Seiken Swordmaster (3.5e Prestige Class)

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While children we love to sit at the foot of a storyteller and have recited for us the stories and legends of old - tales filled with heroes and magic and wonderous feats of bravery and prowess. We lean forward, eyes wide as we hear the ballad of the lone swordsman courageously facing down a vast, vile horde. Or we listen eagerly to the song of the wandering blademaster, going from village to village, writing wrongs and meting out justice. There is a sense of the divine around these stories - as if the warriors in them were nearly heaven-sent. Perhaps they were.


Becoming a Swordmaster[edit]

To be a Seiken Swordmaster means to be fully committed and devoted to mastering both oneself and one's blade. These Swordmasters have harnessed the true spirit and skill of their weapons and strike with such power and ferocity that those who see them unleash their skill describe them as incarnates of the Divine. Seiken Swordmasters are drawn from all martial backgrounds, but Fighters and Paladins in particular seem inclined to walk the path.

Entry Requirements
Race: Any, as long as they are capable of wielding a sword.
Base Attack Bonus: +5
Feats: Weapon Focus (Any Sword), Weapon Specialization (Same Sword)
Alignment: Any
Table: Seiken Swordmaster

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Powers Known Powers Per

Day

Fort Ref Will
1st +1 +1 +1 +1 Favored Blade, Shirahadori, Swordplay
1
3/day
2nd +2 +2 +1 +1 Sword Focus, Iaijutsu 1
2
4/day
3rd +3 +3 +2 +2 Bonus Feat
2
4/day
4th +4 +4 +2 +2 Iaijutsu 2
3
5/day
5th +5 +5 +3 +3 Bonus Feat
3
6/day
6th +6 +6 +3 +3 Iaijutsu 3
4
6/day
7th +7 +7 +4 +4 Bonus Feat
4
7/day
8th +8 +8 +4 +4 Iaijutsu 4
5
8/day
9th +9 +9 +5 +5 Bonus Feat
5
8/day
10th +10 +10 +5 +5 Iaijutsu 5
6
9/day

Class Features[edit]

All of the following are class features of the Seiken Swordmaster.


Skill Points Per Level: Seiken Swordmasters gain 2 + INT modifier skill points per level.


Seiken Swordmaster Class Skills: The following skills are Class Skills for Seiken Swordmasters: Concentration, Intimidate, Tumble, Balance, Climb, Jump.


Favored Blade: A Swordmaster has devoted themselves to the art of Swordsmanship, and across countless battlefields and arenas they have come to cherish one blade above all others. A Seiken Swordmaster may designate a sword that has been in their possession for at least one week to act as their Favored Blade. Drawing and sheathing a Favored Blade can be done as a Free Action and this weapon is treated as a Magical Sword for the purposes of damage immunity, though it gains no inherent enhancements aside from those it already carries. Designating a weapon as a Favored Blade requires deep meditation and a Full Day's Rest as the Swordmaster seeks to attune with the sword. A Concentration Check of 10 + Class Level + Sword Enhancement Level is required to complete the ritual. If the Swordmaster's Favored Blade were to break or be lost, the Seiken Swordmaster suffers a penalty to their Attack Rolls equal to their Class Level until they have selected a new Favored Blade. Ex: A Level 5 Seiken Swordmaster would suffer -5 to their rolls, a Level 8, -8, etc.


Shirahadori: Swordmasters train tirelessly not only in unleashing devastating attacks, but also in mastering the ability to defend themselves with naught but their blade to shield them. Forsaking traditional shields, these deadly warriors have learned to use their own weapons to turn away opponents' strikes. Swordmasters gain a shield bonus equal to half their Base Attack to AC, rounded down while wielding any sword. This ability is ineffective while the Swordmaster is equipped with any style of shield.


Sword Focus: A Swordmaster adds half their Class level to hit and damage while wielding any sword. This enhancement stacks with any Magical or Masterwork Enhancement the sword may already have, but the the total Enhancement cannot exceed the Swordmaster's Class Level. Ex: A +4 Longsword wielded by a level 6 Swordmaster is only a +6 enhancement even though they receive +3 from this ability. Additionally, Seiken Swordmasters gain Proficiency with all Sword types, including Exotic Weapons.


Iaijutsu: Swordmasters have been trained to draw their weapon from its sheath with such vigor that the resulting slash can often end battles before they begin. A Swordmaster wielding any sword may perform an Iaijutsu strike as a Free Action once per turn. If they hit, the attack deals 1d10 damage in addition to whatever damage they inflict normally. This damage increases by 1d10 at 4th level and every other level thereafter to a maximum of 5d10. While this ability is useable once per turn, standard rules regarding Attacks of Opportunity still apply.


Swordplay: The true secrets of Divine Swordsmanship. These sacred techniques are most often passed down from master to student, although it isn't unheard of for an aspiring Swordsman to unlock the power of their blade on their own merits. A Seiken Swordmaster regains their techniques by polishing and honing their sword, most usually in the morning, readying their abilities similar to how a Cleric prepares their spells.


Shock: As a Standard Action the Swordmaster holds their sword aloft and unleashes a blast of energy that strikes multiple opponents. This attack is a 30ft cone, and deals 1d6 per Class Level + STR modifier ranged Melee Damage to all enemies inside the cone. Creatures inside get a Reflex save (DC 10 + Class Level + Strength Modifier) for half damage.
Master Blade: As a Full Round Action, the Swordmaster may strike with their sword using the Flurry of Blows ability of an 11th level Monk.
Stock Break: As a Standard Action, move to and attack a single creature within 20ft that the Swordmaster has a clear line of sight on without provoking an Attack of Opportunity. This attack deals double damage.
Highwind Strike: As a Full Round Action, leap into the air and drop down on any opponent within 10ft and attack before landing back in your original square. This attack deals triple damage, and the creature must succeed a Fortitude Save (DC 10 + Class Level + Strength modifier) or be knocked Prone. 
Mage Bane: Make an attack against an adjacent, spellcaster opponent. Deal normal damage if the attack hits and also take away 1 spell per day or prepared spell of a Spell Level equal to the Swordmaster Class Level or lower. If this ability misses or strikes an opponent that is not a spellcaster it still counts as one use of this ability.
Shockwave: As a Full Round Action the Swordmaster plunges their sword into the ground, causing it to shake with the kinetic energy just released. Anyone within 40ft must roll a Fortitude Save (DC 10 + Class Level + STR Mod) or fall Prone. The Swordmaster is immune to these effects.
Crush Weapon: As a Standard Action, make a ranged Melee Attack against an enemy within 30ft. This attack deals normal weapon damage and ignores any Damage Resistance this opponent has equal to your Class Level. Additionally, the opponent's main hand weapon takes damage equal to half of the damage dealt to them, bypassing Hardness equal to your Class Level.
Crush Armor: As a Standard Action, make a ranged Melee Attack against an enemy within 30ft. This attack deals normal weapon damage and ignores any Damage Resistance this opponent has equal to your Class Level. Additionally, the opponent's armor takes damage equal to half of the damage dealt to them, bypassing Hardness equal to your Class Level.
Climhazzard: Make one attack as a Full Round Action and incur an Attack of Opportunity. If this attack is a Critical Hit, the hit is automatically confirmed. The Seiken Swordmaster's weapon is considered Keen and Vorpal for this attack.



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