Blade

From Cf

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The '''blade''' is an expert combatant with archaic weapons such as as swords, flails, axes or polearms. She can be a savage fighter, a member of an order that honors ancient fighting styles, or in times where firearms are more rare and restricted, she can simply be a swordswoman out of neccessity.
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The '''blade''' is an expert combatant with archaic weapons such as as swords, flails, axes or polearms. She can be a savage fighter, a member of an order that honors ancient fighting styles, or in dire times where firearms are more rare and restricted, she can be a swordswoman out of neccessity.
== Role ==
== Role ==
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Through her selection of weapons, armor and fighting styles, the blade has great freedom in her choice if she wants to act as a light, medium or heavy combatant. In any case, she is a front-line fighter who uses her strength and speed to strike hard and swiftly.
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Through her selection of weapons, armor and fighting style, the blade can either act as a very light and swift combatant, or use armor, shields and heavier weapons. In any case, she is a front-line fighter who uses her strength and speed to strike hard and swiftly.
== Abilities ==
== Abilities ==
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Strength and Constitution are the blade's most important abilities. Strength is an important factor in all melee combat, providing bonuses to both her attack and damage rolls. Furthermore, being up-close to combat and often sustaining large amounts of injury, the blade is in need of a high Constitution score to increase her hit points. Blades who use light armor and focus on speed and agility instead of heavy protection, are in need of a high Dexterity score as well. Dexterity also provides her with hand-to-eye coordination for ranged combat, as well as a better initiative.
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Strength and Constitution are the blade's most important abilities. Strength is an important factor in all melee combat, providing bonuses to both her attack and damage rolls. Furthermore, being up-close to combat and often sustaining large amounts of injury, the blade is in need of a high Constitution score to increase her hit points. Blades who use light armor and focus on speed and agility instead of heavy armor and shields, are in need of a high Dexterity score as well. Dexterity also provides the blade with hand-to-eye coordination for ranged combat, as well as a better initiative score.
== Game Rules ==
== Game Rules ==
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*[[Ride]] (Dex)
*[[Ride]] (Dex)
*[[Spot]] (Wis)
*[[Spot]] (Wis)
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*[[Tumble]] (Dex)
=== Skill Points ===
=== Skill Points ===
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*[[Light Armor]]
*[[Light Armor]]
*[[Medium Armor]]
*[[Medium Armor]]
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*[[Heavy Armor]]
 
*[[Archaic Armor]]
*[[Archaic Armor]]
*[[Archaic Shields]]
*[[Archaic Shields]]
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 +
== Grace ==
 +
A blade gains an additional +2 competence bonus on all Reflex saving throws. This ability functions for a blade only when she is wearing  light armor and carry small shields.
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=== Improved Reaction ===
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At 2nd level, a blade gains a +2 bonus on initiative checks. At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.
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 +
=== Uncanny Dodge ===
 +
Starting at 3rd level, a blade can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a blade already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
=== Action Boost ===
=== Action Boost ===
This ability, gained at 7th level, allows a blade to spend 2 action points on a single action in a round. A blade can spend 1 action point, see the result of the roll, and then decide to spend a second point, as long as she does so before the Gamemaster reveals the result of the action.
This ability, gained at 7th level, allows a blade to spend 2 action points on a single action in a round. A blade can spend 1 action point, see the result of the roll, and then decide to spend a second point, as long as she does so before the Gamemaster reveals the result of the action.
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=== Improved Uncanny Dodge ===
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A blade of 7th level or higher can no longer be flanked. This defense denies another creature the ability to sneak attack the character by flanking her, unless the attacker has at least four more class levels in the class giving him the sneak attack ability than the target does.
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If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum class level required to flank the character.
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=== Precise Strike ===
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At 8th level, a blade gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll. A blade's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. At 13th level, the extra damage on a precise strike increases to +2d6.
=== Adrenaline Rush ===
=== Adrenaline Rush ===
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=== Improved Adrenaline Rush ===
=== Improved Adrenaline Rush ===
At 15th level, a blade can temporarily increase two physical ability scores.
At 15th level, a blade can temporarily increase two physical ability scores.
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=== asdf ===
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asdf.
{| border="1"
{| border="1"
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!Level !!Base Attack Bonus !!Fort Save !!Ref Save !!Will Save !!Special !!Defense Modifier
!Level !!Base Attack Bonus !!Fort Save !!Ref Save !!Will Save !!Special !!Defense Modifier
|-
|-
-
|1 ||+1 ||+2 ||+2 ||+0 ||Bonus Feat ||+1
+
|1 ||+1 ||+2 ||+2 ||+0 ||Grace ||+1
|-
|-
|2 ||+2 ||+3 ||+3 ||+0 ||Bonus Feat ||+2
|2 ||+2 ||+3 ||+3 ||+0 ||Bonus Feat ||+2
|-
|-
-
|3 ||+3 ||+3 ||+3 ||+1 || ||+3
+
|3 ||+3 ||+3 ||+3 ||+1 ||Uncanny Dodge ||+3
|-
|-
|4 ||+4 ||+4 ||+4 ||+1 ||Bonus Feat ||+4
|4 ||+4 ||+4 ||+4 ||+1 ||Bonus Feat ||+4
|-
|-
-
|5 ||+5 ||+4 ||+4 ||+1 || ||+5
+
|5 ||+5 ||+4 ||+4 ||+1 ||Improved Reaction +2 ||+5
|-
|-
|6 ||+6/+1 ||+5 ||+5 ||+2 ||Bonus Feat ||+6
|6 ||+6/+1 ||+5 ||+5 ||+2 ||Bonus Feat ||+6
|-
|-
-
|7 ||+7/+2 ||+5 ||+5 ||+2 ||Action Boost ||+7
+
|7 ||+7/+2 ||+5 ||+5 ||+2 ||Action Boost, Improved Uncanny Dodge ||+7
|-
|-
-
|8 ||+8/+3 ||+6 ||+6 ||+2 ||Bonus Feat ||+8
+
|8 ||+8/+3 ||+6 ||+6 ||+2 ||Bonus Feat, Precise Strike +1d6 ||+8
|-
|-
|9 ||+9/+4 ||+6 ||+6 ||+3 ||Adrenaline Rush ||+9
|9 ||+9/+4 ||+6 ||+6 ||+3 ||Adrenaline Rush ||+9
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|10 ||+10/+5 ||+7 ||+7 ||+3 ||Bonus Feat ||+10
|10 ||+10/+5 ||+7 ||+7 ||+3 ||Bonus Feat ||+10
|-
|-
-
|11 ||+11/+6/+1 ||+7 ||+7 ||+3 || ||+11
+
|11 ||+11/+6/+1 ||+7 ||+7 ||+3 ||Improved Reaction +4 ||+11
|-
|-
|12 ||+12/+7/+2 ||+8 ||+8 ||+4 ||Bonus Feat ||+12
|12 ||+12/+7/+2 ||+8 ||+8 ||+4 ||Bonus Feat ||+12
|-
|-
-
|13 ||+13/+8/+3 ||+8 ||+8 ||+4 || ||+13
+
|13 ||+13/+8/+3 ||+8 ||+8 ||+4 ||Precise Strike +2d6 ||+13
|-
|-
|14 ||+14/+9/+4 ||+9 ||+9 ||+4 ||Bonus Feat ||+14
|14 ||+14/+9/+4 ||+9 ||+9 ||+4 ||Bonus Feat ||+14

Revision as of 14:16, 15 March 2007

The blade is an expert combatant with archaic weapons such as as swords, flails, axes or polearms. She can be a savage fighter, a member of an order that honors ancient fighting styles, or in dire times where firearms are more rare and restricted, she can be a swordswoman out of neccessity.

Contents

Role

Through her selection of weapons, armor and fighting style, the blade can either act as a very light and swift combatant, or use armor, shields and heavier weapons. In any case, she is a front-line fighter who uses her strength and speed to strike hard and swiftly.

Abilities

Strength and Constitution are the blade's most important abilities. Strength is an important factor in all melee combat, providing bonuses to both her attack and damage rolls. Furthermore, being up-close to combat and often sustaining large amounts of injury, the blade is in need of a high Constitution score to increase her hit points. Blades who use light armor and focus on speed and agility instead of heavy armor and shields, are in need of a high Dexterity score as well. Dexterity also provides the blade with hand-to-eye coordination for ranged combat, as well as a better initiative score.

Game Rules

Hit Die

d10

Class Skills

The blade’s class skills (and the key ability for each skill) are:

Skill Points

  • First level: (2 + Int. modifier) x4.
  • Additional levels: 2 + Int. modifier.

Class Features

All of the following are class features of the blade.

Weapon and Armor Proficiency

A blade has the following weapon and armor proficiency feats:

Grace

A blade gains an additional +2 competence bonus on all Reflex saving throws. This ability functions for a blade only when she is wearing light armor and carry small shields.

Improved Reaction

At 2nd level, a blade gains a +2 bonus on initiative checks. At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.

Uncanny Dodge

Starting at 3rd level, a blade can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a blade already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Action Boost

This ability, gained at 7th level, allows a blade to spend 2 action points on a single action in a round. A blade can spend 1 action point, see the result of the roll, and then decide to spend a second point, as long as she does so before the Gamemaster reveals the result of the action.

Improved Uncanny Dodge

A blade of 7th level or higher can no longer be flanked. This defense denies another creature the ability to sneak attack the character by flanking her, unless the attacker has at least four more class levels in the class giving him the sneak attack ability than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum class level required to flank the character.

Precise Strike

At 8th level, a blade gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll. A blade's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. At 13th level, the extra damage on a precise strike increases to +2d6.

Adrenaline Rush

At 9th level, a blade can temporarily increase one of her physical ability scores (Strength, Dexterity, or Constitution). The blade spends 1 action point and gets to increase the selected ability score by 4 points. The increase lasts for a number of rounds equal to her class level. At the end of the duration, the blade is fatigued for 1d4+1 rounds.

Improved Adrenaline Rush

At 15th level, a blade can temporarily increase two physical ability scores.

asdf

asdf.

Table: The Blade:
Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Modifier
1 +1 +2 +2 +0 Grace +1
2 +2 +3 +3 +0 Bonus Feat +2
3 +3 +3 +3 +1 Uncanny Dodge +3
4 +4 +4 +4 +1 Bonus Feat +4
5 +5 +4 +4 +1 Improved Reaction +2 +5
6 +6/+1 +5 +5 +2 Bonus Feat +6
7 +7/+2 +5 +5 +2 Action Boost, Improved Uncanny Dodge +7
8 +8/+3 +6 +6 +2 Bonus Feat, Precise Strike +1d6 +8
9 +9/+4 +6 +6 +3 Adrenaline Rush +9
10 +10/+5 +7 +7 +3 Bonus Feat +10
11 +11/+6/+1 +7 +7 +3 Improved Reaction +4 +11
12 +12/+7/+2 +8 +8 +4 Bonus Feat +12
13 +13/+8/+3 +8 +8 +4 Precise Strike +2d6 +13
14 +14/+9/+4 +9 +9 +4 Bonus Feat +14
15 +15/+10/+5 +9 +9 +5 Improved Adrenaline Rush +15
16 +16/+11/+6/+1 +10 +10 +5 Bonus Feat +16
17 +17/+12/+7/+2 +10 +10 +5 +17
18 +18/+13/+8/+3 +11 +11 +6 Bonus Feat +18
19 +19/+14/+9/+4 +11 +11 +6 +19
20 +20/+15/+10/+5 +12 +12 +6 Bonus Feat +20
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