Profession: Warrior
Starting Gear: A basic set of steel plate body armor, steel bracers, and steel sallet helmet A standard steel long sword.
Pay Rate: 100 shillings per game week
Starting Bonuses: 25 character points at character creation
Bonuses:
  • Starts with 2-Handed Proficiency at Level 1.
  • Start with a a weapon's proficiency  of choice at level 1.
Penalties:
  • Warriors spells are 20% less effective
  • Warrior's Mental is 10% Less than Race Max
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.

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1) Starting Bonuses and Penalties

You already know that playing as a warrior grants you Company or Guild issued equipment, 25 stat points at character creation, and 100 shillings per week salary. However these are not the only benefit a warrior receives.

  • A warrior starts with the 2-Handed Proficiency skill at level 1.

  • Warriors start with an Attack Type Proficiency skill of their choice at level 1.

  • Warriors spells are 20% less effective.

  • A Warrior is often not seen as a scholarly man, therefore their mental will be capped at 10% less than their race max. So if the warrior's race max for mental is 100, their mental won't exceed 90. 

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2) Effects on Weapon Usage

Warriors can use any weapon they so desire.

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3) Effects on Armor Usage

Warriors can wear any armor type and use any shields.

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4) Character Point Rate

Warriors pride themselves in their knowledge of combat. They don't care as much about scholarly things or being sneaky. Instead, they want to know how to do more damage. Offense is the way to go for them.

The Warrior's character point rate is:
  • Mental x 0.02; with an additional +0.2 for every skill obtained in either the Swords Proficiency, Scythes Proficiency, Pole Arms Proficiency, Axes Proficiency, Pole Axes Proficency, Hammers Proficiency, Rods & Staffs Proficiency, or Whips Proficiency skill chain, at level 1. You must choose which proficiency skill chain to use and follow for this.
  • A warrior who gets all 8 weapon proficiency skills at level 1 gets to roll a 1d% increased by Mental as a percentage for extra character points.
  • A warrior who gets all 8 weapon proficiency skills at level 4 gets to roll  2d% increased by Mental as a percentage for extra character points.
  • A warrior's End of Session Bonus rate is your character point rate increased by 1/2 Strength. So if your character point rate is 1.5 and your Strength is 60, you would take 1.5 x 30 to get 45 extra character points at the end of the session. The GM can of course reward extra character points based on role playing. 
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5) Skills

A warrior is a trained fighter. Therefore they will be able to master fighting skills better than others. For a warrior, any skill listed below has its character point cost cut in half.

5.1) Warrior Skill Progression 

5.2) Warrior Skills

Skill Stat Cost Description Level Effects Cost to Acquire
+1d10 Damage 2 EP

Increases the damage done by 1d10. If using a weapon, this is added to your weapon as extra attack value. If unarmed, it is added to your Melee Power. 

Level 1: 1d10; 2 EP
Level 2: 2d10; 4 EP
Level 3: 3d10; 6 EP
Level 4: 4d10; 8 EP

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

2-Handed Proficiency N/A

Increase Melee Power by 25% (x 1.25) for each level of mastery. This is an increase to the Melee Power for each hand. Since you are using a 2-handed weapon, you are already applying Melee Power twice. If your Melee Power is 12, this would be 12 x 1.25 = 15, so you'd use 15 + 15 + weapon attack value. 

Level 1: 25% (x1.25)
Level 2: 50% (x1.5)
Level 3: 75% (x1.75)
Level 4: 100% (x2)

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Axes Proficiency N/A

Increases the attack value of your axe by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your attack value with your weapon is 10, this skill will make it 11. 

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Bashing Proficiency N/A

Increases your chance to hit (Hit Chance) with a bashing weapon by 10%. This is a percentage increase, not a flat value increase. If your Hit Chance with your weapon is 10, this skill will make it 11. 

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Chopping Proficiency N/A

Increases your chance to hit (Hit Chance) with a chopping weapon by 10%. This is a percentage increase, not a flat value increase. If your Hit Chance with your weapon is 10, this skill will make it 11. 

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Dual Wielding Proficiency N/A

By default you do not add Melee Power to your second hand when you are dual wielding. This skill allows you to add some melee power to the weapon in your second hand, making it more powerful. 

Level 1: Add 1/2 Melee Power to 2nd Hand
Level 2: Add full Melee Power to 2nd Hand

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100

Extra Strike 5 EP

With this skill you get one extra strike with your weapon. That extra strike does not include any melee power. 

Level 1: 1 extra strike; 5 EP
Level 2: 2 extra strikes; 10 EP
Level 3: 3 extra strikes; 15 EP
Level 4: 4 extra strikes; 20 EP

This is a Tier 6 skill

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 250/450

Hammers Proficiency N/A

Increases the attack value of your hammer by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your attack value with your weapon is 10, this skill will make it 11. 

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Increased Critical N/A

This skill increases the chance that your hit will be a critical hit by +5. This is an instant effect that only applies when used.

Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

Inflict Daze or Stun N/A

With this skill, every time you make a critical hit you have a 10% chance to daze the target for 1 round and a 5% chance to stun the target for 1 round. Basically, if you manage a critical hit, you will roll to see if you daze the target or stun your target. A dazed target will lose the ability to defend the rest of that round, and will have to make a 20 penalty on hit chance during its attack round. A stunned target will not be able to act for that round. If you stun your target you cannot also daze your target.

Level 1: 10% / 5%
Level 2: 20% / 10%
Level 3: 30% / 15%
Level 4: 40% / 20%

This is a Tier 6 skill

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 250/450

Piercing Proficiency N/A

Increases your chance to hit (Hit Chance) with a piercing weapon by 10%. This is a percentage increase, not a flat value increase. If your Hit Chance with your weapon is 10, this skill will make it 11. 

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Pole Arms Proficiency N/A

Increases the attack value of your pole arm by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your attack value with your weapon is 10, this skill will make it 11.

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Rods & Staffs Proficiency N/A

Increases the attack value of your rod or staff by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your attack value with your weapon is 10, this skill will make it 11. 

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Scythes Proficiency N/A

Increases the attack value of your scythe by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your attack value with your weapon is 10, this skill will make it 11. 

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

 

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Swords Proficiency N/A

Increases the attack value of your sword by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your attack value with your weapon is 10, this skill will make it 11. 

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Whips Proficiency N/A

Increases the attack value of your whip by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your attack value with your weapon is 10, this skill will make it 11. 

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

 

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6) Warrior Growth

As you develop and master skills within your warrior profession, you will become a more capable warrior. Each set of skills mastered will increase your tier level in your profession, which in turn will provide you with more benefits.

6.1) Tier 1: Basic Warrior

This is the tier level you start out as. The starting bonuses listed earlier apply here.

6.2) Tier 2: Novice Warrior

To reach this tier, you must acquire all of the skills in the skill chain for your weapon at level 1. As a novice warrior you benefit from the following bonuses:

  • Melee Power increased by 10% strength.
  • +0.5 to Character Point Rate

6.3) Tier 3: Skilled Warrior

To reach this tier, you must acquire all of the skills in the skill chain for your weapon at level 2. As a skilled warrior you benefit from the following bonuses:

  • Melee Power increased by 10% strength.
  • +0.5 to Character Point Rate
  • 10% of Strength added to Strength as a modifier
  • 10% of Fortitude added to Fortitude as a modifier
  • At the cost of 50 character points, you can take on the Mage Knight trait, removing your penalties on spell casting.

6.4) Tier 4: Master Warrior

To reach this tier, you must acquire all of the skills in the skill chain for your weapon at level 3. As a master warrior you benefit from the following bonuses:

  • Melee Power increased by 10% strength.
  • +0.5 to Character Point Rate
  • 10% of Fortitude added to Fortitude as a modifier
  • EP increased by 10% of Strength as a modifier
  • +10 to Critical Hit
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7) Combo Professions

With some professions, once you reach a certain point in character development, you can open up a combo profession. This combo profession would allow you to progress in the combined professions more easily, but make other professions more difficult. The combo professions allowed for warrior are: mage knight, crusader, and dark knight.

  • Mage Knight: You can open up the Mage Knight combo profession once you've acquired the Mage Knight Trait and mastered 3 spells as well as acquired 3 mage skills.
  • Crusader: Crusader can be opened up when you've acquired Level 2 Weapons Proficiency, 2 warrior skills,  and 3 good morality cleric skills. Crusader will only count the cleric skills that are good in morality or neutral in morality as in profession skills.
  • Dark Knight: Dark Knight can be opened up when you've acquired Level 2 Weapons Proficiency, 2 warrior skills,  and 3 dark morality cleric skills. Dark Knight will only count the cleric skills that are dark in morality or neutral in morality as in profession skills.

With a combo profession, the skills in both professions count as in profession skills, granting you the benefits of both. Also you can use the weapons and armor requirements from the least restrictive profession. You'll be able to follow the growth of both professions. Once you go into a combo profession however, any skills from other professions will cost 20% more to acquire.

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Submitted by mythus on Sun, 11/14/2021 - 22:35