Sword School - Iron Rod
May 19, 2022 17:06:06 GMT -6
Post by insertnamehere on May 19, 2022 17:06:06 GMT -6
"Shake your money maker!" Thats the motto of the Iron Rod sword school. Practitioners of this martial art are loud, flamboyant, and always looking to be the center of attention both on and off the battlefield. Useful traits to have in this case for the main purpose of this school is to provoke, tease, and all around draw attention away from allies. Whether its bare skin or turgid power armor, those of the Iron Rod school know how to make enemies (and allies) hot under the collar.
Knowing when to use to right head tilt or the amount of hip gyration are life saving decisions, making Charm the key skill to Iron Rod. Adepts rely on Cavalry weapons due to a pole of substantial girth and heft often being needed for the users titillating display. No one is truly sure when or how this Sword School came to be but according to some Eldarin historians it can be traced back to the arena's from before the Fall which were believed to be a mix between a brutal blood sport and a provocative burlesque play.
Alternate school for Diamond Mind
Level 1: Apprentice
Weapon (Cavalry) Use Cavalry weapons with your Martial Maneuvers
Action (Dodge) Use Dodge actions in Martial Maneuvers. Any attack-related advantages you apply to the special attack are instead applied to your next standard attack against the enemy whose attack you dodged. That attack may not be a Special Attack.
Level 2: Initiate
Body Glitter (1*): If the target is hit by this attack, the target is Dazzled for a number of rounds equal the amount of times you take this advantage.
Pole Dancer (-2): You cannot move yourself from your current position until the end of your next turn.
Level 3: Adept
Skill (Charm) (-1): As part of this attack, make an Charm test against the Static Defense of the target. If it fails, the attack fails.
Lap Dance (2): If you successfully dodge a melee attack and the initial dodge roll is greater or equal to the targets SD, the attacker become grappled by you. This only works if you are adjacent to the attacker
Level 4: Master
Mastery (Yoo-Hoo!): Opponents within melee range that can see you suffer a static penalty on attack rolls that aren't directed at you equal to your Fellowship. The Appearance or Dangerous Beauty asset provides an additional -1 penalty, or -3 if you have both
Titillating Display (2): If you successfully dodge an attack, all of the attackers actions gain the Provokes sub-type, except the Dodge or Parry actions, for 1 Round. If the action already has Provokes then the opportunity attack against them gains Combat Advantage.
Level 5: Grandmaster
Circuit Party (4): Before or after making this attack, you can make a Half Move as a free action. This movement does not provoke and you can move through enemies during this movement but cannot end in a space currently occupied