Blade
In
short:
The blade is master at performing with a weapon, especially blades.
If there is a showy way to wield, throw, or perform with a weapon,
a blade knows how to do it better than anyone. By performing a Weapon
Display, he reduces the morale of opponents by 2 and increases his
allies to hit rolls by +1. Blades are considered ambidextrous and
can use weapons in both hands, only suffering a -2 penalty to hit
with their off-hand.
They
may also perform a Defensive Spin, which reduces the blade's armor
class by a number equal to half of his level and does a similar amount
of damage to the attacker (if they don't save), or an Offensive Spin,
which scares the opponent. Unlike other bards, blades do not gain
the 10th level ability to use written magical items.
Requirements:
Dexterity: 13, Intelligence: 13, Charisma: 15
Description:
Blades are master artisans with bladed weapons. Everyone has seen
a Blade in action at fairs and carnivals. They are the knife throwers
who pop balloons while blindfolded and swallow slender sabers such
as those wielded by lawless pirates on the high seas.
Blades
also perform amazing displays of weapon skill and control as they
flash various weapons all about their bodies with deadly precision.
Oriental Blades are perhaps the most skilled at this particular art
form. Using weapons such as the three-piece rod, nunchaku, or the
katana, Oriental Blades put on amazing displays of rapid weapon movement,
including offensive and defensive spins, katas, and ritual dances.
Besides
rapid displays of weapon skill, Blades also perform slow, elegant
dances, involving incredibly precise movement and timing. These dances
include thrusts, lunges, leaps, graceful arcs, etc.
If
there is a showy way to wield, throw, or perform with a weapon, a
Blade knows how to do it better than anyone.
Weapon
Proficiencies: At least half of a Blade's weapon
slots must be selected from the following: Sword (any), dagger, knife.
Blades are also limited to expanding but one slot on a purely missile
weapon.
Armor/Equipment:
To complement their entertainment image as mysterious and fearsome
men, Blades often dress in black garb, even going so far as to wear
masks, facial wraps, or black headgear. Their weapons are always kept
in perfect shape. A man dressed in solid black, flashing gleaming
silver blades, is truly an awesome sight.
Special
Benefits:
Weapons
Display: For this ability to have an effect, the Blade must
whirl a non-missile weapon about his body. The observer must be close
enough to the Blade to see the display. The display has no effect
on those already in combat, as they are too busy to notice.
By
whirling a melee or hurled weapon about, a Blade can affect the morale
and courage of others. Such a display of skill, precision, and deadly
grace lowers opponents' morale by 2 and inspires allies, giving a
+1 bonus to allies attack rolls.
The
display must occur for a full round without interruption. During this
time, any successful attack upon the Blade, or failed save by the
Blade, disrupts the display.
The
display may only be used once per encounter; the display lasts for
one round per level of the Blade.
This
ability requires a lot of room (it cannot be done in a narrow corridor).
Specifically, the Blade must be able to stand with his arms extended
while holding out his weapon and be able to move his arms in all directions
without contacting any obstructions.
Handle
Weapons: Blades train and perform with weapons
in both hands. Blades can wield 2 weapons with a reduced penalty,
no penalty on the main weapon, and only a -2 on the off hand.
Trick
Throw: Although this ability is called "Trick
Throw", it functions the same for both missile weapons and hurled
weapons. This allows Blades to perform called shots. The normal -4
penalty is lessened by -1 for every 5 levels.
Defensive/Offensive
Spin: These are both elements of a good weapons
display. They also have other uses as described below:
The
defensive spin is a specialized form of the parry. The blade whirls
his weapon to create a deadly shell about his body. A Blade may not
attack during the spin. The AC of the Blade is lowered by half the
Blade's level.
In
addition, any creature that makes a successful melee attack against
the Blade must roll a save vs. paralyzation or suffer damage equal
to half the Blade's level. The spin lasts for a maximum number of
rounds equal to the Blade's constitution. A successful hit ends the
spin.
The
offensive spin is a much more threatening maneuver. The Blade creates
a fearsome looking display of skill directed at a specific opponent.
The spin must last for the entire round, during which the Blade does
not attack. On the next round, the Blade makes a normal attack roll.
Of this hits, the victim must roll a morale check or stay at least
10 feet from the Blade. This may be attempted only once per opponent.
Furthermore,
the Blade must not have been damaged by that creature in combat. This
is a difficult condition, because they get the free round to attack
while the Blade prepares to do this maneuver.
Special Hindrances:
Blades
do not get the ability to use scrolls at level 10.
Source:
The Complete Bard's Handbook
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