PRC: The Master Swordsman/Hero

Mr. T

First Post
I got the inspriration for this class from a mix of "Hero", "Crouching Tiger, Hidden Dragon" and Kendo.
The class abilitys are mix of stuff form above, alough I refrained from giving the class the magicul stuff sort of abilitys you see in Hero.
Any way, here it is! enjoy
Comments needed

The Kendo Master/Master Swordsman/Crouching Tiger, Hidden Dragon/Hero


Requirements
To qualify to be a master swordsman, a character must fulfill all of the following criteria.
Base Attack Bonus: +7.
Feats: Combat Reflexes, Combat Expertise, Dodge, Mobility, Weapon Focus (bastard sword, katana, longsword or scimitar).
Skills:
Tumble 8 Ranks, Jump 4 Ranks, Balance 2 Ranks, and Perform 1 Rank.
Special: Must have defeated an opponent of hit dice equal or greater then the character’s level in a fair duel.

Game Rule Information
Master swordsmen have the following game statistics.
Base Attack Bonus: Good (as duelist).
Hit Die: d10
Saves: Good Reflex / Poor Fortitude and Will.
Class Skills: the master swordsmen class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Intimidate (Cha), Jump (Str), Perform (Cha), Sense Motive (Wis) and Tumble (Dex). Skill Points at Each Level: 2+Intelligence Modifier.

The master swordsman spends much of his time training athletic pursuits. At least 1 skill point per level must be spent on any Dex or Str based class skill.

Class Features
All of the following are class features of the master swordsman.

Weapon and Armor Proficiencies: master swordsmen gain no additional weapon or armor proficiencies.

1. Basic training, fast action +2, AC bonuses
2. All out attack, quick draw
3. Lunge
4. Bonus feat, block with no thought
5. Relentless assault
6. Greater all out attack, kendo master
7. One strike, two cuts
8. Great lunge
9. Bonus feat, fast action +4
10. Swordsman of great legend


AC bonuses (Ex): When fighting with one of the weapons mentioned in the prerequisites and wearing light or no armor, a master swordsman gains dodge bonuses to defense the same as a Dwarfen Defender.

Basic training [1st level] (Ex): The first part of the master swordsman’s basic training learns to when best block and when attacking is the best option. Beginning at 1st level when the master swordsman uses combat expertise, he/she (when making a full attack) may choose to give up some of his/her attacks to better block an opponent blows. The master swordsman gains a bonus to AC equal to _ (round up) the attack bonus for one round. For example, a master swordsman with an attack of +12/+7/+2 gives up his second attack (at +7) to gain a +4 (1/2 of 7. round up) bonus to AC for the following round. If he were to do the same with his third attack (at +2), he would gain an additional AC bonus of +1 (1/2 of +2).

Fast Action [1st/9th level] (Ex): Speed is the essence of a sword duel, and the master swordsman learns that principle well. Beginning 1st level, the master swordsman gains a +2 bonus on all initiative checks. At 9th level this bonus increases to +4.

Quick Draw [2nd level] (Ex): At 2nd level, a master swordsman gains the feat quick draw for free.

All Out Attack [2nd/6th] (Ex): Some times, the best defense is good offense. The master swordsman takes this well to heart during his training. Starting at 2nd, the master swordsman can choose subtract a number from his armor class and add the same number to all his attacks. This number must not exceed the master swordsman base attack bonus.
The penalty to armor class and the bonus to attacks apply until your next turn (so this may effect any attacks of opportunity the master swordsman makes). At 6th level, when using this ability, the bonus the master swordsman receives to attack is x1.5 the number the master swordsman suffers as a penalty to armor class.

Lunge [3rd/8th] (Ex): The master swordsman can strike with uncanny speed, leaping to and from his opponent, while remaining out of reach of the opposition’s attacks. Starting 3rd level, the master swordsman treats his weapon of choice as a 10ft reach weapon with a –2 attack penalty (unlike most reach weapons, the master swordsman can still attack adjacent opponents at no penalty). At 8th level, the master swordsman becomes almost living ranged weapon. He can attack opponents at range of 15ft, albeit a –5 penalty (this doesn’t stack with the penalty for attacking with 10ft reach). The attack still remains a normal melee attack (unlike the whip which requires a ranged attack roll).

Bonus Feat [4th/9th] (Ex): The master swordsman trains in various combat techniques though out his career. At 4th and 9th the master swordsman gains a bonus feat, chosen from the list of fighters bonus feats. The master swordsman must still meet all prerequisites for the feat (levels of master swordsman stack with fighter levels for meeting the prerequisites for weapon specialization, greater weapon focus and greater weapon specialization).

Block With No Thought [4th] (Ex): Starting 4th level, the master swordsman retains his dodge bonuses to armor class even while flat-footed (he loses this bonus if he wears armor heavier then light, is immobilized or not armed with his weapon of choice).

Relentless Assault [5th] (Ex): As he/she progresses in experience, the master swordsman learns to assault an opponent with an unknown ferocity, driving his/her opponent into the least advantageous spot. Starting 5th level, a master swordsman may make a full attack suffering a –2 penalty on all attacks combined with a bull rush attempt as though he/she had the Improved Bull Rush feat (a master swordsman with the improved bull rush feat gains a +4 bonus on the bull rush attempts mad as part of this ability).

Kendo Master [6th] (Su): At high levels the master swordsman skill comes to be feared many. Once per day, if the master swordsman draws his weapon of choice (as a free action), all opponents in line of sight to the master swordsman must make a will save DC 10+1/2 the master swordsman level+ the master swordsman Cha modifier or be slowed (as the spell) for a 2d4+the master swordsman Cha modifier rounds.

One Strike, Two Cuts [7th] (Ex): An experienced master swordsman’s speed with his weapon is phenomenal. When wielding his weapon of choice, the master swordsman may make one additional attack at a –5 penalty (this extra attack does have to be part of a full attack).

Swordsman of Great Legend [10th] (Su): A 10th level master swordsman have achieved finesse, speed and precision that others can only dream of. The mere sight of a master swordsman’s blade is enough to turn a small-untrained army into chaos.
Once per day, when the master swordsman draws his blade, all opponents with line of sight to the master swordsman must make a Will Save DC 10+1/2 the master swordsman level + the master swordsman’s Cha modifier or be Rendered helpless for 1 round. Following this, if the master swordsman attacks, all afore mentioned opponents must make a second will save at the DC or be rendered helpless for an additional 1d4+the master swordsman Cha modifier (For this second part, only the master swordsman treats the opponents who failed their saves as helpless. Other allies of the master swordsman attack the opponents at no additional bonus).
 
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I absolutely love the idea for this class but I think it might be just a *wee* bit overpowered in some aspects. Not sure though. I might allow it in one of my over powered campaigns the next time I run one and see how it holds up. Despite all this it seems freakin' sweet!
 

What exactly is the concept you're aiming for here? Are you trying to build a better kensei? Or maybe a generic master swordsman that can fit into any culture (European, African, Middle Eastern, Central Asian, East Asian, South Asian, etc.)? Is better handled by the existing samurai, kensei, or duellist classes?

By the RAW, a fighter can get greater specialisation (weapon of choice), greater weapon focus (weapon of choice), improved critical, whirlwind, quickdraw, improved disarm, improved sunder, improved bull rush, great cleave, and spring attack — all of which go a long ways towards modeling cinematic swordsmanship of the above cultures.

It would be really helpful to understand what you're trying to accomplish here. Especially as prestige classes by design are supposed to ooze flavour unique to the campaign world.

Kendo, by the way is to kenjutsu what fencing is to swordsmanship. That is, a sport that developed in 17th C. Tokugawa Japan as a way of redirecting the aggressive energies of the samurai so as to reduce the risk of rebellion. Kendo by definition consists of 8 cuts and 1 thrust (allegedly the most effective cuts and thrusts) from kenjutsu. And IIRC kenjutsu was outlawed in the Tokugawa era although a number of kenjutsu schools simply went underground.

And finally, if you are trying to build a better kensei, consider requiring some levels in monk. Using Wis for AC and never being caught flat-footed would be cool.
 

I just noticed that this user has not had activity for about two years so I don't think he'll respond. But I thought it was a really wicked looking concept... however, when I said *wee* I was being sarcastic... I thought it was very over powered =p
 

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