Blade Savant"Text"
Am Shaegar, Human Blade SavantText
Becoming a Blade SavantText
Table 1: The Blade Savant
Hit Die: d12Level BAB Ref Fort Will Special Abilities Martial Fusillades
1 +1 +2 +2 +2 Specialist Fusilier +1 Fusilier Level
2 +2 +3 +3 +3 Bonus Feat, Forte +1 Fusilier Level
3 +3 +3 +3 +3 Aspect of the Blade +1 Fusilier Level
Class skills (4 + Int modifier per level): Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all but Arcana, Religion, The Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)
Requirements:Feats: Tactician, Elemental Warrior, Defender, Specialist, Siphoner, Battledancer, Conductor, Principal, or Torturer.
BAB: +3.
Skills: Knowledge (History) 6, Knowledge (Nobility and Royalty) 4.
Class FeaturesText
- Martial Fusillades: The Blade Savant increases all martial fusillade features as if the character had gained a level in the appropriate class at each indicated level.
- Specialist Fusilier (Ex): The Blade Savant has chosen to focus in a particular aspect of martial fusillades, indicated by the choice of feat used to enter this prestige class. If he has more than one feat, this bonus and class only applies to one of them. At first level, he sacrifices the ability to ever use one aspect of martial fusillades (such as Elemental Assault). In return, the point cost of all of the fusillade components of his chosen aspect are reduced by 1 (min 1).
- Bonus Feat: The Blade Savant, at 2nd level, gains a single bonus feat, chosen from lists presented here and here. Alternately, he can take any Fighter bonus feat, and is treated as a fighter of his class level for those purposes. He must still meet the prerequisites of the feat chosen.
- Forte: At 2nd level, the Blade Savant chooses a aspect of his martial talents that he has spent the last time studying, and gains the benefits thereof. Once made, this choice is permanent. The list of available fortes is here. Ignore knowledge check requirements and penalties but not the prerequisites. Remove the word "ancient" from any restrictions.
- Aspect of the Blade (Ex): The Aspect of the Blade varies, depending on which of the aspects of martial fusillades the Blade Savant has focused in when he entered the class.
- Tactician: A Tactician is focused on the basic, simple, elements of combat, but has mastered them to such a degree everyone else bows to his skill. If he takes a full-attack action against an enemy without using a fusillade, he recovers a number of martial points equal to half his maximum points allowed per fusillade.
- Elemental Warrior: Hot-headed and cold-blooded, the Elemental Warrior is the flashiest of the Blade Savants, but just as deadly as all the rest. Elemental Warriors deal +1 damage per die, and ignore immunity to elemental damage with their fusillades.
- Defender: Determined to fight a solid defensive fight, the Defender prefers the security of a shield wall to the fury of a charge. The Defender gets an extra immediate action that can only be used on Defensive Technique fusillades, and can delay up to 20 damage, as per a Crusader's Steely Resolve.
- Specialist: Focused on uprooting and disarming his opponent, the Specialist takes great glee in seeing his foes tumble and fall. The Specialist never takes an attack of opportunity from a charge, grapple, trip, overrun, sunder or disarm, and receives a +4 bonus to all rolls taken as part of these actions. This includes attack and damage on charges.
- Siphoner: Watching his enemy crumble before him, his energy drained away, is the goal of the Siphoner. Whenever he deals more than 15 damage with an attack, he deals 1 point of ability damage to an ability of his choice. He cannot reduce that ability below 1.
- Battledancer: Swiftly moving about the battlefield, the Battledancer is always one step ahead of his enemy. Once per round, the Battledancer can take a 5' step as an immediate action. If such a step would put them into or out of an enemy's melee range, they must make a Tumble check with a DC equal to that opponent's attack modifier. If they fail at this check, they cannot take the 5' step.
- Conductor: Focused more on the talents of his allies than himself, the Conductor swings them around the battlefield, always in charge. All allies within 30 ft. gain a +1 bonus to attack and a +3 bonus to damage for each ally that had already attacked their target that round.
- Principal: Luck is little more than the complaining of the unprepared. The Principal is always prepared. Once per round, the Principal can adjust one dice roll affecting him by +1 or -1 as a free action.
- Torturer: Enemies should be on their knees, heads bowed, as the Torturer stands supreme above them. He increases the DC of all Status Assault saves by +1 per 4 character levels, rounded up.