The Shining Blade Guild has a rich and proud history of turning out some of the most renowned adventurers in the world, but few reach the martial prowess of the bladeslingers. These unique warriors master a style of combat that is dazzling—and daunting—to behold. Masters of double-bladed weapons, they use a special mithral cord to turn themselves into a whirlwind of steel and death.

Bladeslingers are not just a unique brand of warrior. They are often commanding officers within the guild, as well. Many bladeslingers go on to become Field Marshals or even Blade Commanders. The current leader of the guild, High Commander Axl Blayde, is himself a master of the combat style. (It should be noted that the title of bladeslinger is much older than the current High Commander; his name is simply a bizarre coincidence.)

Role: While the primary role of the bladeslinger is to wade into the thick of the fighting and unleash potent fury with his double weapon, his ability to keep enemies at bay with his bladeslinging can make him an effective defender as well. Few enemies are willing to shift focus away from a bladeslinger once his weapon starts spinning.

Hit Die: d10.

Lvl BAB Fort Ref Will Def Bonus Special
1 +1 +1 +0 +0 +1 Bladeslinging (10ft), Enhance Weapon +1, Mithral Cord
2 +2 +1 +0 +0 +1 Bonus Feat, Power Strike (Special Materials)
3 +3 +2 +1 +1 +1 Enhance Weapon +2, Greater Two-Weapon Fighting
4 +4 +2 +1 +1 +2 Bladeslinging (15ft), Power Strike (Faction-Aligned)
5 +5 +3 +1 +1 +2 Enhance Weapon +3, Whirling Defense
6 +6 +3 +2 +2 +2 Bonus Feat, Power Strike (Holy/Unholy)
7 +7 +4 +2 +2 +3 Bladeslinging (20ft), Enhance Weapon +4
8 +8 +4 +2 +2 +3 Two-Weapon Master
9 +9 +5 +3 +3 +3 Blade Walk, Enhance Weapon +5
10 +10 +5 +3 +3 +4 Bladeslinging (No Check), Bladestorm, Bonus Feat

Base Attack Bonus: +8.
Feats: Improved Two-Weapon Fighting, Master Craftsman, Two-Weapon Fighting, Weapon Focus (any slashing double weapon).
Skills: Craft (weapons) 5 ranks.
Special: Must be a member of the Shining Blade Guild. Must also defeat or force a draw against a current member of the bladeslingers in non-lethal combat.

Class Skills

The following are class skills for the bladeslinger: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Sense Motive (Wis), and Swim (Str).
Skill Ranks Per Level: 2 + Int Mod.

Class Features

Weapon and Armor Proficiency: Bladeslingers gain no new weapon proficiencies. They are proficient with light and medium armor.

Mithral Cord (Su): As part of his induction into the Bladeslingers, a new member is given a magically enhanced mithral wrist bracelet. Coiled inside is ten feet of thin mithral cord. As a Move Action, a Bladeslinger can attach the cord to the hilt of his double weapon. This turns the double weapon into a reach weapon.

An opponent can target the cord or bracelet for a Sunder attempt. The cord has Hardness 17 and 8 hit points. The bracelet has Hardness 17 and 35 hit points. Due to its tiny size and constant motion, the mithral cord adds a +5 to your CMD against attempts to sunder it.

If a Bladeslinger’s bracelet ever becomes broken, he may attempt to fix it with a DC 25 Craft (weapons) check, and paying one-fifth of the base cost. If it becomes destroyed, he must craft a new one. The market value is 2,500 gp.

Bladeslinging (Ex): While wielding a double weapon attached to the Bladeslinger’s mithral cord, the Bladeslinger’s double-weapon gains reach. He now threatens enemies up to ten feet away. At 4th level, he can craft a new mithral cord (with a +5 DC to the Craft check and 5000gp added to the base cost) that grants him a fifteen-foot reach with the double weapon. At 7th level, the Bladeslinger can craft a new cord (with a +10 DC to the Craft check and 10,000gp added to the base cost) that grants his double weapon twenty feet of reach. A previous mithral cord cannot be “upgraded” to a fifteen or twenty-foot reach cord. A new mithral bracelet and cord must be crafted, but the mithral cord may be traded in to the guild. The guild repays with raw materials equal to the full market value of the old mithral cord to offset the cost of creating the new one.

Using a double weapon with reach is an awkward proposition. A Bladeslinger can use the double-weapon as a reach weapon only if he attacks threatened opponents in a clockwise or counter-clockwise direction with his attacks. Any time he uses the double weapon as a reach weapon, it snaps back to his hand after all attacks have been made. He must make a melee touch attack to grab the weapon (AC 15+enhancement bonuses). If he fails the touch attack, the weapon drops prone. He can pick it up as a Move Action that does not provoke attacks of opportunity. If he critically fails, the weapon strikes him and deals base damage (not including Strength, Precision, or other damage bonuses; roll randomly for which end strikes the Bladeslinger).

Bladeslinging gets easier with practice. When the Bladeslinger becomes capable of using the double weapon with 15 feet of reach, he no longer must make a touch attack to catch the weapon when using it within 10 feet. When he can use the double weapon with 20 feet of reach, he no longer needs to make the touch attack to catch if using the double weapon within 15 feet of reach. When he reaches 10th level, he’s mastered Bladeslinging and no longer needs to make a check at all—he always catches the weapon automatically.

Bonus Feat: At 2nd, 6th, and 10th level, the Bladeslinger gains a bonus feat. The feat must be chosen from the following list: Combat Expertise, Double Slice, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical (any double weapon), Quick Draw, Two-Weapon Defense, and Two-Weapon Rend.

He must meet all prerequisites for the feats. His Bladeslinger levels count as fighter levels for determining his eligibility for these feats.

Enhance Weapon (Sp): A Bladeslinger can magically enhance his double weapon into a +1 weapon for a number of rounds per day equal to his ranks in Craft (weapons). These rounds need not be consecutive. Activating this ability is a Free Action that does not provoke attacks of opportunity.

The enhancement affects both ends of the double weapon, and stacks with any existing magical enhancements on the weapon (to a maximum of +3 at 1st level, +6 at 5th level, and +10 at 10th level). At 3rd level, and every other Bladeslinger level thereafter, he can imbue an additional +1 enhancement into both ends of his double weapon.

Alternatively, he may grant either end of the double weapon a special ability with an equivalent enhancement bonus to that granted by his Bladeslinger levels. He can grant different abilities to either end of the weapon, but they must equal the same enhancement bonus. For example, a 5th level Bladeslinger could enhance his nonmagical double weapon to be a +2 Keen / +1 Wounding weapon. The weapon must have at least a +1 enhancement before it can be given special abilities. Any special abilities placed on the weapon must fit the type of weapon (you can’t put disruption on a two-bladed sword, for example).

Power Strike (Su): At 2nd level, when a Bladeslinger attacks with a double weapon that has been enhanced with his Enhance Weapon special ability, the first successful attack every round bypasses enemy damage reduction as if it came from a weapon comprised of all special materials (adamantine, cold iron, mithral, and silver). Only the first successful attack in the round gains this ability.

At 4th level, the first successful attack also bypasses DR as if it were aligned with all Factions. At 6th level, the first successful strike is also considered Holy and Unholy for the purpose of bypassing DR.

Greater Two-Weapon Fighting: The Bladeslinger gains this feat as a bonus feat at 3rd level. He does not need to meet the prerequisites.

Whirling Defense (Ex): At 5th level, any time the Bladeslinger makes a full attack action with two weapons or a double weapon, he gains a +2 shield bonus to his AC. This bonus stacks with the shield bonus from the Two-Weapon Defense feat, but not other sources of shield bonuses (such as a buckler).

Two-Weapon Master (Ex): At 8th level, the Bladeslinger has become so adept at fighting with two weapons and double weapons that he gains a fourth attack with his off-hand weapon, albeit at a -15 penalty (so the Bladeslinger essentially gains a full attack action with both weapons or both ends of a double weapon). All other penalties for fighting with two weapons still apply.

Blade Walk (Ex): At 9th level, a Bladeslinger can remain mobile even in the midst of attacking. He can make a full attack action and take two 5-foot steps in the same round. These 5-foot steps may be taken between attacks. If he uses Blade Walk, his movement is reduced by 5 feet for the next round.

Bladestorm (Su): Once per day at 10th level, the Bladeslinger can unleash his considerable martial prowess in a twenty-foot radius around himself. He makes a single attack on each enemy in range of his double weapon, using his highest attack bonus. If he successfully strikes any opponent, that enemy takes full damage from both ends of the double weapon, and both strikes bypass all damage reduction. If the attack is a critical hit, the bladeslinger must choose which end of the double weapon scores the critical hit. Any target struck by a critical hit during a bladestorm must succeed at a Fortitude Save (DC 10 + damage dealt) or be staggered for one round. If the bladeslinger is using the Staggering Critical feat, the bladeslinger may instead add a number of bonus rounds to the stagger effect equal to one-half his Strength bonus (minimum 1) if the target fails his save. The bladeslinger uses the save DC for his Bladestorm ability or his Staggering Critical feat, whichever is higher.


Realms of Acadecia DM_Apoc