Sword School - Dragon Dive
May 11, 2022 18:41:58 GMT -6
Post by ScrapyardDragon on May 11, 2022 18:41:58 GMT -6
Dragon Dive
Alternate school for White Raven
One of the admittedly many advantages dragons and their armies have had over their enemies is air superiority, the ability to rain down fire and death from above the battlefield. While no self-respecting dragon would acknowledge a mortal as their rider, some will, if not themselves, have a battalion of lesser dragons such as wyverns carry their knights to the battleground, bidding them to divebomb their enemies with mighty lances to decimate the enemy lines. The training of these dragon knights to maximize the power of these alpha strikes has been passed on from parent to child, and through their writings eventually into other cultures.
Acrobatics is, obviously, the key skill for Dragon Dive. Dragon Dive adepts are first trained with cavalry lances; easy weapons to use while flying into battle, and ones that lend themselves well to impaling the enemy from above.
Level 1: Apprentice
Weapon - Cavalry: Use Cavalry weapons with your Martial Maneuvers
Action - Charge: Use Charge actions in Martial Maneuvers
Level 2: Initiate
Dragon Ascent (2): Before making this attack, you may rise up to your strength in meters into the air. If this attack has the movement keyword, you gain flight for the duration of the action.
Plunging Attack (-1): This attack can only hit if you are above the target.
Level 3: Adept
Skill (Acrobatics) (-1): As part of this attack, make an Acrobatics test against the Static Defense of the target. If it fails, the attack fails.
Recoil Dive(*3): Apply this advantage only to a special attack modified by Plunging Attack. If this attack hits, for each time this advantage was taken you may, as a reaction, move up to your dexterity in meters in any direction and then you may make an additional attack with your weapon against any target within range as part of this attack. These additional attacks are not special attacks, and if you miss, you cannot use any remaining instances of recoil dive as part of this attack.
Level 4: Master
Mastery (High jump): Treat your strength as doubled when determining distance for jumping or the dragon ascent advantage
Highwind (3): This attack gains +Xk0 damage, where X is equal to half the amount of meters you were above your target at the start of this attack, to a maximum of five
Level 5: Grandmaster
Fallen star (4): This attack gains blast (X), where X is equal to half the amount of meters you were above your target at the start of this attack, to a maximum of ten.
Alternate school for White Raven
One of the admittedly many advantages dragons and their armies have had over their enemies is air superiority, the ability to rain down fire and death from above the battlefield. While no self-respecting dragon would acknowledge a mortal as their rider, some will, if not themselves, have a battalion of lesser dragons such as wyverns carry their knights to the battleground, bidding them to divebomb their enemies with mighty lances to decimate the enemy lines. The training of these dragon knights to maximize the power of these alpha strikes has been passed on from parent to child, and through their writings eventually into other cultures.
Acrobatics is, obviously, the key skill for Dragon Dive. Dragon Dive adepts are first trained with cavalry lances; easy weapons to use while flying into battle, and ones that lend themselves well to impaling the enemy from above.
Level 1: Apprentice
Weapon - Cavalry: Use Cavalry weapons with your Martial Maneuvers
Action - Charge: Use Charge actions in Martial Maneuvers
Level 2: Initiate
Dragon Ascent (2): Before making this attack, you may rise up to your strength in meters into the air. If this attack has the movement keyword, you gain flight for the duration of the action.
Plunging Attack (-1): This attack can only hit if you are above the target.
Level 3: Adept
Skill (Acrobatics) (-1): As part of this attack, make an Acrobatics test against the Static Defense of the target. If it fails, the attack fails.
Recoil Dive(*3): Apply this advantage only to a special attack modified by Plunging Attack. If this attack hits, for each time this advantage was taken you may, as a reaction, move up to your dexterity in meters in any direction and then you may make an additional attack with your weapon against any target within range as part of this attack. These additional attacks are not special attacks, and if you miss, you cannot use any remaining instances of recoil dive as part of this attack.
Level 4: Master
Mastery (High jump): Treat your strength as doubled when determining distance for jumping or the dragon ascent advantage
Highwind (3): This attack gains +Xk0 damage, where X is equal to half the amount of meters you were above your target at the start of this attack, to a maximum of five
Level 5: Grandmaster
Fallen star (4): This attack gains blast (X), where X is equal to half the amount of meters you were above your target at the start of this attack, to a maximum of ten.