Warrior

Profession: Warrior
Starting Gear: A basic set of steel plate mail, as well as a standard steel long sword.
Pay Rate: 100 shillings per game week
Gen Dice:
  • Vitality Gen Dice is 1d12, +1d6 per level
  • Soul Gen Dice is 1d6, +1d4 per level
  • Power Gen Dice is 1d20, +1d8 per level
Weapon & Armor Types:
  • Warriors can use any weapon
  • Warriors can wear any armor type and use any shields

You may be a solider in the King's Army or you may be a gladiator. Perhaps you are a sell-sword. The point is, you know how to fight and fight well. You handle the great swords and battle axes with ease and heavy armor is nothing to you. You are the tank, plain and simple. What you are not is a master of magic or light on your feet.

The Warrior Profession is all about combat. They serve in armies, are knights, gladiators, sell-swords, or any other profession that deals with combat. If you want to be the warrior or the tank, this is the profession for you.

Effects on Weapon Usage

Warriors can use any weapon they so desire.

Effects on Armor Usage

Warriors can wear any armor type and use any shields.

Effects of Leveling Up

The following table shows what you get for leveling up no matter your profession:

Upon Reaching Level You Get The Following
1 1d6 points to place in your stat traits (not the stats); 2 profession skills, 2 non profession skills, 1 spell
2 1d6 stat points that you can place in your stats; 1d4 points to place in any stat trait you desire, 1 profession skills, 1 non profession skill
3 1d4 points to place in your stat traits; 1 profession skills, 1 non profession skill, 1 spell
4 1 profession skills, 1 non profession skill, 1 extra support action
5 1d6 stat points that you can place in your stats; 1d4 points to place in your stat traits, 1 profession skills, 1 non profession skills, 1 spell
6 2 skills of your choice, profession or non profession; 1 extra move action
7 1d6 points to place in your stat traits
8 1d4 stat points, 1d4 trait points, 1 spell
9 2 stat trait points, 2 skills profession or non profession
10 1d6 stat points, 1d8 stat trait points, 1 profession skills, 1 non profession skills, 1 spell, 1 extra attack action
11 1d4 stat trait points
12 2 skills of choice, profession or non profession
13 1d4 stat points, 2 stat trait points, 1 spell
14 2 stat trait points, 1 skill of choice, 1 extra support action
15 1d6 stat points, 1d8 stat trait points, 1d4 skills of choice, 1 spell
16 2 skills of choice
17 1d4 stat trait points, 1 extra move action
18 1d4 skills of choice, 1d4 spells
19 1 extra attack
20 1d10 stat points, 1d10 stat trait points, 1d4 skills of choice, 1d4 spells, 1 extra action of choice (attack, move, or support)

You also get the following bonuses for leveling up your warrior

Level Warrior Bonuses for Level
2 +1 to Melee, Throw, and Bow Power; 1 Ability
4 +2 to Melee and Throw Power; +1 to Enforce and Athelitcs; 1 Ability
6 +1 to Melee Power; +1d10 to Strength;  1 Ability; +2 to Power Save
8 + 1d4 to either Melee or Throw Power; +2 to Critical; 1 Ability
10 +1 to Melee and Bow Power; +1d10 to Fortitude; +1 to Endure, Brace, Hit Chance, and Athletics; 2 Abilities; +1 to Vitality Save
14 +1 to all Strength traits; 1d4 abilities; +2 to Power Save
18 +1d10 to Strength; +1d6 to Fortitude; +2 to Critical
20 +1 to all Strenght traits; 1d4 abilities

Skills

A warrior is a trained fighter. Therefore they will be able to master fighting skills better than others. 

Skill Sort by Skill, Ascending Sort by Skill, Descending Stat Cost Sort by Stat Cost, Ascending Sort by Stat Cost, Descending Range Sort by Range, Ascending Sort by Range, Descending Area Sort by Area, Ascending Sort by Area, Descending Duration Sort by Duration, Ascending Sort by Duration, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending Success Roll Sort by Success Roll, Ascending Sort by Success Roll, Descending
2 Hit Combo 4 Power weapon's range 1-2 targets instant This skill allows you to use Basic Attack twice. Must have Basic Attack. Sleight of Hand -1
3 Hit Combo 6 Power weapon's range 1-3 targets instant This skill allows you to use Basic Attack 3 times. You must have 2 Hit Combo. sleight of hand -4
Advanced Swordplay 4 Power weapon range 1 target instant Decreases chance that target can make a defense check, parry, or counter attack your hit by 1d6. Increases Critical chance by 2. Must have Basic Swordplay. Sleight of Hand
Basic Attack 1 Power weapon's range 1 target instant This is a basic attack for any weapon except whips. This attack increases your weapon damage by an additional Melee Power. Athletics +2
Basic Swordplay 2 Power weapon range 1 target instant Decreases chance that target can make a defense check, parry, or counter attack your hit by 1d4. Sleight of Hand +1
Beast Tamer 2 Power, 1 Soul whip's range 1 target duration of battle This skill allows you to temporarily tame a wild beast with your whip, much like a lion tamer might tame a lion. Once tamed, the beast will fight as your ally for the duration of battle. When the battle is over the beast will run away confused. This only works on animal like beasts, it does not work on sentient beasts or any other creatures. Must be used with a whip. Must have Wrist Snap. Persuade
Berserker's Rampage 10 Power movement + weapon range any in range instant With this skill you can attack every target in your path until you complete your movement. Every target that is within your range while moving and when you finish moving gets attacked once. You are left unable to act the next turn. You must have Extra Strike. Move - 5
Brutal Assault 10 Power weapon range 1 target instant This is a brutal attack skill that has a 30% chance of stunning the target for 1 round, 10% chance for double damage, and it increases your melee by 10 points for the attack. Must have Rage. Melee -4
Brutal Thrust 6 Power movement range + weapon's range 1 target instant You use this skill with thrusting attack. This causes any critical hit with this attack to have a 1 in 6 chance of killing the target, determined by rolling a 1d6 where 6 = death. Must have Thrusting Attack. critical -3
Choke Hold 5 Power whips range 1 target 1d4 rounds This skill allows you to attack the target then lasso the whip around the target's neck, pulling the target down to the ground, and holding the target there for the duration of the skill. Must be used with a whip. Must have Leg Trip. Athletics -4
Elemental Weapon 2 Soul self self 1d6 rounds This causes your weapon to take on your elemental properties. This causes you to deal 20% more damage to targets of an element you are strong against, while targets that are elementally strong against you have a 20% chance of being immune to your attack. Must have Basic Attack. arcana
Empathic Combat 2 Power self self 1d4 rounds This skill allows for your emotions to fuel your melee damage. If you attack an enemy with a melee attack, including melee attack skills, and are filled with anger, your character's Melee Power will be increased by x 1.5 for that attack. If your character has opposite feelings, such as happiness when melee attacking an enemy and this ability, the attack simply won't do any damage. You must have the Empathy talent for this skill. Charisma
Extra Strike 6 Power self self instant This skill allows you to have an extra free attack on any target within your range. You must have Rage. Sleight of Hand
Full Moon Attack 8 Power weapon range all targets in range around you instant This powerful attack allows you to hit all targets that are around you as long as they are in your weapon range. You swing your weapon around you hitting the targets. You can apply Staggering Hit to this attack. Must have Upward Momentum Swing. Critical -4
Increased Offense 1d10 Power weapon range 1 target instant This skill allows you to increase your melee power by the power you rolled to spend into your attack. Melee
Leaping Attack 1 Power jump + weapon range 1 target instant This skill allows you to perform a basic attack when you jump towards a target. Must have Basic Attack. athletics -1
Leg Trip 3 Power whip's range 1 target instant This skill causes your whip attack to trip the target, causing the target to fall. Must be used with a whip. Must have Wrist Snap. Athletics -2
Lunging Attack 2 Power movement + weapon's range 1 target instant This skill allows you to perform a basic attack as you dash into the enemy. You will also push the target back 1 space. Must have Basic Attack. athletics -2
Momentum Hit 4 Power weapon range 1 target instant Your critical hit knocks back the target your move range in the direction you are hitting or swinging. You must have Staggering Hit. Critical -2
Neck Breaker 6 Power whips range 1 target instant This skill is used with the skill Choke Hold. With this skill a critical hit has a 1 in 6 chance of killing the target. This is decided by rolling a 1d6, with 6 = death. This skill increases your Critical chance by +2. Must be used with a whip. Must have Choke Hold. Critical +2
Piercing Attack 1 Power weapon's range 1 target instant This skill allows you to do piercing damage with your sword. You must have Basic Attack. athletics -1
Power Rush 3 Power Move Range 1 target instant This skill allows you to spend any unused move into your attack as straight damage increase. You do have to move to use this skill so you cannot spend all of your move. Must have Increased Offense. Athletics
Powered Blow 6 Power weapon range 1 target instant You use this skill with Power Rush to do one of three attacks decided by a 1d3.
  • 1: Knock Down: You knock down the target leaving the target prone until the target uses a move action to get up or is helped up.
  • 2: Knock Back: you knock back the target the move power spend into your Power Rush attack worth of spaces.
  • 3: Staggering Hit dazes the target for 1d4 rounds so that the target cannot move or use spells
You must have Power Rush.
Athletics
Rage 6 Power weapon range 1 target instant This skill allows you to hit the target 1d4 + 1 times. However you cannot apply crit, and each hit is treated as a seperate hit for damages. You are left unable to act for the next turn. You must have Advance Swordplay. Sleight of Hand
Staggering Hit 2 Power weapon range 1 target instant Your critical hit causes the target to be stunned unable to move and use spells for the next turn. Critical
Thrusting Attack 5 Power movement range + weapons range 1 target instant This skill allows you to thrust your piercing weapon or sword into the target by getting a running start and moving towards the target with your weapon. This increases the total damage of the attack by 15%. Must have Lunging Attack. athletics -4
Twin Dragon 6 Power whips range 1-2 targets instant This skill allows you to use Wrist Snap twice in one attack on one or two targets that are in range. Must use with a whip. Must have Choke Hold. sleight of hand
Twin Moon Attack 10 Power weapon range all targets in range around you instant This is Full Moon Attack done twice. You swing your weapon around you twice hitting each target in range twice. You cannot apply Staggering Hit however. You must have Full Moon Attack. Critical -6
Upward Momentum Swing 5 Power weapon range 1 target instant Your critical hit knocks the target unconscious for 1d4 rounds. You must have Momentum Hit. Critical -3
Wrist Snap 2 Power whip's range 1 target instant This is a basic whip attack. It adds a second melee power to your whip attack. Must use with a whip. Athletics

Abilities

A warrior can learn the following abilities. You get to start with 1 ability. Abilities are profession specific, you cannot learn the following abilities if you are not of this profession. You learn abilities as you grow in levels.

Ability Sort by Ability, Ascending Sort by Ability, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending
2-Handed Proficiency This ability allows you to add your melee twice to your two-handed weapon.
Blood Lust This ability causes you to go into berserk status when you are hit with a critical hit for 1 round. For that round you will do double melee or throw power and you will crit with your attack, but you can't use spells.
Combat Endurance This ability causes all of your offensive skills to use only half their stat cost. It has to be an offensive skill that causes damage to work with this ability.
Combat Enhancement This ability allows you to spend Power into your attacks, allowing you to increase your damage at a rate of 1 damage per 2 power. You must have Combat Endurance to get this ability.
Combat Preparedness This ability allows you to to have prepared a skill or attack at the start of battle that you can use for free on your turn without using one of your actions. This only works for the first round when it is first your turn during battle.
Combo Attack This ability allows you to sacrifice your turn to instead attack in tandem with your ally when your ally attacks. You can't have attacked yet because this takes away your attack. You must be targeting the same target and able to attack the same target from where you are at. You must have Weapon Mastery to get this ability.
Counter Attack This ability allows you to make an initiative check to counter attack when you are attacked, as long as the attacker is in melee range.
Draining Hit This ability causes half of the vitality damage you do to your target to be used to heal your Vitality. You must have Weapon Mastery to get this ability.
Dual Wielding Proficiency This ability allows you to wield a weapon in each hand and attack with each hand holding a weapon during your attack turn.
Know Kill Hit This ability allows you to make a hit chance check whenever you do not cause damage to the target due to their armor, so that you can cause at lease your melee power worth of damage.
Method of Attack This ability allows you to learn the best attack method to use against your foe, increasing your damage against that particular foe by + 1d6. This ability is always in effect. You first have to have spent a round attacking a single foe. On your next round and for any following round that that foe still lives, this effect will apply. This effect can only apply against one foe at a time.
Rusing Charge If you sprint when you move you can sprint into your enemy. With a successful atheltics check, you can push your enemy back the remaining amount of your movement + 1.
Special Weapon Damage This ability caused you to inflict special weapon damage (wounds, daze, etc) whenever you land a critical hit. You must have Weapon Mastery to have this ability.
Tactical Strategy This ability allows you to set aside an attack, skill, or spell to be used at just the right time. With this ability you can set aside a move, be it an attack or a skill use; and target  an enemy to use this move on right before that enemy makes a move that you declared you wanted to intercept. You must have Combat Preparedness to have this ability.
Weapon Mastery This ability grants you mastery over the weapon type that you have proficiency with. With this mastery you automatically get a free hit with your weapon. Also you won't drop your weapon. You must first have weapon proficiency for the weapon type you want weapon mastery of.
Weapon Proficiency You become more proficiency with your weapon. You add 1d6 damage to that weapon. This skill must be acquired for each weapon type you want proficiency with.

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