The Edgemaster is an intense melee weapon specialist who lives to school people who would bring guns to what’s very clearly a knife fight.
Vitality per Level
1d12 + Con modifier
Skill Pts per Level
4 + Int modifier
The Edgemaster wields melee weapons as if they were extensions of his body. His prowess with them is phenomenal, as deadly as it is beautiful.
Attributes: Edgemasters require great Strength or Dexterity, depending on their choice of weapons. Some thrive upon the admiration of their opponents and audiences, which also demands a high Charisma score.
|2||+2||+2||+3||+0||+1||+1||2||1W||Display of arms I|
|3||+3||+2||+3||+1||+2||+2||2||1W||1,000 blades (1 feat)|
|4||+4||+2||+4||+1||+2||+2||2||1W, 1G||Study the stance, swagger I|
|5||+5||+3||+4||+1||+3||+3||3||1W, 1G||Blade dance I|
|6||+6||+3||+5||+2||+4||+4||3||1W, 1G||Deadly blow|
|7||+7||+4||+5||+2||+4||+4||4||2W, 1G||1,000 blades (2 feats), display of arms II|
|8||+8||+4||+6||+2||+5||+5||4||2W, 1G||Master's touch I, swagger II|
|9||+9||+4||+6||+3||+5||+5||4||2W, 1G, 1S||Blade dance II|
|10||+10||+5||+7||+3||+6||+6||5||2W, 1G, 1S||Effortless cut|
At Level 1, each time you succeed with an Anticipate, Disarm, Diversion, Feint, Taunt, or Tire action against an adjacent opponent while armed with a melee weapon, you may also inflict an amount of lethal damage upon that opponent equal to your Charisma modifier.
Display of Arms I
At Level 2, while armed with a melee weapon, you may substitute your Sleight of Hand ranks for Impress ranks when making an Impress/Perform check. Further, you need not damage an opponent before taking a Threaten action while armed with a melee weapon.
Display of Arms II
At Level 7, while armed with a melee weapon, you may substitute your Sleight of Hand ranks for Resolve ranks when taking a Tire action. Further, when applying the Cheap Shot trick to a melee attack, your attack check penalty decreases to –2.
At Level 3, once per scene as a free action, you may gain 1 temporary Melee Combat “Basics” or “Moves” feat until the end of the current scene.
At Level 7, you may use this ability up to twice per scene.
Study the Stance
At Level 4, each time one of your melee attacks renders an opponent unconsciousAn unconscious character is helpless and may take no actions. A character loses this condition after 2d4 full hours of sleep. or deadA character with –10 to –24 wound points is dead. Except during a standard scene in a campaign with the revolving door quality, the character leaves active play, never to return (except perhaps as a plot point)., you may spend your next half action posturing (e.g. holding your axe menacingly overhead, flicking the blood from your blade, etc.). When you do so, you gain 1 bonus d4 action die. If any of these bonus action dice remain at the end of the current combat, you must discard all but 1 of them.
At Level 8, each action die gained from this ability becomes a d6 and you must discard all but 2 of those remaining at the end of the current combat.
Blade Dance I
At Level 5, you gain a +1 morale bonus with all skill checks targeting an opponent you have successfully damaged with a melee attack during the current combat.
Blade Dance II
At Level 9, this bonus increases to +2.
At Level 6, you may spend 1 full action to prepare a deadly blow. If your first action during the following round is a melee Standard Attack, your opponent is considered vulnerableA vulnerable character loses his Dexterity bonus to Defense (if positive), as well as all dodge bonuses to Defense. He may also be targeted with a variety of special effects, such as sneak attack damage. , your weapon’s threat range increases by 4, and the weapon automatically inflicts its maximum possible damage (though sneak attack damage, action dice, and other variable bonuses must still be rolled). You may not take any move actions after preparing a deadly blow or these benefits are lost.
Master’s Touch I
At Level 8, you may add 1 additional trick from any melee or unarmed “Basics” or “Moves” feat to one of your actions (for a total of 2 tricks from any of these feats). You may use this ability to add an unarmed feat trick to a melee attack or vice versa. Further, you may ignore all requirements for the weapon type used when applying these tricks.
At Level 10, once per round when making a melee attack, you may roll twice, keeping the result you prefer.
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