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Fighter

The questing knight, the conquering overlord, the king's champion, the elite foot soldier, the hardened mercenary, and the bandit king - all are fighters. Fighters can be stalwart defenders of those in need, cruel marauders, or gutsy adventurers. Some are among the land's best souls, willing to face death for the greater good. Others are among the worst, those who have no qualms about killing for private gain, or even for sport. Fighters who are not actively adventuring may be soldiers, guards, bodyguards, champions, or a warrior, a mercenary, a thug, or simply an adventurer.

Fighters concern themselves with training in strength overall, and thus they are unable to cast magical spells.
Base Stats Hit Points Initiative Magicka Stamina
90 6 0 80
Ability Mod Cost Flavour Rules
Rank 1
Alertness 10 10 A good warrior always has a keen eye for danger. Spot +10, can also be used as a defense against Sneak Attacks
Defensive Stance 10 20 Courage makes good armour but so does caution. Defense +10/3 rounds, stacks with Armour mod. You lose any weapon mod while active.
Disarm 15 10 The first thing a soldier learns is their weapon is their life. The second thing is how to take that life. Opponent loses weapon until end of combat.
Door Burst 10 10 Doors are easier than people, they can't even dodge. Open Lock, A Security Officer must be present for Security Gates to be busted. Cannot be used while inside a cell.
Offensive Stance 10 20 The best defense is a good offense. Attack +10/3 rounds, stacks with Weapon mod. You lose any armour mod while active
Straight Slash 10 5 It doesn't take much effort to cut someone open. Damage
Train 10 0 A few rounds in the ring are practically refreshing. Regain 1d10+10 STA
Rank 2
Challenge 10 5 A warrior's duel, the oldest of honours, respected by even those who have none. Cannot be defended against. You and target opponent gain a stackable +10 to all attacks against one another. Lasts until end of combat. May only be used once per combat.
Cleave 15 15 Once you pop you just can't stop. Damage. May be used immediately upon killing an enemy.
Command 20 20 A good shieldbrother beats any shield. You and any allies standing next to you share the highest defense mod between you.
Finesse 10 5 A little finesse goes a long way. Skill Bonus +10 to Appraise and Forgery rolls
Guard 20 10 Not everyone can take a hit like you can. That's why you're here. Lasts 3 rounds. Nominate target other than self. When target is attacked you may immediately make a basic attack against their attacker.
Shield Slam 10 15 A Fighter with only a shield is not unarmed. Must be carrying a shield. Target takes 1d10 damage and is dazed.
Vicious Thrust 15 10 Most people have difficulty fighting with a spear in their chest. Damage
Rank 3
Fatal Blow 20 30 If you cut them they will bleed. Damage. In addition the target suffers a bleeding wound and counts as poisoned.
Muscle and Skill 20 15 A fool trusts magic, the wise know strength is within them. You throw off mere conjurer's tricks. Any spells currently affecting you are dispelled.
Pierce 25 25 Your ancestors' prized plate? Not anymore. Target loses any defense mods they currently have. If they are from an ability, the ability is cancelled. If they are from armour the armour is ruined for the rest of combat.
Raid 20 30 For when you just haven't got time to kill them one by one. Damage. This attack can hit up to three targets at once.
Rest 10 10 A moment's respite saves a lifetime of regret. You regain 1d10+10 HP and STA
Backhand 20 15 The greatest warriors need only the simplest techniques. Damage
Weapon Mastery - 25 They say the greatest fighter in Atas could attack and defend with a single blow. Immediate Attack with weapon mod times 2, you gain the same bonus to your next defense.
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