Sword School - Ocean Soul
Aug 8, 2018 23:12:19 GMT -6
Post by Amanojyaku on Aug 8, 2018 23:12:19 GMT -6
Even in this age of spelljammers plying the stars, the seas still hold a power and a mystery all their own. The Ocean Soul sword school was developed by those races most affected by the tides, powerful techniques inspired by benthic currents and the great pelagic beasts who inhabit the deep sea. Nowadays it is used almost exclusively by the Sahuagin, in their mad attempts to claim what they see as theirs.
Athletics is the key skill for the Ocean Soul, the ability to fight and weather the undertow and surface currents alike. While the current masters of the school prefer to use their claws, Cavalry weapons are the traditional tools of Ocean Soul adepts, the logical extension of fishing spears and harpoons.
Level 1: Apprentice
-Weapon (Cavalry): Use Cavalry weapons with your martial maneuvers.
-Action (Bull Rush): Use Bull Rush actions in martial maneuvers.
Level 2: Initiate
(-1/-3)Sea Legs: For 1 point, this attack can't be used unless you are standing in liquid at least up to your knees. For 3 points, this attack can't be used unless you are completely submerged.
(2)Selkie's Dance: Until your next turn, the target's attacks against you gain the Provokes keyword.
Level 3: Journeyman
(-1)Skill (Athletics): As part of this attack, make an Athletics check against the Static Defense of the target. If it fails, the attack fails.
(2)Kraken's Grasp: Grapple the target as part of this attack. Use the result of the attack roll in place of your Brawl test.
Level 4: Master
-Mastery (Ebbing Wounds): Gain Regeneration (2) while submerged in water.
(3)Sea Devil's Cruelty: This attack deals +5 damage if you hit the target with an attack on your previous turn. If you and the target are submerged, this attack deals +10 damage instead, and the target sinks as if its weight was doubled and cannot swim for the rest of the round.
Level 5: Grandmaster
(4)Leviathan's Wake: As part of this attack, make an opposed Strength test against everyone within 2m of you, as if making a Bull Rush action against everybody (you roll Strength and compare it to everyone else's result). Anyone you succeed against is moved 2m, plus 2m for every raise you got against them, and anyone moved at least 4m also falls prone. If you move during this attack, this affects everyone that you come within 2 meters of. A target can only be affected by this effect once per round.