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.
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.
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.
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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:
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Adventuring Gear & Currency:
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Specializations
If Warrior is your Major Class, gain the benefits below as you reach the indicated levels.
Level 1 Standard Issue.
Choose one:
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:
Choose one:
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:
Choose one:
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:
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Level 10
Choose one:
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:
Choose one:
Triple Attack. You gain the ability to perform the:
Choose one:
Choose one:
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:
Choose two. You may select the same option twice:
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