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Warrior

At a glance:
Warriors train extensively in a specific fighting style, mastering their chosen form and weapons.
Type: Martial
​​Primary Stat: Might
​Secondary Stat: Fortitude
Toughness Rating: 6
Picture

By Strength of Arms

For every dragon, demon, and worse that has ever been vanquished in a conflagration of arcane might or divine fury, another met its final end at the thrust of a spear, the swing of a sword, or the crushing blows of a hammer.
Warriors fill the histories and epic tales of many worlds, cast of figures of renown, infamy, greed, or glory in equal measure. No one mold fits all Warriors; they are a sprawling collective of soldiers, thugs, champions, bandits, folk heroes, gladiators, raiders, bodyguards, and many, many more; all disparate in form but alike in final effect. Where others might shape events through magic, guile, and ingenuity, Warriors conquer their challenges with the pragmatic application of grit and steel, and few would wish to do otherwise. 
At level 1, gain the following features:

Combat Style. Choose one Common Damage type (Slashing, Piercing, or Bludgeoning). Once per Round, when you would deal damage of the chosen type, you may roll an additional damage dice (duplicate the largest die, if the triggering damage would roll multiple sizes). 
Critical Effect: Trained Strike. When you roll a critical hit with an Attack that matches your Combat Style, after you roll Damage, you may switch one die of your choice for its maximum possible result.
Reference Sheets. Add to your Character Packet for a printable quick-reference. Includes Specialization choices checklist for Major, cost multipliers for Minor/Influence.
warrior_-_major_class.pdf
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File Type: pdf
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warrior_-_minor_class.pdf
File Size: 65 kb
File Type: pdf
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warrior_-_influence_class.pdf
File Size: 65 kb
File Type: pdf
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Class Skills


Sprint (2+)
Range: Self
Use: Free Action (while Moving)
Activation Cost: 2+ Stamina
Tags: Movement
You may activate this ability when you use the Movement Action. If you do, your Speed increases by 5ft.

Upcast: For every additional +2 Stamina spent on this ability, your Speed increases an additional 5ft. 
​
Reflexes (4+)
Range: Self
Use: Reaction
Activation Cost: 4+ Stamina
Tags: Reaction, Check Buff
When you make a Might, Precision, or Fortitude Check against an effect that would deal Damage to you, you may use your Reaction to add +2 to the Check. You must be able to perceive the source. 

Upcast: For every additional +4 Stamina spent on this ability, add an additional +2 to the Check. 
​​
Tripping Attack (3+)
Range: Self
Use: Action
Activation Cost: 3+ Stamina
Tags: Attack, Knockdown 
As part of this Action, make an Attack with a single weapon against a target no more than two sizes larger than yourself. If the Attack beats the target's Armor by 6 or more, it is Knocked Down.

Upcast: For every additional +2 Stamina spent on this ability, the amount the Attack must beat the target's Armor by is reduced by 1. 
Exposing Attack (3+)
Range: Self
Use: Action
Activation Cost: 3+ Stamina
Tags: Attack Buff, Attack Debuff 
As part of this Action, make an Attack with a single weapon. Your Attack Roll suffers from a -8 penalty to hit for this Attack. If it deals damage to the target, all Weapon and Spell Attacks against that target gain a +4 bonus to hit until the start of your next turn.

Upcast: For every additional +3 Stamina spent on this ability, the penalty to hit with this attack is reduced by 1. ​

Battering Attack (3+)
Range: Self
Use: Action
Activation Cost: 3+ Stamina
Tags: Attack, Daze
As part of this Action, make an Attack with a single weapon. If it hits, roll the damage, but do not apply it to the target. Instead, the target creature must succeed on a Fortitude Check equal to the damage it would have taken. If it fails, it is Dazed for 1d4 Rounds. 

Upcast: You may spend an additional 5 Stamina when you use this ability. If you do, the target takes half of the damage rolled as normal, regardless as to whether it fails the Check. 

Starting Equipment

If Warrior is your Major Class, you get the following equipment at level 1. 
Armor & Clothing:
  • A spare set of Commoner Clothing. 
  • One of the following: Scale Armor, Banded Mail, or Jack of Plate.​
Melee Weapons:
  • One small Melee weapon of your choice with the Deadly modifier.
  • Two unmodified Melee weapons of your choice.
Ranged Weapons:
  • One Ranged weapon of your choice with the Accurate modifier, with 30 pieces of appropriate ammunition.
Adventuring Gear & Currency:
  • A pack and sleeping roll.
  • 5 torches.
  • A fire starting kit.
  • 5 days of rations appropriate for the region.
  • 50ft. of rope.
  • 10GP, 40SP, and 300CP.
Potions
  • One Potion of Vigor (Mundane)

Specializations

If Warrior is your Major Class, gain the benefits below as you reach the indicated levels.

Level 1
Standard Issue.
  • Gain one Armor Training, one Melee Weapon Training, and one Ranged Weapon Training Perk of your choice.
  • Then, choose one additional Training Perk.
​Level 2
Choose one:
  • Increase Stamina Regeneration by 1.
  • ​Choose a Perk.
Level 3
Choose One:
Two-Hander Specialist. You add +1d4 to Attack Rolls with two-handed melee weapons.
One-Hander Specialist. You add +1d4 to Attack Rolls with one-handed melee weapons.
Ranged Weapon Specialist. You add +1d4 to Attack Rolls with ranged or thrown weapons.
Unarmed Fighting Specialist. Your Unarmed Attacks deal base damage equal to 1/4th of your Might score, or 2, whichever is higher.
Powerful Fighter. When you make a Power Attack, you may spend +3 Stamina per +2 bonus to the Damage Roll (instead of +2/+1). 
Careful Fighter. When you make a Careful Attack, you may spend +3 Stamina per +2 bonus to the Attack Roll (instead of +2/+1). 

​Level 4
Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • ​Choose a Perk.
Level 5
Choose one:
  • Increase your Might and Fortitude by 1.
  • Increase your Stamina Capacity by 2.
Level 6
Seasoned Warrior. Choose an additional Common Damage type for your Combat Style feature.

Then, choose one: 
Defensive Specialist. Once per Encounter, you can use the Absorb  property of a set of Armor without deducting from its Armor rating.
Maneuvering Specialist. Once per Encounter, when you use a Movement Action, you can use this ability to increase your Speed by 15ft. You do not invoke Opportunity Attacks during that movement.

Level 7
Choose one:
  • Increase the Core Stat of your choice by 1.
  • ​Choose a Perk.
Level 8
Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Pick any unchosen specialization option from Levels 2, 4, 5, or 7.
Level 9
​
Prowess. Gain an additional Perk of your choice from the Defensive, Combat, Movement, or Stamina categories.
Double Attack. You gain the ability to perform the:
  • Double Attack Action (2+).  Choose a weapon you have equipped and a target within its range. Roll 1d12 and add your Might (melee) or Precision (ranged) score (unless a weapon property says otherwise). If the result meets or exceeds the target’s Armor, the attack succeeds, and deals damage according to the weapon’s properties.
    ​
    Then, repeat this process one time. You may choose another valid target within range, but cannot take any other Action between the two Attacks. 
    • ​Double Attack may be combined with Careful or Power Attack as normal.
    • If Dual Wielding, choose one weapon to make two Attacks, and make a single Attack with the other.
    • This feature cannot be used twice in the same Turn, and cannot be used in the same Turn as Triple Attack.
​Level 10 
​Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Increase the Core Stat of your choice by 2.
Level 11 
  • Pick any two unchosen specialization options from Levels 2, 4, 5, 7, 8, or 10.
Level 12
Heroic Warrior. Choose an additional Damage Type for your Combat Style feature. It does not need to be a Common Damage type. Then, gain an unchosen Specialization option from Level 3.

Level 13
Choose one:
  • Increase the Core Stat of your choice by 2, or any two stats by 1.
  • ​Choose a Perk.
Level 14
Choose one:
  • Increase your Mana Regeneration by 2.
  • ​Increase your Stamina Regeneration by 2.
  • Choose a Perk.
Level 15 
Triple Attack. You gain the ability to perform the:
  • Triple Attack Action (3+).  Choose a weapon you have equipped and a target within its range. Roll 1d12 and add your Might (melee) or Precision (ranged) score (unless a weapon property says otherwise). If the result meets or exceeds the target’s Armor, the attack succeeds, and deals damage according to the weapon’s properties.
    ​
    Then, repeat this process two more times. You may select other valid targets within range, but cannot take any other Action between the three Attacks. 
    • ​Triple Attack may be combined with Careful or Power Attack as normal.
    • If Dual Wielding, instead make two Attacks with both weapons.
    • This feature cannot be used twice in the same Turn, and cannot be used in the same Turn as Double Attack.
Level 16
Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Increase the Core Stat of your choice by 2.
  • Choose a Perk.
Level 17 
Choose one:
  • Increase your Stamina Capacity by 3.
  • Choose a Perk.
Level 18 
Peerless. Gain an additional Perk of your choice from the Defensive, Combat, Movement, or Stamina categories.
​Devastating Strike. Once per Round, when you use the Critical Effect: Trained Strike feature, you may opt to deal maximum damage instead.
​
​Level 19
 
Choose two:
  • Increase your Might by 3.
  • Increase your Fortitude by 2.
  • Choose a Perk.
Level 20 
​Choose two. You may select the same option twice:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Choose a Perk.
  • Increase the Core Stat of your choice by 1.
  • Pick any unchosen specialization option from Levels 2, 4, 5, 7, 8, 10, 13, 14 16, 17, or 19.
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  • How to Play
    • Core Rules
    • Running the Game
    • Downloads
    • Videos
    • Support Relict >
      • Feedback & Contact
      • Donations & Support
      • Contributors
  • Characters
    • Character Creation Guide
    • Choose Your Lineage >
      • Lineage At A Glance
      • Centaur
      • Dwarf
      • Elf
      • Fae
      • Fiendling
      • Firmalite
      • Gaian
      • Gnome
      • Goblin
      • Gorgon
      • Human
      • Kobold
      • Mere
      • Orc
      • Shapeshifter
      • Stacian
      • Undead
      • Wilderkin
    • Character Classes >
      • Classes At A Glance
      • Playable Classes >
        • Assassin (Martial)
        • Berserker (Martial)
        • Field Medic (Martial)
        • Knight (Martial)
        • Marksman (Martial)
        • Plague Doctor (Martial)
        • Scoundrel (Martial)
        • Warrior (Martial)
        • Avatar (Mage)
        • Blink Mage (Mage)
        • Blood Mage (Mage)
        • Elementalist (Mage)
        • Enchanter (Mage)
        • Force Mage (Mage)
        • Necromancer (Mage)
        • Shadow Mage (Mage)
        • Sorcerer (Mage)
        • Dynamancer (Hybrid)
        • Harlequin (Hybrid)
        • Paladin (Hybrid)
      • In Development >
        • Legionnaire (Martial)
        • Scout (Martial)
        • Illusionist (Mage)
        • Muse (Mage)
        • Neuromancer (Mage)
        • Oracle (Mage)
        • Summoner (Mage)
        • Thaumaturgist (Mage)
        • Wizard (Mage)
        • Antiquarian (Hybrid)
        • Druid (Hybrid)
        • Priest (Hybrid)
        • Warlock (Hybrid)
    • Perks
  • Items & Equipment
    • Melee Weapons
    • Ranged Weapons
    • Armor & Clothing
    • Potions & Equipment >
      • Potions
      • Equipment, Traps, & Tools
    • Magical Objects >
      • Magic Weapons
      • Magic Armor & Clothing
      • Magic Items
  • Monsters & Encounters
    • Monster Rules - Simple & Advanced
    • Encounter Building Guide
    • Simple Monsters >
      • Elementals
      • Fauna
      • Humanoids
      • Mages
      • Monstrosities
      • Oozes
      • Undead
    • Advanced Monsters >
      • Celestials
      • Dragons
      • Fiends
      • Undead
  • Maps
  • Store