Guardian Swordsman


based on Auron from FFX

Masters of swordplay and skilled in non-magical debilitating attacks, Guardian Swordsmen are feared throughout all the land. These warriors have gained so much knowledge about swordplay that they can strike a target with skill normally only spellcasters have. They also have the ability to analyze an opponent's attacks if they are wielding a sword, thus defending more easily against them.

Requirements

- Base Attack Bonus +7.

- Abilities: Strength 15+, Dexterity 13+.

- Feats: Power Attack, Cleave, Weapon Focus with any sword.

- Skills: Knowledge/Swordplay +6 total modifier or higher.

- Special: Must be proficient with at least 3 different swords.

Class Skills

The Guardian Swordsman’s class skills (and the key ability for each) are: Bluff (cha), Climb (str), Craft (int), Handle Animal (cha), Intimidate (con), Knowledge/swordplay (int), Profession (wis), Ride (dex).

Skill Points each additional level: 2 + int modifier.

Class Features

- Hit Die: The Guardian Swordsman rolls d10s for hit points.

- Weapon and Armor Proficiency: Guardian Swordsmen are proficient with all swords, daggers, and the Kukri. They can use light and medium armor, and any shield except the Tower Shield.

- Sword Defense: Starting at 1st level, the Guardian Swordsman can analyze an opponent's sword attacks to better defend himself. The Swordsman must succeed at a Knowledge/Swordplay check (DC = opponent's attack roll) to use this ability. On a successful save, the Swordsman may add half of his Base Attack Bonus to his AC against attacks from that opponent for that round. The Swordsman will then take a -2 penalty to all attack and damage rolls for 2 rounds thereafter. This ability may be used as many times as the Swordsman chooses, but the penalties stack.

- Sword Mastery: At 1st level, the Guardian Swordsman gets one of the following feats: Weapon Focus, Weapon Specialization, Weapon Finesse, Greater Weapon Focus, Greater Weapon Specialization (with one of the above listed weapons, must meet all prerequisites except Fighter levels), or Expertise (only when using a sword, dagger, or the Kukri). Another feat may be chosen at 3rd level and every 3 levels thereafter.

- Power Break: At 2nd level, the Guardian Swordsman gets the extraordinary ability to 'break' an opponent's attacks. Before you attack, announce that you are going to use Power Break. If the attack hits, roll damage normally. You choose any number from 1 to the damage you rolled, and instead of dealing it in damage, apply it to the opponent's attack and damage rolls. The target now subtracts X from all its attack and damage rolls. This effect lasts for 1d4 rounds + your Strength modifier and is useable once per day. The effect can be avoided if the target succeeds at a Fortitude save (DC = 20 + Strength modifier + prestige class level). In this case, the damage used for Power Break is lost. Regardless of success or failure, the Guardian Swordsman is winded for 1 round, and is then fatigued for 2d4 rounds.

- Greater Sword Defense: At 4th level, the Swordsman gains the ability to use his sword to aid others. This works just as Sword Defense, but the Swordsman can defend any ally within 5ft. of him when wielding any sword except the Greatsword, in which he may defend an ally 10ft. away. The AC bonus is applied to the ally, but the penalty is still applied to the Swordsman, and the penalty also becomes half the Base Attack Bonus +1. When wielding a Greatsword and defending 10ft. away, the Swordsman applies 1.5 times the normal penalty to attacks, and loses 1 attack during his next action.

- Magic Break: At 5th level, the Guardian Swordsman gets the extraordinary ability to 'break' an opponent's magical attacks. Before you attack, announce that you are going to use Magic Break. If the attack hits, roll damage normally. You choose any number from 1 to the damage you rolled, and instead of dealing it in damage, apply it to the opponent's rolls for touch attack spells, damage from spells, and DC for saving throws against spells (also applies to spell-like abilities). The target now subtracts X from all its magical touch attack rolls, damage rolls from spells and spell-like abilities, and the DC for all spells and spell-like abilities. This effect lasts for Id4 rounds + your Strength modifier and is useable once per day. The effect can be avoided if the target succeeds at a Will save (DC = 20 + Strength modifier + prestige class level). In this case, the damage used for Mind Break is lost. Regardless of success or failure, the Guardian Swordsman is winded for 1 round, and is then fatigued for 2d4 rounds.

- Extra Break: At 7th level, and every 3 levels thereafter, the Guardian Swordsman may pick a Break type to use one more time per day than normal. Any Break he has gained may be selected and the same Break may be selected multiple times.

- Armor Break: At 8th level, the Guardian Swordsman gets the extraordinary ability to 'break' an opponent's armor. Before you attack, announce that you are going to use Armor Break. If the attack hits, roll damage normally. You choose any number from 2 to the damage you rolled, and instead of dealing it in damage, apply it to the opponent's AC and saving throws. You must select an even number and only apply half that number as a penalty. The target now subtracts ˝ X from its AC and all saving throws. This effect lasts for 1d4 rounds + your Strength modifier and is useable once per day. The effect can be avoided if the target succeeds at a Fortitude save (DC = 20 + Strength modifier + prestige class level). In this case, the damage used for Armor Break is lost. Regardless of success or failure, the Guardian Swordsman is winded for 1 round, and is then fatigued for 2d4 rounds.

- Mind Break: At 11th level, the Guardian Swordsman gets the extraordinary ability to 'break' an opponent's mind. Before you attack, announce that you are going to use Mind Break. If the attack hits, roll damage normally. You choose any number from 1 to the damage you rolled, and instead of dealing it in damage, apply it to the opponent's spell resistance (if any), their rolls for spell saves, and their AC against spells with a touch attack. The target now subtracts X from its spell resistance, rolls it makes against all spells and spell-like abilities, and AC against spells and spell-like abilities with a touch attack. The target also must make a Fortitude save (DC 15) to maintain any energy resistance it might have; one roll per type. This effect lasts for 1d4 rounds + your Strength modifier and is useable once per day. The effect can be avoided if the target succeeds at a Will save (DC = 20 +Strength modifier + prestige class level). In this case, the damage used for Mind Break is lost. Regardless of success or failure, the Guardian Swordsman is winded for 1 round, and is then fatigued for 2d4 rounds.

- Flawless Execution. Starting at 14th level, the Guardian Swordsman no longer gets fatigued after using a Break technique. He still gets winded for 1 round, but is then fine afterwards. Also, the Swordsman only takes half the usual penalties for using his Sword Defense and Greater Sword Defense abilities. The Swordsman still loses 1 attack when defending with a Greatsword.

The Guardian Swordsman - Chart

Level BAB Fort Ref Will Special

1 +1 +2 +0 +0 Sword Defense, Sword Mastery.

2 +2 +3 +0 +0 Power Break.

3 +3 +3 +1 +1

4 +4 +4 +1 +1 Greater Sword Defense.

5 +5 +4 +1 +1 Magic Break.

6 +6/+1 +5 +2 +2

7 +7/+2 +5 +2 +2 Extra Break.

8 +8/+3 +6 +2 +2 Armor Break.

9 +9/+4 +6 +3 +3

10 +10/+5 +7 +3 +3 Extra Break.

11 +11/+6/+1 +7 +3 +3 Mind Break.

12 +12/+7/+2 +8 +4 +4

13 +13/+8/+3 +8 +4 +4 Extra Break.

14 +14/+9/+4 +9 +4 +4 Flawless Execution.

15 +15/+10/+5 +9 +5 +5

16 +16/+11/+6/+1 +10 +5 +5 Extra Break.

17 +17/+12/+7/+2 +10 +5 +5

18 +18/+13/+8/+3 +11 +6 +6

19 +19/+14/+9/+4 +11 +6 +6 Extra Break.

20 +20/+15/+10/+5 +12 +6 +6

Links to other sites on the Web

Back to Prestige Classes

© 2000 maulgak_shiverbane@yahoo.com