Krimm_Blackleaf
2008-10-18, 11:20 PM
Iron Slasher
http://i7.photobucket.com/albums/y265/Nny2/Duelist-1.jpg
Sasha Dawn, wielding her elven thinblade, cruelty.
Fencers are practitioners of the gentlemanly art of sword-play, where a man might keep his honor intact in an organized duel. Iron slashers, however, have learned how to kill a man with a sword. They are merciless warriors that forgo the typical weapons of large greatswords or greataxes, and have decided on the use of a lighter weapon, only training with one as if it were just as great and powerful as a greatsword.
Adaptation: Don't feel the need to limit the class to only two weapons if you so desire another one. Other weapons that might suit the bill for this class could be shortswords, scimitars, daggers or even things like handaxes or shortspears.
HD: d8
Requirements
BAB: +7
Skills: Balance 10 ranks, Concentration 10 ranks, Martial Lore 2 ranks
Feats: Weapon Finesse, Weapon Focus (rapier or elven thinblade), Weapon Specialization (rapier or elven thinblade)
Maneuvers: Ability to use 4th level maneuvers of the Diamond Mind or Iron Heart disciplines.
Special: Must have a rapier or elven thinblade of at least masterwork quality.
Class Skills: Bluff, Balance, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (history), Knowledge (local), Martial Lore, Sense Motive, Sleight of Hand, Swim and Tumble.
Skill-points per level: 4+Int modifier
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+0|Iron slash, AC bonus
2nd|+2|+3|+3|+0|Painful thrusting strike
3rd|+3|+3|+3|+1|Merciless onslaught
4th|+4|+4|+4|+1|Bonus feat
5th|+5|+4|+4|+1|Stance of great cruelty
6th|+6|+5|+5|+2|Bloody thrusting strike
7th|+7|+5|+5|+2|Treacherous sword parry
8th|+8|+6|+6|+2|Bonus feat
9th|+9|+6|+6|+3|Vicious slasher stance
10th|+10|+7|+7|+3|Deadly thrusting strike
[/table]
{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|0
2nd|0|1|0
3rd|1|0|0
4th|0|0|1
5th|1|0|0
6th|0|1|0
7th|1|0|0
8th|0|0|1
9th|1|0|0
10th|0|1|0
[/table]
Weapon and Armor proficiencies: Iron slashers gain no additional weapon or armor proficiencies.
Maneuvers: At each odd level, an iron slasher gains new maneuvers known from the Diamond Mind, Iron Heart or Oncoming Storm (http://www.giantitp.com/forums/showthread.php?t=54816) disciplines. You must meet a maneuver's prerequisite to learn it. You add your full iron slasher levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At levels 2nd, 6th and 10th, you gain additional maneuvers readied per day.
Stances Known: At 4th and 8th levels, you learn a new martial stance from the Diamond Mind, Iron Heart or Oncoming Storm (http://www.giantitp.com/forums/showthread.php?t=54816) disciplines. You must meet the stances prerequisites to learn it.
Iron Slash (Ex): At first level, you have learned enough about how to handle a finesse weapon, you can apply force and finesse into a single strike. From this point on, any rapier or elven thinblade you wield is capable of doing both slashing or piercing damage attack per attack. Additionally, any attacks made with the same weapons can apply both their Str and Dex modifiers to damage instead of just Str. This extra damage is limited to an amount equal to your iron slasher level until level 6, when the limit is removed.
AC Bonus (Ex): Iron slashers are capable of dodging and weaving with great insight and expertise. If wearing light or no armor, iron slashers receive an insight bonus to their Armor Class equal to their Intelligence modifier. This bonus to AC is limited to an amount equal to your iron slasher level until level 6, when the limit is removed.
Painful Thrusting Strike (Ex): At 2nd level, you learn a special boost that allows you to aim not for lethal stabs and slashes, but those that would be cripplingly painful. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is a 4th level boost, and does not belong to any discipline. By using this boost, for one full round, each strike you make less than lethal but excruciating. All damage dealt is considered nonlethal, but with each attack the victim must make a Fort save (DC 14+Int modifier) or be considered stunned until your next turn. Creatures immune to critical hits are immune to the effects of this maneuver.
Merciless Onslaught (Ex): At 3rd level, your blows are precise and overwhelming compared to a normal stab or slash. To use this class feature, you must make a full attack action against a single foe, and have not moved during your turn. Each successful attack that deals damage made during the full attack can push the foe back five feet and allows you to move the same distance in the same direction as the victim being pushed. The foe can resist moving back by making a DC 10+iron slasher level+Str modifier Fort save.
Bonus Feats: At 4th level, and again at 8th level, an iron slasher receives a bonus feat from the fighter bonus feat list. Iron slasher levels stack with warblade and fighter levels for determining their equivalent fighter level for feats.
Stance of Great Cruelty (Ex): At 5th level, you learn a special stance that causes each strike you make with your weapon particularly cruel and deadly as you cut tendons, muscles and veins. You take a swift action to lose the benefits of any stance you're in to gain the benefits granted by this stance. While in this stance, all your weapons deal an additional 1d3 points of Con damage with each successful attack they make against a foe. This damage stacks with the Con damage delivered by the Bloody Thrusting Strike(see below).
Bloody Thrusting Strike (Ex): At 6th level, you learn a strike that punches your weapon deep into an important passageway for blood in the victim's body. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is a 7th level strike, and does not belong to any discipline. When you take a standard action to use this strike against an opponent, if the strike is successful, the victim takes an additional 10d6 points of damage and 1d8 Con damage. They may make a Fort save (DC 17+Int modifier) to reduce the Con damage by half. Creatures immune to critical hits are immune to the effects of this maneuver.
Treacherous Sword Parry (Ex): At 7th level, you gain the knowledge of a special counter used for making foes slash themselves apart. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is a 7th level counter, and does not belong to any discipline. To use this counter, you must make an opposed attack roll against someone making an attack against you with a manufactured melee weapon. If your attack roll overcomes theirs, they instead take the damage that would have been dealt to you(including damage from maneuvers) as well as a bonus to damage equal to your Str and Dex modifiers.
Vicious Slasher Stance (Ex): At 9th level, you learn a stance of extreme deadliness and almost animalistic brutality. You take a swift action to lose the benefits of any stance you're in to gain the benefits granted by this stance. While in this stance, and when making a full attack action, you gain an additional attack at your full attack bonus, and each attack you make deals 1 point of damage to each of the victims physical ability scores. While in this stance, the iron slasher takes a -2 penalty to Armor Class as they thrust and pierce with ferocity.
Deadly Thrusting Strike (Ex): At 10th level, you learn how to place but a single blow and end a victim's life. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is a 9th level strike, and does not belong to any discipline. As a full-round action, you take a moment to examine the foe and balance yourself to pierce or slash perfectly. You must first make a Balance check, with a DC equal to their Armor Class. If this check is successful, you then make a melee attack against the opponent, if the strike hits, the victim must make a Fort save (DC 19+Int modifier). If the victim fails its save, it falls instantly dead as you literally cut their life short. If they pass their save, they do not instantly die, but the strike strike such a vital area that they still take 20d6 points of extra damage. Creatures immune to critical hits are immune to the effects of this maneuver.
If your Balance check fails, you can make a single attack normally, but the maneuver is considered to be expended.
http://i7.photobucket.com/albums/y265/Nny2/Duelist-1.jpg
Sasha Dawn, wielding her elven thinblade, cruelty.
Fencers are practitioners of the gentlemanly art of sword-play, where a man might keep his honor intact in an organized duel. Iron slashers, however, have learned how to kill a man with a sword. They are merciless warriors that forgo the typical weapons of large greatswords or greataxes, and have decided on the use of a lighter weapon, only training with one as if it were just as great and powerful as a greatsword.
Adaptation: Don't feel the need to limit the class to only two weapons if you so desire another one. Other weapons that might suit the bill for this class could be shortswords, scimitars, daggers or even things like handaxes or shortspears.
HD: d8
Requirements
BAB: +7
Skills: Balance 10 ranks, Concentration 10 ranks, Martial Lore 2 ranks
Feats: Weapon Finesse, Weapon Focus (rapier or elven thinblade), Weapon Specialization (rapier or elven thinblade)
Maneuvers: Ability to use 4th level maneuvers of the Diamond Mind or Iron Heart disciplines.
Special: Must have a rapier or elven thinblade of at least masterwork quality.
Class Skills: Bluff, Balance, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (history), Knowledge (local), Martial Lore, Sense Motive, Sleight of Hand, Swim and Tumble.
Skill-points per level: 4+Int modifier
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+0|Iron slash, AC bonus
2nd|+2|+3|+3|+0|Painful thrusting strike
3rd|+3|+3|+3|+1|Merciless onslaught
4th|+4|+4|+4|+1|Bonus feat
5th|+5|+4|+4|+1|Stance of great cruelty
6th|+6|+5|+5|+2|Bloody thrusting strike
7th|+7|+5|+5|+2|Treacherous sword parry
8th|+8|+6|+6|+2|Bonus feat
9th|+9|+6|+6|+3|Vicious slasher stance
10th|+10|+7|+7|+3|Deadly thrusting strike
[/table]
{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|0
2nd|0|1|0
3rd|1|0|0
4th|0|0|1
5th|1|0|0
6th|0|1|0
7th|1|0|0
8th|0|0|1
9th|1|0|0
10th|0|1|0
[/table]
Weapon and Armor proficiencies: Iron slashers gain no additional weapon or armor proficiencies.
Maneuvers: At each odd level, an iron slasher gains new maneuvers known from the Diamond Mind, Iron Heart or Oncoming Storm (http://www.giantitp.com/forums/showthread.php?t=54816) disciplines. You must meet a maneuver's prerequisite to learn it. You add your full iron slasher levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At levels 2nd, 6th and 10th, you gain additional maneuvers readied per day.
Stances Known: At 4th and 8th levels, you learn a new martial stance from the Diamond Mind, Iron Heart or Oncoming Storm (http://www.giantitp.com/forums/showthread.php?t=54816) disciplines. You must meet the stances prerequisites to learn it.
Iron Slash (Ex): At first level, you have learned enough about how to handle a finesse weapon, you can apply force and finesse into a single strike. From this point on, any rapier or elven thinblade you wield is capable of doing both slashing or piercing damage attack per attack. Additionally, any attacks made with the same weapons can apply both their Str and Dex modifiers to damage instead of just Str. This extra damage is limited to an amount equal to your iron slasher level until level 6, when the limit is removed.
AC Bonus (Ex): Iron slashers are capable of dodging and weaving with great insight and expertise. If wearing light or no armor, iron slashers receive an insight bonus to their Armor Class equal to their Intelligence modifier. This bonus to AC is limited to an amount equal to your iron slasher level until level 6, when the limit is removed.
Painful Thrusting Strike (Ex): At 2nd level, you learn a special boost that allows you to aim not for lethal stabs and slashes, but those that would be cripplingly painful. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is a 4th level boost, and does not belong to any discipline. By using this boost, for one full round, each strike you make less than lethal but excruciating. All damage dealt is considered nonlethal, but with each attack the victim must make a Fort save (DC 14+Int modifier) or be considered stunned until your next turn. Creatures immune to critical hits are immune to the effects of this maneuver.
Merciless Onslaught (Ex): At 3rd level, your blows are precise and overwhelming compared to a normal stab or slash. To use this class feature, you must make a full attack action against a single foe, and have not moved during your turn. Each successful attack that deals damage made during the full attack can push the foe back five feet and allows you to move the same distance in the same direction as the victim being pushed. The foe can resist moving back by making a DC 10+iron slasher level+Str modifier Fort save.
Bonus Feats: At 4th level, and again at 8th level, an iron slasher receives a bonus feat from the fighter bonus feat list. Iron slasher levels stack with warblade and fighter levels for determining their equivalent fighter level for feats.
Stance of Great Cruelty (Ex): At 5th level, you learn a special stance that causes each strike you make with your weapon particularly cruel and deadly as you cut tendons, muscles and veins. You take a swift action to lose the benefits of any stance you're in to gain the benefits granted by this stance. While in this stance, all your weapons deal an additional 1d3 points of Con damage with each successful attack they make against a foe. This damage stacks with the Con damage delivered by the Bloody Thrusting Strike(see below).
Bloody Thrusting Strike (Ex): At 6th level, you learn a strike that punches your weapon deep into an important passageway for blood in the victim's body. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is a 7th level strike, and does not belong to any discipline. When you take a standard action to use this strike against an opponent, if the strike is successful, the victim takes an additional 10d6 points of damage and 1d8 Con damage. They may make a Fort save (DC 17+Int modifier) to reduce the Con damage by half. Creatures immune to critical hits are immune to the effects of this maneuver.
Treacherous Sword Parry (Ex): At 7th level, you gain the knowledge of a special counter used for making foes slash themselves apart. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is a 7th level counter, and does not belong to any discipline. To use this counter, you must make an opposed attack roll against someone making an attack against you with a manufactured melee weapon. If your attack roll overcomes theirs, they instead take the damage that would have been dealt to you(including damage from maneuvers) as well as a bonus to damage equal to your Str and Dex modifiers.
Vicious Slasher Stance (Ex): At 9th level, you learn a stance of extreme deadliness and almost animalistic brutality. You take a swift action to lose the benefits of any stance you're in to gain the benefits granted by this stance. While in this stance, and when making a full attack action, you gain an additional attack at your full attack bonus, and each attack you make deals 1 point of damage to each of the victims physical ability scores. While in this stance, the iron slasher takes a -2 penalty to Armor Class as they thrust and pierce with ferocity.
Deadly Thrusting Strike (Ex): At 10th level, you learn how to place but a single blow and end a victim's life. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is a 9th level strike, and does not belong to any discipline. As a full-round action, you take a moment to examine the foe and balance yourself to pierce or slash perfectly. You must first make a Balance check, with a DC equal to their Armor Class. If this check is successful, you then make a melee attack against the opponent, if the strike hits, the victim must make a Fort save (DC 19+Int modifier). If the victim fails its save, it falls instantly dead as you literally cut their life short. If they pass their save, they do not instantly die, but the strike strike such a vital area that they still take 20d6 points of extra damage. Creatures immune to critical hits are immune to the effects of this maneuver.
If your Balance check fails, you can make a single attack normally, but the maneuver is considered to be expended.