ROGUE - BARD Blade Kit Description: Blades are master artisans with their weapons. They perform amazing displays of skill and control as they flash various weapons all around their bodies in amazing displays of rapid weapon movement, offensive and defensive spins, and ritual dances. They often perform in carnivals and circuses, using their superb control and mastery of trick throws and trick shots to entertain. If there is a showy way to wield, throw, or perform with a weapon, a Blade knows how to do it better than anyone. Blades run the gamut of personality from vibrant and flamboyant to dark and mysterious, but they always carry a certain air of confidence and showmanship about them. They are very confident in their abilities and their trusty blades to get them through any scrape. Requirements: As a standard Bard, but Blades can be of any race except half- ogre and can be of any alignment. A Blade must have Constitution and Charisma of 13 or more and Dexterity of 15 or more. In addition, because of their combat savvy and skill with weapons Blades gain 1d6+1 hit points per level, +3 hit points at each level after 10th. Weapons & Armor: A Blade begins at 1st level with Broad Group Proficiency in Blades, but receives no other initial weapon proficiencies. They gain additional weapon proficiencies normally as they advance in level. Blades can wear any armor, but they usually wear studded leather or lighter armor so as to not interfere with their class abilities. They do not use shields. Thief Abilities: Climb Walls, Detect Noise, Escape Bonds, Hide in Shadows, Move Silently Special Benefits: All Blades have a certain level of skill in showy combat methods, as reflected by their required proficiencies, particularly when using their favored Blade weapons. Bladesmanship: Blades are masters of swift, serpent-like strikes and maneuvers with all blade weapons, gaining multiple attacks as a warrior two levels lower than his or her actual level (i.e., 3/2 at 9th level and 2/1 at 15th level) and also decreasing the speed factor of any blade weapons used by one for every four levels of experience (rounding up, minimum speed factor of 0). These benefits apply when using Blade weapons in melee or as hurled weapons. When fighting with any blade weapon a Blade is automatically able to use his or her Display Weapon Prowess proficiency as a part of normal combat as he or she engages in a fearsome display of weapon-wielding dexterity, flipping, twirling, and otherwise brandishing his or her weapon in most dazzling fashion. If his or her proficiency check is successful, this display lowers the morale of any opponent within 10' with Low (5) or higher intelligence who can see the display by 2 and increases the morale of allies who can see the display by 1. In addition, a Blade's flurry of feints, stylized combat stances, and generally intimidating weapons skill is so distracting in combat that any opponent within 10' suffers a -1 penalty to hit and a +1 penalty to its Armor Class. In fact, versus a weapon-using foe a Blade gains a +1 bonus to his or her attack roll for every four levels of experience (rounding up) due to his or her skill at feinting a defender out of position and shifting weapon strokes and striking angles with blinding speed to take advantage of momentary vulnerabilities. Blades are also exceptionally skilled at parrying the blows of their enemies, gaining a +1 bonus to their Armor Class for every four levels (rounding up) whenever using a full-round parry. A Blade's AC bonus due to parrying applies fully versus all attacks, as they are just as adept at slicing an arrow out of midair as they are at deflecting a dagger thrust. This bonus may also be applied to the Blade's attack roll when attempting a Block vs. an enemy's blow. Any time a Blade engages in parrying, he or she may combine it with the use of the Display Weapon Prowess proficiency if desired; he or she can execute simple, crisp, and effective parries or can show off his or her remarkable blade skill in performing flamboyant, scintillating, and equally effective parries with all the florid flair for which Blades are famous. In addition to the above, Blades train and perform with weapons in both hands as a matter of course. Because of their extensive experience with this style of fighting, they suffer no penalty when attacking or parrying with a weapon in either hand or with a weapon in each hand simultaneously, so long as the weapon in the primary hand is not larger than size M and the weapon in the secondary hand is not larger than size S. Two size M weapons may be used simultaneously, as long as neither is a weapon that can be effectively wielded two-handed. Note also that the speed factor of a size M secondary weapon is increased by 5; a size S secondary weapon entails no speed factor penalty. Blind-fighting: Blades are extremely skilled in the art of Blind-fighting, as many of their performances involve mock duels or combats or trick throws performed while blindfolded. Hence, a Blade may use his or Blind-fighting proficiency with respect to hurled blade weapons within 30' as well as to melee attacks. As a Blade advances in level, his or her Blind-fighting proficiency increases in effect: At 5th level a Blade suffers only a -1 penalty for fighting in darkness, while a Blade of 9th level or above suffers no combat penalties for fighting blind. Note that this benefit only applies when fighting with a Blade weapon. Entertainment: As a standard Bard, but at least one-third of all proficiency 'bonus points' must be devoted to improving their Display Weapon Prowess skill. Precision Strike: Blades are very deft and have a degree of control over their blades that is difficult to match. They reduce the penalties (both to initiative and the roll to hit) for attempting a called shot of any kind by one for every four levels of experience (rounding up). In addition, at 5th level a Blade's are sufficiently precise that he or she can attempt to Backstab (q.v.) an opponent as a thief four levels lower than his or her actual level (representing their lesser degree of training in learning vital parts of the anatomy). Rumor & Legend: As a standard Bard, but a Blade only gains the "legend lore" portion of this ability, and that only as it applies to bladed weapons, weaponsmithing, and fighting/dueling styles. None of the other standard Rumor & Legend abilities are gained. Trick Throw: This ability is similar to the Precision Strike described above, but it allows a Blade to reduce the penalty for attempting a called shot with any hurled weapon in which he or she is proficient (even weapons other than blades). A Blade can also attempt to hurl any size S or M blade weapon as a missile with a range of 10 yards, with one such throw possible per round, with normal chances to hit and inflicting full normal damage. Also, when a Blade attempts to use his or her Juggling proficiency to catch small objects hurled at him or her, the attack roll (see the proficiency description) is made using the Blade's level as a bonus. This ability also works the a Blade's ambidexterity to allow the character to hurl weapons using either hand with no penalty. Steeldance: This maneuver, which is learned at 9th level, is similar to the Whirlwind Attack (see below) but is far more deadly. This skill enables the Blade to weave his or her weapon in a blinding flurry of parries, feints, swift slashes, and darting thrusts, becoming a veritable whirling dervish of deadly steel. As with the Whirlwind Attack, before initiating this ability, a Blade must spend at least one round parrying and observing a combat, noting the fighting styles and body mechanics of the combatants near him or her and gauging their strengths and weaknesses and probable responses to any of a variety of actions. At the beginning of the next round, the Blade must make a successful Display Weapon Prowess proficiency in order to initiate the Steeldance. If the check is failed, the Blade may continue parrying and attempt the check again on the next round and on the following rounds thereafter, though with a cumulative -4 penalty per round after the first. If the attempt fails, the Steeldance is wasted for the day. If the check is successful, the Steeldance has begun. For as long as the Steeldance lasts, the Blade can attack any and all targets within 10' with a normal melee round's attack or attack sequence, similar to the Whirlwind Attack, though no proficiency check is required to gain an attack against a given foe. A Blade can move up to 10 yards per round while performing a Steeldance, and thus literally is able to carve a swathe of destruction through tightly packed ranks of enemies. The whirling blades flashing and whistling about the Blade's person deflect many attacks, improving his or her Armor Class versus attacks from all sides (including behind), with a +1 bonus vs. attacks with device launched missiles, +2 vs. hurled weapon attacks, and +3 vs. melee attacks. In addition, the Blade's lethal lunges and deadly bladework are so awesome and terrifying to any weapon-using opponent with an Intelligence of Low (5) or greater that any successful hit requires the Blade's opponent to make an immediate morale check at -2 or be forced to flee at least 10' from the Blade and will attempt to keep that distance for the remainder of the combat, seeking out other opponents if possible, or fleeing in panic if the Blade is the only available combatant. Anytime the Blade is within vision range of such a cowed opponent for the remainder of that battle, that creature suffers a -1 penalty to attack rolls. If the morale check succeeds, the creature fights on even in the face of this cyclone of dancing death, and no creature who has previously struck the Blade during an encounter can be forced to make a morale check by the use of this ability. This Steeldance is very strenuous, and it can only be undertaken once per day, and it is not possible to perform both a Steeldance and a Whirlwind Attack in the same battle. The Blade can continue the Steeldance for up to 1d4 rounds plus one round for every level above 9th, after which the Blade suffers a -2 penalty to all die rolls until he or she has spent a full turn resting (i.e., no activity more strenuous than slow walking). A Display Weapon Prowess proficiency must be made at the end of each round of the Steeldance, with a cumulative -1 penalty for every round after the first. Failure indicates that the Blade's concentration has been disrupted and the Steeldance has been ended. Whirlwind Attack: At 5th level, Blades learn a dazzling special attack form that enables them to strike several opponents essentially simultaneously in a blinding flurry of flashing blades. A Blade who wishes to use this ability must first spend at least one round parrying and observing the combat situation, noting the fighting styles and of the combatants near him or her, gauging their strengths and weaknesses, sizing up his or her opponents and skillfully positioning him- or herself just right in the midst of the fray. Once the Blade is ready to use the Whirlwind Attack, he or she may attempt a Display Weapon Prowess check for every opponent within 10' of his or her position at the beginning of the round. Against every opponent for whom the check is successful, the Blade can take a normal round's attack or attack sequence. If the check is failed, that opponent cannot be attacked that round. A Blade can only make as many checks as he or she has levels, but if any checks are left over at the end of a round, he or she can continue the Whirlwind Attack into the next round, until he or she has used up all checks. If the Blade spends a round without attacking an opponent, the Whirlwind Attack is ended, even if he or she had potential checks remaining. This ability cannot be used more than once per day. A Blade may move up to 10 yards per round while engaging in a Whirlwind Attack, and he or she retains all normal Bladesmanship benefits while doing so. Note that it is possible to perform the equivalent of a Whirlwind Attack using hurled knives or daggers rather than the usual melee weapons (sword and dagger being the classic Blade combination). If this is done, a successful Juggling check must be made in addition to a Display Weapon Prowess check for each creature to be attacked, though each check allows a full round's worth of hurled daggers or knives to be thrown at that creature. This variant maneuver is typically referred to as a Bladestorm. Special Hindrances: Blades are restricted to wearing studded leather or lighter armor and may not use shields, as noted above. Also, if a Blade is carrying more than his or her unencumbered weight allowance, all of his or her special abilities that have functions determined by level operate at only half normal effectiveness. Because they concentrate so much on improving their bladesmanship, Blades do not take the time and effort required to gain the breadth of performance skill or the depth of "book-learning" that other Bards enjoy. As a result, Blades do not gain the Language Lore, Leadership & Influence, or Performance Magic abilities of other Bards, and they gain only a very limited version of the normal Rumor & Legend ability. Bonus Proficiencies: Blind-fighting, Display Weapon Prowess, Juggling, Tumbling Preferred Proficiencies: Blacksmithing, Charm, Contortionist, Dancing, Direction Sense, Disguise, Endurance, Instant Stand, Intimidation, Jumping, Leatherworking, Lightning Reflexes, Luck, Seduction, Sixth Sense, Tannery, Tightrope Walking, Venom Handling, Weaponsmithing ***DISCLAIMER*** As with all postings by me of classes or races, it should be noted that portions of the information contained herein were inspired by or derived from information in published works of TSR, Inc., and may contain references to those works, quotations or passages of text (especially in the area of 'Character Description', where applicable sections from TSR works were often carried over more or less intact into my campaign world), or particular powers or abilities invented by TSR staff writers. No relationship with TSR, Inc., is to be implied by this use, nor is any attempt being made to solicit profit or remuneration of any kind. I have read the TSR Online Policy document, and have tried to accommodate the stipulations contained therein. In instances where I have lifted an essentially complete class or race without significant alteration, I have not included these in my postings but instead have inserted a reference to the appropriate D&D sourcebook for those curious in including it in their campaign. Only variations that include a significant component of original work, alteration, or reformulation (including the compositing elements from various TSR sources into new combinations) of have been included in this set of postings. Jason Eric Nelson < tjaden@u.washington.edu >