Swordsmen and women are the lone warriors. Preferring the curved or straight honed edge of a blade over any other weapon available, they are both skilled and dangerous. The swordsman prefer to use his accuracy and dexterity over brute strength or magical aptitude, thus only a wily character that embraces the true soul of swordplay will live long. The art of fencing is perhaps their most important trait, large, immense competitions are held almost daily around any group of swordsment. Upon reaching their highest abilities, the swordsmen step into the realm of a Highlander, one who walks the world a master. There can only be a select number of Highlanders present in Krynn at any one time, thus upon reaching this stage, they battle almost continually to see who is the strongest and most likely to be the victor when the armageddon comes.

 

 

 

Levels and their consequences:

Level

Class Name

Bonus (Cumulative)

How to get there...

Notes

0-4

Trainee

-1 Hit Value

You are here..

-None-

5-9

Fencer

+1 attack dmg

Advance in Levels

-None-

10-14

Swordsman

-3 Hit Value

Duel another Fencer or Swordsman

The match is best of three, informal rules.

15-20

Musketeer

-2 dmg, +1 attack dmg

Advance in Levels

-None-

21->

Highlander

Blacksmithing ability

Duel another Highlander.

Enjoy, your the best.

 

 

Abilities:

Ability

Level

Effect

Blocking Barrage

2

-2 dmg when attacked by anything but a sword.

Garaults Counter

4

Ables the Swordsman to strike back for 1d4 upon an opponents miss, instantly.

Triangular Basis

6

+2 to Opponents Hit Value, -1 Hit Value

Sweeping Steel

8

+2 to all attacks, allows the swordsman to attack twice once per battle.

Alexanders Wake

10

A barrage of underhand and side sweeping attacks for 1d20dmg once per battle

Gaulish Counter

15

A modified Garaults Sweep, this dealing 1d8-1 dmg upon the opponents miss.

Swordsmithing

20

The swordsman can now modify his own blades for with a variety of values for a cost.

Highlanders Advantage

30

When facing anyone but another Highlander, the swordsman has the initiative. +3 Attack value, +2 Opponents Hit Value.

 

Swordsmithing Chart of Values:

Name

Expense

Modifying Trait

Honing

500gp

+2 dmg to swords attack, inclusive of Garaults and the Gaulish Counter.

Serrading

750gp

-1 to Hit Value, +1 dmg

Folding

1000gp

+2 dmg, +2 Opponents Hit Value

Magical Metalurgy

2000gp

+1d6 magic dmg when attacking

Folding of the Flame

2000gp

Deals 1d6 fire damage when striking enemy

Soul Melding

3000gp

Steals 1d6 life from opponent when striking.

**All these modifiers can be applied to the same sword, however, when the swordsman buys a new sword, these must be bought again.**

 

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-ToHS Productions-