Sword School - Infinite Choir
Aug 15, 2018 3:42:48 GMT -6
Post by GuardianTempest on Aug 15, 2018 3:42:48 GMT -6
All of reality moves to the same fundamental rhythm - an interplay of thoughts and deeds that colors who we are and what we do. Nothing expresses this great truth better than the sonorous sound of the Infinite Choir. The practitioner can hear the very resonance of the battle around them, and understand better than any how to exploit it.
The first lesson of the Infinite Choir, then, is that if violence is music, then battle is its dance—and one can achieve certain victory by simply following the steps. As such, the key skill for Infinite Choir is Acrobatics, as the adept weaves dizzying circles around their foes. Because of its emphasis on quick, elegant movements, the favored weapons are of the Fencing variety for those are graceful and easy to maneuver.
Level 1: Apprentice
- Weapon (Fencing): Use Fencing weapons with your martial maneuvers.
- Action (Half Move): Use Half Move actions in martial maneuvers. Any attack-related advantages you apply to the special attack apply to your next standard attack. That attack may not be a special attack of its own.
Level 2: Initiate
(-1) Lose Yourself To Dance: You cannot use this maneuver without first moving at least your full Speed this round.
(2) Infinite Tempo: If an attack modified by this advantage hits, move up to your Speed. This movement provokes attacks of opportunity, and if someone does attack, you may take a standard attack against the attacker. That attack may not be a special attack of its own and it resolves first before the attacker's.
Level 3: Journeyman
(-1) Skill (Acrobatics): As part of this attack, make an Acrobatics test against the Static Defense of the target. If it fails, the attack fails.
(3) Infinite Cadence: If an attack modified by Infinite Cadence hits, move up to your Speed. This movement does not provoke attacks of opportunity from your initial target, but provokes from others as normal. If you end this movement within reach of a different enemy, you may take a standard attack against them, which may not be a special attack of its own.
Level 4: Master
- Mastery (Dance to the Choir): Whenever you succeed at dodging or parrying a melee attack, you may move up to your Speed. This movement does not provoke attacks of opportunity.
(1) Infinite Crescendo: Move up to your Dexterity before making your attack. If both your starting and ending position would engage the same foe in melee, you count as two people against them for the purposes of Ganging Up.
Level 5: Grandmaster
(4) Infinite Waltz: If this attack hits, move up to twice your full Speed. Your target moves towards the same direction with the same distance. Neither of you provoke attacks from each other when moving this way, but you both provoke from others as normal. Should this movement force the target towards something dangerous, they can make a TN 25 Acrobatics test to end their movement as close as they can be to the hazard without suffering harm.
Homebrew by Arcanist, I only reworded some of the items listed.