Bardic Blade!!! (revised from 2nd editon)??

T'ahl

First Post
I thought it would be interesting to introduce a "Blade" type class into 13 Kingdoms. Based partially on the 2nd editon BLADE and drawing from Islander buccaneer for strenghts/weaknesses I have tried to create a reasonable (but still really cool) Blade for 13 Kingdoms.

Prefered race: Half-elf (as they are more outcast and seek audiences) or human

Hit Dice: 8 (tougher than a normal Bard as they get practiced on before they train - and likely get hit numerous times lol)

BAB:=+1/level

Prerequisites:
Dex: 16+
INT: 14+
Cha: 14+

Limitations: Although Blades can sing and chant if they choose - a Blade cannot use a musical instrument unless a level of Bard is chosen as well.
A Blade may not wear any armour other than light or forfiets any Blade specific skills (including automatic feats)

Description:
Blades are artisans of flashy movement and cunning skill with virtually any bladed weapon. You've all seen them at carnivals and fairs - whenever you see someone throwing daggers at a blind-folded woman, juggling daggers or swords, or even sword swallowing - that's a blade at work!

Info:
In order to become a blade - one must have left home at an early age (under 17 or human equivalent), and must join (or have joined) a carnival or road show in a major city - traveling with them for 2-5 years to learn his/her craft (once a character is beyond 30 or human equivalent - they are unlikely to do the above as - they no longer submit to the draw of the "carni" life). Often blades have had trouble with their parents or the law at an early age - or perhaps worked as a street urchin (petty theif) for a local guild or higher level theif. All blades must have grown up near a city or large town - to have been exposed the the "seedier side of life" or carnival road shows.

Like all Bards - a blade has a strong popensity for showmanship and crowds - being the centre of attention is a prerequesite for all blade "wanna be's". They also share the bards natural thirst for knowledge - and as such pick up a little magic on the way (any bard spells may be chosen - but special affinity for "showy" magic or magic reguarding combat and weapons is preffered).

Class Skills:
appraise (int), balance (dex), bluff (cha), Climb(str), concentration (int), diplomacy (cha), disguise (cha), escape artist (dex), gather info (cha), hide (dex), jump (str), knowledge (all skills taken individually), listen (wis), Move silently (dex), tumble (dex), use rope (dex), open lock (dex), perform (sing, dance, or act only), slight of hand (dex), search (int), swim (str).

A minumum of 2 ranks/level must be taken in two of the following skills:
balance, tumble, jump, perform (any non instrument) and slight of hand.

Class skill points : 6+int modifier (x4 at character creation)

Feats:
the Blade automatically gains both two weapon fighting and weapon finesse, but may not choose any other feat unless those two are already present!
(at character creation these are the only two available)

A blade is completely ambidextrous and does not gain a penalty for using his off hand (he does suffer a small penalty for two weapon fighting as per usual with two weapon fighting feat)

Unlike the Bard - a Blade does not gain any Bardic music abilities (countersong, inspire courage or competence, fascinate etc)! He does gain Bardic knowledge - however, and any bardic magic desired as per level.

Special abilities:

1st Level:
A Blade may chose any 3 bladed weapons to be proficient with upon 1st level - and one weapon every two levels of Blade thereafter (3rd, 5th, 7th, etc..... if other weapons are already taken and fit the description - they may not be changed) At least one must be ranged (ie dagger, dart, or knife). Exotic weapons are allowed as weapons are the trade of the Blade, all weapons must be silver or higher grade of metal however - a blade suffers a minus 2 attack penalty to any weapon that is dull, plain, or rusty - simply from his distaste for the weapon itself.

*** A blade gains damage bonus from his dex rather than his strength due to his constant pratice with the blades of his choosing and accuracy ***

*** A blade may throw a missle weapon without penalty up to 20' **** (just because that's his specialty - and anyway - shouldn't a guy proficient with a dagger be able to throw it 20' - damn - that's an average horseshoe toss)

2nd Level:
At second level a Blade gains the feat of Blind fighting (used specifically to throw darts, daggers, or knives at a woman or targets blindfolded)

3rd Level:
Evasion (those years of dodging daggers as an apprentice pay off)

4th Level:
Magic weapon guidance!

If - and only if, the Blade has chosen mage hand as a spell and has had it for one entire level!!! he gains a +1 to attack and damage of a thrown bladed weapon - and adds 5'/2 levels to it's range (only one attack per round if using this magical feat - this does not take up a use of the mage hand spell - it's just a little extra guiding to the weapon, however - a concentration check may be asked for by the DM - a role under 10 means an automatic miss reguardless of attack role - a natural one means the weapon backfires or hits an allie) Retrieval of the dagger using mage hand does incur a use of the mage hand spell!

5th Level:
The Glow!
Once per day you may make your weapons glow for 10 minutes per Blade level. The glow does not illuminate enough for you to see clearly in darkenss - but if fighting in medium to dim light - it does distract your opponent! -1 to attackers DEX ajustment on AC (this is a free action spell).
(If your hit points drop to 5 or lower your concentration is gone and the spell dispipates - reguardless of healing)

6th Level:
Improved magic weapon guidance!
You may now use the "magic weapon guidance" feat on as many attacks per round as you are allowed.

7th Level:
Swords of Fury!

On his attack round a Blade may chose to put on a display of swordsmanship instead of attacking. The Blade will whip his swords around in an amazing display and dance, flipping, turning, juggling his swords and sreaming with each imaginary attack! This must be done with one or two sword like weapons (short sword, rapier, longsword, etc) and takes an entire round. At the end of the round the blade incurrs one attack of opportunity from any foe(s)within range and not dazed by the show. To find out the Blade rolls a Dex check with a bonus=the level of the blade, this is the will check that any and all foes must beat or they are dazed for 1d4 rounds. (lose all dexterity bonus to AC)

8th Level:
Improved two weapon fighting!
At 8th level a blade no longer recieves any penalty for fighting with two weapons.

9th Level:
Missle catching!

On a sucessfull slight of hand check (DC:20), a blade may catch any small weapon thrown at him (ie dagger) --- or (DC 25) catch a small ranged weapon shot at him within 60' (ie arrow or bolt) reguardless of the attackers role. The attacker must be in visible range, the blade must not be locked in combat with another foe, and the Blade must not be flat footed (unaware of intent to attack), to use this amazing ability.

10th Level:
Rapid shot!
The Blade may throw one missle weapon (dagger, dart, knife, shuriken etc) for every two levels of Blade in a single combat round. He suffers -1 penalty to attack on the first, -2 on the 2nd, -3 on the third etc.


((just a thought - I thought it would be interesting to have a true weapons showman in the new books?? - revision and comments appreciated - in case I got to carried away with him lol))

thanks
Carman (T'ahl Sri, and Aros Elanesse)
 
Last edited:

log in or register to remove this ad


Sounds really cool.......works well for a different type of character. I think it would be a great idea to include some of the more "wild" types of characters.
 

Here's my thoughts.

First of all, this looks really cool. Write up a flavor paragraph or two to go with it in the setting guide. You can even invent a particular carnival that travels in one kingdom or all kingdoms, and this can be "their" prestige class.

Prerequisites: 3.0 and 3.5 have really been moving away from stats as prerequisites for classes. I'd suggest:

Race: Human or half-elf.
Skills: Perform 9 ranks, Tumble 5 ranks.
Feat: Weapon Finesse, Point-Blank Shot (I think for so many abilities related to throwing, the prereqs should reflect this)
Special: Must have made a living on performance for at least a year.

Class skill selection looks good,. I'm wary about allowing 6 points per level, and think I'd prefer 4. People going for this class will be human and/or have high INT anyway, and won't be quite as much a generalist as a regular bard.

BAB Progression: As fighter
Favored save: Reflex
Proficiencies: A Blade gains proficiency in all simple weapons and light armor. A Blade wearing heavier armor than light loses the use of all class abilities and bonus feats.

Spells: Blades practice a little magic to enhance and heighten their performances. At third, sixth, and ninth levels, a Blade gains new spells and spells per as if he had gained a level of bard.

Bardic knowledge: A Blade collects random trivia, but not as fanatically as a full bard. He adds half his Blade level to his bard level to determine his bardic knowledge check.

First level: A Blade gains Two-Weapon Fighting as a bonus feat.

Second level, every even level: A Blade may select a bonus Martial or Exotic Weapon Proficiency feat in any sword.

Second level: A Blade gains Blind-Fight as a bonus feat.

Third level: A Blade gains Rapid Shot as a bonus feat.

Fourth level: A Blade gains Evasion.

Fifth level: As part of the action of casting Mage Hand, a Blade may mage an attack with a thrown weapon at his full attack bonus. The weapon's range increment is increased by 5'. This attack gains a +1 enhancement bonus to attack and damage, but does not count as a magic weapon for the purposes of damage reduction. This is a standard action that provokes an attack of opportunity. (I think getting to do this for free is overpowered.)

Sixth level: Once per day, as a free action, a Blade may cast light on any weapon held in his hand. His caster level is equal to his Blade level. (Compare your ability to the light spell - the light spell is enough to see by, but even that won't distract.)

Seventh level: The Blade gains Deflect Arrows as a bonus feat.

Eighth level: When making an attack with Mage Hand as above, the Blade may make a full attack with as many thrown weapons as he has attacks. This is a full-round action that provokes an attack of opportunity.

Ninth level: The Blade gains Improved Two Weapon Fighting as a bonus feat.

Tenth level: The Blade gains Snatch Arrows as a bonus feat.

Hm. This may warrant toning down, even as this. As presented, it still gives seven bonus feats, one mildly powerful spell-like ability, one weak one, and five bonus proficiencies. Any other opinions?
 

Ya - like your ideas memnus

Actually I like what you've done with him very much!

I do agree he was too powerfull before - but you've toned him down quite a bit and I think compared to a Barbarian or Bard he's not far off now.

Although he still has quite a few bonus feats yes - he does not have the hit dice of the Barbarian - nor the rage ability or trap sense.

If you only give him 4+ skill points per level - he's well below the bard and far below the rogue.

Cutting him back to 1/3 bard spell progression definately takes a toll - if you add that up - that's worth a lot of feats??

and finally loss of any Bardic music abilities - I think finishes him off at reasonably powerfull??

Your right - about the glowing swords thing (just watched an ancient really bad kung fu movie called "the last dragon" last week lol - blame it on that)
Maybe just drop it all together and give him something else that level (every character seems to get something each level - doesn't matter what it is - he can gain the ability to polish any blade so well it increases it's value by 25% LOL)

Lastly - If you wanted to drop him just a little more - we could make either the rapid shot or the blind fighting a required feat choice - instead of a bonus at third level (and swap them as needed)

But I like all your suggestions MEM - I've never created a class before - so yeah - I was trying to create half a jedi - not a blade LOL - I tend to get a little carried away at times :-)

thanks for the input - input more if it comes to ya
 

Looking again, I don't think he needs any more dropping. Compared to a fighter of equal level, he'll have a comparable number of feats, and a lower BAB because he had to take levels in Bard or Rogue to get Perform. The light armor restriction limits his AC too; even though he'll have a good DEX by definition, none of his abilities are directly defensive in nature; since he's splitting his work between thrown weapons and swords, he'll also be somewhat worse off that a specialist in either area.

I also don't think 6 skill points is unreasonable, if spells are held at 1/3: if spells were bumped to 1/2, skills should drop to 4. I can't tell right now if one or the other of those is preferable. The way I see it, bards get three unique abilities: Bard spells, bardic knowledge, and bardic music. This class is almost more fighter than bard - full BAB and lots of feats - so these abilities shouldn't come in as much. If you think it's more along the class's flavor, the Blade can gain half levels in music instead of knowledge, but not both.
 

Okay - another revision LOL

Need your opinions (especially you Mem - you got me looking in the damn book and trying to mash it all together)

I've changed a few things from your origional revision Mem - just trying to get a distictive "blade" feel to him - as opposed to an untalented bard with too many bonus feats lol??

I've made the spell progression just a little better than 1/3 (but closer to 1/3 than 1/2) and put his skill points at 5+int

I've taken out a few feats - and gotten away from the point blank shot and rapid shot (he can take these of course - but they ain't free)

I've revamped his level abilities to reflect more blad'ish stuff - and to make them more along the lines of spells taken from the book at appropriate levels and modified slightly or a modified feat (example the mage blade is really just a fancy way of giving him point blank shot at 4th, lightning blade is a toned down "call lightning 3rd level druid spell" at his 5th, the blades of fury is basically just a modified fear spell "more range but less victims", and then finally the snatch blades is a snatch arrows feat that only works on blades with handles)

His hit die are the same as a ranger - but worse BAB - because his spell progression is better.

I think maybe I'm getting close - but take a look (all spell like special abilities I've made available only once per day to hamper them and make them more like spells or special powers) and I still have to add a bit of right up for 13kindgdoms

Well here goes!!!

The BLADE (specialized Bardic blade master)
Hit Die: d8.
Requirements:
To qualify to become a Blade, a character must fulfill all the following criteria.
Alignment: Any non-Lawful
Skills: Concentration 4 Ranks, Balance 4 Ranks, Perform 4 ranks, Slight of Hand 4 Ranks, Tumble 4 Ranks
Feats: Weapon Finesse (can be chosen upon creation)
Special: The character must have been involved with a thief's guild or Carnival for at least 1 year, and must have a fascination for any bladed weapons.

Class Skills
The Blades' class skills (and the key ability for each skill) are Appraise (int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (int) Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Peform (act, comedy, dance, oratory, sing, - no instruments) Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at Each Level: 5 + Int modifier.(x4 at character creation)

Table: The BLADE
—— Spells per Day ——
Level BaseAttackBonus FortSave RefSave WillSave Special 0 1st 2nd 3rd
1st +1 +0 +2 +0 Bladed far shot, Two weapon fighting, spells 2 — — —
2nd +2 +0 +3 +0 Increased weapon Finesse 2 — — —
3rd +3 +1 +3 +1 Blade knowledge 3 0 — —
4th +4 +1 +4 +1 Mage Blade 3 0 — —
5th +5 +1 +4 +1 Lightning Blade 3 0 — —
6th +6/+1 +2 +5 +2 Improved Mage Blade 3 1 0 —
7th +6/+2 +2 +5 +2 Blades of Fury 3 1 0 —
8th +7/+2 +2 +6 +2 Double Lightning Blade 3 1 0 —
9th +7/+3 +3 +6 +3 Improved Blades of Fury 3 1 1 0
10th +8/+3 +3 +7 +3 Snatch Blades 3 1 1 0

Class Features
All of the following are Class Features of the Blade class.
Weapon and Armor Proficiency: Blades are proficient with all simple and martial Bladed weapons (bladed only). A Blade must give up any and all non blade weapon profieciencies to become a blade - as if nothing but a blade holds interest for him any longer. The Blade may then chose any one exotic blade at first level, and one every odd level thereafter. A blade must carry one ranged blade weapon at all times (ie dagger, knife, or shuriken). Blades are also proficient with any light armour - and bucklers - but may not use a shield. Because a blade is fascinated by the polished metal of a fine blade - he suffers a -4 penalty to fight with any weapon that is dull or rusty - reguardless of it's fitness for combat. A blade may restore a tarnished blade (not broken) with 1d6 hours of diligent polishing and sharpening to almost it's origional shine and lustre

Ex-blade: Any blade who wishes to become proficient with a non-bladed weapon or becomes a lawful alignment may no longer progress in level a a blade.

Spells: Beginning at 1st level, a Blade gains the ability to learn (and maybe cast) a number of arcane spells (and must choose mage hand as one of them). To cast a spell, a blade must have a Charisma score of at least 10 + the spell’s level, so a blade with a Charisma of 10 or lower cannot cast any spells. Blades bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the blade's Charisma bonus. When the Blade gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
The Blade's spell list appears below. A Blade casts spells just as a bard does.
Upon reaching 6th level, at every even-numbered level after that (8th and 10th), a Blade can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell the blade can cast. A Blade may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.

Table: Blade Spells Known
—— Spells Known ——
Level 0th 1st 2nd 3rd
1st 4 — — —
2nd 4 — — —
3rd 5 2 — —
4th 5 2 — —
5th 6 3 — —
6th 6 3 2 —
7th 6 4 3 —
8th 6 4 3 —
9th 6 4 4 2
10th 6 4 4 3

Special Abilities:

Bladed Far Shot: A blade may throw (only throw) a bladed weapon at twice it's normal range without penalty.
Two weapon Fighting: The blade gains the bonus feat Two weapon fighting at 1st level (like a fighter bonus feat)
Increased Blade Finesse: At second level a blade now uses his dex bonus for attack and damage with any medium weapon or lighter. If a one handed weapon is used two handed as a single attack - he may add 1.5x his dex bonus to damage (just as str)
Blade knowledge: At 3rd Level a blade gains enough knowlege to gain a bonus equal to his level on an appriase check of a bladed weapon. A DC of 10 let's him know it's value within 25%. At a DC of 15 he knows if it's magical or not. At a DC of 20 he will know a little about the blade (only if it's masterwork or enchanted) from legends and tales he's heard - or know if it's cursed. At a DC of 25 he may even know it's true magic, how to use that magic, or a little about it's origional owner.
Mage blade: At 4th level a blade may "mentally guide" a thrown blade to increase it's accuracy. +1 to attack and damage and an extra 5' of range for every two levels of the Blade to a max of 45' (level 10). (prereaquisite mage hand)
Lightning Blade: Once per day at 5th Level a Blade gains the ability to cause one bladed weapon (sword or dagger etc) to emit electrical discharges for 1 minute per level of the blade. Once per round your weapon will discharge dealing 2d6 points of damage to any creature within 10' of it (except you). It takes a full round action to invoke this magic (suffering attacks of opportunity) and a creature may make a reflex save for half damage. If you are outside and in stormy weather (rain shower, clouds and wind, hot cloudy conditions, or whilrwind or tornado) the electrical discharge will deal 2d10 damage instead of 2d6. The lightning blade spell will function indoors or underground - but not in water.
Improved Mage Blade: At 6th Level a Blade increases his ability to "mentally guide" a thrown blade giving him +2 to attack and damage.
Blades of Fury: Once per day at 7th Level a Blade may use a full round action to show off his cunning with his blades. Due to his intense concentration on the show he suffers an attack of opportunity. However upon completion a Blade roles 1d20 + his level as modifier - All attackers (to a max of one per blade level) that can see the blade must role an opposed will check against fear, if they succeed they shake it off and are immune to it's effect for 24 hours. If they fail they will feel dreadfull panick for 1 round for every 2 levels of the blade.
Double Lightning Blade: At 8th Level a Blade may cast the lightning blade spell on two weapons in a full round action. Each blade then deals standard electrical damage within 10' once per round.
Improved Blades of Fury: At 9th Level a Blade can use the blades of fury ability without suffering an attack of opportunity as his whirling is so fast it would be difficult to hit him.
Snatch Blades: At 10th Level a Blade gains the ability to catch a handled-bladed weapon thrown at him once per round. The blade must not be flast footed - and the weapon must be medium size or smaller, non magical and must have a handle (ie dagger). The blade may immediately throw the weapon back at the attacker (even though it's not your turn) or keep it for later use. Snatching blades does not count as a move action but can only be used on blades with handles (arrows, bolts, shurikens and vials etc do not count)

Blade Spell List (mostly bard spells - but a couple wiz/sor at 2nd and 3rd)
Blades may choose their spells from the following list only:

0th Level: detect magic, light, mage hand, mending, message, open close, read magic, summon blade (like summon instrument but instead summons a plain but quality blade of any type)

1st Level: alarm, cure light wounds,disguise self, expiditious retreat, feather fall, summon monster, identify, true strike

2nd Level: align weapon, alter self, barkskin, cat's grace, cure moderate wounds, daze moster, eagles splendor, heroism, invisibility, knock, mirror image, summon moster II

3rd Level: blink, cure serious wounds, crushing despair, displacement, explosive runes, glibness, haste, invisibility sphere, keen edge, phantom steed, remove curse, slow, summon monster III

A Blade max's out at 10th level (3rd spellcast) for now and may not progress further.



Okay - let me know if I got carried away again (although this time I actually had the 3.5 book open lol - so should be a little better)

g'night
 
Last edited:

Remove ads

Top