Swordfighter (3.5e Class)
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|Status:||5 %, working on maneuvers|
|Editing:||Go ahead and add maneuvers, and correct grammatical errors, but anything else, please discuss with me|
 Sword Fighter
A swordfighter lives for the art of the sword. Whether he uses a dagger or a greatsword, he loves his weapon. Most sword fighters come in two flavors, the large brute or the quick skilled fighter. However, both are extremely skilled, and use their weapons with near surgical precision. The difference between a fighter who uses the sword, and a swordfighter, is the intricate and powerful maneuvers that a swordfighter may use. His stances, honed into his body, also help the swordfighter on the attack, or even on the defense.
 Making a Swordfighter
The strong point of the fighter is his ability to deal incredibly large amounts of damage, yet manage to take none at all. They are either quick, and able to deliver a score of blows in mere seconds, or large and powerful, with a single strike used to annihilate his foe. The Swordfighter, does, however, have a lower hit die than a fighter.
Abilities: The most important abilities for this class depends on which flavor of swordfighter you wish to make. If you wish to make a powerful fighter, able to crush metal underneath his sword, Strength are the most important abilities. In the case of a quick, fast fighter, Dexterity are the most important. High Constitution gives more hit points and high Intelligence gives more skill points. In either case, all four are useful in every aspect.
Races: Elves are the most likely to become a swordfighter. The grand elegance of the sword attracts them to this class. Humans and Half-Elevs are also likely, as well as a Half-Orc, who may desire to be seen as more sophisticated by using such an intricate weapon. Dwarves would much rather be an axefighter than a swordfighter. Halflings would prefer to stay out of direct combat. These are just probability of such an occurance, as any race may become a swordfighter
Starting Gold: 4d6 x10 (120 gp)
Starting Age: Moderate
|Saving Throws||Special||Maneuvers per encounter|
|1st||+1||+0||+2||+2||The Path of the Swordsman, Weapon Focus, Weapon Finesse, Power Attack||4||0||-||-||-||-||-|
|12th||+12/+7/+2||+4||+8||+8||Endless Strikes +2||15||9||6||3||0||-||-|
|18th||+18/+13/+8/+3||+6||+11||+11||Endless Strikes +3||21||15||12||9||6||3||0|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
 Class Features
All of the following are class features of the swordfighter.
Weapon and Armor Proficiency: A swordfighter is proficient with all simple weapons, and any weapon that may be classified as a sword, even if exotic. The swordfighter is proficient in shields (excluding tower), light and medium armor.
Maneuvers: A swordfighter uses techniques called maneuvers that he may use (unless otherwise stated) once per encounter. A swordfighter need not prepare these maneuvers, as they are ingrained in his body. There are seven levels of these maneuvers, and there are four base types of maneuvers. These are quick, normal, slow, and full round maneuvers. A quick maneuver can be used for each normal attack you have, so a twentieth level strong swordfighter can use five quick maneuvers per round, and a dexterous swordfighter could use eight per round. Quick maneuvers are fairly weak, and usually only provide small bonuses. Normal maneuvers take up two attacks at higher levels, from level six on, so a twentieth level strong swordfighter can use two normal maneuvers per round, along with a quick one, and a dexterous swordfighter could use four. A slow maneuver uses up four attacks, so a strong swordfighter could use one slow attack per round, along with a quick one, and a dexterous swordfighter could use two. A full round maneuver does exactly what it says. With this technique, it matters not how many attacks per round you can make, if you use this attack, that is the only move you can make this round, nothing else (not even five foot steps).
To learn or initiate a maneuver, the strong swordfighter must have a Strength score equal to 12 + the maneuver level. A dexterous swordfighter must have a Dexterity score equal to 12 + the maneuver level.
A swordfighter can learn as many maneuvers equal to twice his maneuvers per encounter. Maneuvers to not transfer from level, so if you can know thirteen 1st level maneuvers per day, you may not use them for any other level to learn. This includes the bonus maneuvers per encounter that a swordfighter may get. The number of extra maneuvers per encounter is listed here:
|Level||Modifier||Maneuvers per Encounter|
Another thing to note is that the zero's on Table: The Swordfighter means that you may learn maneuvers of that level, but only if you have a high enough stat for extra levels. A dash means that you cannot learn or use it at all. That means that even if at level one you have a Dexterity of say... nineteen, you may still only learn and use first and second level maneuvers.
At level two the swordfighter may choose two of the four special abilities presented and then another two at level 8.
The Path of the Swordsman: A swordfighter may, at level one, choose to specialize in either speed or strength. If he chooses speed, he is called a bladeless, named so because no one can follow his sword, and is able to choose all speed related special abilities, but cannot choose most strength special abilities. However, the bonus for being a bladeless may be worth it to some. He gains one extra maneuver per encounter for each maneuver level, plus one half his Constitution modifier (rounded down). If a swordfighter chooses to specialize in strength, he is called a render, for obvious reasons, and he is able to choose all strength related special abilities, but cannot choose most speed related special abilities. The bonus for being a render is +2 damage per level + Strength modifier (this is in addition to your normal extra damage because of strength). The Strength modifier bonus is not cumulative. If a swordfighter wishes to specialize in neither speed nor strength, he is simply called a swordsman, and he may learn every special ability, but gains no bonus.
Power Attack: A swordsman or a render gains this feat for free at level one.
Weapon Finesse: A swordsman or a bladeless gains this feat for free at level one.
Weapon Focus: A swordfighter may choose one sword, and gain this feat for it.
Endless Strikes (Ex): This special ability allows a swordfighter to attack once more during their turn, at their full attack bonus. At levels twelve and eighteen, the bladeless automatically gets one more attack. The swordsman has to choose between that, or a different special ability. A swordsman or a bladeless gains this feat at level four.
Way of the Lonely Sword: With a single blade, the swordfighter can cause incredible havoc with his incredibly quick and powerful strike. This is one of the four sword base disciplines that a swordfighter may choose. Followers of this road gain a +5 to all damage and attack rolls, along with a +5 bonus to his Armor Class. This is the most balanced of all the disciplines, as it is equal in power, precision and defense. He also gains Improved Critical at level two, Power Critical at level eight, and Improved Initiative at level sixteen. Every four levels after two, the bonus is increased by two.
Way of the Tarrasque: Guarding himself with his blade and towering physique, a swordfighter who is a follower of the Way of the Tarrasque becomes near impervious to attack. Gives a +25 to AC, +15 to all saves, and +10 to Grapple.
 Epic <-class name->
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|25th||<-any improvements to class features gained at this level, including any bonus feats->|
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|30th||<-any improvements to class features gained at this level, including any bonus feats->|
<-number of skill points-> + Int modifier skill points per level.
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Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
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Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->|| <-armor check penalty based on starting armor. If innapplicable put "—"->
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Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
 Campaign Information
 Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
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|“||So you use your sword to achieve peace within the world, eh? I use my sword to achieve peace within myself.||”|
|—Oserian Tathius, Elf Bladeless|
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Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
 <-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
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Adaptation: <-Possible variant conceptions of this class.->.
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EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.