Belegrinar

Belegrinar (Disciple of the Great Blade)

Although the traditional image of an elven warrior has come to be an archer, or a fencer with a light, quick blade such as a rapier, not all are of this mold. Early in the ghul’bim wars of the second age, the Istadar found themselves confronted by an enemy no less skilled and deadly with quick, small blades, one whose very numbers made them far more of a threat than their small size would otherwise indicate. Different elves took different approaches to defeating these foes, leading to the development of the Elaidar compound bows, and the disciplines of Arcane Archer and Deepwoods Sniper.

Still others met the new threat head on, developing longer and heavier blades than had been used before. Early essays in the new discipline brought about the development of the Belgaris, or Strong Sword. Initially solely a two-handed weapon, the belgaris was further developed into an even larger weapon, the Belegris, or true Great Sword. Improvements in metallurgy and steel further refined the older Belgaris, lightening the blade enough that, with special training, it could be used with one hand, creating the weapon named by Men as the ‘Bastard Sword’.

Specializing in these new weapons led elven warriors to develop a style of swordplay that takes advantage of the size and power of the larger blades, while retaining the normal speed and mobility of the elves. In fact, the emphasis is on motion and agility, where the blade is kept in constant, rapid motion and used as a balance and counterweight at times to allow the wielder to move and twist in ways that would result in overbalancing with a smaller blade. Reaching its height after the development of the great sword, the style has been named after the weapon itself, and is known in elven as Belegridal, the Way of the Great Blade. Practioners are known among the elves as Belegrinar, or as Disciples of the Great Blade among humans, to whom Belegridal was first taught in Taldara, during the frantic days of preparation for the onslaught of Rothgar’s army of savage humanoids. By modern day it has spread wide, and traditional schools can be found in nearly every corner of the Taldaran Empire, save Mastana, where it has been adapted to the use of the curved falchion, and Verkant, where native mistrust of outsiders has worked against the style’s introduction. In time, many Men, and even some half-orcs have learned the discipline, though the majority of Belegrinar remain elves.

Requirements

BAB: +8

Balance: 2 ranks

Tumble: 2 ranks

Intimidate or Physical Intimidation: 5 ranks

Feats: Combat Reflexes, Dodge, Improved Critical (Bastard Sword, Falchion, or Greatsword), Mobility, Power Attack, Spring Attack, Weapon Focus (Bastard Sword, Falchion, or Greatsword), Weapon Specialization (Bastard Sword, Falchion, or Greatsword), Whirlwind Attack

Abilities:

Hit Die: d10

Class Skills: Balance, Bluff, Craft, Intimidate, Jump, Physical Intimidation, Sense Motive, Tumble

Skill Pts: 4 + Int modifier

Special Features:

Weapon and Armor Proficiency: The Disciple gains no additional armor or weapon proficiencies. In addition, all special abilities of the class except the Dodge Bonus may only be used when wielding a bastard sword, falchion, or greatsword.

Dodge Bonus: As the Disciple increases in levels, she gains an additional +1 Dodge Bonus to Armor Class at every odd- numbered level. This bonus applies only when the Disciple is wearing light, medium, or no armor, and not encumbered beyond a Light load, and is lost whenever the Disciple is denied her Dexterity Modifier to Armor Class.

Superior Reach: At 2nd Level, the Disciple has sufficiently mastered his weapon to be able to gain the most from the length and heft of the blade, and is now considered to have an additional 5’ added to his reach when using the specific type of weapon he has specialized in. This does not prevent the Disciple from attacking adjacent foes. This ability functions only when the Disciple of the Great Blade is wearing light, medium, or no armor.

Fluid Strike: At 4th Level, the Disciple gains the ability to make an additional, quick strike at the end of an attack flurry. Whenever the Disciple uses the Full Attack option and makes all her attacks against the same target, she may make an additional attack as she returns her blade to its ready position. This attack is made at the same attack bonus as the last attack in the Disciple’s attack progression (ie: If the Disciple has a BAB of +11/+6/+1, the additional attack is made at a BAB of +1) and inflicts only half damage. This ability functions only when the Disciple is wearing light, medium, or no armor.

Roll with Blow: Beginning at 6th Level, the Disciple of the Great Blade has learned to use the quick and fluid constant motion of his fighting style to take the force out of an opponent’s blows. Whenever the Disciple is struck by a melee or ranged attack other than a touch attack, or a spell with the Force descriptor, the damage is partially reduced. This does not apply to Area Effect spells or splash damage from items such as Alchemist’s Fire. At 6th level, the damage is reduced by an amount equal to one-half the Disciple’s Dexterity Modifier (round down). At 10th level, the damage is reduced by the Disciple’s entire Dexterity Modifier.

Fluid Charge: At 9th Level, the Disciple gains the ability to make a second, follow-up strike on a non-mounted charge attack. This strike is made at the same attack bonus as the normal charging attack, but deals only half damage. A Fluid Charge can only be made while wearing light, medium, or no armor, and cannot be made as part of a Spring Attack.