Backstabbing Swordsman (3.5e Class)

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Backstabbing Swordsman[edit]

I will not lie; I did a Gestalt and used this format to simplify the two classes for easier access. I highly recommend to visit and comment if desired for these class that are now one. Ion Swordman Backstabbing Expert I do not claim to have made these two classes and I simply wished to Gestalt them.

Making a Backstabbing Swordsman[edit]

Abilities: Strength, constitution, and dexterity are the three most important abilities for an Backstabbing Swordsman. Strength influences the damage and accuracy of hers attacks, Constitution gives her more health and the ability to use hers abilities more often and dexterity lets her avoid blows and use some of her skills more efficiently. Some of the optional class features of the Backstabbing Swordsman have effects that are improved by a good strength or charisma score.

Races: Any race living or has lived in the Underdark.

Alignment: Any Non-Lawful.

Starting Gold: 4d6×10 gp

Starting Age: Simple as Rogue Starting Ages Rule

Table: The Backstabbing Swordsman

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Iaijutsu, Swordsman's Step, Conditioned Legs, Full Swing, Awareness, Stealth Attack (+1d6), Fearsome Reputation, Attack Upgrade
2nd +2 +3 +3 +3 Tachyon Jump, Bonus Feat, Stealth Trick, Stealth Attack (+2d6)
3rd +3 +3 +3 +3 Sayajutsu, 10-Body Blade (4/2), Stealth Attack (+3d6)
4th +4 +4 +4 +4 Evasion, Attack Upgrade
5th +5 +4 +4 +4 10-Body Blade (6/3), Bonus Feat, Stealth Attack (+4d6), Martial Cadence
6th +6/+1 +5 +5 +5 Flying Strike, Stealth Trick, Stealth Attack (+5d6)
7th +7/+2 +5 +5 +5 10-Body Blade (8/4), Stealth Attack (+6d6)
8th +8/+3 +6 +6 +6 Tachyon Slash, Bonus Feat, Attack Upgrade
9th +9/+4 +6 +6 +6 10-Body Blade (10/5), Stealth Attack (+7d6)
10th +10/+5 +7 +7 +7 Battōjutsu, Improved Evasion, Stealth Trick, Stealth Attack (+8d6), Lethality
11th +11/+6/+1 +7 +7 +7 10-Body Blade (12/6), Bonus Feat, Stealth Attack (+9d6)
12th +12/+7/+2 +8 +8 +8 Salamandra, Attack Upgrade
13th +13/+8/+3 +8 +8 +8 10-Body Blade (14/7), Stealth Attack (+10d6)
14th +14/+9/+4 +9 +9 +9 Bonus Feat, Tachyon Frenzy, Stealth Trick, Stealth Attack (+11d6)
15th +15/+10/+5 +9 +9 +9 10-Body Blade (16/8), Stealth Attack (+12d6)
16th +16/+11/+6/+1 +10 +10 +10 Fatal Strike, Attack Upgrade
17th +17/+12/+7/+2 +10 +10 +10 10-Body Blade (18/9), Bonus Feat, Stealth Attack (+13d6)
18th +18/+13/+8/+3 +11 +11 +11 Tireless Body, Stealth Trick, Stealth Attack (+14d6)
19th +19/+14/+9/+4 +11 +11 +11 10-Body Blade (20/10), Stealth Attack (+15d6)
20th +20/+15/+10/+5 +12 +12 +12 Naibu Typhoon, Bonus Feat, Attack Upgrade

Class Skills (10 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft(Weapon Smith) (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge: Local (Int), Knowledge: Plains (Int), Knowledge: Geography (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession:Mercenary, Assassin, OR Bodyguard (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Timble (Dex), Use Rope (Dex)

Class Features[edit]

All of the following are class features of the Backstabbing Swordsman.

Weapon and Armor Proficiency: Backstabbing Swordsmen are proficient with all slashing weapons. Their techniques can be used with any bladed weapon, so long as they can inflict slashing damage. Backstabbing Swordsmen are proficient with light armor and light shields.


Awareness (Ex): Backstabbing Swordsmen are naturally perceptive and can never be surprised or caught flat footed.


Iaijutsu (Ex): Backstabbing Swordsmen have been trained to draw their weapon with such vigor that the resulting slash can often end battles before they begin. An Backstabbing Swordsman can attack with a weapon being drawn from its sheath. Doing so is a standard action unless she has the ability to draw their weapon as a free action, in which case it can be used with any melee attack so long as the attack comes immediately after the draw. When an Backstabbing Swordsman performs an Iaijutsu attack that deals damage it deals an additional 1d10 damage, this increases by 1d10 at 3rd level and every other level there after. Unlike most extra damage dice Iaijutsu damage dice can critically strike, however regardless of the weapon used Iaijutsu damage only crits on a natural 20 with a times 2 multiplier.


Swordsman's Step (Ex): Starting at 1st Level a Backstabbing Swordsman has the unique power of having God like speed on the battlefield. The Backstabbing Swordsman's speed increases their free 5 ft step to up to 25 ft. At 5th level their step is increased to up to 40 ft the Backstabbing Swordsman cannot be wearing heavy Armor or be encumbered with a medium to heavy load.


Conditioned Legs (Ex): Backstabbing Swordsmen have trained their legs to be both explosive and graceful. An Backstabbing Swordsman is always considered to have had a running start when making a jump, anytime an Backstabbing Swordsman can make a jump check to reduce fall damage she only takes half damage(rounded down) from the fall if any, and an Backstabbing Swordsman is so light on her feet that she gains a competence bonus to move silently equal to her levels in Backstabbing Swordsman.


Stealth Attack: If a Backstabbing Swordsmen can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The Backstabbing Swordsmen’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), but only so long as the Backstabbing Swordsmen has moved at least 10 feet since the beginning of her current turn, or last turn if taking the stealth attack during another character's turn. This extra damage is 1d6 at 1st level, and it increases by 1d6 on every level that is not a multiple of 4. Should the Backstabbing Swordsmen score a critical hit with a stealth attack, this extra damage is not multiplied.

Ranged attacks can count as stealth attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a stealth attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a stealth attack, not even with the usual –4 penalty.

A Backstabbing Swordsmen can stealth attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to stealth attacks. The Backstabbing Swordsmen must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Backstabbing Swordsmen cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Stealth attacks qualify as sneak attacks for the prerequisites of feats and prestige classes.

Fearsome Reputation: The Backstabbing Swordsmen gets a +2 circumstance bonus to intimidate checks and bluff checks relating to combat skill when interacting with characters that have heard of a successful attack by a Backstabbing Swordsmen.

Attack Upgrade: At 1st level and every level which is a multiple of 4, the Backstabbing Swordsmen learns a new attack upgrade.

Stationary Attack: A Backstabbing Swordsmen with this ability is not required to have recently moved 10 feet in order to inflict a stealth attack.

Crippling Assault (Ex): A Backstabbing Swordsmen with this ability may deal 2 points of damage to any single ability score with each hit of their stealth atack.

Disturbing Slaughter (Ex): A Backstabbing Swordsmen with this ability may sacrifice any number of dice of stealth attack damage in order to force all enemies within 30 feet of the target (including the target) who can see the target to pass a Will save (DC 10 + number of dice sacrificed + your Cha modifier) or be shaken for a number of rounds equal to the number of dice you sacrificed.

Violent Strike (Ex): When a Backstabbing Swordsmen with this ability hits with their stealth attack to force the target to make a Balance (DC 15 + your Str modifier) check or be knocked prone.

Explosive Strike (Su): A Backstabbing Swordsmen with this ability may take a -5 to their attack in order to deal 1d12 points of fire damage to each character other than the Backstabbing Swordsmen that is within 20 feet of the target (Reflex save half, DC 15 + your Cha modifier).

Amnesia Attack (Su): When a Backstabbing Swordsmen with this ability hits with their stealth attack they may force the target to lose a spell of their highest level slot that they have remaining and to lose a number of power points equal to the power point cost of the most expensive power they know.

Less Lethal Attacks: A Backstabbing Swordsmen with this ability can do nonlethal damage with stealth attacks with any weapon without a -4 penalty.

Discerning Attacker (Ex): A Backstabbing Swordsmen with this ability can use stealth attacks on creatures that have no discernible anatomy or are immune to critical hits.

Very Discerning Attacker (Ex): This ability requires the Discerning Attacker ability. Discerning Attacker no longer has a size restriction.

Flanker: A Backstabbing Swordsmen with this ability can use stealth attacks on opponents that she is flanking even if they are not denied their dexterity bonus to AC.

Swift Attack: The Backstabbing Swordsmen can use stealth attacks on dazed, entangled, dazzled, nauseated, panicked, or frightened opponents.

Hidden Blow: The Backstabbing Swordsmen only takes a -10 penalty to hide when trying to remain hidden while making a stealth attack instead of the normal -20.

Jump Attack: If the Backstabbing Swordsmen jumps onto an enemy or a square adjacent to an enemy from higher ground and at least 10 feet away, she may deal stealth attack damage with her first attack against that enemy during that turn.


Full Swing (Ex): Backstabbing Swordsmen have been trained to stike with abandon. On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from this maneuver to the damage dealt with a non-slashing weapon. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.) This class feature cannot be used in tandum with the Power attack feat, and can be used in place of the Power attack feat in any instance.


Tachyon Jump (Ex): Backstabbing Swordsman are known for their speed of their swords and the strength of their legs. A 2nd level Backstabbing Swordsman can make a special jump that has a distance of up to 20ft plus her total jump modifier. The Backstabbing Swordsman can chain together multiple jumps in a single round, the number of jumps that she can make in this way is equal to 2 plus 1 for every 5 ranks in jump. When the Swordsman jumps she cannot change directions mid jump but can change directions when initiating a new jump in a chain so long as she doesn’t move in the exact opposite direction of the previous jump. Once the swordsman stops jumping in a round she cannot start again. When an Backstabbing Swordsman starts her jump she gains a competence bonus to balance equal to her balance modifier times 5 which lasts until the end of the next round. Using Tachyon Jump is a free action. An Backstabbing Swordsman movement cannot use Tachyon Jump in a round where she has preformed any movement beyond a five foot step, and after Tachyon Jump is used her movement speed becomes 0ft for the rest of the round. If an Backstabbing Swordsman uses Tachyon Jump in consecutive rounds then she must make a Fortitude check of 15 plus the total number of jumps used in the previous consecutive rounds each time she initiates a jump or become Fatigued for 10 minutes and the jump cannot be chained to further jumps. An Backstabbing Swordsman cannot initiate a Tachyon Jump while Fatigued/Exhausted, while wearing medium/heavy armor, or while carrying a medium or heavy load.


Bonus Feat Starting at level 2 and then every 3 levels after an Backstabbing Swordsman gains a Bonus feat off of the Fighter Bonus Feat list.


Stealth Trick: At 2nd, 6th, 10th, 14th, and 18th level, the Backstabbing Swordsmen may choose to get a stealth trick.

Finesse Strike: A Backstabbing Swordsman now may add their Dexterity to all damage rolls their are proficient in as well to their attack rolls.

Running Stealth: Backstabbing Swordsmens with this ability only take a -2 penalty to hide and move silently for moving more than half speed, and only a -10 penalty for running or charging, instead of the normal -5 and -20 penalties.

Hurry: The Backstabbing Swordsmen gets +10' to all of her movement speeds, so long as she is wearing light or no armor.

Tumbling Terror: The Backstabbing Swordsmen may move at full speed instead of half speed when using a tumble check to avoid attacks of opportunity.

Blinking (Sp): The Backstabbing Swordsmen may spend a full round action to teleport up to 60 feet in any direction a number of times per day equal to her Charisma modifier. She does not need line of sight to use this ability, but attempting to teleport to an occupied space makes the ability fail, using it up and dealing 1d10 damage to the Backstabbing Swordsmen.

Scuttling (Ex): The Backstabbing Swordsmen may put extra effort into Climb, Jump, or Swim once per day. If she does so, she adds her Charisma modifier and her Dexterity modifier to all checks with the chosen skill for the next 10 minutes.

Disappearing (Su): The Backstabbing Swordsmen automatically turns invisible whenever she stays still for 5 minutes in a row. This effect lasts until she takes any actions.

Ventriloquism (Ex): The Backstabbing Swordsmen can spend a move action to project her voice up to 50 feet in any direction she has line of effect to.


10-Body Blade (Ex): The skills of the Backstabbing Swordsman leads to their blades seeming sharper then normal. At level 3 an Backstabbing Swordsman treats targets as if they have 4 less hardness and 2 less DR, this cannot put the targets hardness or DR below 0, these values increase by 2 and 1 at every odd level (Hardness/DR).


Sayajutsu (Ex): After their weapon is drawn an Backstabbing Swordsman uses their sheath as a tool for both offense and defense. While her weapon is drawn a 3rd level Backstabbing Swordsman can hold her sheath in her off hand and use it in battle. While used in this fashion the Backstabbing Swordsman gains a shield bonus equal to half her base attack bonus to AC rounded down. An Backstabbing Swordsman can use preform a shield bash attack that deals 1d4 bludgeoning damage for a medium sized sheath. A weapon’s sheath is normally made of wood and its weight is included in the weight of the weapon, how ever for an additional 10 gold a PC can purchase a steel sheath. A wooden sheath has a hardness of 5 and hp of 5, while a steel sheath has a hardness of 10, hp of 10 and deals 1d6 damage instead of 1d4, sheaths made out of other materials deal 1d6. Steel sheaths weigh an additional 5lb. Crafting or buying a sheath made out of any other materials costs the same as a light shield of the Swordsman's size and has the same hardness and hp as a light shield made of the same materials. An Backstabbing Swordsman who uses her sheath to attack takes no penalty to her attacks but loses her shield bonus to AC until the next round, she also loses this bonus while her sword is sheathed.


Evasion (Ex): At 4th level, you can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.


Martial Cadence (Ex): At 5th levl a Backstabbing Swordsmanis always considered armed as long as he has a weapon on his person. A Backstabbing Swordsmancan use the Quick Draw feat as an immediate action once every turn for the purpose of making attack of opportunity.


Flying Strike (Ex): Over time Backstabbing Swordsmen advance their Iaijutsu to the point where they can place so much pressure on the blade that when it is drawn it creates a small shockwave. As a Full-Round Action a 6th level Backstabbing Swordsman can draw her weapon and launch an attack that travels up to 5ft per point in Strength from the blade. Attacking in this way puts so much pressure on the blade that it deals 13 damage to it upon use, this damage occurs weather the attack is successful or not and the blade's hardness does apply. If the Backstabbing Swordsman has the ability to draw their weapon as a free action then this maneuver is considered a standard action. This attack is treated as a melee attack with reach, this technique strikes against the target's touch AC. Any damage dealt by Flying Strike is sonic damage. When attempting to perform a Flying Strike the Backstabbing Swordsman provokes attacks of opportunity and if she takes any damage she must make a concentration check DC(damage taken).


Tachyon Slash (Ex): Combining both her best skills an Backstabbing Swordsman produces a slash almost to fast for eyes to see. As a full-round action a 10th level Backstabbing Swordsman can combine an attack with her Tachyon Jump, this maneuver cannot be preformed in the same round where an Backstabbing Swordsman has used Tachyon Jump. When using this maneuver the Backstabbing Swordsman makes a single Tachyon Jump, strikes all creatures on one side parallel to the jump with a single attack and then sheaths hers blade when the maneuver is finished. The Backstabbing Swordsman makes a single attack roll that is used for each creature. While using this maneuver whenever the Backstabbing Swordsman enters a creatures threatened square that creature must make a reflex save DC (10+Str+1/2 Backstabbing Swordsman levels) or be considered flat-footed until the end of the maneuver. The jump made in this maneuver is considered 5 jumps for the purpose of determining if the Backstabbing Swordsman becomes fatigued for using Tachyon Jump in the next round. This maneuver is considered a charge.


Battōjutsu (Ex): At 10th level a Backstabbing Swordsman can swiftly draw his blade to land a powerful strike before returning it to the sheath. As a full round action, the Backstabbing Swordsman can use the Quick Draw feat to draw a one-handed slashing weapon from the sheath before making a normal melee attack. A battōjutsu attack requires two hands to execute: one to hold the scabbard and one to hold the blade. Attacking in this way doubles the damage dealt. At +13 Base Attack Bonus, the damage is tripled. At +16 Base Attack Bonus, the damage is quadrupled. In addition, the Backstabbing Swordsman may sheathe his weapon as a free action at the end of the turn.


Lethality (Ex): At 10th level, when the Backstabbing Swordsmanuses his battōjutsu technique, his blade moves with inhuman speed and precision, increasing the weapon's critical multiplier by 1. This stacks with other critical multiplier increases.


Improved Evasion (Ex): This ability works like evasion, except that while the Backstabbing Swordsman still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, henceforth she henceforth takes only half damage on a failed save. A helpless Backstabbing Swordsman (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion. An Backstabbing Swordsman gains this class feature at level 10.


Salamandra (Ex): By applying more torque when pulling her blade and adding a supply of gunpowder to end of her sheath a Backstabbing Swordsman has developed a way to create a flaming slash. At level 12 whenever the Backstabbing Swordsman performs an Iaijutsu attack she may apply additional torque when drawing to add 2d6 fire damage to the resulting attack and any other attacks made for the remainder of the round. When struck by this technique the target catches fire for 1d4 rounds, the fire deals 1d6 fire damage at the start of each of the target's turns. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire. The extra torque puts more stress on the blade resulting in it taking 14 damage upon use, this damage occurs weather the initial attack is successful or not and the blade's hardness does apply. This technique cannot be used until the Backstabbing Swordsman spends at least 20gp on gunpowder or a similar flammable substance and adds it to a sheath. Adding the substance to a sheath takes a DC 20 craft(weaponsmithing) check and failure results in the flammable substance becoming unusable.


Tachyon Frenzy (Ex): Through an act of strength and will an Backstabbing Swordsman can chain together multiple Tachyon Slashes. The maneuver functions the same for an Backstabbing Swordsman as Tachyon Slash except that she can chain together her normal amount of her Tachyon Jumps and make a new a attack roll at the beginning of each new jump. When an Backstabbing Swordsman enters a creature's threatened space while preforming this maneuver it is automatically considered flat-footed until the end of the maneuver. Each jump made as a part of this maneuver are considered 5 jumps for the purpose of seeing if the Swordsman becomes fatigued for using Tachyon Jump in the next round. This maneuver is considered a charge. A Backstabbing Swordsman prefects this maneuver at level 14.


Fatal Strike (Ex): At 16th level, the Backstabbing Swordsmanhas truly mastered battōjutsu, whose attacks are deadly, able to kill in a single strike. Whenever he critically strikes a foe with a battōjutsu attack, his target must make a Fortitude save (DC 10 + 1/2 damage dealt) or die instantly. This is a death effect.


Tireless Body (Ex): Years of battle have led to a body that doesn’t quit. At level 18 an Backstabbing Swordsman cannot become fatigued or exhausted.


Naibu Typhoon (Ex): Ion Swordmasters are feared for their use of a technique that when used causes its victims to burst open in an explosion of blood. At level 20 an Backstabbing Swordsman’s Iaijutsu art advances to the point where she can preform a Flying Strike with any melee attack so long as the attack comes immediately after the draw, she accomplishes this by adding more strength to the draw which in turn makes the Flying Strike come out quicker and stronger. When used in addition to a Iaijutsu attack it uses the same attack roll with the same modifiers as the Iaijutsu attack it launched from and must target the same target. When used in this way it does not provoke an attack of opportunity and it deals 23 damage to the blade as opposed to the normal 13. When this is used with the Tachyon Slash maneuver it affects all creatures struck. When used with the Tachyon Frenzy maneuver it only affects those stuck on the first jump.



Epic Backstabbing Expert[edit]

Table: The Epic Backstabbing Expert

Hit Die: d12

Level Special
21st 10-Body Blade (22/11), Stealth Attack (+16d6)
22nd Stealth Attack (+17d6)
23rd Bonus Feat, Stealth Attack (+18d6), 10-Body Blade (24/12)
24th
25th Stealth Attack (+19d6), 10-Body Blade (26/13)
26th Bonus Feat, Stealth Attack (+20d6)
27th Stealth Attack (+20d6), 10-Body Blade (28/14)
28th
29th Bonus Feat, Stealth Attack (+21d6), 10-Body Blade (30/15)
30th Stealth Attack (+22d6)

8 + Int modifier skill points per level.

Campaign Information[edit]

Playing a Backstabbing Swordsman[edit]

Religion: Neutrality for most, reverence and respect for deities of fortune.

Other Classes: Typically dosnt do well with Classes with a Good Alignment, but as long as they care for wealth they tend to get along as long as one isn't prone to sticky fingers.

Combat: Life begins and spreads to the four corners while this class tends to sever the strands quickly for profit.


Backstabbing Swordsman in the World[edit]

"Tis time to begin the moment of entertainment before we rest once more."-Progenitor of the Class

The Underworld of life where riches may be found or a corpse... either way it should be fun.

NPC Reactions: NPC's usually react in a fearful but respectable way as long as a Backstabbing Swordsman has made some name at some point in history (level 6+). Any time before that its more of a weary nature as some might plot to kill a known, or a character trying to become a Backstabbing Swordsman before they may come to power.

Backstabbing Swordsman Lore[edit]

Characters with ranks in Knowledge:Lore can research Backstabbing Swordsman to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge:Lore
DC Result
5 Fearful, cold, money grubbing typically Assassins
10 Their skill with the blade is a most unusual one and with unknown origins.
15 More swift then the wind and even more so quiet. May learn some famous people killed from A Backstabbing Swordsman of repute.
20 The origns of the class came from a single extinct race. Not much known after this.
40 The origns of the class came from a single Elf sub race. Not much known after this.
50 The origns of the class came from a member of the Fallen race. Not much known after this.
80 The fact you lived long enough to find out the Progenitor of this class is Kalios Grimstalker is a true mystery.... tell me how did you find out?



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