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: Improved Initiative, 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 and Retaliate 1/round, Detect Chaos
2nd +2 +3 +3 +0 Damage Reduction 1/-
3rd +3 +3 +3 +1 Uncanny Dodge, Dodge Bonus +1
4th +4 +4 +4 +1 Block and Retaliate 2/round
5th +5 +4 +4 +1 Evasion
6th +6 +5 +5 +2 Improved Uncanny Dodge, Dodge Bonus +2
7th +7 +5 +5 +2 Block and Retaliate 3/round
8th +8 +6 +6 +2 Damage Reduction 2/-
9th +9 +6 +6 +3 Dodge Bonus +3
10th +10 +7 +7 +3 Block and Retaliate 4/round, Damage Reduction 4/-
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 and Retaliate (ex): On a swordsman's initiative he can choose a single opponent. When that opponent attacks the swordsman with a melee attack, the swordsman has a chance to block it (regardless of if it hits, or misses). If the swordsman's to-hit roll exceeds his opponents to hit roll, he successfull blocked that attack, which inturn negates any damage the attack may have caused. Furthermore Blocked attacks throw off the opponent and open an AoO for the swordsman against that opponent. At level 4 the swordsman can block the same opponent twice in a single round, three times at level 7 and a maximim of 4 times at level 10. Each block after the first suffers an additional -3 'to-hit' (+0 first attack, -3 second, -6 third, and -9 forth). These block attacks must be used against different attacks from the opponent, thus only one block per attack can be attempted. A swordsman can only use Block Attack if he is wearing no armor, not holding a shield, and using a two-handed sword.
Detect Chaos (Ex): The swordsman has the ability to detect the inhenant chaos of an individual. His This ability is exactly liek the spell of the same name except that the Swordsman can do it at will if he takes at least a minute to study the individuals movements, actions and behaviors. It only works on humanoids, for the swordsman must be able to read the creatures body language and facial expressions, and can not do so to creatures alien to himself.
Damage Reduction (Ex): At 2nd level, a Swordsman gains damage reduction. Subtract 1 points from the damage the Swordsman takes each time he is dealt damage. At 8th level, this damage reduction rises to 2/–, and at level 10, this damage reduction raises to 4/-. Damage reduction can reduce damage to 0 but not below 0.
Uncanny Dodge (Ex): Starting at 3rd 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. Uncanny Dodge only applies if the swordsman is not wearing armor or holding a shield.
If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).
Improved Uncanny Dodge (Ex): At 5th level, Swordsman can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the Swordsman. The exception to this defense is that a rogue at least four levels higher than the Swordsman can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Dodge Bonus (Ex): The Swordsman gains a +1 dodge bonus to AC at 3rd level. This bonus increases to +2 at 6th and +3 at 9th. This dodge bonus can only effect one opponent and stacks with the Dodge Feat. If used in conjunction with the Dodge feat, the same opponent must be picked.
The Swordsman loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, when she carries a medium or heavy load, or using a weapon besides a two-handed sword.
Evasion (Ex): At 5th 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.
EPIC SWORDSMAN
None
In order to reach the next level in Swordsman, the Swordsman must challenge a Swordsman of the next higher level and beat them in drawing blood 3 times to be able to advance. If they do not, then they can advance as either a fighter or other class, but not as a Swordsman.
What do you think?
Editted to add Damage reduction to level 10, because on other PrC I've looked at, there seemed to be something great at level 10 to drive characters to it. This one did not offer as much. Did I over do it? Would DR 3/- be better, or should I just leave it out? I'm thinking I should just leave it out, but would like your opinion on the matter.