Sure Sword (3.5e Class)

From D&D Wiki

Jump to: navigation, search
This material is published under the OGL

Contents

[edit] Sure Sword

[edit] Making a Sure Sword

Abilities: Strength is the most important attribute for a Sure Sword as it determines damage done with his sword and how well he hits with it. Intelligence is important as well for it is used with a handful of their key abilities. Dexterity helps the Sure Sword with dodging attacks as to not take as much damage.

Races: Any.

Alignment: Any.

Starting Gold: 3d4 x 10, + one masterwork weapon of their choice (must be a sword) given to them by their former master.

Starting Age: Simple.

Table: The Sure Sword

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +0 Weapon Focus, Sword Ritual, Steady Hand +1d6
2nd +2 +0 +3 +0 Evasion, Combat Expert
3rd +3 +1 +3 +1 Sacrifice Defense , Vital Slash, Steady Hand +2d6
4th +4 +1 +4 +1 Uncanny Dodge, Bonus Feat
5th +5 +1 +4 +1 Sword Choice, Steady Hand +3d6
6th +6/+1 +2 +5 +2 Slash Draw, Deadly Critical
7th +7/+2 +2 +5 +2 Steady Hand +4d6
8th +8/+3 +2 +6 +2 Improved Dodge, Burst Speed, Bonus Feat
9th +9/+4 +3 +6 +3 Blade Catch, Steady Hand +5d6
10th +10/+5 +3 +7 +3 Special Ability Burst Kill, Backhand
11th +11/+6/+1 3+ +7 +3 Defense, Efficient Killer, Steady Hand +6d6
12th +12/+7/+2 4+ +8 +4 Bonus Feat
13th +13/+8/+3 +4 +8 +4 Special Ability, Steady Hand +7d6
14th +14/+9/+4 +4 +9 +4 Predict
15th +15/+10/+5 +5 +9 +5 Steady Hand +8d6
16th +16/+11/+6/+1 +5 +10 +5 Special Ability, Improved Burst Speed, Bonus Feat
17th +17/+12/+7/+2 +5 +10 +5 Perfect Critical, Steady Hand +9d6
18th +18/+13/+8/+3 +6 +11 +6 Army Slayer
19th +19/+14/+9/+4 +6 +11 +6 Special Ability, Steady Hand +10d6
20th +20/+15/+10/+5 +6 +12 +6 Steady As a Rock

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Craft (Int), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).

[edit] Class Features

All of the following are class features of the Sure Sword.

Weapon and Armor Proficiency: The Sure Sword is proficient with all , if they use any weapon aside from a Sword they lose all their Sure Abilities. Sure Swords are proficient with all light and medium armor but not shields.

Weapon Focus: The Sure Sword gains the Weapon Focus feat at 1st level, if they already have this feat they may choose another feat in its place.

Sword Ritual: At 1st level the Sure Sword must spend 3 days sparring with their master (using the masterwork sword their master gave them) without rest to better understand their newly achieved masterwork blade(s). The new blade(s) become soul bound until given away and the sword(s) gain an enhancement bonus equal to 1/2 the Sure Sword's total level + his Intelligence modifier. The Sure Sword must meditate with his weapon in hand to keep the sword's enhancement, if at any point he doesn't meditate for a length of 5 days, the sword loses its enhancement bonus and must spend another 3 days of restless sparring to get the feel of his blade back.

Steady Hand: The Sure Sword can spend his movement action focusing to steady his hands (instead of moving) assuring a precise strike doing extra damage. At 1st level the extra damage is 1d6 and increases by 1d6 every two Sure Sword levels after. Should the Sure Sword score a critical hit with Steady Hand, this extra damage is not multiplied.

Evasion (Ex): At 2nd level and higher, a Sure Sword 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 Sure Sword is wearing light armor or no armor. A helpless Sure Sword does not gain the benefit of evasion.

Combat Expert: At 2nd level, a Sure Sword is considered a Fighter of equal level when attempting to meet the prerequisites for feats such as Weapon Specialization.

Sacrifice Defense: At 3rd level a Sure Sword may sacrifice his AC (up to 5 points) and add it to his attack bonus as a swift action. This effect lasts one round and must be used every round to keep its effect.

Vital Slash: The Sure Sword may take a swing at one of the target's vital organs. The target must make a Fortitude saving throw (DC = 10 + 1/2 Sure Sword's level +Intelligence modifier) or suffer weapon damage plus 2d6 bleeding damage for 1d6 rounds. If the target successfully makes the Fortitude saving throw, they only take the initial weapon damage.

Uncanny Dodge (Ex): Starting at 4th level, a Sure Sword 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.

Bonus Feats" At levels 4, 8, 12, 16, and 20 the Sure Sword may choose any of the Fighter Bonus Feats.

Sword Choice: This point in time is important for every Sure Sword. It decides the Sure Sword's true fighting style from this point on. The Sure Sword may choose any of the following styles:

Single Bladed Sure Sword: Requires 1 one-handed masterwork sword. The Sure Sword has perfected the art of using a one-handed sword and an empty off-hand, allowing the Sure Sword to use Disarm as a swift action.

Two Handed Sure Sword: Requires a two handed masterwork sword. The Sure Sword now adds double his Strength modifier when wielding a weapon in two hands instead of adding 1.5 Strength modifier.

Dual-Wielding Sure Sword: Requires one masterwork sword in main hand and any other sword in the off-hand. The Sure Sword has become proficient with the art of two weapon fighting and is treated as having the Perfect Two-Weapon Fighting feat, even if they do not have the previous feats.

Slash Draw: The Sure Sword draws his sword at blinding speed allowing him to draw his sword (without provoking an attack of opportunity) and attack right after. The target is considered Flat-Footed and this ability can only be used as the Sure Sword's first action of the encounter.

Deadly Critical: At level 6, a Sure Sword may convert a successful strike into a confirmed critical hit. He may use this ability a number of times per day equal to his Intelligence modifier + 3. This ability is a free action that is declared after the strike is rolled and confirmed as a hit, but before damage is rolled. This ability cannot be used on Attacks of Opportunity.

Improved Uncanny Dodge (Ex): A Sure Sword of 8th level or higher can no longer be flanked.

This defense denies an enemy the ability to sneak attack the character by flanking him, unless the attacker has at least four more 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.

Burst Speed: The Sure Sword becomes improves his footwork while fighting giving him +15 movement speed as long as he is fighting. All armor except light armor negates this effect.

Blade Catch: At 9th level, the Sure Sword learns to read the movement of the enemy's blade allowing him to catch the incoming blade with his palms. At any point that the Sure Sword is unarmed he can make a Reflex saving throw to catch the enemy blade and attempt to disarm the target.

Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a Sure Sword gains a special ability of his choice from among the following options.

Crippling Strike (Ex): A Sure Sword with this ability can Steady Hand attack opponents with such precision that his blows weaken and hamper them. An opponent damaged by one of his Steady Hand attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex): The Sure Sword can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Sure Sword can attempt to roll with the damage. To use this ability, the Sure Sword must attempt a Reflex saving throw (DC=damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Sure Sword’s evasion ability does not apply to the defensive roll.

Improved Evasion (Ex): This ability works like evasion, except that while the Sure Sword still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless Sure Sword does not gain the benefit of improved evasion.

Opportunist (Ex): Once per round, the Sure Sword can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Sure Sword’s attack of opportunity for that round. Even a Sure Sword with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery: The Sure Sword becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions.

Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. A Sure Sword may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex): This ability represents the Sure Sword’s ability to wriggle free from magical effects that would otherwise control or compel him. If a Sure Sword with slippery mind is affected by an enchantment spell or effect and fails him saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on him saving throw.

Feat: A Sure Sword may gain a bonus feat in place of a special ability.

Burst Kill: The Sure Sword learns to use his energy more conservatively and makes sure no extra damage goes to waste. Any time the Sure Sword brings a target to 0 hit points or fewer all left over damage hits all enemy targets within 15ft.

Backhand: Anytime the Sure Sword misses his target he may attempt to take another attack by trying to pull back his weapon and hit the target with the blunt or hilt of his sword, dealing 1d6 non-lethal damage.

Sword Defense: The Sure Sword has mastered fighting defensively with whatever Sword Choice he chose. If they chose Single Bladed Sure Sword they receive a +2 dodge and +2 shield bonus for AC. If he chose Two Handed Sure Sword then he receives a +4 shield bonus to AC. If the Sure Sword chose Dual-Wielding Sure Sword then he receives a +4 dodge bonus to AC.

Efficient Killer: Every time the Sure Sword brings a target to 0 hit points or fewer they get an extra attack on every enemy within 15ft.

Predict: At 14th level the Sure Sword has learned the art of the sword so well that he can read and predict an enemy's attacks before he moves. The Sure Sword may make a Reflex saving throw against all melee attack made against them as long as the enemy is wielding a sword.

Improved Burst Speed: The Sure Sword has mastered his footwork in battle. He gains an additional +15 movement speed as well as +1 dodge bonus to AC. All armor except light armor negates this effect.

Perfect Critical: At level 17, the Sure Sword familiarizes himself with his sword(s) so well that he can maximize his damage by controlling his strength and accuracy with perfection. After he Critically hits an enemy or uses Deadly Critical he can automatically do the maximum amount of weapon damage possible. The Sure Sword can use this ability an amount of times equal to 1/2 his Sure Sword level + his Intelligence modifier.

Army Slayer: Upon reaching level 18, a Sure Sword has mastered battlefield combat and slaughters any enemy in his path. He attacks every enemy within a 30ft radius for his normal weapon damage. For every target he hits the next target suffers an additional x1.5 damage rolled.

Example: If your first attack does 20 damage the next target hit suffers 30 damage and the next hit does 45 and the next does 67 damage (round down if odd number) and so on...

Steady As a Rock: A 20th level Sure Sword has perfected his swordsmanship and can control his blade and muscles without flaw. The Sure Swords damage dice size for Steady Hand increases to the d8 and may move up to 10ft and still be able to use the Steady Hand ability.



[edit] Epic Sure Swords

Table: The Epic <Sure Sword

Hit Die: d10

Level Special
21st Steady Hand +11d6
22nd Improved Steady Hand
23rd Steady Hand +12d6
24th Bonus Feat
25th Steady Hand +13d6
26th Improved Steady As a Rock
27th Steady Hand +14d6
28th Bonus Feat
29th Steady Hand +15d6
30th Improved Army Slayer

2 + Int modifier skill points per level.

Steady Hand: The epic Sure Sword’s Steady Hand damage increases by +1d6 at every odd-numbered level

Improved Steady Hand: The extra damage from Steady Hand increases its damage by one dice size.

Improved Steady As a Rock: The epic Sure Sword can move up to 30 feet and still get to use the Steady Hand ability without penalty.

Improved Army Slayer: The range from Army Slayer increases to a 50ft radius.

Bonus Feats At levels 24 and 28 the epic Sure Sword may choose any of the Fighter Bonus Feats.



Back to Main Page3.5e HomebrewClassesBase Classes

Personal tools
d20M
miscellaneous
admin area