Sovereign Blade
A supremely skilled seaborn warrior and battle leader who has passed the Trials of the Eight Sovereign Seas.
Prestige class. Caps at level 10.
Requirements:
Pass the Trials of the Eight Sovereign Seas
Warrior Archetype level 20 (fighter, ranger, paladin, monk, etc.)
Advancement:HD: d12
WP and THAC0 as Fighter
Saves as Thief
Abilities by level:
Advancement:
Abilities by level:
- Impression: Become more notable and slightly radiate magic. People tend to notice you a lot more. You stick out in a crowd, have a notable aura, and people tend to think you are impressive or at least peculiar and of note. You are detectable by Detect Magic and similar effects. Gain 1 additional Weapon Proficiency.
- Challenge: As Knight's Challenge (3.5 class). +2 to hit 1 challenged target, target suffers -2 penalty to hit all targets other than you.
- Parkour: Ignore rough terrain. +5 to tumble, jump, and run checks.
- Intimidation: Bonus to intimidate and penalize enemy save = to 1/2 your Sovereign Blade level. Gain 1 additional WP.
- Blade of the Eight Seas: Chosen weapon gains +2 choices of +1 hit and damage or adds lightning blade/water blade/wind blade (as 3rd Ed. Kensai with thematic limits).
- Dread Marines: Any troops trained gain +1 to hit and damage per level of Sovereign Blade. The amount of time needed to imbue troops with the spirit of the dread marines varies depending on the individuals, from a few hours to months or years.
- Master Boarder: Gain +4 to group initiative. Allies have double movement for the first round of combat.
- Lord of the Waves: Free action and double swim speed. Gain 1 extra Weapon Proficiency.
- Naval Warfare: Use preferred weapon specialization for all naval and ship-based attack rolls (not number of attacks).
- Master of Your Own Path: Gain a special move as level 10 monk with nautical/pirate/storm theme.
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