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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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