Crimson Blade Mastery

Prerequisites: Evil alignment, Dodge, Great Leap, Martial Finesse (sword), Mobility, Power Attack, Toughness, Weapon Focus (sword), 10 ranks in Intimidate, 10 ranks in Jump, 10 ranks in Tumble. The Martial Finesse and Weapon Focus feats must be taken with the same weapon, chosen from the following: longsword, bastard sword, scimitar, rapier, two-bladed sword. Must be chosen by an existing Crimson Blade master; they find you, you donít find them.

Training benefit: Once per day, you can enter a frenzy that is terrifying and yet breathtaking to behold. You gain +2 to Strength and +2 to Dexterity, your speed increases by 10 feet, and you can make a flurry of blows with a full attack action with your sword, making one extra attack per round while suffering a Ė2 penalty on each attack. Frenzy does not stack with rage, if you have that class ability.

While in a frenzy, you cannot use skills or abilities that require patience or concentration. You can use any feat you have except for Expertise, item creation feats, metamagic feats, and Skill Focus (if itís tied to a skill requiring patience or concentration). Your frenzy lasts for up to three rounds plus your Constitution modifier, but you may end it prematurely. At the end of the frenzy, you are fatigued for the duration of that encounter. Entering a frenzy takes no time in itself, but you can only do it on your action, not in response to somebody elseís action.

Social benefit: None, since almost nobody knows that the Crimson Blade still exists.


Master of the Crimson Blade

Prerequisites

Base attack bonus: +7

Alignment: Any evil.

Other: Must have achieved mastery of the Crimson Blade style.

Class Statistics

Hit Die: d10.

Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Cha), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Tumble (Dex).

Skill Points/Level: 4.

Level

Base
Attack Bonus

Fort
Save

Ref
Save

Will
Save

Special

1

+1

+0

+2

+0

Frenzy 2/day, Improved Arrow Deflection, AC bonus

2

+2

+0

+3

+0

Dark blessing, Evasion

3

+3

+1

+3

+1

Great Leap

4

+4

+1

+4

+1

Frenzy 3/day

5

+5

+1

+4

+1

Aura of fear

6

+6

+2

+5

+2

Great Leap

7

+7

+2

+5

+2

Frenzy 4/day

8

+8

+2

+6

+2

Unyielding Soul

9

+9

+3

+6

+3

Great Leap

10

+10

+3

+7

+3

Frenzy 5/day

Special Abilities

Weapon and armor proficiency: The master of the Crimson Blade gains no weapon or armor proficiencies beyond what he already has.

AC bonus: The master of the Crimson Blade can stack his prestige class levels with his martial artist levels for the purpose of determining his level-based dodge bonus to AC.

Frenzy (Ex): As he gains levels in this prestige class, the master of the Crimson Blade learns to better harness his internal fury. He can use his frenzy ability twice per day instead of just once, starting from 1st level. At 4th level he can use it 3 times per day, at 7th level he can use it 4 times per day, and at 10th level, 5 times per day.

Improved Arrow Deflection (Ex): At 1st level, the master of the Crimson Blade gains this as a bonus feat, if he does not have it already. He does not have to meet the usual prerequisites for the feat. He can only attempt to deflect arrows when using his sword.

Dark Blessing (Ex): At 2nd level, the master of the Crimson Blade can add his Charisma modifier (if positive) as a bonus to his saving throws.

Evasion (Ex): At 2nd level, the master of the Crimson Blade gains evasion. If exposed to any effect that allows a Reflex saving throw for half damage, he takes no damage on a successful save. Evasion can only be used if the master is wearing light or no armor.

Great Leap (Su): At 3rd level, the master of the Crimson Blade gains the Great Leap feat, stacking with any previous times he may have gained this feat. He gains it again at 6th and at 9th level.

Aura of Fear (Su): From 5th level, the master of the Crimson Blade radiates a malign aura that can terrify his enemies and cause them to flee from him. The aura potentially affects all creatures within 15 feet who have less than 5 HD and have hostile intent towards him. Such creatures must succeed at a Will save (DC 10 + the masterís class level + his Charisma modifier) or be frightened for 2d4 rounds. A frightened creature suffers a Ė2 morale penalty on attack and damage rolls and saving throws, and flees from the master as well as it can. If unable to flee, the creature may fight. Creatures that make their save are immune to the masterís aura of fear for one day. This is a mind-affecting, compulsion, fear-based effect.

Unyielding Soul (Ex): At 8th level, the master of the Crimson Blade has honed his sense of self to the point that he can turn assaults on his mind into assaults on the body. He gains the Unyielding Soul feat, if he doesnít have it already. When he would be affected by a mind-influencing spell or effect, he can choose to take physical damage instead, equal to 1d8 hit points per spell level of the effect. This damage is not subject to SR or DR. He can use this ability a number of times per day equal to 3 + his Charisma bonus, if any. He cannot use this ability if he is flat-footed or under the influence of a fear effect.

Ex-Masters

A master of the Crimson Blade who violates the alignment prerequisites loses his aura of fear, but retains his other special abilities from this class. However, he can no longer gain levels in this class.


Back to D&D page