Swift Striker
by Boogietron

Class: Amazon
Tag: SSK

Introduction

This spear/javelin Amazon prefers graceful combat. Sliding from foe to foe dodging attacks effortlessly (dodge, evade, avoid) while she batters them with constant attacks (fend) until delivering the final blow (impale). She is a member of a great tribe of Amazons that enjoy the fast paced rush of combat and think of it more as a dance then a mindless slaughter. The system involves a scout SSK, called a swift seeker, that scans battles for possible initiates and then asks them if they want to be a SSK. If a positive response is given they must answer a few questions. If they answer correctly they are allowed to begin training.

Items

Armor
No heavy or medium armor(although they will become available later on). Only light amour is allowed. The SSK tends to show off parts of her skin as to temp the enemy to attack her only to be out maneuvered. Mage plates are the armor of choice. The SSK prefers to dodge, avoid, and evade to keep from getting hit instead of using heavy armor. The SSK believe that heavy armor makes you a punching bag. You are less likely to get injured and from this you tend to forget about how to maneuver in battle and make yourself less reliant on your skill and more reliant on armor.

Boots
Boots with fastest run walk must be worn if found! Also gloves with increased attack speed are suggested but not required. Gauntlets may not be used though light gauntlets can be. The SSK must have full control of her weapon and gauntlets do not allow individual fingers to be used. With out this the SSK would not be able to control her weapon.

Helms
Bone helms, full helms, great helms, and masks (along with there exceptional, unique, and set counterparts although she may wear wormskull) may not be worn. They will impair her vision too much.

Weapons
Spears and javelins class weapons ONLY! Also she may only use the indicated weapons if there speed is at least slow, no very slow weapons. She doesn't need to use a fast weapon early on but once they become available she must use them to be able to pull off those daring attacks. Also she may not throw the javelins. All weapons must be used in melee. She may not use tridents.

Enchantments
When selecting items, look for attributes that increase speed (any type of speed). Be it run speed or attack speed; the faster an SSK the better. Same as for weapons always try to get very fast attack as it proves the combat abilities of a SSK.

Skills

The SSK specializes in the following skills:

- Jab
- Impale
- Fend (must have!)
- Dodge (at least 5 points)
- Avoid (at least 5 points)
- Evade (at least 5 points)
- Slow Missiles
- Critical Strike (at least 5 points)

You should use fend on most everything as it simulates the SSK's speed with a spear/javelin. When confronting uniques it is considered proper by the SSK's to kill the champion/unique with a single impale after it has been wounded enough.

Banned skills
Valkyrie - SSK's avoid these as they believe minions only provide more problems to drag them along
Decoy - SSK's believe distractions draw purpose away from a fight
Lightning and poison skills - SSK's believe using magic shows there disregard for physical fighting and a SSK caught using such magic is believed to be weak. (Although these will become available later on.)

Ranks

The SSK starts as a Neophyte and must train night and day until she may join the battle field with her soon-to-be battle sisters. Once she has completed training, she will be assigned to a battle sister which will guide them in battle and train them even further. In return the neophyte, now called a minor battle sister must be her a maid for her obey the commands of her wiser battle sister.

Once she has been a Minor battle sister for about 6-12 months and has seen many battles she may become a Battle sister. Battle sisters are the main warriors of the SSK's and are constantly seeking to impress the other sisters. If a battle sister does extremely well in battle she may be upgraded to the great position of Seraphim. Seraphim are the great leaders in many battles and have a reputation for standing ground and winning even though the other battle sisters have been slain. Seraphim are a symbol of what every neophyte, minor battle sister and battle sister strive to be.

Out of the Seraphim the most great leaders are chosen to become Great Seraphim. These powerful warriors are present and at the front of every major war. When off the battle field they are considered the queens bodyguards and are present at all times to make sure to thwart any assassination attempts. But its not like the queen can't defend herself. She is the most powerful of SSK's and isn't even seem by most of the SSK population. Rarely do the SSK risk there queen in battle but every now and then when a great war must be fought with the future of the tribe is at stake, the queen heads to the front line. Leaving a trail of blood and corpses in her wake, she is a monster on the battlefield.

Rank Summaries

Neophyte: Uses a slow attack or faster javelin/spear weapon. Has begun training in critical strike and dodge/evade/avoid moves as she grows more nimble. Has donned a light armor.

Minor Battle Sister: Has fast run/walk or better boots; has at least 5 in dodge, critical, strike, and avoid; is in Act 2.

Battle Sister: Has at least 5 points in evade and is on act 3.

Seraphim: Has at least 10 in fend and 10 in impale. Has beaten Diablo on normal. May use lightning based spear/java skills.

Great Seraphim: Has at least 15 in fend and 15 in impale. Has beaten Diablo on nightmare. A Great Seraphim has proven herself as a great warrior that would be useful to keep alive. She may use medium armor.

Queen Seraphim: Has at least 20 in fend and 20 in impale. Has beaten Diablo on hell. The Queen must be keep alive! She may use heavy armors.

Duels

When dueling it is considered proper to use jab or impale. But no matter what attack you use you MUST attempt to kill the enemy with the impale attack.

The SSK hates necromancers, sorceresses and bowazons. You do not have to duel them and you may ally with them but they are the only way to advance in ranking for duels.

Duel Ranks
Swift Hunter: Has killed at least 3 lower level necromancers or sorceresses.
Head Hunter: Has killed at least 6 lower level necromancers or sorceresses.
Bounty Hunter: Has killed at least 5 lower level bowazons, necromancers and sorceresses.
Great Hunter: Has killed at least 6 higher level bowazons, necromancers and sorceresses.
Leader of the Hunt: Has killed 10 higher level bowazons, necromancers and sorceresses.