Difference between revisions of "The Fighter"

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The Fighters Heropath
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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.
  
*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.  
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*Fighters increase their ability with all weapons at each new rank. They begin with '''+10% to all combat'''.  
*They are at +5% with all weapons, 'proficient' with four weapons [ an additional +10%] and may choose to specialise in one weapon type , which costs an extra proficiency.
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*Fighters have '''four Weapon Proficiencies''' to begin with ['''50% base'''] They can also spend these to specialise.
**Specialisation grants an additional +5% to its use and the ability to always do 2 extra points of damage.  
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**'''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 make another 'second strike' at their SR + DexSR [usually every other round].
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**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 and an additional +1 dam.
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**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.
*They have a 'warriors edge' 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.
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'''
*Fighters can wear any kind of armour and ignore encumbrence effects with increasing skill [ignore 3 enc of armour initially]
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*Fighters roll a D10+10 for '''combat experience'''.
 
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*Fighters start with two '''non weapon proficiencies'''.
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'].
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*Fighters have the skill '''Wear heavy armour at 50%'''.
 
 
Fighter HeroPath Degrees
 
 
 
Degree, then number of hero points needed. Additional benefits listed
 
*1st Degree: 2 HP. All listed benefits above.
 
*2nd Degree: 4 HP. +1 warriors edge [per level hereafter]. +5% with all weapons/shields [per level hereafter]
 
*3rd Degree: 8 HP. +1 weapon proficiency [per two levels hereafter] +1/+5% to all resistances.
 
*4th Degree: 16 HP.
 
*5th Degree: 32 HP. +1 additional attack per 2 rounds [per four levels hereafter].+1/+5% to all resistances.
 
*6th Degree: 64 HP. +1/+5% to all resistances.
 
*7th Degree: 125 HP. +1/+5% to all resistances.
 
*8th Degree: 250 HP.
 
*9th Degree: +250 HP hereafter. Attains a holding. +1/+5% to all resistances.
 
*10th Degree
 
*11th Degree
 
*12th Degree
 

Latest revision as of 09:26, 5 August 2011

Heros Paths.


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%.