The Swordsmen Classes

RO_Swordsman

The Swordsman:

Coming from all walks of life, from humble commoner to lofty nobility, the Swordsman (or Swordswoman) is the most commonly-seen profession in the cities of Rune-Midgard after the Merchant.  With martial skill, a strong swordarm, and the ability to wear the heaviest of armor, Swordsmen play a pivotal part in any party, confronting enemies head-on, and keeping their attention away from the less-protected members of their group.

More offense-oriented Swordsmen eventually opt to become Knights, while others respond to a rather holier calling and become Crusaders.

Swordsmen have the following game statistics:

Ability Scores: Strength and Constitution, though many Swordsmen focus on Agility as well.

Alignment: Any.

Hit Die: 1d8

Base Attack Bonus: +1 per level.

Best Saving Throw: Fortitude.

Class Skills: The Swordsman’s class skills (and the key ability for each skill) are: Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering), Swim (Str).

Skill Points at 1st Level: (2 + Intelligence modifier) x4.

Skill Points at Each Additional Level: 2 + Intelligence Modifier.

Class Features:

Weapon and Armor Proficiency: A Swordsman is proficient in the use of Axes, Daggers (and similar types of weaponry), Spears, and Swords (one-handed and two-handed), all types of Armor (light, medium, and heavy), and Shields (not including tower shields).

Bash (Ex): The Swordsman is able to make an accurate and powerful blow to a single enemy, increasing the damage dealt by the weapons they hold.  At Level 1, Bash gives a +2 bonus to Hit and adds 1d6 additional damage, increasing to +4 to Hit and +2d6 to damage at Level 5.  At level 10, Bash adds +6 to Hit and +4d6 to damage rolls, and the opponent must make a Fortitude save against DC 15 + the Swordsman’s Strength modifier or be Stunned for 1d4 rounds.  Bonuses only apply to the Bash attack itself.  The Swordsman may use this ability a number of times per day equal to 3 + her Strength modifier.

Berserk (Ex): If injured enough, a Swordsman can enter a state of uncontrollable rage.  At level 9, if a Swordsman goes below 25% of their total hit points, she gains a +2d8 to bonus to Damage, but also receives a +2d8 penalty to her Armor Class.  The Berserk state lasts until the Swordsman is rendered unconscious, or her hit points go above 25% again.

Sword Mastery: At level 5, the Swordsman gains +1 to Hit and +2 to Damage on all One-Handed Swords.  At level 10, the Swordsman gains this for all Two-Handed Swords as well.

Endure (Ex): At Level 2, the Swordsman gains the ability to partially ignore the pain of enemy attacks.  The Swordsman gains Damage Reduction 2/- and immunity to being Stunned for 1d4 rounds.   The Swordsman may use this ability a number of times per day equal to 3 + her Constitution modifier.

Increased Recovery (Ex): As a result of their rigorous training, a Swordsman learns to unlock the latent healing abilities of their own bodies, lessening the recovery time needed to recover from wounds and increasing the efficiency of potions of healing.  At Level 4, the Swordman gains Fast Healing 2 and healing potions have +1d8 added to the hit points they heal.  At level 8 this becomes Fast Healing 4 and healing potions add +2d8 instead to the hit points they restore. The Fast Healing does not take effect if the Swordsman is unconscious or Fatigued.

Magnum Break (Su): At Level 5, the Swordsman may unleash an attack imbued with the element of Fire, slamming her weapon down on the ground and causing a literal explosion of power.  Magnum Break adds +4 to Hit and (Base Weapon Damage + Strength Modifier +2d10) to Damage, and affects a 5-foot radius spread centered on the Swordsman.  Any opponent caught in the attack must make a Fortitude save against DC 10 + the Swordsman’s Strength modifier or be knocked back 1d6 feet.  The Swordsman’s weapon gains additional 1d6 Fire Damage for 1d4 rounds after the Magnum Break attack was declared. The Swordsman may use this ability a number of times per day equal to 3 + her Strength modifier.

Provoke (Ex): At Level 3 a Swordsman may taunt a single enemy, forcing them to attack wildly and recklessly, increasing their damage, but leaving them open to a vicious counter attack.  On a successful Intimidate check against DC 10 + the opponent’s Wisdom modifier, the enemy attacks the Swordsman, gaining a +2d8 bonus to damage, but also a +2d8 penalty to their Armor Class score.  The enemy retains this bonus and penalty for 1d4 rounds.  Undead are not affected by Provoke.


RO_Knight

Swordsman Heroic Path: The Knight

Swordsmen who prefer to get into the thick of things and toe-to-toe with hordes of enemies nominally advance into Knighthood, where they gain more skills, especially pertaining to tackling multiple enemies at once.  Mounted on their trained avian steeds, these heavily-armed and armor warriors are well suited to breaking enemy formations, giving damage but being well capable of taking damage in return.  More agile Knights specialize in Two-Handed sword skills, while those of more robust constitution take to the path of the Spear.  However many take a third path as well, specializing in neither combat style.

Knights have the following game statistics:

Ability Scores: Strength, Constitution, and Agility.

Alignment: Any.

Hit Die: 1d10

Base Attack Bonus: +1 per level.

Best Saving Throw: Fortitude.

Class Skills: The Knight ‘s class skills (and the key ability for each skill) are: Climb (Str), Handle Animal (Wis), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering), Knowledge (Geography), Ride (Dex), Spot (Wisdom), Swim (Str).

Skill Points per Level: 2 + Intelligence Modifier.

Class Features:

Weapon and Armor Proficiency: A Knight is proficient in the use of Axes, Daggers (and similar types of weaponry), Spears, and Swords (one-handed and two-handed), all types of Armor (light, medium, and heavy), and Shields (not including tower shields).

Cavalier Mastery (Ex): When a Knight reaches her 3rd Level, her control over the movement of her mount in combat reaches a near-intuitive level, with the Knight and her Peco-peco reacting and moving as one.  The Knight gains a +4 Insight bonus to Ride checks, and +4 Circumstance bonus to Initiative as long as they remain mounted.

Combat Style Novice (Ex): At their 2nd Knight Level, a Knight must select a Combat Style, specializing either in Two-Handed Swords or Spears.  This choice affects the character’s class skills, but does not restrict her selection of Feats or special abilities in any way.

If the Knight selects Two-Handed Swords, she gains the Counter-Attack ability.  If the Knight selects Spears, she gains the Pierce attack.

Combat Style Expert (Ex): Once a Knight reaches her 6th level, the aptitude in her selected fighting style improves further.  If the Knight chose Two-Handed Swords, she gains the Charge Attack ability.  If the Knight chose Spears, she gains the Spear Toss ability.

Combat Style Journeyman (Ex): Once the Knight reaches their 4th level, her aptitude in her chosen fighting style improves.  If the Knight chose Two-Handed Swords, she gains the Quicken ability.  If she chose Spears, she gains the Spear Stab ability.

Combat Style Mastery (Ex): One a Knight reaches their 8th level, she gained total mastery of her chosen fighting style.  A Knight that chose Two-Handed Swords learns the Bowling Bash attack, while a Knight that chose Spears learns the Brandish Spear attack.

Combat Style Skill Lists: The complete set of Skills available under the Two-Handed Sword and Spear Combat Styles.

  • Bowling Bash (Ex): For a number of times per day equal to 3 + the Knight’s Strength modifier, the Knight can use the Bowling Bash attack, targeting a 8-foot spread in front of her.  Opponents hit by the attack are take (Weapon Base Damage + Str Modifier + 5d6) damage and must then make a successfully make a saving throw against DC 15 + the Knight’s Strength Modifier, or else get knocked back 2d4 feet and suffer an additional 5d6 damage as they collide with the other targets of the attack; a successful save negates the secondary damage and the knock back.  This attack can only be used with One-Handed or Two-Handed Swords.
  • Brandish Spear (Ex): For a number of times per day equal to 3 + the Knight’s Strength modifier, the Knight may use the Brandish Spear attack, targeting a 10-foot spread in front of the Knight.  Opponents within 5 feet of the Knight hit by the attack take (Weapon Base Damage + Str Modifier + 10d6) damage, while opponents further than 5 feet only take (Weapon Base Damage + Str Modifier + 5d6) damage. The attack only works with a Spear-type weapon.
  • Charge Attack (Ex): For a number of times per day equal to 3 + the Knight’s Constitution modifier, the Knight may do a Charge attack.  The Knight must declare an attack against a target within 30 feet, then make a Ride check against DC 15 + 1 for every three feet away the target is.  If the Ride check succeeds, the Knight and his mount bound over obstacles and intervening enemies, to attack the target, dealing (Weapon Base Damage + Str Modifier + 5d6) damage on a successful hit.  The Knight and the mount cannot be hit by Attacks of Opportunity during the Charge Attack.  Charge Attack can only be used with One-Handed and Two-Handed Swords.
  • Counter-Attack (Ex): For a number of times per day equal to 3 + the Knight’s Strength modifier, she can declare a Counter-Attack action during her enemy’s turn.  The next melee attack that hits the Knight in that turn is automatically blocked, its damage negated, and the Knight retaliates with an attack that does ([Weapon Base Damage + Strength Modifier] x2) damage.  This ability can only be used with both One-Handed and Two-Handed Swords.
  • Pierce (Ex): For a number of times per day equal to 3 + the Knight’s Strength modifier, a Knight can Pierce a foe with their spear, the damage increasing depending on the size of the opponent faced.  The attack deals (Weapon Base Damage + Str Modifier + 1d10) damage to Small-sized opponents, (Weapon Base Damage + Str Modifier + 2d10) damage to Medium-sized opponents, and (Weapon Base Damage + Str Modifier + 3d10) damage to Large-sized opponents. The attack only works with a Spear-type weapon.
  • Quicken (Sp): For a number of times per day equal to 3 + the Knight’s Agility modifier, the Knight may increase the speed of her attacks whenever she uses Two-Handed Swords.  For 1d6 rounds, she gains a +2 Haste modifier to her Initiative, and gains an additional attack whenever she uses a Full Attack Action using a Two-Handed Sword.  This ability cannot be used for One-Handed Swords or Spears.
  • Spear Toss (Su): For a number of times per day equal to 3 + the Knight’s Strength modifier, the Knight may throw their spear at an enemy within 40 feet, dealing massive damage.  During the attack the Knight gains a +4 Insight bonus to Hit, while the Spear Toss does (Weapon Base Damage + Str Modifier + 2d6) damage.  The Knight does not need to retrieve their weapon, as it magically returns to their hand after piercing the target.  The attack only works with a Spear-type weapon.
  • Spear Stab (Ex): For a number of times per day equal to 3 + the Knight’s Strength modifier, the Knight may use a Spear Stab, knocking aside foes that are in front of him.  The attack does targets a 5-foot cone in front of the Knight, and while it only does (Weapon Base Damage + Str Modifier) damage, enemies hit by the attack must make a Reflex save against DC 15 + the Knight’s Strength score or be knocked back 1d8 feet. The attack only works with a Spear-type weapon.

Peco-peco Mount: At their 1st Level, the Knight gains the use of a Pecopeco, a trained avian mount to ride into battle.  The Pecopeco has the same base stats as a Hippogriff  (page 152 of the 3.5 Monster Manual) but without the flight mode of movement.  It has +8 bonus Hit Die, a +10 Natural Armor adjusment, a +4 Strength adjustment, and 9 Intelligence.  Like a paladin mount (in page 45 of the 3.5 Player’s Handbook), the Pecopeco has the Empathic Link, Improved Evasion, Improved Speed, and Shared Saving Throws abilities.



Swordsman Heroic Path: The Crusader

Where the Knight focuses more on martial advancement, a Swordsman of a more spiritual bent that aspires to lend their sword-arm and martial skills to a more higher ideal could do well into joining the Crusaders.  A more defensive-oriented profession compared to the Knight, a Crusader learns to increase the protection provided by shields, as well as find more offensive uses for them.  A closer association with the Church of Odin also means that Crusaders learn a smattering of defensive spells that can increase their defense against Demons and the Undead, as well as support allies.

Crusaders have the following game statistics:

Ability Scores: Strength, Intelligence, Constitution, Agility.

Alignment: Lawful Good, Lawful Neutral.

Hit Die: 1d10

Base Attack Bonus: +1 per level.

Best Saving Throw: Fortitude, Will.

Class Skills: The Crusader ‘s class skills (and the key ability for each skill) are: Climb (Str), Concentration (Con), Diplomacy (Cha), Handle Animal (Wis), Heal (Wis), Jump (Str), Knowledge (Nobility and Royalty), Knowledge (Religion), Ride (Dex), Sense Motive (Wisdom), Swim (Str).

Skill Points per Level: 2 + Intelligence Modifier.

Class Features:

Weapon and Armor Proficiency: A Crusader is proficient in the use of Axes, Daggers (and similar types of weaponry), Spears, and Swords (one-handed and two-handed), all types of Armor (light, medium, and heavy), and Shields (including tower shields).

Cavalier Mastery (Ex): When a Crusader reaches their 3rd Level, her control over the movement of her mount in combat reaches a near-intuitive level, with the Crusader and her Peco-peco reacting and moving as one.  The Crusader gains a +4 Insight bonus to Ride checks, and +4 Circumstance bonus to Initiative as long as she remain mounted.

Cure (Sp): When a Crusader reaches their 3rd Level, she gains access to some curative spells.  For a number of times per day equal to 3 + the Crusader’s Intelligence Modifier, she may cure Blindness and both magical and non-magical Diseases.

Demon Bane (Su): A Crusader is trained by the Church of Odin in techniques used to better combat Demons and Undead.  From their 3rd Level onwards, a Crusader adds 2d6 Holy damage to all damage done to Demon and Undead opponents.

Divine Protection (Su): At their 2nd Level, the Crusader is blessed with additional protection against Demons and Undead, gaining Damage Reduction 2/- against Demons and Undead opponents.  This protection increases to 2/- at Level 4, 3/- at level 6, and finally 4/- at Level 8.

Faith (Su): A Crusader’s faith gives helps her weather blows that can fell lesser warriors.  At their 1st Level, and every level afterwards a Crusader gains a bonus 5 hit points added to her hit point total whenever she levels up.

Grand Cross (Sp): When a Crusader reaches 9th Level, she gains the ability to release a massive burst of holy power that damage enemies surrounding her.  The attack does 1d10 Holy damage per Crusader level to all enemies within a 10-foot spread of the Crusader (thus a 9th-level Crusader will do 9d10 damage).  However the massive and sudden release of magical power is harmful to the Crusader as well, and the Crusader takes 4d10 damage whenever Grand Cross is cast.  The Crusader may use this attack for a number of times per day equal to 3 + the Crusader’s Intelligence Modifier.

Heal (Sp): When a Crusader reaches 6th level, they gain the use of a spell that aids in their recovery from injury as well as that of their allies.  For a number of times per day equal to 6 + the Crusader’s Intelligence Modifier, the Crusader may heal ([Crusader Level x 1d8] + Crusader’s Intelligence Modifier) in damage.  For example, a 5th-level Crusader can heal 5d8 plus their Intelligence modifier in damage on either herself or her allies.

This ability can also be used to damage the restless dead.  In that case a Crusader does ([Crusader Level x 1d8] + the Crusader’s Intelligence Modifier) Holy damage to Undead opponents.

Peco-peco Mount: At their 1st Level, the Crusader gains the use of a Pecopeco, a trained avian mount to ride into battle.  The Pecopeco has the same base stats as a Hippogriff  (page 152 of the 3.5 Monster Manual) but without the flight mode of movement.  It has +8 bonus Hit Die, a +10 Natural Armor adjusment, a +4 Strength adjustment, and 9 Intelligence.  Like a paladin mount (in page 45 of the 3.5 Player’s Handbook), the Pecopeco has the Empathic Link, Improved Evasion, Improved Speed, and Shared Saving Throws abilities.

Sacrifice (Sp): When a Crusader reaches Level 10, she gains the ability to protect her allies at the expense of her own health.  Target a single ally; for 2d4 rounds, all damage dealt to that ally is dealt to the Crusader instead as long as the ally remains within line of sight.  The Crusader may use this ability a number of times per day equal to 3 + the Crusader’s Consitution Modifier.

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