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SWORDSMAN
Hit Die: d10.
Requirements
To qualify to become a swordsman, a character must fulfill all the following criteria.
Alignment: Any lawful.
Base Attack Bonus: +5.
Feats: Power Attack, Dodge, Combat Expertise.
Skills: Intimidate 4 ranks, Knowledge (Local) 4 ranks.
Special: Must be proficient with at least one sword that can be wielded twohanded. Must be initiated by another swordsman.
Class Skills
The swordsman's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Search (Int), Swim (Str) and Tumble (Dex).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the swordsman prestige class.
Weapon and Armor Proficiency: Swordsmen are proficient with all simple and martial weapons. Swordsmen do not gain proficiency with any armor or shields. Most of the swordsman's abilities are hampered by armor and shields and their order forbids the use of armor and shields, so swordsmen rarely wear armor.
Block Attack (Ex): Once per round, when a Swordsman is hit in combat by a melee attack, he may attempt a block attack (as a reaction) to negate the hit. The hit is negated if your block attack result is greater than the opponent's attack roll. (Essentially, the block attack becomes his Armor Class if it's higher than his regular AC.) The swordsman is only allowed to make block attacks when wielding a twohanded sword and not wearing armor or holding a shield. At level 4 and up, the swordsman is entitled a second block attack each round at a -5 penalty. At level 7 and up, the swordsman is entitled a third block attack each round at a -10 penalty. These extra block attacks must be used against different attacks. The swordsman can only try to negate each attack once.
Twohanded Striking: A swordsman for at least 2nd level is especially trained in wielding twohanded swords, granting him a +1 bonus to all damage rolls with twohanded swords. This bonus increases to +2 at level 5 and +3 at level 8.
Uncanny Dodge (Ex): Starting at 3th level, a swordsman can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a swordsman already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead. Uncanny Dodge only applies if the swordsman is not wearing armor or holding a shield.
Improved Uncanny Dodge (Ex): A swordsman of 6th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. Improved Uncanny Dodge only applies if the swordsman is not wearing armor or holding a shield.
Evasion (Ex): At 9th level and higher, a swordsman can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the swordsman is not wearing armor or holding a shield. A helpless swordsman does not gain the benefit of evasion.
Retaliate (Ex): At 10th level, if a swordsman is able to negate a melee attack using his block attack ability, he is entitled to make an attack of oppurtunity against the creature attacking him, if he is still allowed to make an attack of oppurtunity against that opponent this round. If the swordsman has multiple attacks of oppurtunities (by feats such as combat reflexes), he can still make only 1 attack of oppurtunity against a single opponent, but he is allowed to retaliate against multiple opponents if he manages to negate the attacks of multiple opponents.
EPIC SWORDSMAN
Hit Die: d10.
Skill Points at Each Additional Level: 2 + Int modifier.
Twohanded Striking: The epic swordsman's bonus to damage with twohanded swords is increased by one for every three levels beyond 8th.
Bonus Feats: The epic swordsman gains a bonus feat every three levels higher than 20th.
Hit Die: d10.
Requirements
To qualify to become a swordsman, a character must fulfill all the following criteria.
Alignment: Any lawful.
Base Attack Bonus: +5.
Feats: Power Attack, Dodge, Combat Expertise.
Skills: Intimidate 4 ranks, Knowledge (Local) 4 ranks.
Special: Must be proficient with at least one sword that can be wielded twohanded. Must be initiated by another swordsman.
Class Skills
The swordsman's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Search (Int), Swim (Str) and Tumble (Dex).
Skill Points at Each Level: 2 + Int modifier.
Code:
Table: The Swordsman
Level BaB Fort Ref Will Special
1st +1 +2 +2 +0 Block Attack 1/round
2nd +2 +3 +3 +0 Twohanded Striking +1
3rd +3 +3 +3 +1 Uncanny Dodge
4th +4 +4 +4 +1 Block Attack 2/round
5th +5 +4 +4 +1 Twohanded Striking +2
6th +6 +5 +5 +2 Improved Uncanny Dodge
7th +7 +5 +5 +2 Block Attack 3/round
8th +8 +6 +6 +2 Twohanded Striking +3
9th +9 +6 +6 +3 Evasion
10th +10 +7 +7 +3 Retaliate
All of the following are class features of the swordsman prestige class.
Weapon and Armor Proficiency: Swordsmen are proficient with all simple and martial weapons. Swordsmen do not gain proficiency with any armor or shields. Most of the swordsman's abilities are hampered by armor and shields and their order forbids the use of armor and shields, so swordsmen rarely wear armor.
Block Attack (Ex): Once per round, when a Swordsman is hit in combat by a melee attack, he may attempt a block attack (as a reaction) to negate the hit. The hit is negated if your block attack result is greater than the opponent's attack roll. (Essentially, the block attack becomes his Armor Class if it's higher than his regular AC.) The swordsman is only allowed to make block attacks when wielding a twohanded sword and not wearing armor or holding a shield. At level 4 and up, the swordsman is entitled a second block attack each round at a -5 penalty. At level 7 and up, the swordsman is entitled a third block attack each round at a -10 penalty. These extra block attacks must be used against different attacks. The swordsman can only try to negate each attack once.
Twohanded Striking: A swordsman for at least 2nd level is especially trained in wielding twohanded swords, granting him a +1 bonus to all damage rolls with twohanded swords. This bonus increases to +2 at level 5 and +3 at level 8.
Uncanny Dodge (Ex): Starting at 3th level, a swordsman can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a swordsman already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead. Uncanny Dodge only applies if the swordsman is not wearing armor or holding a shield.
Improved Uncanny Dodge (Ex): A swordsman of 6th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. Improved Uncanny Dodge only applies if the swordsman is not wearing armor or holding a shield.
Evasion (Ex): At 9th level and higher, a swordsman can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the swordsman is not wearing armor or holding a shield. A helpless swordsman does not gain the benefit of evasion.
Retaliate (Ex): At 10th level, if a swordsman is able to negate a melee attack using his block attack ability, he is entitled to make an attack of oppurtunity against the creature attacking him, if he is still allowed to make an attack of oppurtunity against that opponent this round. If the swordsman has multiple attacks of oppurtunities (by feats such as combat reflexes), he can still make only 1 attack of oppurtunity against a single opponent, but he is allowed to retaliate against multiple opponents if he manages to negate the attacks of multiple opponents.
EPIC SWORDSMAN
Hit Die: d10.
Skill Points at Each Additional Level: 2 + Int modifier.
Twohanded Striking: The epic swordsman's bonus to damage with twohanded swords is increased by one for every three levels beyond 8th.
Bonus Feats: The epic swordsman gains a bonus feat every three levels higher than 20th.
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