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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. | ||
A beginning fighter has +2/10% on rolls to resist or avoid any magics or poisons affecting them, though this is +3/15% against breath-type attacks. | *A beginning fighter has +2/10% on rolls to resist or avoid any magics or poisons affecting them, though this is +3/15% against breath-type attacks. | ||
They are at +5% with all weapons, 'proficient' with four weapons [+10%] and may choose to specialise in one weapon type , which grants an additional +5% to its use and the ability to always do 2 extra points of damage. They may use this weapon to make another 'second strike' at their SR + | *They are at +5% with all weapons, 'proficient' with four weapons [+10%] and may choose to specialise in one weapon type , which grants an additional +5% to its use and the ability to always do 2 extra points of damage. | ||
They have a 'hero die' of 1d10, which can be used to negate [some of] the damage of any one attack when the player chooses to use it. This can be used once a day. | *They may use this weapon to make another 'second strike' at their SR + DexSR [usually every other round]. Specialising costs two proficiencies. | ||
Fighters can wear any kind of armour and ignore encumbrence effects with increasing skill [ignore 3 enc of armour initially] | *They have a 'hero die' of 1d10, which can be used to negate [some of] the damage of any one attack when the player chooses to use it. This can be used once a day. | ||
*Fighters can wear any kind of armour and ignore encumbrence effects with increasing skill [ignore 3 enc of armour initially] | |||
As fighters progrees on their heropath, their facility with all weapons increases, as does their ability to further specialise, improve their resistance rolls and escape certain death by a whisker [more 'hero dice']. | As fighters progrees on their heropath, their facility with all weapons increases, as does their ability to further specialise, improve their resistance rolls and escape certain death by a whisker [more 'hero dice']. |
Revision as of 09:04, 8 August 2010
The Fighters Heropath
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.
- A beginning fighter has +2/10% on rolls to resist or avoid any magics or poisons affecting them, though this is +3/15% against breath-type attacks.
- They are at +5% with all weapons, 'proficient' with four weapons [+10%] and may choose to specialise in one weapon type , which grants an additional +5% to its use and the ability to always do 2 extra points of damage.
- They may use this weapon to make another 'second strike' at their SR + DexSR [usually every other round]. Specialising costs two proficiencies.
- They have a 'hero die' of 1d10, which can be used to negate [some of] the damage of any one attack when the player chooses to use it. This can be used once a day.
- Fighters can wear any kind of armour and ignore encumbrence effects with increasing skill [ignore 3 enc of armour initially]
As fighters progrees on their heropath, their facility with all weapons increases, as does their ability to further specialise, improve their resistance rolls and escape certain death by a whisker [more 'hero dice'].