Download as pdf or txt
Download as pdf or txt
You are on page 1of 39

The Sharp End is a new series of PDF game

supplements brought to you by Adamant


Entertainment and Ian Sturrock. Each volume in the
A note on the
series aims to provide you with detailed information weight of swords
and new rules material concerning one particular type
of hand-to-hand weapon and its variants. Most d20 games vastly overestimate the weight
of swords. It’s a small and relatively unimportant
The Sharp End is intended for use in almost any game point, but we may as well fix it where we can.
setting, and any d20-based game system. Games Your typical real-world one-handed European
Masters may, of course, disallow some or all of it sword weighed around 2 pounds. Likewise, most
depending on the setting – a titanium sword, for other medieval weapons weighed less than their
example, is probably inappropriate for a medieval d20 game counterparts, which tend to be listed
game, though a medieval fantasy game might have with weights that would make them impossible
“elvium” or “sylvanium” or another invented magical to wield effectively in combat (though they might
metal (something between mithral and steel), with be about the right weight for knocking walls
identical game statistics. down). Corrected weights have been given in this
supplement.

Introduction
The sword is the ultimate symbol of the warrior
across many different cultures, particularly the
noble, honorable warrior, whether European knight,
Viking thane, Japanese samurai, or Moro chief. It has
attracted more than enough mystique to go with that
status; every sword-using society has tales of magical
blades, swords that took years to forge and which
could slice through any opposition.

The sword is a natural evolution from the dagger or


knife. At first glance it may appear to simply be a very
large knife, but in use it is quite different. It is most
effective at arm’s length from a foe in open combat,
rather than being used to stab them in the back at close
range, hence its associations with nobility rather than
deceit. Still, it’s a weapon, and it is predominantly as
a weapon that this supplement examines the sword.
Does it deserve its reputation as the ultimate melee
combat weapon? Read on and find out!
Light Martial Cost Dmg Dmg Critical Range Weight1 Type2 Hardness Hit Purchase Notes
Weapons (S) (M) Increment Points DC
African club-sword 3 gp 1d4 1d6 x2 — 1 lb. Bludgeoning 5 3 7
Hanger 12 gp 1d3 1d4 18–20/ — 2 lb. Slashing 10 5 9 +1d6 damage against helpless
x2 opponent
Sword, short 10 gp 1d4 1d6 19–20/ — 1 1/2 lb. Piercing 10 4 9
x2
One-handed Martial
Weapons
Longsword 15 gp 1d6 1d8 19–20/ — 2 lb. Slashing 10 6 10
x2
Rapier 20 gp 1d4 1d6 18–20/ — 3 lb. Piercing 10 4 11
x2
Saber 18 gp 1d6 1d8 19–20/ — 2 lb. Slashing 10 6 10
x2
Scimitar 15 gp 1d4 1d6 18–20/ — 2 lb. Slashing 10 5 10
x2
Smallsword 20 gp 1d3 1d4 18–20/ — 1 lb. Piercing 10 2 11
x2
Sword, arming 12 gp 1d4 1d6 19–20/ — 2 lb. Piercing or 10 5 9
x2 Slashing
Two-handed Martial
Weapons
Falchion 75 gp 1d6 2d4 18–20/ — 5 lb. Slashing 10 10
x2
Greatsword 50 gp 1d10 2d6 19–20/ — 5 lb. Slashing 10 10
x2
One-handed Exotic
Weapons
Aztec club-sword 90 gp 1d6 1d8 18–20/ — 1 1/2 lb. Slashing and 5 5 Any damage reduces Critical to
x2 bludgeoning 20/x2.
Messer, grosse 25 gp 1d6 1d8 18–20/ — 4 lb. Slashing 10 8
x2
Rapier, dueling 50 gp 1d4 1d6 18–20/ — 4 lb. Piercing 10 5 +2 Circumstance Bonus to initiative
x2 against most weapons.
Saber, cavalry 50 gp 1d6 1d8 18–20/ — 3 lb. Slashing 10 7
x2
Sword, bastard 35 gp 1d8 1d10 19–20/ — 3 lb. Slashing 10 8
x2
Sword, bastard, 9 gp 1d8 1d10 x2 — 3 lb. Bludgeoning 5 7
waster
Two-handed Exotic Cost Dmg Dmg Critical Range Weight1 Type2 Hardness Hit Purchase Notes
Weapons (S) (M) Increment Points DC
Executioner’s Sword 100 gp 1d8 1d10 18-20/ — 8 lb. Slashing 10 12 +4d6 damage against helpless foe;
x2 counts as improvised weapon against
non-helpless foe.
Extras: Blade/Point
Shape*
Backsword -3 gp — — — — + 1/2 lb Slashing — +1 — May not be used with Weapon
Finesse.
Rebated blade x0.75 — — x2 — + 1/2 lb Bludgeoning — +1 — May not be used with Weapon
Finesse.
Tapered blade +1 gp — — — — — Piercing (in — -1 — +1 to attack rolls against Heavy
addition to any Armor when making a Piercing
other modes) attack; -1 to damage when making a
Slashing attack
Tapered blade, wide +5 gp — — — — + 1/2 lb Piercing (in — +1 — May not be used with Weapon
addition to any Finesse; +1 to attack rolls against
other modes) Heavy Armor when making a
Piercing attack; -1 to damage when
making a Slashing attack
Wavy blade +4 gp — — — — — — — — —
Extras: Materials
Adamantine x150 — — — — — — +3 +3 +22 +1 Masterwork bonus on attack rolls.
Damascus steel x10 — — — — — — +3 +2 +10
Fibreglass/ x0.25 — — x2 — x0.25 — -2 — -2
plastic composite
Mithralite x15 — — — — x0.5 — — — +14 +2 bonus to Initiative when armed
with this.
Obsidian & Wood x6 — — 18–20/ — x0.75 Slashing and 5 -1 +7 Only available as short sword,
x2 bludgeoning arming sword, or longsword; weapon
becomes Exotic; damage reduces
Critical to 20/x2.
Pattern-welded steel x5 — — — — — — +2 +2 +6
Recycled tool steel x1.5 — — — — — — +1 — +1
Stainless steel x0.75 — — — — — — — -2 —
Titanium alloy x8 — — — — x0.5 — — -2 +8
Wood x0.25 — — x2 — x0.75 or Bludgeoning 5 -1 -2
x1
Extras: Hilt & Guard*
Basket hilt +4 gp — — — + 1/4 lb. — — +2 +1
… as knuckleduster — 1d2 1d3 x2 — — Bludgeoning — — —
… as sword — As As As — — As sword type — — —
sword sword
type type
Bayonet attachment +1 gp Use Use — — — — — — Short swords or arming swords only.
next next
Shell hilt +3 gp — — — — — — — +1 +1
Extras: Sharpening
Sharpening kit 2 gp — — — — 2 lb — — — 7
Whetstone 2 cp — — — — 1/2 lb — — — 4
*You can only have one Extra from the Blade/Edge shape list. *You can only have one Extra from the Hilt & Guard list.
Club-Sword, African: The African club-sword is Rapier: The rapier may superficially resemble a
provided as a sample weapon made from wood . It’s longsword, but tends to be a little longer and heavier
based on the statistics of the short sword, with the (despite perceptions to the contrary). In fact its blade
wood materials modifications applied to them, but is more tapering than that of a longsword, and has a
other tribes may use club-swords that more closely very different balance, making the rapier best suited
resemble longswords or other weapons. to stabbing and lunging rather than slashing. You can
use the Weapon Finesse feat to apply your Dexterity
Club-Sword, Aztec: The Aztec club-sword is modifier instead of your Strength modifier to attack
provided as a sample weapon made from obsidian and rolls with a rapier sized for you, even though it isn’t
wood. It’s based on the statistics of the longsword, a light weapon for you. You can’t wield a rapier in
with the obsidian and wood materials modifications two hands in order to apply 1-1/2 times your Strength
applied to them. Aztec club-swords are the preferred bonus to damage.
weapon of the Aztec Knight prestige class.
Rapier, Dueling: This is a rapier a good six inches
Grosse Messer: A grosse messer (literally “big longer than usual, taking it to up to well over 4’
knife”) is a long, heavy, curved, single-edged sword long in total. No other weapon combines speed and
popular among infantry for its effectiveness and deadliness to such a degree. Against anyone armed
cheapness. A grosse messer is too large to use in one with an ordinary melee weapon (that is, anything but
hand without special training; thus, it is an exotic a weapon with reach, or another dueling rapier), the
weapon. A character can use a grosse messer two- wielder of the dueling rapier gains a +2 Circumstance
handed as a martial weapon. Bonus to initiative. You can’t wield a dueling rapier in
two hands in order to apply 1-1/2 times your Strength
Hanger: This hunting sword was designed for giving bonus to damage.
the coup de grace to a wounded quarry. It was later
adopted by archers, who found it equally useful for Saber: The saber is a curving sword, but better
finishing off enemy soldiers they had downed with balanced and longer than a scimitar. It’s often used by
arrow shot. Its short, heavy slashing blade is perfect light cavalry who may need to dismount and wield it
for beheading a foe. The German weapon known as a on foot, and is equally effective in either role. You can
“Messer” is similar. use the Weapon Finesse feat to apply your Dexterity
modifier instead of your Strength modifier to attack
Longsword: The longsword is the classic knight’s rolls with a saber sized for you, even though it isn’t
sword, perfect for use as a primary weapon for a a light weapon for you. You can’t wield a saber in
warrior who wields a shield with the off-hand. A two hands in order to apply 1-1/2 times your Strength
longsword will invariably be between 3’ and 3’9” bonus to damage.
long in total. It tends to have a reasonably long hilt
and a big pommel, so that it can be used two-handed Saber, Cavalry: Heavier and longer than standard
if desired, even if the second hand is predominantly saber or sword, the cavalry saber is intended to be
gripping the pommel rather than the handle. A used from horseback, where its weight is an advantage
longsword with a basket hilt is known as a broadsword for slashing down at the heads of infantry. On foot,
in modern parlance, but tended to be called an Irish it is a little too heavy to be used effectively without
sword, Gaelic sword, Highland sword, or claymore long practice or training, but it is the choice of
(not to be confused with the two-handed sword of some experienced fighting-men for the extremely
the same name) when used by Irish and Scots troops devastating wounds it can inflict. If used from
between the 16th and early 20th centuries. horseback as part of a Ride-By Attack, it may be
wielded as a martial weapon.
Scimitar: The scimitar is a heavy, curved, slashing Sword, Bastard: A bastard sword is too large to
blade, typically a little shorter than a longsword. use in one hand without special training; thus, it
Historically it was found first in Middle Eastern and is an exotic weapon. A character can use a bastard
Asian countries, but made its way into Europe both as sword two-handed as a martial weapon. Originally,
it was and in modified form as the various sabers and the bastard sword was designed for use one-handed
falchions. The cutlass, adapted from the long hunting from horseback, or two-handed on foot; therefore,
knives of the buccaneers, is in effect a very a similar it is recommended that the Games Master permit a
weapon that may be treated identically to the scimitar. mounted character to use a bastard sword one-handed
Cutlasses often have basket hilts, particularly cutlasses as a martial weapon, so long as it is used to make a
designed for formal navies. Ride-By Attack. Historically, several armies offered
extra pay to soldiers who could wield a bastard sword
Smallsword: The smallsword is the final development effectively one-handed; they were especially highly
of the sword, an incredibly lightweight, narrow, short prized as the first soldiers into a breach in sieges
thrusting sword. It’s designed for dueling and civilian (whether attacking or defending), since they could
self-defense, not being robust enough for battlefield deal maximum damage while still bearing a shield. A
use. A character proficient with and wielding a bastard sword is typically around 3’9” to 4’6” long,
smallsword (and nothing in his or her off-hand), and and closely resembles a longsword in blade shape and
performing a full attack, may make an additional size, but a greatsword in handle shape and size.
attack each round, though all attacks are made at a
penalty of -2. You may not use a smallsword flurry in Sword, Bastard, Waster: A bastard sword waster is
the same round that you make a Sneak Attack. The too large to use in one hand without special training;
sheer speed of a smallsword flurry makes precise thus, it is an exotic weapon. A character can use a
targeting impossible. bastard sword waster two-handed as a martial weapon.
As with the bastard sword, it is recommended that the
Sword, Arming: This is a light weapon somewhere Games Master permit a mounted character to use a
between a short sword and a longsword in length. It’s bastard sword waster one-handed as a martial weapon,
often carried as a backup weapon by heavily armored so long as it is used to make a Ride-By Attack. A
warriors. The German Landsknecht sword known as bastard sword waster is a careful copy in wood of a
a katzbalger (‘mangler’) is at the shorter and heavier standard bastard sword, and other than materials and a
end of the kind of weapon that might be called an few game statistics it is identical to a bastard sword.
arming sword, while the Italian cut-and-thrust spada
(sword) is towards the lighter and longer end. Most Sword, Executioner’s: This huge, heavy two-handed
arming swords are designed to be used for both sword is meant solely for slashing, and thus has a
slashing and stabbing attacks, and are between around blunt or even completely squared-off tip. It is designed
two and three feet long from pommel to tip. to behead a condemned prisoner with one slice, and
an experienced headsman will achieve this most of the
time.
Sword, short: The short sword can represent anything Armor when making a Piercing attack; this bonus is
from a Roman-style gladius to a Renaissance-era doubled to +2 if the attack is a Half-Swording one (see
Swiss baselard, or even a ring bayonet from the the Half-Swording feat, p. XX). He has a -1 penalty to
Napoleonic era. It’s typified by a blade between damage when making a Slashing attack
14” and 18” long, with a handle 4” to 6” long. The
pommel is usually quite light, since there’s little need Tapered blade, wide: In response to the relative
to counterbalance the weight of the blade; the weapon fragility of tapered blades, and the increasing use of
can be swung quite handily anyway. thrusting attacks against armor, some swordsmiths
started to make heavier, wider tapered blades, with
very thick spines to give an almost diamond-like
cross-section. Such a weapon may not be used with
Extras: Blade/Point Shape Weapon Finesse. A character wielding it gains a +1
The following modifications are only available for
bonus to attack rolls against Heavy Armor when
short swords, arming swords, longswords, bastard
making a Piercing attack; this bonus is doubled to +2
swords, and greatswords. Other types of sword already
if the attack is a Half-Swording one (see the Half-
have a distinct blade shape.
Swording feat, p. XX). She has a -1 penalty to damage
when making a Slashing attack
Backsword: The backsword closely resembles a
standard double-edged sword in shape, but is single-
Wavy blade: A wave-shaped blade is found on certain
edged. This makes for a stronger (if less versatile)
European 16th century swords of all sizes. It increases
weapon, with the “back” of the sword being much
the width of stabbing wounds without needing to
thicker (and thus, heavier) than the reverse edge of
greatly increase the width of the blade. Though the
a double-edged sword. Backswords are typically
effect is not significant in game terms, the very shape
military weapons, issued to soldiers who are as likely
of this weapon is enough to strike fear into most
to break a sword as they are to use it. A backsword
hearts, and a character with a wavy-bladed knife in
may not be used with Weapon Finesse, even if the
hand gains a +4 circumstance bonus to all Intimidate
weapon it is based on could be so used; it’s too heavy
attempts against an unarmed person within 10 feet,
for that, and not sufficiently versatile.
rather than the usual +2 bonus. A Roman or Celtic
leaf-bladed sword would have similar game statistics.
Rebated blade: A rebated blade has been deliberately
left blunt, typically with a 1/10 inch to 1/8 inch thick
edge and a rounded point. Some cultures use rebated
blades for practice and training, but more commonly
they are used for armored tourney combat or similar
combat sports (whether in medieval times, or among
modern-day re-enactors of medieval times). To the
untrained eye, a rebated blade will appear identical to
a sharp one, at least from a distance; this can enhance
the spectacle of any combat display. Rebated blades
tend to be a little heavier than their sharp equivalents,
simply because of the additional mass of metal on the
edge.

Tapered blade: Some swords are given tapered blade


profiles to better penetrate armor when delivering a
thrusting attack. A tapered blade is a little less strong
than a standard one, and definitely less effective when
slashing, but the taper can be very effective against
plate or mail armor. A character wielding a tapered
blade gains a +1 bonus to attack rolls against Heavy
Extras: Materials often confused with pattern-welded steel, which it
Swords have been made of high quality steel for sometimes superficially resembles, but molecular
hundreds of years. Despite advances in materials analysis of Damascus steel has shown that it is totally
science, or for that matter magical smithcraft, good different from pattern-welded steel in structure. There
honest cold steel still makes the most popular and is some dispute over the origin of the name – some
probably the most effective sword blades. Still, there scholars believe it refers to the steel’s manufacture in
are hundreds of different steels, all with different the city of Damascus, others that the name comes from
properties, and even some of those other materials the steel’s resemblance to patterned Damask fabrics,
have their uses for certain special purposes. The and still others that the first smith to create it was
dilemma faced by any bladesmith is that the materials named Damasqui. In a fantasy game, a different region
best at holding a sharp edge (which requires great or smith may be famed for fine-quality, near-legendary
hardness) tend to also be brittle, and break under stress steel, allowing for a renaming of this steel type; in a
rather than flex. Still, a sword is already an expensive futuristic setting, the secret of Damascus steel may
weapon; spending a little extra on some exotic have been rediscovered, or a similarly high-quality,
material, or even a laminated or alloyed combination specialized steel manufactured.
of exotic materials, is often regarded as worthwhile.
Mithralite: This alloy of mithral and high-carbon
Adamantine: This is a super-hard, super-strong metal steel combines the lightness of the mithral with the
that is coal-black in color. It is extremely scarce, and edge-holding properties of the steel, allowing for
in most fantasy campaign settings it is only found a weapon that cuts as well as cold steel but moves
deep underground. In a more futuristic setting it could as though the wielder were holding a feather, not
be some kind of similarly rare and fantastic alloy, a sword. Mithral alone is good for armor, but isn’t
produced only under orbital zero-gravity conditions. capable of being properly sharpened, so to use it for
weapons it must be alloyed or sandwiched with steel.
Damascus steel: Damascus steel is said to be the The resulting material, mithralite, is highly prized and
finest steel ever made – Damascus blades can be both extremely rare; those capable of creating it, and then
sharper and stronger than those of other steels. In smithing with it, are if anything still rarer and more
the modern world the secret of its manufacture has highly prized.
been lost, though that does not stop assorted makers
attempting to replicate its strength, nor does it stop Obsidian & Wood: Obsidian is a type of glass that
some of the less scrupulous manufacturers claiming occurs naturally, and so on Earth it was used to make
any Damascus-looking steel as “Damascus.” It is tools and weapons by cultures that had no access to
metalworking. It is as sharp as any other glass, but lightweight titanium alloy sword can be produced; it’s
it is also almost as easy to break. For one-handed also very expensive, putting it beyond the price range
weapons, it is combined with wood, providing an of most users. When weight is at a premium, though, it
effective combination of sharpness and durability. may be worth buying a titanium alloy sword.
Most famously, it’s used in the Aztec club-sword. The
obsidian is very hard but shatters easily; any damage Wood: Wood is not the first material that springs to
to it (loss of hit points) reduces its Critical numbers to mind when one thinks of a sword, but it there are
20/x2 until the damage is repaired. two classes of sword-like weapons that are made
solely of wood (as well as the Aztec club-swords of
Pattern-welded steels: Pattern-welded steels have obsidian and wood). The first are practice swords of
a beautiful, visually variegated structure, but most various kinds, whether the bokken of Japan or the
importantly they combine strength, sharpness, and “wasters” of Europe; it makes perfect sense to use
edge-holding ability to a degree that has made them a wooden weapon in training, so as to get warriors
legendary, whether as the katanas of the Samurai used to the weight and heft of the real thing with
warriors of Japan, or the swords of the Vikings of less risk of seriously injuring themselves and their
Scandinavia. Pattern-welding is a long, slow process, training partners (and no risk of damaging valuable
involving the cold-forging and work-hardening of steel swords). Wooden practice swords are available
blades that are folded and worked, worked and folded as counterparts to any steel swords listed in this book.
to produce astonishing structural strength. Pattern- The second type of wooden sword is used in regions
welded swords are associated with magical powers. where iron and steel is scarce, or where the techniques
of manufacturing it are not known. Here, the sword
Recycled tool steel: Swords in developing countries shape will sometimes be happened upon as more
are often made from recycled tool steel, with the effective than a simple club, or other times it will be
smith melting down old and blunted tools, or even car copied after contact with sword-wielding foreigners.
springs, to forge a new creation. Though the materials An example of this type is the African club-sword (see
are cheap in and of themselves, the resulting weapon p. 5). Wooden swords are still martial weapons, as
will often be expensive, at least to Western tourists, their shape and balance mean they require more skill
because of the additional labor involved in the melting to use than a standard club. Depending on the design
and re-forging process. of the wooden sword, its weight may be anything from
three-quarters of the weight of the steel equivalent, to
Stainless steel: Stainless steel is frequently used for its full weight, with practice swords typically being
cheaper swords, not because it is better than a good the full weight. All relevant feats and class features
quality high-carbon steel, but because it will look for steel swords also apply to wooden swords, so long
nice and shiny hanging on the wall (which is where as they could reasonably work with a bludgeoning
cheap but glitzy-looking blades tend to end up). weapon and so long as the wooden sword in question
Though stainless steel tends to be harder than high- is the full weight.
carbon steel, it will not take an edge so well, and it
is far more difficult to re-sharpen when it does dull.
More importantly, for a weapon the length of a sword,
stainless steel is too hard, and hence too brittle; it
snaps more easily than a decent steel. Many a “sword”
collector has been surprised by his new pride and joy
breaking in two when he tries swinging it against a
tree stump.

Titanium alloy: Titanium is a favorite fantasy sword


material among writers and geeks, but in fact it’s not a
particularly useful metal for turning into a cutting tool.
Still, with the use of modern high-tech alloying and
sintering techniques, a respectably effective and very
Extras: General primitive weapon, and sometimes thought of as solely
Swordsmiths or occasionally sword-wielders modify useful for building aggression in the ‘bayonet drill’
their weapons in various ways, whether to try to (in which a soldier stabs the bayonet into a dummy),
increase the safety of the user by improving the hilt, or the bayonet is still highly effective. It was used by
to make the blade more versatile by allowing its use as the British Army both during the Falklands War in
a bayonet. the 1980s and during the second Iraq war early in the
21st century, and by all accounts served extremely
Basket hilt: Basket hilts began to be common when well. It takes a move action to attach a bayonet to a
combatants stopped wearing gauntlets. The main longarm (in the military, this action is known done at
purpose of a large, heavy, and often complex guard the command of “Fix Bayonets”) or to detach it. Once
such as a basket hilt is to protect the hand and fingers attached, a bayonet and longarm combination uses the
from the opponent’s blade, though it also adds some new statistics for bayonets, and is regarded as a two-
rigidity and durability to the weapon. A character handed weapon. The longarm can be fired normally,
wielding a short sword with a basket hilt (usually and the wielder can even make bayonet attacks mixed
known as a main gauche, after the French for ‘left in with longarm firing attacks in the same full attack
hand’) gains an additional +1 to the shield bonus action.
granted by the Two-Weapon Defense feat, so long
as he is wearing light or no armor. In addition, the Shell hilt: A shell hilt resembles a lightweight basket
basket hilt may be used much like a knuckleduster or hilt, which has been designed to allow for maximum
armored gauntlet, to punch or hammerfist an opponent. wrist flexibility for more fencing-oriented moves
Any weapon with a basket hilt may not be used with rather than great military-style hacks and stabs. Thus
Weapon Finesse; the hilt restricts wrist movement, it offers considerably less protection than a basket
and makes it difficult to get a fencing-style grip on the hilt, and is significantly less robust, but importantly
handle. Basket hilts are commonly found on military it does not restrict movement in any way. Shell hilts
or naval weapons, or on off-hand weapons (with a are common on rapiers and smallswords, but are also
lighter shell hilt on the main sword or rapier); civilian sometimes found on off-hand daggers or short swords
weapons are more likely to have a shell hilt. designed for use with rapiers, so as to match the style
of the two weapons.
Bayonet attachment: A bayonet attachment can be
built into any arming sword, short sword, or dagger at
the time of its construction, and allows it to function
as a bayonet when attached to a longarm (rifle or
musket). Though most bayonets are smaller (dagger-
sized; see The Sharp End: Knife), a few are “sword
bayonets,” designed to be formidable weapons in their
own right even when detached from the longarm. A
bayonet still functions in its normal role (and has its
normal game statistics) when so detached. Bayonets
were originally devised in the late 17th century,
so as to allow a musketeer to use his musket like
a spear once it had been fired, obviating the need
for separate units of musketeers and pikemen. The
earliest bayonets plugged directly into the barrel of the
musket, causing all manner of problems and generally
being more trouble than they were worth. It was soon
realized that attaching the bayonet to the outside of
the barrel by rings and lugs was far more practical,
and much the same method is used for modern-era
bayonets, allowing the weapon to be fired with the
bayonet attached. Although it is often regarded as a
Putting it all Together: warriors called gallowglasses, around the 16th century.
This is a cheap, robust, easy-to-produce sword, ideal
Example Swords for combatants who did not expect to wear armor.
The following swords have been designed using It remained popular for at least a couple of hundred
the system given in this chapter. Each takes a years in both Ireland and Scotland, and similar swords
standard sword type and incorporates one or more were used in England as cavalry weapons. The later
modifications, which will impact both the price paid Scots variant is sometimes known by the name
for the blade, and the quality. Technically the African “claymore,” previously the word used for a Scottish
club-sword and Aztec club-sword are both examples variety of two-handed sword. These weapons could be
too, but both differ sufficiently from their originals found in both backsword and broadsword forms; the
that they warrant separate entries. one presented here is a backsword.

Flamberge: Katana:
Greatsword; masterwork; wavy blade. Damage: 1d10/ Bastard sword; masterwork; pattern-welded;
2d6. Critical: 19-20/x2. Hardness: 10. Hit Points: 10. backsword. Damage: 1d8/1d10. Critical: 19-20/x2.
Cost: 460gp Hardness: 12. Hit Points: 11. Cost: 460gp
(Cost breakdown: 50gp for greatsword, +4gp for wavy (Cost breakdown: 35gp for bastard sword, -3gp for
blade = 54gp, + 300gp for masterwork = 354gp.) backsword = 32gp, x5 for pattern-welded = 160gp +
The flamberge is a late medieval to early renaissance 300gp for masterwork = 460gp.)
greatsword, carried by certain of the best soldiers The katana is the iconic blade of the Japanese
of the German and Swiss mercenary companies, Samurai, a long-handled sword with an almost
the Landsknechts. Those capable of effectively undetectable curve to its single-edged blade. A single
bearing and wielding a greatsword are known as sword may take a year or more for a skilled smith to
doppelsoldner, or double-soldiers, reflecting their forge, and then be passed on from father to son as the
double pay and supposed double capabilities as family blade for many generations. Together with a
compared to an ordinary mercenary. This flamberge is wakizashi (see below) the katana forms the daisho,
particularly fine example, with its ornately terrifying or “long-short,” the pair of swords carried to denote
wavy blade. samurai status.

Damascus Rapier: Wakizashi:


Rapier; masterwork; Damascus steel; shell hilt. Shortsword; masterwork; pattern-welded; backsword.
Damage: 1d4/1d6. Critical: 18-20/x2. Hardness: 13. Damage: 1d4/1d6. Critical: 19-20/x2. Hardness: 12.
Hit Points: 7. Cost: 16gp Hit Points: 7. Cost: 335gp
(Cost breakdown: 20gp for rapier, +3gp for shell hilt (Cost breakdown: 10gp for shortsword, -3gp for
= 23gp, x10 for Damascus steel = 230gp + 300gp for backsword = 7gp, x5 for pattern-welded = 35gp +
masterwork = 530gp.) 300gp for masterwork = 335gp.)
This is one of the most beautiful and deadly rapiers The wakizashi is the shorter companion sword to
ever made, with a dark and light pattern running the katana. The two swords are worn by samurai
through its blade, and an intricately worked shell hilt. on the left hip, thrust through a sash. Some samurai
It is so well-balanced as to feel like a feather in the sword schools recommend the use of both swords
hand. simultaneously, one in each hand. For other samurai,
the shorter wakizashi is intended solely for use
Irish Backsword: indoors, where the katana is too long and unwieldy
Longsword; basket hilt; backsword. Damage: 1d6/ (and not carried anyway, according to the requirements
1d8. Critical: 19-20/x2. Hardness: 10. Hit Points: 9. of politeness). Other persons of status, who are not
Cost: 16gp samurai, may be permitted to bear the wakizashi
(Cost breakdown: 15gp for longsword, -3gp for (only).
backsword = 12gp, + 4gp for basket hilt = 16gp.)
Irish backswords, also known as Gaelic swords,
were first found in the hands of Irish mercenaries and
Viking Jarl’s Sword:
Longsword; masterwork; pattern-welded. Damage:
1d6/1d8. Critical: 19-20/x2. Hardness: 12. Hit Points: Symbol of Nobility
9. Cost: 375gp
(Cost breakdown: 15gp for bastard sword, x5 for Cross-culturally, the sword is a symbol of honor
pattern-welded = 75gp + 300gp for masterwork = and authority, a sign that the swordbearer is a
375gp.) warrior-aristocrat of some standing. Ordinary
Swords were highly folk will tend to obey and trust such a person, not
valued in Viking society, so much out of fear but out of respect.
and swordsmiths were
treated as wonder- Anyone wearing a sword at his belt gains a +2
workers or magicians. circumstance bonus to all uses of the Diplomacy
Most ordinary men could or Bluff skills targeting persons who only have
not afford a sword, and the Commoner class.
would wield spear, axe, or
scramasax (a long knife)
as their primary weapon.
A professional warrior
in a lord’s personal
bodyguard might have
a much-prized pattern-
welded blade, but only his “They Don’t Like It Up ’Em”
master could afford this
weapon, the Viking Jarl’s Every man has an instinctive fear of a cold,
sword. sharp-edged steel blade. It’s the same fear which
is associated with the bite of a deadly snake.
– John Styers, “Bowie’s Cold Steel”

Swords are also used to terrify civilian


populations into submission, and for many years
were used against such populations by militias,
town guards, city watches, and even police.

Anyone holding a sword in his hand gains a +2


circumstance bonus to all Intimidate attempts
against an unarmed person within 10 feet.
Feats Half-Swording
When the phrase “any sword” is used as part of a Most people just swing a two-handed sword by the
feat’s description or requirements, it may be assumed handle, but you have learned the techniques of half-
that any of the weapons presented in this supplement swording, allowing you to wield the weapon more
can be classed as swords. like a spear – one hand on the hilt or pommel, and
the other forward of the guard, on the blade itself
(sometimes on a blunted, leather-covered part of the
Exotic Sword blade called a ricasso). This mode of use has several
You have learned how to use all sword-like weapons, advantages in combat, particularly if attacking heavily
however unusual. armored opponents. It can even be effective when
Requirements: Base Attack Bonus +3, Exotic grappling; unlike a spear, this weapon’s “shaft” is a
Weapon Proficiency (bastard sword, cavalry saber, blade as dangerous as its point.
dueling rapier, executioner’s sword, or grosse Requirements: Martial Weapon Proficiency
messer) Benefits: Half-swording may be performed
Benefits: You may the following weapons as when you wield any of the following weapons
though they were Martial weapons: bastard sword, two-handed: arming sword, longsword, bastard
cavalry saber, dueling rapier, executioner’s sword, sword, greatsword. You may declare any of your
and grosse messer. attacks with such a weapon as half-swording
Normal: The above weapons are usually attacks. When you make a half-swording attack,
considered Exotic. you gain a +1 bonus to your attack roll against an
opponent wearing Medium Armor, and a +3 bonus
to your attack roll against an opponent wearing
Falsifying Heavy Armor. Half-swording attacks are always
Falsifying is making a feint to one area to set the Piercing attacks, even if the weapon could not
opponent up for a devastating attack to a more vital normally make Piercing attacks. All half-swording
area. attacks have a -2 penalty to damage. Furthermore,
Requirements: Weapon Focus, Int 13, Bluff 4 you may make an attack with the weapon when
ranks. grappling or being grappled, though you take a -
Benefits: Once per round, when wielding any 4 penalty on the roll as usual for attacking with a
weapon with which you have the Weapon Focus weapon during a grapple.
feat, you may declare one of your attacks to be a Normal: Normally you may only make an attack
falsifying attack. If you miss, your opponent may with an unarmed strike, natural weapon, or light
immediately make an Attack of Opportunity on weapon when grappling.
you. If you hit, you do +1d6 damage. Special: A character half-swording with a tapered
blade doubles the tapered blade bonus against
heavy armor to +2. This is cumulative with the
bonus for half-swording.
Hanger Expert
You are an experienced executioner with a hanger, Swordsman’s Gambit
even in the heat of battle, so long as you or one of A master swordsman will occasionally offer his
your comrades can just hold the victim down for long opponent what seems to be a weak spot in his defense.
enough. This revealed opening is a trap, and the opponent
Requirements: Weapon Focus (hanger) who tries to take advantage of it will find themselves
Benefits: When you use a hanger to attack a rapidly skewered.
grappling opponent (whether you are grappling Requirements: Weapon Focus (any sword), Wis
them or not), you gain a +2 bonus to your attack 13, Base Attack Bonus +4
roll and a +1d6 damage bonus. Furthermore, you Benefit: Once per round, if you are armed with
gain a +2d6 damage bonus using your hanger any sword with which you have Weapon Focus,
against a helpless opponent, rather than the usual when attacked by an opponent whose Wisdom is
+1d6 bonus. lower than yours, you may declare a swordsman’s
Normal: Usually you only gain a +1d6 damage gambit. You gain a +2 bonus to Armor Class
bonus against a helpless opponent. against that attack. If they miss, you may
immediately make an attack of opportunity against
them, with a +1 bonus to damage if you hit. If it
Improved Smallsword Flurry turns out that your opponent’s Wis is the same as
You are adept at making rapid, lethal attacks with your yours, your Swordsman’s Gambit has no effect.
smallsword. Your enemies find themselves leaking If the opponent’s Wis is higher than yours, your
from multiple wounds before they even realize they AC has a –2 penalty against the attack, and you do
are in a fight. not gain an attack of opportunity even if the attack
Requirements: Weapon Focus (smallsword), Dex misses.
13, Base Attack Bonus +2
Benefits: When performing a smallsword flurry as
a full attack, you gain a further additional attack. Weapon Elegance
The penalty to your smallsword flurry attacks is Your fighting style is beautiful and almost captivating
increased from -2 to -4. – your blade is constantly, hypnotically in motion.
Requirements: Weapon Focus (any sword), Dex
13+, Cha 13+
Swift Riposte Benefit: Any lesser opponents (anyone whose
In your hands, a sword moves fluidly and rapidly from highest Base Attack Bonus is less than half as
a parry to an immediate counterattack. much as yours) suffer a –2 to hit you due to the
Requirements: Combat Expertise, Weapon Focus distracting movements of your blade. This applies
(any one-handed sword), Dex 13, Base Attack only when you are armed with any sword with
Bonus +6 which you have Weapon Focus.
Benefit: When using Combat Expertise and armed
with any one-handed sword with which you have
Weapon Focus, if your opponent misses you as
a direct result of your Combat Expertise (i.e.
if he would have hit your regular Armor Class,
but missed because of the extra dodge bonus
you gained from Combat Expertise), you may
immediately make an attack of opportunity against
him. There is no limit to the number of times this
ability may be used in a combat round, except for
the usual limits and rules that apply to attacks of
opportunity.
The Sword-Masters
This section of The Sharp End: Sword covers prestige styles, drawing a little from each to create a powerful
classes dedicated to specific styles of sword-wielding. but practical set of techniques. This class is best suited
For the most part, these are closely based on real- to modern or futuristic campaigns that also allow the
world schools or techniques of the sword, so as to historical classes, though it might also fit a particularly
lend verisimilitude to both historical and fantastic eclectic fantasy style, or a historical campaign in
campaigns. It is an easy enough matter for GMs which the prospective Western Martial Artist has
to alter the names to fit nations or regions of their traveled widely and studied under a number of very
preferred fantasy world, if desired. Historical classes different fencing-masters. Entry requirements are
included are Diestro, Fechtmeister, Master of Fence, particularly stringent.
Master of the Five Rings, and Master of Scrimia. All
these classes could be viable in modern campaigns Note that most of the classes are easily adaptable
too, given the contemporary revival of both western to futuristic “bladed” melee weapons too; energy
and eastern arts of fencing. cutlasses, vibro-blades, power swords, monomolecular
katanas, and so on, could all potentially be used with
The Western Martial Artist class reflects the modern- these ancient techniques, and said techniques could
day synthesis of several of the European historical undergo a revival (or parallel evolution) in the future.
Diestro Class Features
Weapon and Armor Proficiency: The diestro is
(Historical, Renaissance, European)
The diestro is an exponent of the Spanish school proficient with all simple weapons and all martial
of fencing, La Destreza. Based on geometry and melee weapons. In addition, he is proficient with Light
mathematics, La Destreza is very much an attempt to and Medium armor.
create a scientific approach to defense. Movements
are based on circles, arcs, and tangents, with the
entire combat taking place within an imaginary circle, Special Abilities
each combatant at opposite ends of the diameter. La Afirmase: The basic stance of La Destreza is
Destreza is perhaps the most cerebral form of fencing, afirmase, learnt at 1st level. The feet are slightly apart,
often appealing to those with an interest in scientific or but the legs and back are straight, with the right arm
mystical matters. extended full length and the sword pointed directly
at the opponent at all times. Despite the aggressive
appearance of this fighting style, it is actually a highly
Class Skills and Attributes effective defensive stance, as the opponent cannot
Alignment: Any lawful. approach directly without being wounded. The diestro
Skills: Balance, Bluff, Climb, Concentration, must be in afirmase stance to use any of her other
Knowledge, Jump, Ride, Sense Motive, Spot. diestro special abilities. When she is in afirmase, the
Skill Points at each level: 4 + Int modifier diestro may designate one opponent to receive a -2
Hit Dice: d10 Circumstance Penalty to attacks against her, but she
loses her Dexterity bonus to Armor Class (if any)
against any other opponents. The diestro may wait
until an attack is declared against her before selecting
Requirements
that opponent as the one who receives the penalty.
Base Attack Bonus: +5
Skills: Knowledge (Mathematics) 4+, Concentration
Curvo: Curved steps around the circumference of
2+.
the La Destreza circle allow the diestro of 2nd level
Feats: Weapon Focus (longsword or rapier), Combat
or above to fight more effectively against a fellow
Expertise, Two-Weapon Fighting, Dodge.
Spanish fencer. He no longer receives a -2 penalty
when attacking another diestro who is in afirmase
In addition, the prospective diestro must find a teacher
stance, and no diestro whose Base Attack Bonus is
and embark on a course of study lasting at least six
lower than his may use desvio, recto, or estocadas
months. Few teachers of La Destreza travel outside
against him (see below).
Spain.

The Diestro
Class Level BAB Fort Ref Will Special
1st +1 +0 +0 +2 Afirmase
2nd +2 +0 +0 +3 Curvo
3rd +3 +1 +1 +3 Desvio
4th +4 +1 +1 +4 Tacto
5th +5 +1 +1 +4 Atajo
6th +6 +2 +2 +5 Estocadas
7th +7 +2 +2 +5 Recto (Improved Desvio)
8th +8 +2 +2 +6 Llave y gobierno
9th +9 +3 +3 +6 Passos mas perfectos
10th +10 +3 +3 +7 Filosofia de las Armas
Desvio: The technique of desvio, learnt at 3rd level, is unable to determine her statistics; if the diestro wins
involves the diestro parrying the opponent’s weapon by 10 or more, she has the choice of either preventing
on the forte (the half of the blade nearest to the the opponent from determining her statistics as usual,
guard) of his own, and with the same movement or giving the opponent deliberately false information
stabbing them with his point. The speed & directness (in which case, the diestro decides what Strength,
of this attack can be devastating. In effect, it is a Dexterity, Hit Points remaining, and Base Attack
simultaneous parry and riposte. Once per round, when Bonus, she wants him to think she has).
an opponent declares an attack against him, the diestro
may make a desvio attack as a free action. A desvio Atajo: From 5th level and up, on any round in which
attack is made at the diestro’s best attack bonus, with he has made Tacto contact with his opponent and
any penalties and bonuses that would normally apply succeeded in his Sense Motive roll, the diestro gains
to his attacks. The diestro’s attack roll is opposed to a +2 Circumstance Bonus to either his next attack
his opponent’s; if the diestro’s is higher, he damage the against that opponent, or his armor class against that
opponent just as though he had made a normal attack, opponent’s next attack against him, whichever comes
and the opponent’s own attack automatically misses. first.
After the diestro makes a desvio attack, whether he
beats his opponent’s attack roll or not, he suffers a -2 Estocadas: Estocadas are quick, versatile thrusting
penalty on all his attacks for one round. attacks that can be made from almost any position,
learnt by the diestro at 6th level. Any time the diestro
Desvio may only be used against an opponent whose may makes an attack of opportunity, she may take a +2
highest Base Attack Bonus is less than half as much as bonus to hit in exchange for a -2 penalty to damage.
the diestro’s. If attempted against a better opponent, it
fails automatically, but the diestro doesn’t suffer any Recto (Improved Desvio): The diestro of 7th level
penalty other than having wasted his desvio attempt and above has been specially trained in a range of
for that round. desvio techniques intended for defeating opponents
who have no training in La Destreza. Like standard
For example: Maria de la Vega is dueling with an desvio, these techniques are used to counter-attack just
uncouth Englishman, Captain Hart. Captain Hart as the enemy strikes, but usually make use of straight
attacks with his sword. De la Vega declares a desvio attacks (recto), which would be very dangerous
attack in response. Captain Hart rolls a 17 plus his against another diestro. A diestro of 7th level or
Attack Bonus of +6, for a total of 23. De la Vega gets a higher may use the Desvio special ability against any
14 on her desvio attack roll, plus her +15 attack bonus, opponent, so long as the opponent does not have the
for a total of 29, easily beating her foe’s attack roll. Curvo special ability (see above).
Hart’s attack misses, and de la Vega’s hits.
Llave y Gobierno: Literally translating as “The Key
Tacto: From 4th level onwards, once per round, on and the Government”, this technique is learnt by the
making blade to blade contact with an opponent (by diestro at 8th level, and is a little like an extremely
one party or the other making a Disarm or Sunder sophisticated feint, but does not involve anything so
attempt against the other’s weapon, or when one blatant as a feigned attack. Rather, the diestro fools
party or the other uses Combat Expertise, Fighting his opponent by almost imperceptible subtleties
Defensively, and/or Total Defense), the diestro may of position and footwork, setting up a near-perfect
immediately make a Sense Motive roll (DC = 15) to attack. Llave y gobierno is a full-round action, but
discover precisely her opponent’s Strength, Dexterity, only allows the diestro to make a single attack. If
Hit Points remaining, and Base Attack Bonus. the diestro is successful in a Bluff vs. Sense Motive
contest with his opponent, his attack is at +3 to hit and
Alternatively, the diestro may attempt to use her Tacto +3 damage.
ability to foil her opponent’s Tacto ability, if any. In
this case, the diestro opposes her Bluff roll to her Passos mas perfectos: “The Perfect Steps” are
opponent’s Sense Motive roll, instead of her opponent the result of an innate understanding of spatial
having to beat a 15. If the diestro wins, her opponent relationships, coupled with superbly practised
athleticism. From 9th level up, once per round, the
diestro may either add her Intelligence bonus to all her
attacks against one opponent for a round, or add her
Intelligence bonus as a dodge bonus to her armor class
against one opponent for a round.

Filosofia de las Armas: The cold detachment,


produced by the diestro’s study of swordsmanship as
merely another form of mathematics and geometry,
allows him to fight calmly and carefully in any
situation, not distracted by such minor factors as
opponents pointing swords at him. At the 10th level,
a diestro may choose to attempt a Concentration skill
check (DC 15) each round. If he succeeds, he can (and
must) Take 10 on all melee attack rolls that round, just
as if he were using a skill instead of making an attack.
Furthermore, the successful Concentration check
means that the diestro suffers no penalties to melee
attack rolls for being dazzled, entangled, shaken,
or frightened, or any concealment penalties, or any
morale penalties, or penalties for squeezing through a
narrow space.

Fechtmeister Requirements
Base Attack Bonus: +5
(Historical, Medieval, European)
Feats: Dodge, Weapon Focus (longsword, bastard
Fechtmeisters are experts in the Germanic style
sword, or greatsword), Half-Swording, Improved
of medieval swordsmanship typified by Talhoffer,
Sunder, Power Attack
Ringeck, and Liechtenauer. They are direct and
practical, focusing on killing the opponent as rapidly
as possible while avoiding or setting aside his blows.
They wield a variety of swords and other edged Class Features
weapons, but with a particular emphasis on two- Weapon and Armor Proficiency: The fechtmeister is
handed sword use and the powerful blows such blades proficient with all simple weapons, all martial melee
can deliver. weapons, and the bastard sword. In addition, she is
proficient with Light, Medium, and Heavy Armor.
Unusually for the fencing-masters, the fechtmeisters
are expected to be capable of fighting and performing Special Abilities
all their special attacks and defenses even when Avoidance & Setting Aside: The fechtmeister’s
wearing full armor. preferred defense is to simply be where the attack
is not (avoidance), but failing that she uses the
techniques of versetzen and absetzen to “set aside”
Class Skills and Attributes
the opponent’s weapon with her own. This setting
Skills: Balance, Climb, Intimidate, Jump, Ride,
aside is intended to take the opponent’s weapon out
Tumble.
of line, while setting the fechtmeister’s weapon up
Skill Points at each level: 2 + Int modifier
for a counterattack. It is not to be confused with the
Hit Dice: d10
parrying taught by later fencing masters, since setting
aside tends to be part of, or immediately preparatory
The Fechtmeister
Class Level BAB Fort Ref Will Special
1st
+1 +0 +2 +0 Avoidance & Setting Aside +1
2nd +2 +0 +3 +0 On the Sword (Sunder)
3rd +3 +1 +3 +1 Bind
4th +4 +1 +4 +1 Enclosing
5th +5 +1 +4 +1 Avoidance & Setting Aside +2
6th +6 +2 +5 +2 Cross Cut
7th +7 +2 +5 +2 On the Sword (Bind)
8th +8 +2 +6 +2 Seizing the Before
9th +9 +3 +6 +3 Avoidance & Setting Aside +3
10th +10 +3 +7 +3 Murder Stroke

to, a counterattack, rather than a separate, defensive vulnerable. Note though that this attack is otherwise a
action in its own right. A fechtmeister gains +1 to AC, normal attack, part of either an attack action or a full
so long as she is wielding at least one one-handed or attack action. It may be used once per round.
two-handed slashing or piercing weapon, excluding
reach weapons. This bonus increases to +2 at 5th level, Bind: The bind is a counter-attack made by the
and to +3 at 9th level. fechtmeister on her opponent’s weapon, not to damage
it but to lock her own weapon against it, keeping it
On the Sword: “On the Sword” or “Am Schwert” out of action for a few seconds. The fechtmeister must
refers to techniques whereby the fechtmeister makes be armed with a longsword, arming sword, bastard
use of already established blade-to-blade contact to sword, hanger, or dagger to do a bind. A bind attempt
make a further attack or other maneuver. All on the may only be made against an opponent who is her size
sword techniques may be used by a fechtmeister class or smaller. Once per round, immediately after
who is armed with a short sword, longsword, arming her opponent has attempted an attack against her and
sword, bastard sword, greatsword, sabre, rapier, missed, the fechtmeister may bind his weapon as a
hanger, dueling rapier, or grosse messer free action.

The first one learned uses a crooked strike Once the fechtmeister has bound her opponent’s
(Krumphau) to make a quick thrust to follow up a weapon, he may not use it to attack until he breaks
sunder. Once per round, a 2nd level fechtmeister who free of the bind or until the fechtmeister voluntarily
has made a successful sunder attack immediately gets unbinds the blades. The fechtmeister’s own weapon
a melee attack against that opponent as if he hadn’t with which she bound his is also bound up & cannot
used his attack for the sunder attempt. be used to parry or attack. While his weapon is bound,
the opponent may make an opposed bind check in
At 7th level the fechtmeister learns the “Traveling place of an attack to attempt to free his weapon.
After” (Nachreissen) technique on the sword, whereby He may declare that he is using either Strength or
he attacks out of a bind, thrusting over or under Dexterity to try to break free. In either case, each has
the opponent’s weapon. This attack may be made the following attack bonuses:
either immediately after the fechtmeister releases an
opponent’s bound weapon, or immediately after he Base attack bonus + Ability modifier + special bind
successfully escapes an opponent’s bind. In either modifiers
case, he gains a +2 to his attack roll and +2 to damage,
and the opponent loses all dodge bonuses, because the If the fechtmeister’s opponent chose Strength, she
opponent’s weapon is out of line and the opponent is must also use your Strength on her roll to oppose his;
if he chose Dexterity, she must use Dexterity. The make an attack against him at her full attack bonus as
fechtmeister’s opponent’s special bind modifiers are another free action; this does not count as one of her
as follows: –2 if he does not also possess the Bind attacks for the round.
ability; +2 if he possesses the half-swording ability
and is using both hands to wield a weapon that may Seizing the Before: The vor is one of the most crucial
be used with half-swording; +1 to Strength checks concepts in German medieval fencing. In combat, you
for each pound by which his weapon is heavier than are always in a state of either vor (literally “before;”
yours; +1 to Dexterity checks for each pound by that is, acting offensively, acting before the opponent,
which his weapon is lighter than yours; +2 to Strength seizing the initiative) or nach (literally “after;” acting
checks if he is wielding the weapon with both hands; defensively, acting after the opponent, losing the
+2 to Dexterity checks for each of the following initiative). An 8th level fechtmeister can seize the
Feats or Special Abilities he possesses which apply initiative from his or her opponent. Once per day,
to the weapon he’s using: Cavatione, Weapon Focus, he may “seize the before” at the start of any combat
Weapon Specialization. The fechtmeister gets the round (this may be the first round of the combat, or
same modifiers for Feats, Special Abilities, and half- it may not). He adds his class level in fechtmeister to
swording, but none of the other modifiers. his current initiative score; the new initiative score
is effective immediately, altering the initiative order
If the fechtmeister’s opponent succeeds, he has broken for that round and all subsequent rounds in the same
free of the bind: if not, his weapon is still bound. Of combat.
course, even if his weapon remains bound, he can
drop it and draw another, or attack with an off-hand Murder Stroke: The fechtmeister makes a murder
weapon. stroke (mortschlag) by reversing her sword and
smashing the pommel down like a hammer. This
Enclosing: Enclosing is the fencing term for blow is utterly devastating, if it lands. She may only
grappling, often done with the off-hand so as to attack make a murder stroke as a full action, and only with
with the sword with the main hand. While grappling, a sword that is being wielded with both hands. This
the fechtmeister may attack with a medium weapon, is a bludgeoning attack at her highest attack bonus;
so long as it is one with which he has Weapon Focus. damage is the same as for the weapon in its normal
In addition, he does not lose his Dexterity bonus mode of use, but the Critical becomes 20/x4 instead
to armor class while grappling, so long as he is not of the usual 19-20/x2. Furthermore, if she chooses
pinning your opponent – he is able to move around to make her murder stroke attack a power attack, she
your opponent so as to have a chance of avoiding may add three times the number subtracted from her
other attacks. If he already has enclosing when he attack roll to her damage roll, rather than double the
reaches 6th level (presumably by having levels in the number as is usual for a two-handed power attack.
master of fence class, see following), he instead gains
Enclosing Riposte (see the class description for Master
of Fence, which follows.).

Cross Cut: The counterattack against a Power Attack,


known as a cross cut or zwerchau, is a maneuver
that “breaks” any powerful overhead blow. The
fechtmeister cross cuts by simultaneously dodging to
the side, warding against the attack with the weapon’s
guard over her head, and cutting sideways at the
attacker’s head. Once per round as a free action, when
the opponent she is using her Dodge feat against
makes a Power Attack against her, she may declare
a cross cut. Her opponent’s penalty to his attack roll
from Power Attack is doubled on that attack. If his
opponent misses, the fechtmeister may immediately
Master of Fence Special Abilities
Improved Weapon Focus: Each time this ability is
(Historical, Renaissance, European)
Masters of Fence are fencing experts trained in gained, one weapon with which the mistress of fence
English style swordsmanship, often either to start their already has the Weapon Focus Feat gains an additional
own fencing academies or to make money as “Stage- +1 to hit, over and above the +1 already granted by
Gladiators” in public prize-fights. Both armed and Weapon Focus. Improved weapon focus cannot be
unarmed techniques are taught. applied to the same weapon more than once. If all the
character’s weapons that have Weapon Focus already
have improved weapon focus applied to the, she
instead gains Weapon Focus as a bonus feat.
Class Skills and Attributes
Skills: Balance, Climb, Heal, Intimidate, Jump,
Enclosing: Enclosing is the fencing term for
Perform.
grappling, often done with the off-hand so as to attack
Skill Points at each level: 2 + Int modifier
with the sword with the main hand. While grappling,
Hit Dice: d10
the master of fence may attack with a medium
weapon, so long as it is one with which he has Weapon
Requirements Focus. In addition, the master of fence does not lose
Base Attack Bonus: +5 his Dexterity bonus to armor class while grappling, so
Feats: Weapon Focus in any sword weapon; plus long as he is not pinning his opponent – he is able to
Combat Reflexes, Dodge, True Gardant, Spring move around his opponent so as to have a chance of
Attack, and Mobility. avoiding other attacks. If the master of fence already
has enclosing when he reaches 2nd level (presumably
In addition, the candidate must defeat at least one by having levels in the fechtmeister class, see p. XX),
Master of Fence in a prize-fight (see the “Code he instead gains Enclosing Riposte (see p. XX).
Duello” appendix).
Improved Combat Reflexes: At this level, the
mistress of fence’s reflexes are so honed that there is
Class Features no limit on the number of attacks of opportunity she
can make each round, except for the usual limit of one
Weapon and Armor Proficiency per opponent.
The Master of Fence is proficient with all simple
weapons, all martial melee weapons, and the bastard
sword. In addition, she is proficient with Light Armor.

The Master of Fence


Class Level BAB Fort Ref Will Special
1 st
+1 +0 +2 +0 Improved Weapon Focus
2nd +2 +0 +3 +0 Enclosing
3rd +3 +1 +3 +1 Improved Combat Reflexes
4th +4 +1 +4 +1 Improved Weapon Focus
5th +5 +1 +4 +1 Improved True Gardant
6th +6 +2 +5 +2 Enclosing Riposte
7th +7 +2 +5 +2 Improved Weapon Focus
8th +8 +2 +6 +2 Weapon Judgment
9th +9 +3 +6 +3 Weapon Measure
10th +10 +3 +7 +3 Pressing In and Flying Out
Improved True Gardant: One Mr Johnson, an
English stage-gladiator, perfected the technique
of attacking from a true gardant stance. This
can be highly effective, as it is possible for a
fencer to wrench his weapon round from the true
gardant position to attack from almost any angle.
However, due to its roots as a stage-gladiator
technique, it is only really useful in prize-fights
or similar situations. When faced with a single
opponent, wielding an identical weapon or
identical combination of weapons to himself,
the master of fence may use true gardant while
making a full attack action.

Enclosing Riposte: Any time the mistress


of fence’s opponent attacks her and misses, she Weapon Measure: While she is armed with the
may make a special attack of opportunity called an weapon she picked for her Weapon Judgment ability,
enclosing riposte. This enclosing riposte attack must the mistress of fence’s opponent does not gain the
be an attempt to start a grapple. This is a grapple much benefits of the following Feats against her: Improved
like any other grapple, except that the opponent does Critical, Improved Disarm, Improved Sunder,
not get an attack of opportunity against her grapple. Falsifying, and Swordsman’s Gambit.

Weapon Judgment: The master of fence chooses one Pressing In and Flying Out: While armed with the
weapon from longsword, greatsword, rapier, dagger, weapon he picked for his Weapon Judgment ability,
quarterstaff, bastard sword, longspear, or halberd. the master of fence may move 10’ in a round in which
While he is armed with that weapon, he may add his he performs a full-round attack, either before or after
Intelligence bonus to one of his attacks each round. his attacks, or 5’ before and 5’ after. Moving in this
way does not provoke an attack of opportunity from
the defender he attacks. This ability can’t be used in
medium or heavy armor.
Master of the Class Features

Five Rings Weapon and Armor Proficiency


The Master of the Five Rings is proficient with all
(Historical, Renaissance, Asian)
A Master of the Five Rings has studied the simple weapons, all martial melee weapons, and the
techniques of Miyamoto Musashi and other Japanese bastard sword. In addition, she is proficient with Light
swordsmanship experts. He may or may not be a and Medium Armor.
samurai; the swordsmanship techniques of Japanese
martial arts are commonly taught to samurai, but are Special Abilities
at least as useful to other warriors, just as the Western Earth: A Warrior’s Strong Weapons (Ex): A
martial arts are effective for men-at-arms as well as for mistress of the five rings will choose sturdy weapons,
knights. capable of standing up to the rigors of battle, and
can wield them in such a way that they are highly
durable. Any Sunder attempt targeting a weapon she is
wielding is made at a -4 penalty.
Class Skills and Attributes
Alignment: Any non-chaotic.
Water: The Strategist’s Gaze (Ex): The master
Skills: Balance, Intimidate, Jump, Ride, Search, Sense
of the five rings learns to see to both sides without
Motive, Spot, Tumble.
moving the eyes, to examine far-off things as though
Skill Points at each level: 2 + Int modifier
they were close, and to look at close-up things with a
Hit Dice: d10
distant eye. He gains a +2 bonus on all Spot & Search
checks, and he can no longer be flanked. This denies
Requirements a rogue the ability to sneak attack the character by
Base Attack Bonus: +5 flanking him, unless the attacker has at least four more
Feats: Weapon Focus (Bastard Sword), Dodge, rogue levels than the target has levels in master of the
Mobility, Spring Attack. five rings.

The Master of The Five Rings


Class Level BAB Fort Ref Will Special
1st
+1 +0 +0 +2 Earth: A Warrior’s Strong Weapons
2nd +2 +0 +0 +3 Water: The Strategist’s Gaze
3rd +3 +1 +1 +3 Fire: Collapsing the Enemy
4th +4 +1 +1 +4 Air: The First Shout
5th +5 +1 +1 +4 Void: Unclouding the Spirit
6th +6 +2 +2 +5 Earth: Wooden Death
7th +7 +2 +2 +5 Water: Calmness of Spirit
8th +8 +2 +2 +6 Fire: Crushing the Enemy
9th +9 +3 +3 +6 Air: The Second and Third Shouts
10th +10 +3 +3 +7 Void: One Sword Defeats Ten Men
Fire: Collapsing the Enemy (Ex): The mistress of
the five rings is trained to ruthlessly and relentlessly
follow up any moment of weakness on the part of
the enemy. Once per round, if she has just made an
attack of opportunity which hit and dealt damage, she
may make an immediate attack on the same opponent
at her full attack bonus as a free action. In this case,
though, any attackers other than the opponent she
made the attack of opportunity on gain a +2 bonus to
hit the mistress of five rings for one round; she will
concentrate on finishing her chosen opponent first,
even at risk to herself.

Air: The First Shout (Su): The master of the five


rings gives off a loud shout on entering battle,
unnerving the enemy and putting him off his stroke.
As a free action, just before initiative is rolled, he may
give the First Shout targeting a specific opponent.
The opponent must make a Will save, DC = 10 +
the master of five rings’ class level + the master of
five rings’ Charisma bonus. If he fails, he takes a -4
morale penalty to initiative. A master of the five rings
may give the First Shout any time that initiative is
about to be rolled. Note that a shout is loud, and is not
compatible with stealthy activity!

Void: Unclouding the Spirit (Ex): It is said that when steel sword, has Hardness and Hit Points like a steel
a mistress of the five rings learns to truly uncloud sword, and even deals Slashing or Piercing damage
her spirit and see things as they really are, she cannot (as appropriate) rather than Bludgeoning damage.
be deceived in combat. She gains a +4 circumstance Furthermore, the master may wield any wooden tool
bonus to her Sense Motive checks concerning an or similar object, at least 3 ft. in length and with a part
opponent’s attempts to feint in combat. Furthermore, that can easily be grasped as an impromptu handle, as
she retains her Dexterity bonus to AC (if any) even a weapon with the game statistics found at the bottom
if she is caught flat-footed or struck by an invisible of this page.
attacker. However, she still loses her Dexterity bonus
to AC if immobilized. These new characteristics of the wooden sword or
found wooden object apply only so long as the master
Earth: Wooden Death (Ex): It is said that Musashi is wielding the weapon, and can never apply for any
became as proficient and deadly with the wooden other wielder.
bokken practice sword as with a steel katana, and that
he once defeated a foe in a duel while armed only Found wooden objects can include oars, chairs, table
with a wooden oar. From 6th level, the master of the legs, agricultural tools, and sections of planking or
five rings treats any wooden sword as though it were fencing, among other things.
made of steel; it has a normal critical range for a

Two-handed Martial Cost Dmg Dmg Critical Range Weight1 Type2 Hardness Hit
Weapon (S) (M) Increment Points
Found Wooden Object – 1d8 1d10 19–20/x2 — As per Bludgeoning 10 8
object
Water: Calmness of Spirit (Ex): The mistress of five Void: One Sword Defeats Ten Men (Ex): A 10th
rings has an indomitable calmness to her spirit, and level master of five rings is a fearsome opponent
gains a +4 bonus on all Will saving throws concerning indeed, capable of taking on and beating ten foes at
resisting fear, panic, horror, terror, morale penalties, or once. If he is armed with a masterwork bastard sword,
similar effects. he may, as a full-round action, make a special void
attack as well as moving up to 10 ft. either before
Fire: Crushing the Enemy (Ex): The master of five or after the attack (this movement does not provoke
rings must destroy lesser opponents rapidly, so as to attacks of opportunity). The special void attack
quickly move on to more worthy foes. When he is counts as one attack at the master’s full attack bonus
fighting an opponent whose Base Attack Bonus is against each of up to 10 opponents who are within 10
lower than hers, he gains a bonus to all his damage ft. of him. Any target who is struck is dealt damage
rolls equal to the difference between the two Base as though attacked normally by the master, and
Attack Bonuses. furthermore is at a -4 penalty to attack the master for
one full round thereafter. This ability cannot be used
Air: The Second and while wearing heavy armor.
Third Shouts (Su): The
Second Shout is given as
the mistress of five rings
strikes with her sword,
and puts off her opponent
from his defense, making
it easier for her to hit him.
So long as she is able
and willing to shout, her
opponent has a -1 morale
penalty to AC against all
her melee attack rolls.

Furthermore,
immediately after
she has defeated an
opponent (reducing
him to 0 hit points or
below), she may give
the Third Shout, a cry of
victory. Any opponent
within 30 ft. of her when
she gives off this shout
must make a Will save,
DC = 10 + her class level
+ her Charisma bonus. If he
fails, he takes a -1 morale penalty
to any melee attacks he makes against
her during the next five minutes.

Note that a shout of either kind is loud,


and is not compatible with stealthy
activity!
Master of Scrimia Requirements
Alignment: Any non-chaotic.
(Historical, Renaissance, European)
Continental fencing-masters generally study either Base Attack Bonus: +5
the Italian school (Scrimia), or the French school Feats: Weapon Focus (longsword, arming sword,
(Escrime) which is derived from the Italian. The rapier, dueling rapier, or smallsword), Combat
German school (Schermize) is similar. Because the Expertise
European fencing masters learnt from one another & Special: In addition, you must find a fencing master to
borrowed techniques whenever they found something teach you. This is usually just a case of paying plenty
that was effective, this class is designed to be flexible of cash. It’s a lot easier to find masters of this style
– the GM can design variants of it very easily to around the world than either the English or Spanish
represent the style taught by a particular Master. styles. Even in England and Spain, there are plenty of
Schools based on this class can be found even in French or Italian fencing-masters teaching Escrime or
England and Spain, rivaling the national styles of Scrimia in competition with the native styles.
those countries.

The player is of course welcome to call himself Class Skills and Attributes
“Master of Escrime” or “Master of Schermize,” or Skills: Dependent on individual school. When setting
indeed, to call herself “Mistress of…” if that seems up a school profile, the GM should pick six skills to
more appropriate to the character’s background. be Class Skills from the following list: Balance, Bluff,
Scots learning from French sword-masters via the Climb, Heal, Intimidate, Jump, Perform, Ride, Sense
“Auld Alliance” against England may call themselves Motive, Tumble.
Scrimgers, or Scimgeours; if the same knowledge is
passed on to any English swordsmen, they will name Skill Points at each level: 2 + Int modifier
themselves Skirmishers, or Scrimmagers. It’s all much Hit Dice: d10
the same word, from the same root; there are only so
many ways to swing a sword, after all.

The Master of Scrimia


Class Level BAB Fort Ref Will
1st +1 +0 +2 +0
2nd +2 +0 +3 +0 The Master of Scrimia
3rd +3 +1 +3 +1
4th +4 +1 +4 +1 Special Abilities by Level
1st: Choose one from: Bind or Quart Guard or Stesso
5th +5 +1 +4 +1
Tempo
6th +6 +2 +5 +2
2nd: Choose one from: Beat or Lunge or Cavatione
7th +7 +2 +5 +2 3rd: Choose one from: Quart Guard or Esquive or Stesso
8th +8 +2 +6 +2 Tempo
9th +9 +3 +6 +3 4th: Choose one from: Beat or Lunge or Double Falsing
10th +10 +3 +7 +3 5th: Choose one from: Esquive or Colpo di Arresto or Bind
or Duo Tempo
6th: Choose one from: Cavatione or Coup de Jarnac or
Contratempo or Cloak Deceits
7th: Choose one from: Bonetti’s Defence or Colpo di
Arresto or Saviolo’s Ward or Mezzo Tempo
8th: Choose one from: Coup de Jarnac or Double Falsing
or Contratempo or Cloak Deceits
9th: Choose one from: Bonetti’s Defence or Duo Tempo or
Saviolo’s Ward or Mezzo Tempo
10th: Botta Segrete
Class Features attack against her and missed, the mistress of scrimia
may bind his weapon as a free action.
Weapon and Armor Proficiency: The Master of
Scrimia is proficient with all simple weapons and all Once the mistress of scrimia has bound her opponent’s
martial melee weapons. In addition, she is proficient weapon, he may not use it to attack until he breaks free
with light armor, bucklers, and cloaks. The Special of the bind or until the mistress of scrimia voluntarily
Abilities of this class may only be used if you are unbinds the blades. The mistress of scrimia’s own
wearing light armor or no armor, and are armed with a weapon with which she bound his is also bound up &
longsword, arming sword, dueling rapier, smallsword, cannot be used to parry or attack. While his weapon is
or rapier in your main hand (in most cases you may bound, the opponent may make an opposed bind check
also have an off-hand weapon if desired). When in place of an attack to attempt to free his weapon.
the text of a Special Ability refers to the use of an He may declare that he is using either Strength or
“appropriate sword”, the ability may be used with any Dexterity to try to break free. In either case, each has
of the above three weapons; when it refers to a specific the following attack bonuses:
weapon such as longsword, arming sword, rapier, or
smallsword, the ability may only be used with that Base attack bonus + Ability modifier + special bind
specific weapon. modifiers

If the mistress of scrimia’s opponent chose Strength,


Special Abilities she must also use your Strength on her roll to oppose
Beat: A beat is a strike to an opponent’s weapon, in his; if he chose Dexterity, she must use Dexterity. The
an attempt to damage it or to knock it out of line ready mistress of scrimia’s opponent’s special bind modifiers
for an attack. You no longer provoke an attack of are as follows: –2 if he does not also possess the Bind
opportunity when attempting to strike an opponent’s ability; +2 if he possesses the half-swording ability
weapon. If you are striking with a piercing weapon, and is using both hands to wield a weapon that may
you may not damage your opponent’s weapon this be used with half-swording; +1 to Strength checks
way, but so long as you and your opponent are both for each pound by which his weapon is heavier than
armed with longswords, both armed with arming yours; +1 to Dexterity checks for each pound by
swords, both armed with rapiers, both armed with which his weapon is lighter than yours; +2 to Strength
dueling rapiers, or both armed with smallswords, you checks if he is wielding the weapon with both hands;
can instead cause your opponent to lose one attack +2 to Dexterity checks for each of the following
(her choice, if she has more than one) from her next Feats or Special Abilities he possesses which apply
attack action or full attack action. If your Beat attack to the weapon he’s using: Cavatione, Weapon Focus,
was a Critical, your opponent loses all the attacks Weapon Specialization. The mistress of scrimia gets
from her next attack action or full attack action. Note the same modifiers for Feats, Special Abilities, and
that in order to score a critical hit, after you have half-swording, but none of the other modifiers.
achieved a threat on your initial roll, you must roll
higher than your opponent’s attack roll (that she made If the mistress of scrimia’s opponent succeeds, he
in opposition to your attempt to strike her weapon) on has broken free of the bind: if not, his weapon is still
your critical roll. bound. Of course, even if his weapon remains bound,
he can drop it and draw another, or attack with an off-
Bind: The bind is a counter-attack made by the hand weapon.
mistress of scrimia on her opponent’s weapon, not
to damage it but to lock her own weapon against Bonetti’s Defense: The famous Italian fencing-master
it, keeping it out of action for a few seconds. The Bonetti, one of the first Europeans to open a school
mistress of scrimia must be armed with a longsword, of Scrimia in England, made his pupils practise their
rapier, smallsword, hanger, or dagger to do a bind. A footwork while wearing lead-lined shoes, so as to
bind attempt may only be made against an opponent build up their agility and sure-footedness. Bonetti’s
who is her size class or smaller. Once per round, defense makes use of that agility to leap away from
immediately after her opponent has attempted an an opponent when attacked. Once per round, as a
free action, the master of scrimia may make a Jump no-one sees her perform it more than once, or else
skill roll to evade a melee attack (DC = 10 + ½ your they may be able to begin to work out how it is done.
opponent’s Base Attack Bonus + your opponent’s This certainly requires that she doesn’t use it more
Dexterity). This counts as a Jump Back, but now that than once on any given opponent, and will also restrict
master of scrimia has learnt Bonetti’s defense he gets her use of it in front of her allies.
a 50% bonus to the distance of any Jump Back that
he makes (the usual maximum still applies). If he If the mistress of scrimia does break her promise,
succeeds, his opponent’s attack misses automatically. perhaps in extremis, anyone seeing her Secret Attack
The master of scrimia is at a -2 to all his own attack more than once may make a straight Intelligence
rolls for one round after using Bonetti’s defense. check, DC: 25, with the following bonuses: their base
attack bonus, and +2 for each time more than twice
Botta Segrete: The botta segrete is the fabled Secret that they’ve seen her do the Secret Attack. Success
Attack that each school teaches its highest initiates. means that they have worked out the basics of the
When the mistress of scrimia joins a fencing school, Attack – it will no longer be effective against them,
your GM will roll a d20 in secret on the following and they may, with time and practice, even be able to
table: perform it themselves (learning it in this way would
require a Feat, at the very least, and probably the
1-8 The Secret Attack is a complex & confusing expenditure of 4 skill points too; GM’s discretion).
variation on an ordinary thrust. If the mistress
of scrimia succeeds in a Bluff vs. Sense Motive All schools protect their botta segrete with great care
test against her opponent (as a free action), her and occasionally extreme violence. They will not
Secret Attack gains a +2 attack bonus. teach the botta segrete to those of chaotic alignment.
Anyone wishing to learn it must swear never to teach
9-13 The Secret Attack is highly injurious: the the botta segrete to anyone, or perform it in front of
mistress of scrimia gets a +2 to damage when anyone more than once. If the mistress of scrimia
she performs it. breaks this oath, and her school ever finds out about it,
they will certainly hunt her down and kill her – very
14-18 The Secret Attack is designed to penetrate or honorably, of course, in a duel if possible.
bypass armor; the mistress of scrimia gains a
+2 attack bonus when using it, so long as her Cavatione: A cavatione is a circular movement
opponent is wearing Light, Medium, or Heavy used to evade a parry or bind, then continue one’s
Armor. attack uninterrupted. The master of scrimia may use
cavatione once per round to do either of the following:
19 The Secret Attack is astonishingly quick – it
does not use up one of the mistress of scrimia’s •If his opponent is Fighting Defensively, and/or
attacks, and she may use it at any time, even using Combat Expertise, and/or taking the Total
during an opponent’s action. All other action Defense action, they gain no benefit from doing so
stops until the secret attack is resolved. against his cavatione attack.

20 The Secret Attack is very deadly. If it hits, it •If the master of scrimia’s opponent has a Bind
does 1d3 damage directly to the mistress of on his (the master of scrimia’s) weapon, and
scrimia’s opponent’s Constitution, as well as the master of scrimia breaks free, he may use
doing its normal damage to hit points. his cavatione to immediately make an Attack
of Opportunity on the opponent. This attack of
Of course, the mistress of scrimia will never find out opportunity gains a +2 bonus, as the master of
how effective the Secret Attack is until she is taught scrimia is already past the opponent’s defense.
it at the highest rank of the school. She is sworn to
secrecy never to teach the botta segrete to anyone but Cloak Deceits: As well as using the cloak partially
another 10th-level master or mistress of her fencing- wrapped around the arm as an impromptu shield, the
school. In addition, she must take care to ensure that mistress of scrimia is trained in its use for a variety of
offensive actions and deceits, which are done with the Desperate Flinging: If the mistress of scrimia
cloak unwrapped. The mistress of scrimia must decide is wearing the cloak normally (as a cloak, rather
whether to wield the cloak defensively (in which case than a weapon) and has both hands free, she
she gains an AC bonus from it as usual, and may parry may attempt to fling the cloak over her head by
with it), or offensively, in which case she may choose grasping and pulling both edges near the collar.
one of the following to attempt as her attack with the This works just like Flinging, except that the
off-hand cloak (two if she has the Improved Two- mistress of scrimia’s entangle attack is at –4.
Weapon Fighting feat): Of course, this does not count as two-weapon
fighting, since it is usually used when the mistress
Falsing to Fling: The mistress of scrimia feints of scrimia has no weapon other than the cloak
that she is about to throw the cloak in the available.
opponent’s face. This works exactly like the Feint
mentioned under Bluff skill in Core Rulebook I, Colpo di Arresto: Colpo di arresto is a counterattack,
except that rather than using up a standard action, a ‘stop hit’ where the master of scrimia trusts to his
Falsing to Fling just uses up one attack with the ability to esquive away from his opponent’s attack
cloak for that round, and the opponent gains a +2 while thrusting against him. Once per round, when
on his Sense Motive roll. attacked, the master of scrimia may declare that he is
doing a colpo di arresto, so long as he has not used his
Flinging: Throwing the cloak over the mistress esquive so far that round. The master of scrimia uses
of scrimia’s opponent’s head works much like up his esquive for the round as usual in an attempt to
Entangling with a net (see Core Rulebook I). The dodge his opponent’s attack; if his opponent misses,
differences are: a cloak is much easier to escape he may immediately make an attack of opportunity
from – only DC 10 on the Escape Artist roll; there against him. The master of scrimia opponent loses all
is no trailing rope for the mistress of scrimia to dodge bonuses to AC against his attack of opportunity.
control; and the victim entangled in the cloak is Whether it works or not, he has a -2 penalty to all
also temporarily blinded (see Core Rulebook I). attacks for one round after doing a colpo di arresto,
Usually, flinging is done with the assistance of including the attack of opportunity itself.
an appropriate sword, in which case one attack
with each weapon is used up, but the attack roll This ability may only be taught by schools that also
is made as though the sword is the weapon being teach esquive.
used, without a penalty for two-weapon fighting.
If the mistress of scrimia prefers to save her sword Contratempo: This is a counter to the colpo di arresto.
attack, she may fling the cloak without help from The mistress of scrimia does not lose her dodge
the sword, in which case she makes her entangle bonus when attacked by a colpo di arresto attack of
attack as a cloak attack and at the usual penalty for opportunity, and if her opponent misses her, she may
two-weapon fighting. make an immediate attack of opportunity against the
opponent who attempted the colpo di arresto against
Flinging and Thrusting: The mistress of scrimia her. This ability is only taught by schools that also
combines flinging the cloak with a simultaneous teach colpo di arresto.
attack with an appropriate sword concealed by the
cloak. This uses up one attack with each weapon, Coup de Jarnac: The coup de Jarnac was created
but is difficult to do well (−2 circumstance penalty spontaneously by a Frenchman during a protracted and
to both the sword and the cloak attack, in addition hard-fought duel. It is a crippling cut with the tip of a
to the usual penalties for two-weapon fighting). rapier (only) to the opponent’s hamstrings, intended
Whether the cloak hits or misses, the mistress of to put them out of action immediately. The coup de
scrimia’s opponent loses all dodge bonuses to AC Jarnac is best used after wearing down one’s opponent
against her sword attack, as the sword is concealed with minor injuries. Attempting to perform a coup de
by the cloak. A hit from the cloak is an entangle as Jarnac provokes an attack of opportunity from the
in Flinging. master of scrimia’s opponent. If his opponent misses,
the master of scrimia makes a standard Attack Roll,
with a penalty dependent on the opponent’s remaining Esquive: An esquive is an attempt to dodge by moving
hit points: only the part of the body which is under threat, rather
than getting the entire body out of the way as with a
Zero hit points –4 standard dodge. It gives the mistress of scrimia a +2
1 to 10 hit points –6 dodge bonus to AC against one attack per round (her
11 to 20 hit points –8 choice, declared before the attack roll is made). This
21 to 30 hit points –10 is not cumulative with any bonus she may have for the
31 to 40 hit points –12 Dodge feat, although you may apply her Dodge feat to
Etc Etc other attacks in the same round.

Roll for damage as normal for the rapier, but do not Lunge: The lunge was for many years a secret
add any Strength bonus (this is an attack that must be attack known only to certain Italian schools. It was
done with great care and precision rather than great so lethally effective that it could not be kept secret
force). So long as the master of scrimia deals 4 or forever, and so it was soon offered as part of the
more points of damage, he has successfully cut his curriculum of most European fencing schools. The
opponent’s hamstrings: the opponent immediately falls lunge was created to offer many of the benefits of
to the floor, and may not use the leg struck at all. No the charge, but with less risk and more versatility.
movement other than crawling is possible. The master of scrimia may lunge with the rapier, the
dueling rapier, the arming sword, the longsword, or
It is possible that the attentions of a good surgeon after the smallsword.
the fight is over may help the hamstrung character
walk again, but at best he will limp along at half speed The lunge may be used with either the attack action
for the rest of his life. In games with magical healing, or the full attack action. In either case, the master of
a lesser restoration spell will completely cure the scrimia may move 5’ more than he would usually be
damage. able, but all his movement must be taken before his
attack, just as though he were charging. Again, like
Double Falsing: The smallsword is light and fast the charge, he must move at least 10’. He gains a +1
enough to be able to make multiple feints, each attack bonus on his first attack roll (the lunge itself),
one capable of being turned into a real attack if not but takes a –1 penalty to his armor class for the entire
defended against. While armed with a smallsword round in which he lunges.
(only), and fighting only one opponent, the mistress of
scrimia may declare a Double Falsing attack as a free Mezzo Tempo: An attack “in the middle of the time”
action at the start of the round. This lasts the entire is a very quick stab at the opponent the moment they
round. The mistress of scrimia makes a Bluff roll, and attack, with the intention of landing one’s blow an
her opponent makes an opposed Sense Motive roll. instant before they land theirs. The idea is that the
If her opponent wins, the mistress of scrimia may not opponent’s thrust will have no force, because of the
make any further actions at all that round (not even injury one inflicts on them. Of course, this approach is
attacks of opportunity or free actions). If the mistress fraught with danger – even if one does get one’s attack
of scrimia wins, she gains an attack bonus and damage out in time, one’s opponent may be able to strike
bonus equal to the amount by which she won the anyway, if one doesn’t take him down with one blow.
contest, on each of her attacks that round.
Once the mistress of scrimia has mastered mezzo
Duo Tempo: Literally “double time”, a duo tempo is tempo, any time an opponent attempts a Power Attack
a parry & riposte done quickly and efficiently with against her, or attempts any attack against her with a
the smallsword, taking full advantage of its lightness weapon at least twice as heavy as her own, she may
and handiness. If the master of scrimia uses Combat make an immediate attack of opportunity, before
Expertise with his smallsword, his attack rolls are only her opponent’s attack roll is made. If the mistress of
penalized by half the amount he adds to his armor scrimia wounds her opponent in mezzo tempo, the
class (round down), rather than the full amount. opponent must make an immediate Fortitude save
(DC = 10 plus the damage the mistress of scrimia
inflicted) or lose his attack. If he succeeds, however, This ability may also be used offensively, so long as
the mistress of scrimia loses any Dodge bonus against the mistress of scrimia has the Beat or Bind ability.
the attack. In that case, she does not gain any AC bonus for the
ability. Instead, she uses one weapon to either beat or
Saviolo’s Ward: The master of scrimia attempts to bind the opponent’s weapon as usual (but she may not
grab his opponent’s blade with his free hand (this does use her said weapon for any other purpose this round),
not count as two-weapon fighting, and he suffers no and the other to attack. The attacking weapon gains
penalties for fighting with the off-hand), just as he the same benefits to the attack as above, but only if
attacks. The great fencing-master Saviolo explained The mistress of scrimia has successfully used a beat or
this technique as follows: “this weapon must bee bind against her target’s weapon.
used with a glove, and if a man should be without a
glove, it were better to hazard a little hurt of the hand, Quart Guard: With the development of the
thereby to become maister of his enemies Swoorde, extraordinarily light & maneuverable smallsword, a
than to breake with the swoord, and so give his enemy new stance was devised, with the blade in quarte and
the advantage of him.” The master of scrimia may the body turned more to the side than ever before.
attempt Saviolo’s ward up to once per round, when an The off-hand is held up behind the body for balance,
opponent attacks him. The master of scrimia gives up and the rear foot is pointed diagonally backwards,
any dodge bonus against his opponent for one round. allowing the fencer to quickly step back or “retire”
The master of scrimia makes an attack roll opposed from any attacks. The narrow profile and ease of
to his opponent’s attack roll. If the opponent equals defense gives the master of scrimia a +2 AC, so long
or beats the master of scrimia, the opponent’s attack he is fighting only one opponent, but he may only
strikes as normal. If the master of scrimia wins, he use this stance when armed with a smallsword. In
has grabbed the blade of the opponent’s sword. The addition, his off-hand must be completely empty, and
opponent’s attack automatically misses the master of may not be used for anything other than balance (that
scrimia, and the opponent can no longer use her blade is, he may not use it for Enclosing, Saviolo’s Ward
until she frees it by making an opposed Grapple check etc). If the master of scrimia opponent’s weapon has
against the master of scrimia (see Core Rulebook I reach, his AC bonus is only +1, not +2.
p137). Unless the master of scrimia is wearing armor,
he may take some damage in the process of grabbing
the blade – the opponent rolls her normal damage as if
for a successful hit, and the master of scrimia subtracts
Example Schools:
one from it for each +1 by which he beat her attack
roll.
A French Rapier School
Stesso Tempo: Literally “self time”, a stesso tempo is Skills Taught: Balance, Heal, Intimidate, Jump, Sense
traditionally done with the rapier and main gauche, but Motive, Tumble
may be performed with the rapier in one hand and any
light weapon or small shield in the other. The mistress Special Abilities Taught, by Level:
of scrimia uses one weapon to parry, and the other to 1st: Bind
simultaneously riposte. She declares a stesso tempo at 2nd: Beat
the start of her action. 3rd: Esquive
4th: Lunge
For the following round, the mistress of scrimia gain 5th: Colpo di Arresto
+2 to AC, but lose all her attacks with one of her 6th: Coup de Jarnac
weapons. Her other weapon attacks as normal, with 7th: Bonetti’s Defence
the usual penalties for fighting with two weapons, but 8th: Cloak Deceits
unless her target has either two weapons, or a weapon 9th: Saviolo’s Ward
and a shield, he loses all dodge bonuses against the 10th: Botta Segrete
mistress of scrimia’s attacks, and she gains +2 to
damage.
A French Smallsword School An Italian Sword School
Skills Taught: Balance, Bluff, Intimidate, Jump, Ride, Skills Taught: Balance, Climb, Heal, Intimidate,
Sense Motive Jump, Ride

Special Abilities Taught, by Level: Special Abilities Taught, by Level:


1st: Quart Guard 1st: Bind
2nd: Lunge 2nd: Beat
3rd: Esquive 3rd: Stesso Tempo
4th: Double Falsing 4th: Lunge
5th: Duo Tempo 5th: Esquive
6th: Cavatione 6th: Cavatione
7th: Colpo di Arresto 7th: Saviolo’s Ward
8th: Contratempo 8th: Coup de Jarnac
9th: Mezzo Tempo 9th: Mezzo Tempo
10th: Botta Segrete 10th: Botta Segrete

A Flamboyant French School An Eclectic Italian School


Skills Taught: Balance, Bluff, Jump, Perform, Sense Skills Taught: Balance, Bluff, Heal, Intimidate, Jump,
Motive, Tumble Tumble.

Special Abilities Taught, by Level: Special Abilities Taught, by Level:


1st: Stesso Tempo 1st: Quart Guard
2nd: Cavatione 2nd: Lunge
3rd: Esquive 3rd: Esquive
4th: Lunge 4th: Beat
5th: Bind 5th: Bind
6th: Cloak Deceits 6th: Coup de Jarnac
7th: Bonetti’s Defence 7th: Bonetti’s Defence
8th: Coup de Jarnac 8th: Cloak Deceits
9th: Mezzo Tempo 9th: Saviolo’s Ward
10th: Botta Segrete 10th: Botta Segrete

An Italian Rapier School A Stalwart German School


Skills Taught: Balance, Climb, Heal, Intimidate, Skills Taught: Balance, Climb, Heal, Intimidate,
Ride, Sense Motive Ride, Sense Motive

Special Abilities Taught, by Level: Special Abilities Taught, by Level:


1st: Bind 1st: Bind
2nd: Lunge 2nd: Beat
3rd: Stesso Tempo 3rd: Esquive
4th: Beat 4th: Lunge
5th: Esquive 5th: Colpo di Arresto
6th: Cloak Deceits 6th: Cavatione
7th: Colpo di Arresto 7th: Saviolo’s Ward
8th: Contratempo 8th: Contratempo
9th: Saviolo’s Ward 9th: Mezzo Tempo
10th: Botta Segrete 10th: Botta Segrete
Western Martial Special Abilities
Exotic Weapon Proficiency: Choose one feat from
Artist the following: Exotic Weapon Proficiency (bastard
sword, cavalry saber, dueling rapier, executioner’s
(Historical, Renaissance, European)
sword, or grosse messer), or Exotic Sword.
Western martial artists are true grandmasters of the
sword, capable of rapidly switching between a variety
Versatility: The western martial artist may use
of dark ages, medieval, and renaissance combat
any of the class features that he possesses from the
techniques from all over Europe, as required by the
fechtmeister or master of fence classes, using any of
situation.
the following weapons, rather than specifically with
the weapons associated with those classes: arming
sword, bastard sword, cavalry saber, dueling rapier,
Class Skills and Attributes falchion, greatsword, grosse messer, longsword, rapier,
Skills: Balance, Bluff, Concentration, Knowledge, saber, scimitar, smallsword. Furthermore, the western
Jump, Perform, Sense Motive, Tumble. martial artist may use any of the class features that he
Skill Points at each level: 2 + Int modifier possesses from the diestro or master of scrimia, classes
Hit Dice: d8 using any of the following one-handed weapons, rather
than specifically with the weapons associated with
Requirements those classes: arming sword, bastard sword, cavalry
Base Attack Bonus: +10 saber, dueling rapier, grosse messer, longsword, rapier,
Class Features: At least 5 of the following class saber, scimitar, smallsword. The only exception to this
features, from at least 3 different prestige classes: is the quart guard class feature, which can still only be
Afirmase, Avoidance & Setting Aside +1, Beat, Bind, used with smallswords. Any other restrictions noted in
Cavatione, Curvo, Enclosing, Improved Weapon the individual class features still apply; for example,
Focus, Lunge, On the Sword (Sunder), Stesso Tempo, requirements that the character possess Weapon Focus
Quart Guard. feat for the relevant weapon.

2 Class Features: Choose any two class features


Class Features from two different classes from the following: diestro,
fechtmeister, master of fence, master of scrimia. You
Weapon and Armor Proficiency must already possess the class feature for the level
The western martial artist gains no new weapon or immediately below the level the desired class feature
armor proficiencies, except as noted below. comes from.

The Western Martial Artist


Class Level BAB Fort Ref Will Special
1st +1 +0 +2 +0 Exotic Weapon Proficiency, Versatility
2nd +2 +0 +3 +0 2 Class Features
3rd +3 +1 +3 +1 2 Class Features
4th +4 +1 +4 +1 2 Class Features
5th +5 +1 +4 +1 2 Class Features
6th +6 +2 +5 +2 2 Class Features
7th +7 +2 +5 +2 2 Class Features
8th +8 +2 +6 +2 2 Class Features
9th +9 +3 +6 +3 2 Class Features
10th +10 +3 +7 +3 2 Class Features
A Legendary Sword
Sköfnung was once owned by King Hrólfr Kraki, a
(Artifact) legendary 6th century ruler of Denmark. His name
The following is a good example of how to keep the meant “famous wolf.” It is said that the spirits of
mystique in magical swords in your campaign. The Hrólfr Kraki and his elite bodyguard of 12 renowned
blades of legend aren’t merely “+3 Holy Swords” or berserkers inhabit the blade, giving it its deadly power.
what-have-you; they have names, associated myths, At one time it was buried with him in his tomb, but
and some kind of personalities (even the ones that are by the time of Kormak’s Saga it was owned by one
not intelligent). Skeggi.

Sköfnung, the Snake-Sword: Sköfnung is a Viking Jarl’s sword in terms of quality .


Kormak’s Saga tells of this magical blade: “You may When it is treated correctly, and so has not lost its
find this sword hard to handle. It comes with a cover, powers (as described above), Sköfnung functions as a
which you must leave in place at all times. The sun +3 sword. It grants its wielder the power to enter into
must not shine on the guard, nor must you draw the a ‘cold fury,’ a state similar to a barbarian’s greater
blade unless you are making ready to fight. When you rage, but remain cold and calculating throughout: once
come to the place of combat, sit alone and draw the per day, he gains a +6 bonus to Strength, a +6 bonus
sword. Hold up the blade and blow on it; then a small to Constitution, and a +3 morale bonus on Will saves,
snake will creep from under the guard. Point the blade but without any penalty to Armor Class. He may still
down to make it easy for the snake to creep back under use feats, spells, magic items, Intelligence-, Charisma-
the guard.” , and Wisdom-based abilities, and so on, as usual. A
barbarian character who can also rage may not enter
This is a blade for special uses, not for wielding every a cold fury at the same time as raging, or vice versa;
day. It takes 1 melee round to remove the cover, which he must wait till the one state ends before entering the
should be done when the sword is drawn and in hand. other. A cold fury lasts for 10 rounds, or as long as
If the sword is ever exposed to sunlight, it must be the character continues to wield Sköfnung, whichever
used in combat within the next 10 minutes, or the ends soonest.
sword loses all beneficial magical properties for 1d6
weeks and instead becomes a -2 Cursed sword for that If the wielder takes a full-round action to blow on
period. the blade, as described to Kormak, he may attempt
to coax out the serpent that dwells under the guard.
Furthermore, certain people get on well with this This requires a DC 20 Charisma check and may be
blade… and others do not. As Skeggi tells Kormak: attempted once per round, with a +2 bonus if the
“It is cold and slow, and you are hot and hasty.” It is character is of Lawful Good or Lawful Evil alignment,
Lawful Neutral in alignment. If a Chaotically aligned and a +4 bonus if he is of Lawful Neutral alignment. If
character draws it from its cover and scabbard, or the character rolls between 15 and 19 on the Charisma
wields it, it loses its magic and becomes Cursed for check, he may try again the following round. If he
1d6 weeks, as above. The same unfortunate fate occurs rolls between 5 and 14, he may not try again for at
if a character who is hasted, or a character who has a least 24 hours. If he rolls less than 5, the sword loses
strong connection to the Fire element (for example, its magic and becomes Cursed for 1d6 months, as
a character currently affected by an Fire descriptor mentioned above.
spells, or a member of a flame-oriented prestige class,
or a character whose race is fire-breathing or who has When the serpent has been coaxed out into the
Fire immunity/resistance), ever draws or wields the blade, Sköfnung’s bonus rises to +5, and it becomes
sword. Any such character (Chaotic, fiery, or hasted) axiomatic (in addition to its other Law/Chaos-related
will in any case be unable to draw the blade from effects), frost, and capable of casting a poison spell
its scabbard at all, unless they use both hands and once per day exactly like that of a dagger of venom.
succeed in a Strength check (DC 25). Lying down and However, the wielder takes a -4 penalty on Initiative,
bracing both feet against the scabbard will give a +2 as the sword is “slow.”
circumstance bonus on the check. Strong evocation & necromancy; CL 20th; Weight 2 lb.
Appendix: Code Duello
Duels, Prize-Fights, and Stage-Gladiator Matches The Code Duello

Dueling is an essential part of the life of all honorable Rule 1


folk, at least in Europe between around the 15th and The first offense requires the first apology, even when
19th centuries. Its forms are many and varied; one of the second offense was more severe than the first. For
the most important reasons for the opponents’ seconds example: A tells B he is impertinent; B retorts that
to meet up beforehand is to agree on precisely which A lies; yet A must make the first apology because he
rules the duel will follow, since there are variations gave the first offense, and then (after one shot) B may
by region, culture, and simple inclination. To add to explain away the retort by a subsequent apology.
the confusion, the English fencing-masters practice a
tradition of prize-fighting, whereby they publicly fight Rule 2
one another as a demonstration of prowess, rather than But if the parties would rather fight on, then after two
to settle scores – yet even these supposedly non-lethal shots each (but in no case before), B may explain first,
fights can get out of hand, and finish up virtually as and A apologize afterward.
duels. Some fencing-masters make prize-fighting into
a way of life, earning a fair living from their art, in N.B. The above rules apply to all cases of offenses in
which case they are known as stage-gladiators. Stage- retort not of stronger class than the example.
gladiators tend not to be so hot-headed as other prize-
fighters, but there are notable exceptions, and they still Rule 3
use live weapons, so serious injuries or fatalities are If a doubt exists as to who gave the first offense, the
still possible. decision rests with the seconds; if they won’t decide,
or can’t agree, the matter must proceed to two shots,
Duels or to a hit, if the challenger requires it.
Most duels are far less formal affairs than is usually
imagined. Although the truly honorable combatants Rule 4
are aware of, and abide by, the rules of dueling, most When a direct lie is the first offense, the aggressor
people are less than completely honorable when their must either beg pardon in express terms; exchange two
lives are on the line – and it is easy to simply forget shots previous to apology; or three shots followed up
one of the formal rules in the heat of the moment. It by explanation; or fire on till a severe hit be received
is not uncommon for duels to descend into simple by one party or the other.
bloodbaths, with the seconds and even innocent
bystanders becoming involved in the slaughter as one Rule 5
or other combatant is accused of cheating. Some duels As a blow is strictly prohibited under any
have virtually no rules anyway – pirates settling their circumstances among gentlemen, no verbal apology
differences on some lonely beach are unlikely to pay can be received for such an insult. The alternatives,
much regard to formality and tradition. What follows therefore, are as follows: the offender handing a cane
is one of many sets of historical dueling rules, the to the injured party, to be used on his own back, at
Code Duello, but the Games Master should always the same time begging pardon; firing on until one or
bear in mind that regional and cultural variations, as both are disabled; or exchanging three shots, and then
well as agreement between the seconds, can all mean asking pardon without proffer of the cane.
that quite different rules will be used in any particular
duel. For example, the standard Code Duello states If swords are used, the parties engage until one is
that though the challenged chooses the weapon and the well blooded, disabled, or disarmed; or until, after
ground, but the challenger chooses the distance; some receiving a wound, and blood being drawn, the
duelists would consider that the challenged should aggressor begs pardon.
choose the weapon and distance, and the challenger
the ground, or some other variation. N.B. A disarm is considered the same as a disable.
The disarmer may (strictly) break his adversary’s
sword; but if it is the challenger who is disarmed, it is unjustifiable than any others of the same class, and as
considered ungenerous to do so. admitting of slighter apologies by the aggressor: this
to be determined by the circumstances of the case, but
In the case that the challenged be disarmed and always favorable to the lady.
refuses to ask pardon or atone, he must not be killed,
as in former times; but the challenger may lay his Rule 13
own sword on the aggressor’s shoulder, then break No dumb shooting or firing in the air is admissible in
the aggressor’s sword and say, “I spare your life!” any case. The challenger ought not to have challenged
The challenged can never revive the quarrel − the without receiving offense; and the challenged ought,
challenger may. if he gave offense, to have made an apology before
he came on the ground; therefore, children’s play
Rule 6 must be dishonorable on one side or the other, and is
If A gives B the lie, and B retorts by a blow (being the accordingly prohibited.
two greatest offenses), no reconciliation can take place
till after two discharges each, or a severe hit; after Rule 14
which B may beg A’s pardon humbly for the blow and Seconds to be of equal rank in society with the
then A may explain simply for the lie; because a blow principals they attend, inasmuch as a second may
is never allowable, and the offense of the lie, therefore, either choose or chance to become a principal, and
merges in it. (See preceding rules.) equality is indispensible.

N.B. Challenges for undivulged causes may Rule 15


be reconciled on the ground, after one shot. An Challenges are never to be delivered at night, unless
explanation or the slightest hit should be sufficient in the party to be challenged intend leaving the place of
such cases, because no personal offense transpired. offense before morning; for it is desirable to avoid all
hot-headed proceedings.
Rule 7
But no apology can be received, in any case, after the Rule 16
parties have actually taken ground, without exchange The challenged has the right to choose his own
of fires. weapon, unless the challenger gives his honor he is no
swordsman; after which, however, the challenger may
Rule 8 not decline any second species of weapon proposed by
In the above case, no challenger is obliged to divulge the challenged.
his cause of challenge (if private) unless required by
the challenged so to do before their meeting. Rule 17
The challenged chooses his ground; the challenger
Rule 9 chooses his distance; the seconds fix the time and
All imputations of cheating at play, races, etc., to terms of firing.
be considered equivalent to a blow; but may be
reconciled after one shot, on admitting their falsehood Rule 18
and begging pardon publicly. The seconds load in the presence of each other, unless
they give their mutual honors they have charged
Rule 10 smooth and single, which should be held sufficient.
Any insult to a lady under a gentleman’s care or
protection to be considered as, by one degree, a greater Rule 19
offense than if given to the gentleman personally, and Firing may be regulated − first by signal; secondly,
to be regulated accordingly. by word of command; or thirdly, at pleasure − as
may be agreeable to the parties. In the latter case, the
Rule 11 parties may fire at their reasonable leisure, but second
Offenses originating or accruing from the support presents and rests are strictly prohibited.
of ladies’ reputations, to be considered as less
Rule 20 this last rule being strictly observed, bad cases having
In all cases a miss-fire is equivalent to a shot, and a occurred from neglecting it.
snap or non-cock is to be considered as a miss-fire.
Rule 28
Rule 21 In simple, unpremeditated encounters with the
Seconds are bound to attempt a reconciliation before smallsword, or sabre, the rule is − first draw, first
the meeting takes place, or after sufficient firing or sheath, unless blood is drawn; then both sheath, and
hits, as specified. proceed to investigation.

Rule 22
Any wound sufficient to agitate the nerves and PIRATE DUELS
necessarily make the hand shake, must end the “We’ll settle it buccaneer fashion – toe-to-toe, with
business for that day. cutlasses!” – Captain Dudley

Rule 23 Pirate duels are almost always desperately informal


If the cause of the meeting be of such a nature that affairs in comparison to ‘gentlemanly’ duels, although
no apology or explanation can or will be received, of course most pirates would regard their own duels as
the challenged takes his ground, and calls on the the height of formality – they have more rules than a
challenger to proceed as he chooses; in such cases, simple brawl does, after all – and in fact the sense of
firing at pleasure is the usual practice, but may be fair play that a crew often have may mean that a pirate
varied by agreement. duel is more honorable than some. Of course, the more
cut-throat crews will take an anything-goes attitude,
Rule 24 and may even applaud a particularly clever bit of
In slight cases, the second hands his principal but one cheating!
pistol; but in gross cases, two, holding another case
ready charged in reserve. Pirate duels almost always take place ashore, unless
they are extremely impromptu affairs. The close
Rule 25 confines of a ship are simply not the right place to
Where seconds disagree, and resolve to exchange fight a duel. Likewise, the commonest weapons used
shots themselves, it must be at the same time and at in a pirate duel are simply whatever melee weapons
right angles with their principals, thus: the combatants prefer – and if that means rapier versus
boarding-axe, then so be it! Pistols are not really
If with swords, side by side, with five paces interval. considered vicious or lethal enough for a serious
grudge match – hacking at your foe with a cutlass
is so much less impersonal, and lets you save your
Optional rules: ammunition for boarding actions, when it might be a
bit more useful. Any attempt to ‘equalize’ matters by
Rule 26 pulling out a pocket-pistol and shooting an opponent
No party can be allowed to bend his knee or cover his who is beating you in melee combat is likely to be
side with his left hand, but may present at any level looked on with disgust and extreme violence by
from the hip to the eye. onlookers – it’s a great way to get shot in the back
with a musket by one of your enemy’s mates, or just
Rule 27 by another pirate with a sense of fair play.
None can either advance or retreat if the ground is
measured. If no ground be measured, either party may An additional method of dueling is typically
advance at his pleasure, even to the touch of muzzles, performed as a spectator sport, with two prisoners or
but neither can advance on his adversary after the fire, disfavored pirates dueling for the amusement of the
unless the adversary steps forward on him. crew. This sport is usually named the “Dead Man’s
Chest” for the small sandbar it typically takes place
N.B. The seconds on both sides stand responsible for on. A rapier is firmly swathed to each combatant’s
right hand, their left hand is firmly tied behind their STAGE GLADIATOR MATCHES
back, and a tarred hood is drawn over their head and These entertainments are akin to modern-day
tied in place. Then a hawking bell is tied on them, and professional wrestling. They involve two or more
the two are let loose to track each other by the sound highly trained swordsmen going through carefully
of the bells. In game terms, each combatant is blind practiced routines for the entertainment of an audience
(50% miss chance) and has a -2 penalty to Listen at a tavern, festival, or marketplace.
checks due to the hood. The bells penalize move
silently rolls by -10. Each combatant must make a At the start of each bout, a “storyline” is established—
Listen check to determine what square their opponent a fiction describing why the fighters are locked in
is in. The pirate crew typically watches and cheers combat—and then the performance starts. The amount
from a longboat as the two duelists stumble back and of money made by the fighters is based on their level
forth across the sandbar, each trying to hear and kill of showmanship and the entertainment they provide.
their opponent first. Payment is provided directly by audience members,
who toss coins into the arena. Less-skilled stage
gladiators may fight with wooden weapons, although
PRIZEFIGHTS the ones who want to make decent money use real
In Tudor England and a little later, sword duels are a blades. In these matches, the code duello is more part
popular form of entertainment for wealthy Englishmen of the script than something that is actually followed
and even a fair portion of the lower classes. These to the letter.
duels are fought to win a purse rather than settle
a grievance. English masters of fencing can make Stage gladiator matches are more show than combat,
comfortable living performing these exhibition and those who engage in them must have ranks in
matches, which are fought until one combatant is Perform or a base attack bonus of +3 or better. Unless
disarmed, or until first blood. In some cases, judges a player specifically states that he is attacking his
break ties based on the form and grace displayed fellow performers with the intent of doing harm (or
by the fighters. The code duello is applied strictly if the GM knows an NPC has similar designs), it is
to prizefights, and any breaching of it means an assumed that none of those involved in stage gladiator
automatic loss for the offender. matches intends harm to other performers.

Although large sums of money are often at stake, In these matches, a successful attack roll or Perform
both men fighting in these duels are professional check means the attacker is able to swing his weapon
swordsmen who approach the fight calmly and at his foe but draw just short enough so the audience
practice hard to show off their craft. In rare cases, one doesn’t notice that he is checking his swing. If an
of the duelers may lose his temper and turn the fight attack roll is made, the DC is 10 + opponent’s Dex
into something more serious; judges often step in to - attacker’s Perform ranks. Defenders must usually
stop the duel at this point, but just as often they do not. make successful Perform checks (DC 12) to make the
attack look particularly believable, but if the attack
Prizefights are conducted as normal melee combats. A roll is a critical, the attacker has put on such a good
purse is worth 10-40 gold pieces. show that a Perform check from the defender is not
needed. If the attacker misses an attack roll by 2 or
A duelist can line up between one and four duels a more, damage is rolled as normal, as the attacker has
week, but most do not keep such a rigorous schedule. accidentally wounded the defender.

Injuries do happen in these matches, and they often


result in even more money being tossed upon the
stage. An average performance can earn participants
a total of 1d20 sp per average character level of the
combatants, with an additional +5 sp for each real
injury or critical scored during the fight.
OPEN GAME LICENSE Version 1.0a or co-adaptability with any Trademark or Registered Trademark in
The following text is the property of Wizards of the Coast, Inc. and conjunction with a work containing Open Game Content except as
is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights expressly licensed in another, independent Agreement with the owner
Reserved. of such Trademark or Registered Trademark. The use of any Product
1. Definitions: (a)”Contributors” means the copyright and/or trademark Identity in Open Game Content does not constitute a challenge to the
owners who have contributed Open Game Content; (b)”Derivative ownership of that Product Identity. The owner of any Product Identity
Material” means copyrighted material including derivative works used in Open Game Content shall retain all rights, title and interest in
and translations (including into other computer languages), potation, and to that Product Identity.
modification, correction, addition, extension, upgrade, improvement, 8. Identification: If you distribute Open Game Content You must clearly
compilation, abridgment or other form in which an existing work indicate which portions of the work that you are distributing are Open
may be recast, transformed or adapted; (c) “Distribute” means to Game Content.
reproduce, license, rent, lease, sell, broadcast, publicly display, transmit 9. Updating the License: Wizards or its designated Agents may publish
or otherwise distribute; (d)”Open Game Content” means the game updated versions of this License. You may use any authorized version
mechanic and includes the methods, procedures, processes and routines of this License to copy, modify and distribute any Open Game Content
to the extent such content does not embody the Product Identity and is originally distributed under any version of this License.
an enhancement over the prior art and any additional content clearly 10 Copy of this License: You MUST include a copy of this License with
identified as Open Game Content by the Contributor, and means any every copy of the Open Game Content You Distribute.
work covered by this License, including translations and derivative 11. Use of Contributor Credits: You may not market or advertise the
works under copyright law, but specifically excludes Product Identity. Open Game Content using the name of any Contributor unless You have
(e) “Product Identity” means product and product line names, logos written permission from the Contributor to do so.
and identifying marks including trade dress; artifacts; creatures 12 Inability to Comply: If it is impossible for You to comply with any
characters; stories, storylines, plots, thematic elements, dialogue, of the terms of this License with respect to some or all of the Open Game
incidents, language, artwork, symbols, designs, depictions, likenesses, Content due to statute, judicial order, or governmental regulation then
formats, poses, concepts, themes and graphic, photographic and other You may not Use any Open Game Material so affected.
visual or audio representations; names and descriptions of characters, 13 Termination: This License will terminate automatically if You fail
spells, enchantments, personalities, teams, personas, likenesses and to comply with all terms herein and fail to cure such breach within 30
special abilities; places, locations, environments, creatures, equipment, days of becoming aware of the breach. All sublicenses shall survive the
magical or supernatural abilities or effects, logos, symbols, or graphic termination of this License.
designs; and any other trademark or registered trademark clearly 14 Reformation: If any provision of this License is held to be
identified as Product identity by the owner of the Product Identity, and unenforceable, such provision shall be reformed only to the extent
which specifically excludes the Open Game Content; (f) “Trademark” necessary to make it enforceable.
means the logos, names, mark, sign, motto, designs that are used by a
Contributor to identify itself or its products or the associated products 15 COPYRIGHT NOTICE: Open Game License v 1.0a
contributed to the Open Game License by the Contributor (g) “Use”, Copyright 2000, Wizards of the Coast, Inc.
“Used” or “Using” means to use, Distribute, copy, edit, format, modify, System Reference Document Copyright 2000-2003,
translate and otherwise create Derivative Material of Open Game Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
Content. (h) “You” or “Your” means the licensee in terms of this Cook, Skip Williams, Rich Baker, Andy Collins, David
agreement.
noonan, Rich Redman, Bruce R. Cordell, based on original
2. The License: This License applies to any Open Game Content that
contains a notice indicating that the Open Game Content may only be material by E. Gary Gygax and Dave Arneson.
Used under and in terms of this License. You must affix such a notice Modern System Reference Document Copyright 2002-2004,
to any Open Game Content that you Use. No terms may be added to or Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb,
subtracted from this License except as described by the License itself. Rich Redman, Charles Ryan, based on material by Jonathan
No other terms or conditions may be applied to any Open Game Content Tweet, Monte Cook, Skip Williams, Richard Baker, Peter
distributed using this License. Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD
3.Offer and Acceptance: By Using the Open Game Content You Wiker.
indicate Your acceptance of the terms of this License. Seas of Blood Copyright 2001, Mongoose Publishing,
4. Grant and Consideration: In consideration for agreeing to use this
Fading Suns: D20 Copyright 2001, Holistic Designs, Inc.
License, the Contributors grant You a perpetual, worldwide, royalty-free,
non-exclusive license with the exact terms of this License to Use, the Skull & Bones Copyright 2003, Green Ronin Publishing, Authors
Open Game Content. Ian Sturrock, T.S. Luikart and Gareth-Michael Skarka
5.Representation of Authority to Contribute: If You are contributing The Sharp End: KNIFE Copyright 2006, Adamant Entertainment
original material as Open Game Content, You represent that Your Author: Ian Sturrock
Contributions are Your original creation and/or You have sufficient rights The Sharp End: SWORD Copyright 2007, Adamant
to grant the rights conveyed by this License. Entertainment Author: Ian Sturrock
6.Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying, ALL TEXT WITHIN THIS PRODUCT IS 100% OPEN CONTENT.
modifying or distributing, and You must add the title, the copyright date,
and the copyright holderʼs name to the COPYRIGHT NOTICE of any
original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly
licensed in another, independent Agreement with the owner of each
element of that Product Identity. You agree not to indicate compatibility

You might also like