Heavy Blade (3.5e Class)

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Heavy Blade[edit]

A heavy blade has devoted his whole life to the sword. They are (Unfortunatly) usually very stubborn to criticism about their fighting and lifestyles. A good mercenary or brawler, they usually operate alone or in small groups rather than in large organizations; such as an order or army.

Making a Heavy Blade[edit]

Can do good 1-on-1 damage, can do modest damage to enemies adjacent to each other, lacks good armor and health needed to "tank" for a party, and can cooperate nicely with anyone that shares a goal/interest. Does best in parties that have an heavy armor character, a healer, or spell casters, but are lacking in melee damage or crowd control.

Abilities: STR is needed to do good damage and carry their weapon and DEX is very nice because of armor restrictions. CON is also important due to low hit die, and WIS/CHA/INT aren't of significant use to a Heavy Blade with the exception of INT if you would like more skill points to invest, because they are fairly lacking in that department.

Races: Any race that's of medium or larger size with the ability to use swords.

Alignment: Any are acceptable, but as they usually operate as mercenaries or in small groups Chaotic-Neutral is the usual.

Starting Gold: Standard

Starting Age: As Fighter.

Table: The Heavy Blade

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Oversized Blades
2nd +2 +3 +0 +0 Furious Lashes (1d4)
3rd +3 +3 +1 +1
4th +4 +4 +1 +1 Bonus Feat
5th +5 +4 +1 +1 Persisting Slash I
6th +6/+1 +5 +2 +2 Valiant
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2 Bonus Feat, Furious Lashes (1d8)
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Persisting Slash II, Crippling Blow
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4 Bonus Feat
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4 Furious Lashes (1d12)
15th +15/+10/+5 +9 +5 +5 Persisting Slash III
16th +16/+11/+6/+1 +10 +5 +5 Bonus Feat
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 Shockwave
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Bonus Feat, Furious Lashes (2d6), Persisting Slash IV

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Survival (Wis), Swim (Str).

Class Features[edit]

All of the following are class features of the Heavy Blade.

Weapon and Armor Proficiency: Simple and martial weapons, and light armor.

Oversized Blades: A Heavy Blade can wield bladed weapons of one size larger than his size proficiently, with a -2 penalty to hit rolls.

Furious Lashes (Ex): A Heavy Blade has the ability to evoke extra damage on a successful hit with a two-handed bladed weapon. This ability can be used 1+ 1/2 your level per day.

Bonus Feat A Heavy Blade gains a bonus feat a 4th level and every 4 levels after that. These bonus feats must be drawn from the feats noted as fighter bonus feats. A Heavy Blade must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. Heavy Blade levels may be used in place of or in conjunction with Fighter levels to determine the ability to take feats that require a number of Fighter levels.

Persisting Slash (Ex): A Heavy Blade's slash may hit up to 3 enemies that are side by side twice per battle, but if used twice in a battle the Heavy Blade is fatigued for the remainder of the encounter. The damage done to each enemy involved is 1d6+Strength Mod at 5th level, 1d10+Strength Mod at 10th level, 2d8+Strength Mod at 15th level, and 2d12+Strength Mod at 20th level.

Valiant: A Heavy Blade can remain conscious and fighting from -1 to -9 hp, but they still die at -10.

Crippling Blows: The Heavy Blade has grown so accustom to using his weapon that his hits are sometimes much more crippling than normal. On a successful critical hit with a two-handed bladed weapon, a Heavy Blade does 1d2 points of Constitution damage.

Shockwave (Ex): The Heavy Blade, as a full round action, may strike the ground near him to cause shockwaves that disrupt his enemies movements, allowing party members to move past them without incurring attacks of opportunity. Affects all spaces adjacent to the Heavy Blade. Lasts 1 round. Can be used 3 times per day.

Ex-Heavy Blades[edit]

Heavy Blades that forsake their weapons or use heavier armor lose their abilities as a Heavy Blade. These abilities can be restored over time if they take up using blades and light/no armor again. (The time it takes is 1 day/level; so a 20th level Heavy Blade would need 20 days to get all of their abilities back.)

Epic Heavy Blades[edit]

Heavy Blades do not have Epic Levels

Campaign Information[edit]

Playing a Heavy Blade[edit]

A Heavy Blade has a distinct sense of honor and is usually very stubborn in their methods. They make a living by their blade but are not so particular about any one weapon in general. A Heavy Blade may have 2 or 3 weapons that they use regularly. They depend on their abilities to dodge an opponent's attacks or to annihilate them before they have a chance to properly defend themselves. Very few travel alone as it proves to be difficult for them to handle many situations without aid.

Religion: A Heavy Blade may or may not be religious, ones who are may follow good, evil, lawful, or chaotic deities. It's just what the individual chooses to follow. A Heavy Blade tends to not care much about other people's beliefs and may tune out if they start talking about them at any length.

Other Classes: Heavy Blades work well with most classes, but to be effective they need someone who can take the blows for them.

Combat: Support damage and crowd control at later levels.

Advancement: A Heavy blade makes a good start for any prestige class dealing in melee damage as long as they continue to use Heavy Weapons and light armor, multi-classing as a cleric isn't unheard of for religious Heavy Blades and can be very helpful in smaller groups that may lack a traditional healer.

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