Blademaster

Master of edge and point.

The Blademaster is the person who walks into a corridor full of hostiles with a monoblade in each hand and leaves with the blades still humming. In a verse where firearms are cheap and ubiquitous, choosing to fight with edged weapons is either insanity or a statement. The Blademaster makes the statement. Nobody carries a monoblade because it out-damages a rifle. They carry it because a missed shot in a pressurised habitat, a fuel depot or a reactor room punctures the hull, and the blade never misses that way. The Kadiss grid does not track blade proficiency the way it tracks firearms registration; a Blademaster with clean prints and no Kadiss flags can walk through a checkpoint with a monoblade on their hip and nobody blinks. They operate on the Combat chassis (d10 HD, full BAB, Fort good, Ref/Will poor) because melee range means taking hits. Medium armour -- heavy plate kills the mobility that the Blade Dance demands. The stance system is not technique for its own sake; it is the difference between living and dying when the other person has a gun and you do not. Prime requisites: STR and DEX.

Rules Reference

FieldValue
Armor AllowanceLight, Medium
Bab Tierfull
Base Skill Points4
Hdd10
Hd Sides10
Max Level20
Primary AbilitiesSTR, DEX
Prime RequisitesSTR, DEX
Save Tiers / Fortitudegood
Save Tiers / Reflexpoor
Save Tiers / Willpoor
Weapon AllowanceAll melee weapons, Thrown weapons

Notes

Archetype Niche: The Blademaster is the highest melee damage-dealer in the game. Blade Dance provides a stance-switching system that lets the Blademaster adapt to the tactical situation round-by-round: more attacks for clearing mooks, more defense for tanking, more accuracy for high-AC targets. Dual-Wielding Mastery eliminates the penalties that make two-weapon fighting suboptimal for other classes, and the extra off-hand attack at level 13 gives the Blademaster the most attacks per round of any class. Sever the Nerve provides melee control -- crippling, disarming, and blinding -- turning critical hits from pure damage into tactical shutdown.

Multiclass Notes: Blademasters can multiclass with Duellist and Soldier archetypes. Non-human blademasters use simultaneous multiclassing rules.

Level Table

Sword Hand

FieldValue
bab1
fortitude2
level1
reflex0
skillPoints16
titleSword Hand
will0
xp0

Blade Dancer

FieldValue
bab2
fortitude3
level2
reflex0
skillPoints4
titleBlade Dancer
will0
xp2000

Dual-Blade

FieldValue
bab3
fortitude3
level3
reflex1
skillPoints4
titleDual-Blade
will1
xp4000

Steel Whirlwind

FieldValue
bab4
fortitude4
level4
reflex1
skillPoints4
titleSteel Whirlwind
will1
xp8000

Blademaster

FieldValue
bab5
fortitude4
level5
reflex1
skillPoints4
titleBlademaster
will1
xp16000

Blade Savant

FieldValue
bab6
fortitude5
level6
reflex2
skillPoints4
titleBlade Savant
will2
xp32000

War Dancer

FieldValue
bab7
fortitude5
level7
reflex2
skillPoints4
titleWar Dancer
will2
xp64000

Grand Blademaster

FieldValue
bab8
fortitude6
level8
reflex2
skillPoints4
titleGrand Blademaster
will2
xp125000

Steel Lord

FieldValue
bab9
fortitude6
level9
reflex3
skillPoints4
titleSteel Lord
will3
xp250000

High Steel Lord

FieldValue
bab10
fortitude7
level10
reflex3
skillPoints4
titleHigh Steel Lord
will3
xp500000

Cutting Master

FieldValue
bab11
fortitude7
level11
reflex3
skillPoints4
titleCutting Master
will3
xp750000

Blade Authority

FieldValue
bab12
fortitude8
level12
reflex4
skillPoints4
titleBlade Authority
will4
xp1000000

Blade Paragon

FieldValue
bab13
fortitude8
level13
reflex4
skillPoints4
titleBlade Paragon
will4
xp1250000

War Shaper

FieldValue
bab14
fortitude9
level14
reflex4
skillPoints4
titleWar Shaper
will4
xp1500000

High War Shaper

FieldValue
bab15
fortitude9
level15
reflex5
skillPoints4
titleHigh War Shaper
will5
xp1750000

Sword Saint

FieldValue
bab16
fortitude10
level16
reflex5
skillPoints4
titleSword Saint
will5
xp2000000

High Sword Saint

FieldValue
bab17
fortitude10
level17
reflex5
skillPoints4
titleHigh Sword Saint
will5
xp2250000

Death Dancer

FieldValue
bab18
fortitude11
level18
reflex6
skillPoints4
titleDeath Dancer
will6
xp2500000

High Death Dancer

FieldValue
bab19
fortitude11
level19
reflex6
skillPoints4
titleHigh Death Dancer
will6
xp2750000

Supreme Blademaster

FieldValue
bab20
fortitude12
level20
reflex6
skillPoints4
titleSupreme Blademaster
will6
xp3000000

Special Abilities

Blade Dance

FieldValue
level1
nameBlade Dance

description: The Blademaster may enter a Blade Dance stance as a free action at the start of their turn. Choose one: Whirlwind Stance (extra melee attack at -2 to all attacks, +10 feet movement -- for clearing a room), Iron Stance (+2 AC, +2 damage, -10 feet movement -- for holding a chokepoint), or Viper Stance (+4 to attack rolls, -2 AC, cannot use Power Attack -- for putting the blade through a specific gap in armour). Changing stances is a free action once per round. At level 7, the Blademaster may benefit from two stances simultaneously. At level 14, three stances simultaneously. The stance system is the Blademaster's education: every engagement teaches a different lesson about where to stand, how to move, and when to commit.

Dual-Wielding Mastery

FieldValue
level3
nameDual-Wielding Mastery

description: The Blademaster treats all one-handed melee weapons as light weapons for the purpose of two-weapon fighting penalties. The penalty for fighting with two weapons is reduced to -1/-1 (from the standard -2/-2 with the Two-Weapon Fighting feat, or -2/-4 without it). At level 8, the penalty is eliminated (0/0). At level 13, the Blademaster may make one additional off-hand attack per round (total: main hand attacks as per BAB, plus two off-hand attacks). Two blades means two chances to find the seam in the armour, and a Blademaster who has spent years training with both hands can put steel in places a single-sword fighter cannot reach.

Sever the Nerve

FieldValue
level5
nameSever the Nerve

description: When the Blademaster confirms a critical hit with a melee weapon, they may forgo the extra critical damage to instead impose a crippling effect. Choose: Hamstring (target's speed halved, no running or charging, Fortitude save DC = 10 + Blademaster level + STR mod to end after 1 minute -- the tendon-cut that makes runners fall), Disarm (target drops weapon, Reflex save to catch it before it hits the ground), or Blind (blood in the eyes, target is blinded for 1 round, no save). Usable once per encounter. At level 11, usable twice per encounter. At level 17, the Blademaster may Sever the Nerve on any melee hit, not just critical hits. This is the ability that makes Blademasters valuable to the Nine: a blade can do things a bullet cannot. A bullet kills. A blade controls.