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Warrior

The Warrior is an adventurer well balance in the combat forms of Melee and Range using an assortment of weapons and tools to help himself or his party out. Their skill is balanced but not as strong as a Swordsmen or a Archer. The Warrior consists of abilities that would assist others and him during combat. Aside from being able to use a Bow and Weapon he can also apply his strengths to his or her shield. The Shield and weapon combo work the best for the Warrior making it a versatile combo of offense and defense. Through their training a Warrior also learns how to use medicine to heal himself and others in order to prevent wounds from hindering his performance or a friends performance for the party. The warrior also doesn’t solely rely upon his weapons but also his fist, kicks, throws, and other brawling skills into a fight. Though not uncommon for a Warrior to suddenly kick an object at an enemy then using his weapon to kill the foe it is common for them to not be able to use magic. Since it is a difficult task alone to be a Warrior and well balance throwing Magic into the mix makes the training harder but Warriors have been known to make allies of the Mage group in order to support them in the field of magic and them in the field of combat for the mages.

Benefits> These are basic Abilities you know of easily from your novice training when learning to become a Warrior. Some are set specifically for your profession as abilities you may know and how to use. Though they are rarely powerful skills they are useful skills that will assist you in your travels as an Adventurer in the world of Everlynn.

Increase Hp> A Warrior always will have a +20 Hp regardless if they reached the max of their Health Limit. Warriors are known to last just a little bit longer than most people because of this extra amount of health.

Increase D.Hp> Warriors also have an increase D.Hp pool of +4 meaning it takes a lot more to take them out than most people. This increase of D.Hp helps prevent them from being killed in the last or final blow of an Attack and normally keeps them alive.

+1 to Resist> This Natural Bonus applies to any Natural Effects that the Warrior must Resist. This natural bonus offers a +1 to any Resist Roll ensuring a chance that the effect may not harm the Warrior.

Abilities> The Warrior consists of an assortment of combat, healing, defensive, as well as applications of some skills. This assortment makes the Warrior a well balance fighter and supporter of himself and the party. A Warrior benefits from a lot of abilities in this profession making him stronger and skilled far more than the normal professions.

Reflexive to Combat> The skill gives a Circumstance ability to a Warrior making them able to win all ties on a roll base on Dodge, Attack, or Resist. For example a Warrior makes a Dodge on a attack score of 18 or 20. If the Warrior can score the same number as the opponent they win all ties. Also if the ability states that on a opponents score the actions goes even if the score is the same the Warrior still wins ties.
Cost> 40 Exp

Shield Guard> As an Instant Action a Warrior may State “Shield Guard” At any moment when wishing to prevent Damage. This avoids having to roll when desiring to block with a Shield. However though it is instant the more frequent it is used more than likely the Shield will be ruined if used often.
Cost> 30 Exp

Well Endured> Endurance is the key to some situations. When making a Charge or any Movement Action the Warrior can move at great speeds being well endured to continuous actions. They can add their movement to the total movement they wish to apply on any Movement Action. Meaning if a Warrior runs and makes double his Movement of 4 he makes 8 Movement (Distance of 40ft) And being Well Endured can make a Movement of 12 adding his base movement to the Run Action increasing his distance to 60ft.
Cost> 30 Exp

Intestinal Fortitude> As a Warrior grows in their training they are subject to many wounds and bruises in battle. At some point the body learns to heal itself quicker closing wounds or healing abnormal Status much quicker than normal. The warrior each round may choose to Heal one Status Effect or Regenerate d4 Hp or D.Hp each Round. This can be useful when they need it most.
Cost> 30 Exp

Natural Brawler> When attempting Punches, Kicks, throws, Throwing, Grappling, or using Generic Weapons (improvised) a Warrior gets a Natural +1 Bonus to that action either to ATR or to Damage.
Cost> 20 Exp

Natural Athletics> Regardless of the limit on the skill acrobatics the Warrior will always get a +4 Bonus to the Athletic Skill check Roll being well trained in the form of Athletics. This is natural to them since most their young days learning to be Novice Warriors taught them many athletics skills.
Cost> 40 Exp

Mounted Combat> When using weapons on a riding animal or defending on an animal a Warrior gets a +1 Circumstance bonus due to their training. Though not the greatest of abilities it does offer a well balance array for Warriors.
Cost> 20 Exp

Improved Critical Weapon> Weapon of choice a Warrior may choose their favorite Weapon and Increase the Critical Hit Range for that Weapon Type to 19-20 increasing their possible chances in scoring a Critical Hit base on that Weapon.
Cost> 30 Exp

Guts> Once per battle a Warrior who has fallen into the Comatose or D.Hp state can make a Spirit Check Difficulty 14 to get back up at 10% of their Health. Though not the best bonus it will prevent them from being killed or Dying when an Attack sends them Comatose or to loose all Their D.Hp. If an attack causes the Warrior to loose all their D.Hp The ability will always allow them 1 D.Hp if the Guts ability is successful.
Cost> 30 Exp

Skilled Healer> When applying healing items that are non-magical the result of the amount Healed is doubled or 1 round less using this skill though some items only heal so much so a Warrior may use the skill to increase double the healing amount they roll. If applied to 1 round less it means the item takes time to heal the person by applying the healing item with this skill the duration of the effect is one less. For example Dave places a Bandage on Trisha to stop the bleeding but it will take three rounds to stop the bleeding. Dave uses his Warrior Skill “Skilled Healer” to lessen the amount of time to two rounds instead of three.
Cost> 30 Exp

Armor of Choice> Regardless of the limit or Armor a Warrior gains +1 to Any Light, Medium, or Heavy Armor of their choice. This Armor grants them a +1 Dodge bonus no matter what as well as a 5% Increase in Armor% due to known how to maintenance Armor for its top performance.
Cost> 40 Exp

Fatal Strike> Upon a Critical hit instead of the damage dealing double damage a Warrior can deal Triple Damage. This must be stated before the Attack roll or the ability is not considered. If Stated any Critical hit made is Triple Damage including Critical Fails.
Cost> 50 Exp

Fatal Wound> After learning all their abilities a Warrior may learn this skill that deals tremendous amount of Damage of their weapon as well as Bleeding Status. This attack is so ferocious that a Warrior can only use it once per day. The power of their Weapon is double and their Power and Spirit Attribute Adds to the ferocity of their attack. The warrior may choose if the Attack deals direct damage or if in an event the Damage total scores higher than the target’s armor can destroy the Armor if they choose and any damage over the Armors amount is dealt to the person.
Cost> 100 Exp

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