Full Game: Land of the Seven Realms, Glossary and General Background


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The Blademaster

Here is the Prestige Class, as promised.

The Blademaster

Blademasters are a legendary band of swordsmen from Al’Kar. They are renowned for their dedication to the art of the blade, and for their devotion to the defeat of evil users of the arcane arts. The came into existence during the Reign of Darkness, when the Towers of Sorcery rose above the cities of the land, and the tribes were groaning under the tyrannical of their sorcerous overlords. A warrior of the Nedor clan, whom the blademasters refer to as “The First,” rebelled against the Sorceror King that oppressed his people. The legend says that he fled to the Tomb of Turik, deep in the Mountains of the Moon, when the Sorceror destroyed his rebellion with negligent ease. Turik himself revealed the secret of the Blade Bond, and taught the rebel the art of forging a blade. Armed with this new weapon, and new hope, The First Blade returned to the Nedor, and taught others. The resulting war lasted a generation, and The First Blade did not live to see it’s end. But the Towers fell, and the Sorceror Kings fell with them. The blademasters have carried on this tradition for centuries, from the Tower of the Blade, in the shadow of Mountains of the Moon. Evil arcane casters are their foes, especially those who use their talents to oppress those who are helpless to stop them.

Hit Dice: d10

Requirements

To qualify to be a blademaster, all the following criteria must be met.

Proficient with swords
Base Attack Bonus +7
Alignment: LG, NG
Feats: Weapon Focus: Any sword, Expertise, Iron Will
Craft: Weaponsmith 5 ranks
Concentration 5 ranks
Special: A Blademaster must be initiated into the Order of the Blade, and sponsored by a current member.

Class Skills: As fighter, with the addition of Concentration (CON), Knowledge (Arcana) (INT), and Spellcraft (INT)

Blademasters are proficient with all martial weapons, and with all armor types. However, if they wear greater then light armor, they cannot use the Blade Trance ability.

Skill points per level: 4 + INT bonus
Base Attack Bonus: +1 per level
Saves: All saves are “good”

1st Blade Bond +1, Fighter Bonus Feat, Magic Sense
2nd Blade Trance 1x per day
3rd Spell Strike 1x per day, Fighter Bonus Feat
4th Blade Trance 2x per day
5th Blade Bond +2, Fighter Bonus Feat
6th Spell Strike 2x per day, Blade Trance 3x per day
7th Just Retribution, Fighter Bonus Feat
8th Blade Trance 4x per day
9th Blade Bond +3, Spell Strike 3x per day, Fighter Bonus Feat
10th Final Justice, Blade Trance 5x per day

Blade Bond: A Blademaster forges his own blade, and is bound to it, body and soul. The Blademaster receives the listed bonus to hit and damage with a sword that he has personally forged. This bonus is an insight bonus, and therefore stacks with magical bonuses that might also apply. The Blade Bond bonus also counts as a level of enchantment for purposes of defeating DR, and similar determinations. If a Blademaster’s Bound blade is destroyed, he immediately suffers two negative energy levels, with a DC of 25 to avoid loss of level if they are not removed magically. This is an extraordinary ability.

Magic Sense: The Blademaster has a continual detect magic effect. This always allows him to see magical emanations. He can concentrate on an object or person for the requisite time, and gain the information a detect magic spell can offer with continued observation. (see spell description for details) This is a supernatural ability.

Blade Trance: When using his bonded blade, the Blademaster can go into a Blade Trance, drawing on the mystic bond between himself and his weapon. While in this Trance, he receives his Wisdom bonus as an insight bonus to armor class and all saving throws. The Blademaster also gains the benefits of the Combat Reflexes and Blindfighting Feats, while in Trance. To begin the trance, he must make a Concentration check (DC 15), as a standard action. Each round the Trance continues, he must make a new Concentration Check to continue the trance. The trance can continue for a maximum of 3 rounds + Wisdom bonus. The wearing of any armor beyond light makes this ability unusable, as the blademaster is unable to react as fast as he must to utilize the Trance's benefits. This is an extraordinary ability.

Spell Strike: When using his bonded blade, the Blademaster can use his ability to sense magic and his bond with his blade to literally cut the magical energy of a spell, destroying it. This can be used in two ways. First, it can be used defensively. When a spell is cast at the Blademaster directly, he may, as a free action, make a spellcraft check to determine what the spell is. If the spellcraft check succeeds, he may strike the spell, rolling 1d20 + his Blademaster level + Wisdom bonus against the spell’s caster level +10+ any spell focus the caster may have with that spell. If the Blademaster is successful the spell is lost, and never takes effect. The second use is offensive. When the Blademaster strikes a target in melee, he may declare a Spell Strike, and in addition to any normal melee damage, the strike is also treated as a dispel magic cast directly on the target, using the Blademaster level as the level of the dispeller. This is a supernatural ability

Just Retribution: Once per day, the Blademaster may turn an evil caster’s spell back on it’s source. This is a free action, and the spell need only include the Blademaster in it’s area of effect. The Blademaster must succeed at a Concentration check (DC 20) to perform this action. The spell’s area effect, if any, is then centered on the caster, and all relevant saving throws, SR, etc, apply. This is a supernatural ability.

Final Justice: This ability is what makes Blademasters so feared by even the most powerful of evil arcanists. Any evil arcanist slain (brought to –10 hit points) by a Blademaster who has achieved this ability is utterly destroyed. He may not be brought back by any means, and this applies even to the undead. Liches and vampires do not rise again when this ability is used against them. This is a supernatural ability.
 
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Oh my, that's a very... powerful... prestige class.

OK, a few questions before I work too far on this character:

(1) What sort of post turnaround are you looking for here? I don't want to end up bogging people down. :)

(2) Any thoughts on Knowledge/Profession skills that might be useful to a caster in your world?

(3) Spells. Any spells past the standard two-per-level via prior adventuring, or only via the standard pay for a scroll and scribe it method?

(Edit) (4) Magical Item Crafting. Do we have a minor amount of XP to spend? (A 5th-level wand of missiles would be nice for those sticky situations, as a thought.)

LL
 
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Quick question...

I'm interested as well, since I'm well on the way to becoming a PbP addict, and wanted to submit a dwarven priest. Which lands would be the best for him to come from?

Also, if possible, I'd like to use some of the crafting rules from the Heroes of High Favor when crafting his armor and weapons.

Thanks in advance, and can't wait to get the okay to start on the char...

Badger
 

They are indeed rather formidable. Some of what they can do with a blade is simply scary. However, becoming one is fairly difficult, and the more powerful aspects don't really come into play until after 10th level.

As an illustration, before the single blademaster in my home game could join the order, he, and the rest of the party, had to:

1) Destroy a necromantic cult, taking up three months of play sessions.

2) Convince a blademaster that the character was honorable enough to be considered. (This took considerable roleplay and sacrifice, over several sessions.)

3) Travel to the Tower of the Blade, which was a fairly epic task in and of itself.

As for your question, 500 xp can be spent on making magic items, the associated monetary costs must come out of your initial allotment of gold.
 

Badger, welcome.

Unfortunately, I don't have those rules at hand.

With that in mind, I'd rather stick to what's in the Core Rules for now.

As far as a Dwarven Priest, Kythraen, Nordheim, or Mordwyr would be the most likely places for him to hail from.

Lazarus, as far as posting frequency, my thought, at least initially, was posting every other day, roughly.

But that's not meant to put pressure on folks, real life rules, after all.
 

Edited Blademaster

Heh, when I typed the Prestige class in from my notebook notes, I missed the "light armor" limitation on Blade Trance.

~mutters to himself, pondering the sheer evil of plate clad paladins wandering around chortling with all the extra goodness of Blade Trance too~
 

Crafting Question...

Is there a gp limit on what we can do with crafting our own gear? The basic idea I have for the priest is that they take great pride in living and dying by the strength of their crafts. Hence, he would only fight with a blade of his own crafting and wear armor of his own crafting.

No prob on sticking to the core books at all.

Thanks and I will get a rough idea of the char to you as soon as I can, and will finish him completely after my shift today.

*kicking himself for leaving the books at the house*
 

As far as crafting magical items is concerned, the 3000 gp "market value" per item limit still applies, as does the 500 xp limitation.

Otherwise, if it's a mundane item, and your character has the skills to craft it, pay for the materials as outlined in the craft skill description in the PHB.
 

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