Swordsman (1.3) - Adventurer Class
Swordsmen are seen in every culture and are a powerful force on the field. They are a deadly force but are not as strong in armor defenses as some martial classes.
Playing the Swordsman
If you want to be the character that focuses on single and double sword fighting, able to deal out a lot of damage this class is for you. Although being able to wear Level 2 (medium) armor is important, this is one of the rare classes that can still be effective by not wearing armor, if you choose. This class fits well into any party but the player must be able to commit to attacks, this is not a class you can play and stay in the rear ranks.
Abilities
Armor Allowed: Medium (Level 2)
Weapons Allowed: Knife, Dagger, Stick, Club, Longsword, Shortsword, Greatsword, Rapier, Hand-and-a-Half Sword
Level 1
Sword Training: You gain +1 bonus damage when using any sword.
Duel Wielding: You may dual wield two longswords, two short swords or one long sword and one short sword, one rapier and one dagger, or one rapier and one short sword, or two rapiers, two short swords.
Level 2
Offensive Stance: Before the start of an encounter, battle, or duel, you may take a 2 point reduction in APR to give one of your swords a +1 damage bonus. If you are dual wielding swords then this applies to only one sword.
Level 3
Cultural Ability
Level 4
Defensive Stance: You may gain +1 to APR by fighting more defensively. This reduces your damage by 2, to a minimum of 0. This must be called out before an engagement and lasts until the end of the encounter, battle, or duel. If you are dual wielding swords then this still only counts for a -2 damage for +1 APR.
Level 5
Signature Sword: You choose a specific sword. You now receive an additional +1 damage bonus with that sword (this bonus “stacks” with any other bonuses). If you use any other sword, you lose this bonus. You may now have a spellcaster imbue this sword with one of their spells. This sword can now use that ability, but it has a range of touch and can only use that ability once and then it is “used up.”
Level 6
Cultural Ability
Level 7
Sword Lord: You gain the rank and title of Sword Lord. At the start of each event gain 10 GP for your services to the crown.
Masterful Flourishes: You showcase impressive and flamboyant swordplay techniques, intimidating foes and potentially disorienting or distracting adversaries. As long as you are performing a skilled demonstration of sword technique (aka showing off), opponents cannot attack you or your party. If you are or your party attacks or makes aggressive movements then this stops the ability. This ability can be used once per day (1x/day) and can be renewed.
Level 8
Epic Block: You can perform an epic block with your signature sword. To do this you declare that your primary sword will absorb all the damage from a single attack from a weapon.This ability can not block magic or special skills. This does not damage the weapon but can be used once per day (1x/day) and can be renewed.
Level 9
Cultural Ability
Level 10
Master Swordsman/Kensai: You receive the rank and title of Master Swordsman or Kensai. At the start of each event gain 15 GP for your services to the crown
Improved Epic Block: You can perform an epic block with your signature sword. To do this you declare that your primary sword will absorb all the damage from a single attack from any weapon, or spell. This does not damage the weapon. This ability can be used once per day (1x/day) and can be renewed.
DUAL NOT DUEL