Typically wielding a longsword and very light armor, the Swordsman is a fleet footed combatant that focuses on honing their skills.
Fleet Feet: +1 bonus to Combat Speed .
Honed Skills: +1 to AFF rolls over 7.
Lucky Hit: Once per fight, may roll for AFF instead of INT for Precision Rolls.
Quick Strike: Being unencumbered by a shield or heavy armor, allows the Swordsman to swing his sword with practiced ease, giving one handed swings up to a +5 Affinity Advantage based on Weapon weight and character Strength. You may attempt this every 3rd turn, so long as you have not used a Heavy Strike on your last two turns. Use a regular Attack Roll and add the Affinity Advantage.
Heavy Strike: By swinging the sword with two hands, you may recieve up to a +5 Damage bonus (Weapon WC + 2). You may attempt this every 3rd turn, so long as you have not used a Quick Strike on your last two turns. Use a regular Attack Roll .
Swordskills: Special skills that require MP to use. Some of these skills can be learned from simply practicing, but others must be learned from Swordmasters through a quest. You must perform a Skill Roll for these kinds of Attacks.
Custom Swordskill: Once they have reached level 5, Swordman may create their own skill, which require the use of MP and must be approved by a Full GM. You must perform a Skill Roll for these kinds of Attacks. The next threshold for creating a skill is doubled each time. (Example, 10 levels after 5 is 15, 20 levels after 15 is 35, etc)
Armor and WeaponsEdit
Metal Lined Bracers
Metal Lined Greaves
Leather Spaulder x1 (On non-dominant arm)
Available Plate ArmorEdit
This is the Plate Armor available to the Swordsman Class.
Plate Pauldrons (Requires VER of 12 or more depending on acquired armor)
By taking up the use of a second sword, a Swordsman may advance into a Dual Swordsman. [Requires VER of 10]
By choosing a heavier weapon, a Swordsman may develop into a Heavy Swordsman. [Requires STR of 13]