Skotched Urf - Adventurer Essentials - Bastard Sword.pdf

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Transcript of Skotched Urf - Adventurer Essentials - Bastard Sword.pdf

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Adventurer Essentials:Bastard Sword

The Hand and a Half SwordThe Middle Sword

The Sword Between Swords

Written by Mark CharkeArt by Mark Charke

www.Charke.ca

Skortched Urf’ StudiosP.O. Box 2315

Centerville, VA [email protected]

www.skortchedurfstudios.com

Dungeons & Dragons and Wizards of the Coast are trademarks of Wizards of theCoast Inc., in the United States and other countries, and are used with permission.

The“d20 System” and the “d20 System” Logo are trademarks of Wizards of theCoast, inc., and are used according to the terms of the d20 System Licence, version

6.0. A copy of this licence can be found at www.wizards.com/d20.

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Stroke of Zeus

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Index of TablesContents

Table 1-1: Bastard Sword 4Table 1-2: Bastard Swords by Size 5Table 1-3: Flying Bastard Sword 5Table 1-4: Flying Bastard Swords by Size 6Table 1-5: Bastard Swords Hardness and 6Hit Points by Materials 6Table 1-6: Bastard Sword Components 7Table 3-1: The Hybrid Barbarian 14Table 3-2: The Knight 17Table 3-3: The Knightly Steed 18Table 3-4 The Hand and a Half Master 19

Adventurer’s Bastard Sword �

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ContentsChapter 1: Introduction 4

Story: Tobin and the Knight 4The Bastard Sword 4Weapon Variants 5Special Materials 6Bastard Sword Accessories 6

Chapter 2: Fighting and Feats 9Tobin and the Hand and a Half Sword 9Finger Control 9Feats 9

Chapter 3: 14 Hand and a Half Classes 14

Those of the Blade 14Hybrid Barbarian 14Knight 16The Knightly Steed 18The Ten Commandments 19of the Code of Chivalry 19Hand and a Half Master 20

Chapter 4: Magic 21Revisit the Firestarter 21Spells 21Magic Items 22New Melee Weapon Special Abilities 22Fifty Four Magical Bastard Swords 23Six Psionic Bastard Swords 32Hand and a Half Artifacts 33

Chapter 5: Gods, Monsters and Mortals 34The Firestarter 34Deities of the Bastard Sword 34

Cabron of the Blade 34Monsters 35

Sword Mimic 35NPCs 37

Torg Stall – Classic Fighter 37Linda Tin – Multi Attack Fighter 37Garth Neverend—Two-Weapon Thrower 38Tobin Mephisto, Storyteller 38Tanya –WhirlWind Paladin/Samurai/Fighter 39Sir Cyfin Hawk – Knight 40

Hand and a Half Help 40

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Adventurer Essentials: Bastard Sword,

the Hand and a Half SwordWelcome to the fourth issue of our “Adventurer Essentials” line of products! As always we take one classic, workhorse, item common among adventurers everywhere and expands and explores the item. Not everyone carries the rugged hand and a half sword but you can be darned sure the warriors in the party have laid hands on one during their careers if they haven’t got one currently strapped on.

Each pdf in this line is presented from the perspective of a traveling human bard named Tobin Mefisto as he travels the lands of a standard fantasy setting interviewing known figures of authority for each issue’s topic item. It should come as no surprise that the information gathew is for a larger work called “Adventurer Essentials,” which Tobin hopes will someday make him a rich man. Game mechanics and rules are also provided since that is the “adventurer’s tongue,” as our host puts it. Let’s take a look at what Tobin has to say in this issue concerning the torch…

Chapter 1: IntroductionStory: Tobin and the Knight“That’s a big sword.” I commented to the saddled knight.“Bastard.” Sir Hawk replied.“Cry pardon?”“Not you, this. It’s a bastard sword.”“How’s that?”“Well,” Sir Hawk replied, drawing the blade easily from horseback. “It’s not so long you can’t use it mounted, but it’s not too short if you’re on foot.” Sir Hawk dropped from his horse and presented the heavy metal blade to the me.“It’s heavy.” I commented.“You don’t look like the type to swing a two-handed

sword so I’ll forgive your ignorance.”“You really like this weapon?” I asked clumsily swinging the long blade.“Much indeed.” Sir Hawk said reaching for the weapon with an expert hand.

“Perhaps I will convince you to show me how to use such a large weapon.”“Perhaps, if you have the will to learn.”It took me six weeks. Forty six weeks later I also had this text.

- Tobin Mephisto

The Bastard SwordAlso known as the hand and a half sword, the bastard sword is the generic name for a large number of straight bladed European swords used with either one hand or two. They were used in virtually all Western European countries after 1000 AD, up until well into the 1500s.

The bastard sword is the “bastard” version of a long sword and two-handed sword, using properties of both. It can be wielded with one hand or two. The blade is typically the same size as a long sword but the hilt is slightly longer.

The upper end of the blade is used for cutting. The lower end of the blade is heavier and probably dull, and used for parrying. The sword typically has a heavy guard for protecting the hands. It is common practice to hold a bastard sword with the index finger hooked over the guard for better control. Some bastard swords have a ring the finger slips into over the guard so that it is still protected.

The bastard sword is very versatile. It can be used while mounted and with

or without a shield. It can slash or stab and has the strength to parry other heavy weapons while being faster but slightly shorter then a two-handed sword.

The weapon is slower then short swords, daggers and other small weapons but makes up for that with its reach and the fact you could possible wield a smaller

Table 1-1: Bastard SwordExotic Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight TypeOne-Handed Melee WeaponsSword, bastard 35 gp 1d8 1d10 19–20/x2 — 6 lb. Slashing

Bandit

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weapon in your other hand, or grab for one if the need occurred, without dropping the bastard sword.

Racial PreferencesThe bastard sword is a very generic weapon. It is used by virtually every species to use swords, or metal tools, of any kind. The bastard sword is most popular among the humanoid races; human, dwarf, elf and so forth. Giant and tiny bastard swords exist and are used less frequently than their medium size cousin. Humans, and perhaps orcs, use bastard swords more then any other race. Elves tend towards more elegant and light weapons and dwarves tend towards axes and shorter swords. Orcs use bastard swords because they can wield it like a club, using raw power to make up for any lack of training. Humans enjoy a special relationship with the bastard sword, both are the jack of all trades.

Weapon Variants

Sword, Bastard: A bastard sword is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.

You can wield a bastard sword one size category smaller then you with one hand, even if you are not proficient. This does not change the weapon’s damage. If a medium size creature wields a small bastard sword, it still inflicts only 1d8 damage.

If you are proficient with the bastard sword, you

may wield a bastard sword one size category larger then you, but you must always use two hands. This also does not change the weapon’s damage. A medium size creature wielding a large bastard sword still inflicts 1d12 damage and still applies 1 1/2 times his strength bonus to damage.

Flying Bastard SwordAt some point a weaponsmith attached a five foot spiked chain to the hilt of a bastard sword and the flying bastard sword was born. If you are proficient in the either the bastard sword or flying bastard sword, you can wield this weapon one-handed as a bastard sword. Holding it with two hands it may be wielded as a spike chain (with only 5 foot reach), a bastard sword or as a double weapon with a bastard sword on one end and a spiked chain on the other.

Finally it can be wielded as a flying bastard sword. In this case you hold the end of the spike chain by a special grip and swing the bastard sword on the end of it. This gives it 5 foot and 10 foot reach. The bastard sword end of the weapon deals slashing damage. The spiked chain end deals piercing damage.

You can take Exotic Weapon Proficiency (flying bastard sword) to

become proficient with this weapon, or if you are proficient with the both the spiked chain and bastard sword, you are proficient with this weapon.

If you are not proficient in this weapon, it requires a move action to change between the

Table 1-�: Flying Bastard SwordExotic Weapons Cost Dmg (S) Dmg (M) Critical Range

IncrementWeight Type

One-Handed Melee WeaponsSword, flyingbastard

60 gp 1d8/1d6* 1d10/2d4* 19–20/x2/20/x2* — 11 lb. Slashing/piercing*

*This number is for the spiked chain end of the weapon.

Barnacle

Table 1-�: Bastard Swords by SizeBastard Sword Cost Damage Crit Weight Type Hardness/HPTiny 25gp 1d6 19-20/x2 1.5 lb. Slashing 10/3Small 35gp 1d8 19-20/x2 3 lb. Slashing 10/5Medium 35gp 1d10 19-20/x2 6 lb. Slashing 10/8Large 70gp 1d12 19-20/x2 12 lb. Slashing 10/15Huge 140gp 2d8 19-20/x2 24 lb. Slashing 10/30Gargantuan 280gp 2d10 19-20/x2 48 lb. Slashing 10/60Colossal 560gp 2d12 19-20/x2 96 lb. Slashing 10/120

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four styles (wielded as bastard sword, spike chain, double weapon or flying bastard sword). If you are proficient you can change the style as a free action at the beginning of your action. If you have the Quick Switch feat, you can change styles between each attack, wielding the weapon any way you want for each attack you can make.

Special Materials

Adamantine Bastard Sword: This is material of choice for any edged weapon because of adamantine’s superb cutting edge, increased hardness and increased hit points. Unless better materials are available, adamantine is the ideal material for a magic bastard sword.

Mithril Bastard Sword: Mithril is a very hard but light metal, ideal for armor. It is uncommon to see mithril turned into weapons, except weapons that have similarities with armor such as chains and spiked gauntlets. A mithril bastard sword is very light. If you add a weighted pommel to it, the non-proficient penalties for wielding it in one hand are reduced to zero.

Wooden Bastard Sword: More like a club, the wooden bastard

sword is a training weapon. It is thicker then its metal counterpart and may have a metal guard. Anyone serious about using such a weapon in combat really should consider a metal guard to better deflect blows.

Hard: This is the hardness of a bastard sword of that size and material. Hardness does not change with size. Hp: This is the number of hit points of a bastard sword of the indicated size and material. Smaller bastard swords have fewer hit points. Each size up has about twice as many hit points as the previous size.GP*: This is the gold piece cost of a bastard sword of the indicated size and material. The adamantine and mithral bastard swords include the cost for the special material and the cost of the weapon as well. If you add accessories to a bastard sword, add the cost of those accessories to the base price of the weapon to determine its cost. *A gargantuan and colossal sized wooded bastard sword has a cost, where the other sizes do not, because of the effort required to assemble

and bind together that much wood.

Bastard Sword Accessories

Table 1-�: Flying Bastard Swords by SizeBastard Sword Cost Damage Crit Weight Type Hardness/HPTiny 40gp 1d6/1d4 19-20/x2/20/x2 2.75 lb. Slashing/piercing 10/5Small 60gp 1d8/1d6 19-20/x2/20/x2 5.5 lb. Slashing/piercing 10/9Medium 60gp 1d10/2d4 19-20/x2/20/x2 11 lb. Slashing/piercing 10/15Large 120gp 1d12/2d6 19-20/x2/20/x2 22 lb. Slashing/piercing 10/30Huge 240gp 2d8/3d6 19-20/x2/20/x2 44 lb. Slashing/piercing 10/60Gargantuan 480gp 2d10/4d6 19-20/x2/20/x2 48 lb. Slashing/piercing 10/120Colossal 960gp 2d12/5d6 19-20/x2/20/x2 176 lb. Slashing/piercing 10/240

Table 1-�: Bastard Swords Hardness and Hit Points by Materials

Adamantine Mithral Steel WoodSize Hard Hp Gp Hard Hp Gp Hard Hp Gp Hard Hp GpTiny 20 4 1525 15 3 275 10 3 25 5 1 0Small 20 7 3035 15 5 535 10 5 35 5 1 0Medium 20 11 3035 15 8 535 10 8 35 5 3 0Large 20 20 6070 15 15 1070 10 15 70 5 5 0Huge 20 40 12,140 15 30 2140 10 30 140 5 10 0Gargantuan 20 80 24,280 15 60 4280 10 60 280 5 20 100*Colossal 20 160 48,560 15 120 8560 10 120 560 5 40 200*

Black

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Maximum Accessories: You can have one accessory for each of the following areas of the sword; the blade, the guard, the hilt and the pommel. To put two modifications in the same area costs an additional 300gp. To put three costs 600gp. Double the cost for each additional accessory; four cost 1200, five cost 2400gp.

Sword Blade, Masterwork Blood Groove: This modification must be included when the blade is forged. A masterwork blood grove improves the overall strength of the weapon. This modification can be added to any sword and adds 50% more hit points. The masterwork blood grove can only be included on a masterwork weapon and increases the Craft (weaponsmith) DC by +5.Cost: 300gp

Sword Blade, Serrated: A serrated sword has serrations carved into the edge of the blade. This reduces the weapon’s accuracy, hit points and hardness but increases its damage and chance of scoring a critical hit. The weapon suffers a -2 to hit but gains a +2 circumstance bonus to damage. The weapon’s hardness is reduced by 2 and it loses 25% of its hit points. The weapon’s critical range is increased by 1.

On a critical hit, the weapon is stuck into the opponent. As an attack action a Strength check, or as a standard action a Healing check, with a DC equal to the damage

Table 1-�: Bastard Sword ComponentsComponent CostSword blade, masterworkblood groove

300gp

Sword blade, serrated 3.5gpSword guard, bladed 20gpSword guard, catcher 15gpSword guard, heavier 100gp (medium)

or 200gp (heavy)Sword guard, holy 50gpSword guard, ornate 125gpSword guard, ring hilt 15gSword handle, ornate 100gpSword handle, grip 100gpSword pommel, holy 25gpSword pommel, ornate 150gpSword pommel, spiked 50gpSword pommel, stake 25gpSword pommel, weighted 150gp

dealt is required to remove the weapon. The Strength check DC is reduced by half if the opponent is dead.

Serrated swords are banned by most good institutions.Cost: 15gp

Crafting a Serrated Sword: This requires only a file and time. If you do the work yourself, there is no cost, otherwise the listed cost is the price a blacksmith will charge. The cost is 10% the cost of the weapon. This includes only the base price, plus the masterwork cost if the weapon is masterwork. Magical weapons incur an additional 100gp per plus because special tools are required to serrate a magical weapon.

Sword Guard, Bladed: The guard on this sword is two blades. These deal 1d6 20/x2 damage. Each time the wielder fumbles, rolls a 1 on an attack roll, he takes 1d6 damage from his own weapon.Cost: 20gp

Sword Guard, Catcher: This utilitarian sword guard has two prongs parallel to the blade. They can ‘catch’ an opposing sword when the wielder parries and lets the enemy blade slide towards the prongs, which grant a +2 circumstance bonus to attack rolls for disarm attempts.Cost: 15gp

Sword Guard, Heavier: A heavier guard is a larger guard on the sword that provides better protection, especially to the hand, but decreases accuracy. There are 2 different guards; a medium guard which provides a +1 shield bonus to armor

class and a -1 penalty to hit. A heavy guard provides a +2 shield bonus to armor class and -2 penalty to hit.

Cost: 100gp (medium), 200gp (heavy).

Sword Guard, Holy: A sword guard can be worked into a holy symbol, usually incorporating part of the hilt and part of the blade. Paladins and clerics can use the weapon when praying and turning undead. Paladins have no difficulty using a holy guard but a cleric’s god must favor swords as a weapon if he wishes to use the guard as a holy symbol.Cost: 50gp

Sword Guard, Ornate: A weapon’s blade may be normal, but its guard can be masterwork. A masterwork

Blue

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guard adds 100gp to the weapon’s market price and serves little purpose but to indicate it’s owner’s status.Cost: 125gp

Sword Guard, Ring Hilt: This sword has a ring on top of the guard to protect a finger. Your finger gains a +4 bonus to armor class against called shots against it. See Finger Control in Chapter X: Fighting and Feats.Cost: 15gp

Sword Handle, Ornate: Inlaid with silver or gold filigree, the ornate sword handle is another status symbol that merely improveds the look of the sword while sheathed.Cost: 100gp

Sword Handle, Grip: Made of soft wood, the grip handle is custom-made for a specific user. Using a clay model, the intended user grips, together with measurements of his arm, reach and fighting style, the artisan crafts a tailor-made handle for the discerning customer. Grip handles give their intended owner (and nobody else) a +2 enhancement bonus to resist disarm attempts.Cost: 100gp

Sword Pommel, Holy: A pommel may be crafted as a holy symbol that a cleric or paladin can use when praying and turning undead. Paladins have no difficulty using a holy pommel but a cleric’s god must favor swords as a weapon if he wishes to use the pommel as a holy symbol.Cost: 25gp

Sword Pommel, Ornate: Special pommels are often carved with family crests or other heraldic symbols, marking the ownership of the blade.Cost: 150gp

Sword Pommel, Spiked: This pommel is a ball covered in spikes. It can be used to make Pommel Strikes dealing 1d4 damage.Cost: 50gp

Sword Pommel, Stake: An odd addition, the pommel is fixed with a sharpened stake. This is primarily used by vampire hunters. The stake deals 1d4 damage and can be used as a pommel strike.Cost: 25gp

Sword Pommel, Weighted: Weighted pommels are lead balls with gold or silver plating that attach to the sword’s handle to provide a balance more suited for an individual owner. It takes the wielder one month

of constant practice to get used to the weight, at which point he enjoys a +1 bonus to damage. If a bastard sword has a weighted pommel, it can be used one-handed at a -2 penalty rather than the normal -4 if the character does not have the Exotic Weapon Proficiency (bastard sword) feat.Cost: 150gp

(The Ornate sword Guard, catcher sword Guard, catcher, ornate sword handle, grip sword handle, ornate sword pommel, holy sword pommel and weighted sword pommel were original printed in The Quintessential Paladin by Mongoose Publishing and are reprinted here for their relevance to the bastard sword.)

Blood Dripper

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Chapter �: Fighting and FeatsTobin and the Hand and a Half SwordHave you ever looked at a bastard sword? If you can forget the name of this weapon for a second and have a good hard look at the thing, it will catch your interest and perhaps your profession for the rest of your life, like it did mine. It’s just a name. It’s just a sword between swords. I never thought much of it before. You could have a big huge two handed piece of steel and a light weight longsword clanking at your side or you could have a bastard sword. It was this simple fact that made me take it up.

It meant I didn’t have a lot of choice anymore. I couldn’t switch between the big sword and the little sword but for the weight on the long road, it was worth it. As I used the medieval mid-size I found it more and more to my liking. The reach surprises one-handed sword using opponents not familiar with it, and the striking power surprises two handed sword using opponents. It’s a slower blade than a longsword but it will do in almost all the same situations. I found myself switching from a simply utility knife to a backup blade as long as a shortsword though.

There is a tradition with the bastard sword. It can’t be just any old piece of steel hammered flat and long. It must have a blood grove which gives it strength while reducing weight. It has little at all to do with blood, except that which is spattered across it. It has a wide guard and that has saved my hands more than a few times. The weapon can take a great deal of damage before breaking and I am saddened, and proud, to admit I have broken a few of them in my years.

The bastard sword has the reach to protect your feet, a handy little detail that a longsword can lack. If you like toes it becomes an important detail. The hand and a half sword is a heavy weapon but you get used to it. The two handed sword is a heavy weapon and it is always heavy. Once you build up the muscles in your arms to look like steel cords, the weight of the bastard sword vanishes greatly.

I use the term middle-sword around polite company. Hand and a half is too much of a mouthful and bastard sword is right out. Among the grunts and in the trenches,

bastard is as good a term as any. When you are killing there ‘s no point in pretending your weapon is a nice thing. I hear in Japan they call they name their weapons such things as demon stick. I would like to travel their and show them a bastard sword and see what they think of it.

- Tobin Mephisto

Finger ControlYou may place a finger over the guard on a bastard sword to gain a +1 bonus to hit but suffer a -1 penalty to damage. You opponent can make a called shot on your finger by taking a -4 penalty to hit and wining an opposed attack roll. This injures your finger and gives you a -4 penalty to hit and damage until your hand is healed.

Feats

Weapon Proficiency: Anyone proficient with martial weapons is proficient with a bastard sword while they wield it two handed. This allows you to take certain feats for the bastard sword without taking Exotic Weapon Proficiency but you lose the benefit of those feats if you wield the weapon one-handed. This includes the feats that normally require you to have Exotic Weapon Proficiency (bastard sword).

Custom Blade [General]You gain bonuses for having a customized weapon.Prerequisite: Proficiency with weapon.Benefit: Choose a weapon type (such as bastard sword). Once chosen you can not change the weapon type or bonus category.

When you modify your weapon (or if you already have), such as with gold plating, silvered edge,

an alternate pommel and so forth, you may chose to have that modification grant you a +1 moral bonus to one category; Bluff, Diplomacy or Intimidate checks, armor class or saving throws against fear, when you are wielding the weapon.

You can receive the benefits from up to five modifications, but each one must affect a different category. The bonuses do not

stack. (Using two modified weapons, for example, would only provide a +1 bonus.) Special: You can take this feat multiple times, each time it applies to a different weapon type.

Bloody Hands

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Everything A Weapon [General]You can attack with many points of your swordPrerequisite: Proficiency with weapon, Pommel Strike, Guard Strike.

Benefit: You may deal bludgeoning, piercing or slashing damage with any attack you make with a sword. You may change the damage type with each attack if you wish. You can make pommel strikes and/or guard strikes while grappled even if the weapon is too large to normally do so.

When you take a full attack action you can make 1 additional pommel strike or guard strike (but not both) at your highest base attack bonus -5.

Special: You can take this feat multiple times. Each time you do, you can make an additional pommel or guard strike. After the first, each additional strike you make with any single part of the weapon suffers a cumulative -5 penalty.

Exotic Weapon Proficiency [General]Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.Prerequisite: Base attack bonus +1 (plus Str 13 for bastard sword or dwarven waraxe).Benefit: You make attack rolls with the weapon normally.Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon. Proficiency with the bastard sword or the dwarven waraxe has an additional prerequisite of Str 13.

A fighter may select Exotic Weapon Proficiency as one of his fighter bonus feats.

Guard Strike [General]You can punch while holding a sword or attack with your sword guard.Prerequisite: Base attack bonus +1, proficiency with weapon, optional: Improved Unarmed Strike.Benefit: If you have Improved Unarmed Strike, you can make unarmed attacks while holding a sword.

You may attack with your sword guard, dealing 1d4 points of non-lethal damage. If you have a bladed

sword guard, you deal 1d6 lethal damage instead.

When you make a full attack action you gain one free attack with the guard at your highest base attack bonus. This attack deals 1d4 damage (20/x2 crit) or 1d6 (20/x2 crit) if you have a bladed guard. The free guard strike never deals bonus damage even if you have a high Strength, magical weapon and so forth but you can apply modifiers to hit as if attacking with the weapon normally.

Hand and a Half Parry [General]You gain a +1 deflection bonus when wielding a bastard sword.Prerequisite: Exotic Weapon Proficiency (bastard sword).Benefit: You gain a +1 deflection bonus to your

armor class while you are wielding a bastard sword. If you are wielding two bastard swords you gain a +2 deflection bonus instead.Special: This feat can only be taken once.

Hand and a Half Flexibility [General]You can change your attack forms with a Bastard Sword.Prerequisite: Exotic Weapon Proficiency (bastard sword)Benefit: You may choose to deal Piercing or Bludgeoning damage with a bastard sword. You do not suffer the -4 penalty to deal non-lethal damage with a bastard sword. You may throw the bastard sword one-handed as an attack without the -4 penalty.Normal: Bastard swords deal slashing damage. You suffer a -4 penalty to deal non-lethal damage. Throwing a weapon is a full round action

which suffers a -4 to hit penalty.

Hand and a Half Shield [General]You can use your sword as a shield.Prerequisite: Exotic Weapon Proficiency (bastard sword), base attack bonus +1Benefit: When you are wielding a bastard sword, you may choose not to attack with it (this includes pommel strikes) and instead gain a +2 shield bonus to your armor class as if you were using a heavy shield. You must decide whether to use the sword as a shield at the beginning of your action. This effect lasts until the beginning of your next

action the following turn. During this time you can not use the sword to make attacks of opportunity. You may not shield bash with a bastard sword.

Broken

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If you are wielding two bastard swords you can choose to use both as shields and gain a +4 shield bonus to armor class.

Improved Threat Range [General]You have learned how to take advantage of the length of your weapon.Prerequisite: Base Attack Bonus +5Benefit: When wielding a bastard sword or two handed weapon, your reach is considered 5 feet longer, but only against either one opponent, or for one square farther then you normally reach, in the direction of your choice. You must designate the opponent or the direction at the start of your action each round or it remains the same as the previous round.

On the diagram below the character is designated as X. His normal threatened areas are designated by 1. His extra threatened square is designated 2. He has chosen North as the direction of his extra threatened squares. If an opponent moved from square 2 to any square 1, he would provoke an attack of opportunity from the character.

Leaping Strike [General]You are practiced at leaping down from places and attacking.Prerequisite: Jump 4 ranks.Benefit: You deal an additional 1d6 damage if you attack immediately after making a 10 foot jump. This requires a successful Jump check. You can also jump down from an elevation, such as horseback or off a ledge in which case you suffer a -2 penalty to hit instead of making a jump check. You can only make one attack per round with a Leaping Strike.

Special: You can jump farther and do more damage

but you take damage yourself. For every 10 feet above 10 feet you jump, you deal an additional 1d6 damage. The maximum damage you can deal is 1d6 per character level but never more than 10d6.

You suffer falling damage as if you jumped down. You ignore the first 10 feet of falling and suffer 1d6 damage per 10 feet fallen (max 20d6). If you fall more than 200 feet, ignoring the first 10 feet has no benefit. If the damage you take is reduced by slowing your fall or landing in a special manor, the damage is you deal is equal reduced. Using stone skin and similar spells to

protect yourself does not reduce the damage dealt.

If you are jumping down from an elevation, you take a -2 penalty to hit for every 10 feet instead of making a jump check.

You can take this feat multiple times. Each time you take it, when you jump down, you ignore the damage from an additional 10 feet.

Off-Hand Strength [General]You have mastered the art of fighting with two weapons.Prerequisite: Str 13+, Base Attack Bonus +1,

Two Weapon Fighting.Benefit: You no longer halve the Strength damage bonus with your off-hand weapon.(This feat was original published in AEG’s Feats. It has been updated for 3.5.)

Owlknight [General]You fight well in the dark.Prerequisite: Listen 5 ranks, Spot 5

ranks, 13 Wisdom, Blind Fighting.Benefit: You gain blindsence 5 feet when wielding a weapon with 5ft reach or more. You gain a +4 bonus to Move Silently checks.

Pommel Strike [General]You can make a short jab with the pommel of your sword.Prerequisite: Base attack bonus +1, proficiency with weapon.

Benefit: You can able a pommel strike with a sword. This deals 1d4 non-lethal damage unless you have a bladed or spiked pommel.

Cho

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You can use one of more of your attacks to deal a pommel strike or you can wield your sword as a double weapon incurring the penalties for wielding a double weapon.

When you make a full attack action you gain one free attack with the pommel at your highest base attack bonus. This attack deals 1d4 damage (20/x2 crit). The free pommel strike never deals bonus damage even if you have a high Strength, magical weapon and so forth but you can apply modifiers to hit as if attacking with the weapon normally.

Powerful One Handed Swing [General]You can occasionally make powerful one handed swings.Prerequisite: Base attack bonus +6, Exotic Weapon Proficiency (bastard sword)Benefit: If you make only 1 attack during a round, you may wield a bastard sword in one hand and deal damage as if you were holding it with two hands.

Quick Switch [General]You can switch between two weapons and a two handed weapon in the blink of an eye.Prerequisite: Base attack bonus +5, Exotic Weapon Proficiency (bastard sword), Quick Draw.Benefit: If you are wielding a bastard sword and have a second, one-handed weapon, which you can Quick Draw, once per round you may sheath this second weapon as a free action which does not provoke an attack of opportunity.

This allows you to make all your attacks with the bastard sword using two hands, then draw the second weapon and make your off-hand attacks and sheath the second weapon before the beginning of the next round.

You must declare the Quick Switch action before making any attacks in the round. All your attacks suffer the Two-Weapon Fighting Penalties as if you were wielding two bastard swords. (See Two Weapon Fighting in Chapter 8: Combat, in the Player’s Handbook for two-weapon fighting penalties.)

Normal: Putting a weapon away requires a move action and provokes an attack of opportunity.

A fighter may select Quick Switch as one of his fighter bonus feats.

Special: This feat also lets you switch between styles with a flying bastard sword as a free action.

If you qualify for Quickswitch and Two to One Strike, if you take either feat, you gain the benefit of both.

Smash [General]You give up all defense to deliver a

devastating attack.Prerequisite: Base attack bonus +10, Power Attack, Str 13+.Benefit: On your action, before making attack rolls for a round, you may choose a number. This number may not exceed your

base attack bonus. Subtract twice this number from all melee attack rolls. Subtract this number from your Armor Class and Saving Throws. Add twice this number to all melee damage rolls. This penalty to melee attack rolls, Armor Class and Saving Throws and the bonus to damage apply until your next turn.

Using this feats causes you to become fatigued (See Fatigued in the Glossary in the Player’s Handbook.)

For example; If you choose 1, you suffer a -2 penalty to hit on melee attack rolls, a -1 penalty to Armor Class and Saving

Throws and you would deal +2 damage.

Special: If you attack with a two-handed weapon, or with a one-handed weapon

wielded in two hands, instead add four times this number to melee damage rolls instead.

You can’t add the bonus from Smash to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even

though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon

Darksmoke

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like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

A fighter may select Smash as one of his fighter bonus feats.

Sword Lance[General]You can charge with a sword like a lance.Prerequisite: Base attack bonus +1, Ride 4 ranks.Benefit: When used from the back of a charging mount, you deal double damage with bastard swords and two handed swords.Normal: Only weapons such as the lance deal double damage from the back of a charging mount.

A fighter may select Sword Lance as one of his fighter bonus feats.

Three Hands [General]You can wield two, hand and a half swords (bastard swords), as if one was a light weapon.Prerequisite: Base attack bonus +5, Str 15, Exotic Weapon Proficiency (bastard sword), Two Weapon Fighting.Benefit: For the purposes of two-weapon fighting penalties, if you are wielding two bastard swords you may treat one of the swords as if it was a light weapon (as long as you can wield both with one hand).Normal: The two-weapon fighting penalty is increased if your off-hand weapon is not light.(See Two Weapon Fighting in Chapter 8: Combat, in the Player’s Handbook for two-weapon fighting penalties.)

A fighter may select Three Hands as one of his fighter bonus feats.

Turning Attack [General]You can turn undead and attack.Prerequisite: Ability to turn undead, weapon that counts as your holy symbol or a holy avenger, base attack bonus +6.Benefit: As a standard action you may make one attack and make a rebuke or turn undead attempt at the same time.

Also, when you make a full attack action, you may give up one of your attacks to make a rebuke or turn undead attempt.

Normal: Turning undead is a standard action.

Two-Handed Power Strike [General]You deal extra damage with a two-handed weapon, having learned to use the weapon’s weight and

momentum to your advantage.Prerequisite: Str 15+, Power AttackBenefit: You may add twice your Strength bonus to damage when using a two-handed weapon with both hands.Normal: A character adds one and half times his Strength bonus to damage with a two-handed weapon.(This feat was original published in AEG’s Feats.)

A fighter may select Two handed Power Strike as one of his fighter bonus feats.

Two to One Strike [General]You can attack with one bastard sword as if you were wielding two.Prerequisite: Str 13+, Exotic Weapon Proficiency (bastard sword), Two Weapon Fighting, Three Hands, Weapon Focus (bastard sword), Weapon Specialization (bastard sword).

Benefit: When wielding a bastard sword, you can make your regular attacks holding the weapon with two hands (gaining the damage bonus for using two hands) and then switch to a one

handed grip and make off-hand attacks as if you were wielding a second weapon.

You must declare this action before making any attacks in the round. All your attacks suffer the Two-Weapon Fighting Penalties as if you were

wielding two bastard swords. (See Two Weapon Fighting in Chapter 8: Combat, in the Player’s Handbook for two-weapon fighting penalties.)

A fighter may select Two to One Strike as one of his fighter bonus feats.

Special: This feat also lets you switch between styles with a flying bastard sword as a free action.

If you qualify for Quickswitch and Two to One Strike, if you take either feat, you gain the benefit of both.

Defending Hand

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Chapter �: Hand and a Half Classes

Those of the Blade I have met a handful of people who have dedicated themselves to the study of the hand and a half sword. Not all of them were good. My own knowledge of the blade, imparted by the knight Cyfin Hawk, saved my life during one occasion. I met a hulking mountain of a man in the blackest armor. He had a dark forboding look about him. A trusting soul, familiar with the rigors of the road and combat, I tried to look past the armor, and the sour mood on his face and approached him in friendship. He murdered everyone else in the caravan in a period of time which was shortly longer than it took me to teeter over unconscious after he broken my nose with his elbow guard. When the world changed from quiet darkness to throbbing pain, he was sitting there on his haunches looking at me. He had a camp fire going and his teeth were tearing at chicken from caravan’s stores. He offered me some and I did not dare turn it down. I choked it down in silence. He finished his chicken and then he motioned towards me with a chicken bone. “I was curious. What does a bard need with a bastard sword?” “It appealed to me.” “Huh.”

That was the last thing he said. He threw the chicken bone into the fire and shouldered his own dark bastard sword. He took hold of my sword and half drew it. He turned the blade over and looked at both

sides. Then he snapped it back into the sheath and left it leaning against one of the wagons. He walked away. I never saw him again.

Hybrid BarbarianThe hybrid barbarian is the second generation barbarian. His parents, or even his grandparents journeyed into society and learned modern fighting techniques and returned to the clan to pass on what they had learned. The hybrid loses some of the natural instinct of a barbarian but replaces it with knowledge of fighting techniques. The hybrid is not a barbarian or a fighter but something in-between, just like the bastard sword.

Barbarians do not get along well with hybrids. To barbarians, hybrids have turned their back on the barbarian ways. Fighters find hybrids uncivilized and not as formally educated. A hybrid struggles to find a place with both.

Alignment: Any.Hit Die: d12

Class SkillsThe hybrid barbarian’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int),

Table �-1: The Hybrid BarbarianLevel Base Attack Bonus Fort Save Ref Save Will Save Special1st +1 +2 +0 +0 Fast movement, illiteracy, rage 1/day2nd +2 +3 +0 +0 —

3rd +3 +3 +1 +1 Bonus feat4th +4 +4 +1 +1 Rage 2/day, weapon specialization5th +5 +4 +1 +1 —6th +6/+1 +5 +2 +2 Bonus feat7th +7/+2 +5 +2 +2 Damage reduction 1/—8th +8/+3 +6 +2 +2 Rage 3/day9th +9/+4 +6 +3 +3 Bonus feat10th +10/+5 +7 +3 +3 Damage reduction 2/—11th +11/+6/+1 +7 +3 +3 Greater rage12th +12/+7/+2 +8 +4 +4 Rage 4/day, bonus feat13th +13/+8/+3 +8 +4 +4 Damage reduction 3/—14th +14/+9/+4 +9 +4 +4 —15th +15/+10/+5 +9 +5 +5 Bonus feat16th +16/+11/+6/+1 +10 +5 +5 Damage reduction 4/—, rage 5/day17th +17/+12/+7/+2 +10 +5 +5 Tireless rage18th +18/+13/+8/+3 +11 +6 +6 Bonus feat19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/—20th +20/+15/+10/+5 +12 +6 +6 Mighty rage, rage 6/day

Drunk

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Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Survival, and Swim (Str).Skill Points at 1st Level: (2 + Int modifier) x4.Skill Points at Each Additional Level: 2 + Int modifier.

All of the following are class features of the hybrid barbarian.Weapon and Armor Proficiency: A hybrid barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): A hybrid barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the hybrid barbarian’s speed because of any load carried or armor worn.

Illiteracy: Hybrid barbarians do not automatically know how to read and write. A hybrid barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A hybrid barbarian who gains a level in any class, other than barbarian, automatically gains literacy. Any other character who gains a hybrid barbarian level does not lose the literacy he already had.

Rage (Ex): A hybrid barbarian can fly into a rage a certain number of times per day. In a rage, a hybrid barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the hybrid barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a hybrid barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise,

item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A hybrid barbarian may prematurely end his rage. At the end of the rage, the hybrid barbarian loses the rage modifiers

and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level hybrid barbarian, at which point this limitation no longer applies; see below).A hybrid barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a hybrid barbarian can do it only during his action, not in response to someone else’s action.

Bonus Feat (Ex): Hybrids gain a bonus feat at 3rd level and every three levels thereafter. They may select any feat a fighter may select as a bonus feat.

Weapon Specialization (Ex): At 4th level and above, the hybrid may spend a feat to gain weapon specialization.

Damage Reduction (Ex): At 7th level, a hybrid barbarian gains Damage Reduction. Subtract 1 from the damage the hybrid barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three hybrid barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can

reduce damage to 0 but not below 0.

Greater Rage (Ex): At 11th level, a hybrid barbarian’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.

Indomitable Will (Ex): While in a rage, a hybrid barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

Tireless Rage (Ex): At 17th level and higher, a hybrid barbarian no longer becomes fatigued at the end of his rage.

Dragon Fang

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Mighty Rage (Ex): At 20th level, a hybrid barbarian’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2.

The Order of Silver SteelThis group of Paladins and Knights is a mobile unit which varies between a hundred and two hundred members. They move from kingdom to kingdom, traveling and seeking to do good in the world. Sometimes this means battling evil. Other times it means planting crops. They go where the call of good takes them. Often this means asking for divine guidance. When none is available they go where they think they can do the most good.

Finances are a frustration for this honorable group. They do not like to be called mercenaries but their services are available for hire if the cause is just. When they can provide for themselves because they have enough wealth at the time or by talking salvage from a battlefield, they do not charge for their services. They could ask for more money than they get and they could take more than they need but they do not.

Many rulers have asked for their help, only to be turned down because the cause was not just. This has made the order several political enemies. They avoid becoming involved in wars. Wars are most often fought over disputed territory or religious disagreement and neither is a just cause. When creatures of an evil nature threaten a good or even neutral society, they will involve themselves.

There is a rift in the order between the paladins and knights. This is the greatest weakness of the order. The knights are inclined to settle down and follow a single leader. The paladins push to keep moving. The paladin’s worry that settling down would cause complacency and an eroding of values. Further the code of the knight does not require that he be good aligned but the paladins insist all members of the order observe the paladin’s code of conduct. All members are good at this time and neither of these issues are major, but with some manipulation they could be.

To join the order a character must be 5th level and have levels in paladin, knight, samurai or similar classes or prestige classes. Characters must be lawful good, unless they are a neutral good or chaotic good paladin but these are rarely accepted and rarely wish to join. Non-good

members are never accepted. Further, characters must be able to ride (at least 1 rank in Ride).

Most members of the order use bastard swords or katana’s as their primary weapon. It is not a rule that a member use such a weapon but it is their specialty. Lances, shortswords, shortbows and spears round out the bulk of their arsenal. About half carry shields. Most have heavy armor of some kind, but this is reduced to chainmail or lighter when battling in or near aquatic environments such as on board a ship or in a bog.

Every member has a horse. Many have a second, or a pack mule. Having more possessions then can be stored on two mounts is highly frowned upon. Among the knights there are a small number of spellcaster’s whose primary job it is to stop opposing spellcasters.

KnightThe knight is a classical warrior, often encased in armor, mounted or on foot. He is included here because the bastard sword was made for such a warrior, functional mounted, on foot, with a shield or without one. The knight’s weapons typically include the lance, bastard sword, and usually a smaller or alternate weapon such as a shortsword, mace or flail.

Knights mostly closely resemble fighters but they borrow some of the

abilities of the paladin, including a strict code of conduct and a bond with their mount. Unlike a paladin, a knight is sworn to obedience. He can be good or evil so long as he serves king and country. The classical fantasy knight is lawful and good but many real world knights were nothing of the sort. The code of Chivalry limits an evil knights actions so that it is considerably easier to observe the tenants of the class with a

good alignment. (Evil knights virtually must ignore some of the tenants of Chivalry, something the Game Master must decide upon before allowing one.)

The End

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Like the fighter, the knight can specialize in the use of a weapon. Typically this is the lance, bastard sword, shortsword, mace or flail but there is no restriction against other weapons. Halfling knights, for example, often specialize in the sling. Dwarven knights prefer the battleaxe, elves the longsword.

Alignment: Any Lawful.Hit Die: d10.

Class SkillsThe knight’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).Skill Points at 1st Level: (2 + Int modifier) x4.Skill Points at Each Additional Level: 2 + Int modifier.

Class FeaturesAll of the following are class features of the knightWeapon and Armor Proficiency: A knight is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Chivalry: The knight must obey the code of chivalry. If he breaks the code of chivalry he can not take further levels in knight unless he atones with the atonement spell. Chivalry is listed below.

Knightly Steed: The knight begins play with a mount

for free. This is typically a light, or heavy warhorse but can be any animal CR 2 or less appropriate for the knight. This mount is likely one the knight raised and trained himself. The knight adds half his knight (rounded down) level to all Handle Animal and Ride checks with his knightly steed. He requires only a free action to perform such checks on his knightly steed.

Unlike normal animals the knightly steed tends to become the alignment of their master. The steed still only has animal intelligence so it can only understand very simple laws and moral codes. Most knightly steeds become lawful neutral.

If the horse dies, he must wait a year and a day before getting a new knightly steed. He may get the new mount right away, but the bonuses do not apply until the time has passed and the new mount is not free. This time usually represents the time required to train the new mount.

A knightly steed can not be a familiar, or animal companion but it may also be a paladin’s mount. If the knight could normally summon a familiar or animal companion, he may spend a feet to allow it to become a familiar, or an animal companion.

Improving the knightly steed: The knightly steed’s number of hit dice is equal to three quarter the knight’s character level. See table X-x: The Knight to determine at what level the steed gains additional hit dice. Knights who start off with a steed with more than 1 hid dice will have to wait longer before it gains additional hit

Table �-�: The KnightLevel Base Attack

BonusFort Save

Ref Save

Will Save

Special Knightly SteedHit Dice (level)

1st +1 +2 +0 +0 Code of conduct, knightly steed 1 HD2nd +2 +3 +0 +0 Mounted combat —3rd +3 +3 +1 +1 — 2 HD4th +4 +4 +1 +1 Bonus feat, weapon, specialization 3 HD5th +5 +4 +1 +1 — —6th +6/+1 +5 +2 +2 Bonus feat 4 HD7th +7/+2 +5 +2 +2 — 5 HD8th +8/+3 +6 +2 +2 Bonus feat 6 HD9th +9/+4 +6 +3 +3 — —10th +10/+5 +7 +3 +3 Bonus feat 7 HD11th +11/+6/+1 +7 +3 +3 — 8 HD12th +12/+7/+2 +8 +4 +4 Bonus feat 9 HD13th +13/+8/+3 +8 +4 +4 — —14th +14/+9/+4 +9 +4 +4 Bonus feat 10 HD15th +15/+10/+5 +9 +5 +5 — 11 HD16th +16/+11/+6/+1 +10 +5 +5 Bonus feat 12 HD17th +17/+12/+7/+2 +10 +5 +5 — —18th +18/+13/+8/+3 +11 +6 +6 Bonus feat 13 HD19th +19/+14/+9/+4 +11 +6 +6 — 14 HD20th +20/+15/+10/+5 +12 +6 +6 Bonus feat 15 HD

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dice. (If a knight starts off with a 3 HD war horse it will gain another HD when the knight reaches 6th level).

When an animal gains a hit dice, it’s base attack advances as a cleric, it has good Fort and Reflex saves, it gains 2 + Intelligence bonus skills and 1d8 hit points. See table 3-3: The Knight Steed to determine its total base attack bonus and saving throws based on its total hit dice.

Mounted Combat: At 2nd level, the knight gains this feat for free.

Bonus Feats: At 2nd level, the knight gets a bonus combat-oriented feat. The knight gains an additional bonus feat at 4th level and every two knight levels thereafter (6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A knight must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A knight is not limited to the list of fighter bonus feats when choosing his feats from advancing levels..

Weapon Specialization: At 4th level and higher, the knight may spend a feat to gain weapon specialization with any weapon intended for use on horseback. This includes all one-handed martial weapon plus any crossbow, any lance, any shortbow, the shortsword and the bastard sword (if he is proficient in its use). For the purposes of qualifying for feats with Weapon Specialization as a prerequisite, a knight counts as

a fighter of his knight level, plus any levels in fighter.

Paladin Synergy: A paladin can take levels in Knight and continue to take levels in Paladin. A knight/paladin’s knightly steed may also serve as his paladin’s mount.

The Knightly SteedThis class describes the progression of the knight’s steed. This “class” is based on the animal type but includes the special abilities of the horse (low-light vision, scent and trained). Unlike an animal companion, paladin’s mount or familiar the knightly steed does not gain special abilities.

The steed’s level is equal to its hit dice. So a heavy warhorse, which has 3 HD, is already 3rd level in this class. He already has a +2 base attack bonus, Fort +3, Ref +3 and Will +1 base saves. Nothing changes until the knight reaches 6th level, when the knightly steed advances to 4th level in this class.

Some creatures of the magical beast type can become mounts. In this case the steed has a fighter attack bonus (equal to his level) and may have additional special abilities specific to that mount. These may be considerably more powerful mounts and the Game Master should use her discretion when deciding whether or not to allow such a steed.

Alignment: Usually NeutralHit Die: d8

Race SkillsThe horses’s race skills (and the key ability for

each skill) are Listen (Wis) and Spot

Table �-�: The Knightly SteedHit Dice Base Attack

BonusFortSave

RefSave

WillSave

Special

1st +0 +2 +2 +0 Low-light vision, scent, trained2nd +1 +3 +3 +0 —3rd +2 +3 +3 +1 —4th +3 +4 +4 +1 —5th +3 +4 +4 +1 —6th +4 +5 +5 +2 —7th +5 +5 +5 +2 —8th +6/+1 +6 +6 +2 —9th +6/+1 +6 +6 +3 —10th +7/+2 +7 +7 +3 —11th +8/+3 +7 +7 +3 —12th +9/+4 +8 +8 +4 —13th +9/+4 +8 +8 +4 —14th +10/+5 +9 +9 +4 —15th +11/+6/+1 +9 +9 +5 —

Exploding Sword

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(Wis).Skill Points at Each Additional Level: 2 + Int modifier (minimum 1 skill point/level).

Trained: Knightly steeds are trained. See Handle Animal in Chapter 4: Skills in the Player’s Handbook. Knightly steeds are usually trained with Combat Riding tricks.

Low-Light Vision: All animals have low-light vision.

Scent: All horses have the scent ability. A non-horse steed may not have scent.

Feats and Ability Score Improvements: Like characters, the knightly steed gains a feet every 3 levels and improves an ability score by 1 every four levels. The Game Master should carefully adjudicate which feats a steed takes. Horses, for example, lack opposable digits and can not wield most weapons. Fighter feats are a good choice for a horse.

“There is more than one kind of Chivalry, and lance thrusts are not everything! In default of the sword we have the pen; failing the pen, speech; and in default of speech, honor, in our lives.” Leon Gautier

The Ten Commandmentsof the Code of Chivalry

From Chivalry by Leon Gautier

1. Thou shalt believe all that the Church teaches, and shalt observe all its directions. 2. Thou shalt defend the Church. 3. Thou shalt repect all weaknesses, and shalt constitute thyself the defender of them. 4. Thou shalt love the country in the which thou wast born.

5. Thou shalt not recoil before thine enemy. 6. Thou shalt make war against the Infidel without cessation, and without mercy. 7. Thou shalt perform scrupulously thy feudal duties, if they be not contrary to the laws of God.

8. Thou shalt never lie, and shall remain faithful to thy pledged word. 9. Thou shalt be generous, and give largess to everyone. 10. Thou shalt be everywhere and always the champion of the Right and the Good against Injustice and Evil.

Notes on Chivalry in the d�0 system.1-�: A knight is required to belong to a Lawful church and he must defend the church and obey the clerics of that church. This does not require him to remain at the church. Knights move around a lot and may journey a long way from the church to do battle, but that is not to be used an excuse to abandon the church.�. A knight can not use the sneak attack ability,

does not flank his opponent or exploit any other kind of weakness. He does not use dirty fighting. If his opponent drops his weapon, as a matter of chivalry, the knight would allow him time to retrieve it.�. This includes any country

the knight becomes a citizen of.�. A knight may not honorably retreat from combat unless he is out numbered two to one. If the opponent(s) have twice the hit dice of the knight’s party, he may retreat.�. A knight is expected to hunt and destroy those of evil alignment.

�. The exact duties of the knight vary from church to church.�. A knight must be Lawful,

must not lie and may not break his word. If he does he loses all class abilities, including

Table �-� The Hand and a Half MasterLevel Base Attack

BonusFort Save

Ref Save

Will Save

Special

1st +1 +2 +0 +0 Code of Chivalry, Hand and a Half Flexibility2nd +2 +3 +0 +0 —3rd +3 +3 +1 +1 Weapon Specialization (bastard sword)4th +4 +4 +1 +1 Mobility5th +5 +4 +1 +1 —6th +6 +5 +2 +2 Spring Attack7th +7 +5 +2 +2 One sword one life8th +8 +6 +2 +2 Whirlwind Attack9th +9 +6 +3 +3 One with the sword10th +10 +7 +3 +3 Sudden Whirlwind

Falcon’s Bent Sword

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bonus feats, until he receives an atonement spell.�. Anything the knight does not need is to be given to those in need. A knight can save to create or purchase magical items, a keep or followers but not luxuries or frivolities.10. A knight must be Lawful Good and follow the Paladin’s code of conduct.

Hand and a Half Master“It’s a great big sword, not nearly as fast as our smaller blades. It lacks the reach of longer weapons. It’s not even designed to be held properly with two hands. So why is he beating us?”

The hand and a half master learns everything that can be learned about the bastard sword and then improves upon it. They have created a fighting style with this European weapon that approaches the skill level of the samurai swordsman.

Many hand and a half masters are so dedicated to their sword, that if it is broken they either fall to the earth and die at that moment, kill themselves or retire with their broken blade. Others place their broken or worn out swords in places of honor.; shrines, museums or churches.

RequirementsAll of the following are requirements for the hand and a half master prestige class.Feats: Base attack bonus +5, Custom Blade (bastard sword), Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword), Two Weapon Fighting, Dodge.

Class FeaturesAll of the following are class features of the hand and half master.

Code of Chivalry: The hand and a half master follows much of the code of chivalry. Non-lawful or non-good hand and a half masters may violate more tenants then lawful and good ones but there are certain rules they must all adhere to;

The hand and a half master seeks to test himself fairly against all opponents. He frowns frown upon dirty or cheap tricks and warns his opponent before entering combat. If the hand and a half master deliberately or accidentally performs or assists in dirty fighting, sneak attacks (such as by flanking) or

surprise attacks, he suffers a -4 penalty to attack rolls for the remainder of the encounter. Other conduct during a fight which violates the code of chivalry may incur this penalty as the Game Master’s discretion.

The hand and a half master is free to use an enchanted weapon, increase his Strength and improve his resistance to damage but if it becomes clear he is far overpowering his opponent he incurs the penalty. A hand and a half master who grossly violates his code of conduct loses his class abilities until he atones for his actions. (See also the Code of Chilvalry above.)

Hand and a Half Flexibility (Ex): The hand and a half master gains this feat for free.

Weapon Specialization (bastard sword) (Ex): At 3rd level or any time after, the hand and a half master may spend a feat to gain Weapon Specialization (bastard sword).

Mobility: At 4th level, the hand and a half master gains this feat for free.

Spring Attack: At 6th level, the hand and a half master gains this feat for free.

One Sword One Life (Ex): At 7th level, the hand and a half master chooses one bastard sword. While wielding that particular sword, he gains a +2 moral bonus to hit and damage. If he that particular weapon is destroyed or lost without a chance for recovery, he must wait one month and then he can chose a new weapon.

Whirlwind Attack: At 8th level, the hand and a half master can make whirlwind attacks. He can

only use bastard swords during this attack unless he actually has the Whirlwind Attack feat.

One with the Sword (Ex): At 9th level, the hand and a half master can draw his bastard sword(s) at any time as an immediate action. If he does not detect an attacker, he can only draw his sword(s), after the first attack or whenever he becomes aware of the threat.

Sudden Whirlwind: At 10th level, the hand and a half master can make a whirlwind attack as a standard action. He may only use weapons he has Weapon Focus for during this attack.

Flaking

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Chapter �: MagicRevisit the Firestarter I did not meet the Firestarter again, but rather saw his work. It was a collection of spells. For an intense and straight forward combatant, he was deceptively clever at marketing. He presented these five spells together in a book called “For Bastards”. The name was sure to incite hostility and get the work banned, which ensured everyone would know about it. It sold like wildfire. Only one is a bard spell. I am in the process of having the hand and a half blade converted into a 3rd level bard spell and carbon sword into a 5th level bard spell.

- Tobin Mephisto

Spells

Bastard Blade BarrierEvocation [Force]Level: Clr 8, Good 8, War 8Components: V, S, MAs blade barrier except as noted above and as follows; the blades are all bastard swords and deal 1d10 points of damage per caster level (maximum 15d10).Material Component: A bastard sword which vanishes upon completion.

Cabron SwordEnchantmentLevel: Sor/Wiz 3, War 3Components: V, SCasting Time: 1 standard actionRange: TouchTarget: One masterwork, non-intelligent swordDuration: 10 minutes/levelSaving Throw: Will negates (object)Spell Resistance: YesYou make a bastard sword into an intelligent weapon. You choose what level of intelligence the sword gains and which powers it gets as if you had 1000gp/level to spend on making the sword intelligent. The sword has your alignment and personality.

For example, a 5th level wizard could create a 5000gp intelligent sword. He gives the weapon Int 13, Wis 13, Cha 10, Empathy, 2 lesser powers, 60 ft. vision and hearing for 2000gp. With only 3000gp left, he chooses to give the sword only one power, deathwatch for 2700gp.

Clerics of Cabron use this spell to test their intelligent sword. If they like how it turns out, they render the effects of the spell permanent by using their Craft Magic Arms and Armor spell.

Hand and a Half ConversionTransmutationLevel: Paladin 2, Ranger 2, Sor/Wiz 2, War 2Components: V, SCasting Time: 1 standard actionRange: TouchTarget: One swordDuration: SpecialSaving Throw: Will negates (object)Spell Resistance: NoYou transform one sword into a bastard sword. If this weapon is normal, the duration is 1 hour per level. If it is masterwork or made of special materials the duration is 10 minutes/level. If it is magical the duration is 1 round/level.

Look at MeEnchantmentLevel: Bard 1, Cleric 1, Paladin 1, Ranger 1, Sor/Wiz 1, War 1Components: V, S, FCasting Time: 1 standard actionRange: TouchTarget: One swordDuration: 1 round/levelSaving Throw: NoneSpell Resistance: NoYou make your blade glow with humming energy.

When you swing it, a trail of energy follows. Spot checks made to see you gain a +10 Circumstance bonus.

Opponents suffer a -2 penalty to their AC because of the blinding light of the blade, unless they shield their eyes somehow. When you strike someone, great globs of energy spark off the blade and land harmlessly all around. You gain a +2 Circumstance bonus to Intimidate and Bluff checks.

Focus: A sword you must hold for the duration of the spell. If you drop the sword, the spell

ends after one round if you do not pick it up.

Soul FocusEnchantment

Flying

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Level: Paladin 2,Cleric 3, Sor/Wiz 3Components: V, S, FCasting Time: 1 free actionRange: TouchTarget: One swordDuration: 1 roundSaving Throw: NoneSpell Resistance: NoYou channel the power of your soul into your blade. You blade gains a divine bonus to hit and damage equal to your level until you score your next successful hit or until 1 round passes. You lose 1 hit point permanently. When you gain your next level, you gain 1 extra hit point to replace this lost hit point.Focus: Any sword.

Magic Items

Magic Item Cost and PriceCost and Price: These are the technical rules for making magic items and are usually only needed if you are designing your own magic items. If you are making one of the swords listed below and you want to change it from a medium bastard sword to a large bastard sword, for example, the difference in cost is only a few gold pieces and it is usually not worth recalculating the Price, the gp Cost and the xp Cost.

Price: This is the total Price of a magic item. This is what you typically pay to buy the magic item (the Game Master is always free to vary this amount when haggling over the price). The Price of a magic item is the enchantment cost + the weapon cost.

Cost: This is the cost the creator of a magic item must pay to create the item. Typically this cost never changes. Changing the base item can alter the Cost in a small way. There are two parts to the Costs – a cost in gold pieces and a cost in experience that the creator must pay. The gp Cost is half the enchantment cost + the weapon cost. The xp Cost is 1/25th the enchantment cost. (These rules are explained in the Craft Magic Arms and Armor feat in Chapter 5: Feats in the Player’s Handbook.)

Using a Different Base Weapon: Unless otherwise noted, all the weapons listed here are medium sized, masterwork bastard swords. To use a different base weapon, you will need to determine the cost of the original

weapon (usually 335gp for a medium masterwork bastard sword) and subtract that from the Price and the gp Cost. Then add the cost of the new weapon

to the Price and gp Cost. The xp Cost does not change because you do not pay xp for the base price of the weapon, only for the enchantment cost.

Forging Your Own Weapons: If you forge your own weapon, subtract the market price for the weapon from the Price and gp Cost and add the cost you spent to forge the weapon yourself. The xp Cost does not change.

New Melee Weapon Special Abilities

Mirrored: This weapon must have a reflective striking surface, such as the blade of a sword or the head of an arrow so this property can only

be placed on weapons with metal cutting surfaces. When a mirrored weapon strikes a creature with a gaze attack, that creature is affected by their own gaze attack. Further, if

the weapon strikes a creature with a gaze attack and then strikes one or more other creatures during the same round, then those creatures are affected by the gaze attack as well.

Creatures which have a gaze attack can deliberately touch a mirrored weapon as an

attack action which provokes an attack of opportunity if it is an opponent’s weapon. They can touch their own weapon as an attack or move action.

I f they have the Quick Draw feet, they can touch their own weapon as a free action.

Moderate Transmutation; CL 11th; Craft Magic Arms and Armor, flesh to stone; Price +2 bonus.

Smoking: When activated, as a standard action, this sword gives off gray smoke. If the wielder has moved since the last round the smoke only affects the square he is in. If he stands still for a round, it fills a radius of 5 feet (his square and all adjacent

squares). Anyone in a smoke filled square, including the wielder suffers a 20% chance to miss when they attack

Firestarter

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but gain concealment, a 20% chance attacks miss them.

Moderate Conjuration; CL 3rd; Craft Magic Arms and Armor, fog cloud; Price +2 bonus.

Smoking, Greater: As smoking but the smoke always fills the area around the wielder in a 5ft radius and the wielder can see through the smoke. He does not suffer a miss chance when attacking. He may also command the smoke to only fill the area around him, filling only the square he is in.

Strong Conjuration; CL 3rd; Craft Magic Arms and Armor, fog cloud; Price +4 bonus.

Fifty Four Magical Bastard Swords

+1 Bastard Sword: The +1 bastard sword is a common European weapon, prized for its ability to strike certain incorporeal creatures and creatures with damage reduction. It is the cheapest weapon that can be obtained to do this job.Minor Enchantment; CL 3rd; Craft Magic Arms and Armor; Price 2335gp; Cost 1335gp + 80xp

+� Bastard Sword: The +2 bastard sword is not very common. By the time most adventurers can afford one, it is often worth sticking it out to get the +3 bastard sword, especially if an adventurer already has a +1 bastard sword.Moderate Enchantment; CL 6th; Craft Magic Arms and Armor; Price 8335gp; Cost 4335 + 320xp.

+� Bastard Sword: The +3 bastard sword i s relatively common. It does not have the very high price tag of the +4 or higher weapons and the bonus is enough to make a significant difference in combat. This is a good solid weapon that the average adventurer could use for many years.Moderate Enchantment; CL 9th; Craft Magic Arms and Armor; Price 18,335gp; Cost 9335gp + 720xp.

+� Bastard Sword: The +4 bastard sword is much like the +2. If you can afford it, it is probably worth waiting to get the +5, the best you can get. No one commissions a +4 weapon if they are

planning to latter get a +5, so these are fairly rare.Strong Enchantment; CL 12th; Craft Magic Arms and Armor; Price 32,335gp; Cost 16,335gp + 1280xp.

+� Bastard Sword: The +5 bastard sword enjoys a certain notoriety. It is the best

combat weapon you can get without getting fancy or spending a kingdom’s worth. The +6 weapon is simply so

much more expensive you will probably never see one. The +5 is highly sought after

Strong Enchantment; CL 15th; Craft Magic Arms and Armor; Price 50,335gp; Cost 25,335gp + 2000xp.

+� Bastard Sword: Part of an incredibly rare group of swords the +6 bastard sword is the cheapest epic level weapon you can get and it still costs more then a dozen +5 bastard swords! This is the sort of weapon you do not create unless you need it to save a world because it costs a year’s income for most major nations.Overwhelming Enchantment; CL 21st; Craft Epic Magic Arms and Armor; Price 720,335gp; Cost 360,335gp + 28,800xp.

+� Bastard Sword: The +7 bastard sword probably does not exist. It is like the +2 and +4 bastard swords; you might as well wait and make a better one. When one is looking at this amount of money and resources, they can afford to wait. Still epic weapons are very custom. While it is possible a smith might produce several +5 bastard

swords, epic weapons are always very tailored to their owner who might decide he wants a +7 bastard sword.Overwhelming Enchantment;

CL 21st; Craft Epic Magic Arms and Armor; Price 980,335gp; Cost 490,335gp +39,200xp.

+� Bastard Sword: The +8 bastard sword, like the +7, also probably does not exist. It is too expensive to justify.Overwhelming Enchantment; CL 24th; Craft Epic Magic Arms and Armor; Price 1, 280,335gp; Cost 640,335gp +51,200xp.

+� Bastard Sword: The +9 bastard sword definitely exists. It has to do with a fascination with the number

Frost Touch

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9 associated with several major demons who have epic resources and have constructed at least one of these. A demonic blade, it may have other properties and will always have the stigma of having been forged in hell.Overwhelming Enchantment; CL 27th; Craft Epic Magic Arms and Armor; Price 1, 620,335gp; Cost 810,000gp +64,800xp.

+10 Bastard Sword: The +10 adamantine bastard sword exists because it is the best mortals can craft, and for some, only the best will do. With the exception of some artifacts, this is the most powerful weapon that can be found in the mortal realms. Knowing that such a weapon exists is enough to cause most people to move away from it and others to seek it out.

Not a lot of weapons carve through the +5 weapons elite adventurers carry around. This one does. Common sense aside, the thought of losing such expensive cutlery has caused many hard core adventurers to pause before wielding their +10 bastard sword. Before you go running to the weaponsmith to craft one these, take a long hard look at the price.

This weapon includes the 3000gp cost for adamantine. While it’s just possible for other weapons to be made of normal steel, it is just absurd to consider a metal +10 weapon. At 2 million a blade, no one is going to blink at a few thousand extra for better starting materials.

Overwhelming Enchantment; CL 27th; Craft Epic Magic Arms and Armor; Price 2, 003,335gp; Cost 1,003,335gp + 80,000gp.

Adventurer’s Bastard Sword: This simple +1 bastard sword is not greatly adorn but has a well used look about it. The grip is comfortable and feels natural, even to someone who has never held a bastard sword before. Anyone wielding this weapon acts as thought they have the Exotic Weapon Proficiency (bastard sword). If they already have this feat, they gain an additional +1 circumstance bonus to attack rolls.Minor Enchantment; CL 3rd; Craft Magic Arms and Armor; Price 8335gp; Cost: 4335 + 320xp.

Bandit: Bandit is a +1 anarchic bastard sword. It has been used by outlaws for several generations. The blade is not symmetrical; The guard is different on each side. One side of the blade has a noticeable

notch in it, which may have been deliberate or the result of combat. The hilt is different all the way around with patches of different material, leather, wire and brass, to hold onto when wielding the blade. Bandit is a well known weapon with a criminal reputation.Moderate evocation [Chaotic]; CL 7th; Craft Magic

Arms and Armor, chaos hammer, creator must be chaotic; Price 18 335gp; Cost 9335gp + 720xp.

Barnacle: This +2 keen, adamantine sword saw use aboard a pirate vessel until it was dropped during an assault on a merchant trader. It was retrieved by an adventuring group and by that time it had grown several barnacles on the hilt and guard which were left on, giving the sword it’s name.Moderate transmutation; CL 10th; Craft Magic Arms and Armor, keen edge; Price 21 335gp; Cost 12 335gp + 720xp.

The Black Bastard Sword: This +2 unholy bastard sword is made of a black metal which is uncomfortable to the touch. Characters wielding this weapon suffer one point of damage each round as if affect by a cause minor wounds spell. Undead wielding this weapon consequently heal 1 point of damage each round. Moderate Necromancy; CL 7th, Craft Magic Arms and Armor, cause light wounds, unholy smite; Price 72 335gp; Cost 36 335gp + 2880xp.

The Blue Bastard Sword: This +2 icy burst bastard sword is made of a transparent blue metal that looks like ice. When drawn the weapon causes the ground around the user to become cold. After one round, it begins to snow and water freezes to ice,

making surfaces slippery. The weapon itself has cold resistance 50, but it does not confer this onto its wielder.

Strong Evocation; CL 10th, Craft Magic Arms and Armor, chill metal or ice storm; Price 50 335gp; Cost 25 335gp + 2000xp.

Blood Dripper: This +4, wounding bastard sword is a favorite among orc champions who can afford the cost of creating one. These are long black serrated blades engraved with a white skull on the guard and a white, carved bone covered hilt that depicts skeletons. It has an ornate handle and ornate guard and it quite an artistic weapon, irregardless of its intended use.

These are prized for collections by adventurers and are often sold for much more than their normal price.

Green

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Strong Evocation; CL 12thth; Craft Magic Arms and Armor, mage’s sword; Price 50 575gp (+4 and wounding 50 000gp plus ornate hilt 100gp plus ornate guard 125gp plus serrated 15gp plus masterwork 300gp plus bastard sword 35gp); Cost 25 575gp + 2000xp.

Bloody Hands Sword: This scarlet +3 bastard sword is said to have turned this color because of the amount of blood it has spilled. A character who enters combat with this weapon must make a Fortitude saving throw DC 10 + damage dealt, each time he is injured, or fly into a bloody rage. He rages as a barbarian. If he has raging feats or abilities, he benefits from them normally. He can not end the rage and continues attacking as long as there are opponents visible.Moderate Enchantment; CL 9th; Craft Magic Arms and Armor, rage; Price 48 335gp; Cost 24 335gp +1920xp.

Broken Bastard Sword: This famous +5 bastard sword was broken against the hide of a pit fiend. The end that broke off was dissolved in hell fire. The remainder of the sword was brought back to the prime planes where it has been traded through many hands. This weapon deals half damage (after all modifiers are added, rounded up) and goes for about half what a normal +5 weapon would be worth. It still bypasses damage reduction as a +5 weapon however. It remains superbly balanced and there is no penalty to hit, even through the blade is half the length it should be.Strong Enchantment; CL 15th; Craft Magic Arms and Armor; Price 25 335gp; Cost 12 835gp + 1000xp

Cho: Cho is a +4 intelligent, brilliant energy bastard sword. It has Int 12, Wis 10, Cha 10, communicates empathically and has 30 foot vision and hearing. It can cast major image once per day. Never intended to be intelligent, Cho has a playful nature and enjoys exploring which belies his dangerous nature as weapon. He is neutral good. He encourages his wielder to investigate mysteries and collect items whose origin or purpose is unknown. Cho only has an ego of 10 so his suggestions are most often simply that, suggestions. Occasionally Cho will discover a mystery of some importance and will keep

trying to dominate his wielder to pursue the mystery.

Strong transmutation CL 16th; Craft Magic Arms and Armor, gaseous form, continual flame; Price (+4 and brilliant energy 128 000gp, Intelligent 1000gp, major image 1/day 5400gp, masterwork 300gp, bastard sword

35gp) 134 735gp; Cost 67535gp +5376xp.

Dark Smoke: This infamous +4 smoking, flaming bastard sword was cut from the claw of an ancient wyrm red dragon. The blade is bone but has all the properties of adamantine. This sword was commissioned by a wealthy noble who bought the dragon claw from a group of adventurers. The sword was still with the crafting wizard when the dragon arrived at the noble’s manor house looking for it. The wizard fled the region and thieves got the sword. They were waylaid by barbarians

and the sword remained in a barbarian clan for many years where it was used to hunt white dragons. Eventually its wielder fell to frost giants who where slain by derro

dwarves who used the bastard sword to slay drow. The drow sold it to surface dwellers.

Strong transmutation; CL 12th; Craft Magic Arms and Armor, fog cloud, true seeing; Price 131 035gp; Cost: 67 035gp + 5120xp

Defending Hand: This +2 Defending cold steel bastard sword has a complex guard and a tightly

wire-wrapped hilt and comes with a sheath adorn with shields. These are popular among guards

who can afford the stiff price for acquiring one.Moderate abjuration; CL 8th; Craft

Magic Arms and Armor, shield or shield of faith; Price 18 670gp; Cost 9670gp + 720xp.

The Drunk Bastard Sword: The weapon of choice for a notorious drunken master of sword fighting, the drunken bastard is an unpredictable weapon. At the beginning of every battle roll 1d6 to determine its enhancement bonus. On a 1-5, that is its enhancement bonus.

On a 6, it is a +5 flaming bastard sword.Faint or moderate evocation (varies); CL 9th; Craft Magic Arms and Armor, continual

flame; Price 32 335gp; Cost 16 335gp + 1280xp.

Greyblade

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Dragon Fang: Carved from the tooth of a great wyrm gold dragon, this bastard sword is pearl white, fading to a yellow color near the hilt and it is sharp and hard enough to cut through stone without scratching. The black steel hilt is crafted to appear as a dragon wrapped around the guard down the handle with claws holding a ruby in the pommel. The ruby glows when dragons are near. The sheath is black dragon hide, decorated with runes carved from red dragon scales and highlighted with gold trim. The weapon is exceptionally well balanced. It is an obvious treasure.

The weapon radiates dragon fear. Characters must succeed at a Will saving throw DC 16 to pick the weapon up. A successful check allows the character to use the weapon for 24 hours without making another check. Failure indicates he can not pick it up. Characters immune to fear, most notably paladins of 3rd level or higher, are unaffected. Although the weapon is valuable, it is difficult to steal. Characters not trying to pick or wield the sword are unaffected.

The weapon is famous in the orient where it was crafted but it has been all over the world and is very well known. Skill checks and bardic knowledge checks used to identify or Appraise this weapon have a +5 Circumstance bonus. Dragons have no unusual animosity towards the wielder as the runes on the blade clearly indicate that dragons willingly donated parts to the creation of the weapon.

Dragon Fang is a +5 bone bastard sword of shape change. The bone is identical to adamantine. The wielder of the sword can use shapechange once per day as a 17th level wizard. He may assume any form that has 17 hit dice or less. Upon first activating this power, the wielder is always transformed into a gold, black or red dragon.

The sword became intelligent when the paladin who crafted it died. It has Int 19, Wis 19, Cha 10, 120 ft. darkvision, blindsence and hearing and is Lawful Good. The sword has 10 ranks in Diplomacy and Intimidate and can use cure moderate wounds, on the wielder only, 3/day and zone of truth 3/day. It projects cause fear continuously (DC 16).

Overwhelming Transmutation [Good]; CL 17th; Craft Magic Arms and Armor, shapechange;

Price 153 615gp; Cost 78 475gp + 6012xp.

The End: The end is a masterwork bastard sword with no apparent properties. It has no aura. The blade is made from a magically hardened adamantine which

has hardness 50 and energy resistance 50. It can not be physcially damaged except by +6 or better weapons [Epic]. It has a violet silver blade polished to a mirror shine, a simple, thick, heavy guard and a worn wire wrapped handle. There is a gem in the pommel that radiates a non-magical gray light in a 5 ft radius. This is created by a fungus inside the gem that is slowly eating it’s way out. When held, the sword continually radiates mage’s disjunction in a 40 ft. radius as per the spell.

The End has a notorious history. It was created to slay gods, specifically gods of magic. This made the weapon much sought after by groups wishing to use it and groups wishing to destroy it. There are rumors that the blade has been used to kill a god and that the weapon remains stuck in the corpse of the god on the astral plane and that removing the sword will allow the god to come back to life.

Most adventuring groups want nothing to do with the sword once they discover its properties but selling it can start more trouble if the right people hear about the weapon. Anyone who posses the sword long enough (1d6 weeks) looses the ability to cast spells and gains magic resistance equal to their level. These effects last 1d6 days after putting the sword down.

No aura; CL 17th; Craft Epic Magic Arms and Armor, mage’s disjunction; Price 1 227 335gp; Cost 615 335gp + 48 960xp.

The Exploding Sword: This +0 intelligent adamantine bastard sword cries out as it is drawn and during combat. The sword is quite loud and everyone who hears the sword, will hear it in a language they understand. When drawn it will declare, loudly, “I want to explode” or some similar statement.

Each time this sword scores a hit, two things happen. It counts down from 9 and its enhancement bonus, which begins at +0 increases by +1 per hit. On the first hit it will say “9” and perhaps some snide warning

such as “9 left, ha ha!” and it becomes a +1 intelligent bastard sword. Then “8” and +2, “7” and +3. (The

Gyrefalcon’s

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number it says plus the enhancement bonus equal ten).

The sword counts all the way down to zero. When it says “zero” its enhancement bonus becomes +10 and the sword will not speak again. If it scores another successful hit, the blade explodes, doing 10d6 sonic damage (Reflex DC 30 for half damage) in a 60 foot radius.

The sword has only the most rudimentary intelligence; Int 8, Wis 3, Cha 10 and no additional powers. It does not talk with others or communicate except to declare its desire to explode.

If the sword does not explode (count down to zero) it continues the count when drawn again. When drawn again it will declare that it wishes to explode and announce that the countdown has already begun. If the sword is left in its scabbard for 24 hours, the countdown restarts at 10 again.

The hilt is never destroyed by the explosion and the sword slowly regenerates at the rate of one hit point per day. Until it regains all of its hit points, it acts as a non-magical sword. Using the pieces left over from the last explosion a smith can speed up this process by making a Craft (weaponsmith) check DC 40. For every point by which the smith succeeds, one hit point is repaired. This check can be performed only once.

Overwhelming evocation; CL 30th; Craft Magic Epic Arms and Armor, greater shout; Price 2 007 335gp; 1 003 835gp + 80 000xp.

Falcon’s Bent Bastard Sword: In an infamous duel Falcon jammed his unbreakable bastard sword between two boulders and his fellow wizard brought a mountain down upon it (incidently also killing themselves and the draon they were battling). The sword was bent but remains virtually indestructible. Anyone wielding this +3 flaming bastard sword suffers a -2 penalty to hit. This reduces the cost of the weapon by 25 to 50% when it is bought or sold. This weapon has a hardness of 30 and 10 hit points and requires a Strength check DC 45 to straighten. A 20th level caster is required druing the creation of this weapon, otherwise it only has a hardness of 15 instead.Moderate evocation; CL 9th; Craft Magic Arms and Armor, continual flame; Price 18335gp; Cost 9335gp + 720xp.

Flaking Bastard Sword: The original flaking bastard sword was the accidental result of an experiment to make metal more resistant to rust. It was purchased to clean out a lair of rust monsters but it turned out a very old

dragon was using the rust monsters to repel intruders. The adventures never returned and the sword was exposed to rush monster attacks for years. Decades later the sword was retrieved from the cave and had its flaking properties, a combination of constantly rusting and regenerating. Since then smiths have been able to reproduce the technique using rust monsters.

Anyone injured by this weapon must make a Fortitude saving throw or contract the Shakes (see Diseases in Chapter 8: Glossary in the Dungeon Master’s Guide for the DC and effect). The sword loses 1 hit point permanently after any encounter where it is used. (it has 1d10 hit points when found). The original sword was immune to rust but the new versions are not.

Moderate necromancy; CL 7th; Craft Magic Arms and Armor, contagion, access to a rust monster; Price 18 335gp; Cost 9335xp + 720xp.

The Flying Bastard: This +3 distance, throwing, returning bastard sword was commissioned by an adventurer with a flair for the dramatic. Unfortunately he died and the sword remained in a dragon’s lair, in a pool of water, for a hundred years until the dragon was slain. The dragon slayers did not care at all for the weapon and it was put on the open market where it changed hands several times before vanishing into obscurity.

A normal weapon would have rusted away but the flying bastard shows

only a slight tarnish that gives it a green tint. It has a well used wire grip, but retains a very sharp edge even when uncared for. The guard is shaped like angel wings outstretched and the pommel acts a holy symbol for a good deity. Undead are generally reluctant to approach the weapon.

The flying bastard can be thrown as an attack action with a range increment of 20 feet and returns to the wielder’s hand as free action at the wielder’s next turn.

The flying bastard has a limited Intelligence; Int 12, Wis 12, Cha 10, 30 ft. vision and hearing, and is Lawful

Hand Slayer

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Good. It can detect alignment on the wielder of the sword. In the hands of a lawful good person, the sword becomes a +3, holy, undead bane, distance, throwing returning bastard sword. The weapon only communicates empathically but constantly urges its wielder to follow the paladin’s code of conduct, to throw the weapon and to collect gems and other shiny objects and place them within sight of the sword, especially at night.

Moderate evocation; CL 9th; Craft Magic Arms and Armor, clairaudience/clairvoyance, telekinesis, magic stone, holy smite; Price 128 335gp; Cost 74 335gp + 5120xp.

The Firestarting Bastard: This +1 flaming bastard sword is popular among starting adventures for is cost to damage ratio. The weapon serves a second function as a survival tool which provides as a means to keep warm, start campfires and provide light.Moderate evocation; CL 10th; Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Price 8335gp; Cost 4335gp + 320xp.

Frost Touch: This masterwork bastard sword emits a ray of frost each time it is swung. The ray of frost uses the same d20 roll as the attack roll, although the modifiers are for a ranged touch attack instead of a melee. Faint evocation [Cold]; CL 1st; Craft Magic Arms and Armor and ray of frost; Price 2335gp; Cost 1335gp + 80xp.

The Green Bastard Sword: This +2 bane bastard sword is made of a dark green tinted metal that is rough and textured like a leaf. The weapon becomes a weapon of bane, against the race the wielder most dislikes. Once chosen it will always remain the same for that wielder.Moderate conjuration; CL 8th, Craft Magic Arms and Armor, summon monster; Price 50 335gp; Cost 25 335gp + 2000xp.

Greyblade: This +1 smoking bastard sword is made of a dull colored steel. It was never polished and its surface has a rough pebbly feel, except along the blade edge. The weapon smells of smoke, wood smoke, even when its smoking ability is not activated. Any scabbard used on this blade comes to smell of smoke as well. This is a popular weapon among European assassins, so much so that owning one can make local

authorities concerned about the owner’s activities.Faint Conjuration; CL 3rd; Craft Magic Arms and Armor, fog cloud; Price 8335gp; Cost 4335 + 320xp

GyreFalcon’s Bastard Sword: The paladin Gyrefalcon had a fondness for hurling his blade at his opponents

and thus created this weapon. It is a +2 bastards sword which becomes a +3 holy throwing cold iron bastard sword in the hands of a paladin.Moderate transmutation; CL 9th; Craft Magic Arms and Armor, magic stone, holy smite; Price 72 670gp; Cost 36 670gp + 2880xp.

Hand Slayer: This +3 bastard sword has a pair of hands carved into the hilt and the guard is carved to appear as intertwined fingers. When this sword scores a critical hit, it severs one of the opponents hands. Opponents without hands are not affected. If you fumble with this weapon, roll a d20, on a natural one you suffer the critical effect of this weapon. Although this weapon is not intelligent, it radiates a mildly evil aura.Strong necromancy; CL 18th; Craft Magic Arms and Armor, circle of death, keen edge; Price 98 335gp; Cost 49 335gp +3920xp.

Hand and a Half Holy Avenger: This +2 cold iron bastard sword becomes a +5 holy cold iron bastard sword in the hands of a paladin. It provides spell resistance of 5 + the paladin’s level to the wielder and anyone adjacent to her. It also enables the wielder to use greater dispel magic (once per round as a standard action) at the class level of the

paladin. (Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic.)Strong abjuration [Good]; CL 18th;

Craft Magic Arms and Armor, holy aura, creator must be good; Price 120,670 gp; Cost 60,670 gp + 4,800 XP.

Headhunter: This +1 vorpal sword is obviously nicked and shows other signs of wear but holds an edge that can split a piece paper into several thinner sheets. The hilt has been rebuilt and the end of the sword has been ground down, possibly after breaking so this may once have been a two-handed sword. The sword has no decoration at first

glance but there are some runes along the blade that describe its cutting edge. The runes are incomplete near

Hand and a Half Holy Avenger

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the end of the blade, another factor suggesting it might have been a longer sword at one time. The sword has a special metal sheath and should never be casually placed anywhere except in the sheath. Where ever the weapon goes, stories of deliberate and accidental maiming abound. The sword radiates a mild evil aura.

The condition of the sword and the stories have never negatively impacted its resale value. In fact, many ask much more then the construction cost for this particular weapon. It has been used by assassins for years and remains a handy tool for fighters.Strong necromancy and transmutation; CL 18th, Craft Magic Arms and Armor, circle of death, keen edge; Price 72 335gp; Cost 36 335gp + 2880.

The Humming Sword: This intelligent, +1 bastard sword of speed, hums when draw and seems to vibrate slightly when held in a manor that seems almost excited. The wielder gains the benefit of the Improved Initiative feat and is always subtly encouraged to move faster. The humming sword is intelligent with Int 16, Wis 6, Cha 10 and has 30 foot vision and hearing. It often chooses a poor time to attack in its eagerness to move. The sword is not specifically interested in battle, it hates sitting still and encourages its owner to move. With only an ego of 7, the sword does not get its way very often.Moderate transmutation; CL 7th; Craft Magic Arms and Armor, haste, creator must have Improved Initiative; Price 38 335gp; Cost 19 335gp

Knight Time: This polished masterwork bastard sword appears to be nothing more than a +1 sword. In the hands of a knight (or other character sworn to uphold the code of chivalry or bushido) it becomes a +4, lawful bastard sword a n d provides the wielder with dark vision 60 feet.Strong transmutation; CL 12th; Craft Magic Arms and Armor, darkvision, creator must be lawful; Price 62 335gp; Cost 31 335gp + 2480xp.

Iceberg: This +1 frost, deep crystal bastard sword is cold to the touch and appears as transparent blue or white crystal made to look like ice. Rumors persists that the weapon will melt in warm climates but this simply is not true. In warm climates the sword serves double duty as a means to cool down. The weapon is prized for its appearance and relatively low cost.

Moderate evocation; CL 8th; Craft Magic Arms and Armor , chill metal or ice storm; Price 9035gp; Cost 5035gp + 320xp.

Lawforged : This +2 axiomatic bastard sword has been commissioned to be mass produced for important law

enforcement personnel. It is not certain how many were made but there are common among ranking members of certain law enforcement agencies. Lawforged are kept polished and clean. They are technically very accurate blades, symmetrical and logical. There are no decorations on the blade except for the symbol of law inscribed on the blade.Moderate evocation [Lawful]; CL 7th; Craft Magic Arms and Armor, order’s wrath, creator must be lawful; Price 18 335gp; Cost 9335gp + 720xp.

Leadweight: This +1 mighty cleaving sword is heavily weighted and suffers a -3 penalty to hit but inflicts +3 extra damage as if the wielder was using the Power Attack feat. If it is wielded two handed it suffers a -3 penalty to hit but inflicts +6 extra damage instead. Power Attack does not stack with this ability, use the higher bonus and penalty. Moderate evocation; CL 8th; Craft Magic Arms and Armor, divine power; Price 8335gg; Cost 4335gp + 320xp.

Mercy: This +1, intelligent, merciful bastard sword is made of a dull gray metal which does not shine even when polished. This weapon does not deal lethal damage, even if the wielder wants to, except against undead. Anyone struck by the weapon,

who has lethal damage, has 1d8+1 points of lethal damage, transformed into non-lethal damage (the weapon

can stop this ability if the wielder is abusing it). Undead struck by the weapon take an additional 1d8+1 points of damage (as if affected by cure light wounds) unless they succeed at a Will saving throw (DC 12).

This weapon is intelligent with Int 12, Wis 10, Cha 12, empathy, 30ft infravision and hearing, the ability to use cure moderate wounds on

the wielder three times per day and ego: 5.

Faint conjuration [Good]; CL 5th; Craft Magic Arms and Armor, cure light wounds, cure moderate

wounds; Price 17835gp (+1 and merciful 8000gp

Head Hunter

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plus intelligent 1000gp plus cure moderate wounds 3/day 6500gp plus special ability to transform lethal to non-lethal damage 2000gp plus a masterwork bastard sword 335gp); Cost 8750gp +700xp

Mirror Sword: This +2 mirrored bastard sword has a blade that is a perfect mirror. The guard is covered with little squares of mirror and the pommel looks like a small disco ball. The hilt is covered in a silver wire wrap that is slightly less polished then the rest of the weapon. The scabbard is dark leather with three diamond shaped mirrors spaced out along its length. The glass squares are easily damaged but do not affect the performance of the weapon and can be replaced by a weaponsmith.Moderate transmutation; CL 11th; Craft Magic Arms and Armor, flesh to stone; Price 32 335gp; Cost: 16 335gp + 1280xp.

Missing Blade: This +2 bastard sword can become invisible upon command as a standard action. If dropped the weapon becomes visible unless commanded not to. Opponent’s do not gain their Dexterity bonus to armor class against the invisible sword, but because the wielder can not see the weapon, he can not make precise attacks such as sneak attack.Moderate illusion; CL 6th; Craft Magic Arms and Armor, invisibility; Price 18 335gp; Cost 9335gp + 720xp.

Notorious: This +3 intelligent, dancing, adamantine bastard sword was used by a rogue for many years until his untimely death at the hands of a red dragon. After that the sword developed intelligence and an attitude. It has Int 19, Wis 19, Cha 10, communicates telepathically and with speech, 120 foot darkvision, blindsence and hearing. The sword has 10 ranks in three skills providing him with the following bonuses; Disable Device +14, Open Locks +10, Search +14. The sword can cast knock 3/day. Notorious can detect the presence of legal authorities within 60 feet at will. Notorious and anyone possessing it are affected by non-detection continuously. Notorious has ego 23 and he is Neutral.

Notorious is a thief and compels his wielder to acquire wealth, as much as is possible, which then

vanishes. It is suspected that Notorious can also cast magnificent mansion once per day and that he created a permanent extradimensional dwelling which now contains countless stolen wealth, a hoard. No owner has

ever seen this hoard however and lived to tell the tale.

The appearance of this bastard sword has changed over the years. He sometimes compels his owner to make minor modifications to his appearance and he seems able to make minor changes to his appearance at will. More disconcerting is the fact that this weapon has no magical aura. Spells such as detect magic and identify will not be able to determine that this weapon is magical. If his owner is caught, he simply appears to be a masterwork, non-magical bastard sword.

Notorious can suppress the +3 enhancement bonus if he wishes and does not reveal his powers until absolutely necessary for his own survival or to succeed at a robbery or other activity which will acquire him wealth. The dancing ability is one in particular that is kept secret so that the owner does not know the sword can simply fly away, or worse, turn on the owner.

Notorious is a cheerful blade and gets along well with non-lawful rogues of 5th level and higher who perform a lot of “wealth acquiring” as the blade calls it. Notorious always leaves his owner enough wealth to survive and if the sword likes his owner, he will negotiate the amount taken.

Notorious was magically hardened, increasing his hardness by +10 and the +3 enhancement increases his hardness by 6 and adds 30 hit points

(see Smashing an Object in Chapter 9: Adventuring in the Player’s Handbook). Notorious has 36 hardness and 41 hit points.

No aura; CL 15th; Craft Magic Arms and Armor, animate object, knock, non-detection, magnificent mansion, Disable Device 10 ranks, Open Locks 10 ranks, Search 10 ranks; Price (+3 dancing 98 000gp, detect legal authorities 7200gp, intelligent weapon 15 000gp, knock

3/day 6500gp, non-detection at will 2700gp, 10 ranks in Disable Device, Open Locks and Search 15 000gp, magnificent mansion 10 000gp, adamantine

Humming

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3000gp, masterwork 300gp, medium bastard sword 35gp) 157 735gp; Cost 80 535g + 6176xp.

Owlblade: This black +1 bastard sword has a guard shaped like feathers. It provides it’s wielder with 20ft blindsence and a +14 bonus to move silently checks.Strong abjuration; CL 11th, Craft Magic Arms and Armor, owl’s wisdom, darkvision; Price 18,335gp; Cost 9335gp + 720xp.

The Red Bastard Sword: This +2 flaming burst bastard sword is made of a red metal that is always warm to the touch. When the weapon is drawn combustibles within 50ft tend to spontaneously ignite, starting small fires. Characters who throw oil on the ground, for example, are almost certain to see it ignite within several rounds. The weapon has fire resistance 50, which it does not confer onto its wielder.Strong evocation; CL 12th, Craft Magic Arms and Armor, produce flame, holy smite; Price 50 335gp; Cost 25 335gp + 2000xp.

Seven Fingers of the Monk: This +1, ki focus bastard sword is made of a iron-wood that is as sharp as steel. It is a very simple and plain weapon with a wooden guard and a white belt wrapped around the handle. It comes with a simple leather tarp which wraps around it to act as a scabbard.Moderate transmutation; CL 8th; Craft Magic Arms and Armor, creator must be a monk; Price 8 335gp; Cost 4335gp + 320xp.

The Silver Slayer: This +1, ghost touch, silvered, bastard sword has a wooden stake attached to the pommel and a holy symbol worked into the guard. This weapon was commissioned for a hunter of ghosts, vampires and lycanthropes who used it until he retired at an old age and gave the weapon away to another hunter. This weapon inflicts +0 damage (-1 from the alchemical silver and +1 from the enhancement bonus) but it still has a +1 enhancement bonus to hit.

Moderate conjuration; CL 9th; Craft Magic Arms and Armor, planeshift; Price (+1 ghost touch 8000gp, silver, alchemical 180gp, masterwork 300gp, bastard sword 35gp, sword guard, holy 50gp, sword pommel, stake 25gp) 8590gp; Cost 4590gp + 320xp.

Stroke of Zeus: The stroke of Zeus is a +4 shocking

burst, deep crystal bastard sword. It is considered a holy item for paladins and clerics of Zeus who firmly believe that the weapon is a gift from the gods.Moderate evocation; CL 12th; Craft Magic Arms and Armor, call lightning or lightning

bolt; Price 73 335gp; Cost 37 335gp + 2880xp.

Spellblade: This +1 spell storing blade is popular with combat oriented spellcasters and new adventuring groups which have both spell casters and warriors. The weapon is fairly plane. Magical runes are inscribed on the blade and have a faint aura of the stored spell when charged with a spell, but they can only be seen when the weapon is drawn.

Strong evocation (plus aura of stored spell); CL 12th; Craft Magic Arms and Armor; Price 8335gp; Cost 4335gp + 320xp.

Thunderstruck: This +3, thundering bastard sword must be made from metal that has been struck by natural lightning. These weapons are made by worshipers of Zeus and Thor. Since neither deity favors the bastard sword, Zues favoring the spear and Thor the warhammer, these weapons are made in only very small numbers.Faint necromancy; CL 5th; Craft Magic Arms and Armor, blindness/deafness; Price 32 335gp; 16 335gp + 1280xp.

Viciousness: This +1 vicious blade is produced by orcs smiths and orc wizards. The steel is a dark color and has a rough surface. This does not affect its cutting ability, just its appearance. This

weapon is often given to new recruits who are allowed on swing with

the weapon to see if there are tough enough. Those that die, or are knocked unconscious, fail this test. Orcs take great pleasure in watching the effects of an unsuspecting foe who tries to take and wield one of these swords. These swords radiate an evil aura, but they are not intelligent.Moderate necromancy [Evil]; CL 9th; Craft Magic Arms and Armor, enervation; Price 8335gp; 4335gp + 320xp.

Whistling Bastard Sword: This notched +2 bastard sword whistles as it is swung. The sounds is distracting. Any character, except the wielder, who hears it, within 15 feet of the wielder must make a Fortitude save

Knight Time

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DC 15 or suffers a -2 circumstance penalty to AC.Faint illusion; CL 1st; Craft Magic Arms and Armor, ghost sound; Price 12335gp; 6335gp + 480xp.

The White Bastard Sword: This +2 holy bastard sword is made from a white metal that resists magic. Once each hour, the possessor must make a saving throw, if possible, against every spell with a duration affecting them. A successful save indicates the spell is negated.Strong abjuration; CL 12th, Craft Magic Arms and Armor, antimagic field, holy smite; Price 50 335gp; Cost 25 335gp + 2000xp.

Six Psionic Bastard Swords

Crystal Bastard Sword: This is a mundane bastard sword made of crystal. It comes in a wide variety of colors and shapes, the facets depending on the type and quality of the specific crystal used. Crystal bastard swords are highly sought after for their appearance but do not perform any differently then a steel bastard sword. (See Crystal under Special Materials in Chapter 7: Psionic Items in the Expanded Psionics Handbook.)No aura; CL na, none; Price 35gp.

Colliding Crystal Bastard Sword: This +3 bastard sword of collision crackles as it is swung, the crystal becoming denser during the swing and then becoming less dense on the backstroke. The weapon does an extra 5 points of damage on a successful hit. The sound can become irritating and many have ascribed it to the sound of breaking bone.Moderate metacreativity; ML 10th; Craft Psionic Arms and Armor, matter manipulation; Price 32 335gp; Cost 16 335gp + 1280xp.

Deep Crystal Bastard Sword: This is a mundane bastard sword made of deep crystal and often the base component for psionic and some magical bastard swords. The appearance of the crystal can greatly increase the price. A crystal with a brilliant blended color, most often preferred dark towards the hilt, rising to an almost transparent point, commands great value and is usually stored in some kind of transparent scabbard for greater exposure. Each 1000gp in value beyond the first 1000gp for such a weapon grants a +1 circumstance bonus to Bluff, Diplomacy and Intimidate checks made in conjunction with the weapon. Deep crystal swords with a circumstance bonus, or which

are to be made into magical items, must also be masterwork, adding an additional 300gp to their cost.(See Deep Crystal under Special Materials in Chapter 7: Psionic Items in the Expanded Psionics Handbook.)No aura; CL na, none; Price: 1035gp.No aura; CL na, none; Price: 1335gp (masterwork).

No aura; CL na, Craft (weaponsmith) 3 ranks; Price: 2335gp (+1 Bluff, Diplomacy and Intimidate).No aura; CL na, Craft (weaponsmith) 6 ranks; Price: 3335gp (+2 Bluff, Diplomacy and Intimidate).No aura; CL na, Craft (weaponsmith) 9 ranks; Price: 4335gp (+3 Bluff, Diplomacy and Intimidate).No aura; CL na, Craft (weaponsmith) 12 ranks; Price: 5335gp (+4 Bluff, Diplomacy and Intimidate).No aura; CL na, Craft (weaponsmith) 15 ranks; Price: 6335gp (+5 Bluff, Diplomacy and Intimidate).

Killing Stroke: This +1 deep crystal bastard sword of coup de grace has a sordid history. A king finally ordered it destroyed. The weapon was recovered but the blacksmith ordered to do the job sold it instead and only reported it destroyed. It continues to pass from assassin to cutthroat. The sword is a brilliant violet color but its surface is marred with small chips and scratches. A purple died leather wrap covers the hilt and there is an amethyst-like gem in the pommel which is actually a continuous part of the crystal. The guard is an intricate mithril wire cross. Blood seems to soak into the weapon but

this was never an intended property.Strong telepathy; ML 19th; Craft Psionic Arms and Armor, psionic

dominate; Price 73 335gp; Cost 37 335gp + 2880xp.

Psychokinetic Bastard Sword: This is a +1 psychokinetic crystal bastard sword. It deals an extra 1d4 points of psychokinetic damage when commanded to do so. From a psionic standpoint this a low level item but for a non-psionic character it may be a very unusual item, especially since psychokinetic energy bypasses damage reduction.Moderate psychokinesis; ML 10th; Craft Psionic

Arms and Armor, concussion blade; Price: 8335gp; Cost 4335gp + 320xp.

Iceberg

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Vampiric Bastard Sword: This much sought after +1 bodyfeeder, deep crystal bastard sword is a deep crimson red color which glows slightly. Many mistake it as a weapon used by vampires and it has a very negative reputation so it is best kept hidden around common folk.Strong Psychometabolism (glows); ML 12th; Craft Psionic Arms and Armor, claws of the vampire; Price: 35 335gp; Cost 17 335gp + 1280xp.

Hand and a Half Artifacts

The Bloody Shard: This +5 deep crystal bastard sword appears to be what the legends call it, a sword made from blood. The story goes that the young hero Kovid so offended the god of war that the god punished the hero by training every drop of his blood and forging a sword from it. As the story goes, Kovid walked the world a bloodless husk seeking the sword and that he eventually found it. He went on a crusade, killing all the followers of the god of war until none remained and the god of war disappeared from that plane altogether. Not satisfied, the once-hero journeyed to other worlds to kill his followers there. No longer a hero, Kovid is sometimes defeated by heroes but the power of this artifact keeps him alive, eventually reviving him. Occasionally the sword finds its way into the hands of others, at least for a time.

The bloody shard provides its user with fast healing 5 and regenerates lost limbs in 10 minutes. A critical hit with the sword drains all the blood out of the victim unless they succeed at a Fortitude save DC 20. This kills the victim and immediately reanimates him as an undead.

In the hands of a Paladin, the blood draining ability is suspended and the sword gains all the abilities of a holy avenger. It is only in this state that the sword can be broken, by a 20th level Paladin who succeeds at a Craft (weaponsmith) check DC 40 to break the sword over an anvil. This destroys both the sword and Kovid, who is finally allowed to rest.

KovidEven as a fallen paladin and an undead, Kovid is compelled to render aid to those in need. of it This includes enemies that no longer present a danger. Kovid still follows his code, except where he encounters followers of the god of war. Those he slays without mercy.

Kovid appears as a grey husk of a figure and smells of dust.

Fallen Paladin �0; CR 20; Medium-size humanoid (human); HD 12+19d12; hp 136; Init +4; Spd 30ft; AC 20, touch 14, flat footed: 16; Base Atk +20; Grp

+24; Atk +25 melee (1d10+13 17-20/x2, bastard sword) or Full Atk +25/+20/+15/+10 (1d10+13 17-20/x2 bastard sword); SA -; SQ Undead type, planeshift; AL CE; SV F-, R10, W+6; Str: 18 Dex 18, Con -, Int: 16, Wis: 10, Cha: 1.

Skills and Feats: Craft (weaponsmith) +20, Diplomacy +15, Heal +20, Listen +10, Spot +10, Survival +10; Tracking, Power Attack, Two-Handed Power Strike, Exotic Weapon Proficiency (bastard sword), Hand and a Half Flexibility, Weapon Focus (bastard sword), Improved Critical.

Planeshift: Once per day Kovid can planeshift as a 20th level sorcerer.

Excalibur: Excalibur, the legendary sword of King Arthur is portrayed most often as a longsword, but occasionally it is depicted as a bastard sword such as this one. Excalibur is a +5 indestructible bastard sword of sharpness. It is not truly indestructible but has a hardness of 50 and resistance to all energy types 50. It does not confer this ability on the wielder. The sharpness ability causes the weapon to sever an opponent’s limb, other than his head, on a critical hit, in addition the normal effect of a critical hit.

Finally it has one last ability. The rightful wielder of Excalibur is the King of England. Anyone who can

wield this enchanted weapon has claim to the throne, something any current king might have a problem with.

Excalibur is not a holy avenger although many expect it to be. King Arthur, although he was a good man, was a knight, not a paladin. Again, it depends on the telling of the story. This Excalibur is a warrior’s weapon, meant for slaying and that means anyone who stands against the forces of justice. The weapon is kept by an immortal sorceress, the Lady of the Lake, and as such it is rather difficult to get, even if one knows where to look. Only a worthy soul will receive this weapon.

Lawforged

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Chapter �: Gods, Monsters and Mortals

The Firestarter I had not been researching the bastard sword when I stumbled across a most remarkable wielder of the weapon. I had instead been studying a trail of arson with the approval of the local authorities and I closed in on the arsonist a little too quickly. That is the nature of the bard. We follow stories until we stumble forward and become part of them by mistake.

I stopped at trio of burned out buildings. They were smoldering but the fires were out so I figured the arsonist was long gone. Even when I first saw him I didn’t figure he was the arsonist. I was wrong but it didn’t matter.

He was a little shorter than me, an average height for an elf. He wore a tremendous red cloak. It moved like it was weightless, flowed with him like it was alive. I remember being entranced by its motion and thinking, “I want one of those”. I forgot to ask where he got it.

His hair was dark red with a few white highlights. He turned and I saw his face, a mask of determination and focus. Burn scars crisscrossed his face. I rememer wondering how much he hated fire, not realizing even then. He made the barest smile when his eyes glanced into mine and I saw the fires that burned within. I almost turned and ran. I knew then that I had certainly found the arsonist. He made no effort to dissuade my fears. “I am Firestarter.” “Tobin Mephisto, story teller extraordinaire.” “Are you a demon Mephisto?” He turned those eyes on me. For the life of me I can not remember what color they were. I just saw flame in them. And he was asking me if I was a demon. “Of course not.” “Then stop looking at me like I am.” Touché. I opened my mouth to speak. “Shh. It’s still here.” Firestarter cut me off. I prepared to cast charm person. Firestarter spoke in barely a whisper. “It’s almost immune to magic.” He threw his cloak aside and drew a rough

looking bastard sword from under it. The metal was a dull color, almost grey, and it had a rough pebbled texture except where it was sharpened near the end. I think it may have been cold wrought iron. I reached back and drew mine and Firestarter nodded in approval.

What we fought that afternoon most certainly came from Hell. It was a terribly burning creature with more arms and claws than anything ought to have. It radiated scorching heat that didn’t seem to bother Firestarter. I was sweating hard. It came at us again and again. When I managed to hit it, I barely drew blood. Firestarter’s sword did the trick though. He bloodied it each time and each time it fled. I don’t know if it forgot or was compelled to return but it kept coming back until we finally killed it. We caught our breath. I finally asked. “Who started the fires?” “Do you really want to know?” He looked at me hard. “Or would you rather speak of the day a wizard with a bastard sword helped you defeat a demon?” I suspected I was out of my league but one must confront evil. “I must know.” He smiled, which made the scars on his face crease deeper. “Demon fire drove the folks off. My fire drove the wood into ash. Give them this.” He tossed me a heavy bar of metal, mithril or possibly adamantine. Then he walked away. It reminded me of the blackguard. Can blackguards be good?

Deities of the Bastard SwordNot many deities specifically favor the bastard sword but it is acceptable for deities who favor the long sword or

two-handed sword to allow the bastard sword with some convincing. The following is a list of deities who favor the longsword, two handed sword (or greatsword) or the bastard sword itself.

Cabron of the BladeThey say Cabron is not a real god, but his worshipers receive spells and domains, his paladins can lay on hands and project their holy

auras. Cabron has no home plane of existence and no other deity has ever seen Cabron. He has no avatar and has never appeared before anyone. They say he exists only as the spirit within bastard swords.

Leadweight

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As long as bastard swords exist, so too does Cabron.

Clerics and paladins who worship Cabron must create, or have someone else create, an Intelligent bastard sword as soon as they can afford too. This costs 1000gp plus the cost of the lesser power plus another 335gp for a medium sized masterwork bastard sword. Clerics and Paladins of Cabron who advance past 5th level can only cast spells as if they were 5th level, until they create, or have someone else create an intelligent bastard sword. They are not required to carry it around or use it, as long as they make one. If it is destroyed they must make another.

At 15th level, the rule applies again but the clerics and paladins must make the best intelligent bastard sword they can afford. It must at least cost 2000gp, plus the powers, plus 335gp for a masterwork bastard sword. No extra powers are ever gained for making a sword above these requirements but doing so puts one in favor with Cabron.

The holy symbol of Cabron is a bastard sword. The destruction of a bastard sword is sacrilege to his church and so his followers may never sunder such weapons unless they are devoted to an evil purpose or evil deity. Cabron encourages his followers to craft bastard swords. These need not be kept. They can be sold, so long as they exist. Cabron encourages his followers to seek out intelligent bastard swords and use them in combat.

Cabron is a lawful good deity but many believe he is neutral. Besides encouraging the use and collection of the bastard swords, he is a patron of the forge and crafting of metal. Cabron has long made an effort to convert orcs to the cause of good because they often use bastard swords. He arranges to have good intelligent swords fall into their hands to convert them. Cabron has little interest in races that do not use the bastard sword.

Cabron is little noticed by other gods. He seems to have very little influence. He never rewards or punishes his followers, except by granting spells. Many of his followers worship multiple gods, not treating him as a real god. Some have suggested that Cabron came to be simply because so many warriors prayed with their swords in hand. Cabron’s clerics never receive spells over 8th level. Because of

this it is suggested that Cabron is only a demi-god, which is probably true. Cabron’s followers can be of any alignment but only good followers receive spells.

Cabron has only one domain; war. This grants his clerics Exotic Weapon Proficiency (bastard

sword) and Weapon Focus (Bastard Sword).

“The first time you pick up a hand and a half sword you will notice it is an unusual weapon. If you are used to a two-handed sword, you will notice this sword is lighter and the center of weight is closer to the hilt. If you are used to a longsword, you will notice the extra weight of the bastard sword and the increased hitting power. If you are not familiar with swords, you will notice it is an unwieldy and heavy piece of metal which drags its tip, and your hands, towards the floor and you will wonder how anyone could possibly wield such a weapon.

“I assure you the weapon has many advantages. The bastard sword can be adapted to more fighting styles then any other weapon. It can be used as effectively on horseback as on foot and for the true masters of this weapon, it is wise to own not one but two middle swords.”

- Sermon of Cabron.

Monsters

Sword MimicSword mimics are similar to mimics but there are a

number of differences. Sword mimics are immune to lightning, not acid. Sword mimics feed on blood which they absorb from enemies they damage

in their sword form. They are content to remain in the guise of a sword for years on end, as long as they are well cared for and see enough battle to feed often.

A sword mimic can assume the shape of any weapon up to their size. Each sword mimic has a weapon they prefer, most often a sword, and are usually found in that shape. Sword mimics are much smaller than mimics with much denser bodies. A Medium size sword mimic is less that 1 cubic foot and a Large size sword mimic is less than 2 cubic feet in volume

but it is much heavier and dense than a regular mimic.

Mercy

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Sword mimics rarely reveal themselves although sometimes they will try pass themselves off as intelligent weapons. They place themselves where adventurers will find them. They are jealous of other weapons and will try to make the adventure they are with loose them, to make sure they are used more often in battle.

Sword mimics speak common.

Lesser Sword Mimic; CR 1/2; Medium-size aberration (shapechanger); HD 1d8+1; hp 6; Init +2; Spd 10ft.; AC 15, touch 12, flat footed: 13; Base Atk +0; Grp +0; Atk +0 melee (1d8 20/x2 slam); SA Crush, mimic weapon; SQ Blood drain, darkvision 60 ft., immune to lightning, mimic shape; AL Usually Neutral; SV F+1, R+2, W+3; Str 11, Dex 14, Con 13, Int 10, Wis 13, Cha 10.Skills and Feats: Climb +0, Disguise +13, Listen +2, Spot +6; Alertness.Treasure: 1/10th coins; 50% goods; 50% itemsEnvironment: Underground.Organization: SolitaryAdvancement: 5–10 HD (Large); 11–21 HD (Huge)

Sword Mimic; CR 4; Large-size aberration (shapechanger); HD 7d8+21; hp 52; Init +1; Spd 10ft.; AC 15, touch 10, flat footed: 14; Base Atk +5; Grp +13; Atk +9 melee (1d8+4 20/x2 slam); SA Crush, mimic weapon; SQ Blood drain, darkvision 60 ft., immune to lightning, mimic shape; AL Usually Neutral; SV F+5, R+5, W+6; Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10.Skills and Feats: Climb +9, Disguise +13, Listen +8, Spot +8; Alertness, Lightning Reflexes, Weapon Focus (slam)Treasure: 1/10th coins; 50% goods; 50% itemsEnvironment: Underground.Organization: SolitaryAdvancement: 8–10 HD (Large); 11–21 HD (Huge)

Greater Sword Mimic; CR 5; Large-size aberration (shapechanger); HD 10d8+30; hp 75; Init +5; Spd 10ft.; AC 15, touch 10, flat footed: 14; Base Atk +7; Grp +15; Atk +11 melee (1d8+4 20/x2 slam); SA

Crush, mimic weapon; SQ Blood drain, darkvision 60 ft., immune to lightning, mimic shape; AL

Usually Neutral; SV F+6, R+6, W+8; Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10.Skills and Feats: Climb +9, Disguise +13, Listen +8, Spot +8; Alertness, Lightning Reflexes, Weapon Focus (slam)Treasure: 1/10th coins; 50% goods; 50% itemsEnvironment: Underground.Organization: SolitaryAdvancement: 8–10 HD (Large); 11–21 HD (Huge)

COMBATSword mimics avoid combat unless they are hungry. They usually feed on smaller animals.

Crush (Ex): A Large size sword mimic deals 1d8+4 points of damage with a successful grapple check. Medium sized sword mimics deal 1d8 points of damage with a successful grapple check.

Mimic Shape (Ex): A sword mimic can assume the general shape of any object that fills roughly 2 (Medium)

or 5 cubic feet (Large), such as a small chest, a shield or a breast plate. A sword mimic’s body is hard

and looks and feels like steel or iron, no

matter what appearance it might currently present.

Anyone who examines the s w o r d

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mimic can detect the ruse with a successful Spot check opposed by the sword mimic’s Disguise check.

Mimic Weapon (Su): A sword mimic can mimic the magical properties of a magic weapon. The lesser sword mimic can mimic a +1 weapon. The sword mimic can mimic a weapon with up to a +4 bonus worth of enchantments. The greater sword mimic can mimic a sword with up to a +5 bonus worth of enchantments. (The bonus is equal to half the sword mimic’s hit dice) The Game Master should randomly determine which abilities the mimic has (see Weapons in Chapter 7: Magic Items in the Dungeon Master’s Guide). Once chosen these never change, even if the mimic assumes the form of another weapon. The mimic may also mimic specific weapons of a similar value.

Skills: A sword mimic has a +8 racial bonus on Disguise checks.

NPCs

Following is a selection of NPCs which demonstrate different ways to build warriors wishing to use the bastard sword. Some of them are more traditional characters while others are more focused, sacrificing certain abilities to become better at other abilities.

Ability Scores: The NPC’s listed herein are constructed using the following array for ability scores: 15, 14, 13, 12, 10, 8.

Throwing a Bastard Sword: Throwing a bastards sword with two hands is a full round. Throwing it with one hand is a standard action (which suffers another -4 non-proficient penalty to hit unless you have Exotic Weapon Proficiency (bastard sword)). This attack suffers a -4 penalty to hit, has a range increment of 10 feet and only threatens on a 20. (See Chapter 8: Combat in the Players Handbook for more information on throwing weapons.)

Torg Stall – Classic FighterMale Human Fighter �: CR 5; Medium-size Humanoid (human); HD 12+4d10+8; hp 42; Init +5 Spd 30ft.; AC 15, touch 11, flat footed: 14; Base Atk +5; Grp +7; Atk +9 melee (1d10+4 19-20/x2, 1h bastard sword) or Atk +3 ranged (1d10+5 20/x2, 2h bastard sword); SA—; SQ—; AL NG; SV F+6, R+2,

W+1; Str: 15 Dex 13, Con 14, Int: 12, Wis: 10, Cha: 9.

Skills and Feats: Climb +10, Craft (weaponsmith) +9, Handle Animal +7, Ride +10; Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword), Power

Attack, Improved Initiative, Quickdraw, Weapon Specialization (bastard sword), Combat Reflexes.

Possessions: Chain shirt, masterwork bastard sword, heavy shield, explorers outfit, dagger.

Torg Stall is a classical fighter built from straight out of the Player’s Handbook. He has the classical combat feats. Exotic Weapon Proficiency and Weapon Focus to improve his attack bonus. Weapon Specialization improves his damage. Improved Initiative and Quickdraw ensure he will be able to act sooner.

This is a simple character. He has two main choices in combat, whether to Power Attack or not and whether to be mounted in combat or not. He is effective no matter his choice. He can make his own weapons reducing his costs and giving him something to do in his spare time and perhaps an income source.

Linda Tin – Multi Attack FighterFemale Human Fighter �: CR 5; Medium-size Humanoid (human); HD 11+4d10+4; hp 37; Init +2 Spd 30ft.; AC 16, touch 12, flat footed: 14; Base Atk +5; Grp +7; Atk +8 melee (1d10+4 19-20/x2, 2h bastard sword) or Full Atk +8 melee (1d10+3 19-20/x2, 2h bastard sword) and +8 melee (1d4 20/x2, 2h bastard sword pommel) and +8 melee (1d4 20/x, bastard sword guard), or Atk +4 ranged (1d10+4 20/

x2, 2h bastard sword); SA—; SQ—; AL CG; SV F+5, R+3, W+0; Str: 15 Dex 14, Con 13, Int: 12, Wis: 9, Cha: 10.

Skills and Feats: Climb +10, Craft (weaponsmith) +9, Swim +10; Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword), Power Attack, Two Handed Power Strike, Guard Strike, Pommel Strike

Possessions: Chain shirt, masterwork bastard sword, explorers outfit, dagger.

Linda takes advantage of the guard and pommel strikes but will have to wait until 6th level to gain

Weapon Specialization. Her swimming and climbing

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abilities makes her a very flexible adventurer, although she might have to walk because she does not know how to ride a horse. The Two Handed Power Strike feat can increase her damage substantially as she improves her Strength score by gaining levels and finding magical items.

Linda is a slightly complex character. She needs to chose whether or not to use Power Attack but she is most effective if she can make a full attack action because she has extra attacks. She needs to arrange herself on the battlefield so she can make full attacks, without letting a lot of opponents make full attacks against her because she will not be moving much.

Garth Neverend—Two-Weapon ThrowerMale Human Fighter �, Cleric 1: CR 5; Medium-size Humanoid (human); HD 11+3d10+3 plus 1d8+1; hp 36; Init +1 Spd 30ft.; AC 16, touch 12, flat footed: 14; Base Atk +4; Grp +5; Atk +6 melee (1d10+1 19-20/x2, 1h bastard sword) or Full Atk +4/+4 melee (1d10+1 19-20/x2, 1h bastard sword), or Atk +8 ranged (1d10+1 20/x2, 1h bastard sword) or Full Atk +6/+6 ranged (1d10+1 20/x2, 1h bastard sword) or +6 ranged (1d6 20/x3 shortbow); SA—; SQ Turn undead; AL NG; SV F+7, R+3, W+5; Str: 13 Dex 15, Con 12, Int: 10, Wis: 14, Cha: 8.

Skills and Feats: Balance +4, Craft (weaponsmith) +8, Healing +6, Intimidate +7, Jump +9, Knowledge (religion) +2, Spellcraft +2; Weapon Focus (bastard sword), Exotic Weapon Proficiency (bastard sword), Two Weapon Fighting, Weapon Focus (bastard sword), Three Hands, Quickdraw, Hand and a Half Flexibility, Off-Handed Strength.

Spells Prepared (�)/�+1 (DC 1� + spell level): 0th-guidence, cure minor wounds x2; 1st-bless, sanctuary, magic weapon.

Possessions: Chain shirt, 2 masterwork bastard swords with holy sword pommels, explorers outfit, dagger, short bow, 20 arrows.

Garth is skilled at two weapon fighting and throwing his bastard swords. In fact he is better at throwing them than using melee attacks because he negated

the throwing penalty with the Hand and a Half Flexibility feat. With Quickdraw he can keep

drawing and throwing bastard swords until he runs out. Taking a level in cleric, as a cleric Cabron, gives him the war domain which provides him with Weapon Focus and Exotic Weapon Proficiency. It costs him a +1 bonus to attack but the extra feats gave him the flexibility to excel at two handed combat. The spells are handy, allowing him to heal himself or others and improve his attack bonus.

At next level, he should consider taking Weapon Specialization and then next perhaps Hand and a Half Parry for the +2 AC bonus he would get from it. The Craft skill will allow him to produce additional masterwork bastard swords cheaper, so he has more to throw.

Tobin Mephisto, StorytellerMale Human Bard �: CR 5; Medium-size Humanoid (human); HD 5d6+10; hp 30; Init +1 Spd 30ft.; AC 15, touch 11, flat footed: 14; Base Atk +3; Grp +3; Atk +3 melee (1d3 20/x2, unarmed strike) or Atk +3 melee (1d10 19-20/x2, 1h bastard sword) or +0 ranged (1d10 19=20/x2 2h bastard sword) or +4 ranged (1d6 20/x3 shortbow); SA—; SQ Bardic music, bardic knowledge, countersong, fascinate, inspire

courage +1, inspire competence; AL LG; SV F+3, R+5, W+3; Str: 10 Dex 12, Con 14, Int: 14, Wis: 8, Cha: 17 (15).

Skills and Feats: Diplomacy +13, Gather Information +11, Hide +9, Move

Silently +9, Perform (stringed instruments) +13, Knowledge (arcana, architecture and

engineering, dungeoneering, geography, history, local, nature, religion, the planes) +3, Knowledge (nobility and royalty) +6, Spellcraft +2, Survival +6; Exotic Weapon Proficiency (bastard sword), Skill Focus (survival), Dodge, Improved Initiative.

Bard Spells ( DC 1� + spell level (�)/�/�): 0th-know direction, mending, message;1st-charm person, comprehend languages, expeditious retreat;

Missing Blade

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2nd-alter self, invisibility, summon monster II.

Possessions: Studded leather armor, bastard sword, dagger, explorers outfit, backpack, shortbow, 40 arrows, cloak of Charisma +2, 100ft spider’s web rope, masterwork torch x10, detonation torch, flash of holy water x3, flash of sun water x4, wand of cure light wounds (24 charges), heavy shield, handy haversack, masterwork lute.

What is Tobin? He is the voice of the world, a humble, travel-worn explorer who blows into town like the wind. He is a creature of much practical knowledge and experience. A simple man, Tobin carries all he owns on his back. His only home is the open road which he has traveled since his youth. In addition to his many stories he brings with him tools he has acquired, passing them along or the secret to their construction.

The heavy bastard sword slung on his back looks out of place along side his lute but it is almost as worn as the rest of his gear now. He learned an appreciation for the weapon from knight, Cyfin Hawk. Hawk trained Mephisto and, in exchange, Mephisto told Hawk of the oriental bastard sword, the Katana.

Tanya –WhirlWind Paladin/Samurai/FighterFemale Human Paladin 1, Fighter �, Samurai* �: CR 5; Medium-size Humanoid (human); HD 11+4d10+4; hp 37; Init +1 Spd 30ft.; AC 15, touch 11, flat footed: 14; Base Atk +5; Grp +7; Atk +9 melee (1d10+3 19-20/x2, 1h k a t a n a ) or Atk +3 ranged (1d10+4 20/x2, 2h katana) or Atk +6 ranged (1d8+2 20/x3 composite longbow); SA—; SQ aura of good, detect evil, smite evil 1/day, ancestral daisho; AL LG; SV F+9, R+4, W+1; Str: 15 Dex 13, Con 12, Int: 14, Wis: 10, Cha: 8.*Samurai can be found in AEG’s Rokugan.

Skills and Feats: Climb +10, Craft (weaponsmith) +8, Heal +2, Diplomacy +5, Spot +1, Survival +3, Swim +10, Tumble +3; Combat Expertise, Dodge, Mobility, Exotic Weapon Proficiency (bastard sword), Spring Attack, Whirlwind Attack.

Possessions: +1 katana, +1 wakizashi, chain shirt, explorers outfit, dagger, light warhorse,

composite longbow (+2 Str), 40 arrows.

Whirlwind Attack is a frustrating feat to get. It seems easy enough to get by 5th level but the +4 base attack bonus requirement for Spring Attack means you

can only take it by 4th level and then you have to find a way to get another bonus feat at 5th level. The samurai/fighter is about the only way to do it and that’s a stretch on the rules. (Finding a way to get Whirlwind by 5th level, instead of 6th, to qualify for a prestige class earlier was a pet project of the author’s for some considerably time.)

The following is the arrangement of levels in order to get Whirlwind Attack by 5th level. Paladin can be replaced with any class that provides a +1 Base Attack Bonus at 1st level.

Paladin 1: 1st Combat Expertise, human bonus feat: DodgeFighter 1: Fighter bonus feat: MobilitySamurai 1: 3rd: Exotic Weapon Proficiency (bastard sword)Fighter 2: Fighter bonus feat: Spring AttackSamurai 2: Samurai bonus feat: Whirlwind Attack

An old strategy is to take Cleave with Whirlwind Attack, Knockdown, or make off-handed attacks but the Whirlwind Attack feat, as presented in 3.5 expressly forbids any additional attacks. The next feats Tanya should consider taking, as a result, are feats that increase damage and attack, such as Weapon Focus, Weapon Specialization (later when she has 4 levels in fighter), Power Attack

and Two-Handed Power Strike.

Tanya is a very focused combatant. She has the paladin’s and the samurai’s codes of conduct. She is a very honorable fighter but prefers to fight groups of opponents where he Whirlwind Attack can come into play. Against single opponents she can make use of her Spring Attack feat to keep them at a distance.

Tanya knows little other than weapons training and can be rather blunt and unsocial, unless she is dicussing combat. She realized this weakness and studied the art of conversation but she still blunders from time to time, forgetting to wipe battle gore

off herself for example. Tanya loves to swim, climb and run although she has had little time to pursue

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such interests. She loves the outdoors and camping. Adventuring comes naturally to her, where she can shine and does not have to worry about acting rudely in front a bunch of stuffy dignitaries and high society folk.

Sir Cyfin Hawk – KnightMale Human Knight: CR 5; Medium-size Humanoid (human); HD 12+4d10+8; hp 42; Init +1 Spd 30ft.; AC 15, touch 12, flat footed: 14; Base Atk +5; Grp +7; Atk +9 melee (1d10+2 19-20/x2, 1h katana) or Atk +9 melee (1d10+3 19-20/x2, 2h katana) or Atk +4 ranged (1d10+3 20/x2, 2h katana); SA—; SQ knightly steed; AL LG; SV F+6, R+2, W+1; Str: 15 Dex 13, Con 14, Int: 12, Wis: 10, Cha: 8.

Skills and Feats: Climb +7, Diplomacy +7, Handle Animal +7, Intimidate +7, Ride +9; Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword), Sword Lance, Mounted Combat, Ride By Attack.

Possessions: Masterwork bastard sword, +1 wakizashi, chain shirt, explorer’s outfit, dagger, 50ft rope, 10x torch, vial of holy water, heavy warhorse, mule, trained hawk, lance.

With fewer feats than the fighter, the knight has a few less options. Cyfin has concentrated on feats that are effective on horseback so he has avoided two-handed or two-weapon feats. He should consider Improved Threat Range or Weapon Specialization as his next feat.

Cyfin lives in the sandle, preferring to stay outdoors and away from dark, enclosed spaces where he can not take advantage of his charging attack. His code of conduct as a knight requires him to go where he must and so he does not shirk his duties when presented with a cave or other enclosed place, but he does complain bitterly about it. He once rode three weeks out of his way to avoid taking a boat trip. The boat sank.

A big man, Cyfin gets along well with animals. He owns a pack of great Danes which live on his farm where servants take care of them when he is away. Cyfin is blond and blue eyed, but scars and his disheveled appearance detract from his looks. He has an endless determination and is the last to quit on any endeavor he believes in. Cyfin always wanted to

be a paladin but he does not truly believe in the church he belonged to. He is looking for a different deity.

Hand and a Half Help It’s raining in the desert and there is sparsely little around to use for a campsite. I have taken shelter in a

tent made of a leather tarp held down at each corner by piles of rocks and sand and held up in the middle by my bastard sword. My clothes hang, dripping dry, on one side of the guard and my lantern on the other side. I shaved by the reflection of the blade before the sun departed. It’s dark and cold but dry in my bed roll. Tomorrow will be the start of another adventure.

- Tobin Mephisto

Mark Charkewww.Charke.ca

[email protected] Outside the Box

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