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2E's Blade as a PrC attempt...
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<blockquote data-quote="LeifVignirsson" data-source="post: 824139" data-attributes="member: 10833"><p>I know, I know... This probably should be in the conversion section but that barely gets any traffic so I figured I would come here to house rules and see who wants to bloody my nose here </p><p></p><p>I have a NPC IMC that is a Blade and no matter which PrC I went with, it just didn't fit him too well. So, I figured I would go through my trusty Complete Bard's Handbook and give it a shot to make this a PrC. I know that this might be a titch too powerful, but seeing that he is supposed to be a weapons master, I didn't think that one weapon would make a huge amount of difference (You will see when you hit 10th level). </p><p></p><p>I also know that this class was supposed to cast spells like a bard but I am not sure if I should go with +1 of existing class or what... Opinions would help there too.</p><p></p><p>Anyway, let me know what you all think and what I can do to change it, if any. Thanks in advance!</p><p></p><p>**************************************************</p><p></p><p>Blade</p><p> Blades are master artisans with bladed weapons. Everyone has seen a Blade in action at carnivals and fairs. They are the knife throwers who pop balloons while blind-folded and swallow slender sabers such as those used by lawless pirates on the high seas.</p><p> Blades also perform amazing displays of weapon skill and control as they flash various weapons all about their bodies with deadly precision. Besides rapid displays of weapon skills, they also perform slow, elegant dances, involving incredibly precise movements and timing. These dances include thrusts, lunges, leaps, graceful arcs, etc.</p><p> If there is a showy way to wield, throw, or perform with a weapon, a Blade knows how to do it better than anyone.</p><p> Hit Dice: d8</p><p></p><p>REQUIREMENTS</p><p>To become a Blade, a character must fulfill all the following criteria.</p><p> BAB: +6</p><p> Skills: Diplomacy 6 ranks, Knowledge (History) 4 ranks, Intimidate 6 ranks, Perform (Juggling) 6 ranks, Tumble 6 ranks</p><p> Feats: Ambidexterity, Blind Fight, Weapon Finesse, Weapon Focus </p><p></p><p>CLASS SKILLS</p><p>The Blade's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Wis), Gather Information (Cha), Intimidate (Cha), Knowledge (History) (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis) and Tumble (Dex)</p><p> Skill points for each level: 4 + Int</p><p></p><p>CLASS DISCRIPTION</p><p>All of the following are the class features of the Blade</p><p>Weapon and Armor Proficiency: A Blade is proficient in all simple weapons. Additionally, the Blade is proficient with one of the following weapons: long sword, rapier, sap, short sword or whip. Blades are proficient with light armor and shields.</p><p> Fearsome Display: So long as you have a melee weapon drawn, you may take a full round to put on a fearsome display. Select one opponent within 30 ft to be the target and make an Intimidate check (DC 10 + target's character level.) Your opponent suffers a -2 morale penalty on attack and damage rolls for a number of rounds equal to your ranks in Intimidate. The second level allows you to put on a fearsome display for targets equal to your character level, and the final level (3) allows you to put on a fearsome display for twice your character level.</p><p> Weapon Catching: When an opponent attacks you with a natural 1 on his attack roll, you may attempt to catch his weapon. Make a contested Dexterity check against your opponent, adding ½ your base attack bonus to your check. If you are successful, your opponent is disarmed and the weapon is caught.</p><p> Streetwise: When attempting skill rolls that have to do with a city setting, you gain a +2 circumstance bonus. Some skills that benefit from this feature includes: Bluff, Diplomacy, Gather Information, Knowledge (local history) and Spot.</p><p> Shadow: You may shadow (follow) one opponent unnoticed, by following 30 ft. to 100 ft. away based on the density of the crowd and the terrain. If the target is unaware of your presence, you must succeed at a Spot check (DC 10, modified by density of crowds or lack there of) to keep up with his movements. If the target is actively trying to avoid being followed, you must succeed at an opposed check using your opponent’s Hide skill check against your Spot check. If successful, another check must be made again in 15 minutes to maintain the trail. If unsuccessful, the opponent loses you in the crowd.</p><p> Trick Throw: Though this feature is called a “Trick Throw”, it functions the same for missile weapons and thrown weapons. When throwing at a covered opponent, the AC bonus provided is reduced by 1. At 6th level, the reduction is by 2 and at 9th level the reduction is by 3.</p><p> Weapon Specialization: Choose one type of weapon you have Weapon Focus in. You receive a +2 damage bonus with a chosen weapon.</p><p> Weapon Mastery: Choose one type of weapon you have Weapon Focus and Weapon Specialization in. Increase the damage of the weapon by one die type.</p><p> Elite Weapon Mastery: Choose one type of weapon you have Weapon Focus, Weapon Specialization and Weapon Mastery in. Increase the critical damage multiplier of the weapon by 1 (from x2 to x3, etc).</p><p></p><p></p><p>LEVEL BAB FORT REF WILL SPECIAL</p><p>1 +0 +0 +2 +2 Fearsome Display (1), Weapon Catching</p><p>2 +1 +0 +3 +3 Streetwise, Shadow</p><p>3 +2 +1 +3 +3 Trick Throw (1)</p><p>4 +3 +1 +4 +4 Fearsome Display (2)</p><p>5 +3 +1 +4 +4 Weapon Specialization </p><p>6 +4 +2 +5 +5 Trick Throw (2)</p><p>7 +5 +2 +5 +5 Weapon Mastery</p><p>8 +6 +2 +6 +6 Fearsome Display (3)</p><p>9 +6 +3 +6 +6 Trick Throw (3)</p><p>10 +7 +3 +7 +7 Elite Weapon Mastery </p><p></p><p>Some excerpts taken from The Complete Bard’s Handbook (AD&D) and AEG’s FEATS book.</p></blockquote><p></p>
[QUOTE="LeifVignirsson, post: 824139, member: 10833"] I know, I know... This probably should be in the conversion section but that barely gets any traffic so I figured I would come here to house rules and see who wants to bloody my nose here I have a NPC IMC that is a Blade and no matter which PrC I went with, it just didn't fit him too well. So, I figured I would go through my trusty Complete Bard's Handbook and give it a shot to make this a PrC. I know that this might be a titch too powerful, but seeing that he is supposed to be a weapons master, I didn't think that one weapon would make a huge amount of difference (You will see when you hit 10th level). I also know that this class was supposed to cast spells like a bard but I am not sure if I should go with +1 of existing class or what... Opinions would help there too. Anyway, let me know what you all think and what I can do to change it, if any. Thanks in advance! ************************************************** Blade Blades are master artisans with bladed weapons. Everyone has seen a Blade in action at carnivals and fairs. They are the knife throwers who pop balloons while blind-folded and swallow slender sabers such as those used by lawless pirates on the high seas. Blades also perform amazing displays of weapon skill and control as they flash various weapons all about their bodies with deadly precision. Besides rapid displays of weapon skills, they also perform slow, elegant dances, involving incredibly precise movements and timing. These dances include thrusts, lunges, leaps, graceful arcs, etc. If there is a showy way to wield, throw, or perform with a weapon, a Blade knows how to do it better than anyone. Hit Dice: d8 REQUIREMENTS To become a Blade, a character must fulfill all the following criteria. BAB: +6 Skills: Diplomacy 6 ranks, Knowledge (History) 4 ranks, Intimidate 6 ranks, Perform (Juggling) 6 ranks, Tumble 6 ranks Feats: Ambidexterity, Blind Fight, Weapon Finesse, Weapon Focus CLASS SKILLS The Blade's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Wis), Gather Information (Cha), Intimidate (Cha), Knowledge (History) (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis) and Tumble (Dex) Skill points for each level: 4 + Int CLASS DISCRIPTION All of the following are the class features of the Blade Weapon and Armor Proficiency: A Blade is proficient in all simple weapons. Additionally, the Blade is proficient with one of the following weapons: long sword, rapier, sap, short sword or whip. Blades are proficient with light armor and shields. Fearsome Display: So long as you have a melee weapon drawn, you may take a full round to put on a fearsome display. Select one opponent within 30 ft to be the target and make an Intimidate check (DC 10 + target's character level.) Your opponent suffers a -2 morale penalty on attack and damage rolls for a number of rounds equal to your ranks in Intimidate. The second level allows you to put on a fearsome display for targets equal to your character level, and the final level (3) allows you to put on a fearsome display for twice your character level. Weapon Catching: When an opponent attacks you with a natural 1 on his attack roll, you may attempt to catch his weapon. Make a contested Dexterity check against your opponent, adding ½ your base attack bonus to your check. If you are successful, your opponent is disarmed and the weapon is caught. Streetwise: When attempting skill rolls that have to do with a city setting, you gain a +2 circumstance bonus. Some skills that benefit from this feature includes: Bluff, Diplomacy, Gather Information, Knowledge (local history) and Spot. Shadow: You may shadow (follow) one opponent unnoticed, by following 30 ft. to 100 ft. away based on the density of the crowd and the terrain. If the target is unaware of your presence, you must succeed at a Spot check (DC 10, modified by density of crowds or lack there of) to keep up with his movements. If the target is actively trying to avoid being followed, you must succeed at an opposed check using your opponent’s Hide skill check against your Spot check. If successful, another check must be made again in 15 minutes to maintain the trail. If unsuccessful, the opponent loses you in the crowd. Trick Throw: Though this feature is called a “Trick Throw”, it functions the same for missile weapons and thrown weapons. When throwing at a covered opponent, the AC bonus provided is reduced by 1. At 6th level, the reduction is by 2 and at 9th level the reduction is by 3. Weapon Specialization: Choose one type of weapon you have Weapon Focus in. You receive a +2 damage bonus with a chosen weapon. Weapon Mastery: Choose one type of weapon you have Weapon Focus and Weapon Specialization in. Increase the damage of the weapon by one die type. Elite Weapon Mastery: Choose one type of weapon you have Weapon Focus, Weapon Specialization and Weapon Mastery in. Increase the critical damage multiplier of the weapon by 1 (from x2 to x3, etc). LEVEL BAB FORT REF WILL SPECIAL 1 +0 +0 +2 +2 Fearsome Display (1), Weapon Catching 2 +1 +0 +3 +3 Streetwise, Shadow 3 +2 +1 +3 +3 Trick Throw (1) 4 +3 +1 +4 +4 Fearsome Display (2) 5 +3 +1 +4 +4 Weapon Specialization 6 +4 +2 +5 +5 Trick Throw (2) 7 +5 +2 +5 +5 Weapon Mastery 8 +6 +2 +6 +6 Fearsome Display (3) 9 +6 +3 +6 +6 Trick Throw (3) 10 +7 +3 +7 +7 Elite Weapon Mastery Some excerpts taken from The Complete Bard’s Handbook (AD&D) and AEG’s FEATS book. [/QUOTE]
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