assailant’s speed because of any load carried or armor worn. This bonus improves at 5th level and every 5 levels thereafter.
 
 
'''Maneuvers([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Diamond Mind, Shadow Hand,and Tiger Claw.
 
 
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by asssassin is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
 
 
You learn additional maneuvers at higher levels. You must meet a maneuver's prerequisite to learn it.
 
 
Upon reaching 4th level, and at every even-numbered sublime hunter level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.
 
 
'''Maneuvers Readied:''' You can ready all three of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.
 
 
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).
 
 
You can recover all expended maneuvers with a swift action followed by an attack action or taking a standard action to do nothing but recover maneuvers. You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.
 
 
'''Stances Known:''' You begin play with knowledge of one 1st-level stance from any discipline open to warblades. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
 
 
Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
 
 
====Epic Sublime Hunter====
 
 
{| class="zebra d20"
 
|+ class="epic" |
 
<div>{{Anchor|Table: The Epic Sublime Hunter}}</div>
 
Hit Die: d8
 
|-
 
! Level !! Special
 
|-
 
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
 
|-  
 
|-  
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 1st || +1 || +2 || +2 || +2
 +
| class="left" | [[#Parry|Parry 1/encounter]], [[#Lead Blades| Lead Blades]], [[#Blade Trick| Blade Trick]], [[#Sword Mastery | Sword Mastery]]
 
|-  
 
|-  
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 2nd || +2 || +3 || +3 || +3
 +
| class="left" | [[#Blade Trick|Blade Trick]], [[#Called Strike| Called Strike (arms, legs)]], [[#Bonus Feat|Bonus Feat]]
 
|-  
 
|-  
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 3rd || +3 || +3 || +3 || +3
 +
| class="left" | [[#Parry | Parry 2/encounter]], [[#Sword Trance|Sword Trance]]
 
|-  
 
|-  
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 4th || +4 || +4 || +4 || +4
 +
| class="left" | [[#Blade Trick| Blade Trick]], [[#Called Strike| Called Strike (head, torso)]],[[#Bonus Feat| Bonus Feat]]
 
|-  
 
|-  
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 5th || +5 || +4 || +4 || +4
|- class
+
| class="left" | [[#Parry| Parry 3/encounter]], [[#Greater Sword Trance|Greater Sword Trance]]
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|- class
 
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|- class=
 
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
6 + [[SRD:Intelligence|Int]] modifier skill points per level.
+
'''Class Skills ([[Skill Points::6]] + [[SRD:Intelligence|Int]] modifier per level.)'''<br/>
 +
{{Property Link|Skill|SRD:Autohypnosis Skill|Autohypnosis}} ([[SRD:Wisdom|Wis]]),
 +
{{Property Link|Skill|SRD:Balance Skill|Balance}} ([[SRD:Dexterity|Dex]]),
 +
{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[SRD:Strength|Str]]),
 +
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]),
 +
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]), 
 +
{{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:Handle Animal Skill|Handle Animal}} ([[SRD:Charisma|Cha]]),
 +
{{Property Link|Skill|SRD:Heal Skill|Heal}} ([[SRD:Wisdom|Wis]]),
 +
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),
 +
{{Property Link|Skill|SRD:Jump Skill|Jump}} ([[SRD:Strength|Str]]),
 +
{{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:Profession Skill|Profession}} ([[SRD:Wisdom|Wis]]),
 +
{{Property Link|Skill|SRD:Ride Skill|Ride}} ([[SRD:Dexterity|Dex]]),
 +
{{Property Link|Skill|SRD:Search Skill|Search}} ([[SRD:Intelligence|Int]]),
 +
{{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:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]),
 +
{{Property Link|Skill|SRD:Survival Skill|Survival}} ([[SRD:Wisdom|Wis]]),
 +
{{Property Link|Skill|SRD:Swim Skill|Swim}} ([[SRD:Strength|Str]]),
 +
{{Property Link|Skill|SRD:Tumble Skill|Tumble}} ([[SRD:Dexterity|Dex]]),
 +
{{Property Link|Skill|SRD:Use Rope Skill|Use Rope}} ([[SRD:Dexterity|Dex]]).
 
|}
 
|}
  
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels->
+
====Class Features====
 
 
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels->
 
 
 
<-Lather, rinse...->
 
 
 
<-... repeat.->
 
  
'''{{Anchor|Bonus Feats }}:''' The epic Sublime Hunter gains a bonus feat from the same list as the epic ranger and fighter every 3 levels after 20th.
+
All of the following are class features of the Swordsman.
  
 +
'''{{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.
  
====Elf  Sublime Hunter Starting Package====
+
'''{{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.
  
'''Weapons:''' Longbow and Longsword.
+
'''{{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:
  
'''Skill Selection:''' Pick a number of skills equal to 6 + [[Int]] modifier.
+
''{{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.
  
{| class="zebra d20"
+
''{{Anchor|Thrown Blade}} ([[Ex]]):'' You may throw your weapon as a ranged attack with a range of 30 feet.
|-
 
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
 
|- class=
 
| class="left" | Spot ||4 || Wis || &mdash;
 
|- class=
 
| class="left" |Search || 4 || Int || &mdash;
 
|- class=
 
| class="left" | Survival || 4 || Wis || &mdash;
 
|- class=
 
| class="left" |Tumble || 4 || Dex || -2
 
|- class=
 
| class="left" | Hide || 4 || Dex || -2
 
|- class=
 
| class="left" | Move Silently || 4|| Dex || -2
 
|}
 
  
'''Feat:''' Point Blank Shot.
+
''{{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.
  
'''Gear:''' Basic Adventuring Package+ Studded Leather.
+
''{{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.
  
'''Gold:''' 125 gp.
+
''{{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.
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW
+
''{{Anchor|Slow Fall}} ([[Ex]]):'' You gain the [[SRD:Monk|monk]] ability of the same name, with unlimited fall distance.
===Campaign Information===
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW -->
 
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION
+
''{{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.  
====Playing a <-class name->====
 
  
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
+
'''{{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.  
  
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
+
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.
  
'''Combat:''' <-Typical role in combat->.
+
At 3<sup>rd</sup> level you are treated as having [[SRD:Greater Weapon Specialization| greater weapon specialization]] while wielding your weapon.
  
'''Advancement:''' <-Typical advancement options for characters with this class.  Include desirable multiclass options->.
+
At 4<sup>th</sup> level you gain [[SRD:Improved Critical| improved critical]] while holding that weapon.
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION -->
 
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION
+
At 5<sup>th</sup> level you gain [[SRD:Greater Weapon Focus| greater weapon Focus]] with that weapon.
====<-pluralized class name-> in the World====
 
  
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}
+
With a one hour training ritual, you may change which type of bladed weapon this ability applies to.
  
<-Where characters of this class fit in a d20 world.->
+
'''{{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.
  
'''Daily Life:''' <-day in the life of a character of this class->.
+
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.  
  
'''Notables:''' <-notable NPCs of this class->.
+
'''{{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.
  
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.
+
'''{{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.
  
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.
+
====Playing a Swordsman====
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION -->
 
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION
+
'''Combat:''' In combat, you're the frontline of the frontline, as you always rely on getting up close and personal.
====<-class name-> Lore====
 
  
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
+
'''Advancement:''' Anything that makes you better at sticking your sword into people is desirable.
  
{| class="zebra d20"
+
====Swordsmen in the World====
|+ <-the appropriate skills->
 
! DC || class="left" | Result
 
|-
 
| 5 || class="left" | <-common knowledge->.
 
|-
 
| 10 || class="left" | <-not so common knowledge->.
 
|-
 
| 15 || class="left" | <-rare information->.
 
|-
 
| 20 || class="left" | <-very rare information->.
 
|}
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION -->
 
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION
+
{{quote|Round One. Fight!|4=}}
====<-pluralized class name-> in the Game====
 
  
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
+
Swordsmen follow battle. Whether they are wars, special missions, or heroic quests, they go where they can put their sword skills to the test.
  
'''Adaptation:''' <-Possible variant conceptions of this class.->.
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'''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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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
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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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