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sirpercival
2016-11-29, 12:53 PM
Heron-Marked: The Art of Bladecraft
This is primarily inspired by Blademasters from the Wheel of Time series, but there are also elements of Shardblade Stances from the Stormlight Archive, as well as the King's Blades series. The actual mechanics draw heavily on a similar framework to my Astronomer base class, and the Observing subsystem presented there.

Also note, this is very much a WIP.

"Never give a sword to a man who can't dance." - Confucius

Amateurs think that fighting is about passion, and strength. They roar defiance and charge into battle headlong, as if their enemies were grains of wheat waiting to be reaped. The farmer defending his land against goblins wields his father's rusty sword, and is a danger to himself as much as his opponent.

Veteran soldiers know that skill and cooler heads usually prevail. They see combat as a science, prescribing a set of rules by which one can cut down one's aggressors. They train new recruits and each other, and seek out battle less frequently - the bloodthirsty are usually the first to fall.

True masters of bladecraft understand that swordwork is an art, not a science. It is a dance, an ebb and flow, like sailing a ship through a razor-sharp reef on stormy seas. Each duel is different - a deadly game of feint and counterattack, parry and riposte. The interplay is as beautiful as it is (often) fatal.

The optional rules presented here give players and DMs a means of creating a master of the blade.

Table of Contents
Introduction, Mechanics, & Changelog
Skills & Feats
Blade Techniques Table
Blade Styles & Techniques (Basic)
Blade Styles & Techniques (Moderate)
Blade Styles & Techniques (Advanced)
Blade Styles & Techniques (Expert)
Blade-bound Alternate Class Features I
Blade-bound Alternate Class Features II
Prestige Classes I
Prestige Classes II
Equipment & other materials
Homebrew Connections


Changelog:
Added Barbarian, Duskblade, Factotum, Hexblade, Marsha, Psychic Warrior, Samurai, Soulknife, and Swashbuckler ACFs.
Finished removing the feats I'm going to remove, and added bard, monk, ranger, paladin, ninja, and dread necromancer ACFs.
Wrote first few ACFs (scout, rogue, knight), and removed some feats
Added "Special Rules" section to handle specific combat situations (actual text is still TBA)
(old) Added a new special material to Bladecraft Items
(old) Updated and posted the Blademaster PrC
(old) Added rules for using Bladecraft w/ a bunch of published PrCs (all from Complete Warrior, as it happens...)
(old) Created a Homebrew Connections post, including an ACF for the Evolutionist.
(old) Updated intro post to mention Homebrew Connections & the published PrC stuff


Current Priority List:
Add a bunch more Fighter-style feats
Write the "Special Combat Rules" section
Reaver (+ Thorn style) and Warden (+ Husk style) 5-level PrCs. {note: style names may change}
Other material TBD; haven't decided if I'm actually going to write the Bladecraft-incarnum PrC, but if I do it'll probably be 10 levels.




The Bladecraft Subsystem
Bladecraft is a subsystem for martial characters, designed to evoke the elaborate and complex dueling tactics used by famous swordsmen throughout history and literature. Examples from recent fiction include the Blademasters from Robert Jordan's Wheel of Time series (which is the explicit inspiration for the thematics of Bladecraft), the swordsmen of Ironhall from Dave Duncan's King's Blades series, and the Ademre Ketan from Patrick Rothfuss's Kingkiller Chronicles trilogy.

The core D&D mechanics for melee combat are built around combat feats, which produce relatively repetitive combat rounds for melee characters with few meaningful options. The Tome of Battle supplement worked to alleviate this problem by introducing Initiator mechanics, a martial analogue to Spellcasting comprised of discrete maneuvers with extraordinary effects, based around a core of combat. While the material described in the Book of Nine Swords is an interesting and well-designed subsystem, and opens up a wealth of new options for martial characters, many players disliked the "blade magic"/"wuxia" feeling of the system. It echoed too strongly of "spellcasting-for-fighters", and did little to improve the poor options for core classes, opting instead for replacement.

The Bladecraft system presented here, in contrast, is a direct amplification of the core classes. While Initiators can learn blade techniques just like any other martial characters, they rarely do so, since maneuvers and blade techniques compete for the limited resources in the action economy. Instead, the lowly Fighter is the consummate student of Bladecraft, and can still complement the blade techniques with combat feats which were its original strength.

Bladecraft is an expansion, not a replacement. It is accessible to every class: any character who wishes to participate in melee combat can learn blade techniques by investing skill points in the Bladecraft skill (detailed below). The tag sustem also provides a unique set of mechanics and options, turning each combat encounter from an endless stream of full attacks into an organic and fluid interplay between attacker and defender.

Blade Techniques
The primary components of Bladecraft are known as "blade techniques". A blade technique is some useful bit of combat prowess, which can be used to attack, defend, or simply carry oneself in day-to-day life. Note that while the word "blade" is incorporated heavily into the description and mechanics of Bladecraft, it is not restricted to swords or other bladed weapons - with some exceptions (see the section on Tags, below) any melee weapon can be wielded when using blade techniques (though some weapons will be more effective for certain techniques than others).

While blade techniques bear some similarities to martial maneuvers and stances, the philosophical approach to battle between Initiators and masters of Bladecraft is quite different. An initiator sees each round of combat as a discrete unit, and has a number of specific actions that they can take in a given situation. While it is relatively easy to change between different sets of maneuvers, in a given encounter an initiator has access to only a small subset of the maneuvers they know.

In contrast, a student of bladecraft views combat as a continuous progression, flowing from one to the next in an unbroken chain. The blademaster has access to every blade technique they know at all times, but the available techniques in any given instant are determined by the techniques used earlier in the encounter.

While some techniques are particularly effective or ineffective against an opponent who is also using blade techniques, all are quite effective against "unskilled" opponents (i.e., those not trained in Bladecraft). Techniques come in three types:
Forms, passive techniques which lead into others;
Assaults, offensive techniques which involve attacking your opponent; and
Parries, defensive techniques which counter an opponent's attacks and/or blade techniques.
Bladecraft in its entirety is as useful for defense as for offense. The skilled practitioner of Bladecraft will use a variety of Forms, Assaults, and Parries in combat, for to be predictable is to have a very short career as a Blademaster.

Learning Techniques & Complexity
Each blade technique has a certain "complexity", which is a measure of how difficult it is to learn and execute. Technique complexity comes in four categories. Basic techniques are the easiest and simplest, and are the first techniques that any student of Bladecraft learns. Techniques of Moderate complexity are more difficult; learning a Moderate technique requires a Base Attack Bonus of +6, 9 ranks in Bladecraft, and knowlede of at least eight Basic techniques.

Advanced techniques are the product of hundreds of hours of effort and training, and are the mark of a Blademaster - casual students of Bladecraft almost never master even a single Advanced technique. Learning one require a Base Attack Bonus of +11, 14 ranks in Bladecraft, and knowledge of at least eight Moderate techniques.

The true pinnacles of Bladecraft spend years of dedication to their art, training against groups of lesser Blademasters, armies of students, and even horrifying beasts to develop and comprehend Expert techniques. Each Expert technique requires a Base Attack Bonus of +16 or higher, 19 ranks in Bladecraft, and knowledge of at least eight Advanced techniques to learn.

To learn blade techniques, a character must have proficiency in at least one martial weapon, and must have at least 1 rank in Bladecraft. A character who wishes to study Bladecraft can learn 4 blade techniques with Basic complexity when their Base Attack Bonus is at least +1, and may learn another technique at every level at which their Base Attack Bonus increases. Additional techniques may be acquired through feats, substitution levels, or by gaining levels in prestige classes; these means are all described in the relevant sections below.

For the mathematically minded, you will notice that simply learning techniques at the base rate of 3 + BAB grants Advanced techniques at level 14, and never gives Expert techniques. True mastery of bladecraft requires a substantial investment of time, effort, and resources to achieve.
While anyone can become a student of Bladecraft regardless of age or experience, those who begin earlier in their career achieve greater heights than those who start later in life. A character who takes their first rank in Bladecraft when their Base Attack Bonus higher than +1 learns 4 Basic techniques, but does not retroactively learn techniques for previously-gained levels in which their Base Attack Bonus increased.

It is recommended that the first four techniques a student of Bladecraft learns include at least one Form, one Assault, and one Parry. However, the only absolute requirement is that one of the four must be a Form; otherwise, the student would not be able to use any other blade techniques, due to tag requirement(s) (see below for details).

Blade Styles
Blade techniques of a given complexity are grouped by theme and methodology into collections called Blade Styles. Initially developed as a learning tool, Blade Styles help shape a combatant's decision-making process during a battle, allowing a student to focus on a group of synergistic techniques. However, while these are somewhat similar in concept to Martial Disciplines, there are no restrictions other than complexity on the Blade Styles from which a character can learn techniques.

Blademasters can and usually do switch seamlessly between styles with little difficulty as combat evolves around them. While an outsider might expect each Blade Style to be a self-contained unit, this could not be further from the truth. Blade Styles are a grouping of convenience, and allow Bladecraft teachers to present related concepts as a coherent curriculum. However, each style is not meant to be learned in isolation, but rather to be part of an elegant whole. The ultimate Blademaster knows every blade technique, rather than mastering a particular style to the exclusion of all else. A Blademaster who is not versatile, who cannot change tactics on a moment's notice, soon becomes a dead Blademaster.

Bladecraft Tags
Every Blade technique (even a simple one) involves an intricate interplay of combat elements: the combatant's muscles, the weapon and how it is held, the direction and momentum of the body, limbs, and weapon, and how all of these relate to the same factors describing the opponent. Most of these interactions happen below the level of conscious thought, having been trained into a student's habits and instincts. Such training is the essence of Bladecraft: one must transform a slow decision-making process into a fast, evolving dance.

Most blade techniques can only be used when the combatant's combat elements satisfy certain conditions (for example, a powerful downward blow cannot be made when the tip of the combatant's sword is pointed at the opponent's ankle), and the process of using a technique changes the existing combat elements to some new configuration.

From a mechanics standpoint, these factors are encapsulated in a system called "tags". A tag is a description of some aspect of stance or action related to the use of a blade technique. Most techniques requires the user to have some number of tags ("required tags"), which are determined by the previous events in the encounter. Every technique also grants tags upon completion ("granted tags"), which reflect the type of actions (i.e., other techniques) that can follow organically, without disrupting the dance.

The only requirement for a known technique to be used is that the technique's required tags be currently granted to the combatant. Extra tags are never detrimental; however, some techniques have additional effects if the combatant has been granted specific tags beyond the required ones when using them. See the individual blade technique descriptions, below, for details. Note that tags are descriptive, not prescriptive - any specific requirements to use a technique, or specific mechanical effects of using a technique, are specified in the actual technique description.

Tags are divided into four types, based on what combat element they describe. A technique can require a maximum of one tag of each type; however, the number of total tags required or granted by the technique is determined by its complexity. Basic techniques require or grant a single tag, while Moderate, Advanced, and Expert techniques require or grant two, three, or four tags, respectively, at the same time. (Form techniques sometimes grant more or fewer tags; see the description of Forms below, and the individual technique descriptions, for details.)

Gesture tags (, [Slash], and [Thrust]) describe the type of action that a technique will involve.
Techniques which require or grant the [b][Bash] tag involve slamming the edge or flat of your weapon against your opponent with as much force as possible, to knock aside a shield or blast through a parry.
Techniques which require or grant the [Slash] tag swing the weapon in a wide arc, knocking aside a parry and often using the edge or point to cut deep gashes in an opponent.
Techniques which require or grant the [Thrust] tag use the point of the weapon to focus power in a small area, relying on control and precision to find the weak points in the opponent's defense.

Hand tags ([Cleave], [Rend], and [Sheath]) refer to the way the combatant grips the weapon.
Techniques which require or grant the [Cleave] tag are performed when wielding the weapon with two or more hands, for maximum power. A buckler can be used on the off-hand, subject to the normal rules for bucklers when wielding a weapon in two hands.
Techniques which require or grant the [Rend] tag are performed when wielding two weapons, a double weapon, or a weapon and shield. Bucklers are too small to be used effectively with this tag.
Techniques which require or grant the [Sheath] tag are performed by either drawing (if required) or sheathing (if granted) the weapon.

Motion tags ([Circle], [Spin], and [Stand]) designate how the combatant moves their entire body as part of the technique.
Techniques which require or grant the [Circle] tag usually attack a single opponent from multiple directions, forcing the target to follow the combatant's movement and confounding their attempts to dodge and defend.
Techniques which require or grant the [Spin] tag are used primarily against more than one opponent, allowing the combatant to attack or defend against enemies in multiple directions.
Techniques which require or grant the [Stand] tag keep the combatant's feet planted, for maximum balance and power through their entire body.

Finally, Position tags ([High], [Low], and[ Middle]) indicate the starting (for required tags) or ending (for granted tags) position of the weapon, with respect to the wielder, the target, or both.
Techniques which require or grant the [High] tag tend to focus on attacking with or defending against overhand blows, or strikes against the shoulder, head, face, or neck.
Techniques which require or grant the [Middle] tag initiate or defend against attacks to the chest, abdomen, arms, wrists, or hands.
Techniques which require or grant the [Low] tag attack or defend the waist, groin, legs, or feet, or originate from a crouching or kneeling position.

Using Blade Techniques in Combat
For a student or master of Bladecraft, combat is a far more complex beast than a common soldier. Attack, defense, stance, and movement all flow from one to the next, reacting to circumstance and optimizing advantage. While this can be complicated for someone new to Bladecraft to track and utilize, the graduated nature of technique complexity is designed to acclimate a combatant to the system slowly. Note: it is recommended that players new to Bladecraft begin at relatively low level, with Basic techniques, to get used to the system.

Unless otherwise specified, blade techniques are extraordinary abilities, which do not require particular concentration or patience to use (e.g., a barbarian can use blade techniques while raging). However, techniques cannot be used while a combatant is helpless or unconscious.

A student of Bladecraft generally enters a Form at the beginning of the day. Whenever you enter a Form (as a swift action), you remain in that Form until you choose to leave it (even once the encounter ends), or change to a new Form. Changing Forms requires a swift action, and you can change into any Form you know at any time. Each Form grants some benefit, as well as one or more tags. The granted tags determine which of the techniques you know are available to you at any given moment, by identifying Assaults and Parries with the required tags that you have been granted. Whenever you enter a new Form, you lose all previously granted tags and benefits in favor of those granted by the new Form.

When you use an Assault or Parry, all tags you had been granted by your current Form, or the previous techniques you had used, are replaced by a new set of tags granted by that technique, possibly with some overlap from the previous set. These new tags determine the techniques you can use after, and so forth. However, you retain the benefits of your most recent Form until changing to a new Form (or until you no longer qualify for that Form, as detailed in the individual Form descriptions below). If you haven't used any techniques since the end of your last turn, you return to your most recent Form at the end of your turn, replacing any existing tags with the tags granted by that Form.



While traveling, Durendal has been in Cat Crossing the Courtyard (a Basic Form from Wax style), carrying a shield on his arm. When his party is ambushed by an ogre, he begins the encounter in that Form, and so is granted the [Sheath] tag. His party is surprised, but during the surprise round, Durendal uses Unfolding the Fan (a Basic Assault from Wax style) to attack the ogre, and loses the [Sheath] tag, replaced by the granted tag of Unfolding the Fan, [Thrust]. When the ogre tries to attack him, Durendal uses The Falcon Stoops (a Basic Parry from Wood style) to damage the ogre, and replaces the [Thrust] tag with [Rend].

On Durendal's turn during the first full round, he has the [Rend] tag, and so uses The Serpent Strikes (a Basic Assault from Wood style), keeping the [Rend] tag and knocking the ogre out. The threat seems to be past, but he is wary, and switches to The Bear Sleeps in Winter (a Basic Form from Cloud style), losing [Rend] and gaining [Stand].

When the ogre's companions, a pair of wolves enraged by the loss of their protector, leap from the trees and surprise the party, Durendal uses Skipping Stones on the Shore (a Basic Parry from Cloud style) to raise his AC against the wolf that attacks him. He exchanges [Stand] for [Slash], and when it's his turn again, he uses Parting the Silk (a Basic Assault from Wax style) against his aggressor, losing [Slash] and gaining [Low]. If the combat continues, he could use Low Wind Rising to change his Form; or, if the wolves seemed likely to flee, he could make a Bladecraft check when using Parting the Silk to retain the [Slash] tag, so that he could use Twisting Weasel against the retreating animal.


Special Rules
Some combat situations interact with Bladecraft in a non-intuitive way, and require specific clarification.

Bladecraft While Mounted
TBA

Bladecraft While Unarmed
TBA

Aerial Bladecraft
TBA

Aquatic Bladecraft
TBA

Bladecraft Resources
What follows is a variety of material which can be used to incorporate the Bladecraft subsystem into your D&D world. The next post contains a description of the Bladecraft skill, a few skill tricks, and a set of feats for students of Bladecraft. This is followed by a post containing a sortable table of all 128 techniques in the 16 core Blade Styles, and then four posts describing the styles and their associated techniques in detail.

The next posts contain substitution levels for many published classes which integrate Bladecraft into their existing mechanics, rules for combining published prestige classes with Bladecraft, and several new prestige classes exclusively for practitioners of Bladecraft. These are followed by a post including some equipment, magic items, spells, powers, and other materials which any student of Bladecraft may find useful. Finally, we end with a post containing connections between Bladecraft and other works of homebrew content.

sirpercival
2016-11-29, 12:54 PM
Skills & Feats

"When the sword is once drawn, the passions of men observe no bounds of moderation." - Alexander Hamilton

The Bladecraft Skill

Bladecraft is a skill, as well as a subsystem. Many blade techniques grant bonus Bladecraft dice to attack rolls, damage rolls, or other situations; the size of a "Bladecraft die" (which may be more than one physical die) is determined by your ranks in the Bladecraft skill.

Bladecraft (Int; Trained Only)
You can learn blade techniques, and can use this skill to identify blade techniques as they are being used.

Whenever the effect of a blade technique you use depends on Bladecraft dice, the number of ranks you have in Bladecraft determine the type of dice you roll, as shown on the following table. Bladecraft dice gained as a bonus to damage are not multiplied on a critical hit. The progression of Bladecraft dice continues in the same way beyond 36 ranks. Multiple sources of Bladecraft dice on the same roll stack.


Ranks
Bladecraft Dice

1-4
1d4

5-8
1d6

9-12
1d8

13-16
1d4+1d6

17-20
1d6+1d6

21-24
1d8+1d6

25-28
1d4+2d6

29-32
1d6+2d6

33-36
1d8+2d6


Check: You can identify combat styles and sword techniques used by a combatant. Identifying a blade technique used by someone you can see requires no action, and the DC is equal to 10 + 1/2 the user's base attack bonus (rounded down, minimum +0). Identifying the current form someone is in requires no action, and the DC is equal to 20 + 1/2 the user's base attack bonus (rounded down, minimum +0).

You can also make a Bladecraft check when using a technique to retain a previously granted tag. If the technique would have granted a tag of the same type as the tag you are retaining, the retained tag replaces the tag you would have been granted. If the technique does not grant a tag of the same type, you retain the tag in addition to the new tags granted by the technique. The base DC for retaining a tag is 15, +3 for each tag the technique normally grants, -2 if the technique would have granted a tag of the same type. Note that, as this use of the Bladecraft skill is always in combat, you may not take 10 when attempting to retain a granted tag.

Action: None
Try Again: Yes
Special: You gain a +2 bonus on Bladecraft checks to identify a technique or form that you know.
Special: Any character with at least 1 rank in Bladecraft has the ability to learn blade techniques.
Synergy: You gain a +2 synergy bonus to Bladecraft checks for each of the following skills in which you have at least 5 ranks: Autohypnosis, Knowledge (History), or Martial Lore. If you have 5 or more ranks in Bladecraft, you gain a +2 synergy bonus to Concentration, Knowledge (History), and Martial Lore checks.
Note: Bladecraft is a class skill for any class which has full Base Attack Bonus progression.

Skill Tricks
The following skill tricks can be learned and used in the usual way; see Complete Scoundrel for in-depth rules on skill tricks.


Exotic Articulation [Manipulation]
"You didn't expect that attack, did you?"
Prerequisites: Bladecraft 6 ranks.
Benefit: You can take 10 when making a Bladecraft check to retain a previously granted tag.

Focused Swordplay [Mental]
Your mental training lets you manage unusual tactics during combat.
Prerequisites: Autohypnosis 8 ranks, Bladecraft 8 ranks, ability to assume psionic focus.
Benefit: You can expend your psionic focus as a free action when using a blade technique. If you do so, you may substitute any granted tag for any tag of the same type which is required by the technique. For example, you could substitute the [High] granted tag for the [Diagonal] required tag, but not for the required tag.

This is a Knife [Interaction]
"You call that a knife?"
Prerequisites: Bladecraft 6 ranks.
Benefit: You can make a Bladecraft check in place of an Intimidate check to demoralize an opponent.


Bladecraft Feats
A fighter may select feats with their Fighter bonus feats; you must still meet the prerequisites of any feat you select.


[b]Arcane Assault [Bladecraft]
You may combine arcane power with your Bladecraft. (Edited from JoshuaZ)
Prerequisites: Arcane Bladeform, Bladecraft 5 ranks, Spellcraft 5 ranks, able to cast an arcane spell of at least 2nd level, must know at least three Assault techniques.
Benefit: Whenever you use an Assault technique, you may spend a free action to sacrifice a spell slot or prepared spell of at least 1st level. If you do, you gain a circumstance bonus equal to three times the level of the sacrificed spell or slot to all attack rolls you make as part of the Assault.

[b]Arcane Bladeform [Bladecraft]
You can channel arcane energy to quickly change your Form. (Edited from JoshuaZ)
Prerequisites: Bladecraft 4 ranks, Spellcraft 3 ranks, able to cast an arcane spell of at least first level, must know at least 2 Form techniques.
Benefit: You may enter a new Form that you know as a free action. Doing so requires sacrificing a spell slot or a spell you have prepared. The level of the spell slot or prepared spell to be sacrificed depends on the complexity of the Form you are entering. It must be of at least 1st level to enter a Basic Form, at least 2nd level to enter a Moderate Form, at least 3rd level to enter an Advanced Form, and at least 4th level to enter an Expert Form.
Normal: Entering a new Form requires a swift action.

Blade Dance of the Forgotten One [Bladecraft]
You can combine your bladecraft with the skills of one of the most legendary of all blademasters, Paimon the Dancer. (Edited from JoshuaZ)
Prerequisites: Ability to bind the vestige Paimon, Bladecraft 4 ranks, 2 ranks in either Perform (Dance) or Tumble.
Benefit: This feat provides the following three benefits.
Whenever you are bound to the vestige Paimon, the benefit of your Paimon's Skills ability applies to Bladecraft, granting you a +4 bonus to Bladecraft checks.
Whenever you are bound to the vestige Paimon and use the Dance of Death ability, choose one tag at the start of the dance. That tag is granted to you, without altering any of the tags you already have. When you enter a new Form, or use an Assault or Parry technique, the tag you are granted changes as normal.
Whenever you make a binding check to bind Paimon, you may substitute a Bladecraft skill check for the regular binding check. Doing so requires you to draw out the seal of Paimon with your blade in a fluid but precise manner.
Special: This feat may be taken as a bonus feat granted by the Binder class. You must still meet its prerequisites.

Blade Focus [Bladecraft]
You have practiced with your weapon so much that it's like an extension of your body.
Prerequisites: Weapon Focus, Favored Form.
Benefit: Whenever you are in your favored Form and wielding a weapon with which you have the Weapon Focus feat, you gain a +2 bonus to damage rolls with that weapon for each tag granted by the Form.

Blade Training [Bladecraft]
You have spent time and effort honing your Bladecraft, and have learned new techniques.
Prerequisites: BAB +1, Bladecraft 4 ranks, must know at least 4 blade techniques.
Benefit: You learn three additional blade techniques, of any complexity for which you qualify.
Special: You can select this feat multiple times; each time, you learn three more blade techniques.

Esoteric Bladecraft [Bladecraft]
Your style of Bladecraft is particularly esoteric or involves extra flourishes that make it more difficult to determine your techniques. (Edited from JoshuaZ)
Prerequisites: Bladecraft 4 ranks
Benefit: The DC to identity a blade technique you use, or to identify your current Form, is increased by 5.

Favored Assault [Bladecraft]
You've practiced a particular attack more than any other.
Prerequisites: BAB +3, Bladecraft 6 ranks, must know at least 1 Assault blade technique.
Benefit: Choose a single Assault you know. You can always use this technique, no matter what tags you have at any given time.
Special: Whenever you gain access to a higher complexity of blade style, you can exchange the chosen Assault for one you know from the new blade style.

Favored Form [Bladecraft]
You've practiced a particular stance more than any other.
Prerequisites: BAB +3, Bladecraft 6 ranks, must know at least 1 Form blade technique.
Benefit: Choose a single Form you know. Whenever you are in this Form, you gain a bonus to melee attack rolls equal to the number of tags the Form grants.
Special: Whenever you gain access to a higher complexity of blade style, you can exchange the chosen Form for one you know from the new blade style.

Favored Parry [Bladecraft]
You've practiced in a particular defense more than any other.
Prerequisites: BAB +3, Bladecraft 6 ranks, must know at least 1 Parry blade technique.
Benefit: Choose a single Parry you know. You can always use this technique, no matter what tags you have at any given time.
Special: Whenever you gain access to a higher complexity of blade style, you can exchange the chosen Parry for one you know from the new blade style.

Favor of Fortune [Bladecraft, Luck]
Even the most skilled masters of Bladecraft are vulnerable to the forces of luck, a sudden gust of wind, a bit of uneven ground, an opponent stumbling at just the wrong time. But you can always twist those events in your favor. (Edited from JoshuaZ)
Prerequisites: One other Luck feat, Bladecraft 6 ranks; must know at least two Assault and two Parry techniques.
Benefit: Whenever you roll a natural 1 on an attack roll while using an Assault or Parry technique, you may spend two luck rerolls as a free action to instead treat the roll as if you had rolled a natural 20. You gain one luck reroll per day.

Honed Mind [Bladecraft, Psionic]
Your training in bladecraft has honed your mind far beyond that of other warriors. (By JoshuaZ)
Prerequisites: Bladecraft 6 ranks, Psionic Body, one other feat.
Benefit: You count Bladecraft feats as psionic feats. This means you get additional hit points from Psionic Body and other similar feats that depend on your number of psionic feats. You also may take Bladecraft feats when you could take a psionic bonus feat (such as if you have levels in Psychic Warrior).

[b]Honed Power [Bladecraft, Psionic]
You have learned to synergize your blade training with your psionic training. (Edited from JoshuaZ)
Prerequisites: Bladecraft 9 ranks, Honed Mind, must know one Assault technique.
Benefit: Once per encounter, whenever you confirm a critical threat when using an Assault technique, you may choose to forego the usual effects of a critical hit to instead regain 1 Bladecraft die worth of power points. This ability may not bring your power point reserve above its normal maximum.
Special: You may select this feat multiple times. Each time, you may use this ability an additional time per encounter.

King Killer's Form [Bladecraft]
You may combine your mastery of Bladecraft with the brutal efficiency of an assassin. (Edited from JoshuaZ)
Prerequisites: Death Attack class feature; sneak attack +1d6; must know an Assault technique of at least Moderate complexity.
Benefit: You may use an Assault technique against an opponent to deliver a Death Attack. You must still satisfy all other requirements to make a Death Attack, and you cannot use any Assault technique which requires more than a standard action. If you do so, in addition to the effects of the Assault, the save DC to resist the Death Attack increases depending on the complexity of the Assault you use. The DC is increased by +1 for a Basic Assault, +2 for a Moderate Assault, +3 for an Advanced Assault, and +4 for an Expert Assault.
Special: A Binder who can bind the vestige Marchiosas may select this feat as a Binder bonus feat, substituting the Death Attack ability granted by the vestige for the Death Attack class feature requirement. All other prerequisites must be met as normal.

Proactive Training [Bladecraft]
Though dangerous, in a pinch you can use a Bladecraft technique that you haven't fully mastered. (Edited from JoshuaZ)
Prerequisites: Int 13, Blade Training, knowledge of at least one Moderate technique.
Benefit: Choose a number of Assault or Parry technique that you do not know up to your Intelligence bonus (minimum 1). These techniques must be of a complexity at least one step lower than the maximum complexity of blade technique that you can learn. You may use each chosen technique once per day, as you would any other technique that you know; however, since you have not fully mastered it, you suffer a -2 penalty to attack rolls made while using the technique, and any Bladecraft dice you roll as part of the technique automatically give you the minimum result.
Special: Whenever you gain a level, you may exchange the selected techniques for other techniques of a complexity at least one step lower than your maximum available complexity.
Note: The techniques you gain via this feat may not be used to satisfy prerequisites.

Seize the Moment [Bladecraft]
The one who makes the first cut, often makes the last cut. (Edited from JoshuaZ)
Prerequisites: Bladecraft 5 ranks, BAB +3, Dex 13
Benefit: You gain 1 Bladecraft die as an insight bonus to initiative checks.
Special: This feat counts as Improved Initiative for the purposes of meeting prerequisites.

Trained Opportunist [Bladecraft]
You know how to take advantage of an opponent's mistakes in combat.
Prerequisites: Bladecraft 6 ranks, Combat Reflexes.
Benefit: You may make a number of additional attacks of opportunity equal to your ranks in Bladecraft. However, you may only make one of these additional attacks of opportunity when a blade technique you use directly causes your opponent to provoke an attack of opportunity from you.

Warrior's Soul [Bladecraft, Incarnum]
You have a true connection with the spirits of ancient warriors.
Prerequisites: Bladecraft 6 ranks, Incarnum-Fortified Body, one other feat.
Benefit: You count Bladecraft feats as Incarnum feats. This means you get additional hit points from Incarnum-Fortified Body, and any other similar effects that depend on your number of Incarnum feats. You also may take Bladecraft feats when you could take an Incarnum bonus feat (such as achieving 3rd level in Soulborn).

[b]Way of the Blade, Way of the Nine [Bladecraft]
You have learned both the way of the Nine Swords and the way of Bladecraft and can see how they complement each other. (Edited from JoshuaZ)
Prerequisites: Bladecraft 4 ranks, Martial Lore 4 ranks, two Bladecraft Forms, a martial stance
Benefit: This feat provides the following three benefits.
You may make Martial Lore checks to recognize Bladecraft techniques and may make Bladecraft checks to recognize martial maneuvers.
Whenever you spend a swift action to enter a new Form (but not when you change Forms as part of a technique), you may change your martial stance as part of the same action. Similarly, whenever you spend a swift action to change your martial stance, you may enter a new Form as part of the same action.
Whenever you would learn a martial maneuver, you may instead learn a new Bladecraft technique of any complexity to which you have access.

sirpercival
2016-11-29, 01:07 PM
The Table of Blade Techniques
The techniques in the table below are color-coded by technique type (Assault, Form, or Parry). The opening parenthetical for each technique name is a group of characters that make sure the techniques sort properly, since the sorting algorithm doesn't ignore "The" like it should. The "C" column indicates complexity (1->Basic, 2->Moderate, 3->Advanced, 4->Expert), and the tag columns marked by "R" are required, while those marked by "G" are granted.



TechniqueTypeStyleCActionR.GestureR.HandR.MotionR. PositionG.GestureG.HandG.MotionG.Position
(Be) The Bear Sleeps in WinterFormCloud1SwiftxxxxxxStandx
(Fox) The Fox and the ChickenAssaultCloud1StandardxCleavexxThrustxxx
(HeW) Heron Wading in the RushesFormCloud1SwiftxxxxThrustxxHigh
(Low) Low Wind RisingAssaultCloud1StandardxxStandxxxxHigh
(Rai) Rain in High WindParryCloud1ImmediatexxxHighxxStandx
(Red) Red Hawk Takes a DoveAssaultCloud1StandardxxxHighxAnyxx
(Sk) Skipping Stones on the ShoreParryCloud1ImmediatexxStandxSlashxxx
(WolS) Wolf Stalks Through the MistAssaultCloud1Full-roundThrustxxxxxStandx
(CrE) The Creeper Embraces the OakFormLeaf1SwiftxxxxxCleavexMiddle
(Dri) Drifting SnowAssaultLeaf1Full-roundxxSpinxxxxMiddle
(Fall) The Falling LeafParryLeaf1ImmediatexxSpinxxCleavexx
(KinC) Kingfisher Circles the PondFormLeaf1SwiftxxxxxxSpinx
(Lea) Leaf Floating on the BreezeParryLeaf1ImmediatexxxMiddlexxSpinx
(Ma) The Maiden DancesParryLeaf1ImmediateBashxxxxxxMiddle
(Rob) The Robin Pecks at the WormParryLeaf1ImmediatexCleavexxxxxHigh
(Woo) The Wood Grouse DancesAssaultLeaf1StandardxxxMiddlexCleavexx
(CaC) Cat Crossing the CourtyardFormWax1SwiftxxxxxSheathxx
(CaO) Cat on Hot SandParryWax1ImmediatexxxLowxxSpinx
(FoF) Folding the FanParryWax1ImmediateAnyxxxxSheathxx
(Mi) The Millstone Grinds FlourAssaultWax1StandardxxxLowxxCirclex
(Ox) The Ox Lowers His HornsFormWax1SwiftxxxxSlashxxLow
(Pa) Parting the SilkAssaultWax1StandardSlashxxxxxxLow
(TwiW) Twisting WeaselParryWax1ImmediateSlashxxxSlashxxx
(U) Unfolding the FanAssaultWax1StandardxSheathxxThrustxxx
(Cat) Catch the Diving HawkAssaultWood1StandardxxCirclexBashxxx
(Dog) Dog Howling at MidnightFormWood1SwiftxxxxBashxxx
(FalcS) The Falcon StoopsParryWood1ImmediateThrustxxxxRendxx
(I) Ice Shatters StoneParryWood1ImmediatexRendxxBashxxx
(Pr) Pressing Apples to CiderParryWood1ImmediatexxCirclexxxxLow
(Se) The Serpent StrikesAssaultWood1StandardxRendxxxRendxx
(SwG) The Swallow Glides to the BranchFormWood1SwiftxxxxxRendCirclex
(Vi) The Viper Flicks Its TongueAssaultWood1StandardBashxxxxxCirclex
(Ba) The Bargeman at the DockAssaultBone2StandardBashxStandxxRendxMiddle
(Gran) Grandmother Weaves a BasketFormBone2SwiftxxxxxRendxLow
(Ho) Holding Rain in Open HandsParryBone2ImmediatexRendxLowBashxSpinx
(LizS) The Lizard Snaps the CricketAssaultBone2StandardBashRendxxThrustRendxx
(Sal) Salmon Leaping UpstreamParryBone2ImmediatexxAnyLowBashxxHigh
(Six) Six Wolves Among the TreesAssaultBone2Full-RoundxRendxMiddlexRendxMiddle
(StoneR) The Stone RemembersFormBone2SwiftxxxxBashxStandMiddle
(Su) Sunflower Turning to the DawnFormBone2SwiftxxxxxRendSpinx
(Fl) The Flame FlickersFormFlame2SwiftxxxxThrustxxMiddle
(Hu) Hummingbird Kisses the HoneyroseParryFlame2ImmediatexCleavexMiddleSlashxx High
(Kis) Kissing the AdderAssaultFlame2Full-RoundThrustxxMiddlexxCircleMiddle
(Lig) Lightning of Three ProngsParryFlame2ImmediateSlashxSpinxThrustxSpinx
(LioH) Lion on the HillFormFlame2SwiftxxxxSlashxCircleHigh
(Ribi) Ribbon in the AirAssaultFlame2SwiftxxCircleHighSlashxCirclex
(Str) Striking the SparkAssaultFlame2Full-RoundSlashxxHighThrustxxLow
(Thr) Threading the NeedleAssaultFlame2StandardThrustxCirclexxCleavexM iddle
(Ar) Arc of the MoonAssaultIron2StandardBashxxHighxCleaveCirclex
(Bo) The Boar Rushes Down the MountainAssaultIron2StandardxCleaveStandxBashxStan dx
(CuC) Cutting the CloudsParryIron2ImmediatexRendxLowxxStandMiddle
(Em) EmptinessFormIron2SwiftxxxxxAnyStandx
(LioS) Lion SpringsParryIron2ImmediatexSheathSpinxBashxxLow
(Moo) The Moon on the WaterAssaultIron2StandardBashxxLowBashxxHigh
(TwoH) Two Hares LeapingFormIron2SwiftxxxxBashCleavexHigh
(Wate) Watered SilkParryIron2ImmediatexxStandHighxCleaveStandx
(Grap) The Grapevine TwinesParryVine2ImmediatexCleaveSpinxThrustxCircle x
(LeoH) Leopard in High GrassFormVine2SwiftxxxxSlashCleaveSpinx
(LeoT) Leopard in the TreeFormVine2SwiftxxxxThrustSheathxx
(Les) Leopard's CaressParryVine2ImmediateThrustxCirclexSlashCleave xx
(LizT) Lizard in the ThornbushAssaultVine2StandardThrustxCirclexSlashxx Low
(Pl) Plucking the Low-Hanging AppleAssaultVine2StandardSlashCleavexxxxSpinHigh
(RivU) The River Undercuts the BankParryVine2ImmediateSlashxxAnyxxStandLow
(Twit) Twisting the WindFormVine2SwiftxxxxxxCircleLow
(Al) The Albatross Glides with the WindAssaultBlood3Full-RoundxCleaveStandHighThrustxSpinMiddle
(Drw) Driftwood on the TideAssaultBlood3StandardBashxCircleMiddleSlashCle aveStandx
(FalcR) Falcon RisingParryBlood3ImmediateSlashCleaveSpinxBashxSpi nHigh
(Fie) The Field Opens to the PlowParryBlood3ImmediatexSheathStandLowSlashCleave Circlex
(Fin) Fingers Dance on Lute StringsFormBlood3SwiftxxxxThrustxSpinMiddle
(Ti) The Tide Climbs the ShoreFormBlood3SwiftxxxxSlashSheathStandx
(Vu) The Vulture Feasts on the DeadParryBlood3ImmediateSlashxStandLowThrustxStand Middle
(Wax) Waxing Moon, Waning MoonParryBlood3ImmediateThrustxSpinMiddlexSheathSt andAny
(BlP) Black Pebbles on SnowParrySmoke3ImmediateThrustxStandMiddleThrustxC ircleLow
(Bu) Bundling StrawAssaultSmoke3StandardThrustRendxHighxRendStan dHigh
(CuW) Cutting the WindParrySmoke3ImmediatexRendCircleHighThrustxCirc leMiddle
(Dov) The Dove Takes FlightFormSmoke3SwiftxxxxThrustRendxHigh
(KinT) The Kingfisher Takes a SilverbackFormSmoke3SwiftxxxxxRendCircleLow
(Rat) Rat Gnawing the GrainAssaultSmoke3Full-RoundThrustxSpinLowBashxCircleLow
(Sm) Smoke Blows Over the WallAssaultSmoke3StandardxRendCircleMiddlexRendSta ndAny
(WolL) The Wolf LungesAssaultSmoke3Full-RoundThrustxCircleHighThrustRendxHigh
(BoD) The Boar Rushes DownhillAssaultStone3StandardBashRendxHighBashxSta ndMiddle
(CyR) The Cyclone RagesFormStone3SwiftxxxxxRendSpinLow
(Ha) The Hawk Surveys the PlainFormStone3SwiftxxxxBashxStandHigh
(Rea) Reaping the BarleyAssaultStone3StandardBashCleaveStandxxCleave SpinHigh
(Sap) The Sapling TremblesParryStone3ImmediateBashxStandMiddleSlashS heathxLow
(StF) Stone Falls from the MountainParryStone3ImmediateBashRendxLowBashRendCi rclex
(StonesF) Stones Falling from the CliffFormStone3SwiftxxxxBashCleavexMiddle
(StonesR) Stones Rolling Down the MountainAssaultStone3Full-RoundxRendStandHighAnyRendxLow
(CaD) The Cat Dances on the WallAssaultWind3StandardSlashCleavexLowSlashxSpinL ow
(Cyo) The Cyclone on the PlainAssaultWind3StandardSlashxSpinMiddlexCleaveSp inHigh
(Ee) Eel Among the Lily PadsAssaultWind3SwiftxSheathCircleLowSlashAnyCircl ex
(KinW) The Kingfisher Watches the SkyFormWind3SwiftxxxxSlashxSpinMiddle
(RibD) The Ribbon Dances on the BreezeFormWind3SwiftxxxxxCleaveCircleHigh
(Thi) Thistledown Floats on the WhirlwindAssaultWind3StandardSlashCleaveSpinxBashC leavexMiddle
(TwoL) Two LoversParryWind3ImmediatexCleaveSpinHighThrustClea veSpinx
(Win) Wind and RainFormWind3SwiftxxxxSlashCleavexLow
(BlL) Black Lance's Last StrikeParryClay4ImmediateThrustSheathStandHighThru stCleaveStandHigh
(Dan) Dandelion in the WindParryClay4ImmediateSlashCleaveSpinMiddleAnyRen dSpinLow
(Mon) The Mongoose Strikes the SerpentAssaultClay4SwiftBashCleaveStandLowBashClea veCircleHigh
(Ros) The Rose UnfoldsFormClay4SwiftxxxxBashCleaveAnyMiddle
(She) Sheathing the SwordFormClay4SwiftxxxxThrustSheathStandAny
(So) Soft Rain at SunsetAssaultClay4StandardBashRendCircleHighSlashR endCircleHigh
(Stor) The Storm on the MountainParryClay4ImmediateThrustAnyStandMiddleThr ustRendStandMiddle
(To) Tower of MorningAssaultClay4StandardThrustCleaveStandLowSla shCleaveStandHigh
(Br) The Branch in the StormParryGlass4ImmediateSlashRendCircleMiddleSlas hRendCircleMiddle
(Co) The Courtier Taps His FanParryGlass4ImmediateBashCleaveSpinHighBashAnySt andHigh
(FoA) Folding the AirParryGlass4ImmediateThrustSheathCircleAnyThrust CleaveCircleLow
(Lot) Lotus Closes Its BlossomAssaultGlass4StandardSlashCleaveSpinLowBash SheathSpinAny
(Oa) Oak Shakes Its BranchesFormGlass4SwiftxxxxAnyRendCircleMiddle
(RivL) River of LightAssaultGlass4Full-RoundSlashCleaveStandMiddleThrustCleaveStandMiddle
(SwR) The Swallow Rides the AirParryGlass4ImmediateThrustRendSpinLowThrustRend CircleLow
(SwT) The Swallow Takes FlightParryGlass4ImmediateAnyRendCircleMiddleThrus tSheathAnyHigh
(CrC) The Creeper Climbs the CliffFormSun4SwiftxxxxAnyCleaveStandLow
(Daw) Dawn Breaches the HorizonAssaultSun4Full-RoundThrustCleaveCircleMiddleThrustSheathSpinHigh
(Me) Meltwater Flooding the BanksParrySun4ImmediateSlashSheathStandHighSlashRe ndStandLow
(Pe) The Petal Falls from the FlowerAssaultSun4StandardBashRendSpinHighBashRendS pinLow
(San) Sand in the HourglassFormSun4SwiftxxxxSlashSheathAnyLow
(Sc) Scuttling CrabParrySun4ImmediateSlashRendCircleLowSlashCleav eSpinLow
(Thu) Thunder Behind CloudsAssaultSun4Full-RoundBashSheathSpinHighBashRendAnyMiddle
(Whe) The Whetstone Grinds the KnifeFormSun4SwiftxxxxBashAnySpinMiddle
(Ap) Apple Blossoms in the WindFormWater4SwiftxxxxSlashCleaveSpinAny
(HeS) The Heron Spreads Its WingsAssaultWater4StandardSlashCleaveCircleMiddleS lashCleaveCircleHigh
(MoRL) The Moon Rises Over the LakesParryWater4ImmediateThrustSheathCircleHighThr ustCleaveCircleHigh
(MoRW) Moon Rises Over the WaterParryWater4ImmediateBashRendSpinAnyBashRendCi rcleMiddle
(Sha) Shake Dew from the BranchAssaultWater4Full-RoundThrustCleaveSpinMiddleSlashRendSpinMiddle
(Wat) Water Flows DownhillAssaultWater4StandardBashCleaveStandHighBa shCleaveStandMiddle
(Whi) Whirlwind on the MountainAssaultWater4StandardSlashAnySpinLowSlashR endSpinLow
(Wil) Willow Embracing the BreezeFormWater4SwiftxxxxThrustAnyCircleHigh

sirpercival
2016-11-29, 01:08 PM
Blade Styles and Techniques (Basic)
The four Blade Styles described here are all of Basic complexity. Techniques from these styles can be learned by any character who can learn Bladecraft techniques. Required or granted tags are presented in the following order: Gesture, Hand, Motion, Position.

Cloud Style
The Cloud style has Basic complexity. Similar in philosophy to a number of training regimes developed for light infantry, Cloud style is often the first taste of Bladecraft to which veteran soldiers are introduced. Many of the techniques can be used with a spear as easily as a sword, and involve standing with feet planted, thrusting the weapon at an approaching opponent's vulnerable areas around the face and neck. Cloud style is especially useful when setting an ambush.


The Bear Sleeps in Winter
Basic Cloud Form
Required: None
Granted: Stand
Action: Swift
A deceptive guard stance in which the combatant holds perfectly still. Can be used to avoid notice from a predatory beast, or to lure in an overconfident enemy.

While in this Form, you can make a Bladecraft check in place of a Hide check. In addition, you gain a +2 insight bonus on checks to feint in combat.

The Fox and the Chicken
Basic Cloud Assault
Required: Cleave
Granted: Thrust
Action: Standard
An unusual and unexpected technique from Cloud style, to be used against an opponent wearing armor. Pounce with the weapon held in both hands, attempting to drive through the opponent's guard.

Wielding your weapon two-handed, make a single melee attack with your weapon against an opponent wearing armor. Before rolling the attack, make a Bladecraft check against a DC equal to your opponent's AC against your attack. If you succeed, your attack ignores the opponent's armor bonus to AC. Instead of an armored opponent, you may use this technique against an opponent with a natural armor bonus of +3 or greater; in this case, a successful Bladecraft check allows your attack to ignore any amount of your opponent's natural armor bonus to AC beyond +2.

Heron Wading in the Rushes
Basic Cloud Form
Required: None
Granted: Thrust, High
Action: Swift
A training stance where one balances on hand, holding the blade overhead in a reverse grip. It is possible to use this form in combat, but it is very dangerous, and likely you will receive your opponent's weapon in your chest at the same time that you try to take his head.

While in this Form, your attacks deal 1 Bladecraft die as bonus damage; however, you also suffer a -4 penalty to AC.

Low Wind Rising
Basic Cloud Assault
Required: Stand
Granted: High
Action: Standard
Can be done from almost any stance - even sitting. A vertical attack, beginning low and rising cleanly. May be used to return to a guard stance.

Make a normal melee attack with your weapon against your opponent; if you are prone when you use this technique, you suffer no penalty to attack roll from being prone, and return to your feet as part of the same action. Whether or not you are successful, you may enter a new Form as part of the same action. If you do so, you are granted the tags of the new Form; however, if the new Form does not grant a Position tag, you are granted the [High] tag by this technique as well.

Rain in High Wind
Basic Cloud Parry
Required: High
Granted: Stand
Action: Immediate
A horizontal high attack used to deflect an opponent’s blade.

Use this technique when your attacking opponent is at least one size category larger than you. When you use this technique, make an attack roll with your weapon against your opponent; if it is successful, your opponent takes a -5 penalty to its attack against you, and suffers damage equal to the base damage of your weapon (unmodified by Strength or other damage modifiers).

Red Hawk Takes a Dove
Basic Cloud Assault
Required: High
Granted: Any one Hand tag
Action: Standard
A vertical thrust intended to inflict a wound in the opponents arm. The desired result is to weaken the enemy through gashes.

Make a normal melee attack with your weapon against your opponent. If you are successful, your opponent suffers a -1 penalty to attack rolls for the rest of the encounter, or until it receives at least 1 point of magical healing or is the benefit of a successful Heal check against a DC of 15. Multiple uses of this technique against the same opponent stack, to a maximum penalty equal to half your Base Attack Bonus (rounded down, minimum 1). When you use this technique, you may choose to be granted any one Hand tag (Cleave, Rend, or Sheath).

Skipping Stones on the Shore
Basic Cloud Parry
Required: Stand
Granted: Slash
Action: Immediate
Whip your blade in a wide arc, keeping feet planted to remain balanced. This is used to fend off an unexpected attack.

Use this technique when you provoke an attack of opportunity from your opponent, or when your opponent attacks you during a surprise round. You gain one Bladecraft die as a circumstance bonus to AC against the attack. This technique can be used in a surprise round or when flat-footed, even if you would not normally be able to use an immediate action (i.e., before you have acted in combat).

Wolf Stalks Through the Mist
Basic Cloud Assault
Required: Thrust
Granted: Stand
Action: Full-round
Charge at your opponent from hiding, taking them by surprise.

Use this technique whenever your opponent cannot see you. Make a charge against the opponent; you may charge over squares of difficult terrain or that otherwise slow movement, though the movement cost through such squares remains the same. In addition, you need not have line of sight to the opponent to begin the charge. The attack bonus you receive on the charge attack increases by +2 (to +4 for a standard charge), and the AC penalty is decreased (to -0 for a standard charge) by the same amount.


Leaf Style
The Leaf style has Basic complexity. Leaf style is a relatively simple defensive style to be used against multiple enemies, especially when one has been ambushed. The combatant spins like a leaf on the wind, never attacking or defending in the same direction twice. Many students who specialize in Leaf style eventually develop the complex attack strategies of Wind style.


The Creeper Embraces the Oak
Basic Leaf Form
Required: None
Granted: Cleave, Middle
Action: Swift
A slow, turning stance with a sudden step inwards to the opponents attack range, so that they are unable to effectively use their weapons. One must be alert and look for an appropriate opportunity to used this form. This makes the enemy fight defensively instead of offensively.

While in this Form, you do not provoke attacks of opportunity for moving through threatened areas. In addition, any opponent who attacks you suffers a -2 penalty to the attack roll, but gains a +2 circumstance bonus to AC against attacks made by you until the beginning of your next turn.

Drifting Snow
Basic Leaf Assault
Required: Spin
Granted: Middle
Action: Full-round
Spinning in place, you rain a flurry of light blows against the opponent, seeking to wound and distract rather than kill or incapacitate.

Make a number of attack rolls equal to your Base Attack Bonus with your weapon. Each of these attacks is resolved against every creature you threaten, and each attack deals exactly 1 point of damage. Any damage modifiers you may have do not apply, no matter what their source; however, you may deal nonlethal damage with these attacks as normal. In addition, each creature you attack suffers a penalty to Listen and Spot checks equal to the damage they receive from this technique, which lasts until the beginning of your next turn.

The Falling Leaf
Basic Leaf Parry
Required: Spin
Granted: Cleave
Action: Immediate
Starting high, the blade sweeps back and forth before reaching its lowest point. Can be used to parry effectively against multiple opponents, or just one.

When you use this technique, make an attack roll each time you are attacked until the beginning of the next turn. Whenever your attack roll equals or exceeds the attack roll of your opponent, you gain a cumulative +1 circumstance bonus to AC against that attack and any more attacks made against you until the beginning of your next turn.

Kingfisher Circles the Pond
Basic Leaf Form
Required: None
Granted: Spin
Action: Swift
A defensive form designed to fend against an attack from any direction.

While in this Form, you can use the [Spin] tag in place of the [High], [Middle], or [Low] tag, but only when using a Parry blade technique.

Leaf Floating on the Breeze
Basic Leaf Parry
Required: Middle
Granted: Spin
Action: Immediate
To defend the body, the blade will move up and down according to the threat while moving horizontally to offer new threats.

When you use this technique, make an attack roll with your weapon; you may use the result of this roll in place of your AC against your opponent's attack. You gain a +2 bonus to your attack roll if your opponent has attacked with a [High] or [Low] assault.

The Maiden Dances
Basic Leaf Parry
Required: Bash
Granted: Middle
Action: Immediate
Twisting the body away from an attack, lash out with the haft of the weapon, striking a blow against the opponent's exposed midsection. The blow is weak because you are off-balance, but puts the opponent back on the defensive.

Use this technique whenever you are attacked by an opponent adjacent to you. Your opponent provokes an attack of opportunity from you, which is resolved after the attack against you, and deals bludgeoning damage instead of piercing or slashing. In addition, roll one Bladecraft die before resolving either attack; you gain a dodge bonus to AC against your opponent's attack, but the damage dealt by your attack (if successful) is reduced by the same amount, to a minimum of 1 point of damage.

The Robin Pecks at the Worm
Basic Leaf Parry
Required: Cleave
Granted: High
Action: Immediate
Swing your blade two-handed at your opponent's face, which usually distracts them.

Use this technique whenever you are attacked while wielding your weapon two-handed. Make an attack roll with your weapon against the attacking opponent, at your highest base attack bonus. Your opponent must make a Will save vs fear against a DC equal to the result of your attack roll, or be shaken until the end of your next turn.

The Wood Grouse Dances
Basic Leaf Assault
Required: Middle
Granted: Cleave
Action: Standard
From a stationary point, make a low sweep at the opponent's midsection, trying to throw them off balance. This is mostly used to feel out your opponent's skill.

Make a single melee attack with your weapon against your opponent, at your highest base attack bonus, while wielding your weapon two-handed. If you are successful, you may immediately initiate a trip attempt against that opponent without provoking attacks of opportunity (in this case, your attack takes the place of the normal required touch attack). Even if you have the Improved Trip feat or similar effects, you do not gain any additional attacks if the trip is successful. If the trip attempt is unsuccessful, the opponent may not attempt to trip you. Either way, you gain a +1 insight bonus to attack rolls against that opponent for the rest of the encounter.


Wax Style
The Wax style has Basic complexity. The beginning student of Bladecraft must be molded by their teacher, sculpted to establish the fundamental skills. Wax style is the most versatile of the Basic styles, containing techniques to be used in a variety of situations, including those which require a sheathed weapon.


Cat Crossing the Courtyard
Basic Wax Form
Required: None
Granted: Sheath
Action: Swift
This form is a method of movement that starts from a relaxed stance with a straight back, which maximizes alertness and reaction potential. Once the movement starts, your weight should be on the balls of the feet, with head held high and eyes constantly shifting, watching for threats. Your arms and hands should move freely, not stored in your pockets or holding items. Each step should be taken confidently, but not hurriedly resulting in you looking superior and overconfident. This can be used to unnerve the opponent.

While in this Form, you gain a +2 circumstance bonus to initiative checks, Spot and Listen checks, and Intimidate checks made to demoralize your opponent. In any round in which you do not use a Parry or Assault blade technique, you must sheathe your weapon to gain the benefit of this Form.

Cat on Hot Sand
Basic Wax Parry
Required: Low
Granted: Spin
Action: Immediate
A fast maneuver with foot work that is used to evade a blow or strike that is hard to counter or parry. This is often used when facing multiple opponents.

Use this technique whenever you are flanked by at least 2 enemies. You cannot be flanked until the beginning of your next turn, and you gain a +1 dodge bonus to AC for each enemy which had been flanking you when you use this technique, which lasts until the end of your next turn.

Folding the Fan
Basic Wax Parry
Required: Any one Gesture
Granted: Sheath
Action: Immediate
The sheathing technique. The blade is smoothly swung around from guard stance and sheathed, all in one motion.

Use this technique when you are attacked by an opponent. To use this technique, you sheathe your weapon. This prevents any disarm attempts, and grants you a +1 dodge bonus to AC against a single attack as your opponent is thrown off guard. The dodge bonus to AC increases by +1 for every tag you have when using this technique. You may use this technique any time you have a Gesture tag (, [Slash], or [Thrust]) as a granted tag.

[b]The Millstone Grinds Flour
Basic Wax Assault
Required: Low
Granted: Circle
Action: Standard
Circle the opponent with the blade held low, attacking swiftly and decisively as soon as you find a weak point in their defense.

Make a single attack against your opponent with your weapon, at your highest base attack bonus. For this attack, you count as flanking your opponent, even if they would not normally be flanked by you. As part of the same action, you may move up to your speed to any space adjacent to the opponent, without provoking attacks of opportunity from that opponent for moving through their threatened area. You provoke attacks of opportunity from other enemies for this movement as normal.

The Ox Lowers His Horns
Basic Wax Form
Required: None
Granted: Slash, Low
Action: Swift
A stance where you hold the sword in such a way that your eyes are looking over the sword hilt with the sword point hanging down. This grants you defensive advantage against attacks made against your legs.

While in this Form, you may make an attack roll with your weapon in place of a Strength or Dexterity check to avoid a bull rush, grapple, or trip attempt.

Parting the Silk
Basic Wax Assault
Required: Slash
Granted: Low
Action: Standard
A controlled, precision slash, directed at the abdomen to draw first blood. It can also be used to displace high vertical slashes.

Make a melee attack with your weapon against your opponent. If you are successful, you deal damage as normal, and your opponent bleeds, suffering 1 point of bleeding damage for a number of rounds equal to your ranks in Bladecraft. Multiple uses of this technique against the same opponent do not stack, and opponents who are immune to precision damage take no bleeding damage.

In addition, the opponent suffers a -2 on all attack rolls made during [High] and/or [Slash] assaults until you use another technique or re-enter your Form.

Twisting Weasel
Basic Wax Parry
Required: Slash
Granted: Slash
Action: Immediate
A technique which looks far more complicated than it is, the blade is spun through the air to slash at the opponent's retreat.

Use this technique whenever an opponent leaves your threatened area for any reason. The opponent provokes an attack of opportunity from you, even if they would not normally provoke an attack of opportunity. This attack is in addition to any attacks of opportunity the opponent normally would have provoked, and does not count against your maximum number of attacks of opportunity in the round.

Unfolding the Fan
Basic Wax Assault
Required: Sheath
Granted: Thrust
Action: Standard
The sword is drawn in a powerful, fluid motion. Can be used as an opener, since this form can unsheathe the sword and strike at the same time. Can also be used if caught off guard or in an awkward position.

Use this technique when your weapon is sheathed. Draw your weapon as a standard action, and as part of the same action, make a normal melee attack with it against your opponent at your highest base attack bonus, dealing 1 Bladecraft die of extra damage if successful. This assault can be used in a surprise round, even if you would normally be surprised. If you use this technique, you cannot be caught flat-footed until the beginning of your next turn.


Wood Style
The Wood style has Basic complexity. Wood style is modeled after the traditional training techniques of dwarves and elves, and is used to introduce the principles of Bladecraft to students who have some experience wielding a weapon or shield in their off-hand.


Catch the Diving Hawk
Basic Wood Assault
Required: Circle
Granted: Bash
Action: Standard
While circling your opponent, you lash out with a simple overhand attack, trying to knock the enemy's weapon from their hands.

Make a single attack with your weapon against your opponent, at your highest base attack bonus. If you are successful, after you deal damage, you may use that attack to initiate a disarm attempt against your opponent, without provoking an attack of opportunity. Use the same attack roll result for the disarm attempt's opposed roll, with a bonus of one Bladecraft die.

Dog Howling at Midnight
Basic Wood Form
Required: None
Granted: Bash
Action: Swift
A guard stance where the blade is held pointed toward the sky, away from the enemy. At the same time, other weapons (such as the haft, a shield, or unencumbered extremities) are used to strike when the enemy approaches.

While in this form, you deal one Bladecraft die of bonus damage whenever you make an attack which deals bludgeoning damage.

The Falcon Stoops
Basic Wood Parry
Required: Thrust
Granted: Rend
Action: Immediate
The primary blade is held above the head, point aimed at the enemy's heart. The secondary is held in a reverse grip across the body. When the enemy attacks, the secondary bats away the attack with a spin, allowing the primary blade to complete its thrust.

Use this technique whenever you are attacked by an enemy while wielding a weapon or shield in your off-hand. Make an attack roll with your off-hand weapon against your opponent, at your highest base attack bonus (if you are wielding a shield, this is a shield bash attack). If the attack is successful, you deal no damage, but your opponent provokes an attack of opportunity from you, which you make with your primary weapon.

Ice Shatters Stone
Basic Wood Parry
Required: Rend
Granted: Bash
Action: Immediate
A basic parry, using a shield or off-hand weapon to bat away the opponent's attack.

Use this technique whenever an attack targets your touch AC. You apply your shield bonus to your touch AC against the attack. If the attack misses you, but would have hit you had you not used this technique, roll 1 Bladecraft die; you gain the result as an insight bonus to saves for 1 round.

If you use this technique while wielding a weapon (and not a shield) in your off-hand, treat the weapon as having a base shield bonus of +1, modified by the weapon's enhancement bonus.

Pressing Apples to Cider
Basic Wood Parry
Required: Circle
Granted: Low
Action: Immediate
Avoid an attack by dropping to the ground, letting it pass over head.

Use this weapon whenever you are attacked by an opponent of your size or larger, or when you are attacked by an opponent of any size using a technique which grants or requires the [High] tag. You drop prone, avoiding the attack.

The Serpent Strikes
Basic Wood Assault
Required: Rend
Granted: Rend
Action: Standard
A straightforward attack with both blades, propelled at the opponent before they have time to react. Often used as an opener.

Make a single attack with your off-hand weapon (or shield, in which case this is a shield bash attack) against an opponent, at your highest base attack bonus. If your attack is successful, you gain 1 Bladecraft die as a damage bonus, and, as part of the same action, make an additional attack with your primary weapon against the same opponent at the same base attack bonus (with no bonus to damage).

The Swallow Glides to the Branch
Basic Wood Form
Required: None
Granted: Rend, Circle
Action: Swift
A guard stance to be used while moving, using the blade or shield in the off-hand to defend against attack.

While in this Form, as long as you wield a weapon or a shield in your off-hand, you gain a +3 dodge bonus to AC.

The Viper Flicks its Tongue
Basic Wood Assault
Required: Bash
Granted: Circle
Action: Standard
This technique can be used alone, but is more effective when used with an ally. The ally's body is hidden behind you, and you lash out with your blade when an opening presents itself.

Make a single melee attack with your weapon against your opponent, at your highest base attack bonus. If you are wielding a shield in your off-hand, you gain your shield's equipment bonus to AC as a circumstance bonus to the attack roll; otherwise, you gain a +1 circumstance bonus instead. If you are adjacent to an ally when you use this technique, the ally gains a circumstance bonus to AC of the same amount, which applies vs the next attack made against them before the beginning of your next turn.

sirpercival
2016-11-29, 01:09 PM
Blade Styles and Techniques (Moderate)
The four Blade Styles described here are all of Moderate complexity. Techniques from these styles can be learned by any character who has at least 9 ranks in Bladecraft, a Base Attack Bonus of +6 or higher, and who knows at least 8 Basic techniques. Required or granted tags are presented in the following order: Gesture, Hand, Motion, Position.

Bone Style
The Bone style has Moderate complexity. Practitioners of Bone style often begin their training by learning Wood style; however, Bone style is far more aggressive, and favors punishing attacks, relying on the advantage of armor, a shield, or a second blade for defense rather than care. You slam through your opponent's defense, crushing their joints, and leaving them scattered for the vultures and the bleaching sun. However, a skilled enemy, especially one with their own second blade, can bypass the rudimentary defense of Bone style and cause major damage to a practitioner as well.


The Bargeman at the Dock
Moderate Bone Assault
Required: Bash, Stand
Granted: Rend, Middle
Action: Standard
Follow through on an attack to ram the opponent with your shoulder, bowling them backward. The feet are initially planted to grant weight and power to the blow.

Make a single attack with your weapon against your opponent, at your highest base attack bonus. If you deal damage, you immediately initiate a bull rush attempt against your opponent, without provoking an attack of opportunity from the defender. You may use Bladecraft in place of Strength for the opposed Strength check.

If you are wielding a shield in your off-hand, you gain the shield's equipment bonus as a circumstance bonus to the opposed bull rush check. If instead you are wielding a weapon in your off-hand, you may make an attack roll against your opponent with that weapon at the same base attack bonus, dealing no damage but gaining a +2 bonus on the opposed bull rush check if you are successful.

Grandmother Weaves a Basket
Moderate Bone Form
Required: None
Granted: Rend, Low
Action: Swift
The quintessential Bone style guard stance, holding the shield or secondary weapon raised in front of the body while the primary weapon sweeps to attack the hips or knees.

While in this Form, no more than once per round, you may use a melee attack that you make with your primary weapon to initiate a trip attempt against the target (in place of the usual touch attack). This trip attempt does not provoke an attack of opportunity. You may use this ability during any round in which you do not make any attacks with your shield or off-hand weapon.

Holding Rain in Open Hands
Moderate Bone Parry
Required: Rend, Low
Granted: Bash, Spin
Action: Immediate
Crouching low, catch the opponent's weapon on both of yours, then rise quickly, shoving the caught weapon upward. This throws the opponent off balance, allowing you to focus on other approaching dangers.

Use this technique whenever you are attacked while wielding two weapons, or a weapon and a shield. Make an attack roll with each weapon you hold against your opponent, at your highest base attack bonus; you may use the better result in place of your AC against the opponent's attack. If your opponent's attack against you misses, they are flat-footed until the beginning of your next turn.

The Lizard Snaps the Cricket
Moderate Bone Assault
Required: Bash, Rend
Granted: Thrust, Rend
Action: Standard
Attack the opponent with both weapons simultaneously, from both sides. The opponent will likely only be able to defend against one, and may be caught in indecision entirely.

Make a single attack with each weapon against the same opponent, at your highest base attack bonus. If you are wielding a shield in either hand, this is a shield bash attack. If either attack hits, both hit, and you gain 1 Bladecraft die as bonus damage on each attack.

Salmon Leaping Upstream
Moderate Bone Parry
Required: Any Motion, Low
Granted: Bash, High
Action: Immediate
Avoid multiple attacks by ducking, then leaping.

Use this technique when it is not your turn. You may use a Reflex save in place of your AC against the next attack made against you before the beginning of your next turn. Then, you may use a Jump check in place of your AC against the next attack before the beginning of your next turn. If you are wielding a shield in your off-hand, you gain the shield's equipment bonus as a circumstance bonus to the Reflex save and Jump check. If instead you are wielding a weapon in your off-hand, you gain a +2 circumstance bonus on the Reflex save and Jump check.

Six Wolves Among the Trees
Moderate Bone Assault
Required: Rend, Middle
Granted: Rend, Middle
Action: Full-Round
Attack with both weapons in a sequence, at several different points on the opponent's body. Optimally, this technique will cause at least one wound which seriously hampers the enemy's ability to continue fighting.

Make three melee attacks against the same opponent with your primary weapon, all at your highest base attack bonus. You may also roll an attack with your off-hand weapon (or shield, in which case this is a shield bash attack) for each attack with the primary weapon. These off-hand attacks suffer a -4 penalty, and deal no damage; however, for each successful off-hand attack, the associated primary attack gains two Bladecraft dice as bonus damage. The wounds you inflict bleed for 1 round, causing the opponent to suffer additional damage at the beginning of your next turn. The bleeding damage is equal to the total bonus damage from Bladecraft dice that the opponent took.

The Stone Remembers
Moderate Bone Form
Required: None
Granted: Bash, Stand, Middle
Action: Swift
A defensive guard stance, unusual for Bone style, where you allow an opponent to attack you, defending without retaliating. Once you have fully analyzed your opponent's combat abilities, you finally strike back with devastating effectiveness.

While in this Form, you may select an opponent you threaten each round as a free action. You may not attack the selected target until the beginning of your next turn (even as a result of using an Assault or Parry), but the target suffers a -5 penalty to damage rolls it makes against you. In addition, you gain a cumulative +1 bonus to attack and +2 bonus to damage rolls for each consecutive round (to a maximum of 5 rounds) that you have selected a particular creature as a target, which applies to attack and damage rolls against that creature during the first round that you select a different target. For example, if you select the same target on three consecutive rounds, then switch to a new target on the fourth round, you gain a +3 bonus to attack and +6 bonus to damage against the first target during the fourth round.

Sunflower Turning to the Dawn
Moderate Bone Form
Required: None
Granted: Rend, Spin
Action: Swift
An offensive guard stance where you focus your attention on the greatest threat.

While in this Form, whenever a creature deals damage to you, you gain a cumulative +1 insight bonus to all attack and damage rolls against that creature for as long as you remain in this Form, to a maximum bonus equal to your half your Base Attack Bonus (rounded down, minimum +1). If you enter a new Form, and at the end of the current encounter, all bonuses reset to +0.


Flame Style
The Flame style has Moderate complexity. The aggressive blade techniques in this style focus on a constant barrage of attacks with few parries, keeping the opponent on the defensive. You aim to consume your opponent's stamina like the flame consumes the branch. However, practitioners of Flame style often wield their weapon one-handed, and are therefore somewhat more vulnerable to being disarmed.


The Flame Flickers
Moderate Flame Form
Required: None
Granted: Thrust, Middle
Action: Swift
This form is means of ignoring distractions, to stay razor-focused on one's purpose. It is difficult to mislead a combatant in this Form.

While in this Form, you gain a +2 insight bonus to saves, and a +4 insight bonus to Bladecraft and Concentration checks. You also gain an insight bonus to Sense Motive checks to defeat feint attempts, and Spot checks versus Sleight of Hand checks, equal to your Base Attack Bonus.

Hummingbird Kisses the Honeyrose
Moderate Flame Parry
Required: Cleave, Middle
Granted: Slash, High
Action: Immediate
A quick strike to the face, to deter an advancing opponent. It will usually kill a charging opponent outright. The blade should be aimed upward from a middle guard, though it may be performed from any position less quickly.

Use this technique whenever you are attacked by an opponent who has moved at least 10 feet during its turn. The opponent provokes an attack of opportunity against you, which is resolved before the opponent's attack. You must be wielding your weapon in two hands for this attack of opportunity. If your attack of opportunity is successful, it deals 1 Bladecraft die of extra precision damage for every 10 feet your opponent moved in excess of 10 feet during its turn.

You may use the [High] or [Low] tag in place of the [Middle] required tag to use this technique; however, if you do so, you suffer a -2 penalty to your attack roll for the attack of opportunity.

Kissing the Adder
Moderate Flame Assault
Required: Thrust, Middle
Granted: Circle, Middle
Action: Full-round
A fast series of thrusts that is only to be used when the opponent is overwhelmed and leaves and opening. Often aimed at the opponents heart and is meant to be used to finishing off the battle.

Make a full attack against an opponent who is flat-footed, or whom you are flanking. As part of the full attack, you make an additional attack at your highest base attack bonus. You automatically confirm any critical threats rolled during this Assault.

Lightning of Three Prongs
Moderate Flame Parry
Required: Slash, Spin
Granted: Thrust, Spin
Action: Immediate
Begin with a slashing parry, binding your blade with that of the opponent. This is followed by stepping around the opponent and sliding the blade off the cross of his sword, and simultaneously tripping the opponent with your back hand. Once the opponent is on the ground it is finished with a downwards stab.

Use this technique whenever you are attacked by an opponent. Make a trip attempt against your opponent with your weapon, but initiate with a normal melee attack roll instead of a touch attack. If the trip is successful, you may immediately make an attack against the tripped opponent, as if you had the Improved Trip feat (this does not stack with the Improved Trip feat).

Lion on the Hill
Moderate Flame Form
Required: None
Granted: Slash, Circle, High
Action: Swift
A guard stance where you stand confident and upright, with a straight back. The blade is resting on or just above the shoulder. This can be used to move into a variety of other techniques.

While in this Form, you can use the [High] tag in place of the [Middle] or [Low] tag, but only when using an Assault blade technique. If the Assault actually requires the [High] technique, you gain a +2 circumstance bonus to attack rolls and deal 2 Bladecraft dice extra damage while using the Assault.

Ribbon in the Air
Moderate Flame Assault
Required: Circle, High
Granted: Slash, Circle
Action: Swift
An attack which can be used to regain poise after an errant swing. The blade does not stop, but instead continues in one fluid motion with the sword finishing behind your back. Afterwards the sword comes in a slash from above the head and directed down on the enemy.

Use this technique during a round in which you missed with an attack roll. Make a single attack with your weapon against the opponent you missed, at your highest base attack bonus.

Striking the Spark
Moderate Flame Assault
Required: Slash, High
Granted: Thrust, Low
Action: Full-round
A rapid series of powerful overhand slashes, best begun on the return swing of a rising attack like Low Wind Rising. If you've got stamina this can win a battle for you.

Make a single attack against your opponent with your weapon at your highest attack bonus. If you are successful, continue making attacks against the same opponent, with a cumulative -3 penalty to the attack roll, until you miss, to a maximum number of extra attacks equal to your Constitution bonus (minimum 1). Once all your attacks have been completed, you are fatigued for 1 round for each attack you made after the first. You cannot use this technique if you are immune to fatigue.

Threading the Needle
Moderate Flame Assault
Required: Thrust, Circle
Granted: Cleave, Middle
Action: Standard
A sudden and very quick two-handed thrust at the opponents shoulder. Can be used in succession to keep the opponent on guard.

Make a single two-handed attack against your opponent with your weapon at your highest attack bonus. You gain your initiative bonus (minimum +0) as an insight bonus to the attack and damage roll. If you use this technique more than once on successive turns, each time after the first, your opponent must fight defensively when making attacks on their following turn.


Iron Style
The Iron style has Moderate complexity. This balanced style emphasizes single strong downward blows, wielding a weapon in a two-handed grip for added power. You fall upon your opponent like the hammer upon the anvil, shaping them to your will and battering aside defenses. However, practitioners of Iron style must keep their feet planted for balance and strength, and are susceptible to dodging.


Arc of the Moon
Moderate Iron Assault
Required: Bash, High
Granted: Cleave, Circle
Action: Standard
A straightforward attack, meant to sever an opponent's head. It is a downward and circular strike that starts above the opponents head and ends with the tip of the blade at the opponents thigh. This finishing move ends back in a guard stance.

Make a single two-handed attack against your opponent with your weapon, at your highest base attack bonus. If you succeed, your attack is automatically a critical threat (though you must confirm the critical). You can switch to a new Form as part of the same action; if you do, the [Cleave] tag is replaced with any tags granted by the new Form, but you keep the [Circle] tag, replacing any Motion tag granted by the new Form.

The Boar Rushes Down the Mountain
Moderate Iron Assault
Required: Cleave, Stand
Granted: Bash, Stand
Action: Standard
A powerful diagonal blow, starting behind the right shoulder, which smooths out into a horizontal cut. This technique is used to deceive enemies by altering course in mid-swing quickly.

Make a single two-handed attack against your opponent with your weapon, at your highest base attack bonus. If you have more ranks in Bladecraft than your opponent's Base Attack Bonus, treat the target as flat-footed for the attack; if you have more ranks in Bladecraft than your opponent does, you gain an additional +2 competence bonus to the attack roll. In either case, if the attack is successful, you deal 3 Bladecraft dice in extra damage.

Cutting the Clouds
Moderate Iron Parry
Required: Rend, Low
Granted: Stand, Middle
Action: Immediate
An upward strike at the opponent's wrist with flat of the blade, intending to disrupt (and possibly disarm) the opponent.

Use this technique whenever you are attacked by an opponent while wielding a weapon or shield in your off-hand. Before resolving your opponent's attack, make a single melee attack with your off-hand weapon (or a shield bash with your shield) against your opponent, at your highest base attack bonus. If you are successful, you deal nonlethal damage to your opponent equal to the amount of damage you would normally have dealt. You then have two options:
You may cause your opponent to suffer a penalty to all attack rolls against you (including the attack which triggered this technique) equal to one quarter of the nonlethal damage amount (rounded down, minimum -1). This penalty applies even if the opponent is immune to the nonlethal damage, and lasts until the beginning of your next turn.
You may instead choose to immediately make an attempt to disarm your opponent with your primary weapon, without provoking an attack of opportunity, and you gain a bonus on the opposed roll equal to one third of the nonlethal damage amount (rounded down, minimum +1). This bonus applies even if the opponent is immune to the nonlethal damage. If you fail at the opposed roll, your opponent may not attempt to disarm you in return.

Emptiness
Moderate Iron Form
Required: None
Granted: Any Hand tag, Stand
Action: Swift
A type of movement where every step, you are in perfect balance. It is meant to be used at the start of a battle, and to gain advantage over the opponent. Each step is silent and unhurried, rolling precisely from heel to toe. It gives one the look of a living weapon, as one is prepared to strike from the balance at any moment.

When you enter this Form, choose one Hand tag; you are granted this tag whenever you return to the Form, until you change to a new Form. While in this Form, your base land speed is reduced by 10 feet, to a minimum of 5 feet. However, you gain a +4 insight bonus to Balance checks and initiative checks. In any round in which you do not move more than 5 feet, you may make a Bladecraft check (DC 15) as a free action to gain a +4 competence bonus to attack and damage rolls.

Lion Springs
Moderate Iron Parry
Required: Sheath, Spin
Granted: Bash, Low
Action: Immediate
An unexpected vertical strike at the opponent's thigh from a sheathed blade, to throw the opponent off balance.

Use this technique whenever your weapon is sheathed, and when an opponent moves into or through a square adjacent to you, even if they do not provoke an attack of opportunity for doing so. As part of using this maneuver, draw your weapon, and then make an attack roll with that weapon at your highest base attack bonus against the opponent. If you are successful, you deal no damage; however, your opponent suffers a -10 penalty to speed in all movement modes and a -2 penalty to attack and damage rolls for the rest of the encounter, or until they make a DC 15 Balance check as a move action. The penalty to attack and damage rolls increases to -4 when the opponent is attacking you. Multiple uses of this technique against the same opponent stack the speed penalty (to a minimum of 5 feet), but not the penalty to attack and damage.

The Moon on the Water
Moderate Iron Assault
Required: Bash, Low
Granted: Bash, High
Action: Standard
This is an offensive strike that is carried out from a defensive position, consisting of a swing into the opponents chest, and then returning to the previous guard stance.

Make a single attack against your opponent with your weapon at your highest base attack bonus. If you are successful, roll 1 Bladecraft die; you may divide the result up however you wish between a circumstance bonus to your damage roll on the attack, or a circumstance bonus to AC until the beginning of your next turn. Any amount of the result you apply as a damage bonus is doubled. You must be wielding your weapon in two hands to use this technique, and cannot move more than 5 feet in the same turn you use it.

Two Hares Leaping
Moderate Iron Form
Required: None
Granted: Bash, Cleave, High
Action: Swift
A ready guard stance. By holding the blade in a vertical defensive position, it is easy to counter opponents' attacks against the head.

While in this Form, you gain a +2 insight bonus to attack rolls whenever you wield your weapon in two hands. The bonus increases to +4 when using Parry blade techniques, and to +8 when using a Parry which requires or grants the [High] tag, or if your opponent uses an Assault which requires or grants the [High] tag against you.

Watered Silk
Moderate Iron Parry
Required: Stand, High
Granted: Cleave, Stand
Action: Immediate
A technique to defend against downward blows. Lift the blade with both hands horizontally over the head, and catch the falling blade to diffuse the momentum of the slash. This move is often followed by an attack to the opponents face.

Use this technique whenever an opponent attacks you while you are wielding your weapon two-handed. Make an attack roll with your weapon against the opponent, at your highest base attack bonus. If you succeed, your opponent cannot apply its Strength bonus to the attack or damage roll against you, and automatically fails to confirm a critical threat on the attack, if any. In addition, you gain a bonus equal to your opponent's Strength bonus (minimum +0) on your next Assault against that opponent before the end of your next turn.


Vine Style
The Vine style has Moderate complexity. This defensive style emphasizes footwork and technique, tiring out the opponent before striking with an unexpected lunge. You lie in wait like the forest in winter, before exploding into the sudden growth of a new sapling. This style can be used against multiple unskilled enemies, redirecting their attacks against each other. However, a skilled opponent with an offensive style can cause serious damage to a practitioner of Vine style who makes even a single mistake.


The Grapevine Twines
Moderate Vine Parry
Required: Cleave, Spin
Granted: Thrust, Circle
Action: Immediate
A circular motion when blades are locked, used to disarm an opponent.

Use this technique whenever an opponent attacks you when you are wielding your weapon two-handed. Make an attack roll with your weapon, opposed by your opponent's attack roll against you. You gain 1 Bladecraft die as a bonus on your attack roll. If you succeed, your opponent is automatically disarmed. Even if you fail, your opponent suffers a penalty to damage against you for the remainder of the encounter equal to the result of your Bladecraft die roll (minimum 1 damage per successful attack), or until they sheathe (or drop) and redraw their weapon. Multiple uses of this ability against the same opponent do not stack.

Leopard in High Grass
Moderate Vine Form
Required: None
Granted: Slash, Cleave, Spin
Action: Swift
A guard stance used when you are outnumbered and expecting multiple attacks. You attempt to intimidate one or more enemies to keep them at bay, while keeping constant vigilance of the opponents' movements.

While in this Form, you gain a +2 insight bonus to Bladecraft checks for each opponent you threaten or that threatens you. In addition, at will as a move action, you can make an Intimidate check to demoralize an opponent, gaining 1 Bladecraft die as a bonus to the check. You cannot demoralize the same opponent more than once in the same encounter with this ability. You gain the benefit of this Form whenever you wield your weapon two-handed.

Leopard in the Tree
Moderate Vine Form
Required: None
Granted: Thrust, Sheath
Action: Swift
A preliminary stance that puts you on the verge of drawing your sword. It is begun with both hands on the hilt of the sword, knees bent, and leaning forward in a ready position. This form is used to prepare for Unfolding the Fan or another such drawing technique.

While in this Form, you can use the [Sheath] tag in place of any one Position tag that an Assault or Parry blade technique requires, and can draw your weapon as part of the same action when using that Assault or Parry. If instead you use an Assault or Parry technique which already requires the [Sheath] tag, you gain 1 Bladecraft die as a bonus to the first attack roll you make when using that technique.

Leopard's Caress
Moderate Vine Parry
Required: Thrust, Circle
Granted: Slash, Cleave
Action: Immediate
A quick and sudden lunge at an opponent's thigh, aiming to distract, wound, and possibly cripple. In any event, an opponent struck by this technique will likely move gingerly around you in the future.

Use this technique whenever an opponent comes within 5 feet of your threatened area. The opponent provokes an attack of opportunity from you, and your reach increases by 5 feet for the purposes of this attack. If the attack is successful, roll 2 Bladecraft dice; your opponent suffers a penalty to speed (to a minimum of 5 feet) in all of their movement modes equal to the result of your roll, rounded up to the nearest multiple of 5 feet. The penalty lasts until the end of the encounter, and multiple penalties from this ability against the same opponent do not stack. If your attack of opportunity is a critical hit, you also deal Dexterity damage to the opponent equal to the result of your Bladecraft dice.

Lizard in the Thornbush
Moderate Vine Assault
Required: Thrust, Circle
Granted: Slash, Low
Action: Standard
Consists of two attacks, each aimed at a different opponent. One strike to the chest, then you pivot and kneel with a second attack.

Roll 2 Bladecraft dice. Make an attack against each of two opponents you threaten, both at your highest base attack bonus, and resolve each attack separately. You can divide the result of your Bladecraft dice roll as a circumstance bonus among both attack rolls and both damage rolls, but you must decide how to allocate the bonuses before you make either attack roll. Any amount of the bonus that you apply to a damage roll is doubled, but if the attack against an opponent misses, you lose any bonus you applied to the damage roll against that opponent.

Plucking the Low-Hanging Apple
Moderate Vine Assault
Required: Slash, Cleave
Granted: Spin, High
Action: Standard
A sudden and unexpected slash at an opponent's throat or face, intended to end an opponent quickly.

Make a single two-handed attack against your opponent's touch AC, at your highest base attack bonus. You gain 2 Bladecraft dice as bonus damage on the attack.

The River Undercuts the Bank
Moderate Vine Parry
Required: Slash, any Position
Granted: Stand, Low
Action: Immediate
Can be done to dodge an attack by dropping into a kneeling position, spinning in place to set up a riposte from an unexpected direction.

Use this technique whenever an opponent attacks you. You can use the result of a Reflex save in place of your AC against any attacks that opponent makes against you until the beginning of your next turn. You gain 1 Bladecraft die as a bonus to the Reflex save.

Twisting the Wind
Moderate Vine Form
Required: None
Granted: Circle, Low
Action: Swift
For use in a tight situation, when one is outnumbered. A quick, continual rotation of the body, using strikes at the legs to counter or attack as the situation dictates.

The first time you enter this Form during an encounter, you gain a pool of Bladecraft dice equal to your Base Attack Bonus. While in this Form, you can roll a die from this pool as a free action whenever you threaten more than one opponent, gaining the result as a circumstance bonus to AC against a single attack, or to an attack roll as part of an Assault or Parry which requires the [Low] tag. You cannot use more than one Bladecraft die from the pool on a given attack roll (yours or your enemy's). Whenever you enter this form in a new encounter, you gain a new pool of Bladecraft dice.

sirpercival
2016-11-29, 01:10 PM
Blade Styles and Techniques (Advanced)
The four Blade Styles described here are all of Advanced complexity. Techniques from these styles can be learned by any character who has at least 14 ranks in Bladecraft, a Base Attack Bonus of +11 or higher, and who knows at least 8 Moderate techniques. Required or granted tags are presented in the following order: Gesture, Hand, Motion, Position.

Blood Style
The Blood style has Advanced complexity. Almost every advanced student learns techniques from Blood style, the pulsing heart of superior Bladecraft. As the techniques a practitioner learns become more and more complex, it becomes similarly complicated to chain them together into a smooth, continuous dance. Blood style emphasizes control and fluidity, allowing the combatant to adapt to an evolving battle. While few of its techniques are particularly deadly in isolation, it should be noted that every sequence of blows exchanged by the best Blademasters includes at least one technique from the Blood style.


The Albatross Glides with the Wind
Advanced Blood Assault
Required: Cleave, Stand, High
Granted: Thrust, Spin, Middle
Action: Full-round
Plant your feet and extend the blade in a high, arcing attack at one enemy, using your maximum reach. Then, continue the motion to pivot and strike at another with an extended thrust. An excellent technique for changing momentum.

Make a single two-handed attack with your weapon against your opponent, at your highest base attack bonus. Your melee reach increases by 5 feet for this attack, and you gain 2 Bladecraft dice as bonus damage. Whether or not this attack is successful, you may then select another enemy whom you threaten, and choose another Assault technique you know, which requires at most a single tag which is not granted by this technique, and which takes no more than a standard action to use. You may use that Assault technique against the newly selected enemy as part of the same action. At the completion of the chosen Assault, you gain the granted tags of that Assault instead of the tags granted by this technique.

Driftwood on the Tide
Advanced Blood Assault
Required: Bash, Circle, Middle
Granted: Slash, Cleave, Stand
Action: Standard
You follow the ebb and flow of battle, waiting for the perfect moment to strike.

When you use this technique, you ready a standard action to make a melee attack. You may choose the trigger for your readied action as normal; when the readied action is triggered, you make a single attack at your highest base attack bonus against your target, gaining 1 Bladecraft die as a circumstance bonus to the attack roll, and 2 Bladecraft dice as bonus damage. Until your readied action triggers, you may not use any other techniques or enter a new Form; similarly, you may not ready a different Assault as part of using this technique, only a single attack (as a standard action). However, your initiative count does not change as a result of the readied action being triggered. If you begin your next turn without triggering the readied action, the readied action is lost with no effect, but you may begin using other techniques and changing Forms once more.

Falcon Rising
Advanced Blood Parry
Required: Slash, Cleave, Spin
Granted: Bash, Spin, High
Action: Immediate
Whirl your blade over your head in a vortex of steel, sheltering yourself from ranged attacks. This is an effective defense, but can be exhausting if kept up for too long.

Use this technique when you are attacked with a ranged weapon. Roll two Bladecraft checks, keeping the better result; until the beginning of your next turn, any ranged attacks or ranged touch attacks made against you must beat your Bladecraft result instead of your AC. Starting at the beginning of your next turn, you are fatigued for 1 round for each ranged attack beyond the first made against you since you used this technique, whether or not the ranged attack was successful. You cannot be immune to fatigue, and must be wielding your weapon in two hands, to use this technique.

The Field Opens to the Plow
Advanced Blood Parry
Required: Sheath, Stand, Low
Granted: Slash, Cleave, Circle
Action: Swift
The most common opening technique used by practitioners of Blood Style. Starting from a sheathed blade, you draw with two hands and bring the blade around with all your strength to knock the weapon from your opponent's hand.

Use this technique when you are attacked by an opponent while your weapon is sheathed. Draw your weapon, and make a Bladecraft check opposed by your opponent's Strength check. If you are successful, your opponent is automatically disarmed. After using this technique, you immediately return to your Form, but may exchange any one Gesture, Hand, or Motion tag granted by your Form with the Gesture, Hand, or Motion tag granted by this technique.

Fingers Dance on Lute Strings
Advanced Blood Form
Required: None
Granted: Thrust, Spin, Middle
Action: Swift
A delicate and exacting guard stance, relying on agility and skill to defend against superior brute strength and momentum. Each limb and joint must be kept in perfect alignment, with tiny motions and pivots to avoid blows without disrupting your control over the battle. Occasionally, you may allow the enemy to strike a glancing blow if the end result is worthwhile.

While in this Form, whenever you are attacked, you may make a Bladecraft check (DC equal to the attack roll) as a free action. If you succeed, the creature attacking you may not apply its Strength bonus to the attack or damage roll against you. If the attack hits and deals damage to you anyway, you may change one of your current granted tags to another tag of the same type.

The Tide Climbs the Shore
Advanced Blood Form
Required: None
Granted: Slash, Sheath, Stand
Action: Swift
You remain at rest with your blade sheathed, seemingly unconcerned with your opponents' approach. However, the body is taught and ready for action.

While you are in this Form, you can make a Bladecraft check in place of an initiative check, and you can always act during surprise rounds. When you are in a surprise round, you may use the [Slash] or [Stand] tag in place of another Gesture or Motion tag, as appropriate, when using an Assault technique (you may only replace one tag at a time). You must have your weapon sheathed to gain the benefit of this Form.

The Vultures Feast on the Dead
Advanced Blood Parry
Required: Slash, Stand, Low
Granted: Thrust, Stand, Middle
Action: Immediate
To be used when the enemy is on the ground - either by their choice or your design. Deliver a swift, powerful slash to the body, capitalizing on the opponent's poor leverage.

Use this technique whenever an enemy you threaten is prone. The opponent provokes an attack of opportunity from you, and you gain 3 Bladecraft dice as bonus damage on the attack. If your attack of opportunity is successful, you gain an additional immediate action, which you can only spend to use another Parry technique. You still lose your swift action on your following turn, even if you do not spend the additional immediate action.

Waxing Moon, Waning Moon
Advanced Blood Parry
Required: Thrust, Spin, Middle
Granted: Sheath, Stand, any Position
Action: Immediate
After the enemy missteps, you take the chance to regain your balance and composure.

Use this technique whenever an opponent provokes an attack of opportunity from you. After resolving the attack of opportunity, you sheath your weapon, and convert some lethal damage you have received into nonlethal damage. You convert a number of hit points of lethal damage equal to the damage you dealt to the opponent with your attack of opportunity into nonlethal damage.


Smoke Style
The Smoke style has Advanced complexity. This style is characterized by blades in constant motion, with the wielder melting away from attacks, twisting, and returning again to thrust steel into flesh. Most Smoke techniques involve the use of two weapons. While Smoke style is extremely effective against undisciplined, even bestial opponents, a well-trained cadre of soldiers wielding spears and shields can trap and skewer a practitioner as easily as any other combatant.


Black Pebbles on Snow
Advanced Smoke Parry
Required: Thrust, Stand, Middle
Granted: Thrust, Circle, Low
Action: Immediate
A difficult countering strike at the opponent's ribs. The technique is to catch the opponent's blade with the false edge, and use the momentum to thrust with the weapon's true edge.

Use this technique whenever an opponent attacks you. Make an attack roll against your opponent with each weapon you hold, at your highest base attack bonus. If any of your attack rolls are successful, your opponent's attack is negated. If all are successful, you deal damage equal to the combined base damage of all of the weapons you wield (without your Strength modifier or any other damage bonuses) to the opponent. If none of the attacks are successful, but your opponent's attack against you is, your opponent suffers a penalty to damage with that attack equal to the damage you would have dealt if all had been successful (to a minimum of 0).

Bundling Straw
Advanced Smoke Assault
Required: Thrust, Rend, High
Granted: Rend, Stand, High
Action: Standard
A sudden and unexpected thrust with both blades at an opponent's throat or face, intended to end an opponent quickly.

While you are wielding at least two weapons, make a single attack against your opponent with each weapon you hold, at your highest base attack bonus. You may voluntarily apply a penalty to all attack rolls (the same penalty is applied to each roll), up to a maximum penalty equal to half your base attack bonus (rounded down, minimum 0). For each successful attack, you gain Bladecraft dice as a bonus to damage equal to the attack roll penalty.

Cutting the Wind
Advanced Smoke Parry
Required: Rend, Circle, High
Granted: Thrust, Circle, Middle
Action: Immediate
Use against a charging opponent. Feint with your off-hand weapon, then sidestep and twist your wrist to deliver a thrust in the opponents open stomach area. This is meant to be a surprise, and must only be performed simultaneously with the charging opponent.

Use this technique whenever a charging opponent attacks you while you are wielding at least two weapons. Make a feint attempt as part of the same action, using Bladecraft in place of Bluff for the roll. If you are successful, the opponent's attack provokes an attack of opportunity from you with your primary weapon, and the opponent is flat-footed against your attack.

The Dove Takes Flight
Advanced Smoke Form
Required: None
Granted: Thrust, Rend, High
Action: Swift
You stand in a guard stance, with the knees slightly bent. The sword is held at the hip, with the point upwards. When the attacker comes at you, you are able to thrust the sword at the enemy's chest or throat with good punch and power.

While in this Form, whenever you wield at least two weapons, you gain a dodge bonus to AC equal to your ranks in Bladecraft against opponents at least one size category larger than you, or who use an Assault which requires the [High] tag against you.

The Kingfisher Takes a Silverback
Advanced Smoke Form
Required: None
Granted: Rend, Circle, Low
Action: Swift
Starts with the primary blade in a guard stance, held at shoulder height or higher, with the secondary held lower across the body. Allows for downward stab for the abdomen with the primary, or a downward stab meant to cripple a leg or the groin with the secondary.

While in this Form and wielding at least two weapons, whenever you use an Assault technique which involves making a single attack with one or more weapons, and requires no more than a standard action to use, you can instead use the Assault as part of a full attack action. Only one attack (with each weapon, if applicable) in the full attack sequence gains the benefit of the Assault; the remainder are normal attacks with your weapons. You must choose which attacks to make as part of the Assault before you roll them.

Rat Gnawing the Grain
Advanced Smoke Assault
Required: Thrust, Spin, Low
Granted: Bash, Circle, Low
Action: Full-round
Lash out with your weapon in several unexpected directions, catching approaching enemies off guard with your fluid movements.

Make an attack with each weapon you wield against every opponent you threaten, resolving each attack separately. You gain 1 Bladecraft die as bonus damage to all attacks for each opponent beyond the first (i.e., if you threaten 4 opponents, you gain 3 Bladecraft dice of bonus damage).

Smoke Blows Over the Wall
Advanced Smoke Assault
Required: Rend, Circle, Middle
Granted: Rend, Stand, any Position
Action: Standard
Pivot and strike at the opponent's wrist before thrusting at their chest. Useful to disarm an opponent wielding a weapon in one hand, leaving them open to your attacks.

Make a disarm attempt against your opponent with your off-hand weapon, without provoking an attack of opportunity. Then, make a single attack against the same opponent with your primary weapon at your highest base attack bonus. If the disarm attempt was successful, your opponent is flat-footed against your attack, and you gain 4 Bladecraft dice as bonus damage on the attack. You must be wielding two weapons to use this technique.

The Wolf Lunges
Advanced Smoke Assault
Required: Thrust, Circle, High
Granted: Thrust, Rend, High
Action: Full-round
A combination strike, intended for close quarters. In very rapid succession, you move around your enemy, striking with edge or pommel as the occasion warrants.

Make a full attack against a single opponent. If you are wielding two weapons, you may include both in the attack sequence, as normal. You may choose to deal nonlethal damage (at no penalty) with any of your successful attacks; each time you do so, you gain a cumulative +4 on attack rolls and 2 Bladecraft dice of bonus damage on each subsequent attack in the sequence. You may take a 5-foot step as a free action between each attack of the sequence if you wish, as long as you continue to threaten the same opponent; however, such movement provokes attacks of opportunity as normal from opponents other than the one you are attacking.


Stone Style
The Stone style has Advanced complexity. Intended for heavily armored, shield-bearing combatants, practitioners of Stone style are boulders upon which the tide of battle breaks and shatters. You will be immobile as a mountain, withstanding anything your opponent throws against you, and crush your opponent beneath your powerful, cross-body swings. However, just as mountains can be ground to sand with time, a tireless and very fluid opponent can erode a Stone practitioner's stamina bit by bit.


The Boar Rushes Downhill
Advanced Stone Assault
Required: Bash, Rend, High
Granted: Bash, Stand, Middle
Action: Standard
Swing your blade in a powerful overhand blow, slamming the opponent into your shield.

To use this technique, you must be wielding a shield in your off-hand. Make a single attack against your opponent with your weapon, at your highest attack bonus. Whether or not your attack succeeds, you then make an opposed Strength check against that opponent, gaining 1 Bladecraft die as a bonus to your roll. If you are successful, immediately make a shield bash attack against your opponent with your shield, suffering no penalties for two-weapon fighting. If you deal damage to your opponent with your shield, the opponent must make a Fortitude save (DC equal to the damage dealt) or be stunned for 1 round.

The Cyclone Rages
Advanced Stone Form
Required: None
Granted: Rend, Spin, Low
Action: Swift
You rotate your torso and shield to block any incoming blows, or crash your shield against your opponents.

While in this Form, whenever you are wielding a shield in your off-hand, you cannot be flanked, and your shield bonus to AC increases by +5. In addition, in any round in which you do not move, as a move action you can make a shield bash attack at your highest base attack bonus against an opponent you threaten.

The Hawk Surveys the Plain
Advanced Stone Form
Required: None
Granted: Bash, Stand, High
Action: Swift
The blade is held above the head, point up, allowing for powerful downward blows. This leaves the body completely open to attack, and so the shield is used to defend.

While in this Form, you gain 2 Bladecraft dice as bonus damage when using any Assault or Parry technique which deals damage and requires the [High] tag. In addition, if you are wielding a shield in your off-hand, any AC bonus from your shield applies to melee and ranged touch attacks.

Reaping the Barley
Advanced Stone Assault
Required: Bash, Cleave, Stand
Granted: Cleave, Spin, High
Action: Standard
Using both hands, make a very quick and powerful swing that is meant to end deep beneath the opponents ribcage. This move costs a lot of energy if one hopes to be successful.

Make a single two-handed attack against your opponent with your weapon, at your highest base attack bonus. If you are wielding a shield, you retain your shield bonus to AC after this attack. You may voluntarily reduce your AC until the beginning of your next turn by an amount up to half your base attack bonus (rounded down, minimum 1); if you do so, you gain a bonus to the attack roll and Bladecraft dice as bonus damage equal to the amount by which you reduced your AC. After using this technique, you must make a Fortitude save (DC equal to the result of your attack roll) or be fatigued for 1 round.

The Sapling Trembles
Advanced Stone Parry
Required: Bash, Stand, Middle
Granted: Slash, Sheath, Low
Action: Immediate
In the process of sheathing your blade, make a downward strike at your opponent's wrist to damage and disarm. An unexpected move, best used when your opponent has overextended a thrust or swing.

Use this technique whenever an opponent misses an attack against you. Make a single attack with your weapon against that opponent, at your highest base attack bonus; you gain a bonus to your attack rolls equal to the amount by which your opponent missed your AC (minimum +0), and 1 Bladecraft die as bonus damage. If you succeed, you may immediately initiate a disarm attempt against that opponent, which does not provoke an attack of opportunity. If you fail the disarm attempt, your opponent may not attempt to disarm you in return. Once this is complete, you sheathe your weapon as part of the same action.

Stone Falls from the Mountain
Advanced Stone Parry
Required: Bash, Rend, Low
Granted: Bash, Rend, Circle
Action: Immediate
An inward sidestep, then twist the body and strike with the shield across the back of a charging opponent to knock them off balance. The opponent is taken by surprise by movement when none was expected.

Use this technique whenever an opponent attacks you after moving at least 10 feet in the same round, while you are wielding a shield in your off-hand. Take a 5-foot step in any direction (possibly taking you out of range of the opponent's attack). If, after moving, you remain in the opponent's threatened area, you may make a trip attempt with your shield against the opponent as a free action. If your attempt fails, the opponent may not attempt to trip you in return. If it succeeds, you may make an attack of opportunity with your weapon against the tripped opponent (even if you have the Improved Trip feat, you may only make one such attack against the tripped opponent).

Stones Falling from the Cliff
Advanced Stone Form
Required: None
Granted: Bash, Cleave, Middle
Action: Swift
A mainstay of battle, useful for both parrying and attacking, but can be tiring if kept up for long. The blade and shield are kept in motion for constant momentum.

While in this Form, in any round in which you use an Assault technique, you may spend both your swift and move actions to use a second Assault technique. If you do so, you become fatigued until the beginning of your next turn. Alternatively, in any round in which you use a Parry technique, you may sacrifice your standard action on your next turn to gain a second immediate action, which you may only spend to use a second Parry technique. If you do so, you become fatigued until the end of your next turn. You must be wielding your weapon in two hands to gain this benefit.

Stones Rolling Down the Mountain
Advanced Stone Assault
Required: Rend, Stand, High
Granted: Any Gesture, Rend, Low
Action: Full-round
You make an all-out offensive attack against your opponent, crashing upon them like a landslide.

Make a full attack against a single opponent with your primary weapon. Each time you succeed on an attack in the sequence, you may make a single shield bash at the same base attack bonus against the opponent (successful shield bash attacks do not themselves trigger more shield bash attacks). You do not suffer penalties for wielding two weapons when using this technique, and gain 2 Bladecraft dice as bonus damage on your shield bash attacks. You must be wielding a shield in your off-hand to use this technique.


Wind Style
The Wind style has Advanced complexity. This primarily two-handed offensive style emphasizes broad slashes and constant rotation, tearing apart your opponents like a tornado through a wheat field. Wind style is ideal for facing multiple enemies, but is somewhat weak defensively, being very poor at parrying.


The Cat Dances on the Wall
Advanced Wind Assault
Required: Slash, Cleave, Low
Granted: Slash, Spin, Low
Action: Standard
A low sweep, followed by a low slash meant to take out an advancing opponent's legs. The combatant must have good wrists and quick feet for this to be effective; it is useful for buying time.

Make a single two-handed melee attack against each of two different opponents with your weapon, at your highest base attack bonus. Resolve each attack separately. If either attack hits, you may immediately attempt to trip that opponent, without making a touch attack or provoking an attack of opportunity. You gain 1 Bladecraft die as a circumstance bonus on the opposed check. You may only attempt to trip one of the two targets; if both attacks hit, you must choose which to trip.

The Cyclone on the Plain
Advanced Wind Assault
Required: Slash, Spin, Middle
Granted: Cleave, Spin, High
Action: Standard
A technique best used against multiple opponents to open space around the combatant and take initiative. The blade is brought around in a windmill fashion, striking at each opponent in a single motion, with the blade extended out and brought around quickly in a full circle before returning to guard stance.

Make a single melee attack at your highest base attack bonus against every creature you threaten. Use the same attack roll for every creature, and gain 1 Bladecraft die as bonus damage. Any creature to whom you deal damage must make a Strength check (DC equal to the damage dealt) or be automatically bull-rushed backward 5 feet, in a line directly away from you. Any creature which cannot move backward (due to an object or another creature occupying the square behind it) instead falls prone in their current space, and takes 1 Bladecraft die of damage.

Eel Among the Lily Pads
Advanced Wind Assault
Required: Sheath, Circle, Low
Granted: Slash, any Hand, Circle
Action: Swift
From a sheathed blade, surprise the opponent with a fast draw into a horizontal figure-eight strike, aimed against the enemies thighs and legs to reduce mobility. A good opener, used to hamper the enemy for the rest of the battle.

Drawing your weapon as part of the same action, make a single melee attack at your highest base attack bonus against your opponent. If you deal damage, your opponent must make a Reflex save (DC equal to damage dealt) or be flat-footed until the beginning of your next turn. In addition, roll 2 Bladecraft dice; whether or not your attack was successful, the target suffers a penalty to base speed equal to the result, rounded up to the nearest multiple of 5 (to a minimum speed of 5 feet).

The Kingfisher Watches the Sky
Advanced Wind Form
Required: None
Granted: Slash, Spin, Middle
Action: Swift
A defensive form, with the blade in a middle guard, held horizontally before the body. The grip is held on the strong side of the body - that is to say, the side of the dominant hand - to give greater leverage and control. This allows the weapon to threaten a greater area, without leaving oneself open to attack.

While in this Form, your melee reach increases by 5 feet. This ability does not affect whether or not you threaten squares adjacent to you.

The Ribbon Dances on the Breeze
Advanced Wind Form
Required: None
Granted: Cleave, Circle, High
Action: Swift
The quintessential Wind Form, keeping the blade in constant motion. Capitalize on errant swings by continuing the momentum, either returning to a guard stance or attacking another enemy on the follow-through. The blade is kept at shoulder height.

While in this Form, whenever you miss on an attack against an opponent, you may make a single two-handed attack at the same base attack bonus against another enemy adjacent to the first target. This second attack is a normal melee attack with your weapon; even if the first attack was made as part of an Assault or Parry technique, you receive no benefit of the Assault or Parry on the attack against the secondary target. If the second attack misses as well, it does not trigger its own secondary attack.

Thistledown Floats on the Whirlwind
Advanced Wind Assault
Required: Slash, Cleave, Spin
Granted: Bash, Cleave, Middle
Action: Standard
A short-range jumping spin-swipe, attempting to behead the enemy. Best if done by surprise, and usually used as an opening. The primary force is provided by the spin of the body, not the motion of the blade. The blade should not extend too far out from the body, and be approximately chest high.

Use this technique against a flat-footed opponent. Make a single two-handed melee attack at your highest base attack bonus against your opponent, with 5 Bladecraft dice as bonus damage. If your attack is a critical hit, you deal 8 Bladecraft dice as bonus damage instead.

Two Lovers
Advanced Wind Parry
Required: Cleave, Spin, High
Granted: Thrust, Cleave, Spin
Action: Immediate
A horizontal high strike used to deflect an opponent’s blade into another enemy.

Use this technique whenever you are attacked by an opponent who is adjacent to another enemy. Make an attack roll with your weapon at your highest base attack bonus, with a bonus of 1 Bladecraft die; if your attack roll exceeds your opponent's attack roll, your opponent's attack is redirected and resolved against the other enemy instead of you. You must be wielding your weapon in two hands to use this technique.

Wind and Rain
Advanced Wind Form
Required: None
Granted: Slash, Cleave, Low
Action: Swift
A continuous full-body rotation, the blade held low and swept through your enemies.

While in this Form, whenever you make a single (standard action) attack, or use an Assault technique which involves making a single attack with your weapon and requires no more than a standard action to use, you can instead use it as a full-round action. If you do so, you can designate three adjacent enemies whom you threaten as targets for the attack. You use the same attack roll for each target. If you use this ability as part of an Assault, each target whom you strike is affected by the Assault individually. You must be wielding your weapon in two hands to gain this benefit.

sirpercival
2016-11-29, 01:11 PM
Blade Styles and Techniques (Expert)
The four Blade Styles described here are all of Expert complexity. Techniques from these styles can be learned by any character who has at least 19 ranks in Bladecraft, a Base Attack Bonus of +16 or higher, and who knows at least 8 Advanced techniques. Required or granted tags are presented in the following order: Gesture, Hand, Motion, Position.

Clay Style
The Clay style has Expert complexity. Clay yields to the sculptor's touch, then becomes hard as stone, but brittle, in the fire. This form emphasizes misdirection, risk, and reward; it is usually referred to as the most difficult style to master. A practitioner of Clay style might make minimal movements, possibly taking small (or large) wounds, to maneuver the enemy into position, then execute the overconfident opponent with stunning precision; or, the blademaster might end a fight quickly and decisively with an unexpected gamble, coming a hairsbreadth from death in the process.


Black Lance's Last Strike
Expert Clay Parry
Required: Thrust, Sheath, Stand, High
Granted: Thrust, Cleave, Stand, High
Action: Immediate
A simple technique, depending entirely upon speed to draw a sword from the scabbard and thrust it into the enemy's neck. It is, however, an all-or-nothing move; if it fails, the combatant usually dies.

Use this technique whenever an opponent attacks you while your weapon is sheathed. You draw your weapon, and your opponent provokes an attack of opportunity from you, which is resolved before your opponent's attack. You may choose any amount of Bladecraft dice, up to a total equal to your initiative modifier. You gain the Bladecraft dice as bonus damage on your attack; however, your opponent receives the same number of Bladecraft dice as bonus damage on the attack against you. Both your attack and your enemy's attack against you, if successful, are automatic critical threats.

Dandelion in the Wind
Expert Clay Parry
Required: Slash, Cleave, Spin, Middle
Granted: Any Gesture, Rend, Spin, Low
Action: Immediate
A horizontal wild swing, aimed at the opponent's throat, with the intent to startle. Used to bring an attacker up short, positioning them where you want, for the next attack.

Use this technique during an opponent's turn. The targeted opponent must be within 5 feet of your threatened area. Make an attack roll with your weapon against the opponent, at your highest base attack bonus, with 1 Bladecraft die as a competence bonus to the roll. Your opponent must make a Reflex save (DC equal to the result of your attack roll) or halt all movement, and lose the rest of its actions for the remainder of its turn. On a successful save, the opponent retains its actions, but cannot move under its own power from the space it occupied when you used this technique until the beginning of your next turn.

The Mongoose Strikes the Serpent
Expert Clay Assault
Required: Bash, Cleave, Stand, Low
Granted: Bash, Cleave, Circle, High
Action: Swift
This technique is used best when the blade tip is bound below low guard. The attack comes to the opponent's neck with the haft, brought up with the full power of the hand as if you were striking the opponent with your fist. It is a good reminder that the edge and point are not the only part of a weapon in combat.

Use this technique when you have missed on an attack against an opponent during your turn. You make another attack against that opponent, wielding your weapon in two hands, at your highest base attack bonus. You gain 2 Bladecraft dice as bonus damage, and the attack deals bludgeoning instead of piercing or slashing damage. If your attack is successful, the opponent must make a Fortitude save (DC equal to damage dealt) or be stunned for 1 round; on a successful save, or if the opponent is immune to being stunned, the opponent is dazed for 1 round instead.

The Rose Unfolds
Expert Clay Form
Required: None
Granted: Bash, Cleave, any Motion, Middle
Action: Swift
An advanced, dangerous Form which begins with leaving an opening, inviting an opponent to attack. When the bait is taken, the opponent is surprised when you attack their overextended limbs.

While in this Form, you may provoke an attack of opportunity from an opponent who threatens you as a free action. If you do so, you can change any two tags granted by this Form to new tags of the same types. You may also choose to use an Assault technique (provided that it is your turn and you have the required actions remaining) against that opponent; if you do, roll initiative with the target. If you win the initiative roll, your Assault technique is resolved before the opponent's attack of opportunity, and the opponent is flat-footed against your Assault.

Sheathing the Sword
Expert Clay Form
Required: None
Granted: Thrust, Sheath, Stand, any Position
Action: Swift
More a concept than a Form, this refers to an action which is detrimental (possibly even deadly) to oneself, but for which the gain is much greater than the price, even if that price is the blademaster's life.

While in this Form, all attacks made against you, as well as all melee attacks that you make, automatically hit. You gain 5 Bladecraft dice of bonus damage on all attacks made while in this form. Once you are in this form, you cannot leave it (even if another blade technique would normally allow you to) until the beginning of your next turn.

Soft Rain at Sunset
Expert Clay Assault
Required: Bash, Rend, Circle, High
Granted: Slash, Rend, Circle, High
Action: Standard
A half-blade strike at the opponent's face, holding the blade with your fist. Once the blow is made, the blade is swept across the enemy's face to scar, and possibly blind the enemy. If the move fails there is a great chance that you will take a lethal strike.

Make two attacks with any weapon or weapons you hold against your opponent, at your highest base attack bonus, gaining 3 Bladecraft dice as bonus damage to each attack. The first attack deals bludgeoning damage instead of piercing or slashing. If you hit with the second attack, your opponent must make a Reflex save (DC equal to damage dealt) or become permanently blinded. If you miss with either attack, each miss provokes an attack of opportunity from the target.

The Storm on the Mountain
Expert Clay Parry
Required: Thrust, any Hand, Stand, Middle
Granted: Thrust, Rend, Stand, Middle
Action: Immediate
An extremely complex move done at high speed. A momentary feint is followed by a strike at the opponent's wrist in an attempt to disarm, then a shove to overbalance the opponent.

Use this technique whenever you are attacked by an opponent. Make a feint attempt against that opponent, using Bladecraft in place of Bluff for the roll. If you are successful, as part of the same action, make a disarm attempt against the same opponent; you do not provoke an attack of opportunity for initiating the attempt. Whether or not the disarm attempt is successful, you may also make a trip attempt against the opponent as part of the same action; you do not provoke an attack of opportunity for initiating the attempt.

Tower of Morning
Expert Clay Assault
Required: Thrust, Cleave, Stand, Low
Granted: Slash, Cleave, Stand, High
Action: Standard
Starting with knees bent, make a vertical lunge at the opponent's groin, then continue upward with all your strength to slice through the opponent.

Make a single two-handed attack against your opponent, at your highest base attack bonus, with a -4 penalty to the attack roll. If successful, the attack is automatically a critical threat, and you gain 3 Bladecraft dice as a bonus to damage. You may roll to confirm the critical as many times as you like, suffering a cumulative -3 penalty to each successive roll, until you fail. You gain 2 additional Bladecraft dice as bonus damage for each successful confirmation. Effects which automatically confirm critical hits (such as the Blessed weapon property) only automatically confirm the first roll you make; each successive roll cannot be automatically confirmed.


Glass Style
The Glass style has Expert complexity. Often used by wizened, arthritic blademasters to teach their young prodigies humility, Glass style is the ultimate defensive style. Practitioners of Glass style understand the fragility of the body, the brevity and mortality of the soldier's plight, and seek to avoid deadly contact at nearly any cost.


The Branch in the Storm
Expert Glass Parry
Required: Slash, Rend, Circle, Middle
Granted: Slash, Rend, Circle, Middle
Action: Immediate
A horizontal slash, designed to deflect the opponent's attack with the flat of the blade.

Use this technique whenever an opponent attacks you. Make an attack roll with your weapon against your opponent, at your highest base attack bonus. You gain an insight bonus to your attack roll equal to the number of consecutive times you have already used this technique in the same round (not including the current use); this count resets whenever you use a different technique or enter a new Form. If your attack roll equals or exceeds your opponent's attack roll, the opponent's attack misses. Whenever you successfully use this technique to deflect an attack, you gain an additional immediate action, which you can only spend to use another Parry technique. You still lose your swift action on your following turn, even if you do not spend the additional immediate action.

The Courtier Taps His Fan
Expert Glass Parry
Required: Bash, Cleave, Spin, High
Granted: Bash, any Hand, Stand, High
Action: Immediate
A quick, powerful overhand horizontal blow, aimed at the opponents head. This is often a move used if you must quickly disengage from a fight.

Use this technique whenever an opponent attacks you. Make a single two-handed attack with your weapon against your opponent, at your highest base attack bonus. If you succeed, deal damage as normal, and you gain 3 Bladecraft dice as a dodge bonus to AC, and do not provoke attacks of opportunity for moving through threatened spaces, until the end of your next turn.

Folding the Air
Expert Glass Parry
Required: Thrust, Sheath, Circle, any Position
Granted: Thrust, Cleave, Circle, Low
Action: Immediate
A technique similar to “Unfolding the Fan”, however this is purely defensive. The arms are close to the body, with one hand on the blade in order to give more control and power.

Use this technique whenever your weapon is sheathed, and an opponent attacks you during a surprise round or when you are caught flat-footed. Draw your weapon as an immediate action, and make an attack roll with it against your opponent, at your highest base attack bonus, gaining 2 Bladecraft dice as a circumstance bonus to the roll. You may use the result of the attack roll as your AC against your opponent's attack. This technique can be used in a surprise round, even if you would normally be surprised. If you use this technique, you cannot be caught flat-footed until the beginning of your next turn.

Lotus Closes its Blossom
Expert Glass Assault
Required: Slash, Cleave, Spin, Low
Granted: Bash, Sheath, Spin, any Position
Action: Standard
One of the few offensive techniques in Glass style, the blade is whipped through the opponent's lower torso, intended to disembowel. In the same motion, blood is cleaned off with a flick of the blade, which is then sheathed with a flourish.

Make a single attack with your weapon against your opponent's touch AC, at your highest base attack bonus. If you hit, you gain 3 Bladecraft dice as bonus damage. After completing this attack, you sheath your weapon as part of the same action.

Oak Shakes its Branches
Expert Glass Form
Required: None
Granted: Any Gesture, Rend, Circle, Middle
Action: Swift
Often used by masters when training students, this Form deals non-lethal blows, and is effective against a large number of opponents wielding different types of weapons.

While in this Form, all attacks you make deal nonlethal damage (at no penalty); however, you gain a dodge bonus to AC equal to half your ranks in Bladecraft (rounded down, minimum +1).

River of Light
Expert Glass Assault
Required: Slash, Cleave, Stand, Middle
Granted: Thrust, Cleave, Stand, Middle
Action: Full-round
One of the few offensive techniques in Glass style, a vertical slash designed to remove an opponent's arm.

Make a single two-handed attack against your opponent with your weapon, at your highest base attack bonus, with a -4 penalty. The attack is automatically a critical threat, and deals 5 Bladecraft dice of extra damage. If the attack deals at least one quarter of the target's maximum hp (including any temporary hp the target has), one of the target's limbs is severed. (This technique cannot be used against a target with no discernable anatomy, or that has no limbs to remove.)

If you choose to target the opponent's arms or forelimbs, one of these is removed. The opponent cannot use that limb to hold equipment or make attacks. If you choose to target the opponent's wings, one of the wings is removed, and the opponent cannot use its wings to fly or glide, and cannot use the severed wing to make wing attacks. Otherwise, you can choose to target one of the opponent's legs, and one of these is removed, halving the opponent's base land speed. If the opponent was bipedal, it falls prone. Only limbs that fall under one of these categories (arms/forelimbs, wings, or legs) can be targeted by this technique.

The Swallow Rides the Air
Expert Glass Parry
Required: Thrust, Rend, Spin, Low
Granted: Thrust, Rend, Circle, Low
Action: Immediate
A technique intended to disrupt an opponent who attacks someone else.

Use this technique whenever an opponent you threaten attacks a target other than you. Until the beginning of your next turn, whenever that opponent attacks a target other than you, it provokes an attack of opportunity from you. You gain 1 Bladecraft die as a circumstance bonus to the attack roll, and 3 Bladecraft dice as bonus damage, when making these attacks of opportunity.

The Swallow Takes Flight
Expert Glass Parry
Required: Any Gesture, Rend, Circle, Middle
Granted: Thrust, Sheath, any Motion, High
Action: Immediate
A feinted slash to guard, then a strike to drive back the opponent. An excellent counter against attacks from below your guard.

Use this technique whenever an opponent attacks you. Make an attack roll with your weapon against your opponent, at your highest base attack bonus. Roll damage as normal; however, instead of taking damage, the opponent suffers a penalty to all attack rolls until the beginning of your next turn equal to half the damage you would have dealt (rounded down, minimum 0). You may sheathe your weapon as part of the same action.


Sun Style
The Sun style has Expert complexity. Flashy and exciting, practitioners of Sun style are often master duelists or gladiators - warriors who know how to work a crowd, or leave a potential patron in awe. The techniques of Sun style are not substantially more complicated or difficult than those of other Expert styles, but they are as fancy as they are effective, and can sometimes cause a Blademaster to be over- or underestimated by their opponent.


The Creeper Climbs the Cliff
Expert Sun Form
Required: None
Granted: Any Gesture, Cleave, Stand, Low
Action: Immediate
Balance on the balls of your feet, blade held in both hands with the point lowered and to the dominant side. From this position, you can whip the point of the blade with incredible torque, lashing out in complicated patterns with lightning-fast strikes.

While in this Form, whenever you make a full attack and wield your weapon in two hands, you can make Bladecraft checks in place of attack rolls. This counts as a skill check instead of an attack roll, so that (for example) you do not automatically fail on a natural 1, or automatically succeed on a natural 20.

Dawn Breaches the Horizon
Expert Sun Assault
Required: Thrust, Cleave, Circle, Middle
Granted: Thrust, Sheath, Spin, High
Action: Full-round
You reflect light from your blade into your opponent's eyes, then attack while they are momentarily blinded, sheathing your blade with supreme nonchalance as they recover.

Make a Bladecraft check, opposed by your opponent's Fortitude save. Then, perform a two-handed full attack against your opponent, dealing two Bladecraft dice as extra damage. If your Bladecraft check was successful, resolve all attacks in the full attack sequence against the lower of your opponent's touch and flat-footed AC. Once the full attack sequence is complete, you sheath your weapon as part of the same action.

Meltwater Flooding the Banks
Expert Sun Parry
Required: Slash, Sheath, Stand, High
Granted: Slash, Rend, Stand, Low
Action: Immediate
Taunt your opponent into reckless anger and overconfidence, then draw your blade and strike when they come into range.

Use this technique whenever your weapon is sheathed, against an opponent who does not threaten you, but who has line of sight to you. Draw your weapon and make a Bladecraft check. Until the beginning of their next turn, the opponent must make a Will save (DC equal to your Bladecraft check result) to be able to attack anyone other than you. Until the beginning of your next turn, whenever the target attacks you, they provoke an opportunity from you.

The Petal Falls from the Flower
Expert Sun Assault
Required: Bash, Rend, Spin, High
Granted: Bash, Rend, Spin, Low
Action: Standard
Toss your off-hand weapon into the air, drawing your opponents' attention upward, then attack the exposed throats with the primary weapon, before catching the falling weapon again. Requires excellent timing and agility.

Make a Bladecraft check, and a single attack with your primary weapon against each opponent you threaten, at your highest base attack bonus. You deal 2 Bladecraft dice as bonus damage on the attacks. Each opponent to whom you deal damage must make a Reflex save (DC equal to your Bladecraft check result) or be stunned until the beginning of your next turn.

Sand in the Hourglass
Expert Sun Form
Required: None
Granted: Slash, Sheath, any Motion, Low
Action: Swift
You begin with slow, sure movements, then gradually increase your pace, forcing the enemy to keep to your tempo. An excellent Form for building tension in front of an audience, but it has practical value as well - unprepared opponents often fall behind, and can be destroyed with little effort.

While in this Form, your initiative count increases by 2 each round. In any round in which you do not use an Assault or Parry technique, you must sheathe your weapon to gain this benefit on the following round.

Scuttling Crab
Expert Sun Parry
Required: Slash, Rend, Circle, Low
Granted: Slash, Cleave, Spin, Low
Action: Immediate
You slash both blades at the opponent like the pincers, then dance away before they can retaliate.

Use this technique whenever you threaten an opponent while wielding at least two weapons. Your opponent provokes an attack of opportunity from you, during which you can make a single attack with each weapon you wield. As long as at least one of your attacks dealt damage to your opponent, you may then take a 5-foot step away from the opponent in any direction.

Thunder Behind Clouds
Expert Sun Assault
Required: Bash, Sheath, Spin, High
Granted: Bash, Rend, any Motion, Middle
Action: Full-round
Attack the opponent with your blade still in the sheath. While this rarely causes serious injury, it tends to enrage the opponent beyond reason or effective action.

Use this technique when your weapon is sheathed. Make a full attack against your opponent with your weapon, at your highest base attack bonus, without drawing it. This deals nonlethal damage instead of lethal; however, each successful attack against your opponent inflicts upon them a cumulative -2 penalty to attack rolls and skill checks, and a -1 penalty to Will saves, until the beginning of your next turn. Creatures immune to nonlethal damage still suffer the penalty.

The Whetstone Grinds the Knife
Expert Sun Form
Required: None
Granted: Bash, any Hand, Spin, Middle
Action: Immediate
An aggressive stance, from which one can begin many attacks meant to bruise or wound instead of kill. Intended to draw out a contest, chipping away at the opponent's stamina, control, and resolve.

While in this form, whenever you deal damage to an opponent, they must make a Will save or become fatigued until the beginning of your next turn. The DC begins at 10 for each opponent, but increases by 2 for a given opponent each time you deal damage to them while in this Form. This has no effect on a creature who is already fatigued.


Water Style
The Water style has Expert complexity. Water style is the most versatile of all styles, granting its practitioners a means of adapting to their opponents' strengths and weaknesses. As water flows, it courses around obstacles and through barriers, cutting a channel through mountains, or flooding a rolling plain. Water style is perhaps the most utilized style by blademasters of sufficient skill and experience, as it is balanced for every situation, and attempts to turn weakness into strength.


Apple Blossoms in the Wind
Expert Water Form
Required: None
Granted: Slash, Cleave, Spin, Any
Action: Swift
A versatile Form, intended for use against an ambush by multiple opponents. The blade is held low, but ready for use in a number of strike techniques. Attacks usually start from above the waist - from here, you can move the blade diagonally down and to the right, with a pivot and thrust to the far left; or, a feint up and left, a short pivot right and finish with a strong vertical slash downwards. The key is to keep loose and move slowly. This Form is considered to be very difficult.

While in this Form, whenever you attack multiple opponents in the same action (such as with an Assault, or as a full attack action), you may roll all of your attacks before resolving any of them. If you do so, as long as any of your attack rolls hits the AC of any of your opponents, all of your attacks made during the sequence hit. However, you cannot confirm any critical threats while using this ability, and you cannot make more than one attack against each opponent.

The Heron Spreads its Wings
Expert Water Assault
Required: Slash, Cleave, Circle, Middle
Granted: Slash, Cleave, Circle, High
Action: Standard
The weapon is swung in an upward and circular slash to the flanks of the opponent. This is effectively used against an opponent who is not expecting an attack, and can be used to destroy an opponent's ability to retaliate.

Use this technique against an opponent who is flat-footed. Make a single two-handed attack against your opponent with your weapon, at your highest base attack bonus. You gain 2 Bladecraft dice as bonus damage on the attack. If you are successful, your opponent must make a Reflex save (DC equal to damage dealt) or become seriously hampered. An affected creature cannot make attacks of opportunity, or do anything which requires a swift or immediate action, until the end of your next turn.

The Moon Rises Over the Lakes
Expert Water Parry
Required: Thrust, Sheath, Circle, High
Granted: Thrust, Cleave, Circle, High
Action: Immediate
Designed to take an overconfident opponent off guard. Executed from a sheathed blade, you feint at the opponent's midsection before veering up in a lunging arc, burying your blade in their throat. Dangerous if it fails, as it tends to throw off your timing for much of the rest of the fight.

Use this technique whenever you are attacked by an opponent while flat-footed. Draw your weapon, and your opponent's attack provokes an attack of opportunity from you. On the attack, you may voluntarily lower your initiative count by any amount up to your base attack bonus. If you do, you gain Bladecraft dice as bonus damage on the attack equal to the amount by which you lowered your initiative. You remain flat-footed until the beginning of your turn (at the lowered initiative count). This technique can be used when you are flat-footed, or in a surprise round, even if you would normally be surprised.

Moon Rises Over the Water
Expert Water Parry
Required: Bash, Rend, Spin, Any
Granted: Bash, Rend, Circle, Middle
Action: Immediate
A vertical strike towards the eyes after a tentative, horizontal feint with the off-hand, not intended to make contact. The blade should begin and end near the waist. Used to distract an opponent who has the advantage over you.

Use this technique whenever an opponent's action forces you to make a save. You may make a Bladecraft check in place of your normal save. If you succeed on the save, you gain an additional immediate action, which you can only spend to use this technique. You still lose your swift action on your following turn, even if you do not spend the additional immediate action. This technique can be used when you are flat-footed, or in a surprise round, even if you would normally be surprised.

Shake Dew from the Branch
Expert Water Assault
Required: Thrust, Cleave, Spin, Middle
Granted: Slash, Rend, Spin, Middle
Action: Full-round
An attack used to deliver a flurry of sharp blows, which can be divided among multiple opponents.

Make a full attack action against any number of opponents. On the first attack of the sequence, and whenever you switch to a new opponent whom you have not yet attacked during the sequence, you make an extra attack against that opponent at the same attack bonus.

Water Flows Downhill
Expert Water Assault
Required: Bash, Cleave, Stand, High
Granted: Bash, Cleave, Stand, Middle
Action: Standard
The more complex version of The Boar Rushes Down the Mountain. A powerful diagonal blow, starting behind the right shoulder, which changes direction mid-swing to avoid the opponent's defenses, finding the easiest route from high to low. Only used by the most skilled combatants.

Make a single two-handed attack against an opponent with your weapon, at your highest base attack bonus. If the attack is successful, roll a Bladecraft check, opposed by your opponent's Bladecraft check (or an Intelligence check if your opponent has no ranks in Bladecraft). You gain a number of Bladecraft dice as bonus damage on the attack equal to the amount by which you succeeded at the Bladecraft roll (minimum 0 Bladecraft dice if the opponent's result is higher), to a maximum equal to your Base Attack Bonus.

Whirlwind on the Mountain
Expert Water Assault
Required: Slash, any Hand, Spin, Low
Granted: Slash, Rend, Spin, Low
Action: Standard
The more complex version of The Thistledown Floats on the Whirlwind. Crouching, the body rotates in place, spinning to add power to the slash, with the arms held low and extending out from the body. Can be used to disembowel, or to fend off multiple attackers. Particularly effective against armored opponents with longer reach than you (such as a squad of pikemen).

Use this technique against an opponent you do not threaten, but who threatens you (such as an enemy wielding a reach weapon, or who is at least one size category larger than you). Make a single attack against your opponent with your weapon, at your highest base attack bonus, even if you would not normally threaten them. If you are threatened by multiple such opponents, you may attack each of them as part of the same action, using the same attack roll; however, all attacks deal half damage. Any successful attacks you make as part of this technique gain 3 Bladecraft dice as bonus damage (before the damage is halved, if applicable). In addition, any creature you strike that is wearing armor, wielding a shield, or that has a natural armor bonus has their armor, shield, or natural armor bonus reduced by 2 (to a minimum of 0) for the remainder of the encounter. A creature with more than one of those bonuses to AC has all such bonuses reduced by 2.

Willow Embracing the Breeze
Expert Water Form
Required: None
Granted: Thrust, any Hand, Circle, High
Action: Swift
This form emphasizes movement, and is used to increase or decrease the distance to your opponent.

While in this Form, you may take one extra 5-foot step as a free action towards an opponent before using an Assault technique against them. You may also take one extra 5-foot step as a free action away from an opponent after using a Parry technique against them. Each time you make such a movement, you may change one of the tags granted by this Form to another tag, which you are granted when you return to the Form. All such modifications to the granted tags remain until you change to another Form.

sirpercival
2016-11-29, 01:12 PM
Blade-bound Alternate Class Features
Many of the published classes can benefit greatly from the inclusion of Bladecraft. However, few of them integrate with the system as smoothly as the Fighter does. Included here are alternate class features for a number of base classes, which allow them to make use of Bladecraft more effectively within the framework of their existing class features.


Analytical Mystic
You have sacrificed some of your training in psionics to focus on Bladecraft.
Class: Psychic Warrior.
Level: Varies (any level for which the standard psychic warrior gains a bonus feat).
Special Requirements: Bladecraft 1 rank.
Replaces: You do not gain the psychic warrior bonus feat at the level at which this ACF is taken.
Benefit: You may select Bladecraft feats as future psychic warrior bonus feats, and Bladecraft is a class skill for you. In addition, whenever you assume psionic focus, you can enter a new Form as part of the same action.



Animatrix of War
You are a general of undeath, striking down your foes with crackling energy while the ranks of abominations around you overwhelm with deadly skill.
Class: Dread Necromancer
Level: 1st
Special Requirements: Bladecraft 1 rank.
Replaces: You do not gain the Charnel Touch, Negative Energy Burst, Scabrous Touch, Summon Familiar, or Enervating Touch class features.
Benefit: Bladecraft is a class skill for you, and you learn one Assault technique, one Form technique, and one Parry technique, each of Basic complexity. In addition, you gain the following benefits:
Whenever you deal damage to an opponent with an Assault or Parry technique, any bonus damage from Bladecraft dice is negative energy damage instead of its normal type. You may use this ability to heal undead by attempting to deal nonlethal damage with your weapon (with the usual penalties).
Beginning at 3rd level, whenever you enter a new Form, as part of the same action you may deal 1 Bladecraft die of negative energy damage to all creatures within 5 feet; affected creatures may make a Fortitude save at a DC of 10 + 1/2 base attack bonus (rounded down, minimum +1) + your Charisma modifier for half damage. Undead creatures in the area are healed by the same amount. You cannot use this ability more often than once per encounter.
Starting at 6th level, whenever you deal negative energy damage as bonus damage from an Assault or Parry technique, you may deal half the negative energy damage as Vile damage, which cannot be healed except within the area of a consecrate or hallow spell. Using this ability is an evil act.
Upon reaching 12th level, you imbue the undead you create with a measure of your skill in Bladecraft. Whenever you create an intelligent undead, it also gains 1 rank in Bladecraft, as well as knowledge of a single Assault technique, Form technique, and Parry technique that you know, of Basic complexity. If the intelligent undead later gains hit dice or class levels, it may choose to improve its skill in Bladecraft by taking ranks and learning more techniques as normal.




Blade Dancer
You are a maestro with your weapon, and the way you move is pure art.
Class: Bard.
Level: 1st
Special Requirements: Bladecraft 1 rank, Perform (Dance) 3 ranks, Bardic Music class feature, must know The Bear Sleeps in Winter.
Replaces: You do not gain the Inspire Courage or Inspire Competence class features.
Benefit: Bladecraft is a class skill for you. In addition, you can spend a daily use of Bardic Music to bolster your allies' skill with their weapons. To be affected, an ally must be able to see you dance. The effect lasts for as long as the ally sees you dance, and for 5 rounds thereafter. An affected ally receives 1 Bladecraft die as bonus damage on attacks. At 8th level, and every six bard levels thereafter, the number of Bladecraft dice granted by this ability increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). This is a mind-affecting, supernatural ability; it counts as Inspire Courage for the purpose of meeting prerequisites, but is otherwise unaffected by effects and abilities which improve or otherwise alter Inspire Courage.

At 6th level, if you have at least 6 ranks in Perform (Dance), you can spend a daily use of Bardic Music as a free action to exchange on of your granted tags for another of the same type whenever you successfully feint in combat. You must be in The Bear Sleeps in Winter to use this ability.



Blade Sense
You are particularly adept at recognizing other students of Bladecraft.
Class: Barbarian, Rogue, or any other class which grants the Trap Sense ability.
Level: Varies.
Special Requirements: Bladecraft 1 rank, Sense Motive 1 rank.
Replaces: You do not gain the Trap Sense class feature (or any later improvements to that class feature).
Benefit: You gain a +1 insight bonus to Bladecraft checks to identify a technique. Whenever you would gain an increase to Trap Sense (such you would gain for every 3 levels of Barbarian or Rogue you take), you instead increase the bonus to Bladecraft checks by +1. In addition, you can make a Sense Motive check to determine if a creature knows any blade techniques. The base DC of the Sense Motive check is 20, but is decreased by 3 for each tier of complexity above Basic for which the target knows techniques (17 for a target who knows Moderate techniques, 14 if they know any Advanced techniques, or 11 if the target knows any Expert techniques).



Captain
Your training is even more martial than other Marshals.
Class: Marshal
Level: 1st
Special Requirements: Bladecraft 1 rank, minor aura.
Replaces: You do not gain Skill Focus (Diplomacy), or the Major Aura and Grant Move Action class features.
Benefit: You gain Skill Focus (Bladecraft), and Bladecraft is a class skill for you. In addition, you gain the following two benefits:
Upon reaching 2nd level, you can project a Martial Aura in addition to a Minor Aura. A Martial Aura grants the benefit of the Form you are in to affected allies (including granted tags, unless the ally is in a Form of their own), as long as it is of no more than Basic complexity. At 7th, 14th, and 20th level, the complexity of Form that you can grant increases by one step.
Starting at 4th level, you can direct your allies' use of Bladecraft. Once per day, as a standard action, you may grant an additional tag of any type to any or all of your allies within 30 feet (but not to yourself). Each of the affected allies is immediately granted the chosen tag, in addition to any tags they already had. The extra tag persists until the end of the encounter, or until the ally uses an Assault or Parry technique or enters a new Form, whichever comes first.
At 8th level, you gain the ability to grant an extra tag to your allies twice per day. The frequency increases to three times per day at 12th level, four times per day at 16th level, and five times per day at 20th level. A given ally cannot gain more than one extra tag from this ability at any given time.




Cunning Versatility
Your use of Bladecraft is often inspired.
Class: Factotum.
Level: 5th
Special Requirements: Bladecraft 8 ranks, Inspiration class feature.
Replaces: You do not gain the Opportunistic Piety class feature.
Benefit: You can spend 2 inspiration points as a free action to be granted a tag of your choice. If you were already granted a tag of the same type, the new tag replaces the previous tag of that type.



Curse-Slayer
You have learned how to use your curses and Bladecraft in ways which complement each other.
Class: Hexblade.
Level: 2nd
Special Requirements: Bladecraft 5 ranks, Hexblade's Curse class feature, must know at least one Assault technique and one Parry technique.
Replaces: You do not gain the Arcane Resistance or Familiar class features.
Benefit: You gain an insight bonus equal to your Charisma bonus (minimum +0), which applies to damage rolls you make when using Attack or Parry techniques against a creature suffering from your Hexblade's Curse. Beginning at 4th level, whenever you kill a creature who was suffering from your Hexblade's Curse with an Assault or Parry technique, you can attempt a Bladecraft check as a free action (DC 10 + the creature's Hit Dice) to regain one daily use of Hexblade's Curse. In addition, you can select feats as bonus feats at 5th, 10th, 15th, and 20th level.



[b]Daimyo
Your samurai training focuses less on intimidating your opponents, and more on directly separating them from their lives with your two blades.
Class: Samurai.
Level: 3rd
Special Requirements: Bladecraft 6 ranks, Two Swords as One.
Replaces: You do not gain the Kiai Smite, Staredown, Mass Staredown, Improved Staredown, or Frightful Presence class features.
Benefit: You receive the following benefits:
Whenever you are in a Form and wielding both a katana and wakizashi, you suffer no penalty for fighting with two weapons.
Beginning at 6th level, as long as you are wielding both a katana and wakizashi, you automatically succeed at any attempt to retain the [Rend] tag.
At 10th level, you may use an Assault technique which requires the [Sheath] tag as a move action. To benefit from this ability, the chosen technique must involve drawing your weapon, and require no more than a standard action to use. You may use this ability a maximum of once per encounter.
Upon reaching 14th level, you may use your wakizashi in place of a shield for any technique which requires the [Rend] tag. If the technique involves one or more shield bash attacks, you make regular attacks with your wakizashi instead. When using techniques which involve a shield, the effective shield bonus of your wakizashi is +1 + the weapon's enhancement bonus; if you have Weapon Focus (wakizashi) or any similar feats or abilities which grant you a bonus to attacks with your wakizashi, these bonuses apply to the weapon's effective shield bonus as well.
When you achieve 20th level, you count as having 4 additional ranks in Bladecraft for determining the size of your Bladecraft dice. This benefit applies whenever you are wielding a katana and wakizashi.




[b]Deadly Hunter[b]
You are a tremendous stalker of prey, destroying your targets with incredible efficiency.
Class: Ranger.
Level: 2nd
Special Requirements: Bladecraft 5 ranks, Favored Enemy class feature, must know The Swallow Glides to the Branch.
Replaces: You do not gain Combat Style, Improved Combat Style, or Combat Style Mastery.
Benefit: You gain the following benefits:
Whenever you are in The Swallow Glides to the Branch, your Favored Enemy bonus applies to Bladecraft checks, as well as the dodge bonus to AC granted by the Form.
Beginning at 6th level, whenever you use an Assault or Parry technique against one of your favored enemies, you gain one Bladecraft die as an insight bonus to the attack roll.
Upon reaching 11th level, you automatically succeed at any Bladecraft check to retain the [Rend] tag when using an Assault or Parry technique.



Devious Assailant
Your natural inclination towards cunning and sneakiness serves you well whenever you use one of the basic blade Forms.
Class: Rogue or Ninja.
Level: 3rd
Special Requirements: Bladecraft 3 ranks, sneak attack or sudden strike +1d6, must know Cat Crossing the Courtyard.
Replaces: You do not increase your sneak attack or sudden strike damage at 3rd level, and your total number of sneak attack or sudden strike dice is reduced by 1 compared to the standard progression.
Benefit: Whenever you make a sneak attack or sudden strike while in Cat Crossing the Courtyard, you gain a +2 circumstance bonus to the attack roll, and deal Bladecraft dice instead of d6s as the bonus precision damage. In addition, Bladecraft is a class skill for you.



Devoted Soldier
Your training as a divine warrior has taught you to use Bladecraft as a tool of righteousness.
Class: Paladin.
Level: 4th
Special Requirements: Bladecraft 6 ranks, Smite Evil class feature.
Replaces: You do not gain the Turn Undead class feature.
Benefit: You may expend a daily use of your Smite Evil ability to use any Assault technique you know against an evil creature, regardless of your current tags or the Assault's required tags. If you do so, any bonus damage granted by the technique is good-aligned; however, if you use the Assault against a non-evil creature, it automatically fails with no effect.



Eremite
You are a tremendous stalker of prey, destroying your targets with incredible efficiency.
Class: Monk.
Level: 1st
Special Requirements: Bladecraft 1 rank.
Replaces: You do not gain the Flurry of Blows or Greater Flurry class features.
Benefit: Bladecraft is a class skill for you, and you may select Bladecraft feats with your Monk bonus feats at 1st, 2nd, or 6th level. In addition, you can make an extra attack at your highest base attack bonus whenever you use an Assault or Parry technique which grants you at least two attacks. If you do so, all attack rolls you make before the beginning of your next turn suffer a -2 penalty, which is reduced to a -1 penalty at 5th level, and disappears at 9th level. If a technique grants you multiple techniques under certain conditions (and grants only a single attack when those conditions aren't met), you may only make an extra attack if those conditions are met; however, you must choose whether or not to use this ability before using the technique, even if the result of the technique doesn't grant you multiple attacks. You may only use this ability while you are unarmored, in a Form, and attacking with unarmed strikes or wielding a special monk weapon. At 11th level, whenever you use this ability, you may make two additional attacks instead of one, each at your highest base attack bonus.



Fox
You are the soul of cunning wit and agile swordplay.
Class: Swashbuckler.
Level: 5th
Special Requirements: Bladecraft 8 ranks, must know at least one Form technique.
Replaces: You do not gain the Dodge Bonus or Acrobatic Charge class features.
Benefit: Whenever you are in a Form, you gain a dodge bonus to AC equal to the number of tags granted by the Form. Beginning at 7th level, whenever you successfully feint in combat, as a free action, you can change one of your granted tags for any other tag of the same type. In addition, at 10th level, your Acrobatic Skill Mastery class feature applies to Bladecraft checks in addition to Jump and Tumble checks.



Furious Gladiator
A barbarian who studies Bladecraft quickly learns that the long, weary hours of practice with his weapons bear fruit: his muscles remember the movements and perform them fluently, even when his mind is caught up in the raging emotions of battle. While he may not throw himself as recklessly into combat as his peers, his use of blade techniques makes him even more effective.
Class: Barbarian, Half-orc Paragon, or any other class which grants the Rage ability.
Level: Varies.
Special Requirements: Bladecraft 1 rank, must know one Form and one Assault technique.
Replaces: You do not gain the normal bonuses when entering a rage.
Benefit: Instead of a normal rage, you enter a deadly fury. When you enter a fury, you temporarily gain a +4 bonus to Strength and a +2 dodge bonus to AC. In addition, you can enter a new Form as part of the same action as entering a fury.

This ability is in all other ways identical to the standard barbarian rage. At 11th level (when a standard barbarian gains Greater Rage), the Strength bonus increases to +6, and the dodge bonus to Armor Class increases to +3. At 17th level (when a standard barbarian gains Tireless Rage), you instead learn to prolong your fury while using Bladecraft. Whenever you use an Assault or Parry technique, if you do not attempt to retain a previously-granted tag, you may instead make a Bladecraft check (DC 10 + 3 times the complexity rating of the technique); if you succeed, the round does not count towards the duration of your fury. At 20th level (when a standard barbarian gains Mighty Rage), the Strength bonus increases to +8, and the dodge bonus to Armor Class increases to +4.

You can't use deadly fury at the same time that you use any other form of rage (or similar ability).



Ithron
You have learned to seamlessly blend magic and Bladecraft.
Class: Duskblade.
Level: 1st
Special Requirements: Bladecraft 1 rank, must know at least one Form technique.
Replaces: You do not gain the Armored Mage class feature.
Benefit: As long as you are in a Form, you reduce the arcane spell failure chance of any armor you wear by 5%, plus an additional 5% for each tag granted by the Form. Upon reaching 4th level, this reduction in spell failure chance also applies to any light or heavy shield you wield. Starting at 7th level, whenever you use a Parry technique, you can sacrifice an arcane spell slot as a free action to gain a deflection bonus to AC equal to the level of the sacrificed spell slot, which lasts until the end of your next turn.



Mobile Duelist
You have trained in one of the basic blade Forms so much that it has become second nature to you, honing your attacks even while you remain as mobile as possible.
Class: Scout
Level: 3rd
Special Requirements: Bladecraft 3 ranks, skirmish +1d6, must know The Creeper Embraces the Oak.
Replaces: You do not gain the Trackless Step class feature.
Benefit: Whenever you make a skirmish attack while in The Creeper Embraces the Oak, you deal Bladecraft dice instead of d6s as skirmish damage, and you may choose to sacrifice your skirmish AC bonus to instead gain an equal bonus to the attack roll. In addition, Bladecraft is a class skill for you.



Soul Assassin
You have focused your training on using your mind blade as skillfully as possible, rather than increasing the mind blade's innate abilities.
Class: Soulknife
Level: 2nd
Special Requirements: Bladecraft 2 ranks, Mind Blade class feature.
Replaces: You do not gain the Throw Mind Blade, Speed of Thought, Bladewind, Knife to the Soul, or Multiple Throw class features.
Benefit: You gain the following benefits:
Whenever you assume psionic focus, you can enter a new Form as part of the same action.
You gain a bonus [Bladecraft] feat at 6th level.
Beginning at 9th level, whenever you use an Assault technique which requires a Gesture tag, if the type of damage dealt by your mind blade matches the Gesture tag (bludgeoning for [Bash], slashing for [Slash], piercing for [Thrust]), you deal one additional Bladecraft die as damage.
Starting at 13th level, whenever you are disarmed of your mind blade or your mind blade is destroyed, you may make a Bladecraft check (DC 10 + 2x the total effective enhancement bonus of your mind blade) to reform your mind blade as a free action.
Upon reaching 17th level, your psychic strike damage deals Bladecraft dice in place of d8s.




Uhlan
Your studies have focused less on the rigorous domain of single combat, instead turning you into a tremendous cavalry warrior.
Class: Knight
Level: 1st
Special Requirements: Bladecraft 1 rank, Ride 1 rank, Mounted Combat.
Replaces: You do not gain the Knight's Challenge, Fighting Challenge, Test of Mettle, Call to Battle, Daunting Challenge, Bond of Loyalty, or Loyal Beyond Death class features, or the Mounted Combat bonus feat at 2nd level.
Benefit: Whenever you are mounted, you can make Bladecraft checks in place of Ride checks to control your mount, or to negate an attack with the Mounted Combat feat. In addition, you gain the following benefits:
You gain a +1 bonus to attack rolls whenever you are both mounted, and either in a Form which grants the [High] tag, or using an Assault or Parry technique which requires the [High] tag. This bonus increase by +1 for every 6 levels after 1st (to +2 at 7th level, +3 at 13th level, and +4 at 19th level).
Beginning at 4th level, whenever you are mounted and in a Form which grants the [Rend] tag, your shield bonus to AC (if any) applies to your mount as well as you.
Starting at 8th level, you may enter a new Form as a free action whenever you spend an action to mount or dismount (but not when a technique or other ability allows you to mount or dismount with spending additional actions).
Upon reaching 12th level, you may learn techniques from the Husk Style, as long as you meet the complexity prerequisites.
When you achieve 16th level, whenever you are mounted, wielding a lance, and either in a Form which grants the [Cleave] tag, or using an Assault or Parry technique which requires the [Cleave] tag, you may choose to automatically confirm a critical threat you roll with the lance. You may use this ability no more than once per round.
At 20th level, you are the consummate mounted warrior. Whenever you are mounted and in a Form, you deal +1 Bladecraft die of damage for each tag granted by your Form.

sirpercival
2016-11-29, 01:15 PM
Reserved for Blade-bound substitution levels 2/2

sirpercival
2016-11-29, 01:16 PM
Bladecraft and Existing Prestige Classes
Characters who take levels in some published prestige classes gain abilities which synergize or otherwise interact with Bladecraft in useful ways. This section describes these interactions in detail. Author's note: this list will be expanded as I find interactions which need clarification.

Bear Warrior
The Raging Bladeform feat may be used in place of Power Attack to qualify for the Bear Warrior prestige class. In addition, whenever a character is in Bear form, their claw natural attacks count as wielding a weapon in their off-hand, and their bite natural attack counts as wielding a weapon in two hands.

Cavalier
A student of Bladecraft may use the Cavalier's Bladeform feat in place of Ride-By Attack, Spirited Charge, or Weapon Focus (Lance) to qualify for the Cavalier prestige class. In addition, the following class features have additional rules:
A Cavalier's Ride Bonus ability also applies to Bladecraft checks made while mounted.
If a character with the Full Mounted Attack class feature is riding a mount that moves more than 5 feet in a round, but no farther than a single move action could carry it, they may use an Assault which requires a full-round action instead of making a full attack.

Dervish
A character with levels in Dervish qualifies for the Blade Dance of the Forgotten One feat even if they cannot bind the vestige Paimon. If the character takes the feat, they instead gain the following benefits, provided they have the appropriate class features:
The character's Movement Mastery ability applies to Bladecraft checks.
Whenever the character begins a Dervish Dance, they choose one tag at the start of the dance. That tag is granted to them, without altering any of the tags they already have. When they enter a new Form, or use an Assault or Parry technique, the tag they are granted changes as normal.
If the character wields a slashing weapon in each hand (or a double slashing weapon), they count as wielding a shield in their off-hand for the purposes of using blade techniques, and can use an attack with one of their slashing weapons in place of any granted or required shield bash attacks. The shield bonus granted by their virtual shield is equal to the bonus granted by their AC Bonus class feature.

Exotic Weapon Master
Exotic Weapon Masters gain the Exotic Weapon Stunt class feature. Most of the options need no clarification, but a few have abilities which impact such a character's use of Bladecraft.
A character with Double Weapon Defense counts as wielding a shield in their off-hand for the purposes of using blade techniques, and can use an attack with one end of the double weapon in place of any required or granted shield bash attacks.
If a character chooses the Trip Attack option, they gain the +2 bonus to any trip attempt made as part of using a technique. This only counts for trip attempts explicitly required or granted by the technique, not when making a trip attempt in place of an attack when using a technique.
The Uncanny Blow option grants its benefit whenever a character uses a technique which requires or grants the [Cleave] tag, even if they are not actually wielding their weapon in two hands.

Kensai
A character may use any feat in place of Combat Expertise, and ranks in Bladecraft in place of ranks in Concentration, to qualify for the Kensai prestige class. In addition, the following class features have additional rules:
A Kensai may make Bladecraft checks in place of Concentration checks for their Power Surge, Withstand, and Instill class features.
Bladecraft checks receive the bonus from the character's Ki Projection ability.

Knight Protector
A Knight Protector with access to techniques of at least Advanced complexity can learn techniques from the Husk Style (see the Warden prestige class).

Occult Slayer
A student of Bladecraft who gains levels in the Occult Slayer prestige class gains the following benefit. Any attacks a character makes with their Weapon Bond weapon deal one Bladecraft die of additional damage in place of the normal +1d6 bonus.

Ravager
A Ravager with access to techniques of at least Advanced complexity can learn techniques from the Thorn Style (see the Reaver prestige class).

Ronin
Students of Bladecraft with levels in the Ronin prestige class can select feats as Ronin bonus feats.



[b]BLADEMASTER

If a sword had memory, it might be grateful to the forge fire, but never fond of it.

-Rand al'Thor

A Blademaster is a true student of Bladecraft, wielding a heron-marked sword.

BECOMING A BLADEMASTER
The fastest entry into Blademaster is through the Fighter class, though many other paths are possible.

ENTRY REQUIREMENTS
Base Attack Bonus: +8
Feats: Any one feat.
Skills: Bladecraft 11 ranks
Special: Must know 11 Blade techniques, including at least 3 of Moderate complexity, and at least one each of Assault, Form, and Parry.

Class Skills
The Blademaster's class skills (and the key ability for each skill) are Balance (Dex), Bladecraft (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).

Skills Points at Each Level 4 + Int modifier

Hit Dice: d10

Blademaster


[b]Level[b]Base Attack
BonusFort
SaveRef
SaveWill
SaveSpecialTechniques
1st
+1
+2
+2
+0Blade techniques, heron-marked blade, the flame and the void
3
2nd
+2
+3
+3
+0Advanced studies, bonus Bladecraft feat
6
3rd
+3
+3
+3
+1Death is lighter than a feather
9
4th
+4
+4
+4
+1Battle is not glory, bonus Bladecraft feat
12
5th
+5
+4
+4
+1Duty is heavier than a mountain, expert studies
15

Weapon and Armor Proficiencies: A Blademaster is proficient with all simple and martial weapons, and one exotic weapon, chosen when entering the class.

Blade Techniques: A Blademaster learns three blade techniques of a complexity to which she has access at each level, as shown on the table above. These are in addition to the technique she may learn through increases to her Base Attack Bonus.

Heron-marked Blade (Ex): By making a DC 10 Craft (Weaponsmithing) check, a Blademaster can inscribe a heron insignia onto any melee weapon of at least masterwork quality, which serves as a sign that its wielder is a Blademaster. That weapon is forevermore considered a "heron-marked" weapon. Whenever the Blademaster is in a Form and wielding a heron-marked weapon, she gains a circumstance bonus on Bladecraft, Diplomacy, and Intimidate checks equal to her Blademaster level.

The Flame and the Void (Ex): One of the first things a blademaster learns is to wipe away all emotion and distractions from battle by feeding them into a mental construction called "The Flame". When she has done this, she occupies "The Void", free of complications, and she can concentrate solely on destroying her opponents. Whenever she is in a Form and wielding a heron-marked weapon, a Blademaster may substitute a Bladecraft check for any Will save against an effect which would alter her emotions (including fear effects, or effects from the Charm subschool), or cause her to become confused, dazed, or fascinated.

Advanced Studies: Beginning at 2nd level, a Blademaster's training has surpassed that of other students of Bladecraft. She can learn blade techniques of Advanced complexity, even if she otherwise does not meet the prerequisites.

Bonus Bladecraft feat: At 2nd level, and again at 4th level, a Blademaster learns a bonus feat for which she meets the prerequisites.

Death is lighter than a feather (Ex): Death is a freedom that Blademaster does not fear, though she does not seek it, either. Starting at 3rd level, whenever a Blademaster is in a Form and wielding a heron-marked weapon, she can act without penalty while disabled or dying. She automatically stabilizes between -1 and -9 hit points, and does not need to roll. She still dies when reaching -10 hit points, as normal.

Battle is not glory (Ex): A Blademaster understands that while one may achieve glory during combat, it is not the battle itself which has glory. Whenever a Blademaster of 4th level or higher uses a Parry technique while wielding a heron-marked weapon, she gains damage reduction equal to one-third of her ranks in Bladecraft (rounded down, minimum 1), which is only bypassed by a Power-wrought weapon (see the Bladecraft Items section for details). This damage reduction lasts until the end of her next turn.

Duty is heavier than a mountain (Ex): A Blademaster feels the weight of responsibility rest on her shoulders like a well-worn cloak, and does not stray from her path under any circumstances. At 5th level, the Blademaster becomes extremely resilient. Whenever she is subject to a spell or effect that has a partial or half effect on a successful save, she suffers no adverse effect on a successful save. The Blademaster may only use this ability while in a Form, and wielding a heron-marked weapon.

Expert Studies: Upon reaching 5th level, the Blademaster is a true virtuoso of the art. She can learn blade techniques of Expert complexity, even if she does not meet the prerequisites.

PLAYING A BLADEMASTER
A Blademaster may be a champion or bodyguard of an important political figure; the general of a rebel army; or simply an adventurer who has mastered her weapon completely. The pinnacle of melee combat in the world, Blademasters carry swords marked by herons to proclaim their skill. Any who have seen them fight, however, do not need the mark to know that they are among the most dangerous men and women to walk the lands.

The rigorous training and experience required to reach this level of skill leaves only a handful of people in the known world skilled enough to even consider claiming the Heron. To become a Blademaster and earn a heron-marked blade requires either that the prospect defeat a Blademaster in single combat, or that they be proclaimed to possess the skill of a Blademaster by a council of their future peers. Most Blademasters train for decades before they claim the rank, although there are rumors of some who have attained it in as few as five years.
Combat: A Blademaster is a melee combatant first and foremost. She wields her heron-marked weapon like a surgeon's scalpel, slicing through enemy ranks and leaving a trail of dead in her wake. She uses a continuous flow of Forms, Assaults, and Parries, each action seeming inevitable from her positioning and stance. However, depending on the Blade Styles, chosen weapons, and feat choices, the individual tactics of a Blademaster can vary widely.
Advancement: A Blademaster might seek command of a group of warriors, taking levels in Marshal; or, she might focus on honing her craft with an unusual weapon, by taking levels in Exotic Weapon Master.
Resources: Blasemasters are always in high demand, as their reputation and unparalleled skills can prove effective at quelling any number of social or physical conflicts. Many Blademasters are noble, either by birth, or gifted lands through exemplary actions; others have noble patrons.

BLADEMASTER IN THE WORLD
"Unwise to try separating a man from his sword."

-Al'Lan Mandragoran
Most common folk step very carefully around a visiting Blademaster. Even if they don't recognized the Heron mark, it's obvious from a Blademaster's carriage and demeanor that she isn't someone to trifle with. Others might fawn over a Blademaster, trying to curry favor, or convince her to teach them.
Daily Life: A Blademaster begins every day with some sort of warm-up to keep the muscles strong and joints limber. Then, endurance training - usually running, but could also be swimming or something similar. A small breakfast follows - usually water, and some cured meats for salt and protein. The remainder of the day is spent on the training grounds, teaching or sparring, or taking care of other duties (diplomatic missions, guard duty, etc.).
Notables: Many of the most famous swordsmen in history are Blademasters. Tales are told (https://www.amazon.com/Gilded-Chain-Kings-Blades-Tales/dp/0380791269) of the legendary Durendal - champion, chancellor, and slayer of immortals - and his blade Harvest. Bards sing songs (https://www.amazon.com/Wheel-Time-Boxed-Set-Books/dp/0812538366) of Al'Lan Mandragoran, the throneless king of fallen Malkier. New stories of High Prince Dalinar of House Kholin, the infamous Blackthorn, are being written even now (https://www.amazon.com/Stormlight-Archive-2-Book/dp/B00O3H6P0U).
Organizations: The swordsman's school at Ironhall trains Blademasters from a young age, most of whom enter the service as bodyguards of the King. Many armies prize Blademasters as officers and champions.

NPC Reaction
Once they see the Heron on a Blademaster's weapon, most NPCs will tread very carefully. No one wants to provoke a Blademaster to rash action, though such things happen very rarely in truth - Blademasters are disciplined to a fault.

BLADEMASTER IN THE GAME
A Blademaster is primarily a front-line melee attacker. However, the individual tactics can take many forms. Some Blademasters excel at wading into large masses of enemies and mowing them down. Others identify the most powerful opponents and single them out for individual attention. Still others will wreak havoc with trips, disarms, and bull-rushes, attempting to lock down the battlefield.
Adaptation: The easiest way to adapt the Blademaster is to associate the class with a particular organization or group, using thematic elements appropriate to the setting but keeping the mechanics mostly intact. It would be difficult to adapt Blademaster into something other than a melee combatant, due to the focus and cohesion of the Bladecraft subsystem upon which it is built.
Encounters: An NPC Blademaster might be the bodyguard of a powerful noble, a captain in a rebel army, or a skeletal champion bound beyond death to guard a forgotten tomb.

Sample Encounter
Time ends all things, and the glory of a Blademaster is no exception. Once the most celebrated warrior of his generation, the decades have not been kind to Gillan Thyne, Heron-Blessed, Lord of the Mandrake Wilds. He has vanished into obscurity, alone save for a pair of equally-decrepit servants in the echoing, mouldered halls of his manor house.

Mandrake Manor is tucked away in a hollow, deep in the Wilds. It is approached via a single, rutted road, 20 miles from the nearest village. The walls are ancient, cracked stone, held together by a thick carpet of ivy, and a vegetable garden sprawls, lush and untamed, across the rolling hills behind.

Lord Thyne will answer the door himself, after a significant wait. His back is unbowed, but he moves with a slow, difficult gait born of arthritis and old scars. He speaks in a deep, rattling voice, and will welcome travelers to his halls, offering refreshments both modest and nourishing. Thyne does not ask for news of the outside world - he left it behind by choice, and tales of current events do nothing for him but stir up painful memories best left forgotten.

If plied with praise and enough strong drink, the Heron-Blessed will reminisce about his youth and training, and might be convinced to take his famous blade Glimmerguard down from the mantle to display. He has only a little pride left, but if it is stung in the right way, he will draw the sword and demonstrate a Form. When he does so, his body seems to grow lighter, his joints loosen, and muscles grow taut with some of their former strength. Haunted though his eyes might be, Gillan Thyne was born - and still lives - to wield a blade.

EL 14: Gillan Thyne is an old male human, dressed in a worn but richly-made uniform. His two-bladed sword Glimmerguard is Power-wrought and immaculate, marked with a stylized heron just above the crosspiece.

[b]Gillan Thyne
LN Old Human Ranger 2/Fighter 6/Blademaster 5/Exotic Weapon Master 1
Init +2 (+1 Bladecraft die)
Senses Listen, Spot
Languages Common
------------------------------------------------
AC 21 (+2 Dex, +6 dodge, +3 shield), touch 18, flat-footed 13
hp 90 (14 HD)
Fort +15, Ref +11, Will +5
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Glimmerguard +18/+13/+8 or +16/+16/+11/+6 (1d8+10, 19-20/x2)
Base Atk +14/+9/+4, Grapple +14
Atk Options Blade techniques
Combat Gear Glimmerguard (Power-wrought heron-marked two bladed sword)
Blade techniques known: Black Lance's Last Strike, Bundling Straw, Cat on Hot Sand, Cutting the Clouds, Cutting the Wind, The Cyclone Rages, Dawn Breaches the Horizon, The Falcon Stoops, The Field Opens to the Plow, Folding the Fan, Grandmother Weaves a Basket, Holding Rain in Open Hands, Kissing the Adder, Leopard's Caress, The Lizard Snaps the Cricket, Low Wind Rising, The Millstone Grinds Flour, The Ox Lowers its Horns, Pressing Apples to Cider, Red Hawk Takes a Dove, Scuttling Crab, The Serpent Strikes, Six Wolves Among the Trees, Stone Falls from the Mountain, The Swallow Glides to the Branch, The Swallow Rides the Air, The Tide Climbs the Shore, Twisting Weasel, Unfolding the Fan, The Vultures Feast on the Dead, Waxing Moon, Waning Moon, Whirlwind on the Mountain
-----------------------------------------------
Abilities Str 11, Dex 15, Con 11, Int 15, Wis 12, Cha 10
SQ Double weapon defense, combat style (TWF), favored enemy (magical beast), heron-marked blade, the flame and the void, advanced studies, expert studies, death is lighter than a feather, battle is not glory, duty is heavier than a mountain
Feats Blade Focus, Combat Reflexes, Deft Opportunist, Dodge, Exotic Weapon Proficiency (Two-Bladed Sword), Hunter's Bladeform, Mobility, Seize the Moment, Sidestep, Trained Opportunist, Two-Weapon Fighting, Weapon Focus (Two-Bladed Sword)
Skills Bladecraft +21 (17 ranks), Knowledge (History) +10, Listen +18, Spot +18
Possessions Glimmerguard

sirpercival
2016-11-29, 01:17 PM
Reserved for PrCs 2/2

sirpercival
2016-11-29, 01:22 PM
Bladecraft Extras
Every student of Bladecraft needs weapons, armor, and shields with which to fight. Even then, they cannot function alone, and need allies to support and protect. Presented here are magic items, spells, and other supplemental materials to make a practitioner of Bladecraft into a well-rounded, complementary member of any party.

Bladecraft Items
In campaigns where Bladecraft is relatively common, these items should be available anywhere standard magic items are sold. For a limited time only! Get them while they last!


Power-Wrought Special Material
A Power-wrought weapon is made as part of a magical process which subtly alters the fundamental structure of the weapon. Power-wrought weapons are unbreakable and cannot be damaged; in addition, they bypass all forms of damage reduction other than DR /epic. Only melee weapons may be Power-wrought, and a Power-wrought weapon costs 15,000gp in addition to the normal cost of the weapon. Power-wrought weapons are always masterwork, and this cost is included in the price.

Weapon Property: Studied (Edited from JoshuaZ)
Price: +1 bonus
Property: Weapon
Caster level: 7th
Aura: Moderate; (DC 18) transmutation
Activation: --

This weapon is sturdy and worn, but still quite sharp. It is clearly the veteran of many battles, and is all the better for them.

Studied is a weapon property that can be applied to any melee weapon of mastercraft quality. The wielder of a studied weapon gains a +2 insight bonus on Bladecraft checks, and can use the Bladecraft skill untrained.

However, a studied weapon reveals its true power whenever the wielder is in a Form. The enhancement bonus of a studied weapon increases based on the complexity of the Form that the wielder is in: +1 for a Basic Form, +2 for a Moderate Form, +3 for an Advanced form, and +4 for an Expert form. This effect cannot increase the enhancement bonus of the weapon above +10.

Prerequisites: Craft Magic Arms & Armor, Bladecraft 6 ranks.
Cost to create: Varies.

Oaken Rampart
Price: 7,317 gp
Body Slot: -- (held)
Caster Level: 3rd
Aura: Faint; abjuration
Activation: See text.
Weight: 7.5 lbs

This heavy darkwood shield is scarred from the impact of many blows, but feels as solid and unyielding as an oak tree.

Oaken Rampart is a +1 heavy darkwood shield with +1 shield spikes, which grants the wielder a +5 competence bonus to make or resist bull rush attempts.

In addition, as long as the wielder has at least 6 ranks in Bladecraft, she may activate Oaken Rampart as a free action to aid her use of Bladecraft. When activated, the shield grants the wielder the [Rend] tag; if she had already been granted a different Hand tag, it is replaced by [Rend]. Oaken Rampart can be activated up to 3 times per day.



Calculus Spike (minor artifact)
(Edited from JoshuaZ)

At least three of these necromantic horrors exist: a dagger, a shortsword, and a bastard sword. No one is sure where they come from, but some speculate that they are formed when a particularly powerful Blademaster is killed by an Animatrix of War, who rends some of the Blademaster's soul and imparts it into the blade. Each calculus spike is a +1 vicious weapon, which also has the bane property against creatures with a higher Base Attack Bonus than the wielder.

If a calculus spike is wielded by a creature with ranks in Bladecraft and used to kill a living being which also has ranks in Bladecraft, the wielder immediately learns one blade technique that the slain creature knew, of any complexity that the wielder can learn. The slain creature cannot then be resurrected or reincarnated except by divine intervention.

Some say that using a calculus spike will slowly turn the wielder insane, as fragments of the victims' personalities intrude on the wielder's mind... but these stories may be fabrications, hoping to warn impressionable creatures away from these weapons.

Ruby Destiny (major artifact)
(Edited from JoshuaZ)

The Ruby Destiny is an ancient relic, sacred to Wee Jas. It is a short sword with a hilt of dull black material, a curved silver crossguard, and a blade of deep crimson. The Ruby Destiny is said to have been given as a gift from the goddess herself to a brave young paladin, but what that paladin did to deserve the gift the legends do not say.

For anyone who is not a worshipper Wee Jas, the Ruby Destiny functions as a +2 short sword, which also grants the wielder a +2 bonus to saves against any spell-like or supernatural abilities of undead, and a +1 competence bonus to Bladecraft checks (and the ability to make Bladecraft checks untrained).

When the Ruby Destiny is wielded by a worshipper of Wee Jas, however, in addition the normal effects, the wielder is treated as having maximum ranks in Bladecraft, and may use any technique in Cloud style as if they had learned it normally. If the wielder has a Base Attack Bonus of +6 or greater, they may similarly use any technique in Bone style.

If a creature ever uses uses the Ruby Destiny in knowing opposition to the goals of Wee Jas, they must make a Fortitude save (DC 25), or die instantly as their body shrivels, and their soul is drawn screaming into the weapon. Any being who dies in this way cannot be resurrected by any means, unless Wee Jas herself specifically allows it.

It is said that the Ruby Destiny can only be destroyed by the will of Wee Jas, or if it is used to successfully kill a high priest or priestess of Wee Jas, taking the life of the wielder (with no save) in the process.

The Rusted Blade (Major Artifact)
(Edited from JoshuaZ)

Few creatures remember the Rusted Blade, though in some legends it is called the Sword of Paimon, or the Blade of the Forgotten God. The Rusted Blade has taken different forms over the centuries, and some have even questioned if the legends indeed refer to a single artifact. The only constants in every legend refer to the appearance: some sort of bladed weapon whose blade looks pitted and rusted, in sharp contrast to a hilt of smooth, unblemished morion.

The origin of the Rusted Blade is uncertain, with each conflicting legend positing a different beginning. Some claim it was the blade of Paimon, and that the Blade absorbed some of its powers when that being was thrust beyond the bounds of reality. Others acknowledge that it was Paimon's sword, but believe that it predates him. Yet others believe that the sword was the sacred relic of a now forgotten god of war, and still others point to the crystal hilt, as evidence of a powerful warrior with great telepathic ability, who imbued some of his knowledge and abilities into his own blade with his dying breath. Whatever the true history, many a Blademaster has searched for the blade, and of those who found it, many regret their successful search.

The Rusted Blade is a heron-marked weapon, and can appear as any bladed melee weapon, though most commonly a short sword, longsword, or bastard sword. Whatever its form, it functions as a +2 keen studied weapon. It also grants the wielder a +2 competence bonus to Bladecraft, Perform (Dance), and Tumble checks, which doubles if the wielder has ranks in Bladecraft.

However, the true power of the Blade emerges only rarely. Whenever the wielder of the Rusted Blade uses an Assault technique, there is a small probability that their mind will be briefly drawn into communion with the Blade. The chance of this occurring depends on the complexity of the Assault technique, with a 1% chance for a Basic Assault, 2% for a Moderate assault, 3% for an Advanced assault, and 4% for an Expert Assault.

When the communion occurs, it is so powerful that it overrides even immunity to mind-affecting effects. From the standpoint of anyone watching, the communion takes but a moment, but from the perspective of the wielder, it seems as if weeks or months have passed. The wielder finds themselves in a mental realm which reflects their own memories and experiences. A blademaster who trained at a temple might find themselves in a reflection of that temple, accompanied by the ancient warrior-priest who originally trained them. A druidic warrior who was taught by elves at the foot of a great tree might believe they had been transported across time and space back to the same gnarled roots.

In this alternate realm of the mind, the wielder is trained mercilessly in the art of Bladecraft, by tutors more than willing to inflict wounds that appear fatal. There are no breaks for food, water, sleep, or casual conversation, only continuous, brutal training. When the wielder's wounds are too grievous and they succumb to the sweet mercy of death, they are immediately resurrected, only to be thrown back into the grueling regiment.

The constant training and many repeated deaths can be extremely traumatic, and legends tell of at least one blademaster who, upon waking from the communion, threw down the Blade and walked off the battlefield, never to pick up a weapon again. However, the murderous experience has its benefits: upon completing their training, the wielder gains a permanent +1 inherent bonus to Bladecraft checks, and a Bladecraft feat of their choice for which they meet the prerequisites. The wielder also learns a blade technique of their choice, of any complexity for which they qualify.

The Rusted Blade will only commune with a single wielder, and only once, until it disappears and reappears in a different time, place, and shape. However, it continues to its other functions as an excellent weapon for the wielder after the communion has occurred. Most often, the Blade disappears 3d6 months after the communion, even if it has been secured in a vault or Bag of Holding. It tends to reappear a decade or two later, in a locked armory, a dragon's hoard, an ancient tomb, or the ditch beside a peasant's hovel.

There are legends of two Blademasters who have communed with the Rusted Blade more than once. Krevaric the Undying is a powerful undead Reaver who has allegedly sought out the Blade three times, and successfully found it and gained its benefits. On the other hand, the mythical Blade-bound paladin and dancer known as Lemat of the Flashing Swords, after having communed with the Rusted Blade in her youth, apparently took it up again when it appeared in her dungeon cell. As soon as she touched it, the communion began, and when it was complete, she used the Blade to destroy every creature in the dungeon, including the powerful necromancer who had imprisoned her. However, few people have the will (or lack the sanity) to experience the communion more than once, and even fewer have the opportunity.

While no surefire way of destroying the Rusted Blade is known, some bards claim that a true master of bladecraft, who carries the Rusted Blade for a year and a day without using it in combat, can render it permanently inert.


New Spells & Powers
These new spells and powers are for the arcane, divine, or psionic student of Bladecraft.


Blademaster's Endowment
Evocation
Level: Bard 6, Clr 7, Paladin 4, Ranger 4, Sor/Wiz 6

(Edited from JoshuaZ)

As student's endowment, but the target also gains one Assault technique, one Parry technique, and one Form technique that you know, of Moderate complexity.

Student's Endowment
Evocation
Level: Bard 3, Clr 4, Paladin 2, Ranger 2, Sor/Wiz 3
Components: V, S, F/DF
Casting time: 1 round
Range: Touch
Duration: 10 min/level
Target: 1 willing creature with Intelligence 6 or greater
Saving throw: None (harmless)
Spell resistance: No (harmless)

(Edited from JoshuaZ)

Choose one Assault technique, one Parry technique, and one Form technique that you know, of Basic complexity. For the duration of the spell, the target can use the chosen techniques as if they had learned them normally. If the target has fewer than 1 rank in Bladecraft, they also gain 1 temporary rank.

Arcane Focus: A melee weapon of masterwork quality.

Trainer's Endowment
Evocation
Level: Bard 5, Clr 6, Paladin 3, Ranger 3, Sor/Wiz 5
Target: 1 willing creature with Intelligence 6 or greater per 3 caster levels

(Edited from JoshuaZ)

As student's endowment, except as noted here. All targets receive the same 3 techniques.



Share Training
Telepathy [mind-affecting]
Level: Psion/Wilder 4, Psychic Warrior 4
Display: Mental, visual; see text
Manifesting time: 1 standard action
Targets: Self + 1 willing creature with Intelligence 6 or greater per 4 manifester levels
Duration: 1 min/level
Range: Close
Saving throw: None, or Will negates; see text
Power resistance: Yes (harmless)
Power points: 7

(Edited from JoshuaZ)

For the duration of this power, the target with the most skill in Bladecraft (determined by ranks in the Bladecraft skill, henceforth referred to as the "trainer") shares some of its training with the other targets (henceforth referred to as the "students"). Each student is treated as having ranks in Bladecraft equal to half of the trainer's ranks, if doing so would be beneficial. In addition, each student may use any blade techniques that the trainer knows, of any complexity which is available to them based on their (modified) ranks in Bladecraft.

For example, if the trainer has 12 ranks in Bladecraft and knows 8 Basic techniques, 8 Moderate techniques, and 2 Advanced techniques, the students each have a minimum of 6 ranks in Bladecraft, and can use any Basic or Moderate techniques the trainer knows.

Augment
You can augment this power in one or both of the following ways:
For each additional power point you spend, all targets get a +1 insight bonus to Bladecraft checks.
You may spend 4 additional power points to remove the [Mind-Affecting] descriptor.

sirpercival
2016-11-29, 01:24 PM
Homebrew Connections
Contained herein are various materials which can be used to integrate Bladecraft with other works of homebrew.

Battle Evolution ACF
You have customized your body to make your use of Bladecraft as efficient as possible. (Edited from JoshuaZ)

Class: Evolutionist (http://www.giantitp.com/forums/showthread.php?240717-The-better-man-There-is-no-such-thing-base-class) (by Draken)

Level: 2nd, 5th, 8th, 11th, 14th, or 17th.

Replaces: Teratomorphism I, II, III, IV, V, or VI

Benefit: You give up one of your Teratomorphism choices to gain access to Bladecraft. Bladecraft is now a class skill for you, and you immediately learn 4 Basic blade techniques. You learn an additional blade technique of a complexity to which you have access every time you gain a level in Evolutionist. You can use levels in Evolutionist in place of Base Attack Bonus to determine what complexity of technique you can learn.

You can also choose to learn a new blade technique of a complexity to which you have access, in place of gaining a new Mutation. You cannot do this more than once for every Evolutionist level you gain.


Nullblade Variant: Champion of the Void
Some Nullblades (http://www.giantitp.com/forums/showsinglepost.php?p=13778637&postcount=3) fixate on ways to end lives as the most elegant implementation of Null. These characters give up some of their magical versatility, learning Bladecraft instead.

Base Attack Bonus: The Champion of the Void uses the base attack bonus progression of the fighter.

Class Skills: Add Bladecraft to the Champion of the Void's class skill list.

Class Features
The Champion of the Void has all of the standard Nullblade class features, except as noted below.

Invocations: A Champion of the Void does not learn invocations, and does not gain the Lesser Invocations, Greater Invocations, or Void Invocations class features at 6th, 11th, or 16th levels, respectively.

Null Blade: A Champion of the Void gains the Null Blade (http://www.giantitp.com/forums/showsinglepost.php?p=13781215&postcount=6) feat as a bonus feat at 1st level, even if he does not meet the prerequisites. He may make a Voidstrike with any weapon he wields while in a Form or while using an Assault or Parry technique, even if he does not have the Weapon Focus feat for that weapon.

Nullify (Ex): A Champion of the Void can nullify blade techniques in the same way that he can nullify martial maneuvers, by identifying a technique with Bladecraft, and opposed by an attack roll.

Touch of the Void (Ex): A Champion of the Void can use the extra immediate actions granted by his Touch of the Void class feature to use Parry techniques.

Improved Voidstrike: A Champion of the Void does not gain the Improved Voidstrike class feature.

Voidcraft: Upon reaching 9th level, a Champion of the Void infuses any weapons and armor he wields with the essence of his craft. He automatically treats any weapon, armor, or shield he uses as if it were Nullcraft (http://www.giantitp.com/forums/showsinglepost.php?p=13781215&postcount=6).

Greater Voidstrike: A Champion of the Void does not gain the Greater Voidstrike class feature.

Voidblade (Ex): At 17th level, as long as a Champion of the Void has at least 12 ranks in Bladecraft, his voidstrike deals Bladecraft Dice instead of d4s (or d6s) whenever he is in a Form, or using an Assault or Parry technique. Rather than increasing the size of the voidstrike damage dice directly, Nullcraft weapons instead treat a Champion of the Void as having 4 additional Bladecraft ranks, but only for the purposes of determining the size of Bladecraft dice.

sirpercival
2016-11-29, 01:25 PM
Reserved in case 2/3

sirpercival
2016-11-29, 01:27 PM
Reserved in case 3/3

sirpercival
2016-11-29, 01:28 PM
OK, hopefully that's enough. Go ahead and post :)

JoshuaZ
2016-11-29, 02:06 PM
OK, hopefully that's enough. Go ahead and post :)

Ok then. one more feat suggestion (we'll all fill up your new posts too much, bwahaha!) using Draken's Evolutionist base class (http://www.giantitp.com/forums/showthread.php?240717-The-better-man-There-is-no-such-thing-base-class)

Evolving Blade [Bladecraft, Mutator]
Some learn more Bladecraft through training, you learn more by altering your very body.
Prerequisites: Anomalous Mutation, BAB +3, 5 ranks in Bladecraft
Benefit: This feat gives you two benefits. First, you treat levels in Evolutionist as if they were full BAB for purposes of what complexity bladecraft techniques you can learn. Second, you gain access to a new mutation option, Blade Mutation which essentially grants you one additional Bladecraft technique you meet the qualifications for. Your maximum number of Blade Mutations cannot exceed your Evolutionist class level.

Note: The maximum on the last is not for balance reasons as much as it is to make sure that an Evolutionist cannot outpace a fighter in bladecraft.

sirpercival
2016-11-30, 01:50 PM
Update time! Blademaster is up, and I made rules for a bunch of CW PrCs to use Bladecraft.


Ok then. one more feat suggestion (we'll all fill up your new posts too much, bwahaha!) using Draken's Evolutionist base class (http://www.giantitp.com/forums/showthread.php?240717-The-better-man-There-is-no-such-thing-base-class)

Evolving Blade [Bladecraft, Mutator]
Some learn more Bladecraft through training, you learn more by altering your very body.
Prerequisites: Anomalous Mutation, BAB +3, 5 ranks in Bladecraft
Benefit: This feat gives you two benefits. First, you treat levels in Evolutionist as if they were full BAB for purposes of what complexity bladecraft techniques you can learn. Second, you gain access to a new mutation option, Blade Mutation which essentially grants you one additional Bladecraft technique you meet the qualifications for. Your maximum number of Blade Mutations cannot exceed your Evolutionist class level.

Note: The maximum on the last is not for balance reasons as much as it is to make sure that an Evolutionist cannot outpace a fighter in bladecraft.
This has become an ACF, in the brand-spanking-new Homebrew Connections section.

FireInTheSky
2016-11-30, 05:36 PM
You have a broken tag in the Blademaster Weapon & Armor proficiencies.

Duty is Heavier than a Mountain still says 10th level.

Homebrew connection for Nullblade!! :)

sirpercival
2016-11-30, 08:52 PM
You have a broken tag in the Blademaster Weapon & Armor proficiencies.

Duty is Heavier than a Mountain still says 10th level.

Homebrew connection for Nullblade!! :)Done and done and done!

sirpercival
2016-12-01, 09:02 AM
So, I'm running into a conceptual problem with the sub levels (or variant classes, or any other version of integration w/ published base classes). How do I preserve the fighter's Bladecraft supremacy, in the absence of actual class features? I guess I could write sub levels or a variant for the Fighter, but that defeats the purpose entirely...

Thoughts?

JoshuaZ
2016-12-01, 10:05 AM
So, I'm running into a conceptual problem with the sub levels (or variant classes, or any other version of integration w/ published base classes). How do I preserve the fighter's Bladecraft supremacy, in the absence of actual class features? I guess I could write sub levels or a variant for the Fighter, but that defeats the purpose entirely...

Thoughts?

So, part of why I was trying to write things like the feat for the evolutionist as a feat rather than an alternate class feature was to partially avoid this, since it made one pay a feat to get the benefits so they'll be at least one feat behind. I'm not sure of another method. My guess is that one common class feature you were going to have is let the non-full BAB classes with substitution treat their class level as BAB for some purposes with bladecraft? If so, you could do something like level-1, or level -2 so they stay behind the actual full BAB classes.

sirpercival
2016-12-01, 11:40 AM
So, part of why I was trying to write things like the feat for the evolutionist as a feat rather than an alternate class feature was to partially avoid this, since it made one pay a feat to get the benefits so they'll be at least one feat behind. I'm not sure of another method. My guess is that one common class feature you were going to have is let the non-full BAB classes with substitution treat their class level as BAB for some purposes with bladecraft? If so, you could do something like level-1, or level -2 so they stay behind the actual full BAB classes. Or just take that part out. Honestly. Don't let them count it as full, since they have access or enhancement via other means (like actual class features).

The real problem is things like Barbarian & Paladin - things which have class features AND full BAB. I guess the best thing to do is to make it so that the tradeoff btw feats and class features is more even... I will say that as I've been making NPCs for the PrC writeups, I have been wanting even more feats. Because things like Improved Disarm/Feint/Bull-Rush, or the TWF tree, are super feat intensive, and can really improve a Bladecraft build. So maybe I'm worrying too much? Maybe the solution is to make even more feats?? I could even make some Fighter-exclusive feats, a la Weapon Spec?

Actually... a lot of the feats at the moment are intended to connect base classes with Bladecraft. Maybe I should remove the majority of them, in favor of using their abilities for sub levels???? I really think that's probably a good idea either way.

JoshuaZ
2016-12-01, 11:59 AM
Or just take that part out. Honestly. Don't let them count it as full, since they have access or enhancement via other means (like actual class features).

The real problem is things like Barbarian & Paladin - things which have class features AND full BAB. I guess the best thing to do is to make it so that the tradeoff btw feats and class features is more even... I will say that as I've been making NPCs for the PrC writeups, I have been wanting even more feats. Because things like Improved Disarm/Feint/Bull-Rush, or the TWF tree, are super feat intensive, and can really improve a Bladecraft build. So maybe I'm worrying too much? Maybe the solution is to make even more feats?? I could even make some Fighter-exclusive feats, a la Weapon Spec?

Actually... a lot of the feats at the moment are intended to connect base classes with Bladecraft. Maybe I should remove the majority of them, in favor of using their abilities for sub levels???? I really think that's probably a good idea either way.

Isn't a solution to this problem then to just make pretty much everything just feats? Then the fighter is in good shape, and the full BAB other classes will have to invest non-bonus feats to get relevant abilities. I'm not sure what big advantage there is of doing alternate class features at that point.

sirpercival
2016-12-01, 12:25 PM
Isn't a solution to this problem then to just make pretty much everything just feats? Then the fighter is in good shape, and the full BAB other classes will have to invest non-bonus feats to get relevant abilities. I'm not sure what big advantage there is of doing alternate class features at that point.

Because, as a design principle, I personally kind of dislike feats that have (relatively) complicated or very specific effects on classes. Feats should be expansions of existing mechanics, not a means of overwriting them.

Think about it this way. A feat should be a means of customizing a character, showing the ways the character has specialized or synergized their various abilities. One way of doing this is to have access feats, which describe how a particular character has spent time and effort learning a completely new (or very specialized or whatever) skillset. However, access feats don't work for Bladecraft, because access is given through two things which every character already has: BAB and skill points. Any character can learn techniques, it's just that some of them need to buy BC cross-class to do it, and there are clearly classes which shouldn't bother because they'll never be very good at it. But even then, 2 cross-class skill points get you 4 Basic techniques, so theoretically it's a great idea for a 2nd-level Rogue to nab Cat Crossing and a couple situational techniques as a super-cheap addition to their bag of tricks.

But what we've done here (Raging Bladeform is the first example that comes to mind) is created feats which are must-takes for any non-Fighter who wants to use Bladecraft, because they allow the class features of the class to actually work in a useful and intuitive way with the subsystem. What I'm saying is, if Bladecraft had been the way melee combat was designed from the get-go (which clearly it should have been :smallcool:), these would have been built into the class features already. And the conclusion I've been drawing here is that the correct way to handle THAT is through ACFs/sub levels/variant classes/whatever (I'll call them "class adjustments"). It's an overhaul for the boring existing combat mechanic, and should replace or alter the existing class features to make use of it, instead of relying on what should be a customization option to make the class work correctly.

So if the plan is to make Fighter the supreme Bladecraft combatant it should always have been (and it definitely is), without writing a bunch of new class features for it, the way to do that is to convert the "access" feats into class adjustments, and then write more feats which actually enhance Bladecraft. An immediate place to mine ideas from there is to trawl the published combat feats and create Bladecraft versions of them, like we did with Improved Initiative/Seize the Moment. That way, having lots of free Bladecraft feats actually makes you better at fighting than other people, who can of course still take the normal (somewhat inferior) combat feats if they want to.

Blargh, verbal hemhorraging over. :smalltongue: Does that all make sense? Is my argument flawed?

khadgar567
2016-12-01, 12:32 PM
is there a chance we have candy cane sword using santa as npc blade craft user

sirpercival
2016-12-01, 12:39 PM
is there a chance we have candy cane sword using santa as npc blade craft user
BWAHAHAHAHAHA Oh, there's always a chance. But honestly that would probably be done best as a Warcrafter (http://www.minmaxboards.com/index.php?topic=7527.0)/Candysmith (http://www.minmaxboards.com/index.php?topic=10108.0) :smallcool:

JoshuaZ
2016-12-01, 12:39 PM
Because, as a design principle, I personally kind of dislike feats that have (relatively) complicated or very specific effects on classes. Feats should be expansions of existing mechanics, not a means of overwriting them.

Think about it this way. A feat should be a means of customizing a character, showing the ways the character has specialized or synergized their various abilities. One way of doing this is to have access feats, which describe how a particular character has spent time and effort learning a completely new (or very specialized or whatever) skillset. However, access feats don't work for Bladecraft, because access is given through two things which every character already has: BAB and skill points. Any character can learn techniques, it's just that some of them need to buy BC cross-class to do it, and there are clearly classes which shouldn't bother because they'll never be very good at it. But even then, 2 cross-class skill points get you 4 Basic techniques, so theoretically it's a great idea for a 2nd-level Rogue to nab Cat Crossing and a couple situational techniques as a super-cheap addition to their bag of tricks.

But what we've done here (Raging Bladeform is the first example that comes to mind) is created feats which are must-takes for any non-Fighter who wants to use Bladecraft, because they allow the class features of the class to actually work in a useful and intuitive way with the subsystem. What I'm saying is, if Bladecraft had been the way melee combat was designed from the get-go (which clearly it should have been :smallcool:), these would have been built into the class features already. And the conclusion I've been drawing here is that the correct way to handle THAT is through ACFs/sub levels/variant classes/whatever (I'll call them "class adjustments"). It's an overhaul for the boring existing combat mechanic, and should replace or alter the existing class features to make use of it, instead of relying on what should be a customization option to make the class work correctly.

So if the plan is to make Fighter the supreme Bladecraft combatant it should always have been (and it definitely is), without writing a bunch of new class features for it, the way to do that is to convert the "access" feats into class adjustments, and then write more feats which actually enhance Bladecraft. An immediate place to mine ideas from there is to trawl the published combat feats and create Bladecraft versions of them, like we did with Improved Initiative/Seize the Moment. That way, having lots of free Bladecraft feats actually makes you better at fighting than other people, who can of course still take the normal (somewhat inferior) combat feats if they want to.

Blargh, verbal hemhorraging over. :smalltongue: Does that all make sense? Is my argument flawed?

I think your argument makes sense, but I'm not sure that it is a strong one. There are as I see two issues: 1) It isn't at all clear how to handle things with the full BAB classes 2) This will make it more difficult for an existing character to take up Bladecraft if they are past the point where the relevant ACFs take effect (one of the things I don't completely like about Pathfinder is that there are a lot of class options where it would make complete sense for someone to learn one and then learn another later, but because they are alternate class options that can't happen).

One option would be to take some of the things that are being done as feats here and just make them automatic for anyone from that class who has Bladecraft. For example, if you have Rage and levels in Bladecraft then you automatically get Raging Bladeform which instead of a feat would become a basic part of the system (in a way similar to how you have made the interactions with PrCs from Complete Warrior). I don't think doing so would be unbalanced because the PC would still need to invest substantial ranks in Bladecraft to get a real benefit from it. This does however have the cost of increasing system complexity. Does that seem reasonable?

sirpercival
2016-12-01, 01:07 PM
I think your argument makes sense, but I'm not sure that it is a strong one. There are as I see two issues: 1) It isn't at all clear how to handle things with the full BAB classes I don't follow - what do you mean? Are you referring to the non-Fighter full-BAB classes which have actual class features? My solution to that would be to make more feats.


2) This will make it more difficult for an existing character to take up Bladecraft if they are past the point where the relevant ACFs take effect (one of the things I don't completely like about Pathfinder is that there are a lot of class options where it would make complete sense for someone to learn one and then learn another later, but because they are alternate class options that can't happen). Hm. I see what you're saying, but I'm not sure if I want to design the system around addressing that problem. The way I see it, adding Bladecraft to an ongoing campaign world would change things drastically, and would probably require retrain/rebuild quests in general to make effective use of it. While there are a few Basic (and a few more Moderate) techniques which are interesting & useful for a melee combatant above low-to-early-mid levels, there aren't that many, and if you don't also have access to higher complexity techniques, they don't scale particularly well. If you have an existing character with an established build path, and don't want to rebuild & retrain a bunch, it's probably better to continue with your gameplan rather than try to slap BC on after the fact. The main reason for this is that using Bladecraft can (and usually will) provide very different build priorities than using standard combat. It's interesting that ToB actually synergizes better with the original combat mechanics than BC does - you can basically always find a maneuver, even in the published disciplines, to beef up any combat style, but that's not true with Bladecraft because of the way the techniques interweave.

HOWEVER, I will grant that I also don't like the idea of turning someone off of the system just because they have an established character and don't want to spend a lot of time rebuilding it. So there's that.


One option would be to take some of the things that are being done as feats here and just make them automatic for anyone from that class who has Bladecraft. For example, if you have Rage and levels in Bladecraft then you automatically get Raging Bladeform which instead of a feat would become a basic part of the system (in a way similar to how you have made the interactions with PrCs from Complete Warrior). I don't think doing so would be unbalanced because the PC would still need to invest substantial ranks in Bladecraft to get a real benefit from it. This does however have the cost of increasing system complexity. Does that seem reasonable? I'm totally fine with a combination of that, and also writing some class adjustments. For example, Agile Bladeform and Devious Bladeform would work pretty well as class adjustments, but not as built-in rules. Cavalier's Bladeform should probably be a combination of built-in-rules and a feat. Monastic Bladeform and Raging Bladeform should be built-in rules. Etc. And I the class adjustments should almost certainly be a mix of different types - for example, both Rogue and Barbarian get Trap Sense, and turning that into a scaling Bladecraft bonus or something like that is easy, interesting, and accessible from both classes.

Right?

JoshuaZ
2016-12-01, 01:22 PM
I don't follow - what do you mean? Are you referring to the non-Fighter full-BAB classes which have actual class features? My solution to that would be to make more feats.

Ah, in that case I think we're on the same page there.




Hm. I see what you're saying, but I'm not sure if I want to design the system around addressing that problem. The way I see it, adding Bladecraft to an ongoing campaign world would change things drastically, and would probably require retrain/rebuild quests in general to make effective use of it. While there are a few Basic (and a few more Moderate) techniques which are interesting & useful for a melee combatant above low-to-early-mid levels, there aren't that many, and if you don't also have access to higher complexity techniques, they don't scale particularly well. If you have an existing character with an established build path, and don't want to rebuild & retrain a bunch, it's probably better to continue with your gameplan rather than try to slap BC on after the fact. The main reason for this is that using Bladecraft can (and usually will) provide very different build priorities than using standard combat. It's interesting that ToB actually synergizes better with the original combat mechanics than BC does - you can basically always find a maneuver, even in the published disciplines, to beef up any combat style, but that's not true with Bladecraft because of the way the techniques interweave.

HOWEVER, I will grant that I also don't like the idea of turning someone off of the system just because they have an established character and don't want to spend a lot of time rebuilding it. So there's that.

I'm totally fine with a combination of that, and also writing some class adjustments. For example, Agile Bladeform and Devious Bladeform would work pretty well as class adjustments, but not as built-in rules. Cavalier's Bladeform should probably be a combination of built-in-rules and a feat. Monastic Bladeform and Raging Bladeform should be built-in rules. Etc. And I the class adjustments should almost certainly be a mix of different types - for example, both Rogue and Barbarian get Trap Sense, and turning that into a scaling Bladecraft bonus or something like that is easy, interesting, and accessible from both classes.

Right?

Seems essentially correct to me.

sirpercival
2016-12-01, 08:11 PM
Ah, in that case I think we're on the same page there.

Seems essentially correct to me.

So as I started going through the feats, I really think they should go back to just being ACFs/sub levels, loool. I'll write them up and then you can see what you think. If some of them should just be built into the rules, we'll deal with it on a case-by-case basis.

sirpercival
2016-12-05, 08:36 AM
Just wanted to let you guys know that I'm in the process of writing ACFs and editing feats. I just had a very busy weekend :)

sirpercival
2016-12-11, 10:49 AM
Hi folks, sorry about the long wait. I decided to post the first few ACFs, for perusal and comments. More are in-bound. I have a version of Furious Gladiator (barb ACF) which I don't like because it's not balanced or smoothly-progressing, so I didn't post it.

I also added a "special combat rules" section to the opening post, which I will fill out soon. It handles using Bladecraft while mounted, swimming, or flying.

sirpercival
2016-12-12, 11:23 AM
Added a bunch more ACFs and took out several more feats.

I'm now done removing feats. I have a medium-sized list of ACFs to write, and then I want to add a pile of new fighter-style feats. After that, it's off to the races on the two other PrCs I have planned. Feel free to suggest ACFs or feats to inspire me!

JoshuaZ
2016-12-12, 05:11 PM
The ACFs so far look well done (and I agree, look more reasonable this way than as feats). A few more feat suggestions, and then I'm done, I swear. I can quit at any time.


Sudden Assault[bladecraft]
You can use your quick reactions to combat to squeeze in an extra attack or a quick adjustment of your footing.
Prerequisites: Bladecraft 7 ranks, BAB +5, Dex 15, Seize the Moment, knowledge of at least 5 Assault techniques
Benefit: Whenever you enter a combat, and your initiative is at least 20 higher than any opponent, the first round of combat you may either take an extra swift action or an extra standard action. If you choose a standard action then that extra standard action can only be used for using an Assault technique that takes a standard action. If you choose a swift action then that extra swift action can only be used to change what bladestyle Form you are in. Regardless of type, using this extra action ends your turn.

Psiform [bladecraft, psionic]
As you adjust your form, you can use the opportunity to momentarily refocus.
Prerequisites: Concentration 3 ranks, Bladecraft 7 ranks, at least one other feat that has both the [psionic] and descriptors.
Benefit: Whenever you use a swift action to change your bladestyle Form, you may use the same action to regain psionic focus.
Special: This feat counts as Psionic Meditation for prerequisite purposes.

Bladecraft Against Spellcraft [bladecraft]
You are exceptionally skilled at using Bladecraft to combat mages.
[B]Prerequisite: BAB +3, 7 ranks in Bladecraft, Combat Reflexes. Either 1 rank in Spellcraft or 1 rank in Knowledge(arcana)
Benefit: This feat gives you two benefits. First, any being making a concentration check to cast defensively while you threaten it takes a penalty to the check equal corresponding to the complexity of your form. A basic form imposes a -1 penalty, a moderate form a -2 penalty, an advanced form a -3 penalty and an expert form a -4 penalty. Second, whenever you deal damage to a being with an Assault technique, you add 1 Bladecraft die to any resulting concentration check.

Jumping Form [bladecraft]
Your training in Bladecraft makes you more agile.
Prerequisites: BAB +3, strength 13, 4, ranks in Bladecraft, 2 ranks in Jump, 2 ranks in Climb
Benefit: When you make a Jump check or a Climb check, you add a Bladecraft die as a competence bonus.

Awesome Bladecraft [Bladecraft]
Your skill with Bladecraft can be used to terrify your enemies.
Prerequisites: Bladecraft 5 ranks, Intimidate 2 ranks, This is a Knife skill trick
Benefit: Whenever you drop an opponent using a Bladecraft Assault or Parry you may make an intimidate check on an opponent which you threaten as a free action, adding 1 Bladecraft die to the check. If the opponent was dropped as a result of a Parry then you may use this free action even when it is not your turn.

Strength and Speed [bladecraft]
Some combing their Bladecraft with blinding speed. Others combine Bladecraft with incredible strength. You combine it with both.
Prerequisites: Weapon Finesse, Power Attack, Dex 15, Strength 15, BAB +4, Bladecraft 4 ranks
Benefit: Whenever you use an Assault technique using a weapon which may benefit from Weapon Finesses, you add both your dexterity modifier and your strength modifier to the attack roll.


Stamina of the Blade [Bladecraft]
Your mental and physical discipline given to you by your training in Bladecraft allow you to survive wounds that should clearly kill you and to push your body farther than most others.
Prerequisites: Endurance, Diehard, Con 13, 4 ranks in Bladecraft
Benefit: This feat provides two benefits:
First, you add a Bladecraft die to any check that the Endurance feat provides a bonus for. This additional bonus is a competence bonus.
Second, you increase the maximum number of negative hit points that you die at by the maximum of half your ranks in Bladecraft. For example, if you have 6 ranks in Bladecraft, and normally would die at -10, you instead die at -13.

Merciful Bladecraft [Bladecraft]
You are trained in using your Bladecraft to capture rather than kill.
Prerequisites:At least one Assault that does extra damage.
Benefit: When you use an Assault that does extra damage, you may choose to have the extra damage be non-lethal. You must make this choice before the attack roll is resolved.

Phalangite Blade [Bladecraft]
You can use your skill in Bladecraft to help protect your allies.
Prerequisites:
Proficiency with a heavy shield, BAB +3, 2 ranks in Bladecraft, Phalanx Fighting (from Complete Warrior)
Benefit: Any adjacent ally to you that is part of a shield wall receives a +1 bonus to AC and a +1 bonus to reflex saves. This stacks with the usual benefits from the Phalanx Fighting feat.

Intuitive Bladecraft [Bladecraft]
While some take an intellectual approach to their study of Bladecraft, you take a more intuitive approach.
Prerequisites: Wisdom 13, must be first level.
Benefit You add your wisdom score rather than your intelligence score for making Bladecraft checks. Additionally, Bladecraft is always a class skill for you.
Special: A fighter may take this as a fighter bonus feat at level other than first, provided that they had no ranks in Bladecraft prior to that level.

Cascading Assaults [bladecraft]
You can use opportunities from your Assaults to engage in more attacks.
Prerequisites: Improved Critical, BAB +8, Bladecraft 7 ranks. Knowledge of at least five Assault techniques.
Benefit:When you successfully score a critical hit while making an Assault, you may as a free action make another Assault as long as it would normally take a standard action. This additional Assault may only target the being you scored a critical hit on. If you keep scoring additional critical hits, you may keep making additional Assaults. However, you may not benefit from this feat more than your total ranks in Bladecraft/4 times a turn.

Note: The last sentence is to prevent someone from coming up with some silly build that makes it trivially easy to threaten critical hits and then do indefinite quantities of damage. I don't know of a specific way to do so, but it seems wise to leave the precaution in.


Bladecraft Senses [bladecraft]
Some legends tell of blademasters whose senses are so honed that they can cut a fly in half while blindfolded. Your senses may not yet approach that legendary level, but they are still far beyond those of most mortals.
Prerequisites: 3 ranks in Spot, Search and Listen. Bladecraft 5 ranks, BAB +2
Benefit: You add a Bladecraft die as a competence bonus to Spot, Search and Listen checks. Also, if you have the Clarity of Vision skill trick (from Complete Scoundrel), then you may choose to make a Bladecraft check rather than a Spot check to use it.

Bladecraft Sensei [bladecraft]
Your legendary skills with the blade have attracted others who wish to learn from you.
Prerequisites Bladecraft 12 ranks, BAB +10.
Benefit: You gain followers just as if you had the leadership feat. You do not gain any cohorts this way. For purposes of this feat, your effective character level is your ranks in Bladecraft -4. Followers gained from this feat must be interested in direct combat. Thus for example, you cannot generally gain an adept or an expert who focuses on banking with this feat. This feat also gives a +2 circumstance bonus to diplomacy checks with people whose profession or interests focus on combat, such as soldiers and mercenaries. They must be aware of who you are in order for this bonus to apply. This bonus does not stack with the bonus from Heron-marked Blade class feature from the Blademaster.

sirpercival
2016-12-20, 11:56 PM
Added the rest of the ACFs I had planned.

I'll go through the feats and work on the special combat rules section tomorrow.