The Holy swordsman!

Tidus4444

First Post
I created a presitge class, that is probably broken, based off of Agrias from Final Fantasy Tactics. Wanna know what you guys think.

Holy Swordsman:
Prerequisites: BAB +5, Weapon focus: (any sword), Power Attack, Cleave, 4 ranks in Knowledge (arcana)
HD: d10

BAB Fort Ref Will special abilities
+1 +2 +0 +2 Stasis Sword
+2 +3 +0 +3 Split Punch
+3 +3 +1 +3 Crush Punch
+4 +4 +1 +4 Lightning Stab
+5 +4 +1 +4 Holy Explosion

Note all of the Holy Swordsman’s swordskills require a sword to be wielded in order to be used. You may use these abilities equal to your charisma modifier+ level of Holy Swordsman

Stasis Sword: A white blue ethereal sword comes out from under the ground, dealing 5d6+ 1d6/ level of Holy Swordsman magical damage. Reflex save for 1/2 damage, DC equal to 10+cha+Holy Swordsman level. Requires a successful touch attack (ranged or otherwise). 50 ft. range.

Split Punch: A dark red ethereal sword rips out of the ground, dealing 3d8+ charisma modifier of magical damage. Requires a successful touch attack. Range: 50 ft.

Crush Punch: The Holy Swordsman focuses her entire energy on one spot, causing a burst of energy to deal 1d10 per charisma modifier of magical damage. For example, a person with 18 charisma would deal 4d10 damage. Requires a successful touch attack. Range: 50 ft.

Lightning Stab: The holy swordsman calls down several bolts of lightning using her sword, dealing 1d6/ level (max 15d6) (all levels, not just Holy Swordsman) of lightning damage. Relfex 1/2, DC= 10+cha+holy swordsman level. Damage is done in a 15x15 cross as pictured below. Requires a touch attack. Range: 50 ft.

X
X X X
X

Holy Explosion: The holy swordsman focuses all her energy on her sword, and then calls down a burst of light to deal 1d12 if damage per charisma modifier in a line, similar to a Dragon’s breath weapon. The damage is divine. Requires touch attack. Range: as a dragon’s breath attack.
 
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Blah! I can't seem to get the cross or the table to look like what it's supposed to look like! the cross is supposed to have three Xs going down, 3 going sideways, intersecting at the middle, like, well, a cross. The table is fairly easy to figure out, though it doesn't look like the way it should.
 

I did something very similar quite some time ago, based more on Orlandu (more options). Without posting the whole thing, here are a few things I did differently:

-As near as I can tell, your sword skills are unlimited use, every round. For the sake of the source material, I kept mine as unlimited use, but made it so that you had to wait 1d4 rounds after using one before using another (like a breath weapon).

Edit: missed that line. Though it is more powerful overall, I still like my method of unlimited use but making them wait between uses. Less powerful in any single encounter, makes them change up tactics. :)

-To give the abilities more flavor, add in the status effects from the game. Stasis sword paralyzes for 1d4 rounds, lightning stab may deafen those affected, crush punch deals low damage but may cause instant death. I had all these effects depending on secondary saves - for example, stasis sword had a fort save to negate the paralyzation. I see that I didn't have a primary "ref half" save on any of them, but if I were to rewrite it today I'd probably add it.

-I had "ability to cast 1st level divine spells" and just weapon focus (not specialization) in the prereqs. Deviating a little from the game there, but it makes it much more attractive to paladins (which seems like it should be the 'ideal' entry class).

--Impeesa--
 
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Note all of the Holy Swordsman’s swordskills require a sword to be wielded in order to be used. You may use these abilities equal to your charisma modifier+ level of Holy Swordsman

Do you mean for these uses to be per ability, or split up.

I like your conversion, though, Tidus, although it may be a bit overpowered. If you're interested, there's a mass FF conversion to d20 in the Conversions forum found here.

Also, Impeesa, would you mind posting your version on the boards, I'm curious to see how some one else would do it :)
 

I mean split up. So a lvl 2 holy swordsman with 18 cha can either use 7 Stasis Swords, 7 Split Punches, or 3 Stasis Swords and 4 Split Punches. I'll also consider changing around the feat reqs. I want ti to be open to all Fighters, so... Since these abilities seem to be Arcane in nature, I think I might add an arcane requirement. Knowledge: (arcana) maybe?

And I've been considering adding the status effects. I can't decide whether to make it a flat percentage chance, or an easy save. 5-15 percent or maybe a DC 7 or 8 save? I don't remember it happening very often in the game. Oh, and I'd love to see your Orlandu version.
 
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I like the PrC quite a bit - you should read my Fighter "spells" thread - it's similar in nature and power, just feat-based instead of PrC.

I'd prefer the abilities to be a tad more unique from each other - definately adding it a different effect with each, or some, would be an improvement.

Stasis Sword seems overpowered compared to some of the other abilities.
 

Here it is... I've revised it a bit for balance and such, I'm feeling too lazy at the moment to tidy up the formatting for the boards (it looks nice in wordpad ;)). The only ability that has been left out is Blastar Punch (subsumed by Icewolf Bite).

I'm a bit concerned about the power level still... it's not very attractive as a cherry picking class (in fact, for the first few levels it kind of sucks), but I think it might increase in power too quickly towards the high end (and particularly in epic, unless it were to have a bizarre epic progression).

And did I kill this topic or something?

Holy Swordsman Prestige Class

Class Base Atk.
Level Bonus Special
1st +1 Holy Sword, Sword Skill
2nd +2
3rd +3 Sword Skill
4th +4
5th +5 Sword Skill
6th +6
7th +7 Sword Skill
8th +8
9th +9 Sword Skill
10th +10

Requirements:
Feat: Weapon focus (any Sword)
Base Attack Bonus +7 or higher
Alignment: Any non-evil
Ability to cast 1st level divine spells

HD: d10
Good saves: Fort, Will.

Holy Sword (Su): A Holy Swordsman gains the ability to use a Holy Avenger (and other similar weapons) to its full potential as if he were a paladin.

Sword Skills (Su): At first level, and every second level thereafter, the Holy Swordsman chooses one sword skill from the following list. All of these take a standard action to use, and the save DC, where applicable, is 10 + base attack bonus. Level always refers to the class level of the swordsman. Each one is a supernatural effect, focused through the sword, so while it is not a melee attack in any way, it requires the Swordsman to have a sword in hand. Like a dragon's breath weapon, each technique is unlimited in use, but the Swordsman must wait 1d4 rounds after using one before using another Skill.

Stasis Sword: Does 1d6 per level (ref half), and opponent must make a fortitude save to avoid being paralyzed for 1d4 rounds. Range is 10' per level.

Split Punch: Does 1d8 per level (ref half), and causes an effect similar to a sword of wounding (target takes 1 point of temporary con damage from blood loss, fort negates). Range is 10' per level.

Crush Punch: Does 1d4 per level (ref half), and target must make a fortitude save or die instantly. This is a death effect, and does not work on a target that is naturally immune to criticals (undead, constructs, etc). Range is 5' per level.

Lightning Stab: Does 1d12 per level within a 5' radius from the target, each target makes two saves: Ref. save for half damage, and a fortitude save to avoid being deafened. Range is 10' per level.

Holy Explosion: Does 1d10 per level (ref half) to every target in a straight line out from the swordsman in the chosen direction, each target must make a will save or become confused. Maximum length of line is 15' per level.

Shellburst Stab: Does 1d8 per level, destroys any non-magical armor
worn by target. Magical armor is only destroyed if the caster level is less than the Holy Swordsman's class level. Ref negates, and the attack also does no damage if the armor cannot be destroyed or the target is wearing no armor. Range is 10' per level.

Hellcry Punch: Does 1d8 per level, destroys a randomly selected non-magical weapon or shield being wielded by the target. Magical weapons and shields can also be destroyed if their caster level is less than the Holy Swordsman's class level. Ref negates, and the attack also does no damage if the selected weapon or shield cannot be destroyed or the target is not wielding any weapons or armor (natural weapons cannot be destroyed). Range is 10' per level.

Icewolf Bite: Does 1d8 per level, and one random magical item worn is destroyed (i.e. amulets, bracers, etc. Arms and armor do not count, and neither do scrolls and such stored in a pack) so long as its caster level is less than the Holy Swordsman's class level. Ref negates, and the attack also does no damage if the target is not wearing any valid magical items or the selected item cannot be destroyed. Range is 10' per level.

Dark Sword: Does 1d8 per level (fort half), Swordsman heals equal amount. Range is 5' per level.

Night Sword: Target makes a will save or loses one spell slot of the highest level they have available (up to a maximum level equal to the Swordsman's class level), and the Swordsman regains a spell slot or prepared spell that has been used (up to a maximum level of one lower than the spell drained). Range is 10' per level.

--Impeesa--
 
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Hrm, very interesting Impeesa. Perhaps instead of just picking all those skills separately, change it so that there are three "trees" of sword manuevers, perhaps in the order of how much it cost in JP to get them in FFT. Course, more dark abilities would probably need to be added to make things fair, I can think up a few of my self if you're willing to do this. (Prolly be nice to have 5 of each list) Epic progression can have 1 sword skill per 3 levels, perhaps.

I would consider some of the more powerful abilities to have a modifier to the 1d4 rounds ability, as well. And perhaps, some of them, like Crush Stab should perhaps have it's DC be like 5+BAB from the start-or at least note its a death effect.

For the "Bite" attacks, keep Blaster Punch, just change it so that the Holy Swordsman may make a normal sunder attack at range, just for diversity.

Other comments later, possibly, I like it, though :)

Edit-If you don't mind Impeesa, I'd like to work off your version to create my own. it'd prolly be mostly similar, with added effects, hopefully true to the FF line (Shadow wave from FF II-Japan version- for instance added on to the Dark list of skills), and probably an extra where the Holy Swordsman would have to make a Fort save each time he used an ability (DC 10 or 15, increases by 1 for each sword skill used in battle) or become fatigued-or if fatigued, exhausted to help balance things.
 
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