I saved this off of the WotC boards over two years ago. I didn't write it, I'm just the messenger. However, the original poster included a requirement of Str and Con +15, which I removed because you don't put those in PrCs. Also, to bring it into balance, you may want to remove some of the extra feats.
Badass by Zeroed
You are the giant among the crowd, the fearsome brute, the dreaded hulk. You are that rugged, square-jawed mountain of muscles that fears nothing and no one. You handle the rough stuff like no other. You are tough and you know it. You are a badass...
Badasses are generally tall and massive individuals, bigger and stronger than their counterparts. They are mostly males, though female badasses are not unheard of. Barbarians and fighters make the best badasses, but rangers, warriors (NPC class) and rogues are also quite common. Badasses from other classes are possible, though rather rare indeed. Monsters such as orcs, bugbears, ogres and some of the more aggressive giants are also known to favor this prestige class.
Hit Die: d12
Requirements
Base Attack Bonus: +7
Feats: Power Attack, Cleave, and one feat among those five: Great Cleave, Great Fortitude, Toughness, Iron Will or Skill Focus (Intimidate).
Intimidate Skill: 5 ranks.
Class Skills
The badass class skills (and the key ability for each skill) are:
Intimidate (Cha), Climb (Str), Jump (Str), Spot (Wis), Listen (Wis).
Skill points at each level: 2 + Int modifier.
LvL...BAB....Fort...Ref...Will....Special
1......+1......+2....+0....+0......Extra Feat
2......+2......+3....+0....+0......Special Ability
3......+3......+3....+1....+1......Extra Feat
4......+4......+4....+1....+1......Special Ability
5......+5......+4....+1....+1......Extra Feat
6......+6......+5....+2....+2......Special Ability
7......+7......+5....+2....+2......Extra Feat
8......+8......+6....+2....+2......Special Ability
9......+9......+6....+3....+3......Extra Feat
10....+10.....+7....+3....+3......Special Ability
Class Features
Weapon and Armor Proficiency: Every badass becomes proficient with all simple and martial weapons, with all types of armor and shields.
Extra Feat: At the first, third, fifth, seventh and ninth level, you receive an extra feat. You must choose that feat in the list of feats below, as long as you meet its requirements.
Feats:
- Close-Quarters Fighting (S&F p.5)
- Death Blow (S&F p.6)
- Dirty Fighting (S&F p.6)
- Endurance (PHB p.82)
- Fist of Iron (S&F p.6)
- Great Cleave (PHB p.82)
- Great Fortitude (PHB p.82)
- Improved Bull Rush (PHB p.82)
- Improved Disarm (PHB p.83)
- Improved Overrun (S&F p.7)
- Improved Sunder (S&F p.7)
- Improved Trip (PHB p.83)
- Improved Unarmed Strike (PHB p.83)
- Iron Will (PHB p.83)
- Knock-Down (S&F p.7)
- Large and in charge (S&F p.61)
- Monkey Grip (S&F p.7)
- Power Lunge (S&F p.8)
- Remain Conscious (S&F p.9)
- Skill Focus (class skills only, PHB p.85)
- Sunder (PHB p.85)
- Toughness (PHB p.85)
- Weapon Focus (PHB p.86)
- Any other feat that the DM deems suitable...
Special Ability: At the second, fourth, sixth, eighth and tenth level, you receive a special ability. You must choose this special ability in the list below, as long as you meet its requirements.
Brutal Strike (Ex)
Prerequisite(s): Power Attack, Base Attack Bonus: +11.
On every attack, you may add a +1 bonus to either your attack roll or your damage roll, but not to both. You must declare where this bonus apply at the start of your action. You may take this extraordinary ability more than once, in which case the bonus increases by one each time it is chosen. This bonus cannot be divided in any way between your attack and damage roll; it must apply entirely to either one of them.
Crush the Weak (Ex)
Prerequisite(s): Brutal Strike, Strength 19+, Base Attack Bonus: +13.
Getting rid of pestering nuisances is a good thing. Every time you make a successful attack roll against a foe with 1 HD or less, your attack is automatically considered to be a Coup de Grace. Furthermore, once per day for every two badass prestige class levels, you can do the same thing with a single successful attack against an opponent with more than 1 HD, but less than half your total amount of HD (rounded down). Undeads, constructs, elementals and any other type of creatures immune to critical hits are immune to this ability. You cannot choose this extraordinary ability more than once.
Damage Reduction (Ex)
Prerequisite(s): None.
You have the ability to shrug off some amount of injury from each blow you receive. You can subtract two from the damage you take each time damage is dealt to you. You can take this special ability more than once, in which case the damage reduction increases by two each time it is chosen, up to a maximum of three times only. This extraordinary ability does stack with the barbarian’s damage reduction or with any other similar damage reduction for that matter.
Fearless (Ex)
Prerequisite(s): Iron Will, Base Will Bonus: +3.
You are so confident in your strength and your abilities that you become virtually fearless. Every time you suffer from a fear effect of some kind, the resulting state of fear will be reduced in some way. So, if the result makes you panicked or cowering, you become shaken instead. Likewise, if the result brings you to be frightened or shaken, you suffer no penalties whatsoever. You cannot choose this extraordinary ability more than once.
Frightful Presence (Ex)
Prerequisite(s): Charisma 13+, Intimidate Skill: 9 ranks.
People fear you. In fact, you can unsettle foes with your mere presence. Every creatures with half your amount of HD (rounded down) or less, within 20 feet of you, must make a Will saving throw at DC 10 + half your total amount of HD + your charisma modifier or be shaken (or frightened if they have 1 HD or less) for 2D6 rounds. When this duration expires, they do not need to roll another Will check, unless they leave the 20-foot radius area and come back within it later. If they leave the area while they are still shaken (or frightened), they will remain in this state for the normal duration, but they must make another Will check if they come within 20 feet of you again. A successful saving throw makes the creature immune to your frightful presence for one day. Your allies are immune to this effect. You can choose to remove this fear effect by adopting a less threatening demeanor, though creatures might still feel uneasy around you. This fear effect works only against creatures with an intelligence of 4 or more (mindless undeads, some animals and most constructs are immune) and works only if they can see you (a hidden or invisible badass does not frighten anyone). A creature one size category larger or more than you is also immune to this fear effect. You cannot choose this extraordinary ability more than once.
Greater Fortitude (Ex)
Prerequisite(s): Great Fortitude, Constitution 17+, Base Fortitude Bonus: +9.
With this ability, you cannot be affected by the residual damaging effect of certain spells and special abilities. Every time you roll a successful Fortitude check and that you would normally still be harmed in some way (whether from normal damage, ability drains, negative levels, etc.), you do not receive any of it. You cannot choose this extraordinary ability more than once.
Shake off the Wounds (Ex)
Prerequisite(s): Damage Reduction, Constitution 19+, Base Fortitude Bonus: +11.
You are so used at getting cuts and bruises that your body has hardened to the point where you may soak up the damage entirely. Each time you receive a normal melee or ranged attack, you must first subtract your damage reduction bonus to the amount of damage you receive. Then, if you still suffer damage, you can make a Fortitude saving throw at a DC of 15 + that remaining amount of damage. If you succeed, you suffer no damage: the blow is just a flesh wound, but you can still suffer from the effect of poisons (in which case another Fortitude roll is required, as usual). If you fail, you receive the remaining amount of damage to your hit points as you would normally. You cannot shake off a critical hit, nor can you shake off the extra damage of a sneak attack. You cannot shake off the damage from a spell or a special ability. You can shake off the damage from a magical weapon, but not the extra damage from a special enhancement such as holy, flaming, frost, wounding, etc. Your damage reduction, however, still applies to any damage you could not soak with this special ability. You cannot choose this extraordinary ability more than once.
Supreme Cleave (Ex)
Prerequisite(s): Great Cleave, Base Attack Bonus: +11.
You may take a 5-foot step between each attack you make while using the cleave or great cleave feat. You cannot choose this extraordinary ability more than once.
~~~~~~~~~~~~~
And the other one I pulled off Monte Cook's boards after a PrC contest for the best blade-oriented PrC. This was among the entries.
~The Grand Blade~ by Renius Moiril
Some swordsmen prefer to develop a fighting style involving quick feints and probes with a lighter weapon. Other swordsmen might decide to use a style that incorporates an equal portion of defense and attack using a shield in conjunction with a weapon. The grand blade however tosses all of the above to the wind and just uses the biggest frickin’ sword possible! The grand blade is a soldier that learns how to use every aspect of his chosen weapon and learns how to exploit the weaknesses of his enemies. The few warriors who take up the grand blade style typically hires out their services as elite guards. One who can often frighten away his employer enemies on sight of the massive blade he carries. Those who don’t run usually don’t live long enough to fully appreciate the versatility of the grand blade.
If you use any weapon other then your chosen sword, you can use none of the special abilities of the prestige class. This does not mean however that the sword you chose when you first became the grand blade needs to be your chosen sword forever. If your original chosen sword is lost then you can choose another sword of the same type to be your new chosen sword.
Hit Die: d10
Requirements
To qualify to become a Grand Blade, a character must fulfill all the following criteria:
Base Attack: +5
Intimidate: 4 Ranks
Jump: 4 Ranks
Proficiency: Chosen sword*.
Weapon: Masterwork version of chosen sword
Feats: Weapon Focus (chosen sword), Weapon Specialization (chosen sword), Power Attack, Cleave, Expertise.
*The chosen sword must be a slashing type and be one size category larger then your character.
Base Attack Bonus: As Fighter
Base Save Bonus: As Fighter
Class Skills
The Grand Blade’s class skills (and the key ability for each) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), and Swim (Str). See Chapter 4: Skills in the Players Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
Eschew Heavy Armor and Shields: The grand blade style requires some modicum of mobility to go along with the large and heavy weapon the grand blade has chosen to specialize in. As such for the grand blade can only wear medium or light armor. In addition the Grand Blade cannot use shields with this style. You can use none of the special abilities of the prestige class while wearing heavy armor or using a shield any kind of. If a Grand Blade takes the feat Monkey Grip (S&F) he still cannot use shields without incurring the penalties to his abilities. Carrying a heavy load is okay.
Great Cleave: At 1st level, the grand blade receives this feat for free.
Intimidating Cleave: At 2th level, once per round, after dropping an opponent in combat the character may, as a free action, make an Intimidation check against one opponent within 20 ft. The opponent must succeed at a Will save (DC = the character’s Intimidation check) or become shaken. Shaken characters suffer a -2 moral penalty to attack rolls, saves, and checks. This is a mind effecting, extraordinary ability and opponents that cannot see the character are immune. The fear effect lasts for 3 rounds plus the grand blade’s Charisma modifier (always at least 1).
Weapon Familiarity: At 3rd level, a grand blade becomes so familiar with large blades that he can advance to the next stage. Henceforth the grand blade may choose a new chosen sword that is two size categories larger then him and wield it with two hands without penalty. The grand blade is automatically proficient with the new chosen sword. The next step sword must be wielded two handed or not wielded at all. The sword progression is thus: Longsword -> Bastard Sword -> Greatsword -> Huge Greatsword/Fullblade (2d8 damage) -> ???
Brutal Cut: At 4th level, you’re become increasingly familiar with your weapon and gain the ability to make a debilitating cut. When you perform the full attack action, you can give up your regular attacks and instead make one precise melee attack at your full base attack bonus against one opponent that deals 1d4 points of Constitution damage in addition to normal damage. You may use brutal cut once per day for every three levels of grand blade you have attained. Creatures without a Constitution score are unaffected by Brutal Cut.
Flat-Edged Bash: At 5th level, the grand blade can take the full attack action, give up his regular attacks and instead make one attack at your full base attack bonus against one opponent, the attack deals damage normally, except the damage becomes bludgeoning damage, in addition the opponent must make a Fort save (DC 12 + Strength mod) or be stunned until their next turn. Flat-Edged Bash does not stun creatures that cannot be stunned normally.
Artery Stab: At 6th level, the grand blade learns how to strike at the vital areas of the body. Taking the full attack action, you can give up your regular attacks and instead make one attack at your full base attack bonus against one opponent, the attack deals normal damage normally, except the damage becomes piercing damage, in addition the target is wounded as described in the DMG. Multiple Artery Stab successes result in cumulative bleeding loss. The grand blade can only use Artery Stab on humanoids and creatures whose anatomy (or at the very least weak points) he is familiar with (DM's discretion). Artery Stab does not inflict wounds to creatures not normally susceptible to wound damage.
Jumping Slash: At 7th level, the grand blade can make an especially dangerous charge attack: the Jumping Slash. While wielding his chosen blade on a charge attack the grand blade can leap into the air and come down in a huge downward cut, dealing massive damage but leaving himself wide open. During a charge a grand blade can choose to make a Jump check (DC 25), if he succeeds then he gains the +2 bonus to attack (as per normal charge), if you score a hit you do not roll dice to determine the damage. Instead you figure the normal maximum damage (not a critical hit) you can inflict with that weapon and do that much damage to the target.
Assume you use a greatsword and possess 17 Strength. A greatsword does 2d6 damage, so its maximum damage is 12 points. Your Strength modifier is +3, and because you use a greatsword two-handed you multiply your modifier by 1.5 to get a +4 bonus to damage (after rounding down), so add that for a total of 16 points of damage. Additional damage, such as from using the Power Attack feat (following all the rules for it normally) and the Flaming magical weapon ability is determined normally; they are not maximized. You cannot use the sneak attack ability with Jumping Slash. This ability cannot be used when you roll a successful critical hit. If the grand blade doesn’t make the check then he charges normally. Regardless of whether he succeeds or fails the grand blade takes the normal -2 penalty to AC but is also considered flat-footed (denied Dex to AC) until his next turn.
Momentum: At 8th level, determine the standard critical multiplier for your weapon of choice. With this ability, you can increase that multiplier by +1. For example, the greatsword has a critical multiplier of x2. Using this ability, you can increase the multiplier to x3 (2 + 1 = 3). You must declare the use of this ability before you roll any damage dice. You may use this ability 3 times a day.
Reaching Blade: At 10th level, the grand blade has mastered the attack capabilities of his weapon. Henceforth, when a grand blade uses his chosen sword it is treated as a reach weapon. You can strike opponents 5 feet farther away then you used to be able, (ex: With Reaching Blade, a Small or Medium Grand Blade can strike opponents 10 feet away while a Large (Tall) Grand Blade can strike opponents 15 feet away, etc). In addition, unlike other weapons with reach, the grand blade can still strike opponents adjacent to him. This is an extraordinary ability that draws an attack of opportunity