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Swordmaster

Swordmasters learn the value of well-handled weapons and a quick tongue. Training to demonstrate sharp accuracy and flash in a fight. Despite the Name of their Discipline, Swordmasters are proficient in many weapons. Swords are just the accepted norm.

Allowed Classes fighter, rogue

Discipline Main Statistic Dexterity

Racial Restrictions Obsidiman

Saves May use Karma on initiative tests

Swordmasters may use Karma on Sense Motive and Bluff rolls in combat even if not a class skill

Talents

Taunt/Resist Taunt 1 Karma any creature that can understand the language the Swordmaster is using must make a will save or have a penalty of 1 on all rolls vs. the Swordmaster for one round. Each extra Karma adds one to the penalty or the duration. This can be used out of combat. The Swordmaster may also use karma to add to her saves vs. others Taunts

Parry/Riposte 1 Karma adds a +1 deflection bonus to the Swordmasters Armor Bonus against one target for one attack. Each extra Karma adds one to the deflection bonus. If the attack misses the Swordmaster gets an immediate attack of opportunity against the target

Heartening Laugh 1 Karma adds a bonus of 1 to all fear saves for all friendly creatures that can here the Swordmasters laugh for one combat. Each extra Karma adds one to the bonus.

Winning Smile 1 Karma gives a penalty of 2 to sense motive rolls against the Swordmaster vs. one namegiver of the opposite sex and a bonus of 2 to the Swordmaster to all bluff rolls against the same target for one hour. Each extra Karma adds to either the penalty or the bonus (2 points).

Engaging Banter-1 Karma any creature that can understand the language the Swordmaster is using must make a will save or remain engaged in conversation with the Swordmaster for as long as the Swordmaster concentrates. Each extra karma adds either an extra creature or to the DC of the save at the Swordmasters discretion. Range=DMSB x 10 feet. The effects are broken if the creatures are attacked. This Talent may not be used in combat.

Combat Balance 1 Karma adds a +1 bonus to the Save or Opposed roll for any effect that would knock down, hold or bind the Swordmaster. Each extra Karma adds another +1 bonus.

Maneuver 1 Karma adds a +1 bonus granted from the full defense combat option. Each extra Karma adds another +1 bonus. If the Swordmaster is not hit during the round she is maneuvering all attacks made the next round are as if the target was caught flat footed. The Swordmaster must stay in melee range for the entire maneuver round to gain this bonus.