Swordmaster (BD) (3.5e Class)
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Master at attacking when he can't, the Swordmaster counters attacks at any range to deal massive amounts of damage in as little time as possible.
Creative Clause: This version of the Swordmaster is based on the Class from the Square Enix Game Bravely Default. I DO NOT take credit for the creation of the class, I am only using what is made to make a class for D&D. Once again, I DO NOT take credit form making the Swordmaster.
Making a Swordmaster
With the powerful Counter abilities, the Swordmaster can deal massive amounts of damage in as little time as possible. However, due to this the Swordmaster is almost always in harms way, have little in the way of ranged weaponry, and have no way to deal magic damage and to heal.
Abilities: Simply put, Strength, Dexterity, and Constitution are the most important. The mental stats are mainly around for skills.
Races: Any race can become a Swordmaster, though a more savage-like race is less likely.
Alignment: Any, though many Swordmasters impose codes of honor on themselves.
Starting Gold: 3d8 x 10gp.
Starting Age: Moderate.
|1st||+1||+2||+2||+0||Code of the Swordmaster, Nothing Ventured|
|11th||+11/+6/+1||+7||+7||+4||Know Thine Enemy|
|16th||+16/+11/+6/+1||+10||+10||+5||The Worm Turns|
|18th||+18/+13/+8/+3||+11||+11||+6||Slow and Steady|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Swordmaster.
Weapon and Armor Proficiency: A Swordmaster is proficient with all simply and martial weapons, including the Katana, naginata, and wakizashi. They are also proficient with all armors and shields, except tower shields. A Swordmaster gains Exotic Weapon Proficiency (Katana), as a bonus feat, allowing them to wield the Katana in one hand.
Code of the Swordmaster: The Swordmaster lives by a code of honor. While it is not official, it bind them to their way of the sword. The Swordmaster can opt to make their own Code, or pick one of the following:
Way of the Sword: A Swordmaster with this Code vows to never draw their blade on a being that is unarmed, a being that shows no ill intent of harming the Swordmaster, his allies, or the current residence of the Swordmaster, or use his sword for selfish gain. If the Swordmaster is attacked, they do not need to abide by the Way of the Sword. Creatures, as well, do not require the Swordmaster to abide by the Way of the Sword, yet mindless slaying of innocent creatures will not be tolerated.
Way of Honor: A Swordmaster with this code vows to protect a person, ideal, or god. If the Swordmaster chooses a god, they follow, to an extent, the Code of Honor that a Paladin follows by defending their god or goddess' law. A Swordmaster defending an ideal may not allow ill talk or defilement of their ideal, but may only use violence as a last resort. A Swordmaster defending a person usually travels with their 'Lord', and cannot allow harm to happen to their 'Lord', may not strike their 'Lord', may not go against the word of their 'Lord', and must put the needs of their 'Lord' above their own. The 'Lord' simply refers to the one they are protecting, and the defense of their 'Lord' is not broken is they did so under the effects of a Charm, Confusion, or if they attack them by accident under the shrouds of fog, darkness, and the like. The Code is not broken, as well, if the Swordmaster feels as if their 'Lord' is abusing their power, or using it to openly hurt the Swordmaster.
Noting Ventured: As a full round action, the Swordmaster can take his Counter Stance. The Swordmaster waits for an attack, and when hit, the Swordmaster counters. If hit by a melee attack, or a touch ranged spell, and whether or not the Swordmaster survives the attack, the Swordmaster may make a counter attack as an Attack of Opportunity. The Swordmaster deals double the amount of damage he received from the attack plus his Strength Mod to the attacker (Example: Lloyd is attacked by a Goblin with a dagger. The goblin deals 4 damage. Lloyd successfully makes a counter, dealing 8 Damage + his 3 Strength mod for 11 damage). The attack roll is against Flatfoot. Nothing Ventured cannot be used on Ranged attacks, or Magic attacks. If that attack is to miss the Swordmaster, the Swordmaster is still able to counter with Nothing Ventured, making the target roll the damage it would have dealt and allowing Nothing Ventured to counter successfully. The Swordmaster cannot move either before or after using Nothing Ventured, yet the Swordmaster is allowed to take a 5 foot step to reach a melee attacker if they are hit by a weapon with Reach. Also, the Swordmaster may only attack with his main hand weapon in a Nothing Ventured Counter.
Abate Earth: With proper stances and proper training, the Swordmaster may add half his Swordmaster class, rounded down, into his checks to resist trips, bull rushes, charges, overruns, and maneuvers of the such that involve movement.
Katana Lore: The Swordmaster gains Weapon Focus and Weapon Specialization (Katana) as bonus feats.
Squeaky Wheel: An odd name for a specialized technique. As a standard action, the Swordmaster may attack one target. If the attack connects, the Swordmaster deals his damage as normal, and also removes one Attack of Opportunity attempt from the target.
Multitask: While wielding a Katana in his main hand, and light, one handed weapon or wakizashi in his off hand, the Swordmaster may attack with his off hand weapon in a Nothing Ventured Counter attack. This attack uses a second Attack of Opportunity, and suffers the same penalties of Two-Weapon Fighting.
Quick Deflect: With a show of speed and power, the Swordmaster may deflect a ranged weapon, such as a thrown weapon or arrow or bolt. He may deflect one weapon per weapon in hand (Two in total is he is dual wielding), and may only deflect once per hand per round of combat.
Clear Mind: With his Code, the Swordmaster allows a much focused mind. The Swordmaster is now immune to Confusion effects, and gains a +4 vs Fear effects.
Before Swine: With much training, comes power. The Swordmaster may, as a full round action, can take a new Counter Stance. Before Swine follows the same rules and limitations for Nothing Ventured, except that Before Swine counters only Ranged magic attacks. The Swordmaster may also attack with Before Swine even if the spell would kill him. This Counter may only be used against spells that deal direct damage, such as Magic Missile, and not spells such as Weird or Wail of the Banshee. The attack works, simply, by reflecting the residue energy from the spell back at the caster.
Counter Amp: The Swordmaster has been using his Counter stance for quiet some time now. He may now add twice his weapon's damage into damage dealt by a Nothing Ventured or Before Swine Counter.
Know Thine Enemy: A much more 'personalized' Counter. The Swordmaster chooses one target as a full round action. If the Swordmaster is ever attacked, through Ranged, Melee, or Magic, they may make an Attack of Opportunity. If the attack connects the Swordmaster deals four times the damage dealt to them, plus two times their strength mod. Also, while the Swordmaster may move up to twice his base land speed to activate the counter, they may not move if they declare a Know Thine Enemy Counter. This does not trigger off any other attacks. As with the other Counters, Know Thine Enemy may be used even if the Swordmaster is killed.
Redoubled Effect: With training in multiple weapon combat, the Swordmaster ignores all penalties for Two-Weapon Fighting when he is using Nothing Ventured of Before Swine. In addition, he also deals his full strength mod in damage with his off-hand weapon.
The Worm Turns: A very powerful Counter, used when the Swordmaster is low on health. If the Swordmaster is below 25% of his total health, he may initiate new Counter as a full round action. If hit by an attack during this Counter, he is allowed an Attack of Opportunity. If it hits, the Swordmaster deals seven times the damage dealt to him, along with four times his strength mod into damage. Once this Counter has been used, he cannot use it again until the Swordmaster's turn comes again in combat. The Worm Turns may be used in the same cases as the other: Even if the Swordmaster dies.
Slow and Steady: Wins the race. If the Swordmaster does not move during his turn, he gains +4 Dodge AC, +4 to Hit, and does not expend an Attack of Opportunity when using a Nothing Ventured or Before Sine Counter.
Free Lunch: A true warrior never turns down a free meal. When using Nothing Ventured, Before Swine, or Known Thine Enemy, the Swordmaster may move their full movement speed before declaring the Counter. If they moved and declare a Counter, the Swordmaster adds in an extra 1d6 per 10 feet they moved into the attack, and gain a +1 per 10 feet moved into their hit roll.
If a Swordmaster breaks their Code of Sword, they lose all class abilities, except for Proficiencies. A Swordmaster may regain his abilities if he picks up a new sword and vows to uphold the same Code he once had, and first holds to his Code for at least one week.
Also, if a Swordmaster is to multiclass into a class that upholds a Code of Honor, such as a Paladin, that conflicts with the current Code of the Swordmaster, the Swordmaster loses all abilities, except for his Proficiencies, and cannot gain another level in Swordmaster.
|21st||Face Thine Enemy|
|25th||The Ground Rots|
|26th||Hunt for Soil|
4 + Int modifier skill points per level.
Face Thine Enemy: While using Known Thine Enemy, the Swordmaster may now move his full base land speed and still declare his Counter.
The Ground Rots: With such extended time and experience, the Swordmaster can removes some limits of his Counters. When the Swordmaster used The Worm Turns, he may now counter as many times as he can attack via Attacks of Opportunity.
Hunt for Soil: With rage and anger building, the Swordmaster may now move his base land speed while declaring a The Worm Turns counter.
Counter: A Swordmaster has perfected his art. He no longer requires an Attack of Opportunity to use any of his Counters. He also deals an additional 2d6 per weapon he uses in each counter.
Human Swordmaster Starting Package
Weapons: Katana (1d10, 19-20, x2), Wakizashi (1d6, 20, x2).
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Power Attack.
Bonus Feats: Quick draw.
Gear: Scalemail, backpack, whetstone, waterskin, trail rationsx5, lantern, pint of oilx3, firewood, flint&tinder.
Gold: 3d8 x 10gp.
Playing a Swordmaster
Religion: Those who do worship tend to worship gods and goddesses of valor, combat, honor, and the like.
Other Classes: The Cleric, Paladin, Druid, Wizard, Sorcerer, and Ranger are the Swordmaster's best friends, filling in for the lack of healing, magic, and ranged damage the Swordmaster cannot do.
Combat: Front line fighter, taking and dealing blows as quickly and often as he can.
Advancement: Ranger and Cleric are the most common, giving the Swordmaster either ranged combat or healing powers.
Swordmasters in the World
|“||To live and die by the sword is what all true warriors strive for, and I am no different.||”|
|—Lloyd Kurayami, Human Swordmaster|
Daily Life: The life varies based on both their alignment and their Code.
Notables: Lloyd Kurayami.
Organizations: A Swordmaster can be found, usually, in many guilds across the world.
NPC Reactions: As stated with the daily life, the outlook on a Swordmaster changes greatly on their Code and alignment.
Characters with ranks in Knowledge (Local) can research Swordmasters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||The Swordmaster is a master of counter attacks.|
|10||Despite the heavy weapons they use, Swordmasters are known for very quick strikes.|
|15||Some of the most skilled Swordmasters are known to reflect arrows, bolts, and even spells back at their attacker.|
|20||-Information on a specific Swordmaster-.|