Swordsman Feats
ADRENALINE SURGE [ BUFF ] Prerequisite: Power
Benefit: While the swordsman’s current HP is less than half their maximum HP, they gain a +2 damage bonus to all melee attacks.
AIR CUTTER [ MISC ]
Prerequisite: Swordsman, Weapon Attack 13 Ranks Benefit: The swordsman can now attack enemies from a distance with blades of air. Take a -2 penalty per 5ft of distance between the swordsman and the target then apply damage normally.
BLADE COUNTER [ DAMAGE ]
Prerequisite: Haste, Weapon Attack 8 Ranks
Benefit: Instead of parrying or rolling defense, a swordsman may choose to instead roll for a counter attack using their primary sword. Treat this as a single normal attack roll. If the attack succeeds, both players are hit simultaneously. If the attack fails, only the swordsman receives damage in the exchange. Blade Counter cannot be used when the opponent is outside the swordsman’s attack range or against another blade counter attack.
BLADE GUARD [ MISC ]
Prerequisite: Swordsman, Weapon Attack 6 Ranks Benefit: As a standard action the swordsman may ready their blade in a defensive posture. They cannot attack while in this posture but gain a +4 defense bonus and may leave this posture as a free action.
CLEAVE [ DAMAGE]
Prerequisite: Power, Weapon Attack 6 Ranks
Benefit: If the swordsman successfully hits their intended target in their Power stance, they get an immediate extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that hit the previous creature. The same creature cannot be hit more than once with a cleave attack during the swordsman’s turn. This continues until the swordsman either misses a target or runs out of targets within reach.
CRATER STOMP [ DEBUFF ]
Prerequisite: Power, STR 18
Benefit: As a standard action the swordsman gathers all his strength into one of his legs and stomps the ground.
This creates a large crater around the swordsman.
Anyone within 10ft of the swordsman immediately moves 5ft closer to the swordsman, unless they are already in melee range. They can roll their tumble vs a DC check of 15 + half the swordsman’s level. If they fail, they also fall prone.
Special: When the swordsman’s strength reaches 22 they can take this feat once more increasing the radius of the crater to 15ft around the swordsman and the move effect increases to 10ft.
DOWNWARD THRUST [ DAMAGE ] Prerequisite: Cleave, Weapon Attack 8 Ranks Benefit: As a standard action the swordman may perform a downward thrust on a target who is knocked down or unconscious. The attack should be treated as an automatic critical hit.
FATAL BLOW [ DAMAGE ]
Prerequisite: Downward Thrust, Weapon Attack 14 Ranks
Benefit: As a full round action and once per day, the swordsman may slash their opponent with a blast of force from up to 30ft away. If you hit the target, apply your normal weapon damage plus 1d6 damage per half the character level of the swordsman. After this attack has been executed, the swordsman may not attack or run for the next 2 rounds. They can only perform normal movement actions.
HASTE [ STANCE ]
Prerequisite: Swordsman, DEX 16
Benefit: Entering and exiting this stance is a standard action. While in this stance you gain +10 Land Movement and a +1 dodge bonus per 5 character levels.
MULTI-SWORD FIGHTING [ SKILL BONUS ] Prerequisite: Two-Weapon Fighting
Benefit: The swordsman can now wield as many swords as they want (as long as they have the limbs to hold them). The swordsman must declare one sword as the primary, which they will always attack with at their full main-hand bonus. The swordsman may then attack with
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two of their remaining swords during each attack action, at the normal offhand bonus. For example, if a Fishman swordsman held 8 swords, he could attack with his main-hand sword at the normal -4 penalty and then attack with two of his remaining swords at a -8 penalty.
(The -4/-8 values come from having a single feat point spent into Two-Weapon Fighting.) The swordsman cannot attack with more than 3 swords in a single attack action.
Normal: A character attempting to wield more than two weapons would normally take an additional -4 penalty to the third weapon’s attack (-4/-8/-12).
POWER [ STANCE ]
Prerequisite: Swordsman, STR 16
Benefit: Entering and exiting this stance is a standard action. The swordsman gains a +1 damage bonus plus 1 more per 5 character levels. However, the swordsman also takes a -2 defense penalty.
QUICK SLASH [ DAMAGE ]
Prerequisite: Blade Counter, Weapon Attack 10 Ranks Benefit: As a standard action the swordsman can attack a target with devastating speed. If the attack hits, it has a 20% chance to stun the target for one round. Roll 1d4 after attempting this feat to determine how many rounds you must wait to use it again.
REVENGE [ DAMAGE ]
Prerequisite: Swordsman, Intimidate 6 Ranks
Benefit: Any enemy which attacks one of the swordsman’s nakama instantly becomes a target for revenge. When a revenge target is attacked by the swordsman’s blades, they take a bonus 1d6 damage.
Once an attack lands on them from the swordsman, the target is no longer a target for revenge.
RUN ON WATER [ MISC ] Prerequisite: Haste, DEX 18
Benefit: While in the Haste stance, the swordsman’s speed is so great they can run across the surface of water. As long as they keep running at full speed, they won’t sink. During this time, the swordsman moves across water at their normal land based run speed. Devil
Fruit characters can travel across water without penalty this way.
CHALLENGE [ MISC ]
Prerequisite: Revenge, Intimidate 10 Ranks
Benefit: As a full round action the swordsman may draw the attention of every opponent currently attacking one of the swordsman’s nakama within 30 feet. Each opponent affected may roll a will save vs a DC of 15 + the swordsman’s level. If they fail the roll they can only target the swordsman for the next 2 rounds.
WINDMILL SLASH [ DAMAGE ]
Prerequisite: Multi-sword Fighting, Weapon Attack 10 Ranks
Benefit: The swordsman spins quickly with his blade(s) extended, creating an air vortex which expands upward and outward. The swordsman rolls his primary attack against all targets with 30ft. If successful, each target takes normal damage from the swordsman’s attack.
Additionally, all targets can roll a fortitude save vs a DC of 15 + the swordsman’s level to resist flying backward.
The amount the swordsman won the DC check by multiplied by 5 is the distance the target is thrown. Any target thrown back is now prone.
WICKED STRIKE [ DEBUFF ]
Prerequisite: Haste, Weapon Attack 6 Ranks
Benefit: The swordsman performs a quick melee strike at their opponent. Their sword appears to cut the target, however, it does no physical damage. The target rolls their willpower save vs a DC of 15+the swordsman’s level. If they fail, they become frightened for 2 rounds.
When the frightened state wears off, they remain shaken for 1d4 rounds.
RAPID STRIKES [ DAMAGE ]
Prerequisite: Quick Slash, Weapon Attack 13 Ranks Benefit: As a full round action, the swordsman performs three full-out attack actions in succession applying and resetting normal attack penalties each time. Any successful hits cause half normal weapon damage, rounded up. This attack may only be used once per battle.
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Warrior
Defensive style fighters, warriors are trained their whole lives to fight and survive. Warriors often wear protective heavy armor which shields them from most types of direct damage. Like swordsmen, warriors have their own unique sense of honor when it comes to battle. They enjoy taunting their enemies; it makes it easier if the target comes to them, plus it distracts them from hurting their more fragile nakama. Since they can take a lot of damage, warriors make great allies on the battlefield. They not only serve as a great distraction, but they can also deal a respectable amount of damage in the process. As far as weapons go, warriors have a wide variety of options but typically go for a 1-handed weapon and shield combination for increased defense, or some type of 2-handed weapon for increased range and damage.
Prerequisites 12 STR and 12 CON Class Features
• Starts with the following free feats:
o Weapon Proficiency: All Melee Weapons o Weapon Proficiency: Shield (Light and Medium) o Armor Proficiency (Light and Medium)
• Secondary skills: Balance, Bluff, Climb, Intimidate, Jump, Search, Spot, Ride
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