Icewalker
2007-02-10, 03:35 AM
This is my second class, the Swordmaster. As my first one was ridiculously overpowered, I decided I suck at measuring power of classes, and have weakened my previous plans for this slightly. Hopefully it comes out mostly balanced, I hope for feedback.
The Swordmaster
Swordmaster’s have the following game statistics:
Abilities: Swordmasters are, quite obviously, masters of sword-fighting. They need dexterity and strength for straight combat, as well as constitution.
Alignment: Any
Hit Dice: d8
Prerequisites:
Base Attack Bonus +6
Dexterity 15 or higher
Strength 15 or higher
Sleight of hand 5 or more ranks
Proficiency with at least 4 different kinds of sword.
Weapon Specialization (any sword)
Combat Expertise feat
Class Skills as fighter
The Swordmaster
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+0|Primary Stance
2nd|
+2|
+0|
+3|
+0|Stance or Pattern
3rd|
+3|
+1|
+3|
+1|Pattern (or a stance if you took Disorienting Pattern at 2nd level)
4th|
+4|
+1|
+4|
+1|Pattern
5th|
+5|
+1|
+4|
+1|Stance
6th|
+6|
+2|
+5|
+2|Pattern
7th|
+7|
+2|
+5|
+2|Pattern
8th|
+8|
+2|
+6|
+2|Stance
9th|
+9|
+3|
+6|
+3|Pattern
10th|
+10|
+3|
+7|
+3|Stance or Pattern[/table]
Class Features:
[B]Weapon and Armor Proficiencies: The swordmaster is proficient with the short sword, the longsword, the scimitar, the katana, and the rapier. The swordmaster is also proficient with light armor.
A Swordmaster either gains a new Stance or a new Pattern at every level. at 2nd, 10th, and possibly 3rd level, the Swordmaster can choose either one.
Stances: A swordmaster has many stances from which to fight. Different stances allow the swordmaster to fight in different ways. Certain patterns can only be used from certain stances. It is a move action to switch into or enter stances, although it doesn't take an action to cancel a stance. A swordmaster may only be in one stance at a time. If a Swordmaster is grappled or flat-footed, or wears armor heavier than light armor, he loses his stance. While in a stance, the Swordmaster cannot run, and can only move at 1/2 his normal speed. All stances have requirements except Primary Stance, which you get at first level.
Basic Stances
Primary Stance: The swordmaster’s first known stance, being in Primary stance gives +1 to hit, +1 to damage, and a +1 parry bonus to AC. These bonuses carry over into attacks made as part of patterns.
Defensive Stance: In defensive stance you have a smaller array of patterns available, although some defensive patterns can only be used in Defensive or Perfect Guard stance. When a swordmaster is in defensive stance, he gets a +3 parry bonus to AC, as well as a +2 bonus to reflex saves as well as a +2 bonus to grapple checks when an opponent attempts to initiate a grapple. Requirements: Primary Stance
Offensive Stance: When in Offensive Stance, the swordmaster has fewer patterns available; however there are some offensive patterns that can only be used in Offensive or Killing stance. When if Offensive Stance, the swordmaster gains +2 to hit, +2 to damage, and +1 to his critical strike range. These bonuses carry over into attacks made during patterns. Requirements: Primary Stance
Patterns: A swordmaster knows many patterns, which are advanced techniques of the sword that allow the swordmaster to do many useful things during combat, including parrying blows, disarming his opponent, and even attempting a rapid killing strike. Unless otherwise stated, when executing a pattern a swordmaster makes a sleight of hand check (d20 + sleight of hand modifier + swordmaster level) against his target’s sense motive check; however the target adds his dexterity bonus instead of his wisdom bonus to the check: d20 + sense motive modifier (using dex bonus). Once a swordmaster has used a pattern against a target that target gets his intelligence bonus added to his check against that pattern if the swordmaster attempts the same pattern again. The target’s int bonus is added again every time the pattern is attempted against him. This check bonus is reduced by 1 for every hour the target does not have to defend against that swordmaster’s pattern. All patterns are a full-round action, unless otherwise noted, until the swordmaster gains the Rapid Patterns ability at level 10, after which patterns are a standard action, unless otherwise noted. The swordmaster cannot use patterns if he is carrying anything more than a light load, or is wearing medium or heavier armor. All Patterns have requirements.
Basic Patterns
Disorienting Pattern: Disorienting Patten allows the swordmaster to
maneuver in a way so as to throw his opponent off balance, allowing him to strike more easily. When a swordmaster uses Disorienting Pattern, he makes a sleight of hand check against his target’s modified sense motive check. If the swordmaster wins the check, the target becomes flatfooted until the beginning of the swordmaster’s next round. The swordmaster also makes a normal attack against the target, who will have lost his dex bonus to AC. If the swordmaster fails his check, his target does not become flat-footed, and no attack is made. Disorienting Pattern can be used in any stance. Requirements: Primary Stance
Deflecting Pattern: When a swordmaster uses the deflecting pattern, he spins his sword in a flurry that allows him to block attacks as well as hit his opponent. The swordmaster makes a sleight of hand check against his target’s modified sense motive check. If the swordmaster wins the check, he makes a normal attack and gets an additional +3 parry bonus to AC against that opponent next round. If the swordmaster loses the check, the attack is blocked and the swordmaster gets no bonuses. Deflecting Pattern can only be used from Primary, Defensive, or Perfect Guard stance. Requirements: Defensive Stance
Guard-Breaker Pattern: When performing the Guard-Breaker Pattern, the swordmaster weaves his sword in a way so as to avoid his opponent’s defenses. The swordmaster makes his sleight of hand check against the target’s modified sense motive check. If the swordmaster wins the check, he makes an attack against his target, removing any shield or parry bonuses from the target’s AC. If the target wins the check, no attack is made. Guard-Breaker Pattern can be used in Offensive or Killing stance. Requirements: Offensive Stance
Disarming Pattern: Using the Disarming Pattern, a swordmaster can knock his opponent’s weapon from his hands. The swordmaster makes the normal opposed checks. If he is successful, he knocks his opponent’s weapon from his hands, which flies 10 feet in a direction of the swordmaster’s choosing. If the opponent wins the check, he is not disarmed. Disarming Pattern can only be used in Defensive Stance or Perfect Guard Stance. Requirements: Defensive Stance
Advanced Patterns
Retreat Pattern: A Swordmaster can return from an offensive or neutral position into a defensive one. when executing a Retreat Pattern, the Swordmaster moves from Primary, Improved Primary, Offensive, or Killing Stance into Defensive or Perfect Guard Stance. This is a move action, therefore the Swordmaster may attack from his attacking position and then switch into a defensive position before his foe can strike back. Requirements: Deflecting Pattern
Wild Thrust: A swordmaster can abandon his defensive position to make a wild and powerful sword thrust at his target. This ability can only be used from Defensive Stance or Perfect Guard Stance. The swordmaster makes an attack that gains +2 to hit, +5 to damage, a doubled critical range, and ignores the targets parry bonuses to AC. After this attack is made the swordmaster becomes flatfooted and stance-less. At the beginning of the swordmaster’s next round, he is forced to enter offensive stance as a move action. Wild thrust is a full-round action that qualifies as a pattern. Requirements: Guard-Breaker Pattern
Master Stances
Improved Primary Stance: The Swordmaster learns to improve his basic stance. When in Primary Stance, the swordmaster gets +2 to hit, +1 to damage, and +2 to AC, instead of the previous +1/+1/+1. Requirements: Offensive Stance, Defensive Stance.
Perfect Guard Stance: When a swordmaster gains Perfect Guard Stance, he learns to hold himself in a way to deflect or avoid many enemy blows. He gains a +3 parry bonus to AC, a +2 dodge bonus to AC, as well as a +3 bonus to reflex saves as well as a +3 bonus to grapple checks when an opponent attempts to initiate a grapple. Requirements: Retreat Pattern, Disarming Pattern
Killing Stance: Killing Stance is learned only by powerful Swordmasters focusing on combat, allowing them to tear through their enemies with rapid speed and skill. While in Killing Stance, a Swordmaster gains +2 to hit and +3 to damage, as well as increasing his critical range by 2. Requirements: Wild Thrust
Master Patterns
Wall of Steel: A Swordmaster using this pattern may parry enemy blows so efficiently there appears to be a wall of steel flashing in front of him. When a swordmaster is in Perfect Guard Stance, he may begin a Wall of Steel at the beginning of his round. When executing a Wall of Steel a swordmaster loses the dodge bonus from Perfect Guard Stance, as well as the reflex and grapple bonuses. However, he gains an additional +5 parry bonus to AC, and may make attacks of opportunity at -2 to hit against anyone within his threatened range during the Wall of Steel. The Wall of Steel lasts until the beginning of the Swordmasters next round, at which point he becomes flat-footed and cannot act that round. Requirements: Perfect Guard Stance
Killing Strike: When in Killing Stance, the Swordmaster may attempt to strike at a vital point on the body of the target. To attempt a killing strike the Swordmaster makes his normal check for attempting a pattern. If the Swordmaster loses the roll, he makes no killing attack. If the Swordmaster wins the check by less than 5, the victim takes the damage from a Swordmaster’s normal attack x1.5. If the swordmaster wins the check by 5 or more, but less than 10, the target takes critical damage from the weapon. If the Swordmaster beats the check by 10 or more, the target must make a fortitude save (DC 10 + amount by which the Swordmaster won the roll) or be killed. After attempting a Killing Strike, the Swordmaster automatically enters Primary Stance. Killing Strike is a full round action, and cannot be attempted on enemies that have no discernable anatomy or are immune to critical hits, such as undead, oozes, and constructs. Requirements: Killing Stance
Stance and Pattern Requirements
Primary Stance: none
Defensive Stance: primary stance
Offensive Stance: primary stance
Disorienting Pattern: Primary Stance
Deflecting Pattern: Defensive Stance
Guard-Breaker Pattern: Offensive Stance
Disarming Pattern: Defensive Stance
Wild Thrust: Guard-Breaker Pattern
Retreat Pattern: Deflecting Pattern
Improved Primary Stance: Offensive Stance, Defensive Stance
Perfect Guard Stance: Retreat Pattern, Disarming Pattern
Killing Stance: Wild Thrust
Wall of Steel: Perfect Guard Stance
Killing Strike: Killing Stance
[hr]
There it is, with new modifications thanks to magic8BALL. Anyone else have feedback for the now improved Swordmaster?
The Swordmaster
Swordmaster’s have the following game statistics:
Abilities: Swordmasters are, quite obviously, masters of sword-fighting. They need dexterity and strength for straight combat, as well as constitution.
Alignment: Any
Hit Dice: d8
Prerequisites:
Base Attack Bonus +6
Dexterity 15 or higher
Strength 15 or higher
Sleight of hand 5 or more ranks
Proficiency with at least 4 different kinds of sword.
Weapon Specialization (any sword)
Combat Expertise feat
Class Skills as fighter
The Swordmaster
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+0|Primary Stance
2nd|
+2|
+0|
+3|
+0|Stance or Pattern
3rd|
+3|
+1|
+3|
+1|Pattern (or a stance if you took Disorienting Pattern at 2nd level)
4th|
+4|
+1|
+4|
+1|Pattern
5th|
+5|
+1|
+4|
+1|Stance
6th|
+6|
+2|
+5|
+2|Pattern
7th|
+7|
+2|
+5|
+2|Pattern
8th|
+8|
+2|
+6|
+2|Stance
9th|
+9|
+3|
+6|
+3|Pattern
10th|
+10|
+3|
+7|
+3|Stance or Pattern[/table]
Class Features:
[B]Weapon and Armor Proficiencies: The swordmaster is proficient with the short sword, the longsword, the scimitar, the katana, and the rapier. The swordmaster is also proficient with light armor.
A Swordmaster either gains a new Stance or a new Pattern at every level. at 2nd, 10th, and possibly 3rd level, the Swordmaster can choose either one.
Stances: A swordmaster has many stances from which to fight. Different stances allow the swordmaster to fight in different ways. Certain patterns can only be used from certain stances. It is a move action to switch into or enter stances, although it doesn't take an action to cancel a stance. A swordmaster may only be in one stance at a time. If a Swordmaster is grappled or flat-footed, or wears armor heavier than light armor, he loses his stance. While in a stance, the Swordmaster cannot run, and can only move at 1/2 his normal speed. All stances have requirements except Primary Stance, which you get at first level.
Basic Stances
Primary Stance: The swordmaster’s first known stance, being in Primary stance gives +1 to hit, +1 to damage, and a +1 parry bonus to AC. These bonuses carry over into attacks made as part of patterns.
Defensive Stance: In defensive stance you have a smaller array of patterns available, although some defensive patterns can only be used in Defensive or Perfect Guard stance. When a swordmaster is in defensive stance, he gets a +3 parry bonus to AC, as well as a +2 bonus to reflex saves as well as a +2 bonus to grapple checks when an opponent attempts to initiate a grapple. Requirements: Primary Stance
Offensive Stance: When in Offensive Stance, the swordmaster has fewer patterns available; however there are some offensive patterns that can only be used in Offensive or Killing stance. When if Offensive Stance, the swordmaster gains +2 to hit, +2 to damage, and +1 to his critical strike range. These bonuses carry over into attacks made during patterns. Requirements: Primary Stance
Patterns: A swordmaster knows many patterns, which are advanced techniques of the sword that allow the swordmaster to do many useful things during combat, including parrying blows, disarming his opponent, and even attempting a rapid killing strike. Unless otherwise stated, when executing a pattern a swordmaster makes a sleight of hand check (d20 + sleight of hand modifier + swordmaster level) against his target’s sense motive check; however the target adds his dexterity bonus instead of his wisdom bonus to the check: d20 + sense motive modifier (using dex bonus). Once a swordmaster has used a pattern against a target that target gets his intelligence bonus added to his check against that pattern if the swordmaster attempts the same pattern again. The target’s int bonus is added again every time the pattern is attempted against him. This check bonus is reduced by 1 for every hour the target does not have to defend against that swordmaster’s pattern. All patterns are a full-round action, unless otherwise noted, until the swordmaster gains the Rapid Patterns ability at level 10, after which patterns are a standard action, unless otherwise noted. The swordmaster cannot use patterns if he is carrying anything more than a light load, or is wearing medium or heavier armor. All Patterns have requirements.
Basic Patterns
Disorienting Pattern: Disorienting Patten allows the swordmaster to
maneuver in a way so as to throw his opponent off balance, allowing him to strike more easily. When a swordmaster uses Disorienting Pattern, he makes a sleight of hand check against his target’s modified sense motive check. If the swordmaster wins the check, the target becomes flatfooted until the beginning of the swordmaster’s next round. The swordmaster also makes a normal attack against the target, who will have lost his dex bonus to AC. If the swordmaster fails his check, his target does not become flat-footed, and no attack is made. Disorienting Pattern can be used in any stance. Requirements: Primary Stance
Deflecting Pattern: When a swordmaster uses the deflecting pattern, he spins his sword in a flurry that allows him to block attacks as well as hit his opponent. The swordmaster makes a sleight of hand check against his target’s modified sense motive check. If the swordmaster wins the check, he makes a normal attack and gets an additional +3 parry bonus to AC against that opponent next round. If the swordmaster loses the check, the attack is blocked and the swordmaster gets no bonuses. Deflecting Pattern can only be used from Primary, Defensive, or Perfect Guard stance. Requirements: Defensive Stance
Guard-Breaker Pattern: When performing the Guard-Breaker Pattern, the swordmaster weaves his sword in a way so as to avoid his opponent’s defenses. The swordmaster makes his sleight of hand check against the target’s modified sense motive check. If the swordmaster wins the check, he makes an attack against his target, removing any shield or parry bonuses from the target’s AC. If the target wins the check, no attack is made. Guard-Breaker Pattern can be used in Offensive or Killing stance. Requirements: Offensive Stance
Disarming Pattern: Using the Disarming Pattern, a swordmaster can knock his opponent’s weapon from his hands. The swordmaster makes the normal opposed checks. If he is successful, he knocks his opponent’s weapon from his hands, which flies 10 feet in a direction of the swordmaster’s choosing. If the opponent wins the check, he is not disarmed. Disarming Pattern can only be used in Defensive Stance or Perfect Guard Stance. Requirements: Defensive Stance
Advanced Patterns
Retreat Pattern: A Swordmaster can return from an offensive or neutral position into a defensive one. when executing a Retreat Pattern, the Swordmaster moves from Primary, Improved Primary, Offensive, or Killing Stance into Defensive or Perfect Guard Stance. This is a move action, therefore the Swordmaster may attack from his attacking position and then switch into a defensive position before his foe can strike back. Requirements: Deflecting Pattern
Wild Thrust: A swordmaster can abandon his defensive position to make a wild and powerful sword thrust at his target. This ability can only be used from Defensive Stance or Perfect Guard Stance. The swordmaster makes an attack that gains +2 to hit, +5 to damage, a doubled critical range, and ignores the targets parry bonuses to AC. After this attack is made the swordmaster becomes flatfooted and stance-less. At the beginning of the swordmaster’s next round, he is forced to enter offensive stance as a move action. Wild thrust is a full-round action that qualifies as a pattern. Requirements: Guard-Breaker Pattern
Master Stances
Improved Primary Stance: The Swordmaster learns to improve his basic stance. When in Primary Stance, the swordmaster gets +2 to hit, +1 to damage, and +2 to AC, instead of the previous +1/+1/+1. Requirements: Offensive Stance, Defensive Stance.
Perfect Guard Stance: When a swordmaster gains Perfect Guard Stance, he learns to hold himself in a way to deflect or avoid many enemy blows. He gains a +3 parry bonus to AC, a +2 dodge bonus to AC, as well as a +3 bonus to reflex saves as well as a +3 bonus to grapple checks when an opponent attempts to initiate a grapple. Requirements: Retreat Pattern, Disarming Pattern
Killing Stance: Killing Stance is learned only by powerful Swordmasters focusing on combat, allowing them to tear through their enemies with rapid speed and skill. While in Killing Stance, a Swordmaster gains +2 to hit and +3 to damage, as well as increasing his critical range by 2. Requirements: Wild Thrust
Master Patterns
Wall of Steel: A Swordmaster using this pattern may parry enemy blows so efficiently there appears to be a wall of steel flashing in front of him. When a swordmaster is in Perfect Guard Stance, he may begin a Wall of Steel at the beginning of his round. When executing a Wall of Steel a swordmaster loses the dodge bonus from Perfect Guard Stance, as well as the reflex and grapple bonuses. However, he gains an additional +5 parry bonus to AC, and may make attacks of opportunity at -2 to hit against anyone within his threatened range during the Wall of Steel. The Wall of Steel lasts until the beginning of the Swordmasters next round, at which point he becomes flat-footed and cannot act that round. Requirements: Perfect Guard Stance
Killing Strike: When in Killing Stance, the Swordmaster may attempt to strike at a vital point on the body of the target. To attempt a killing strike the Swordmaster makes his normal check for attempting a pattern. If the Swordmaster loses the roll, he makes no killing attack. If the Swordmaster wins the check by less than 5, the victim takes the damage from a Swordmaster’s normal attack x1.5. If the swordmaster wins the check by 5 or more, but less than 10, the target takes critical damage from the weapon. If the Swordmaster beats the check by 10 or more, the target must make a fortitude save (DC 10 + amount by which the Swordmaster won the roll) or be killed. After attempting a Killing Strike, the Swordmaster automatically enters Primary Stance. Killing Strike is a full round action, and cannot be attempted on enemies that have no discernable anatomy or are immune to critical hits, such as undead, oozes, and constructs. Requirements: Killing Stance
Stance and Pattern Requirements
Primary Stance: none
Defensive Stance: primary stance
Offensive Stance: primary stance
Disorienting Pattern: Primary Stance
Deflecting Pattern: Defensive Stance
Guard-Breaker Pattern: Offensive Stance
Disarming Pattern: Defensive Stance
Wild Thrust: Guard-Breaker Pattern
Retreat Pattern: Deflecting Pattern
Improved Primary Stance: Offensive Stance, Defensive Stance
Perfect Guard Stance: Retreat Pattern, Disarming Pattern
Killing Stance: Wild Thrust
Wall of Steel: Perfect Guard Stance
Killing Strike: Killing Stance
[hr]
There it is, with new modifications thanks to magic8BALL. Anyone else have feedback for the now improved Swordmaster?