By jhubert
Swordmasters focus on the flashier aspects of combat - to them, it is not only important that they win, but how they win. Beyond basic competency with weapons they focus on agile movements and a quick-witted mind and mouth.
Swordmaster Talent [20/level]
You have been initiated into the Swordmaster Discipline and can learn further Swordmaster Discipline abilities. You gain +1 to all skill and attribute rolls associated with all Swordmaster Discipline abilities, as well as the following skills: Armoury (Melee Weapons), Acrobatics, Broadsword, Diplomacy, Fast-Draw, Fast-Talk, Savior-Faire, Jitte/Sai, Knife, Main-Gauche, Public Speaking, Rapier, Saber, Shortsword, Smallsword, Spear, Staff, Two-Handed Sword, and Tonfa. You also get +1 per level on reaction rolls made by other Swordmasters, as well as those in need of one.
Novice Abilities
Extra Fatigue: +3
Extra Hit Points: +5
- Acrobatic Defense
- Anticipate Blow
- Avoid Blow
- Danger Sense
- Distract
- First Impression
- Impressive Display
- Riposte
- Taunt
- Tiger Spring
- Winning Smile
- Wound Balance
Journeyman Abilities
Extra Fatigue: +6
Extra Hit Points: +10
- Engaging Banter
- Gliding Stride
- Graceful Exit
- Lion Heart
- Second Attack
- Second Weapon
- Spot Armor Flaw
- Sprint
- Swift Kick
Warden Abilities
Extra Fatigue: +9
Extra Hit Points: +15
Master Abilities
Extra Fatigue: +12
Extra Hit Points: +20
*
Earthdawn is a registered trademark of FASA Corporation. This material is not official and is not endorsed by FASA.