Beater, SAO (3.5e Class)

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Based on the show Sword Art Online this is a class based off the main character Kirito who was labeled a "Beater" for being a beta tester and a cheater. So this will be a class using various skills that Kirito used throughout the series like the Dual Wielding skill and random other things.

Making a Beater(SAO)[edit]

Will have all knowledges because you're a beta tester so you will know more than the others around you, Duel Wielding. Will be discriminated by others for cheating, has difficulty making friends because no one will trust them. Will work well with Party members but they will occasionally want to work solo after a big quest or a boss raid.

Abilities: Intelligence will play a major factor because they will have any 4 knowledges and strength will also be a big roll because you would typically use a melee weapon for this class because of the dual wielding skill. Charisma will be used for bluff mostly but it doesn't hurt to have so you can make friends easier because everyone will hate you for being a beater so if you lie or explain your intentions then you should be fine. Thats pretty much it because wisdom will not need very much and dexterity will be good if you are wanting to sneak around and finally constitution won't do very much because you won't have to concentrate for anything.

Races: Only Human, unless your DM will allow you to use this class for something outside of an SAO type campaign.

Alignment: Any, for SAO designed campaign use Lawful Good, Neutral or Chaotic Evil.

Starting Gold: <-starting gold; 5d10->×10 gp (500gp).

Starting Age: Moderate.

Table: The Beater(SAO)

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Dual Wielding
Fort Ref Will
1st +1 +2 +2 +2 Investigator, Regeneration I, Dual Wielding 3/day -2/-2
2nd +2 +3 +3 +3 Dodge, Endurance -1/-1
3rd +3 +3 +3 +3 Mobility, Diehard +0/+0
4th +4 +4 +4 +4 Uncanny Dodge, Regeneration II +1/+1
5th +5 +4 +4 +4 Bonus Feat, Dual Wielding 6/day +2/+2
6th +6 +5 +5 +5 Negotiator, Run +4/+4
7th +6/+1 +5 +5 +5 Persuasive, Regeneration III +5/+5/+0
8th +7/+2 +6 +6 +6 Improved Uncanny Dodge, Regeneration +6/+6/+1
9th +8/+3 +6 +6 +6 Iron Will, Great Fortitude, Lightning Reflexes, Dual Wielding 9/day +7/+7/+2
10th +9/+4 +7 +7 +7 Spring Attack, Regeneration IV +8/+8/+8/+3
11th +10/+5 +7 +7 +7 Bonus Feat +9/+9/+9/+4
12th +11/+6 +8 +8 +8 Bonus Feat +9/+9/+9/+4
13th +12/+7 +8 +8 +8 Bonus Feat, Regeneration V, Dual Wielding 12/day +10/+10/+10/+5
14th +13/+8 +9 +9 +9 Bonus Feat +11/+11/+11/+6/+1
15th +14/+9/+1 +9 +9 +9 Bonus Feat +12/+12/+12/+7/+2
16th +15/+10/+2 +10 +10 +10 Bonus Feat, Regeneration VI +12/+12/+12/+7/+2
17th +15/+10/+3 +10 +10 +10 Bonus Feat, Dual Wielding 15/day +13/+13/+13/+8/+3
18th +15/+10/+4 +11 +11 +11 Bonus Feat +13/+13/+13/+8/+3
19th +15/+10/+5 +11 +11 +11 Bonus Feat, Regeneration VII +14/+14/+14/+9/+4
20th +15/+10/+5/+1 +12 +12 +12 Bonus Feat +15/+15/+15/+10/+5

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Bluff(Cha), Climb (Str), Diplomacy(Cha), Disable Device(Int), Gather Information(Cha), Intimidate(Cha), Jump(Str), Any 4 Knowledges(Int), Listen(Wis), Preform(Cha), Profession(Wis), Search(Int), Sense Motive(Wis), Spot(Wis), Swim (Str).

Class Features[edit]

All of the following are class features of the Beater(SAO).

Weapon and Armor Proficiency: Proficient with any weapon and any armor.

Dual Wielding (Ex): This will work like Flurry of Blows, but will be used with a weapon instead of unarmed attacks. This can only be used 3/day at level 1, 6/day at Level 5, 9/day at Level 9, 12/day at Level 13, 15/day at Level 17.

Investigator (Ex): <- +2 bonus to all gather information and search checks->

Dodge (Ex): <- +1 dodge bonus to AC against selected target->

Endurance (Ex): <- +4 on checks or saves to resist nonlethal damage->

Diehard (Ex): <- Remain conscious at -1 to -9 hp->

Mobility (Ex): +4 dodge bonus to AC against some attacks of opportunity.

Uncanny Dodge (Ex): They retain their Dexterity bonus to AC (if any) even if they're caught flat-footed or struck by an invisible attacker. However, they still loses their Dexterity bonus to AC if immobilized. Level 4.

Negotiator (Ex): +2 bonus on diplomacy and sense motive checks

Run (Ex): Run 5 times normal speed, +4 bonus on jump checks made after a running start.

Persuasive (Ex): +2 bonus on bluff and intimidate checks.

Improved Uncanny Dodge (Ex): Can no longer be flanked. Level 8.

Regeneration (Ex): This is a Homebrew Feat. This is because of the episode in which kirito was being attack by several people at once, but his health recovered before they could do any harmful damage to him. After every round of combat roll 1d6 to recover that much health. Level 1, 4, 7, 10, 13, 16, 19. This Stacks.

Iron Will (Ex): You get a +2 bonus on all Will saving throws.

Great Fortitude (Ex): You get a +2 bonus on all Fortitude saving throws.

Lightning Reflexes (Ex): You get a +2 bonus on all Reflex saving throws.

Spring Attack (Ex): Move before and after melee attack

Epic Beater(SAO)[edit]

Table: The Epic Beater(SAO)

Hit Die: d12

Level Special
21st Dual Wielding 18/day
22nd Bonus Feat
24th Dual Wielding 21/day
25th Bonus Feat
27th Dual Wielding 24/day
28th Bonus Feat
30th Dual Wielding 27/day

6 + Int modifier skill points per level.

Campaign Information[edit]

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