“Welcome to the Tipsy Swordmaster. If you need aid in your study of the Ginta, I am more than willing to aid.” – Mengjaal, Swordmaster Guildmaster of Var Bandor
Artists of the blade, swordmasters are dedicated students of grace and perfection. Because of their dedication to a single sword, longer-lived and more broadly experienced swordmasters are able to vastly outclass swordsmen of other professions.
Introduction
Swordmasters are warriors who have devoted their lives to mastering one weapon – the blade. Learned in ancient meditative techniques, they practice the art of ak’anginta: “thought-to-form”, in which the sword becomes an extension of self, with each style an expression. Using these “ginta” or “forms”, a swordmaster becomes one of Avendar’s most formidable combatants, displaying a mastery of his weapon unparalleled by any other. The roots of ak’anginta are often claimed by the aelin, its graceful and aesthetically pleasing motions expressing the highest ideals of their storied culture. However, over time, other races have left their mark on the profession’s practice, be it in the cruel precision of the shuddeni or the brutal power of the srryn.
Individual swordmasters often find personal affinity to a single form early in training. However, swordplay is as flexible as it is unique, leading many to take great pride in mastering a variety of styles. Additionally, the trained ambidexterity offered by this path allows for greater diversity in sword selection than other warriors. Because of their dedication to a single sword, longer-lived and more broadly experienced swordmasters are able to vastly outclass swordsmen of other professions.
A deeply aesthetic art, aelin swordmasters of good alignment often favor Aeolis as a deity, while evil practitioners occasionally offer secret homage to Serachel. These affinities can also apply to other races as well, especially those whose study heightens their appreciation for aelin culture. However, the path of the ginta is often as deeply individual as its students, making common swordmasters of all faiths, or none.
Class Abilities
Click an ability name to see more details.
Skills
Syntax: Automatic
Small, bladed weapons, daggers are one of the simplest melee weapons, often
favoured by scholars for this reason, most other professions in Avendar also
receiving training in them. Rogues are more intimately trained in their usage,
learning techniques both flashy and subtle. Typically thrusting or slashing
weapons, due to their length, they are poor at warding off blows though it is
likewise difficult to parry against a dagger. Someone wielding a dagger will
have a harder time getting around a shield, a stone phalanx, or a fighter's
fending.
Primary Attribute: dexterity
See also: PARRY
Syntax: Automatic
One of the most commonly-produced and commonly-trained weapons in Avendar,
swords are simple to learn the basics of, but may take decades to master. The
only weapon with an entire profession dedicated solely to their usage, in the
hands of most others, swords are a particularly average weapon. Typically
slashing or piercing, they range from slender rapiers to massive two-handed
claymores.
Primary Attribute: strength, dexterity
See also: PARRY
Syntax: Automatic One of the few skills taught by almost all guilds of Avendar, parrying is the art of fending off an opponent's blows with one's own weapon. It is easiest to do so with a staff, though polearms and spears are well-suited to it as well. Swords and exotic weapons are neither good nor poor to one attempting to parry, though gladiators will parry better with an exotic and swords parry more effectively when wielded with both hands. Maces, axes, flails, daggers and whips are in turn less and less suited to parrying with. Fighters, by virtue of their training in a variety of techniques, will be more skilled at parrying no matter what the weapon. Wielding a weapon other than a sword or a spear in one's offhand will inhibit parrying with the main hand, though gladiators learn techniques to parry better while offhanding a whip. It is typically easier to parry when skilled with one's own weapon. It is particularly difficult to parry against daggers and whips, and easier to parry polearms. Primary Attribute: dexterity See also: DUAL WIELD, individual weapon helpfiles
Syntax: Automatic Devoting so much of their life to the usage of the blade, swordmasters grow adept with any sword they put their hand on. Even a poorly-crafted blade will strike more fiercely in the hands of someone with this skill, causing direct improvements to a sword's average damage. This will not be sufficient to replace a true master's favoured weapon, or a sword meant to kill legends, but it might help with attaining such a blade. Additionally, with this skill, a swordmaster has a significantly reduced chance of causing damage to their weapons through combat. Finally, with this skill, at any point when damroll would be checked for melee combat (including via forms or skills), hitroll will be used in its place. This effect scales to the user's level, and sees sharply diminishing returns above sixty hitroll. Primary Attribute: dexterity See also: REPAIR, hitroll, damroll
Syntax: Automatic Most of the non-scholarly guilds offer their students training in heightening the force of their blows. A higher skill will see better results at these techniques, as will a better weapon. Primary Attribute: strength See also: BRUTAL DAMAGE, PROWESS
Dual wielding is the ability to use an additional weapon in the character's offhand. Weapons being dual wielded will suffer a slight penalty in the amount of damage and have a lesser chance of iterative attacks. Weapon weight must be considered with this skill, as only weapons lighter then the one being wielded in the main hand are capable of being dual wielded. Swordmasters are exempt from this restriction, and can dual wield nearly any two swords they can hold. Certain unwieldy combinations of weapons will be more awkward to defend oneself with. Large-sized races, such as the chaja or alatharya, are able to hold certain kinds of two-handed weapons with one hand, and dual wield them. The balance of spears, staves, and polearms are such that this is not possible for these weapons. The ambidextrous trait, available upon creation and given to gladiators and swordmasters automatically, reduces but does not remove the weight restrictions (though swordmasters have none in either case). Primary Attribute: dexterity See also: PARRY, AMBIDEXTROUS
Syntax: Automatic Dodge is a melee defense skill focused on the avoidance of blows. It is particularly difficult to dodge flails and polearms, and easier to dodge whips. Dodge is the favored defense of rogues, but it is taught in many other schools as well. All aelin receive a bonus to this skill. Primary Attribute: dexterity
Range : Target PC or mobile Syntax: Rescue <target> Rescue allows the user intercede in combat for another. This will direct the melee blows of the target's foe at the user, removing them from combat. If the target is being targeted by multiple opponents, they will need to be rescued from each one in turn. It is not possible to rescue someone who is not being targeted by any enemies. A character who is autoassisting will immediately rejoin combat after being rescued. Primary Attribute: charisma, dexterity See also: AUTOASSIST, AUTOATTACK
Syntax: Automatic Fast healing is a skill taught by most guilds, that their students might apply their knowledge to quicker recovery of bodily injuries, increasing the rate at which they gain hit points. Primary Attribute: constitution See also: hit points
Syntax: Automatic A basic technique for focusing one's thoughts, meditation is a skill taught by all guilds that their students may recover mana more quickly. Primary Attribute: intelligence, wisdom See also: TRANCE, mana
Syntax: Automatic Unimpressed by the phalanx-shields of fighters, swordmasters have mastered the art of parrying with their secondary weapons. While slightly less effective than parry, this skill allows a dual-wielding swordmaster to defend with his offhand weapon; this skill is most effective against polearms, and least against daggers and whips. Primary Attribute: dexterity See also: PARRY, DUAL WIELD
Syntax: Automatic Characters with proficiency in this skill will attempt a second attack each round with both their main and any offhanded weapons. Mastery of this skill does not guarantee the attack will be attempted every round, but it does make it very likely. Primary Attribute: dexterity, strength See also: DUAL WIELD
Duration : Instantaneous Weapon: Sword Range : Current Opponent Syntax: Meditativestrike Effectively fighting in meditative trances, swordmasters may make a quick strike at their enemies while in combat, dealing damage. Because their meditative state is enhanced while in form, they will recover more quickly when using this skill, incurring less lag than while out of form. Primary Attribute: wisdom, dexterity
Duration : Instantaneous
Range : Single PC or mob
Syntax: Stunningblow <target>
With this skill a swordmaster may attempt to stun their opponent, causing them
to be lagged.
Primary Attribute: intelligence, dexterity
See also: LAG
Duration : Instantaneous Range : Current Weapon-Wielding Opponent Syntax: Disarm Combat-oriented classes can use this skill to knock a weapon from their foe's hands. Two-handed weapons are more difficult to disarm, while certain other weapons such as whips and flails are easier to use to disarm others. Most weapons will fall to the ground when disarmed, though those that bear the nodrop or inventory flags remain in the character's inventory. Items with the noremove and nodisarm flags cannot be disarmed with this skill. mobiles who are able to see at the time they are disarmed will immediately pick up their weapon. This skill must be used while already in combat, and only against the person the user is currently fighting. Primary Attribute: dexterity
Syntax: Automatic Characters with proficiency in this skill will attempt a second attack each round with both their main and any offhanded weapons. Mastery of this skill does not guarantee the attack will be attempted every round, but it does make it very likely. Primary Attribute: dexterity, strength See also: DUAL WIELD
Syntax: Automatic A further refinement upon the more widely taught basic technique of meditation, trance is taught by the spellworking guilds and those focused on more meditative studies, in order to better recover their mana. Primary Attribute: intelligence, wisdom See also: MEDITATION, mana
Duration : Instantaneous Range : Current Item-Holding Opponent Syntax: Offhand This skill is used by swordmasters to strip items in their opponent's offhand. This can be a dual wielded weapon, a held object, or a shield, causing it to fall to the ground. Items bearing the noremove or nodisarm flags cannot be disarmed with this skill. This skill must be used while already in combat, and only against the person the user is currently fighting. Primary Attribute: dexterity See also: DISARM
Syntax: Automatic Characters with proficiency in this skill will attempt a fourth attack each round with both their main and any offhanded weapons. Mastery of this skill does not guarantee the attack will be attempted every round, but it does make it very likely. Primary Attribute: dexterity See also: DUAL WIELD, THIRD ATTACK
Duration : Instantaneous Minimum cost: 5 Range : All currently fighting the user Syntax: Feint This skill may be used to make a quick feint at one's enemies, distracting them and causing them to lose an attack in the next round of combat. Primary Attribute: charisma, dexterity
Syntax: Automatic Experienced swordmasters, wise to the common tricks of combat, may use a trick of their own to counter attempts to disarm them. The unwise opponent who decides to disarm a swordmaster may find themself disarmed instead. Should one wish to not disarm the enemy, the autoreverse toggle will prevent this. Primary Attribute: dexterity See also: SETTINGS
Syntax: Automatic Swordmasters, with their intense focus on one particular type of weapon, can become equally versatile with both hands. If a swordmaster is disarmed once he knows this skill, there is a chance that he will be able to remain holding his sword-form, so long as he is dual wielding another sword. Primary Attribute: dexterity See also: DUAL WIELD
Syntax: Automatic Swordmasters, who spend their entire lives in the use of swords, are in a unique position to appreciate the pecularities of an individual weapon. Favoured blade allows a swordmaster to go beyond one hundred percent with his weapon skill, typically a sword. He will gain improvements with it as any other weapon, though greater peaks of mastery will grow harder and harder as he grows closer to the weapon. While there is in theory no limit to how much there is to learn about an individual weapon, practical considerations usually prevent this from being a reality. Of course, it is difficult to learn more of a blade against an inadequate opponent; no gains will be seen unless the opponent is of equal or greater level to the swordmaster. The swordmaster's bonus percentage is per-weapon; he can have more than one favoured blade at any given time, but unless he is meticulous, they will all have different bonuses. He may view his progress with his chosen at any time that he is wielding it by using the skills command. A swordmaster wielding his favoured blade will have a chance to be fully capable in combat even while blinded, proportionally to his skill with this weapon. Primary Attribute: intelligence See also: DEVOTION, BLINDFIGHTING
Forms
Cost per Round: 10 mana
Syntax: Assume 'Form of the Bull'
The first offensive form that a swordmaster learns, the form of the bull
provides a substantial bonus to all damage they deal with a sword. However,
they will far more frequently miss due to armour class, unless they are
intimately familiar with their weapon.
Primary Attribute: Intelligence, Strength
See also: ARMOR CLASS
Cost per Round: 5 mana Syntax: Assume 'Form of the Serpent' The form of the serpent allows a swordmaster to move with the sinuous swiftness of the serpent, significantly increasing their chance to dodge attacks, as well as kicks; furthermore, they will never miss an attack due to the opponent's armour class. However, the heightened precision will cause a reduction in all outgoing melee damage. Primary Attribute: Intelligence, Dexterity See also: ARMOR CLASS, DODGE
Cost per Round: 20 mana Syntax: Assume 'Form of the Hawk' Dancing through the opponents blows like a nimble hawk, a swordmaster in the form of the hawk finds that their ability to protect himself increases: their dexterity increases and they gains a bonus to his armour class proportional to their level. In this form, there is also a chance that they will evade attempts to trip them, legsweep them, cross, ensnare, or surprise attack them, punishing those who try with a full round of attacks. Primary Attribute: Intelligence, Dexterity See also: ARMOR CLASS, TRIP, SWEEP, LEGSWEEP, other listed skills
Cost per Round: 20 mana Syntax: Assume 'Form of the Mongoose' Imitating the exotic mongoose, this notoriously stylish form allows a swordmaster to strike successively in combat, for each blow he attempts to land. These attacks may miss or be blocked as with any other. Primary Attribute: Intelligence, Dexterity
Cost per Round: 5 mana Syntax: Assume 'Form of the Monkey' A less-extreme variant of the form of the reed, form of the monkey is also used to enhance a swordmaster's defensive capability. Less pronounced in all regards, the swordmaster will still see a marked increase in his ability to parry and offhand parry, and he will be unable to attempt to make a fourth attack in a combat round. Primary Attribute: Intelligence, Dexterity See also: PARRY, OFFHAND PARRY, FORM OF THE REED
Cost per Round: 20 mana Syntax: Assume 'Form of the Spider' Drawing their opponents into a complicated series of strikes, a swordmaster in the form of the spider may tire his opponent considerably, dealing substantial damage to his move points, striking and withdrawing, pulling the unwitting opponent into his trap. Primary Attribute: Intelligence, Dexterity See also: MOVE
Cost per Round: 20 mana Syntax: Assume 'Form of the Panther' Mimicking the stealthy motions of the great jungle panthers, swordmasters in this form move silently through combat, granting unparalleled protection against bashes and shield bashes. Should he flee from combat, the direction in which he flees will be obscured, as well. Primary Attribute: Intelligence, Dexterity See also: BASH
Cost per Round: 5 mana Syntax: Assume 'Form of the Boar' A general purpose offensive form, swordmasters modelling their attacks after the charging boar, increasing damage dealt with their melee atacks, but penalizing their armour class. As the swordmaster gains in level, this malus will increase. Primary Attribute: Intelligence, Strength See also: ARMOR CLASS
Cost per Round: 20 mana Syntax: Assume 'Form of the Reed' In the form of the reed, the swordmaster focuses all of abilities on using his weapon to beat back his opponents attack. Bending like a reed in the wind, his ability to both parry and offhand parry is doubled. However, this level of focus means that he is then unable to attempt second, third, or fourth attacks. Primary Attribute: Intelligence, Dexterity See also: PARRY, OFFHAND PARRY
Cost per Round: 35 mana Syntax: Assume 'Form of the Eagle' In the form of the eagle, the swordmaster mimicks the diving attacks of the great bald eagle, attempting to make a successive attack in a round of combat. This attack can never be blocked, but it may miss due to armour class. Primary Attribute: Intelligence, Dexterity See also: ARMOUR CLASS
Cost per Round: 30 mana Syntax: Assume 'Form of the Crab' When a swordmaster assumes the form of the crab, he imitates the motion of the blue shelled beach crab, sidling his way toward his foe, then delivering a pincer strike, using his weapons to attempt to disarm his opponent's weapon, more efficiently than the skill itself would be. A swordmaster must be dual wielding in order to see the effects of this form. Primary Attribute: Intelligence, Dexterity See also: DISARM, DUAL WIELD
Cost per Round: 5 mana Syntax: Assume 'Form of the Mockingbird' The form of the mockingbird is used for the purposes of countering other warriors' attack skills. The majority of those used by fighters, gladiators, and barbarians may all be negated by the use of this form, its distracting motions pulling opponents up short. Primary Attribute: Intelligence, Wisdom
Cost per Round: 20 mana Syntax: Assume 'Form of the Viper' Using their already precise striking ability, swordmasters can use the form of the viper to inflict strategic hits against an opponent, dealing damage to both strength and dexterity. The pinprick nature of the wounds means they cannot be healed except simply by waiting. The effects of this form are cumulative. Primary Attribute: Dexterity
Cost per Round: 20 mana Syntax: Assume 'Form of the Dragon' Modelling this offensive form after the legendary dragons, a swordmaster in this form sacrifices much of his ability to both parry and offhand parry in order to even more greatly penalize his opponent's ability to parry or manipulate a warding weapon. Primary Attribute: Intelligence, Strength
Cost per Round: 15 mana Syntax: Assume 'Form of the Rose' The form of the rose is one of the most visually evocative forms taught to swordmasters. Each time they parry or offhand parry an attack, there is a chance they will turn the blow back against his opponent in a riposte. Mainhand parries will result in more damaging ripostes than those delivered from an offhand parry. Ripostes are always more effective against enemies who are not wearing a shield. Greater mastery of this form will produce more pronounced results. Primary Attribute: Intelligence, Dexterity
Cost per Round: 30 mana Syntax: Assume 'Form of the Asp' Delving into the meditative fighting styles of the swordmasters and melding it with the magics of their sphere, Void templars have formulated the form of the asp, a variant on both the form of the wasp and the viper, empowered by their negative magics. Each round of combat while in this form, the templar may deliver an asp strike, dealing strength and dexterity damage, and causing the target to bleed. All of these effects are cumulative with each successive strike. Primary Attribute: Intelligence, Dexterity See also: FORMS, FORM OF THE WASP, FORM OF THE VIPER
Cost per Round: 35 mana Syntax: Assume 'Form of the Bear' Like the great bears, a swordmaster in this form strikes with increased ferocity, mauling their foes. They will receive a massive bonus to melee damage, but will also lose all ability to either parry or offhand parry. Primary Attribute: Intelligence, Strength See also: PARRY, OFFHAND PARRY
Cost per Round: 25 mana Syntax: Assume 'Form of the Wasp' This form is characterized by its sharp, piercing strikes deep into an opponent's bodies. Each such blow will cause his opponent to bleed profusely. These bleeding wounds may be cured. Additional strikes do not extend the duration. Primary Attribute: Dexterity See also: MEND WOUNDS, REGENERATION
Cost per Round: 60 mana Syntax: Assume 'Form of the Whirlwind' Moving like a whirlwind amongst his foes, a swordmaster in this form will attempt a full round's worth of attacks against all PCs or mobiles with whom he is in combat. Primary Attribute: Intelligence, Dexterity