Archblade (3.5e Prestige Class)

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—Charles Hampshire, Lupin Archblade

The archblade is the master of his weapons, in the same sense that the Archmage is the pinnacle of wizardry. They have a long and rich history, those who have discovered a primal link between themselves and their weapon enabling them to surpass the art of normal warriors. Those who discover the link are usually trained by another archblade, but every so often a person discovers the power on their own.

Becoming an Archblade[edit]

Archblades discover the subtle instinctual connection they have with their weapon of choice. By undergoing a ritual they awaken their powers. Archblades often organize as masters of schools of the art of warfare and weapons and seek to find others who have the talent to awaken themselves.

Entry Requirements
Base Attack Bonus: +10
Feats: Improved Critical, Weapon Focus, Weapon Proficiency and Weapon Specialization applied to the chosen weapon.

Table: The Archblade

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Enlightened Weapon
2nd +2 +3 +0 +3 Enlightened Weapon; bonus feat
3rd +3 +3 +1 +3 Enlightened Weapon
4th +4 +4 +1 +4 Enlightened Weapon; bonus feat
5th +5 +4 +1 +4 Enlightened Weapon

Class Skills (4 + Int modifier per level)

Class Features[edit]

All of the following are class features of the archblade.

Ritual of Enlightment: The archblade learns to master the subtle instinctual connection which defines their sense of self, expanding it to encompass their weapon and granting themselves power. To achieve this an archblade must take the weapon or weapons for which they possess the weapon focus feat, and meditate upon it for a period of 8 hours. At the end of the meditation, they have latched onto their inner self. They spend 200 XP during this process but now may level in archblade. Several abilities refer to the "chosen weapon" of the archblade, which is any weapon the archblade has weapon focus in. If the archblade, instead, pay 800xp, he may choose a single weapon to bestow upon the feats of choose weapon and bounded weapon (receiving both bonuses). In any case, if the Archblade also sacrifices a feat he can, in any time, without having to spend the XP necessary to create the weapon, recreate(same weapon and enchantments) the weapon with which he performed the ritual to become an Archblade. He has only to call upon the name of his weapon and it cames into been in his hand. If the weapon so created ever leaves the Archblade it immediately turns to dust. This is considered a supernatural ability. It takes one turn for the weapon to materialize and during that time the Archblade may occur in attacks of opportunity. The archblade can every time he receives a class feat bound with a armour or shield with the same costs and benefits (only one of each type is allowed at any time).

Enlightened Weapon: The archblade gains a new enlightenment on how to wield their blade upon each level, going deeper in greater understanding on how to move and strike in combat. They may select any of the following abilities below with a limit of one per level of archblade and may select two at level 1 and two at level 5. Unless otherwise noted each ability may only be taken once.

Armor Born (Ex): The archblade expands their sense of self not only to their weapons but also to the armour and shields they wear, to the point where it no longer hampers them at all. Be it leather or full plate, an archblade no longer has a maximum dex bonus to their armour or shield and no armour check penalty. They also are not hampered in speed by heavy armour and are considered wearing light armour regardless of what type of armour they wear. They also gain +3 to their armour bonus.



Caster Killer (Ex): Your mastery of your inner spirit allows you to excel at disrupting the spiritual flows of others. For opponents with spell-like abilities or spellcasting, you deal additional damage equal to 2x your archblade class level (+10 damage at 5th level) when attacking with your chosen weapon. If you'he chosen this ability and also have the Magic Breaker(see below) you may turn the attack against the caster.

Magic Breaker (Su): Your mastery of your inner spirit gives you a supernatural edge, allowing you to affect magic even if you lack spellcasting ability. An archblade may now affect force effects such as a Wall of Force with his chosen weapon, destroying them with the effect of Disintegrate. You also can parry magical beams as if they were physical objects (as if with the snatch arrow feat). You gain a dodge bonus equal to your class level + your weapon's enhancement bonus against any magical ray or ranged touch attack.

Perfection (Ex): You have surpassed failure and achieved excellence. When wielding your chosen weapon, you can no longer fumble (though you may still miss if rolling a 1 is insufficient) and all critical hits are automatically confirmed. Against those who do not take critical hits, you apply damageX1.5.


Strike True (Ex): Your blows do not lose their momentum as you lash out. When wielding your chosen weapon your additional attacks from a high base attack bonus only have a -1 penalty instead of a -5 penalty.


Elemental Assault/ High Accurecy (Ex):These are in reality two powers that are bought together, but not used simultaneously. The archblade can aplay the efect of any Burst to his weapon for a number of rounds equal to ECL. Or he can 'enchant' any weapon with a + bonus equal to his Arcblade Level, for a number of turns equal ECL. In any case, the bonuses do not stack, they supersede.

Epic Archblade[edit]


Campaign Information[edit]

Playing an Archblade[edit]




Archblades in the World[edit]

Table: The Epic Archblade

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
6th +6 +5 +2 +2 Enlightened Weapon
7th +7 +5 +2 +2
8th +8 +6 +2 +2 Enlightened Weapon
9th +9 +6 +3 +3
10th +10 +7 +3 +3 Enlightened Weapon
11th +11 +7 +3 +3
12th +12 +8 +4 +4 Enlightened Weapon
13th +13 +8 +4 +4
14th +14 +9 +4 +4 Enlightened Weapon
15th +15 +10 +5 +5
I have found my inner axe!
—Spin Atomos, Human Cleric/Archblade


Archblade Lore[edit]


Knowledge History
DC Result

Archblades in the Game[edit]

Sample Encounter: The master of House Dammerung is a powerful swordsman named Lord Hampshire. By some trickery, he has become convinced the PCs are some sort of villains, and he now hunts down the PCs to take them down in battle.

EL 15: Pending

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