The Blademaster Discipline was formed by a Swordmaster/Elementalist long before the Scourge. His town was attacked by Orkish invaders one day. Being the best fighter there, he single-handedly held off a large group of the Orks long enough for the townspeople to rally and drive away the Orks. He suffered many extensive injuries in that battle, and was only saved because a local Wizard had a cache of powerful Healing Potions. Several years later, when his sons were old he enough to learn, he began teaching them about talents and being adepts. Two of his sons wanted to become Swordmasters and wanted him to train them. He thought over this for a long time because he didn't want his sons to ever get hurt like he had. He altered some of his talents and created new ones, and finally opted to teach them. He didn't teach them to be Swordmasters though, he taught them to be Blademasters.
All Blademasters come from a secret Kaer deep within the Dragon Mountains where the original Blademasters' town was. During the Scourge, there had only been Elves and Humans inside and after the Scourge ended, the Discipline had attuned itself to them and no other race could learn. All Blademasters must return to this Kaer to receive further training in their discipline. Blademasters are expressly forbidden from training someone while out of the Kaer.
Blademasters only wear armor with an initiative penalty of 1 or less, and use no swords bigger than a Broadsword. This has always been so the Blademaster won't get hindered by bulky armor or weapons. A Blademaster is a very perceptive fighter. He will try to see attacks and avoid them instead of taking them like the Sky Raider and Warrior Disciplines. Whenever a Blademaster joins a battle, he will try to strike first and then defend until the opportunity to strike occurs again.
Racial Restrictions: Humans and Elves only.
Karma Ritual: To perform his Karma Ritual, the Blademaster goes through a series of precise movements known as a Blade Dance. The Blade Dance is designed to lock all positions of battle into the body while it is performed. The Blademaster starts out changing from position to position. As he switches positions, the Blademaster slowly accelerates the speed of his movements until he is a blur. The ritual is complete after he finishes the last position.
Artisan Skills: Dancing, Weapon Runic Carving
FIRST CIRCLE
Talents
Air Dance
Avoid Blow (D)
Karma Ritual
Maneuver
Melee Weapons (D)
Wound Balance
SECOND CIRCLE
Talents
Durability (7/6)
Sprint
Weapon History
THIRD CIRCLE
Talents
Riposte (D)
Throwing Weapons
FOURTH CIRCLE
Initiative: Increase the Blademaster's Initiative Step by 1.
Talents
Thread Weaving (Sword Weaving) (D)
Trap Initiative
FIFTH CIRCLE
Karma: The Blademaster may spend Karma Points on any Damage Tests made
with a sword.
Talents
Anticipate Blow
Tiger Spring
SIXTH CIRCLE
Physical Defense: Increase the Blademaster's Physical Defense by 1.
Talents
Disarm (D)
Sister Sword* (D)
SEVENTH CIRCLE
Spell Defense: Increase the Blademaster's Spell Defense by 1.
Talents
Resist Taunt
Speak Language
EIGHTH CIRCLE
Karma: The Blademaster may spend Karma on actions requiring Dexterity
Only.
Talents
Cobra Strike
Missile Weapons
NINTH CIRCLE
Physical Defense: Increase the Blademaster's Physical Defense by 1.
Talents
Called Shot
Critical Hit
Lion Heart
TENTH CIRCLE
Karma: The Blademaster may now spend Karma on actions using Perception
Only.
Initiative: Increase the Blademaster's Initiative Step by 1.
Talents
Life Check
Pin
ELEVENTH CIRCLE
Physical Defense: Increase the Blademaster's Physical Defense by 2.
Talents
Quickblade
Whirlwind (D)
TWELFTH CIRCLE
Karma: Increase the Blademaster's Maximum Karma by 25. The Blademaster
may spend Karma on Willpower.
Talents
Defense
Spirit Strike
*Indicates a new talent, described below.
Sister Sword
Step Number: Rank + Dexterity Step | |
Action: No | Skill Use: Yes |
Karma: No | Strain: 1 |
Discipline Talent: Blademaster |
A character must have 2 swords of the same type to perform Sister Sword. On all other aspects, treat this like Second Weapon Talent in the ED Rulebook.
Blademaster rituals are always duels or tournaments where the advancing adept challenges someone and must win by disarming the opponent of his sword.
Recruitment: Blademasters usually recruit by organizing a small tournament and then having the winner fight the Blademaster. If he or she shows enough skill, the Blademaster will then begin the person's training.
Novice (2-4): The adept must challenge one Blademaster of equal or higher circle to 3 sword matches. The Blademaster advances regardless of the outcome.
Journeyman (5-8): The adept must challenge three Blademasters of any circle to a 3-on-1 melee. The Blademaster advances as long as he disarms 2 of his opponents.
Wardens (9-12): The adept must organize a tournament of at least 5 other Blademasters of at least equal circle and place 2nd or 1st to advance.
Ghost Master Ritual: The Blademaster, like the Swordmaster and Warrior,
must draw a circle on the ground and mentally fight the master until he materializes
and defeats the Blademaster.
What's New | Main Page | Disciplines | Eternal Library |
Campaign | Web Guide | Links |