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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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