The Fighter: Difference between revisions
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[[Heros Paths]] | [[Heros Paths.]] | ||
The | The Fighter | ||
The Fighters path is most commonly awakened under desperate circumstance, whether this is on a field of battle or defending a village from wolves. It is the path of those who deal with the mysteries and fortitudes of direct confrontation, dealing death for good cause or selfish gain. | The Fighters path is most commonly awakened under desperate circumstance, whether this is on a field of battle or defending a village from wolves. It is the path of those who deal with the mysteries and fortitudes of direct confrontation, dealing death for good cause or selfish gain. | ||
*Fighters increase their ability with all weapons at each new rank. They begin with '''+10% to all combat'''. | |||
*Fighters have '''four Weapon Proficiencies''' to begin with ['''50% base'''] They can also spend these to specialise. | |||
**'''Specialisation''' grants an additional '''+5% to one weapon type''' and the ability to always do '''2 extra points of damage'''. | |||
Fighters | **Fighters may use a specialised weapon to gain an '''extra CA every other round''' with that weapon. | ||
**Fighters may ''''double specialise'''' by paying three proficiencies for one weapon type. This allows them a further '''+5% skill,an additional +1 dam and an extra CA every round. | |||
''' | |||
*Fighters roll a D10+10 for '''combat experience'''. | |||
*Fighters start with two '''non weapon proficiencies'''. | |||
*Fighters have the skill '''Wear heavy armour at 50%'''. |
Latest revision as of 16:26, 5 August 2011
The Fighter
The Fighters path is most commonly awakened under desperate circumstance, whether this is on a field of battle or defending a village from wolves. It is the path of those who deal with the mysteries and fortitudes of direct confrontation, dealing death for good cause or selfish gain.
- Fighters increase their ability with all weapons at each new rank. They begin with +10% to all combat.
- Fighters have four Weapon Proficiencies to begin with [50% base] They can also spend these to specialise.
- Specialisation grants an additional +5% to one weapon type and the ability to always do 2 extra points of damage.
- Fighters may use a specialised weapon to gain an extra CA every other round with that weapon.
- Fighters may 'double specialise' by paying three proficiencies for one weapon type. This allows them a further +5% skill,an additional +1 dam and an extra CA every round.
- Fighters roll a D10+10 for combat experience.
- Fighters start with two non weapon proficiencies.
- Fighters have the skill Wear heavy armour at 50%.