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Sword and Axe Initiate

The Sword and Axe Initiate is a martial class focused on perfecting a dual weapon fighting style using swords and axes. To qualify, a character must be a neutral dwarf with certain feats and a base attack bonus of +10 who spends a month in solitary training. As an initiate advances, they gain abilities like increased critical threat ranges, attack bonuses, and the ability to coup de grace a prone opponent once per day. Initiates are members of a dwarf merchant guild that operates in the Underdark.

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0% found this document useful (0 votes)
166 views5 pages

Sword and Axe Initiate

The Sword and Axe Initiate is a martial class focused on perfecting a dual weapon fighting style using swords and axes. To qualify, a character must be a neutral dwarf with certain feats and a base attack bonus of +10 who spends a month in solitary training. As an initiate advances, they gain abilities like increased critical threat ranges, attack bonuses, and the ability to coup de grace a prone opponent once per day. Initiates are members of a dwarf merchant guild that operates in the Underdark.

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vagabondstar
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We take content rights seriously. If you suspect this is your content, claim it here.
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Sword and Axe Initiate

“The bigger they come, the harder they fall.”


-Praetor Eltiln Ogrescrush

The Sword and Axe Initiate has devoted himself to the discipline of the blades in order to perfect
his unorthodox style of fighting.

Entry Requirements 
Hit Die​: d10
To qualify to become a Sword and Axe Initiate, a character must fulfill all the following
criteria:
● Alignment​: Any Neutral
● Race​: Dwarf
● Feats​: High Sword, Low Axe, Two Weapon Pounce, Weapon Mastery
(slashing)
● Base Attack Bonus​: +10.
● Special​: The Character must spend one month in solitude, training and
perfecting his attacks until he attains the harmony of blades.

Class Table

Advancement
Level  BAB  Fort  Ref  Will  Special 

1st  +1  +1  +1  +1  Harmony of Blades 

2nd  +2  +1  +1  +1  Two Weapon Versatility 

3rd  +3  +2  +2  +2  Greater Trip 

4th  +4  +3  +3  +3  Ambidexterity (-1) 


5th  +5  +3  +3  +3  Axe Shield (+2 AC) 

6th  +6  +4  +4  +4  Sword and Axe Supremacy 

7th  +7  +4  +4  +4  Supreme Trip 

8th  +8  +4  +4  +4  Ambidexterity (-0) 

9th  +9  +5  +5  +5  Perfect Harmony 

10th  +10  +6  +6  +6  Double Jeopardy 

Class Skills: ​(2+Int): Climb, Craft, Jump, Sense Motive, Swim

The Initiate gains no armor or weapon proficiencies.

Class Features

Harmony of Blades (Ex): You maintain your guard whenever you attempt a trip after
striking with two weapons
If the Sword and Axe Initiate fails a trip attempt after striking with two weapons, he is not
subject to a counter-trip from the target.

Two Weapon Versatility (Ex): ​When an Initiate of 2nd level or higher fights with two weapons, he can 
apply the effects of certain feats from one weapon to the other weapon as well, as long as those 
effects can be applied legally. He can use this ability only with the following feats: Greater Weapon 
Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, and Weapon Specialization. 
For example, an Initiate who wields a Dwarven War Axe and a short sword and who has the Weapon 
Specialization (Dwarven War Axe) feat can apply the effect of Weapon Specialization to his short sword 
as well as to his Dwarven War Axe. If an Initiate already has the feat with both weapons, he gains no 
additional effect. (See Complete Adventurer) 
 
Greater Trip, Supreme Trip (Ex): At third level, the Sword and Axe Initiate gains a +4 bonus on
when attempting to overcome his opponent’s strength or dexterity for the purpose of making a
trip attempt. At seventh level, this bonus increases to +8 (supersedes, does not stack with
Greater trip) and the Initiate may choose whether the opponent resists with strength or dexterity.
(See Netbook of Feats)
Ambidexterity (Ex): ​For an Initiate of fourth level or higher, his attack penalties for fighting with two 
weapons are lessened by 1 (from –4 to –3, or from –2 to –1 if the off-hand weapon is a light weapon). At 
4th level, the attack penalties are lessened by another 1 (from –3 to –2, or to +0 if the off-hand weapon 
is a light weapon). (See Complete Adventurer)

Axe Shield (Ex): ​When you wield an axe, you can deflect some blows that would otherwise strike you. 
In any combat round during which you make a full attack while wielding an axe, you gain a +2 dodge 
bonus to Armor Class that lasts until your next action. (See Underdark) 
 
Sword and Axe Supremacy (Ex): Gain the weapon supremacy feat when fighting with two weapons for 
which you have weapon focus and making a full attack action.  
-When fighting with the weapon that you choose for this feat, you gain a number of additional 
advantages. You gain a +4 bonus on all checks made to resist being disarmed. You can wield your 
weapon against a foe who grapples you without penalty and without first making a grapple check. In 
this situation, you can take a standard action or a full attack action as normal. When you take a full 
attack action, you can apply a +5 bonus to any single attack after your first strike. Once per round 
before making an attack roll, you can instead choose to treat your d20 result as a 10. You gain a +1 
bonus to AC. (See Complete Warrior) 
 
Perfect Harmony (Ex or Su): ​Upon Reaching 9th level, the Sword and Axe Initiate develops 
Perfect Harmony between his strikes, and his blows become all the more deadly for it. 
If the Initiate hits with both weapons while fighting with two weapons for which he has 
weapon focus, and one threatens a critical, the other also threatens a critical. Confirmation 
of criticals are resolved separately.   

Double Jeopardy (Ex or Su): Upon reaching 10th level, the Sword and Axe Initiate has
refined his style such that only the strongest foe can stand against him.
Once per day the Initiate may declare Double Jeapordy before making an attack. As a
full round action, the Initiate attacks once with both weapons, follows it up with a trip attempt,
and if successful may immediately Coupe De Grace the prone opponent. This is made with
both weapons, and damage is added together for purposes of saves against death. If any
attack misses, or if the trip attempt is unsuccessful, this ability is wasted for the day. Creatures
not subject to critical hits are immune to this ability.

Playing the Class


Playing a Sword and Axe Initiate represents a character who has spent time developing and
honing the High Sword, Low Axe Style of fighting and has decided to specialize in that particular
mode of combat.

In my particular character history, I specified that High Sword, Low Axe was a style taught to
Dwarves who ventured into the Underdark to trade with the Underfolk. It could be extrapolated
that this style is specifically Dwarven, or was specifically developed to combat the various
fighting styles developed by the Drow.

In Combat, the Sword and Axe Initiate prefers close in melee work. They are at their best when
they are up front and tearing it up against powerful enemies. Their abilities work best when they
can focus their attention on one opponent, but their multiple attacks allow the Initiates to combat
multiple foes at once, vexing enemy forces and holding the line so that their allies may get into
position.

Advancement: Sword and Axe Initiates advance through rigorous training that emphasizes both
brute strength and finesse. As much an artist as a brawler, an Initiate cultivates a harmony
between his weapons, and within himself.

The Class in the World


“The path to perfect harmony is paved with the corpses of my enemies.”
-​Durlan Orcrend

Organization: The Sword and Axe Initiates make up the elite of the militant arm of Undertraders
Incorporated, a Dwarf merchant guild that deals in the Underdark. They tend toward neutrality
in their alignment, more interested in perfecting their skills and making money than in the
cosmic struggle between good and evil.

NPC Reactions: As their fighting style is considered unorthodox by Dwarven standards, and
because of their dealings with the folk of Underdark, Sword and Axe Initiates are met with cool
watchfulness, and at worse - suspicion by their own kind. Other races who are unfortunate
enough to witness the harmony of blades are often confused by the Initiates’ mobile fighting
style and unwillingness to simply stand his ground and get punched by giants, like Dwarven
Defenders.

Lore:

The Initiates are Dwarves who fight in a strange style with swords and axes.

The Initiates are members of a mercenary guild that deals in the underdark.

The Initiates have no problem with hitting someone once they are down.

The Class in the Game


The Sword and Axe Initiates are frontline melee fighters. They are intended to effectively use
two weapons and capitalize on the benefits of the High Sword, Low Axe Style Feat while also
creating some depth for what is otherwise a bizarre and kind of powerful feat.

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