BLADEMASTER
The Heron-marked sword of a true blademaster strikes fear into even the most battle-weathered veteran. In times past, individual blademasters were known far and wide, their exploits the stuff of legend. These men often carried blades wrought by the One Power during the Age of Legends, symbols of their martial prowess. In the Third Age, fewer Blademasters walk the land, but their unique talents make them no less deadly than their forebearers.
Blademasters train for many long years to perfect their swordwork, although anyone who has actually earned one of the rare remaining heron-marks can tell you that none ever truly master the forms. Rather, blademasters consider themselves to be artists, moving through their forms in an unending, darkly beautiful dance of death. Their training represents a path toward inner calm and self-reflection, not a lifeless collection of martial skills. A blademaster worthy of the title knows that he cannot master his blade unless he has first mastered himself. In fact, most pursue centering techniques similar to Rand al'Thor's "flame and the void" method.
Blademasters usually embark on their careers as armsmen, nobles, or wanderers. Many begin their training at a young age and continue to hone their skills throughout their lives.
Hit Die: d10.
Requirements: To qualify to become a blademaster, a character must fulfill all the following criteria.
Base Attack Bonus: +7
Skills: Balance +5, Concentration +5, Knowledge (Sword Forms) +5
Feats: Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Quick Draw, Weapon Focus (any sword)
Special: Must own a sword of at least Masterwork quality, and of the same type that he has Weapon Focus for.
Class Skills: The Blademasters class skills (and the key ability for each skill) are Balance (dex), Intimidate (cha), Jump (str), Knowledge (Sword Forms) (Weaponry) (int), Listen (wis), Sense Motive (wis), Spot (wis), Tumble (dex).
Skill Points at Each Level: 2 + Int modifier.
Class Features:All of the following are class features of the Blademaster.
Weapon and Armor Proficiency: Blademasters are proficient with all simple and martial weapons, with all types of armor, and with shields.
Parting the Silk: After you score a hit with your sword, you do not roll dice to determine the damage. Instead you figure the normal maximum damage (not a critical hit) you can inflict with that weapon and deal that much damage to the target. Additional damage, such as from the sneak attack ability, is determined normally; this damage is not maximized. This ability cannot be used when you roll a successful critical hit. A blademaster can use parting the silk once per day per level.
Heron-Marked Blade: Upon becoming a Blademaster the character is granted the right to carry a Heron-Marked Blade. A mentor may bestow the Heron-Marked Blade, crafted anew, or the Heron mark can be etched onto the character's own sword (which must be of at least Masterwork quality).
Superior Weapon Focus: at 2nd level, the blademaster becomes one with his sword. Stacking with any existing Weapon Focus bonus, this adds an additional +1 to all attack rolls with the blademaster's chosen sword.
Blade Defense: When the Blademaster has his sword in hand he is able to add a +2 to Defense which acts as a Dodge Bonus. This bonus only applies to a single opponent that must be designated at the beginning of each round. This ability increases by +2 at 9th level with Master Blade Defense. This ability is not cumulative with any armor bonuses.
River Undercuts the Bank: Determine the standard critical multiplier for your sword. With this ability, you can increase that multiplier by 1. For example, the longsword
has a critical multiplier of x2. Using this ability, you can increase that multiplier to x3. You must declare the use of this ability before you roll any damage dice. The blademaster can use this ability three times per day.
Eyes of the Crane: On reaching 5th level, when a blademaster delays his attack with his sword until after he is attacked in a round, he takes advantage of the opening provided and gains a +2 bonus on his attack and damage rolls.
Leaf on the Breeze: The Blademaster is smooth, subtle, and suddenly quick and shifting. Three times per day the Blademaster may (as a full round action) make a full attack and take a natural "20" on his initiative roll. A blademaster can use this ability three times per day.
Hummingbird Kisses the Honeyrose: At 7th level, the blademaster gains Improved Critical as a bonus feat.
Heron Wading in the Rushes: A Blademaster may, as a full round action, focus his strength offensively. When he does so he gets a -10 circumstance penalty to defense, however until his next action he may take an attack of opportunity against anyone who successfully attacks him. On his first such attack the Blademaster is considered to have rolled a natural 20 and needs only confirm the critical hit. Parting the silk may be used on these attacks, even if they are successful critical hits. A blademaster may use this ability once per day.
Weapon Mastery: The Blademaster has become so skilled with his sword that the weapon damage is increased by one die size. (Example: if the Blademaster uses a longsword it increases from a d8 damage die to a d10 damage die).
Base
Fort
Ref
Will
Defense
Reputation
level
Attack Bonus
Save
Save
Save
Special
Bonus
Gain
1st
+1
+0
+2
+0
Parting the Silk (1/day/level), Heron-Marked Blade
+1
+1
2nd
+2
+0
+3
+0
Superior Weapon Focus
+2
+0
3rd
+3
+1
+3
+1
Blade Defense
+2
+1
4th
+4
+1
+4
+1
River Undercuts the Bank (3/day)
+2
+0
5th
+5
+1
+4
+1
Eyes of the Crane
+3
+1
6th
+6
+2
+5
+2
Leaf on the Breeze (3/day)
+3
+0
7th
+7
+2
+5
+2
Hummingbird Kisses the Honeyrose
+3
+1
8th
+8
+2
+6
+2
Heron Wading in the Rushes (1/day)
+4
+0
9th
+9
+3
+6
+3
Master Blade Defense
+4
+1
10th
+10
+3
+7
+3
Weapon Mastery
+5
+1