Swordsmans' Schools

Martial Schools and Styles for Armed and Unarmed Combat


The Oriental Adventures book introduced the concept of styles or schools of martial arts. With this concept, mastering the techniques taught by the school shows a character's dedication to its philosophies and practices. Mastery also brings certain abilities that function like synergy bonuses for feats. In Saltwave, these styles and philosophies are not restricted only to unarmed combat. Following the example of the Seventh Sea game, there are a number of competing swordsman's schools, as well.

To gain mastery and access to the "secret techniques" of a school, a character must learn a certain number of feats and skills. After reaching this point of mastery, the character gains the benefit of a certain extra ability that epitomizes the teachings and philosophy of his chosen style of combat. This functions like a synergy bonus, and is lost if any of the required feats or skills are lost.


Swordsman's Schools

Aelvenwode School [Swordsman School]
Elven fencing is also known in some places as "Bladesong." The traditional style of the bladesinger combines artistic dance-like moves with a whistling series of weapon movements. On the whole, it is very graceful and effective. The philosophy of the Aelvenwode Bladesong School is that combat and true art are one and the bladesinger is the artist.
Requirements: Feats:
Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Quick Draw, Weapon focus (longsword). Skills: Perform (dance, music), and Tumble; 5 ranks in each.
Mastery Benefit: You gain a dodge bonus equal to your Intelligence modifier when fighting with a longsword in one hand and nothing in the other. You must be wearing light armor or no armor to receive this bonus.

Griffon Peak School [Swordsman School]
Students of the Griffon Peak school learn a style of two weapon fighting inspired by the griffons of Tarnia and built to take compensate for the reach and power advantages of the traditional two handed greatsword fighting styles common to both catskinners and their foes, the kzinti. The Griffon Peak school teaches that a quick in-and-out style with two weapons can be superior to a single mighty blow. The philosophy of this school of swordsmanship is to anticipate the opening that a two handed style has to leave after a strike and to take exploit that opportunity to strike.
Requirements: Feats: Combat Expertise, Combat Reflexes
, Dodge, Improved Feint, Improved Initiative, Mobility, Spring Attack, Two Weapon Defense, Two Weapon Fighting. Skills: Bluff and Tumble; 5 ranks in each.
Mastery Benefit: You may make a Spring Attack simultaneously with both your primary and offhand weapons as an attack action.

Tarnian School [Swordsman School]
Several noted Tarnian catskinners developed the techniques that give this school its most flashy and effective offensive moves. The school works exclusively with the greatsword and claymore (same game stats) and relies on circular moves that keep the massive blade between the swordsman and his foes. The philosophy of the Tarnian School is to be ever ready to take on more than you planned.
Requirements: Weapon proficiency with greatsword. Feats: Combat Expertise, Dodge, Mobility, Spring Attack, Two Handed Circle*, Weapon Focus (greatsword), Whirlwind Attack. Skills: Knowledge (war), 8 ranks.
Mastery Benefit: While you have a greatsword in hand and ready, your dodge bonus from the Two Handed Circle feat is increased to +4 and are not considered flanked, regardless of the nature and positions of your opponents.
* Two Handed Circle is a Saltwave campaign feat.

Silber School [Swordsman School]
The Silber School follows the codified techniques of Smeisserander fencing. Its adherants rely on establishing a rhythm of fighting, only to break it with a feint as their opponents fall into their pattern of attacks and parries. The philosophy of the Silber School is to keep one's emotions and intentions hidden behind a mask of normal rhythm. This is particularly appealing and natural to Kraanicher swordsmen.
Requirements: Weapon proficiency with rapier or saber. Feats: Combat Expertise, Combat Reflexes, Improved Disarm, Improved Feint, Improved Initiative, Quick Draw, Weapon focus (rapier or saber). Skills: Bluff, Perform (dance), and Tumble; 5 ranks in each.
Mastery Benefit: You may attempt a feint as a free action instead of the move action allowed by the Improved Feint feat when using the attack or full attack action with your specialized weapon. You may attempt only one feint per round, however.

Suruq School [Swordsman School]
Founded by the half elf ranger, Ashim Suruq of Qoolm, the Suruq school relies on acting with blinding speed and confidence. Practitioners of the Suruq style use the two weapon style exclusively. The philosophy of the Suruq School is to be confident and certain of the rightness of one's action in the face of the unpredictable nature of combat.
Requirements: Weapon proficiency with rapier, scimitar, or longsword. Feats: Combat Expertise, Combat Reflexes, Improved Disarm, Improved Initiative, Improved Trip, Lightning Reflexes, Two Weapon Fighting. Skills: Sense Motive, 5 ranks.
Mastery Benefit: You may add your Charisma bonus, if positive, to initiative rolls. You may also add your Charisma bonus to your Armor Class when wearing no armor.

Wonderwood School [Swordsman School]
The elven Wonderwood style is practiced by the wood elves of Landers and their friends. This two-weapon style relies on quick movement and athletic conditioning. Wonderwood school practitioners use speed and agility to take advantage of openings in their opponents' defenses.The philosophy of the Wonderwood School is to "be where your opponent doesn't expect you... twice."
Requirements: Weapon proficiency with rapier and main gauche or dagger. Feats: Combat Expertise, Dodge, Improved Feint, Mobility, Spring Attack, Two Weapon Defense, Two Weapon Fighting. Skills: Jump and Tumble, 5 ranks each.
Mastery Benefit: You may make a flurry as part of an attack or full attack action. You gain an additional melee attack with your dueling weapon at your base attack value, plus applicable modifiers. This extra attack and all others suffer a -2 circumstance penalty until your next turn. Note: Ordinarily, you must use a full attack action to gain multiple attacks of any kind. This ability allows you a flurry on a standard attack action.


Unarmed Combat Schools

Pine Bluff School [Unarmed Combat School]
The Pine Bluff druidic monastary is a renowned center of the martial arts. The Pine Bluff style has spread throughout most of Jaastenland's druidic and martial arts communities. The basics of the Pine Bluff style focus on finding the student's natural rhythm and using it to strike with great power and precision when the time is right. The philosophy of the Pine Bluff school is to "pit your natural strengths against the natural weaknesses of your opponent."
Requirements: Improved Unarmed Strike, Circle Kick (S&F), Combat Reflexes, Expert Tactician (S&S), Freezing the Lifeblood (OA), Close Quarters Fighting (S&F), Improved Initiative, Stunning Fist or monk's stunning attack, and Unarmed Damage 1d10 or more.
Mastery Benefit: You gain a +2 competence bonus to the save DC for successful attacks made with nerve strikes, including Stunning Fist or monk's stunning attack, Falling Star Strike (OA), Freezing the Lifeblood (OA), and Pain Touch (OA), and the effects last for twice the usual duration.

Tyntallanon [Unarmed Combat School]
Tyntallanon, or "Wind through the Wood Chimes," is the wood elven unarmed fighting style practiced in the Wonderwood of Landers. The wood elves do not teach its deepest secrets to anyone else, so mastery of the style is reserved for natives of the Wonderwood alone. It takes much dedication and time to master the style's secrets, and there are two levels of mastery. The basics of Tyntallanon focus on fast, powerful kicking techniques and elementary defenses. The advanced students of Tyntallanon learn defensive skills that require very precise timing. The philosophy of Tyntallanon is that "the wind and the woods are one."

Lesser Mastery of Tyntallanon
Requirements: Improved Unarmed Strike, Power Attack, Flying Kick, Dodge, Combat Reflexes, Weapon Focus (unarmed), Jump (5 ranks), Tumble (5 ranks).
Mastery Benefit: You gain a +10 competence bonus on Balance, Jump, and Tumble checks.

Greater Mastery of Tyntallanon
Requirements: Lesser Mastery of Tyntallanon, Close Quarters Fighting, Combat Expertise, Defensive Strike, Deflect Arrows, Improved Disarm, Sense Motive (5 ranks).
Mastery Benefit: An opponent who attacks you in melee and misses provokes an attack of opportunity from you. You may take this attack of opportunity normally, with all applicable modifiers, unless the opponent has reach and you do not. This attack counts normally against your allowed number of attacks of opportunity per round.


Last updated 14-Nov-2004
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