Dire Bladesmaster (3.5e Class)

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Dire Bladesmaster[edit]

A humanoid, most commonly a Human, Elf, or Half-Elf, trained in the wielding and combative use of a Dire Shamshir, which are one-handed with a blade on either side of it's hilt. The blades face opposing directions, so that their 10° curves flow together to form a shallow "S". The Dire Bladesmaster has trained for their entire sentient life to be considered a Master rank, which requires at least 25 years of intense training, which beings at age five. Due to their intense training, Dire Bladesmasters have sharply refined reflexes, fortitude, and wills.

Making a Dire Bladesmaster[edit]

Abilities: Dexterity is the most important because of the Dire Bladesmaster's attacks being based upon the swift and deft movements of the blades, while strength holds bearing on damage dealing and constitution is good for your health.

Races: While Humans, Half-Elves, and Elves are the most common for this class, any humanoid race may become a Dire Bladesmaster with enough training.

Alignment: Any Neutral. The Dire Bladesmasters are bound only to their arts, which demand strict control and determination, so neither Law or Chaos hold sway with them.

Starting Gold: 5d4x10 (125 gp).

Starting Age: Moderate. A Dire Bladesmaster cannot be younger than thirty years of age, or the minimum age required for adulthood for long-lived races, because the training takes two-and-a-half decades for one to be considered a Dire Bladesmaster instead of a Dire Bladesapprentice or Dire Bladesman.

Table: Dire Bladesmasters

Hit Die: 1d10

Level Base
Attack Bonus
Saving Throws Special Metamoves
Per Day
Fort Ref Will
1st +1 +3 +3 +0 Refined Technique I 0
2nd +2 +3 +3 +1 Crux-Slash 0
3rd +4 +4 +4 +1 Rounding Throw 1
4th +5 +4 +4 +2 Refined Technique II 1
5th +6/+2 +5 +5 +2 Split Projectile 2
6th +7/+3 +5 +5 +2 Dart-Shot 2
7th +8/+4 +6 +6 +3 Refined Technique III, Active Meditation 3
8th +10/+6 +6 +6 +4 Steel Swarm 3
9th +11/+7 +7 +7 +4 Crux-Strike 4
10th +12/+8/+4 +7 +7 +5 Refined Technique IV 4
11th +13/+9/+5 +8 +8 +5 5
12th +15/+11/+7 +8 +8 +6 5
13th +16/+12/+8 +9 +9 +6 Refined Technique V 6
14th +17/+13/+9 +9 +9 +7 6
15th +18/+14/+10/+6 +10 +10 +8 7
16th +19/+15/+11/+7 +11 +11 +9 Refined Technique VI 7
17th +21/+17/+13/+9 +12 +12 +10 Crux-Shot 8
18th +22/+18/+14/+10 +13 +13 +11 Vital Strike 8
19th +23/+19/+13/+11 +14 +14 +12 9
20th +24/+20/+16/+12 +15 +15 +13 Crucify 9

Class Skills (5 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Escape Artist (Dex), Heal (Wis), Hide (Dex, Intimidate (Cha), Jump (Str), Move Silently (Dex), Sleight of Hand (Dex), Swim (Str), Tumble (Dex), Use Rope (Dex)

Class Features[edit]

Refined Technique I - Due to practice outside the Order, the Dire Bladesmaster is able to refine his technique further, and improve his skills in new ways, granting him both the SRD:Weapon_Focus and SRD:Two-Weapon_Fighting_(Feat)

Weapon and Armor Proficiency: Dire Bladesmasters are proficcient with all simple weapons, light armor, and their Dire Shamshir, but no shields.

Favored Weapon: The Dire Shamshir.

Metamoves- An offensive or defensive move or maneuver requiring such skill, timing, precision, and/or guts to pull off, that the Dire Bladesmaster is left physically and mentally drained, therefore they may only perform a specified number of them per day.

Ex-Dire Bladesmasters[edit]

If the Dire Bladesmaster ever shifts into a Lawful or Chaotic alignment, they are incapable of advancement in their class and may not use the Dire Shamshir at all, though this is remedied by simply shifting back into a Neutral alignment. If a Dire Bladesmaster is ever excommunicated from The Red Warrior, their orders deity, they face the same penalties as an alignment shift, but this may be remedied by regaining The Red Warriors favor through prolonged meditation or continuing to act in his name when in battle.

Epic Dire Bladesmaster[edit]

Table: The Epic <-class name->

Hit Die: d10

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

4 + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

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->.

Half-Elf Dire Bladesmaster Starting Package[edit]

Weapons: Dire Shamshir x2.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Balance 4 Dex -
Heal 4 Wis -

<-copy and paste the rows as necessary.->

Feat: Weapon Finesse

Bonus Feats: Power Attack

Gear: Leather Armor.

Gold: 125gp.

Campaign Information[edit]

Playing a Dire Bladesmaster[edit]

Religion: Dire Bladesmen worship The Red Warrior, their own Patron God. They meditate to him for at least one hour per day in order to center themselves and reflect on their devotion to their martial art. They don't meditate in the same way that a Cleric does, as their meditation can also take the form of practice with the Dire Shamshir or in reciting the tenants and scriptures of the Dire Order.

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->.

Dire Bladesmasters in the World[edit]

It is in the flashing reflections of my Dire Shamshir's blades as it spins in my hand, through my fingers, around my wrist, and through the world, that I find both truth and peace.
—Alnmeck the Outcast, a Half-Elf Dire Bladesmaster

Daily Life: A Dire Bladesmaster will normally live a life of travel and self-discovery when out in the world. They dislike large cities, their edgy nerves often stressed by the booming populations, so if they do settle down among normal people it's in or near a small town. They enjoy spending time in thick forests because it allots them solitude to hone their art and meditate to The Red Warrior.

Notables: Alnmeck the Outcast; one of the first Dire Bladesmasters, he was outcast from the central order for his belief that all outside motives should be shunned when one enters into Dire Bladesmanship. In modern times, he is also called Alnmeck the True, and his likeness is born above the inner doors to all Dire Bladesman's buildings and institutions.

Organizations: When Dire Bladesmasters leave their places of training, they vow to return at least once bi-yearly, normally they return around the time of a Solstice, either the Solstice of the Sun or Solstice of the Moon. The places of training that the Dire Bladesmasters return to vary greatly depending on the area and the races that founded that chapter; where Human training grounds are often monasteries, Orc's tend to train in sprawling war camps, while Elves frequent secluded villages deep in poorly-traveled terrain such as dense forests or mountains. The Dire Bladesman are organized by descending rank from The Red Warrior > Elder Grand Bladesmaster > Grand Bladesmaster > Bladesmaster > Bladesman > Bladesapprentice. While Elders are, by their nature, very old, they have been known to contain enormous power and skill when called upon, though the taxation often makes their greatest fight their last. Grand Bladesmasters are just beyond the point of midlife, and so may not be as naturally agile as a Bladesmaster, but their skills are honed fine by decades of training and devotion. Bladesmasters are in their prime, and their training is complete, which allows them to travel the world at will, though they will most likely continue to train for the rest of their lives. Bladesmen have passed their Rites and lasted the Probationary Trial, and have so earned their place among the ranks of wielders of the Dire Shamshir, though they are the lowest of the initiated orders. The Bladesapprentice has not yet earned entry into the Order, and does not even posses a Dire Shamshir of their own, they must first pass Rites and last a Probationary Trial. Though there is a set order, each level has their own interior ranks, nominally based on seniority, that they choose to follow informally.

NPC Reactions: Being that Dire Bladesmasters are often True Neutral, and that Evil Neutral is the minority, most NPC's react to Dire Bladesmasters as they would to pious monks; any attention they pay is normally shown in the form of a respectful bow of the head, and possibly a wide berth of space given.

Dire Bladesmaster Lore[edit]

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.

DC Result
5 Dire Bladesmasters are highly-trained warriors.
10 Dire Bladesmasters use the Dire Shamshir.
15 Dire Bladesmasters worship The Red Warrior.
20 Dire Bladesmasters must each forge both of their own Masterwork Dire Shamshir before leaving their training.

Dire Bladesmasters in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

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.->.

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