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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
Content copyright © 1998-2003 by SilverDragon.
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