Difference between revisions of "The Fighter"

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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.  
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*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 + dex [usually every other round]. Specialising costs two proficiencies.
+
*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 02:04, 8 August 2010

Heros Paths.


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'].