Sword Saint

Prerequisite: 60 points of Alignment to the Magi
XP Cost: Free

Starting Ability

When a character becomes a Sword saint, he is gifted with a sword from the Magi, of any type the character desires. This ability lets a Sword Saint channel sorcery through his weapon by spending Wound Points to activate Sword Abilities. Your Wound Points begin at zero at the start of each day. As you take damage in battle, you add them to total whatever amount of damage you have taken that day. You only count damage taken in battle towards your Wound Points, not damage from other sources. Therefore, you don't add damage taken from a fall or bashing your head into a wall. The act of using Sword abilities is a swift action that provokes attacks of opportunities. You have access to all Sword Abilities at all times.

If at any time your Alignment to the Magi drops below 60, you lose all abilities gained from this kit.

Sword Abilities

These abilities are purchased with the Sword Saint's Wound Points. Unless otherwise stated, you may purchase each ability once per round.

Acidic Strike
Wound Point Cost: 5
Effect: Until the end of the round, attacks from your sword deal an additional 1d4 points of acid damage.

Adrenaline Boost
Wound Point Cost: 10
Effect: You gain a +6 bonus to your Strength, Dexterity, and Constitution for a number of rounds equal to your HD.

Ambition
Wound Point Cost:: 15
Effect: Move yourself to the top of the initiative order.

Blink
Wound Point Cost: 10
Effect: You gain the effects of the blink spell for a number of rounds equal to your magic attack bonus.

Certainty
Wound Point Cost: 5
Effect: You ignore any concealment that your target has this round.

Critical Damage
Wound Point Cost: 10
Effect: For a number of rounds equal to your HD, each critical hit you make on an opponent deals him 2 points of Strength damage in addition to all normal damage.

Dash
Wound Point Cost: 5
Triple your movement rate for the rest of the turn.

Fire Blade
Wound Point Cost: 5
Effect: Until the end of the round, attacks from your sword deal an additional 1d4 points of fire damage.

Frost Blade
Wound Point Cost: 5
Effect: Until the end of the round, attacks from your sword deal an additional 1d4 points of cold damage.

Lacerate
Wound Point Cost: 20
Effect: You deal an extra 2d8 damage with each attack you do this round.

My Blade Protects
Wound Point Cost: 20
Effect: You make a free attack of opportunity against every attack made against you until the beginning of your next turn.

Overpowering Strikes
Wound Point Cost: 10
Effect: You first successful hit each round deals double damage. This ability lasts an number of rounds equal to your magic attack bonus.

Ray of Blades
Wound Point Cost: 15
Effect: As a standard action, you send a beam from your sword to any opponent you have line of sight to within 30 feet. This counts as a ranged touch attack. The beam explodes when it hits the target, dealing 1d6 damage per your HD to the target and all adjacent targets. The targets are allowed a Reflex save (DC 10 + your magic attack bonus] + your Wisdom modifier) for half damage.

Slice Through Matter
Wound Point Cost: 15
Effect: You can pass through solid objects this round. You must end your turn in an empty space or take 2d6 damage and be transported to the nearest empty spot.

Wreath of Fire
Wound Point Cost: 10
Effect: Until the beginning of your next turn, anyone who physically touches you takes 1d8 fire damage.

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