Heavily reliant on melee attacks and high mobility, the Hellblader takes advantage of their specific, exclusive gear and the powers that comes with them. Their greatest power comes from the ability to move without AoO freely, and the special attacks they can pull off as tricks.
Able to move in ways that defy physics and reality, the Hellblader is the ultimate in freestyling movements and freewheeling attacks!
NOTE: Hellblades grant the user to substitute (Unarmed) for (Melee) whenever a skill check or attack/defense is called for.
Hit Dice: d6
Skills: 4+Int Modifier
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge: History (Int), Knowledge: Religion (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Swim (Str), Jump (Str), Tumble (Dex), Balance (Dex), Computer Use (Int), Concentration (Con), Sports (Str, Dex, or Con)
Requirements: Dodge, Evasion, Mobility, Wall-Run 2, Z-Run 1, Tumble 5, Acrobatics 5, Dex 18, acquire a pair of basic Hellblades, Martial Arts 100
Class basic abilities: Light Armor Proficiency, Medium Armor Proficiency, Buckler Shield Proficiency, Melee Weapons Proficiency, Martial Weapons Proficiency, Simple Weapons Proficiency, Exotic Weapon Proficiency (Hellblades)
Free Rider - while wearing Hellblades, a Hellblader can move as far as they want to before striking (up to twice movement speed).
Mantis Crit - while attacking with Hellblades, the Hellblader may add their total Jump score to end damage (after crit).
Sudden Movement - move as an interrupt. +5 difficulty for every time after the 1st.
Sudden Followup - allows for 1 attack Sudden Movement at lowest base attack bonus.
Pure Evasion - Allows a Hellblader to double the Dex modifier on their Reflex saves while wearing Hell Blades.
Insight - Allows "combat sight," upon Wis 15 DC check to see what others might not during battle.
Trick - Special Attack or Movement. Only done while Hellblades are on. By performing Tricks, the Hellblader can achieve various bonuses. Combining movement, offense and even defense, a Trick can sometimes mean the difference between life and death. A Hellblader has the ability to use a Special Attack or Movement so long as they have a standard action and the means to activate it per round. By doing multiple Tricks per round, the Hellblader gains extra bonuses on the next trick performed.
Built using the Special Attack system from BESM d20.
Trick Score Table:
NOTE: Unless noted otherwise, bonuses from Trick Scores ends at the beginning of the Hellbladers next turn. Everything stacks. Damage bonuses are calculated before crit.
Trick #1 - next Trick gains +1 Melee Attack (To Hit)
Trick #2 - next Trick gains +1 Melee Attack (Damage)
Trick #3 - next Trick gains +1 Unarmed Attack (To Hit And Damage)
Trick #4 - Hellblader gains +1 DmR
Trick #5 - Hellblader gains +ECL to Crit Damage Multiplier (maximum of x20 on the next crit)
Trick #6 - Hellblader gains +ECL to Special Attack (To Hit and Damage)
Trick #7 - Hellblader gains +ECL Regen and Refresh
Trick #8 - during the next round, Hellblader gains +ECL to Special Attack (Damage and To Hit).
Kick - can add a kick to normal attack combo string. Always connects at Base Attack of+0, deals unarmed damage, adds effect and damage dice roll of the Hellblades themselves.
Do the Impossible - So long as you have the Hellblades on, height means nothing, gravity means nothing. All rogue skills gain +10 (even if you aren't a rogue), all movements are Take 20, and (with GM approval) you can move on anything composed of air as if it was solid ground.
Heavy Training - with each point of Heavy Training, the Hellblader spontaneously gains 100 martial arts points.
Cross Training - whenever the Hellblader gains points in one martial art, they also gain a point in a second style from now on. They must have an official master from that second style before they can gain points though. Points must be spent upon acquisition in this way.
Tuner Flunkie - at Hellblader level 8, the player gains a non-combative Flunkie that "tunes" and repairs their Hellblades. Can create minor Noble Gear and add/swap effects to your Hellblades. With each time they tune up the minor Noble Gear, they add to the "synchronization" between the Noble Gear, themselves, and the Hellblader. Eventually this minor Noble Gear will become a full-on Noble Gear upon entering level 10 (storyline event). Tuners cannot enter combat unless to repair your Hellblades.
Noble Gear - Hellblade mod that allows for a certain, insanely effective maneuver or effect. Only the most powerful of Hellbladers can acquire these. Needs to be perfectly synchronized with a tuner to make them. Noble Gear literally allows effects upon reality itself, all while keeping the Hellblader safe from those very same changes.
NOTE: Some Noble Gear can affect the Hellblader after all.
Way - you gain a round of your creation (subject GM's approval), thus affecting the environment as you move and allowing you to "kick off" or perform a movement where normal, or even "extreme" movement, would normally not be allowable. Must make/own a Noble Gear. Example: literally starting off and moving across empty space simply by kicking off of a few beads of sweat, a breath of wind (your own breath at that), or someone's gaze (the energy generated by one's eyes).
Royal Rainbow - User proclaims their “main” skill between Melee Attack and Unarmed Attack. Whenever the user attacks with Hellblades, they may add their lesser skill (Melee Attack or Unarmed Attack) total to their main skill total. All damage dealt with Hellblades are considered both Unarmed and Melee for purposes of checks and battle actions.