← Back to classes

Class record

Sky Talon Style

Striker / Controller

Tier
2
Difficulty
2 / 5
Main role
Striker
Secondary role
Controller

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Cultivator or Martial Artist mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend in Athletics, Flight, Perception, Intimidation, Survival or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Fitness or Awareness.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus, Power or Agility.
  8. Level 8Ultimate ability

Identity & lore

Class overview

The various clans of Harpies and Tengu’s live in harmony together on Mt Merlin. This was not always the case.

A long time ago, the two races were in a violent territorial dispute over the mountain. The tengu held control over it when the harpies moved in. The tengu were worried about the threat of these sudden newcomers, while the harpies considered Mt Merlin part of Northi’s territory and thus their land by right.

The tengu had both the numbers and defender’s advantage and quickly moved to forcefully expel the invaders after the brief set of negotiations broke down. However, they had lacked knowledge of the Harpy’s innate mastery of the wind. Their downbursts would snipe tengu’s out of the sky without any recourse and the first battle ended in a crushing defeat for the crows.

Seizing the momentum, the harpies pushed forward and suppressed the tengu’s, who were unable to use their usual flying combat strategies. Hope seemed lost. Until, Dawn Waits Above stepped out of her solitary training from the highest peaks of the mountains.

Dawn gifted onto her fellow tengu’s a martial arts style that let them harness the power of the wind themselves. They managed to fly faster and land extremely quickly to avoid the dangerous blasts of wind coming from the sky. Once they closed the gap, their wind-infused fists knocked the harpies out of the sky themselves where they were beaten into submission.

With the new techniques, the tides of the battle shifted into a stalemate. With neither side having an advantage and enough blood already spilled, the two races agreed to stop fighting. The tengu’s settled on the higher peaks, always being able to look down on the harpies and keep watch over them.

Even after that short war, the Sky Talon Style remains a commonly used martial arts style to this day. The tengu’s of Mt Merlin will never forget how vulnerable they were, while other aspiring martial artists see the style as a way to mimic the strength of the flying races.

“Fall not like a bird losing flight, but like a blade from heaven.” Dawn Waits Above, 3rd scroll of the Sky Talon Style.

Tactical guidance

Playing Sky Talon Style

Soon

Sky Talon Style

Class features

Abilities unlocked

Complete rules for every ability granted by Sky Talon Style.

No listed cost

When flying, you gain a +2 Cover bonus to your Evasion and Dodge against ranged attacks.

1 RP
Range
Self

You crash to the ground without taking falling damage and make a Light attack against all enemies within 5ft of you.

May target a point on the floor as long as it’s within 20ft of you horizontally.

Requirements

Must be airborne and between 20ft and 120ft above the ground.

1 AP1 MP
Range
Melee Weapon Range

You make a Light attack against the target. On damage, the target is knocked down 30ft or until they hit the floor (on top of any other height loss from being hit while flying) and you may Sidestep next to them afterwards. 

A target knocked down on to the ground with this ability is knocked prone and takes falling damage as normal. They do not take the normal extra damage as result of being knocked into the floor.

Requirements

You and the target must be airborne

1 AP2 MP
Range
Melee Weapon Range

You make a Light attack against the target. On damage, they are knocked airborne 20ft until the end of your turn (if this attack is made outside of your turn, they drop immediately). They are NOT knocked prone from this, but do take fall damage like normal.

You may Sidestep up to 25ft into the air after making this attack, regardless of if you did damage with it.

Combo: If used after entering Boundless Wind Stance, the mana cost of this ability is reduced by 1.