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Swordsman
The Swordsman
is an adventurer who relies on their skill
with their sword. The sword is their rules of conduct and code depending on
their teacher or their raised philosophy of living and dieing by the sword. Some
live the life of honor and heroism, some just a hired hand, other use the sword
as a means of murder and corruption. Yet the one thing noticeable of a Swordsman
is their skills and expertise when wielding a sword. Swordsmen
are able to not just act offensively with their sword but also able to react
defensively with moves like Blocking and Parrying. The Swordsmen makes a fine
addition to a party offering a strong character in Melee combat with advantages
against others unskilled in sword play. As a Swordsman you will live by your
sword and die by your sword and come to realize many experiences as an
adventurer. You will bring your skill in the arts of swordsmanship to many as
well as the world. One can only imagine what awaits them as a swordsman.
Benefits> These are basic Abilities you know of
easily from your novice training when learning to become a Swordsman. Some are
set specifically for your profession as abilities you may know and how to use.
Though they are rarely powerful skills they are useful skills that will assist
you in your travels as an Adventurer in the world of Everlynn.
Sword +1> Any Swordsmen wielding a sword type
weapon gains a natural +1 ATR to wielding a sword. This is a natural bonus for
sword wielders that can be applied to any sword weapon the Swordsmen uses when
fighting opponents.
Sword Knowledge> Unlike an ability this is a
Skill similar to Knowledges. This skill starts with 4 Ranks and can increase to
20 ranks and be paid as a normal skill. The skill let’s a Swordsman to make a
Knowledge Check on Sword Type weapons and get some knowledge of its make,
possible damage, and how it is wield. When discovering unknown sword weapons
this roll can help identify unknown Sword weapons with out requiring a Lore
Check or Identify Check as long as the Swordsmen can beat the Difficulty set
before them by the Host.
Abilities> Abilities of the Swordsman is set to
offer them balance in combat situations offering them a mix of offense and
defensive stances and abilities. Bare in mind that Swordsman is useful among
Melee combat and far exceed some skill in melee combat. However that depends
solely on your choices of abilities.
Sword Blocking> Unlike
Shield Blocking or Weapon Blocking Sword Blocking can be a Natural Skill to
Block one attack from your opponents Attacks and are able to disrupt and combos
set by your opponent. The Swordsman makes a Reflex Check after a Failed Dodge
and must beat their opponents ATR score. If Successful the attack is blocked and
ignored ending any combo attacks that would have come after the opponents
attack.
Cost> 30 Exp
Expert Parrying>
Regardless if the swordsman has ranks in parrying or not this skill gives 4
Ranks and the knowledge of how to Parry which are basic practice of a Swordsmen.
The skill bonus applies regardless if the character has Zero, Few, or Full Ranks
increasing their overall Ability in parrying.
Cost> 40 Exp
Two Swords>
Of all abilities this is similar to two weapons but much different allowing
Swordsmen to wield two swords in each hand at no penalty and receiving the
natural +1 Bonus to both swords making it a +2. The Ability is similar to
Advance Two Hand weapons but as stated different for those who need a visual
understanding of how this should work.
Cost> 30 Exp
Expert Disarming>
Regardless if the swordsman has Zero Ranks, Few Ranks or Max Ranks this ability
Adds 4 Ranks to the Skill as well as the knowledge to Disarm. When applying to a
Disarm Technique the character gains the +4 bonus.
Cost> 40 Exp
New Wave Slash>
The Swordsman can create an Energy Slash that can reach distant target that are
equal to their Movement. Meaning any target equal in distance by the
swordsman’s movement can be hit by the New Wave Slash Attack. This is a
natural ability to attack target whether flying or on the ground that are not
close to melee combat of the Swordsman. This ability treats as if the target was
in melee combat of the swordsman and the Damage is equal to the weapon the
Swordsman is using.
Cost> 20 Exp
Covering>
This noble act is an ability a Swordsman can do in order to take the Damage or
get a Defensive roll against the target that is attacking the ally. By making a
Reflex Check before Dmg is dealt the Swordsman must beat the ATR roll made by
the Attacker. This can be played as an interrupt with out asking a Host but once
committed any end result is definite. Meaning if your character was killed while
attempting to cover for the target the Swordsman dies regardless of the act.
Those are just one example so remember once you commit to this ability there is
no going back.
Cost> 20 Exp
Counter Strike>
A useful skill that allows one counter attack as soon as the Swordsman parry’s
an Attack (Melee) This Parried attack can be push back to an adjacent target or
to throw the Attacker off balance giving them a -2 to Dodge while the Swordsman
makes their counter attack onto the Attacker. If the attack lands any combos the
Attacker was performing was interrupted.
Cost> 20 Exp
Mounted Combat
+1> When a Swordsman comes onto a Riding Mount and battles with an
opponent while on their mount they get a Natural +1 when wielding their sword
onto mounted combat. Their Natural +1 to wielding Swords does not add to mounted
Combat since it is a different form of combat all together.
Cost> 20 Exp
Draw Arcane>
When a Magic Spell is cast towards the Swordsman he may absorb the spell to
their sword. A sword can only hold 1 Magic Spell at a time and can be released
when a hit has been made with the weapon increasing the possible Damage. This
ability allows you to draw a Spell and if an attack with the sword is successful
the spell is released at the same time. When attempting to absorb a Spell near
or towards the sword it must be a Spell with in 10ft of a Swordsman. The Effect
is instant as long as the Swordsman states it. However if more than one spell is
cast at the Swordsman he must Dodge or Resist the second spell that comes at
him. If Additional spells were cast at him he must do the same as if a second
spell was cast.
Cost> 50 Exp
Howling Sword>
This ability is combined with New Wave Slash and is required in order for this
ability to work. With New Wave Slash you may send an Absorbed Spell to another
Target as if using that Ability. However the Spell is transferred to the New
Wave Slash and is visible so a target can avoid it. This will allow a Swordsman
to send absorb Spells back to the Target or any other Target they choose.
Cost> 50 Exp
Defensive Stance>
When a character takes this stance they loose 1 ATR to gain a +1 Dodge
temporarily for the remainder of battle or as long as they keep this stance.
Cost> 20 Exp
Offensive Stance>
When a character takes this stance they loose 1 Dodge to gain a +1 ATR
Temporarily for the remainder of battle or as long as they keep the stance.
Cost> 20 Exp
Tactics>
Those Adjacent or close by the Swordsman can listen to their Tactics in a way to
gain either A defensive bonus or offensive bonus. Those close to the Swordsman
and accept his advice “Normally taking the Offensive or Defensive” gains an
ATR +1 or a Dodge +1 depending if they take the offensive of defensive. This can
effect up to two allies and additional swordsmen may take two others to offer
the bonus. However the Bonus does not stack therefore once two have been
assigned the bonus they cannot gain tactic bonus from another Swordsmen. This
lasts for the remainder of battle.
Cost> 20 Exp
Leadership>
Whenever a Swordsman leads some Henchmen or NPC Weaklings to battle they can
apply this skill to lead them on and keep them focus into battle. Thos Weak
NPC’s that have no leader tend to do as they wish or are unorganized. With a
Leader giving them commands they follow the commands set before them and are
less likely to run away from battle as long as their leader is alive. This
Ability allows you to make a Social Check against certain henchmen who are
willing to follow you. The Host states a Social Difficulty and the character
must make a Social Check. This ability gives you a +2 to that check increasing
your chances to get certain NPC’s to follow you. However this cannot apply to
players since players can choose to make their own mind or whom to follow.
Cost> 30 Exp
Battle Tactics>
When a swordsman chooses to observe a battle eventually they may see a pattern.
This may take 1-3 rounds for the Swordsman to Observe but once they state
“Observing Battle Tactics” They take the time to watch closely the battle
tactics of the enemy. The Swordsman suffers a -1 to all rolls (Disregarding
Armor and Damage) until he or she can see a Continuous Battle Tactic. If so The
Swordsman gains a +2 versus these opponents for the remainder of the battle.
Cost> 30 Exp
Shield
Tackle> When equipped with a Shield and Sword a character can charge at
their enemy with their sword and shield. This is treated as a normal Attack but
must be stated before hand. If the Attack is successful the enemy is slightly
impaled on the sword of the character and must make a Resist Difficulty 14 or
Suffer Bleeding Status Effect for d8 rounds loosing d8Hp each round till the
wound is healed. But that’s not all the Target must make a Power Check
Difficulty 14 or be knocked down for 1 round due to the shield pushing them over
after they were impaled.
Cost> 40 Exp
Double
Slash> A swordsman may make a second slash on their first attack at a
penalty of -4. If the attack hits the Swordsman deals two Damage rolls one at
full and the second at half the damage. This can be done once in a character’s
attack.
Cost> 30 Exp
Spirit Slash>
As an attack is made this creates a damaging Wave that can deal half of a Swords
Damage by emitting a powerful wave strike on an attack. This deals a half more
of the total Damage scored in a Damage Roll.
Cost> 20 Exp
Spiritual Bind>
This ability can be used As often equal to the amount of Spirit a Swordsman has
and equals in rounds/hrs equal to the Spirit of a Swordsman. Spiritual Bind
allows the swordsman to Deflect Magic Spells back at its caster by using their
sword with their own energy. However this can only Deflect Projectile Spells and
no other spell can be deflected. By making an ATR Roll the Swordsman must beat
the score made by the Casting Roll of the opponent. If they succeed the spell is
deflected back at the opponent. But if they fail they spell hits them full on
dealing its damage.
Cost> 40 Exp
Warning Blade>
The Warning Blade creates an eerie glow as well as sings a low reverberating
metallic sound to let the Swordsman know of incoming Dangers such as hostile
opponents. This only works when an opponent has hostile intentions and is
seeking out the Swordsman. It has a 25ft Radius and emits its glow and sound as
soon as the Enemy approaches.
Cost> 10 Exp
Light Blade>
A useful skill that can be used once per day a Swordsman can use the Light Blade
to create an aluminous blade when ever their sword is broken. The sharpness and
glow allows the wielder to gain their broken swords Damage as well as Bonuses
and Abilities. It also offers a15ft Light Source of magical properties. The
Downside it can only be used once a Day and can only remain active equal to the
Swordsman’s Spirit in equivalency of hrs/rounds.
Cost> 10 Exp
Dalacon> The
famous blade of legend can only be summoned by Swordsman who have mastered all
their abilities. The Sword is of pure energy able to Deal 2d10 Energy Damage and
d4 D.Hp Damage as well as ignores Armor. It can also be applied with many
Swordsman abilities and can be treated like any normal sword. However a great
Penalty takes onto the Swordsman who wields it. It can be used only once per day
and lasts as long as the Spirit a Swordsman has making last only that many
rounds an hrs. If held longer than the limit the Person Looses d4 D.Hp each
round/hour the Delacon is held out. The swords power is so great a risk some
Swordsman loose their lives by using its power.
Cost> 100 Exp
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