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Blademaster  -  new sub-class of Warrior

 

Primary Attributes: Intelligence, Dexterity and Agility – Bonus dice awarded for each instead of standard STR & END for Warrior.

 

Initial Skill Bonuses: Are given for bonus attributes (15 = 1, 16 = 2, 17 = 3, 18 = 4). For Skill Bonus may improve Natural Defense (@ D6-1%), Weapon Proficiency (@ 2d6-1%), or Stamina (1/2 of standard level rolled). Maximum Skill Bonuses per area is Intelligence bonus, thus 16 INT allows 2 bonuses per area initially.

 

Fault --- Does not gain any Skill bonuses (IE. Binding, tracking) other than basic racial, thus no additional learning for special racial or attributes. Also unable to have any ‘knacks’ other than weapon related.

                      

Primary Fault / Experience penalty --- Needs additional 30% additional Experience Points to progress levels. That’s is, making 2nd level @ 1300 XPs, 3rd @ 2600 XPs, 4th @ 5200 XPs, etc. Bonus Attributes in INT, DEX and AGL will defer this. Each Bonus Attribute (IE. 15 or better) subtracts 5%. A Bonus Attribute of 18 subtracts 10%. The experience penalty may be reduced for attribute growth at advanced levels. Maximum reduction is to 10%.

 

Edge --- Gets better weapon training per level advancement. Gets 1 free re-roll for primary weapon and Natural Defense.

 

Primary Edge / Weapon Stunts / ”The Disciplines”:  Instead of standard weapon damage bonus (IE. Every 40% above 100% proficiency) Blademaster may choose class-specific Stunts. First discipline is gained at 100% proficiency with primary weapon. Additional discipline may be learned every ‘Racial Threshold’, thus Humans every 40% after.

 

Preparation - Before each use of any discipline, mental preparation is required. Needs to prepare up to 4 actions (12 seconds), reduces 1 action per level attained in discipline to minimum of 1 action (3 seconds) at 4th level. No preparation needed once 8th level in a discipline is achieved.

 

Way of Fire: Initial explosive attack; causes additional damage from primary weapon. At 1st level adds +2 damage, 2nd level: +3 damage, 3rd level: +4 damage. At 4th level the weapons damage dice roll is doubled, thus a D8 roll of 5 = 10 damage. A Max roll (IE. D8 of 8, doubled to 16) gets only 1 additional dice roll but it is doubled. At 5th level, weapon damage roll is doubled then add +2. At 8th, weapon damage roll is tripled.

 

Way of Earth: Incrementally stronger attacks; adds incremental to hits and damage to successive attacks. To benefit from increasing attacks it is necessary to keep hitting your opponent with every attack or bonuses are lost. At 1st level: 1st attack is +1/+1. At 2nd level, 1st attack is +1/+1, 2nd attack is +2/+2. Thus at 5th level: 1st attack is +1/+1 up to +5/+5 for 5th consecutive successful attack.

 

Way of Air: Faster attacks; additional ‘to-hit’ growing to additional attacks. At 1st level gains +1 ‘to-hit’ and additional attack after 4 actions; the additional attack does not get the +1. 2nd level gains +1 ‘to-hit’ and additional attack after 3 actions. 3rd level gains +1 ‘to-hit’ and additional attack after 2 actions. 4th level gains +1 ‘to-hit’ and additional attack after 1 action; thus an additional attack every other action. 5th level gains +2 ‘to-hit’ and additional attack after 1 action; thus every other round. 6th level gains +2 ‘to-hit’ and additional attack after 1 action (every other round); but extra attack occurs as first action. 7th level as 6th but ‘to-hit’ bonus is +3. At 8th level is allowed 2 attacks every round.

 

Way of Water: Flowing defense; better dodges or parries. Each level gained allows additional ‘1’ to be added to Parry or Dodge. Must add ‘1’ to each every 4 levels.

                            

Way of Shadow: Because each discipline is so stylized, experienced opponents may detect style and know how to counter. This discipline disguises the styles. At 4th level, also gives powerful feint to distract and setup opponent.

 

Advanced Disciplines: Only allowed after the specified base disciplines are learned to 4th level, this allows disciplines to be melded together.

 

Way of Ice / combining Air & Water: Swifter attacks and defenses, this appears as a dance and opponent’s responses become clumsier as if slipping on ice.

 

Way of Iron / combining Fire and Earth: Increasingly explosive all-out attacking style.