Sword styles

Palskane

First Post
Does someone have a link to the sword styles thread from the old boards? I'd really appreciate if somebody would post it.


Thanks!
 

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Umbran

Mod Squad
Staff member
Supporter
As I understand it, the old boards are not available for reading at this time. Go ask in the Meta Forum about them...
 

Mal-2

First Post
Palskane said:
Does someone have a link to the sword styles thread from the old boards? I'd really appreciate if somebody would post it.

This is an ancient post, but I'm looking for these too. I found a few things at http://members.tripod.com/vrylakos/ though the site appears to have been abandoned (last forum post December of 2001, lots of broken links, etc.) The only prestige class links that appear to still work are these:

http://members.tripod.com/vrylakos/xauphinellean_elegant_bereaver_p.htm
http://members.tripod.com/vrylakos/Mezzona%20Water%20Serpent.htm
http://members.tripod.com/vrylakos/Choldani%20Bleeding%20Way.htm

If I recall correctly, the original prestige classes on the old EN boards were written by Killer Shrike. If anyone still has a copy of those prestige classes, I'd love to see them again.

--
Mal-2
 

Elder-Basilisk

First Post
Ahh yes. The House Rules forum has become much less interesting since the halcyon days of Vrylakos and Killer Shrike and the sword styles thread. Fortunately, I saved most of them to my hard drive.

The following materials background is derived from the works of Vrylakos on
Eric Noah’s Unofficial 3e News Board
All else is the work of Ed Hastings, aka the Killer Shrike

Giulmariner Drowned Lady Blademaster Prestige Class
Sometimes called the City of the Drowned Lady, Giulmar is one of the most beautiful of the 9 Cities. Built atop a foundation of solid rock shaped by ancient arts to a perfect circle, the city is crafted largely of marble and other rare stones unavailable to younger cities, and is laid out in a circle with a 3.14 mile radius. The city is a single huge structure much like an arena, higher around the circumference, and descending inwards in terraces. The outer circumference is 50 feet tall and descends in 10 foot terraced increments towards the partially submerged middle in a sort of waterborne colonnade. At each of the 4 cardinal points a large fountain stands upon the wall, spouting thier water inwards to flow down the terraces in fluted waterfalls to replenish the waters at the bottom of the city. Twenty identical delicate marble bridges span the trickling waterfalls coursing down thru the city. In the partially submerged center nadir there stands the storied Temple of the Drowned Lady. Famed throughout the lands and a popular destination for pilgrimages by the faithful of Guilme, the water-goddess. Around the circumference of the city wall is an impressive and extensive pier and dock system, complete with warehouses, shipyards, and a thriving foreign district. Outsiders generally cannot afford to live inside the city proper, as space is at a premium, so most can be found living in the Docks here along with poorer natives. The entire dock structure is continuous and is an exact 3/4 of a mile in width from the city walls, with piers extending a uniform 1/4 of a mile from them in an evenly spaced pattern. It is said to be the largest docks in the world, and in fact the inhabitible area of the Docks is greater than that of some of the smaller cities. Four cubical double gates connected to the docks by pivoting ramps give access to the city. These gates are built in an ancient manner lost to modern understanding, with a double lock system that allows them to be compartmentalized and drained in case of flooding; this has saved the city proper from a watery doom several times when waters have risen. The docks and piers are built on floating supports and attached to the wall in specific locations by a groove and guider apparatus that allows them to rise and fall with the tides and occasional floods.
The city is open and clean, crime has little purchase, and the people are happy in thier belief that thier goddess watches over them. They are a friendly and generous people on average, and not given to violence. Natives are generally passive and approach life with a ‘what will be, will be’ mindset. It is quite possible that aside for the professional armsmen of the city's watch and the famous elite gaurds known as the Seaborne that stand viginlance over the Temple of the Drowned Lady, none of the natives would bother with arts of the blade if not for their adherence to tradition. The practice of the fighting technique called the Art of the Drowned Lady is older than living memory and stretches back into antiquity; it is seen as a holy observance to the water-goddess. Many devout worshipers learn the style’s teachings to become closer to their chosen deity, though they avoid its use if at all possible. Pilgrims from faraway lands often seek out training in the style as part of their holy journey. Outsiders have learned to their regret that though not overly aggressive the style is deceptively dangerous and usually do not press a known master to cross blades unless sure of thier own skill.
The style is popular among Fighters, Warriors, Experts, and Commoners who are worshipers of Giulme, but it is certainly practiced by members of many other professions.
Prerequisites
Base Attack Bonus +3
Feats: Ambidexterity, Dodge, Expertise
Skills: Balance: 3 Ranks, Concentration: 3 Ranks
{Best BAB, Strong Reflex Save, 5 Total Levels}
Level Attack Fortitude Reflex Will Abilities
1 +1 +0 +2 +0 Guilime’s Trident
2 +2 +0 +3 +0 Ebb & Flow
3 +3 +1 +3 +1 Guilime’s Tide
4 +4 +1 +4 +1 Flowing Step
5 +5 +1 +4 +1 Steel Waterfall

Hit Die D6
Skill Points Int Bonus + 4 / level
Skill List: Balance, Concentration, Heal, Knowledge: Religion (Giulme). Listen, Search, Sense Motive, Spot
Class Abilities
Weapon and Armor Proficiencies: This prestige class grants no additional weapon or armor proficiencies.
Giulme’s Trident At 1st level the Drowned Lady Blademaster has trained in the use of a strange tri-bladed dagger known as Giulme’s Trident. These daggers are treated in all ways as a normal dagger. The Blademaster gains Weapon Finesse: Giulme's Trident as a virtual feat. When using such a dagger in his off hand the practitioner may fight as if he had the Main Gauche Feat (listed below). Giulme's Tridents are common in Giulme, uncommon in adjacent lands, and rare to unavailable in more distant lands.
quote:

New Feat by Ed Hastings aka Killer Shrike
Main Gauche [Fighting Style]
You are skilled at using a dagger in your off hand.
Prerequisite: Ambidexterity, Weapon Focus: Dagger or Weapon Finesse: Dagger
Benefit: The practitioner of this type of style is adept at employing a small bladed weapon in the off hand. The practitioner may fight with any sort of dagger in the off hand as if he had Two-Weapon Fighting when using the Dagger in the off-hand. If the practitioner's Base Attack Bonus is equal to +8 or greater the practitioner may fight as if he also has Improved Two Weapon Fighting when using the Dagger in the off-hand. This may only be used with a dagger; all other weapons take the standard penalties for fighting 2 handed.

Ebb and Flow: At 2nd level the Drowned Lady Blademaster has learned a subtle defensive blade technique. The practitioner gains En Garde as a virtual Feat (listed below) when fighting with any one handed sword wielded in the practitioners primary hand that he is proficient with.
quote:
New Feat by Ed Hastings aka Killer Shrike
En Garde [Fighting Style]
You are able to assume a defensive stance that allows you to react to the enemy.
Prerequisites: Expertise
Benefit: At his initiative, the practitioner may assume an ‘en garde’ position as a full attack action, with a 5 foot step allowed. When doing this, the practitioner holds position until the first opponent moves to attack him in melee. When the first opponent makes their first melee attack against the practitioner after he has taken this stance, the practitioner must make a resisted attack roll against the opponents attack roll. If the practitioner equals or exceeds the opponents attack roll with his own his en gard attempt was succesful, otherwise it was unsuccesful.

If successful the opponents first melee attack is negated totally and the practitioner must immediately take a single standard action attack against that opponent (and that opponent only); this attack may be used to intiate a Disarm or a Trip, which if succesful can often halt an opponents offensive. After the practitioner has taken his attack, the opponent may finish their action minus their first attack.

If the en garde attempt was unsuccesful the opponent’s attack is handled as normal and the practitioner’s action for the round is lost.

This Feat is usable in conjunction with Improved Trip and Improved Disarm. This Feat may only be used once in a round regardless of circumstances.

Guilime’s Tide: At 3rd level the Drowned Lady Blademaster has learned to use a special weighted cloak when fighting for greater protection. He is able to use this cloak to turn blows. Such a cloak is made of heavy leather reinforced with metal and treated in all ways as a Buckler except that the practitioner may attack with their off hand and still gain the AC benefit of the cloak.

Additionally, the as the practitioner gains experience he is able to use the cloak to greater effect; at 4th level the practitioner gains +2 AC from the cloak, and at 5th level gains +3 AC. This is an extrodinary ability and is stackable with enhancement bonuses.

Finally, while using this cloak and equipped with Guilme's Trident in thier off-hand the Drowned Lady Blademaster may use the Off-Hand Parry feat (Sword & Fist pg 7).

The cloaks are common in Giulmar, uncommon in adjacent Cities, and rare to non-existent beyond.
Flowing Step: At 4th level the Drowned Lady Blademaster has learned to float about in combat like water through a narrows, finding a way past intervening obstacles. The Blademaster gains Mobility as a Bonus Feat.
Steel Waterfall: At 5th level the Drowned Lady Blademaster has learned a frightening technique, mimicking the flow of a river and the fury of a waterfall, they hurl themselves into a rush, landing blows upon opponents as water splashes from a fall. The practitioner gains Passing Attack as a virtual Feat (listed below) when fighting with any one handed sword wielded in the practitioners primary hand that he is proficient with.
quote:
New Feat by Ed Hastings aka Killer Shrike
Passing Attack [Fighting Style]
You are skilled at moving through a melee and striking foes as you go.
Prerequisites: Dodge, Mobility
Benefit: The practitioner of this type of style may move his normal movement as a full action, making a single standard action attack on each opponent as he wishes along his path of movement until he runs out of attacks or movement. The practitioner does draw Attacks of Opportunity, but may use other abilities such as the prerequisite Mobility Feat to offset this. This Feat is usable in conjunction with Improved Trip and Improved Disarm.


Mal-2 said:
This is an ancient post, but I'm looking for these too. I found a few things at http://members.tripod.com/vrylakos/ though the site appears to have been abandoned (last forum post December of 2001, lots of broken links, etc.) The only prestige class links that appear to still work are these:

http://members.tripod.com/vrylakos/xauphinellean_elegant_bereaver_p.htm
http://members.tripod.com/vrylakos/Mezzona%20Water%20Serpent.htm
http://members.tripod.com/vrylakos/Choldani%20Bleeding%20Way.htm

If I recall correctly, the original prestige classes on the old EN boards were written by Killer Shrike. If anyone still has a copy of those prestige classes, I'd love to see them again.

--
Mal-2
 

Elder-Basilisk

First Post
The following materials background is derived from the works of Vrylakos on
Eric Noah’s Unofficial 3e News Board
All else is the work of Ed Hastings, aka the Killer Shrike


Xauphinellean Elegant Bereaver Prestige Class
Xauphinelle, the ancient Aelven Empire. High in the Shards, the storied homeland of the Aelvenkind stretches into time immemorial. Old beyond any human concept of the word, this land was once the greatest of all the Shards, rich in all things that matter and unmatched in all things they wished to be unmatched in. Through conquest and mercilessness they forged an Empire upon the backs of the younger races; only the reptilian Drakken withstood their tyranny. For 900 long years the Ageless Empire spanned, seemingly eternal to the shorter lived races until tragedy struck.
The Second Rising of the Beneath brought great suffering, blotting out almost all the Shards; refugees were forced to flee ever upwards in terror and desperation driving their Aelven overlords before them. When the Beneath was finally driven back the Emperor lay dead and Aelvenkind were without a leader; to make things worse the succession was in doubt. Their numbers were reduced, their reign broken. While the younger races pushed out again and forged new nations, making alliances and warring upon themselves in a new struggle for dominance, the eyes of the Aelven were focused inward. For in this time an ugly and bitter civil war was waged between the supporters of the two children of the departed Emperor. Finally, Imperial Prince Tallisindar was victorious, driving his sister and her final supporters out of the remnants of the once great Empire.
Several centuries passed as the new Emperor shored up his position, crushed opposition, and took up the reigns of power of his much reduced Empire. In this time the younger races had cemented their own power. Soon bolder folk began to encroach upon lands formally held by Xauphinelle. Infuriated, Tallisindar vowed not one more inch of Aelven land would be transgressed by outsiders. He called for taxes to increase the size of Imperial forces, and military expansion began immediately. Aelven warrior-poets and battle mages alike have taken up the warbrand and stand ready for their Emperor’s call to battle. Ancient martial orders found their rosters swollen with new applicants and old alumni eager to renew their vows.
Among the martinets eager for battle is the membership of a very old and infamous dueling house known formally as the House of Xaerophranu, and colloquially as the Elegant Bereavers. Founded a millennia ago by a lesser fitz-prince, a bastard who was eventually recognized as a scion of the royal house but not in line for inheritance, who compensated for his illegitimacy by pursuing the art of the duel. Rivals and enemies weren’t so quick to slight him after he notched his hilt with sufficient victories.
After achieving recognition from his father and gaining a fair measure of status and protection from this, Xaerophranu needed a source of income. It was logical that he would teach the very style that won him his many duels and was in large part responsible for his ascending to semi-legitimacy and status. Thus the House of Xaerophranu was formed and exists to this day. Xaerophranu was a bit of a dandy, and was current with courtly styles up to the second lest detractors find some easy hook for insults or discrimination; his students tended to emulate this behavior. Thus, the students soon developed a reputation as a nappish lot eager to demonstrate their new skills at the merest excuse. Wealthy sons of nobles and notables these students suffered few repercussions for slaying those of lesser station, particularly the upper crust of the subjugated ‘lesser’ races in such duels, and often delighted in toying with their opponents before killing them. Students of the school soon came to be called many names, none of them kind. The core clique of the group in those days latched on to the most genteel epithet of the lot, namely ‘the Elegant Bereavers’, and began to use it to refer to themselves. This name has stuck to this day.
During the war for succession, the House sided with Tallisindar. The Bereavers went into overdrive, challenging supporters of rival claimants at every opportunity. In the times of trouble that followed Tallisindar crushed any opposition to his rule, which often equated to his whim, and many ‘political dissenters’ met their end at the tip of a Bereavers blade. Ever since it has often been whispered that Tallisindar uses the House as a form of public assassination; those resistant to the Emperor’s will often soon find themselves staring at a glove thrown by a cold-eyed duelist, dandily dressed in keeping with the latest court fad, challenging a duel over some imagined slight. Such duels are usually fatal. True or not, the House proved themselves strong supporters of the Imperial Prince turned Emperor through these actions and have his royal favor.
When Xaerophranu developed his style in the crucible of necessity, his foes were most often peers of the realm, elves of stature, or their champions. It was politically unacceptable to simply slay them out of hand, where as they suffered from no such restrictions before he finally won his recognition. Therefore Xaerophranu developed a very reactive style that focused on countering maneuvers with yet another maneuver. Unaware of the styles history, some have been fooled by this into thinking the style merely a courtly technique ill suited to lethal situations and true swordfights. Many such fools met their end thereafter, for once an opponent has been countered and rendered prone or weaponless the practitioner of this style is able to drive home killing strikes relatively uncontested. The bar has been raised over the centuries, and it is currently very difficult to win admission to the House; only very skilled applicants are accepted. The House has a certain reputation to maintain and do not lack for applicants; therefore they screen would-be students thoroughly.
Prerequisites
Base Attack Bonus: +8
Feats: Combat Reflexes, Exotic Weapon Proficiency: Elven Thinblade, Expertise, Improved Critical: Elven Thinblade, Improved Disarm, Improved Trip
Skills: Diplomacy: 3 Ranks, Knowledge: Local: 3 Ranks, Knowledge: Nobility & Royalty: 3 Ranks
Abilities: Int 13+, Str 13+
Race: Pure-bred Xauphenellean Elves only
Alignment: Non-Good
{Best BAB, Strong Reflex, 5 Total Levels}
L A F R W Abilities
1 +1 +0 +2 +0 Engage and Guide
2 +2 +0 +3 +0 Trip Ward
3 +3 +1 +3 +1 Disengage and Disarm
4 +4 +1 +4 +1 Corps-a-corps
5 +5 +1 +4 +1 Stop-Thrust
Hit Die: D8
Skill Points: Int Bonus + 4 / level
Skill List: Balance, Bluff, Diplomacy, Intimidate, Jump, Knowledge: Local, Knowledge: Nobility & Royalty, Sense Motive, Tumble
Class Abilities
Weapon and Armor Proficiencies: No weapon or armor proficiencies are granted by this prestige class.
Elegant Bereaver Style: The House weapon of choice is the Elven Thinblade (Dragon 275: Medium weapon,100gp {SRP}, 1d8 damage, 18-20/x2, 3lb, Piercing, Usable with Weapon Finesse, requires Exotic Weapon Proficiency) and an applicant must prove their ability with this weapon. However, though they are deadliest with the Thinblade without a doubt, duelists don’t always get to choose their weapons. Therefore, the Elegant Reavers train to use their fighting style with any of the following weapons if need be as long as they are proficient with the weapon: Cutlass, Dagger, Falchion, Great Sword, Long Sword, Rapier, Saber, Scimitar, Short Sword, Thinblade.
Engage and Guide: At 1st level the Xauphinellean Elegant Bereaver has begun to learn the basics of engaging a melee opponents weapon and then using incremental adjustments to guide that weapon out of line. Whenever using Expertise vs. a melee opponent, the practitioner gains a Deflection bonus to AC equal to their class level in addition to the Dodge bonus granted by Expertise.
Trip Ward: At 2nd level the Xauphinellean Elegant Bereaver has learned to read an opponents intention to trip him and bring his blade into a position to ward off the trip. The practitioner may use Counter-Trip (listed below) as a virtual feat.
quote:

New feat by Ed Hastings aka Killer Shrike
Counter-Trip [General]
You are difficult to trip.
Prerequisite: Combat Reflexes, Expertise, Improved Trip
Benefit: When a melee opponent makes a Trip attack against you, you gain a +4 Dodge bonus to AC vs the opponents melee touch attack to Trip you. You may not use this ability when denied your Dexterity bonus to AC. Dodge bonuses stack.

Disengage and Disarm: At 3rd level the Xauphinellean Elegant Bereaver has learned a reactive maneuver to combat those fond of sundering. The practitioner may use Counter-Sunder (listed below) as a virtual feat.
quote:

New feat by Ed Hastings aka Killer Shrike
Counter-Sunder [General]
You may attempt to disarm an opponent who has failed to strike your weapon.
Prerequisite: Combat Reflexes, Expertise, Improved Disarm
Benefit: When a melee opponent attempts to strike your weapon, including by use of the Sunder feat, if you win the opposed attack roll you may choose to make a disarm attempt as per the Improved Disarm feat versus that opponent without as a free attack of opportunity. Note that under no circumstances can you make more than one attack of opportunity versus the same opponent in the same round.

Corps-a-corps: At 4th level the Xauphinellean Elegant Bereaver has learned a reactive maneuver to combat those fond of disarming. The practitioner may use Counter-Disarm (listed below) as a virtual feat.
quote:

New feat by Ed Hastings aka Killer Shrike
Counter-Disarm [General]
You may attempt to trip an opponent if they fail to disarm you.
Prerequisite: Combat Reflexes, Expertise, Improved Trip
Benefit: When a melee opponent attempts to disarm you, including by use of the Improved Disarm feat, if you win the opposed attack roll you may choose to make a trip attack as per the Improved Trip feat versus that opponent as a free attack of opportunity. Note that under no circumstances can you make more than one attack of opportunity versus the same opponent in the same round.

Stop-Thrust: At 5th level the Xauphinellean Elegant Bereaver has honed his reflexes to a razor edge and is capable of deflecting a surely fatal blow at the last second to minimize the damage. If an opponent scores a critical threat, the practitioner gains a +4 Dodge bonus to AC for purposes of confirming the critical. Thus if an opponent hit with an attack that was also a critical threat versus a practitioner with an AC of 24, the opponent must hit AC 28 or better to confirm the critical. Dodge bonuses stack.
 

Elder-Basilisk

First Post
Been corresponding with Vrylakos by eMail...had an idea for this one after looking at the picture of the young knight on page 49 of Sword & Fist for too long. He looks somewhat poor and bedraggled, but still proud, and bears his shield boldly.
Granted, the picture is supposed to depict a member of the Knights of the Watch (or Dispatch..whatever), but oh well; it got my creative juices flowing. In a world where 'real' knights fly around on the backs of hippogriffs and pegasi, what about the traditional knight errant, facing danger with naught but determination, a stout shield, and weapon of choice? Not so lofty and elitist in such a setting, eh? Struck me as an interesting roleplaying opportunity to play a 'traditional' knight, but humble and not respected by other more elite 'flying' knights. Taking this further, I decided to make them focus on defense and protecting the land-bound commonfolk and buildings while the flying calvary battles in the sky, which is a largely thankless task.
Enough babble already; here it is...


The following materials background is derived from the works of Vrylakos on
Eric Noah's Unofficial 3e News Board
All else is the work of Ed Hastings, aka the Killer Shrike


Fiorean Iron Bastion Prestige Class
Fiore, the fabled Iron Kingdom. A land at war with the forces of the Beneath and the evils of the Tleyzu. Armsmen shield those who toil the land from the travails of the dark and the Children of Madragat, the Mother of Monsters. A land of knights and chivalry, lords and peasants, wealth and danger.
Rich in metals lacking in the older Shards, Fiore supports a powerful warrior culture of heavily armored combatants. Fiore’s Skyknights and Warders are perhaps the most famous of warrior brotherhoods, but certainly not the only two in this embattled land. Another is the Order of the Iron Bastion. An informal organization composed of independent armsmen committed to a common goal, namely the defense of non-armsmen from the perils of the Beneath and the Children of Madragat. Their code of honor isn’t as stringent as other martial organizations, and focuses on personal bravery in the face of overwhelming odds to protect the defenseless. Composed primarily of lesser landless sons, the scions of poorer gentry and lesser nobility, and children of merchants wealthy enough to buy a coat of arms and press their claim as gentlemen, hoping for glory and eventual elevation in station. Most Bastions ply the outskirts of the Fiore, seeking out border skirmishes, while others seek service with a greater lord and defend their liege’s fief. A small few even take their personal battle against evil to other Shards. The Order is not as prestigious as many others, and some arrogant members of more elite organizations refer to the Bastions disparagingly, calling them epithets such as Shield Maids, Ground-bounders, and Flat Heels. Fortunately, the Order is generally well liked by the common folk, and a Bastion is typically well received by less lofty folks.
Would-be Bastions may seek out entry at any of several Orderhausen of the Bastions around the Shard, presenting themselves to be judged worthy or not worthy. The Order considers membership a great honor and is somewhat selective, but part of their appeal is an accessibility to the less monetarily favored armsmen of the land. Each applicant and member is expected to maintain their own kit in a respectable manner, to include a large metal shield bearing a registered personal coat of arms. Entry into the organization is somewhat stringent, requiring that the would-be Bastion have a personal coat of arms, either inherited, awarded, or purchased. Possession of a personal coat of arms registered with the Royal Office of Heraldry and Honors is the first and minimum criteria for being counted among the gentry, a cut above the common folk. Those who have such a coat of arms are properly addressed as ‘Sir’, but this honor is rarely observed or even claimed save by truly experienced and battle-honored Bastions. Beyond this requirement, the would-be Bastion must have basic martial skills and be particularly adept at using a Shield in battle; furthermore, the applicant must be particularly hardy, stout of arm, and demonstrate a sound moral depth. Once a member is accepted, he or she agrees to pay a annual membership fee equal to 10% of their total yearly earnings; in return they gain access to the Orderhausen of the Bastions, where they may seek shelter and supplication when in need, and are given an Iron Amulet imprinted with an image of a Bastion Tower on the front, and inscribed with thier membership information on the back, which they are expected to wear as a badge of honor. Additionally, the new Bastion is taught the basics of the Orders distinctive shield-oriented fighting style, and may return for further training as experience is gained.
Prerequisites
Base Attack Bonus: +5
Feats: Martial Weapon Proficiency with any one-handed melee weapon, Shield Expert (S&F), Shield Proficiency
Abilities: Con 13+, Str 13+
Alignment: Non-Evil, Non-Chaotic
Membership Fee: 10% of annual income, paid at the end of 1 year.
Requirement: The would-be Bastion must inherit, be awarded, or purchase a personal coat of arms from the Fiorean Royal Office of Heraldry and Honors. Such coats of arms are often awarded by the Overking and the lesser Kings of Fiore for demonstrated personal bravery, skill at arms, and acts of heroism; coats of arms awarded by a King must include a special device called the Marke Royale, which is essentially an Iron Cross. The color of the Iron Cross is Purpure (Purple) if awarded by the Overking himself, otherwise it is Gules (Red). Multiple royal favors result in additional Iron Crosses allowed. As mentioned previously, a personal coat of arms is purchasable from the Royal Office of Heraldry, for a lordly sum, typically around 2500-10000 gold depending on the current strength of the economy {and the economics of individual DM's}. A person bearing a coat of arms is considered to be a member of the gentry and warrants the title of ‘Sir’, but is expected to adhere to traditional protocols of behavior. A personal coat of arms may bear any elements of classical heraldry and additional elements with special permission, save certain elements reserved for the various noble and royal Houses and pendent upon the approval of the Office of Heraldry and Honors. A personal coat of arms may be abated (marked with a dishonorable sign) or stricken by any King of Fiore for conduct unbecoming a bearer of a coat of arms.
{Best BAB, Strong Fortitude, 5 Total Levels}
Level Attack Fortitude Reflex Will Abilities
1 +1 +2 +0 +0 Mighty Bashing
2 +2 +3 +0 +0 Stand Firm, Shield Push
3 +3 +3 +1 +1 Aegis of Iron
4 +4 +4 +1 +1 Arrowbane, Shield Rush
5 +5 +4 +1 +1 Break Charge
Hit Die: D10
Skill Points: Int Bonus + 2 / level
Skill List: Balance, Intimidate, Listen, Ride(horse), Spot
Class Abilities
Weapon and Armor Proficiencies: This prestige class grants no additional weapon or armor proficiencies.
Iron Bastion: This style does not rely on the use of any specific type of weapon. However, the style is intended to be used in conjunction with large metal shields. Thus, all of the below abilities are usable with any melee weapon that the practitioner may employ one handed and is proficient with, including bare-handed (assuming the practitioner also has Improved Unarmed Combat) so long as he is currently employing a large metal shield.
Mighty Bashing: At 1st level the Fiorean Iron Bastion trains to use his large shield to great effect in combat. When wielding a large metal shield in the off-hand, the practitioner gains a competence bonus to hit and damage equal to his class level when performing a Shield Bash. This is an extraordinary ability.
Stand Firm: At 2nd level the Fiorean Iron Bastion has learned to absorb impact upon his shield. The practitioner receives a competence bonus equal to his class level to resist being knocked down versus opponents using Bull Rush, Improved Bull Rush, Improved Overrun, Knock-Down, or Overrun against him. The practitioner must be standing and have a large metal shield readied; the practitioner may not use this ability if flat-footed or denied his Dexterity bonus to AC. This is an extraordinary ability.
Shield Push: At 2nd level the Fiorean Iron Bastion has trained to shove opponents around using his shield. When using a large metal shield the Bastion may use Improved Bull Rush as a virtual feat even if lackiing the prerequisites. This is an extraordinary ability.
Aegis of Iron: At 3rd level the Fiorean Iron Bastion has trained to catch blows upon his shield to greater effect. When using a large metal shield the Bastion gains a greater AC bonus from a large metal shield than normal. At 3rd level, the Bastion gains a total of +3 AC from using a large metal shield instead of +2 AC, at 4th level this increases to +4 AC, and finally at 5th level this reaches +5 AC. This ability is stackable with enhancement bonuses. This is an extraordinary ability.
Arrowbane: At 4th level the Fiorean Iron Bastion has trained to field projectiles upon his shield. He may use the Deflect Arrows feat as described on page 81 of the PHB even if lacking the prerequisites. The practitioner uses his shield to deflect the arrows. This is an extraordinary ability.
Shield Rush: At 4th level the Fiorean Iron Bastion has trained to bowl opponents over using his shield. When using a large metal shield the Bastion may use Improved Overun as a virtual feat even if lackiing the prerequisites. This is an extraordinary ability.
Break Charge: At 5th level the Fiorean Iron Bastion has further developed the practice of taking blows upon his shield, even strikes from the mighty lance. When an opponent charges and succesfully strikes a Bastion that is standing and has a large metal shield readied the practitioner may attempt to break the opponents charge as a free action. To do this, the Bastion must announce his intent and then immediately make an opposed attack roll using his shield against the charging opponents attack roll result. If the Bastions attack roll equals or exceeds the opponents attack roll, he has managed to absorb the attack upon his shield rather than on his person. The charging opponents attack is resolved as a successful Weapon Strike (PHB pg 136) against the practitioner’s shield following all normal rules for such a strike, regardless of the weapons type; however bludgeoning and piercing weapons only do half damage. This ability may only be used once per round regardless of circumstance. The practitioner may not use this ability if caught flat-footed or denied his Dexterity bonus to AC. This is an extraordinary ability.
 

Elder-Basilisk

First Post
Prestige Class by Ed Hastings aka Killer Shrike
Klommeshian Fiery Flails Prestige Class
Chaltis is the goddess of war, passion, and destruction; the Bloody Handed Maiden, the Scourge of Madragat, the Thresher of the Unjust. For a Chaltisean, the ends are not as important as the means; it is better to fail in accordance with ones beliefs than to succeed at any cost. Chaltiseans will not make pact with the damned and would rather fight alone to the death on any number of fronts than make common cause with the unworthy. When confronting a Chaltisean, the impenitent should know that no mercy shall be asked, and none shall be given.
Nowhere are the tenants of Chaltis more passionately observed than Klommesh of the Shoals, warren to the ultra-devout, home to true-believing fanatics, harborer of zealot extremists. Here may be found the infamous Fiery Flails of Chaltis, warriors dedicated to the Lady of Bloody Virtue. They believe in purging all evil no matter the cost and hold to the practice of purification by flames. They take up arms and plunge headlong into battle to stomp out any smear of the Beneath or scion of Madragat's loins that is brought to thier attention. When riding to battle a swathe of ash and effective sterility is left behind them. They hold that it is better to build anew than to attempt piecemeal corrections; attempting to offset corruption subtly merely results in compromise and further corruption. No Fiery Flail worthy of the name ever spared the torch when they thought it warranted.
Those dedicated to this service practice the feared Fiery Flail fighting style from which they gain their name. Dedicated flail wielders, they are fearsome indeed, and a frightening spectacle when riding into battle upon flying steeds in vanguard. Senior Flails are given large Mardallond drakes to ride into battle, and woe betides the unfortunates who draw their eyes upon them.
Prerequisites
Base Attack Bonus: +5
Feats: Power Attack, Weapon Focus: Light Flail, Weapon Focus: Heavy Flail
Skills: Intimidate: 3 Ranks, Knowledge (religion {Chaltis}): 4 Ranks, Ride: 3 Ranks
Alignment: Neutral Good, Chaotic Good
Level Attack Fortitude Reflex Will Abilities
1 +1 +2 +0 +0 Dash all Resistance
2 +2 +3 +0 +0 Sparking of Purification
3 +3 +3 +1 +1 Fall before the Righteous
4 +4 +4 +1 +1 Flail of Burning Faith
5 +5 +4 +1 +1 Vigor of Faith, Shield of Faith
6 +6 +5 +2 +2 Pride of Place
7 +7 +5 +2 +2 Unavoidable Fate
8 +8 +6 +2 +2 Bursting Flames of Zeal

9 +9 +6 +3 +3 Staggering Glory
10 +10 +7 +3 +3 Render unto Ashes
Hit Die: D8
Skill Points: Int Bonus + 2 / level
Skill List: Alchemy, Handle Animal, Intimidate, Knowledge (religion), Ride
Class Abilities
Weapon and Armor Proficiencies: This prestige class grants no additional weapon or armor proficiencies.
The Fiery Flail Style: All special fighting abilities listed below are dependent on the practitioner wielding either a light of heavy flail in their primary hand. If the practitioner does not meet this requirement for any reason, they may not use these abilities.
Dash all Resistance: At 1st level the Fiery Flail has mastered the ability to divest foes of their weapons with the light and heavy flail. The practitioner may use Improved Disarm even if lacking the necessary prerequisites when using the light or heavy flail to disarm an opponent.
Sparking of Purification: At 2nd level the Fiery Flail has been blessed with the ability to ignite purifying flames in the service of Chaltis. Once per day per 2 class levels as a standard action the Fiery Flail may duplicate the effects of the Produce Flames spell, with a caster level equal to the Fiery Flail’s class level. This is spell-like ability.
Fall before the Righteous: At 3rd level the Fiery Flail has mastered the ability to trip foes using the light and heavy flail. The practitioner may use Improved Trip even if lacking the necessary prerequisites when using the light or heavy flail to trip an opponent.
Flail of Burning Faith: At 4th level the Fiery Flail has been further blessed by Chaltis. Any mundane light or heavy flail wielded by the Fiery Flail becomes a +1 Flaming Flail while held in thier hand. The weapon returns to normal whenever not being actively wielded by the Fiery Flail. This is supernatural ability.
Vigor of Faith: At 5th level the Fiery Flail has mastered the ability to wield the heavy flail with but one arm. The practitioner gains Monkey Grip: Heavy Flail as a bonus feat.
Shield of Faith: At 5th level the Fiery Flail has learned to spin a light flail rapidly in a circle to deflect incoming attacks. The practitioner may use Deflect Arrows even if lacking the necessary prerequisites; the light flail is used to deflect the arrows.
Pride of Place: At 6th level the Fiery Flail has proven themselves and gain precedence among their peers. They are called upon to lead less worthy Flails into battle, are expected to assume authority in the heat of battle, and are held responsible for the actions of Flails in their vicinity. In return, the Flail is afforded better board, may requisition war materiel such as flasks of Chaltis Fire {Alchemists Fire}, and most prestigiously is granted the use of one of the coveted Mardallond drakes upon which to ride into battle. As the Mardallonds are smaller drakes it takes many years and much provender to grow specimens of sufficient size to be ridden by a full sized and armored warrior, but their ability to spew a flammable bile upon foes makes them treasured mounts for the pyromaniacal Flails. This ability alone would be sufficient writ for their expensive care and upbringing for most Flails, but the drakes are also capable combatants themselves making them doubly valued. Prior to gaining Pride of Place, an individual Flail must provide thier own mount or settle for whatever lesser steed might be in the war stables.
Unavoidable Fate: At 7th level the Fiery Flail Weaponmaster has learned to use the difficult to predict behavior of his chain-based weapon of choice to turn the tables on those attempting to dodge or parry his attacks. When fighting with a light or heavy flail the practitioner gains a competence bonus to hit a melee opponent benefiting from a Dodge bonus of any sort equal to half his class level. However, the total bonus gained cannot exceed the dodge bonus of the opponent.
Bursting Flames of Zeal: At 8th level the Fiery Flail has been further blessed by Chaltis. Any mundane light or heavy flail wielded by the Fiery Flail becomes a +3 Flaming Burst Flail while held in thier hand. The weapon returns to normal whenever not being actively wielded by the Fiery Flail. This supercedes Flail of Burning Faith. This is supernatural ability.
Staggering Glory: At 9th level the Fiery Flail Weaponmaster has learned to use his flail to drive home a single powerful attack. The practitioner gains Staggering Blow as a virtual Feat (listed below) when fighting with a light or heavy flail in his primary hand.
quote:
New Feat by Ed Hastings aka Killer Shrike
Staggering Blow [Fighting Style]
You are skilled at landing a single massive attack to debilitate your opponent.
Prerequisite: Base Attack +10, Power Attack
Benefit: The practitioner of this type of style may as a full-round attack action strike a single blow upon a melee opponent. If the attack hits and scores damage, the target must make a fortitude save vs. a DC equal to the amount of damage taken or be staggered for 1d3 rounds in addition to taking whatever damage was dealt.

Render unto Ashes: At 10th level the Fiery Flail is so beloved of Chaltis that she entrusts them with a terrible power. Once per week the Fiery Flail may duplicate the effects of the Fire Storm spell, with a caster level equal to the Fiery Flail’s class level. This is spell-like ability.
Former Fiery Flails: Should a Fiery Flail change to an alignment other than Neutral Good or Chaotic Good they loose all spell like and supernatural abilities. If found out, or if caught violating the tenants of the order the egregious Flail is cast out after a rather brutal ceremony involving branding of the unfortunates forehead with a symbol marking thier failure and a rather severe beating. Thereafter the former Flail is cast out; they obviously loose Pride of Place should they have it. Such an exile may seek out a priest of Chaltis and undertake an Atonement. If the atonement is succesfully completed and the penitent former Flail still meets all prerequisites of the prestige class, they may sue for reentry and regain all spell like and supernatural abilities if accepted. Pride of Place may never be regained however, though a sufficiently low level Flail who has gone through this process may still gain Pride of Place in the normal manner; thier youthful transgression forgotten. Though this may seem unfair, an older & wiser Flail who has ascended to such lofty heights in the order is expected to know better and thus finds forgiveness but not forgetfulness for being cast out even after Atonement.
 

Elder-Basilisk

First Post
Repost


The following materials background is derived from the works of Vrylakos on
Eric Noah’s Unofficial 3e News Board
All else is the work of Ed Hastings, aka the Killer Shrike


Ohjavian Thunder Crescent Blademaster Prestige Class
Ohjavia, the City of Gold. Many an epic saga has been spun of this glittering metropolis, with it’s onion-domed gilded spires and richly appointed homes. Wealth runs like a river thru the city, broad and deep in some areas, fast and dangerous in others. Indolent merchants and their silk-shrouded concubines, rakish adventurers, and near-omnipotent potentates share the city with the filthy poor and the downtrodden. Called a City of Dreams, it is well known that dreams sometimes turn to nightmares.
Ohjavian is not as volatile as it has been in times past, but danger can rear it’s head with each shift in power among the wealthy. Coups are not unknown, and merchants keep private armies of guards whom are sometimes used to enforce their employers will. There are many sword schools in the ancient city, but the most well known was popularized long ago by the Order of the Crescent Moon, the personal guard of a reigning potentate of the day. After the potentates fall his guard was scattered and it’s teachings became available to the public for the right price. Lacking a single founder and taught by various former guards, the style isn’t as uniform as many others, having many different minor variations; the core of the school is consistent however. The school focuses on dancing footwork, catlike & graceful, and measured, powerful blows. A student of the school imagines his feet as lightning bolts and his blows as the thunder that follows.
The style is popular amongst Fighters, but it is certainly practiced by members of many other professions.
Prerequisites
Base Attack Bonus: +4
Feats: Expertise, Improved Disarm, Power Attack, Sunder, Weapon Focus: Scimitar
{Best BAB, Strong Fortitude, 5 total levels}
Level Attack Fortitude Reflex Will Abilities
1 +1 +2 +0 +0 Winter Moon
2 +2 +3 +0 +0 Bonus Feat
3 +3 +3 +1 +1 Blurring Crescent
4 +4 +4 +1 +1 Bonus Feat
5 +5 +4 +1 +1 Thundering Blow

Hit Die: D10
Skill Points: Int Bonus + 2 / level
Skill List: Balance, Intimidate, Spot, Tumble
Class Abilities
Weapon and Armor Proficiencies: This prestige class grants no additional weapon or armor proficiencies.
The Thunder Crescent Style: All special Class Abilities listed below are dependent on the practitioner wielding a scimitar in their primary hand. If the practitioner does not meet this requirement for any reason, he may not use these abilities until such a time as he acquires and uses a scimitar in his primary hand.
The Winter Moon: At 1st level the Thunder Crescent Blademaster has learned to use his scimitar to expertly divest his foe of their weapon. The practitioner gains Masterful Disarm as a virtual Feat (listed below) when fighting with a scimitar in his primary hand.
quote:

New Feat by Ed Hastings aka Killer Shrike
Masterful Disarm [General]
You are greatly skilled at divesting others of their weapons.
Prerequisites: Expertise, Improved Disarm
Benefit: The user gains a +4 competence bonus on any attempt to Disarm a foe. If the Disarm is successful the opponents weapon does not land at her feet, but instead is knocked to the floor up to 15 feet away in the direction of your choice, as permitted by terrain and obstacles.

Bonus Feat: The Thunder Crescent has many minor offshoots. Each master teaches a slightly different version of the style. Therefore at 2nd and 4th level the practitioner may select a Bonus Feat from the following list: Blind-Fighting, Cleave, Combat Reflexes, Deflect Arrows (using scimitar), Great Cleave, Weapon Specialization: Scimitar. The Feat is only usable while the practitioner is using a scimitar in his primary hand.
The Blurring Crescent: At 3rd level the Thunder Crescent Blademaster has learned to use his scimitar to distract his foe with several fakes from opposing quarters only to drive home a single painful strike. The practitioner gains Multiple Level as a virtual Feat (listed below) when fighting with a scimitar in his primary hand.
quote:

New Feat by Ed Hastings aka Killer Shrike
Multiple Level Attack [Fighting Style]
You are skilled at forcing your opponent into positions that leave them vulnerable to your attacks.
Prerequisite: Base Attack +6, Power Attack
Benefit: The practitioner of this type of style may merge his top two melee attack bonuses into a single melee attack with a bonus equal to the sum of the two separate attacks. This is a full-round action and only 2 attacks may be merged thus. Effectively the practitioner ‘fakes’ one or more attacks to create an opening for another. The merged attack bonus only applies to the multiple level attack itself and then reverts to the practitioners highest normal base attack immediately. Example: Dearl the Mighty has an attack bonus of +14/+9 with his mighty greatsword. His current opponent is proving well defended, so on his next initiative Dearl announces that he is making a multiple-level attack. Rather than making his normal 2 melee attacks at +14/+9 he makes a single melee attack at +23; if Dearl killed his opponent with his multiple level attack and Cleaved thru to another opponent, he would attack using his normal highest base attack of +14.

The Thundering Blow: At 5th level the Thunder Crescent Blademaster has learned to use his scimitar to land a single telling strike upon a foe. The practitioner gains Deft Blow as a virtual Feat (listed below) when fighting with a scimitar in his primary hand.
quote:


Deft Blow [Fighting Style]
You are able to strike a single accurate blow.
Prerequisite: Weapon Focus or Weapon Finesse (chosen weapon), Base Attack +8
Benefit: The practitioner of this type of style is skilled at making a single deadly strike with their weapon. The practitioner may opt to make a single melee attack as a full action that has a tripled critical threat range and inflicts triple damage if a critical is scored. This is not usable in conjunction with the Improved Critical Feat. If a weapon already causes triple critical damage then it inflicts quadruple instead, etc.
 

Elder-Basilisk

First Post
LrdTuerny@aol.com with a note on your name and your web site?
I will be posting each prestige class as an individual document to ensure proper credit is given.
Duoonar Twisting Serpent Prestige Class
The Kopi of Duoonar has been discretely controlled by the Z'kuld arcane society almost from its inception. Under the Z'kuld's influence, Duoonar has become a city standing at the brink of life and death. Troops of undead crawl the streets under the command of the city's law military commanders, and upon their death, the Onari continue to serve in the rice fields. The people are a passive lot, numbed by the darkness and horrors that the Z'kuld represent, ignoring it in their daily lives so they can retain their grips on sanity. Many have thrown themselves heart and soul into religion, embracing the aspects of Malla, Relia, and Caldaron that the Z'kuld accept into the city.
The Z'kuld's influence has extended even into the martial order of the city. The Z'kuld realizes the danger that can come from a strong, and independant military, and has chosen to focus that danger into a more manageable form. The result is the Order of the Twisted Serpent. Elite combatants trained in the basics of wizardry so that they come under the influence of the vows that bind all wizards to their arcane society, the Twisted Serpents are a cold and efficent group with an almost religous dedication to the Z'kuld. Practiced in the arts of the Twisting Blade. The Twisting Blade style relies on a basic knowledge of Z'kuld arcane secrets combined with knowledge of every nuance of the short sword to produce a wicked style that often results in injuries that run deeper, and are far more permanent, than the wounds they produce.
This style is practiced almost soley by members of the Order of the Twisting Serepent. The Z'kuld revile the idea of anyone using their own secrets against them, and seek to eliminate anyone who escapes with knowledge they consider to be rightfully their's.

Prerequisites
Base Attack Bonus: +4
Feats: Weapon Focus(Short Sword) or Weapon Finesse(Short Sword), Weapon Specialization(Short Sword)
Skills: 5 Ranks of Knowledge(Arcana)
Abilities: Ability to cast four arcane necromantic spells, Dexterity 13+, Constitution 13
Level Attack Fortitude Reflex Will Abilities
1 +1 +2 +0 +2 Necromantic Blade
2 +2 +3 +0 +3 +1 Spellcasting Level

3 +3 +3 +1 +3 Aura of Z'kuld
4 +4 +4 +1 +4 +1 Spellcasting Level
5 +5 +4 +1 +4 Plague Blade
6 +6 +5 +2 +5 +1 Spellcasting Level
7 +7 +5 +2 +5 Twisting Blade
8 +8 +6 +2 +6 +1 Spellcasting Level
9 +9 +6 +3 +6 Death Blade
10 +10 +7 +3 +7 +1 Spellcasting Level

Hit Die: D8
Skill Points: Int Bonus + 2 / level
Skill List: Concentration, Intimidate, Knowledge(arcana), Knowledge(undead), Knowledge(religon), Knowledge(war), Ride, Spellcraft
Class Abilities
Weapon and Armor Proficiencies: This prestige class grants no additional weapon or armor proficiencies.
Spell Casting Progression: At every even level the Twisting Serpent's spell casting capability in his previous arcane class progresses by one level. This increases spells castable per day and caster level. Thus, a Fighter 4/Wizard 2/Twisting Serpent 4 casts wizard spells as a 4th level Wizard. Every time they increase their spell casting level in this manner only one arcane spellcasting less is increased. Only nercomantic and universal arcane spells may be learned as bonus spells for gaining this spellcasting capability.
Twisting Blade Style: All of the abilities named below with the Blade moniker are unusuable when not weilding a short sword in the primary hand.
Nercomantic Blade: At 1st level the Twisting Serpent has learned to infuse a short sword with neromantic energies. When casting any necromantic spell which has a range besides personal, they can infuse the spell into their blade, allowing them to combine a sword strike with the spell effects. Spells have one round per class level of the Twisting Serpent to be discharged or they will dissipate.
Aura of Z'kuld: At 3rd level the Twisting Serpent has grown accustomed to the necromantic energies that often radiate from Z'kuld rituals. They gain a profane bonus equal to one half their class level to all saves vs. necromantic effects, including the special attacks of undead.
Plague Blade: At 5th level the Twisting Serpent has learned how to infuse their blade with negative energy at the cost of part of their fortitude. By taking one point of temporary constitution damage the Twisting Serpent may infuse his blade with the power to cause Devil Chills (DMG; pg 75). The first person struck by the blade is inflicted with Devil Chills unless they make a fortitude save equal to 10+class level+con. If the Twisting Serpent fails to strike their foe within two rounds per class level than the ability to afflict the disease disappears. This is a move-equivlant action.
Twisting Blade: At 7th level the Twisting Serpent has learned another way of fusing necromantic energy with his short sword, using residual necromantic energy to allow the ability to strike with expert precision and to make a single, devestating strike. The practioner gains Deft Blow as a virtual Feat(listed below) when fighting with a short sword in his primary hand.

__________________________________________
New feat by Ed Hastings aka Killer Shrike
Deft Blow [Fighting Style]
You are able to strike a single accurate blow.
Prerequisite: Weapon Focus or Weapon Finesse (chosen weapon), Base Attack +8
Benefit: The practitioner of this type of style is skilled at making a single deadly strike with their weapon. The practitioner may opt to make a single melee attack as a full action that has a tripled critical threat range and inflicts triple damage if a critical is scored. This is not usable in conjunction with the Improved Critical Feat. If a weapon already causes triple critical damage then it inflicts quadruple instead, etc.
__________________________________________
Death Blade: At 9th level the Twisting Serpent has mastered the ability to combine necromantic energy with their blade. In exchange for taking one point of temporary constitution damage, the Twisting Serpent may infuse his blade with pure negative energy. For two rounds per class level, anyone struck by that blade suffers a temporary negative energy level. The Twisting Serpent can deal no more than one negative energy level per use of this power per three class levels.
------------------
Jesse Dean
AtFantasy Alliance Review Coordinator
http://www.atfantasy.com
 

Elder-Basilisk

First Post
Repost


The following materials background is derived from the works of Vrylakos on
Eric Noah’s Unofficial 3e News Board
All else is the work of Ed Hastings, aka the Killer Shrike


Dossian Whispering Edge Blademaster Prestige Class
Death is profitable. Fear of Death is too. Nowhere else in all of the Shards is this quite so well understood as in Doss. Even the name of the Black City is enough to draw shivers and protective signs amongst all but the most brave or idiotic citizens of the other Cities of the Shard. The common folk call it the Land of the Unliving, more educated folk refer to it as the Mausoleum. All good-thinking and wise folk avoid it and all that comes from it. Unfortunately not all men are so wise. Doss is ruled by the so-called Ghost Council, whose membership is primarily composed of potent necromancers in various states of life and unlife. The city deals in vile and black magics to all and sundry who would dare their port and pay their fees. The populace are composed of scum and dregs from all other civilizations in the region, who have washed up on the dark cities shores as a last-ditch refuge before their final fall into oblivion.
Intertwined with all of this are the Silent Muses, mysterious and well-feared assassins. Independent of but allied with the Ghost Council, the Muses run their bloody business of contract killing from the auspices of the City of Death. The very hint of thier name is enough to send prestigious and powerful men and women into deep apprehension and an immediate review of their security setup. The Muses wisely keep their structure and size hidden, thus heightening their mystery and raising their prices. The skills of the Silent Muses are many and varied; there is little uniformity of modus operandi or training. However, almost all Silent Muses and a rare few outsiders that pay sufficiently for lessons seek to master the complex weapon style known as the Whispering Edge. The Whispering Edge style epitomizes speed and rapidity of strikes and is very agressive, taking advantage of opponents weak spots and is particularly effective for wounding foes caught off gaurd or surprised.
The style is popular amongst Rogues and Assassins, but it is certainly practiced by members of many other professions.
Prerequisites
Base Attack Bonus +3
Feats: Expertise, Improved Initiative, Quickdraw
Skills: Balance: 3 Ranks, Tumbling: 5 Ranks
Abilities: Dex 13+ and Int 13+
{Best BAB, Strong Reflex Saves, 5 total levels}
Level Attack Fortitude Reflex Will Abilities
1 +1 +0 +2 +0 The Whisper of the End
2 +2 +0 +3 +0 Sneak Attack +1d6
3 +3 +1 +3 +1 The Whistling Wind
4 +4 +1 +4 +1 Sneak Attack +2d6
5 +5 +1 +4 +1 The Musings of Madness

Hit Die D6
Skill Points Int Bonus + 4 / level
Skill List: Balance, Bluff, Climb, Hide, Intimidate, Jump, Listen, Move Silent, Sense Motive, Spot, Tumbling
Class Abilities
Weapon and Armor Proficiencies: This prestige class grants no additional weapon or armor proficiencies. The practitioner may use any of the below abilities with any bladed weapons that can be scabbarded, that are medium or light to them, and that they are proficient with.
The Whisper of the End: At 1st level the Whispering Edge Blademaster has nearly mastered this particular subtle blade technique. The practitioner gains Scabbarded Attack as a virtual Feat (listed below) when fighting with any light or medium melee weapon that he is proficient with.
quote:

New Feat by Ed Hastings aka Killer Shrike
Scabbarded Attack [Fighting Style]
You are skilled at drawing a weapon and attacking so quickly opponents are caught off guard.
Prerequisites: Quickdraw, Improved Initiative
Benefit: The practitioner of this type of style may choose to draw his weapon at the beginning of his action and make a melee attack in a single movement, with a +5 circumstance bonus to hit their first melee opponent. This as a full round action. Additionally, the targeted foe must make a Reflex Save versus the practitioners highest attack bonus with the weapon being used immediately or be caught flat-footed and therefore loose any Dexterity bonuses to their AC versus the attack. Note that the practitioner may only make one attack in this manner per round. The practitioner may opt to return the weapon to its scabbard or keep it drawn at the conclusion of the maneuver.


Sneak Attack: At 2nd and 4th levels the Whispering Edge Blademaster gains the ability to inflict an additional +1d6 damage under certain circumstances. This is identical to the Rogue ability of the same name (PHB pg47) and is stackable with that ability.
The Whistling Wind: At 3rd level the Whispering Edge Blademaster has refined their already-blazing speed with a blade further. The practitioner gains Lightning Attack as a virtual Feat (listed below) when fighting with any light or medium melee weapon that he is proficient with.
quote:

New Feat by Ed Hastings aka Killer Shrike
Lightning Attack [Fighting Style]
You are able to strike sooner at the expense of making yourself vulnerable to return attack.
Prerequisites: Expertise, Improved Initiative
Benefit: The practitioners of this type of style may strike quicker at the expense of defending themselves. The practitioner may take up to a –5 penalty to AC and apply an equal circumstance bonus to Initiative. This allows the practitioner to raise his Initiative without Refocusing, but for that round only; his Initiative drops to normal the next round. The AC penalty remains in effect until the practitioner’s action in the following round. The practitioner must declare a Lightning Attack on or before the Initiative count that his modified Initiative would allow him to take an action from.

The Musings of Madness: At 5th level the Whispering Edge Blademaster has mastered the art of all out attack to silence a foe permanently and with minimum toil. A dangerous style, even the most impetuous of old masters uses it wisely. The practitioner gains Rapid Assault Fighting as a virtual feat.
quote:

New Feat by Ed Hastings aka Killer Shrike
Rapid Assault [Fighting Style]
You may launch a furious attack of blows in melee at the expense of leaving yourself vulnerable.
Prerequisite: Base Attack +6, Expertise, Improved Initiative
Benefit: As a full attack option the practitioner may take up to a -10 penalty to his AC and gain an equal competence bonus to his BASE attack. Both the AC penalty and the Attack bonus last until the practitioners action in the following round. As this modifies the practitioners BASE attack bonus, this will grant the practitioner additional attacks just as if he were of a higher level but for that round only.
Example: Ularo Santeos is beset by a fearsome swordsman. Throwing caution to the wind, on his initiative Ularo announces that he will employ Rapid Assault against the foe and will take the full -10 penalty to AC. Ularos base attack is normally +13/+8/+3; for the following round it will be +23/+18/+13/+8/+3 but his normally impressive 23 AC drops to a mere 13 AC. His flurry of blows catches his opponent by surprise and the first 3 hit, but afterwards the foe severely punishes the off-balance and unprotected Ularo.
 

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