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Blade of Justice

Created by Haruchai


To enter into the school to be taught the Blade of Justice style, one must first belong to a church of the Triad: Tyr, Torm, and Ilmater. This style of combat is hardly eloquent in and of itself, though a few practiced masters can make the style look fluid and elegant. The style is full of crushing blows and sweeping strikes. Thus, many practitioners choose heavy or large weapons to show off the style. Two weapons wielded at the same time is another favorite, though the style does not lend itself well to sword and shield. This style does not emphasize movement, though a sluggish practitioner would soon find himself dead at the hands of a more swift style. Still, movement is not a strong point, as most mastering this style wish to strike openly and from the front, giving their enemies plenty of time to see the hand of fate coming their way, to know that they have not escaped the law. Hard charges mark the practitioners of this style as foolish by some, yet greatly feared by their adversaries. Not many have stood up to a Justice Blade in a full resplendent rage and lived to tell the tale if they were deserving of it. This style has earned the practitioners of it the titles of "Celestial Dreadnaughts" in some places. The temples that teach the style seem not to mind, and the name has stuck.

Prerequisites:
Base Attack Bonus: +8
Alignment: Lawful Good or Neutral Good
Strength 20+
Intimidate: 5 ranks
Weapon Focus
Weapon Specialization
Combat Reflexes
Must be a follower of Tyr, Torm or Illmater

Class features:

Knight's Move: At first level the Justice Blade is able to make a single turn, of no more than 90 degrees, while charging

Long Arm of the Law: At second level the Justice Blade's threatened range extends from 5' to 10'. If the practitioner wields a weapon with reach, add 5' to its threatened range.

Strikes of Fate: At third level a Justice Blade adds 1,5 times their strength bonus to weapons wielded with one hand, and 2 times their strength bonus to weapons wielded with both hands. This ability only functions when using the full-attack action, and is not usable with the Improved Initiative feat.

Justice Assault: When using the charge maneuver, a Justice Blade automatically initiates a bull rush as well. If the bull rush is successful, the Justice Blade has to follow, and has not the option to stop his momentum. During this time, the Justice Blade may attack once more, at his second highest attack bonus. This attack draws an Attack of Opportunity from his foe. If this second attack is successful, the Justice Blade may choose to initiate a Trip maneuver. Unlike a normal Trip attempt, the foe gets an Attack of Opportunity as well, unless they took their Attack of Opportunity earlier. If the Trip attempt is successful, then the Justice Blade gets his last and final attack at his lowest bonus, completing this complicated maneuver. If any one part of this chain fails: the charge, the bull rush, or the trip, the maneuver is ended.

No Rest for the Wicked: At fourth level a Justice Blade gains the spell-like ability of True Seeing. This ability penetrates all defenses one may use to disguise their alignment, including all items and spells of mortal means. This ability takes a standard action to activate. The duration of this ability is based off of the Justice Blade's character level.

Celestial Dreadnaught: Upon reaching fifth level, and the pinnacle of their style, a Justice Blade receives the Whirlwind Attack feat. This is gained even if the prerequisites are not met, and is usable with the Long Arm of the Law ability.

Blade of Justice
Class Level BAB Fort Save Ref Save Will Save Special
1st +1 +1 0 0 Knight's Move
2nd +2 +1 +0 +0 Long Arm of the Law
3rd +3 +2 +1 +1 Strikes of Fate, Justice Assault
4th +4 +2 +1 +1 No Rest for the Wicked
5th +5 +3 +2 +2 Celestial Dreadnaught

Spellcasting abilities that are part of the base class are given up while studying the Justice Blade Style.
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