Kit -
Bladesinger, Elf (CRE)
Of the roving elves, there are few as deadly as the Bladesinger. They
are masters of their weapons and have spent their lives in the study of
their chosen weapons. They have also learned to cast spells while engaged
in combat, and thus they double their might.
To be a Bladesinger, a character needs at least a 13 Strength and Constitution,
as well as a 15 Dexterity and Intelligence.
Bladesingers are easily identifiable by their weapon of choice and
catlike grace, they are decorated with their weapon guild's distinctive
tattoo. Each guild has a separate and unique tattoo depicting its style
of weapon through an animal representation. Long swords are often represented
by great cats such as lions or panthers, a whip would be shown as a striking
snake, and so forth.
Special Benefits.
There are four special benefits to the Bladesinger kit, as follows:
1. The Bladesinger chooses one weapon and practices with it extensively,
to the exclusion of most other weapons. If practice makes perfect, the
Bladesingers are very well practiced in their weapon of choice-for they
are virtually perfect.
The poised steps of the bladesong (the act of attack by a Bladesinger)
not only reveals the Bladesinger to be a creature of beauty even during
battle, but the steps also carry him into advantageous positions for either
offense or defense. He can instinctively grasp the flow of the battle around
him, and his feet will carry him through the intricate maneuvers necessary
to optimize his attack.
Such is the intensive training of the Bladesinger that he gains an
automatic +1 to attack rolls as well as a +1 for damage. This is in addition
to the normal elven +1 for use of the long or short sword (if applicable).
Despite any additional, further training, this is as high as the bonus
can be.
2. Bladesingers receive a special bonus when they wish to try an unusual
maneuver with their blade. This bonus is equal to +1 for every four levels
the Bladesinger has attained. The bonus only serves to cancel the penalties
normally applied for such a maneuver. All other penalties and bonuses still
apply.
3. Bladesingers have been taught from an early age to grasp the flow
of magic around them and to turn it to their advantage.
They can cast spells even while in the front lines. Although they cannot
actually attack while casting their spells, they may defend themselves
against incoming melee attacks.
Their defense is equal to their level divided by 2, plus 1. All fractions
are rounded down. Thus, a 6th-level Bladesinger gains a +4 to AC (6th level/2=3+1=+4
AC). The same goes for 7th-level Bladesingers (7/2=3.5-.5=3+1=+4 AC). This
does not apply to rear or missile attacks, for it is nearly impossible
to defend against those while casting a spell.
Bladesingers have practiced the somatic portion of their spells well
enough that they may cast their spells one-handed, suffering only a slight
penalty. It adds +2 to their casting times, making it easier to disrupt
their spells. Like any other spellcaster, if they are hit they lose the
concentration necessary for maintaining their spells; they lose the spell.
Their spells are, therefore, usually of an offensive nature with very short
casting times.
4. The training is hard enough that only a 3rd-level Bladesinger can
begin to teach even the rudiments of the bladesong. If
another elf wishes to learn the bladesong, he must seek one of the masters
of the blade. Bladesingers charge a high price for sharing their skills.
Special Hindrances.
To offset their abilities, Bladesingers suffer some severe penalties.
Not only must they attempt to advance the cause of elvendom somehow at
all times, they must also lend aid to any elf in need. Unless the elf is
proven to be an enemy of the elven way of life, the Bladesinger must sacrifice
life and limb to save that elf's life.
Of course, the Bladesinger is free to determine whether there is, in
fact, an elf in danger. Too many times other races have tried to eliminate
the Bladesinger menace through illusion and trickery. The Bladesingers
have grown wary and have, unfortunately, allowed fellow elves to perish
while trying to determine the truth of the threat. Thus, most Bladesingers
carry at least one detect magic spell in order to avoid possible errors.
Bladesingers are so devoted to their chosen weapon that they can never
learn another one. Unlike other elves, they do not gain a +1 to attack
rolls with a bow. With all other weapons, they suffer a -1 penalty to attack
rolls, even if they have taken it as a proficiency. If they have not devoted
the slot to learn the weapon, the Bladesinger suffers the ordinary nonproficiency
in addition to the -1 penalty.
If the player is using The Complete Fighter's Handbook, he may not
allow his character to specialize in weapon groups. The Bladesinger focuses
on a single weapon only.
Bladesingers may wear no armor heavier than elven chain or studded
leather. Bulkier armor restricts the Bladesingers' movement enough that
they have at least a -2 penalty to attacks if they try to use their bladesinging
ability while wearing such armor. The penalty is greater for heavier armor,
although this is at the DM's discretion.
Bladesingers rarely use weapons other than swords. With only rare exceptions,
they never learn two-handed fighting styles. They may not use shields or
two-handed weapons, for these interfere with the bladesong. Even when they
have run out of spells, Bladesingers will fight one-handed or with both
hands on their single-handed weapon. To do otherwise negates all bladesinging
bonuses.
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