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Classes
Swordsman
Classes
Swordsman
Swordsmen come from every walk of life. Some are nobles trained in top notch academies while others are self trained delinquents who had to learn how to use a blade in order to live. Whatever their origins, all Swordsmen share one goal. That goal is to perfect the art of their craft.
A Swordsman focuses on the art of the sword. They often seek adventure as a way to test their skills and get along with anyone who can provide them a decent challenge. A balance must be made between offense and defense. A Swordsman knows this better than most. Often they will play defensively until they find an opening then take the offensive.
Philosophies vary on what perfection of swordsmanship is. Thus, as they progress Swordsman carve their own notch setting themselves apart from each other depending on their views. Some choose to strike straight forward with as much power as they can, others choose to be tactical flankers while some will even choose to become a defender of their allies.
Alignment: Any
Hit Die: d8
Class Skills
Acrobatics(Dex), Bluff(Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Local) (Int), Knowledge (History) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Swim (Str).Skill Ranks Per Level: 4 + Int modifier
| Level | Base Attack | Fort | Ref | Will | Special Abilities |
|---|---|---|---|---|---|
| 1st | +1 | +0 | +2 | +2 | Offensive/Defensive Stance |
| 2nd | +2 | +0 | +3 | +3 | Offensive/Defensive Techniques |
| 3rd | +3 | +1 | +3 | +3 | Attack Opening 1d6 |
| 4th | +4 | +1 | +4 | +4 | Offensive/Defensive Techniques, Attack/AC Bonus +1 |
| 5th | +5 | +1 | +4 | +4 | Evasion |
| 6th | +6/+1 | +2 | +5 | +5 | Offensive/Defensive Techniques |
| 7th | +7/+2 | +2 | +5 | +5 | Attack Opening 2d6, Challenge |
| 8th | +8/+3 | +2 | +6 | +6 | Offensive/Defensive Techniques, Attack/AC Bonus +2 |
| 9th | +9/+4 | +3 | +6 | +6 | Uncanny Dodge |
| 10th | +10/+5 | +3 | +7 | +7 | Offensive/Defensive Techniques |
| 11th | +11/+6/+1 | +3 | +7 | +7 | Attack Opening 3d6 |
| 12th | +12/+7/+2 | +4 | +8 | +8 | Offensive/Defensive Techniques, Attack/AC Bonus +3 |
| 13th | +13/+8/+3 | +4 | +8 | +8 | Improved Evasion |
| 14th | +14/+9/+4 | +4 | +9 | +9 | Offensive/Defensive Techniques |
| 15th | +15/+10/+5 | +5 | +9 | +9 | Attack Opening 4d6 |
| 16th | +16/+11/+6/+1 | +5 | +10 | +10 | Offensive/Defensive Techniques, Attack/AC Bonus +4 |
| 17th | +17/+12/+7/+2 | +5 | +10 | +10 | Improved Uncanny Dodge |
| 18th | +18/+13/+8/+3 | +6 | +11 | +11 | Offensive/Defensive Techniques |
| 19th | +19/+14/+9/+4 | +6 | +11 | +11 | Attack Opening 5d6, Neutral Stance |
| 20th | +20/+15/+10/+5 | +6 | +12 | +12 | Offensive/Defensive Techniques, Master of the Sword |
Class Features
Weapon and Armor Proficiency: Swordsmen are proficient with dagger, short sword, long sword, kukri, scimitar, rapier, and great swords. They are not proficient with any armor or shields.
Offensive/Defensive Stance (Ex): At level 1, as a swift action, a Swordsman can switch to an Offensive or Defensive stance. While in an Offensive Stance she gains a bonus to her damage equal to her wisdom modifier. When in a Defensive Stance, she gains a bonus to her AC equal to her wisdom modifier. A stance is dropped whenever the Swordsman switches to another stance, is stunned, prone or unconscious. A Swordsman cannot use a stance properly if they are wearing armor or using a shield due to the restriction of movement.Offensive/Defensive Techniques: As a Swordsman grows in strength they develop and learn new techniques. These techniques can only be used in their respective stances. At every even level, she gains either an Offensive or a Defensive Technique.
Offensive Techniques
Bleeding Cut (Ex): As a full attack, you may make a single attack. Add 1d4 bleed damage to the attack's damage.
Burst of Speed (Ex): As a swift action, a Swordsman may activate this ability. Through sheer force of will, the Swordsman is capable of moving at amazing speed. Treat this as though they were under the effects of a Haste spell. The duration of this effect is rounds equal to her Wisdom Modifier. After Burst of Speed ends, she is fatigued 2 rounds for every round she was under the effect. She can only perform this action a number of times a day equal to 1/4 Swordsman level + 1.
Crushing Charge (Ex): After a successful charge attack on an opponent, they must make a Fortitude save DC 10 + 1/2 swordsman level or be staggered for 1 round.
Dance of Steel (Ex): If the Swordsman is using a single one handed weapon, as part of a full attack, she may make another attack with it as if she was using two weapon fighting.
Hindering Strike (Ex): As a full attack, you may make a single melee attack. If damage is dealt, deal 1d4 dex damage to the opponent.
Momentum (Ex): The Swordsman is able to build upon their last attack. After successfully dealing damage with a melee attack, add another dice equal to her weapon's damage to her next attack. This damage is not multiplied on a critical. This ability is always active in an offensive stance.
Mortal Wound (Ex): As a full attack, the Swordsman can make a single attack against an opponent. The attack deals normal damage except that the wound heals at half of normal whether through mundane or magical means.
One Cut (Ex): As a full attack, make a single strike at your highest attack bonus. For every attack from base attack bonus you could have made this turn other than the first, roll your weapon damage again. Add these to the total after calculating any critical damage.
One Draw One Cut (Ex): The turn you draw a weapon, treat your opponents as flat footed for your first attack.
Severing Void (Ex): As a full attack, the Swordsman is able to cut the air in a way that causes a vacuum effect. This vacuum effect cuts all within the line. Make a single attack roll against all in a 5t/2 swordsman levels. Those you hit take damage as if you had hit them excluding any bonuses from magic weapons. This ability cannot be gained until level 6.
Stunning Strike (Ex): When fighting an enemy who is flat footed, you may declare a stunning strike in place of standard attack. The target rolls a Fortitude Save against your CMB. If they fail they are stunned for one round. This attack does not provoke an attack of opportunity.
Tempest of Steel (Ex): If the Swordsman is using a single one handed weapon, as part of a full attack, she may make another attack with it as if she was using improved two weapon fighting. This technique requires Dance of Steel as a prerequisite.
Well Placed Cut (Ex): As a full attack, a Swordsman is capable of finding and striking a weak point in her opponent's defenses. This attack is a touch attack and bypasses damage reduction. (Only one attack is performed no matter how many attacks per round the Swordsman has.
Defensive Techniques
Back Step (Ex): As a full attack, you may make a single melee strike against an opponent. Afterward, you may take a five foot step directly backwards.
Dance on the Wind (Ex): You are not hindered by difficult terrain. Also, add your wisdom score to Acrobatics checks.
Defend Ally (Ex): Once per round, when a adjacent ally takes damage, you may choose to take half of that damage.
Deflect Arrows (Ex): Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it with your sword so that you take no damage from it. You must be aware of the attack and not f lat-footed. Attempting to deflect a ranged attack doesn’t count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can’t be deflected.
Engage (Ex): Choose an enemy in your threat range. You assume a position to hinder him. You both get a penalty on attack rolls equal to your wisdom modifier against any other target than each other.
Focused Fighting (Ex): As a free action, select a target. You gain +2 Dodge bonus against that target and -2 AC against others this turn. You may not use any abilities that require you to select a target unless the target is the one you chose for this ability.
Hard Body (Ex): Throughout your battles, the lack of armor has made your body tougher. You gain DR 3/- in a defensive stance. This ability has a prerequisite of level 6.
Impassible Defense (Ex): All squares you threaten are considered difficult terrain.
Indomitable Position (Ex): You hold your ground where others might falter. While in a defensive stance, you add your wisdom score to your to your CMD.
Keeping Pace (Ex): Every time an opponent misses you, gain +1 Dodge bonus. This bonus goes away on your turn or the next time you are hit.
Know Your Opponent (Ex): When you are in a defensive stance, once per round when a melee attack would hit you, roll your sense motive. The roll replaces your AC for the attack.
Listen to the Wind (Ex): You gain blind sense in a 20ft diameter when in defensive stance.
Throw Dirt (Ex): As a standard action, you kick or throw dirt into the eyes of your opponent. This only works if the opponent would be capable of being blinded by dirt and there is dirt, sand or something similar available. The opponent makes a reflex save DC 10+ 1/2 your Swordsman levels. If they fail, they are blinded for 1d4 rounds.
No Openings (Ex): When you are in a defensive stance and not flat footed, you are immune to extra damage from critical strikes.
Reactive Posture (Ex): On your turn, you may choose to forgo your bonus to AC from defensive stance in exchange for the ability to make an attack of opportunity whenever an opponent attacks you. This counts for your maximum number of attack of opportunities a turn. You may use this attack for a trip, sunder or disarm attack.
See the Unseen (Ex): You gain blind sight in a 20ft diameter when in a defensive stance. This technique has a requirement of the technique Listen to the Wind.
Attack Opening (Ex): A Swordsman is always looking for an opening. Starting at level 3, while flanking an opponent and/or the opponent is flat footed, attacks by the Swordsman do an extra 1d6 damage. Every 4 levles after, this damage is increased by 1d6. If the target is immune to critical attacks, then this ability cannot be used.
Damage/AC Bonus (Ex): At level 4, the bonus given by your Offensive/Defensive Stances is increased by one. Every 4 levels after, this bonus increases by one more.
Evasion (Ex): At 5th level or higher, a swordsman can avoid damage from many area-effect attacks. If a swordsman makes a successful Ref lex 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 a swordsman is wearing light armor or no armor. A helpless swordsman does not gain the benefit of evasion.
Challenge (Ex): Swordsmen are skilled at convincing an opponent to duel them. As a standard action, you can challenge an opponent that threatens you, has line of sight to you, can hear you, and has an Intelligence of 3 or higher. The challenged opponent must make a Will Save (DC 10 + Cha Mod + ½ your class level). If they fail, they will only attack you until you go unconscious or someone other than you attacks that opponent.
Uncanny Dodge (Ex): At 9th level, a swordsman gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught f lat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A swordsman with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a swordsman already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Improved Evasion (Ex): At 13th level, a swordsman gains this ability. This works like evasion, except that while the swordsman still takes no damage on a successful Ref lex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless swordsman does not gain the benefit of improved evasion.
Improved Uncanny Dodge (Ex): At 17th level and higher, a swordsman can no longer be f lanked. This defense denies a rogue the ability to sneak attack the swordsman by flanking her, unless the attacker has at least four more rogue levels than the target has swordsman levels. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to f lank the character.
Neutral Stance (Ex): At 19th level, a swordsman's stance is no longer percievable. All non passive offensive/defensive techniques may be used in both Offensive and Defensive Stances.
Master of the Sword (Ex): Treat all swords, daggers and kukris a swordsman uses as one size larger. Also, all such weapons gain a non magical +1 enhancement that stacks with magical enhancements while in the use of a swordsman.
Author's Note: Please leave me feedback on this. Any comments would be gladly accepted.
| Additional Ratings |
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| Balance: |
( 23 Votes ) |
| Utility: |
( 18 Votes ) |
| Clarity: |
( 17 Votes ) |
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