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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 strong in armor defenses as some classes.

 

Playing the Swordsman

If you want to be the character that focuses on single and double sword fighting, able to deal out much 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:  Level 2

Weapons Allowed:  Knife, Dagger, Stick, Club, long sword, short sword, great sword, rapier, hand and a half sword

Abilities

  • Increased Sword Damage: Gains +1 damage when using any sword.

  • Duel Wielding: May duel wield 2 long swords, 2 short swords or 1 long sword  and 1 short sword, 1 rapier and one dagger, or 1 rapier and 1 short sword, or 2 rapiers, 2 short swords.

  •  Level 2:  Offensive Stance - Before the start of an encounter you may trade out 2 points of APR to give one of your swords a +1 damage bonus.  If you are duel wielding swords then this applies to only one sword. This can only be used once a day (X1 day) but can be renewed by the Entertainer

  • Level 3: Cultural Ability

  • Level 4: Defensive Stance - Before the start of an encounter you may trade out 2 points of damage from your weapons damage to give yourself a +1 bonus to APR.  If you are duel wielding swords then this still only counts for a -2 damage for +1 APR. This can only be used once a day (X1 day) but can be renewed by the Entertainer.

  • Level 5:  Signature Sword - The Swordsman chooses a specific sword. The Swordsman now receives an additional +1 damage with that sword (this bonus “stacks” with any other bonuses). If the Swordsman uses any other sword, they lose this bonus. The Swordsman may now have a spellcaster imbue this sword with one of their spells (abilities). 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 - Gain the rank of title of Sword Lord.  At the start of each event you will gain 10 GP for your services to the crown. 

  • Improved Vigor - gain +1 HP.

  • Level 8:  Epic Block - 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 short or long range weapons but not magic. This does not damage the weapon but can only be used one time a day, and cannot be renewed by the entertainer.

  • Level 9: Cultural Ability

  • Level 10: Master Swordsman/Kensai - 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: 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 weapons attacks, long ranged attacks (aka arrows), and spells.  This does not damage the weapon but can only be used two times a day, and cannot be renewed by the entertainer.

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