Ion Swordsman (3.5e Class)

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Ion Swordsman[edit]

Masters of unsheathing their swords and attacking, the Ion Swordsman are very fast and forceful in to navigate the battle field with great ease, they swiftly kill there enemies. They have trained for offense and defense making them versatile and able to deal considerable amounts of damage.they fill the roles of both the attacker and defender for this reason.they as hell are not good sufficient healers. They are best with a group of healers/other attackers

Adventures: Most Ion Swordsman view adventures as a means of seeing the world around them and testing themselves against any other that they should cross blades with. The Ion Swordsman sometimes fight to kill, but when they do they try to end their targets life as soon as possible.

Alignment: Typically they are of good alignment but evil Ion Swordsmen are not unheard of. Ion Swordsmen are almost never neutral, for their advancement comes from their pursuit of some higher goal or power.

Background: Ion Swordsman academies primarily accept children due to their pureness and lack of direction so as to mold them to their way of thinking. The gates of the academies are enchanted so as to only allow only creatures of similar alignment to pass through. Once accepted into the academy the Ion Swordsman receives specialized tutelage in the art of combat and the world. Ion Swordsmen spend a total of 10 years training in the academy, or under their personal sensei. After The Ion Swordsman's bodies are trained to withstand the techniques of their school they are then are trained in martial combat, infiltration, and survival. Ion Swordsman schools are funded by taking contracts from outside sources. The jobs accepted depend on each school and range from transporting goods and guarding high priority individuals, to assassination. When an Ion Swordsman takes a job she always finishes it regardless of where it might lead them, this has lead many to locations that normal adventurers would never even dream to go. Regardless of the job it is always done swiftly and with discretion.

Ion Swordsman tend to make names for themselves after leaving their academies, some become either famous heroes or infamous villains, and many that have reached such status or fame take on students of their own, whether in their own homes or in the homes of their students, they are full time teachers until the time when the training is complete, and very rarely is the student allowed to move away before completing hers training.

Making a Ion Swordsman[edit]

Abilities: Abilities: Strength, constitution, and dexterity are the three most important abilities for an Ion 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.

Starting Gold: 5d6 X 10

Table: The Ion Swordsman

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Iaijutsu, Conditioned Legs, Full Swing, Awareness
2nd +2 +3 +3 +3 Tachyon Jump, Bonus Feat
3rd +3 +3 +3 +3 Sayajutsu, 10-Body Blade
4th +4 +4 +4 +4 Evasion
5th +5 +4 +4 +4 10-Body Blade, Bonus Feat
6th +6/+1 +5 +5 +5 Flying Strike
7th +7/+2 +5 +5 +5 10-Body Blade
8th +8/+3 +6 +6 +6 Tachyon Slash, Bonus Feat
9th +9/+4 +6 +6 +6 10-Body Blade
10th +10/+5 +7 +7 +7 Battojutsu, Improved Evasion
11th +11/+6/+1 +7 +7 +7 10-Body Blade, Bonus Feat
12th +12/+7/+2 +8 +8 +8 Salamandra
13th +13/+8/+3 +8 +8 +8 10-Body Blade
14th +14/+9/+4 +9 +9 +9 Bonus Feat, Tachyon Frenzy
15th +15/+10/+5 +9 +9 +9 10-Body Blade
16th +16/+11/+6/+1 +10 +10 +10
17th +17/+12/+7/+2 +10 +10 +10 10-Body Blade, Bonus Feat
18th +18/+13/+8/+3 +11 +11 +11 Tireless Body
19th +19/+14/+9/+4 +11 +11 +11 10-Body Blade
20th +20/+15/+10/+5 +12 +12 +12 Naibu Typhoon, Bonus Feat

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance(dex), Bluff(cha), Climb(str), Concentration(con), Craft(Weapon smith)(int), Gather Information(cha), Hide(Dex), Intimidate(cha), Jump(str), Knowledge(Local)(int), Knowledge(Plains)(int), Knowledge(Geography)(int), Listen(wis), Move Silently(dex), Search(wis), Sense Motive(wis), Slight of hand(dex), Spot(wis), Survival(wis), Swim(str), Tumble(dex)

Class Features[edit]

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

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

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

Iaijutsu (Ex): Ion Swordsmen have been trained to draw their weapon with such vigor that the resulting slash can often end battles before they begin. An Ion 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 Ion 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.

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

Tachyon Jump (Ex): Ion Swordsman are known for their speed of their swords and the strength of their legs. A 2nd level Ion Swordsman can make a special jump that has a distance of up to 20ft plus her total jump modifier. The Ion 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 Ion 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 Ion 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 Ion 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 Ion Swordsman cannot initiate a Tachyon Jump while Fatigued/Exhausted, while wearing medium/heavy armor, or while carrying a medium or heavy load.

Full Swing (Ex): Ion 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.

10-Body Blade (Ex): The skills of the Ion swordsman leads to their blades seeming sharper then normal. At level 3 an Ion 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.

Sayajutsu (Ex): After their weapon is drawn an Ion Swordsman uses their sheath as a tool for both offense and defense. While her weapon is drawn a 3rd level Ion Swordsman can hold her sheath in her off hand and use it in battle. While used in this fashion the Ion Swordsman gains a shield bonus equal to half her base attack bonus to AC rounded down. An ion 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 Ion 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.

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

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.

Flying Strike (Ex): Over time Ion 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 Ion 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 Ion 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 Ion 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 Ion Swordsman produces a slash almost to fast for eyes to see. As a full-round action a 10th level Ion swordsman can combine an attack with her Tachyon Jump, this maneuver cannot be preformed in the same round where an Ion Swordsman has used Tachyon Jump. When using this maneuver the Ion 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 Ion Swordsman makes a single attack roll that is used for each creature. While using this maneuver whenever the Ion Swordsman enters a creatures threatened square that creature must make a reflex save DC (10+Str+1/2 Ion 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 Ion Swordsman becomes fatigued for using Tachyon Jump in the next round. This maneuver is considered a charge.

Battojutsu (Ex): Rigorous training and combat experience has led to an Ion Swordsman’s strikes to be deadlier against lesser prepared opponents. At 10th level an Ion Swordsman’s attack deals double damage against foes who are denied their dexterity bonus.

Improved Evasion (Ex): This ability works like evasion, except that while the Ion 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 Ion Swordsman (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion. An Ion 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 Ion Swordsman has developed a way to create a flaming slash. At level 12 whenever the Ion 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 Ion 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 Ion Swordsman can chain together multiple Tachyon Slashes. The maneuver functions the same for an Ion 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 Ion 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 Ion Swordsman prefects this maneuver at level 14.

Tireless Body (Ex): Years of battle have led to a body that doesn’t quit. At level 18 an Ion 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 Ion 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.

Playing a Ion Swordsman[edit]

Other Classes: Ion Swordsman find themselves most akin to Monks due to their demanding training, though enjoy the company of brave Fighters and Paladins as well. Ion Swordsman seldom find themselves traveling with Barbarians, finding their wild lifestyle some what distasteful compared to their rigid upbringing with their Sensei.

Combat: Ion Swordsmen prefer to get in close to their opponents to use their swift attacks to quickly fell their enemies.

Ion Swordsman in the World[edit]

She who strikes first strikes last.
—Korith Athunqualë, Elvin Ion Swordsman

Daily Life: The typical Ion Swordsman is used to a strict regime of training and studies throughout hers day, as well as the basic chores around the monastery as required. Out side of the monasteries they are most of the time peacemakers, though those that are trained by a personal tutor may follow hers own agenda and have hers own goals in life, from living a peaceful life of solitude to ridding the world of the evil ogre hordes plaguing the innocent.

Notables: Korith Athunqualë, Kazuki Liadon.

Organizations: Generally the Ion Swordsman will be found in their few monasteries scattered across the globe. Few, however, may be contacted to take on a private pupil, and if offered a large enough sums will give little regard to the pupil's alignment.

NPC Reactions: Varies.

Ion Swordsman Lore[edit]

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

DC Result
5 Ion Swordsman use swords, and can move really fast.
10 Ion Swordsman attack when unsheathing their blade, making the attack more deadly.
15 Ion Swordsman can move at such a high rate of speed the normal person can't see to react to them.
20 Ion Swordsman can combine their god-like speed with an iaijutsu attack to deliver a particularly deadly blow that few survive.

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