Bladesinger

Of the roving elves, there are few as deadly as the Bladesinger. They are masters of their weapons and have spent their lives in the study of their chosen weapons. They have also learned to cast spells while engaged in combat, and thus they double their might.   To be a Bladesinger, a character needs at least a 13 Strength and Constitution, as well as a 15 Dexterity and Intelligence.

Role

While some characters may stay at home to defend the elven way, Bladesingers go out and actively promote it. They do this by seeking out their race's foes and eliminating them, either through words or actions. Acting as both diplomats and one-elf armies, they insure the safety of the elf race.

Weapon Proficiencies

Bonus

None.

Recommended

One-weapon style for use in combat and spells; two-handed style for use when spells run out.

Bonus Non-weapon Proficiencies

Blind-Fighting, Dancing.

Recommended Non-weapon Proficiencies

Etiquette, Juggling, Singing, Tumbling, Weaponsmithing.

Equipment

The Bladesinger is always identifiable by his weapon of choice. Such an item is always ornate and beautiful, enhancing the Bladesinger's appearance in battle.

Distinctive Appearance

Not only are they easily identifiable by their weapon of choice and catlike grace, Bladesingers are decorated with their weapon guild's distinctive tattoo. Each guild has a separate and unique tattoo depicting its style of weapon through an animal representation. Long swords are often represented by great cats such as lions or panthers, a whip would be shown as a striking snake, and so forth.

Special Benefits

There are four special benefits to the Bladesinger kit, as follows:   1. The Bladesinger chooses one weapon and practices with it extensively, to the exclusion of most other weapons. If practice makes perfect, the Bladesingers are very well practiced in their weapon of choice — for they are virtually perfect.   The poised steps of the bladesong (the act of attack by a Bladesinger) not only reveals the Bladesinger to be a creature of beauty even during battle, but the steps also carry him into advantageous positions for either offense or defense. He can instinctively grasp the flow of the battle around him, and his feet will carry him through the intricate maneuvers necessary to optimize his attack.   Such is the intensive training of the Bladesinger that he gains an automatic +1 to hit as well asa +1 for damage. This is in addition to the normal elven +1 for use of the long or short sword (if applicable). Despite any additional, further training, this is as high as the bonus can be.   2. Bladesingers receive a special bonus when they wish to try an unusual maneuver with their blade. This bonus is equal to +1 for every four levels the Bladesinger has attained. The bonus only serves to cancel the penalties normally applied for such a maneuver. All other penalties and bonuses still apply.   EXAMPLE: Vilana Pyreen, a 5th-level Bladesinger proficient in the long sword, attempts to disarm her opponent (a special maneuver). Normally, this gives her a +1 to initiative and a -4 to hit. Since she is a 5th-level Bladesinger, however, her bladesinging ability gains her a +1 on her disann maneuver. Since she is an elf, she gains an additional +1 because she is using her sword. Finally, she gains a +1 for her bladesinging ability with her sword. Her total is only a -1 to disarm her foe. If she were 12th level, she would have a +1 on her disanning attack.   3. Bladesingers have been taught from an early age to grasp the flow of magic around them and to turn it to their advantage. They can cast spells even while in the front lines. Although they cannot actually attack while casting their spells, they may defend themselves against incoming melee attacks. Their defense is equal to their level divided by 2, plus 1. All fractions are rounded down. Thus, a 6th-level Bladesinger gains a +4 to AC (6th level 3+1 = +4 AC). The same goes for 7th-level Bladesingers (7+ 2 = 3.5 - .5 = 3+1 = +4 AC). This does not apply to rear or missile attacks, for it is nearly impossible to defend against those while casting a spell.   Bladesingers have practiced the somatic portion of their spells well enough that they may cast their spells one-handed, suffering only a slight penalty. It adds +2 to their casting times, making it easier to disrupt their spells. Like any other spellcaster, if they are hit they lose the concentration necessary for maintaining their spells; they lose the spell. Their spells are, therefore, usually of an offensive nature with very short casting times.   4. The training is hard enough that only a 3rd-level Bladesinger can begin to teach even the rudiments of the bladesong. If another elf wishes to learn the bladesong, he must seek one of the masters of the blade. Bladesingers charge a high price for sharing their skills.

Special Hindrances

To offset their abilities, Bladesingers suffer some severe penalties. Not only must they attempt to advance the cause of elvendom somehow at all times, they must also lend aid to any elf in need. Unless the elf is proven to be an enemy of the elven way of life, the Bladesinger must sacrifice life and limb to save that elf's life.   Of course, the Bladesinger is free to determine whether there is, in fact, an elf in danger. Too many times other races have tried to eliminate the Bladesinger menace through illusion and trickery. The Bladesingers have grown wary and have, unfortunately, allowed fellow elves to perish while trying to determine the truth of the threat. Thus, most Bladesingers carry at least one detect magic spell in order to avoid possible errors.   Bladesingers are so devoted to their chosen weapon that they can never learn another one. Unlike other elves, they do not gain a +1 to hit with a bow. With all other weapons, they suffer a -1 penalty to hit, even if they have taken it as a proficiency. If they have not devoted the slot to learn the weapon, the Bladesinger suffers the ordinary nonproficiency in addition to the -1 penalty.   The Bladesinger is not allowed to specialize in weapon groups. The Bladesinger focuses on a single weapon only.   Bladesingers may wear no armor heavier than elven chain or studded leather. Bulkier armor restricts the Bladesingers' movement enough that they have at least a -2 penalty to attacks if they try to use their bladesinging ability while wearing such armor. The penalty is greater for heavier armor, although this is at the DM's discretion.   Bladesingers rarely use weapons other than swords. With only rare exceptions, they never learn two-handed fighting styles. They may not use shields or two-handed weapons, for these interfere with the bladesong. Even when they have run out of spells, Bladesingers will fight one-handed or with both hands on their single-handed weapon. To do otherwise negates all bladesinging bonuses.

Wealth Options

Bladesingers start their adventuring lives with 30 to 180 gp (3d6 x 10), and only one restriction: They must purchase their weapon of choice. Any monies left after buying their initial equipment must be returned to the Bladesinger's Guild. Later in their adventures, they must take opportunities to upgrade their weapons. Other than these restrictions, they are free to do as they wish with their money.

Suggested Elf Subraces

Grey elf, high elf.
[Complete Book of Elves]

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