Classes

Warrior - by T.A. Saunders ©2013 v1.0

Summary Warriors make up the bulk of the fighting forces of Imarel. Despite being a world that heavily favors magic, the need for men and women willing to pick up a weapon to defend their homes or take an enemy position, has always existed. Because there are so many roles for the warrior to fill, the arch-type is split in to five categories: Duelist, Guardian, Scythe Witch and Soldier. Each sub-type reflects the wide diversity of the profession and allows for those who decide that the warrior's life is for them the ability to focus in a particular area.

Regardless what path a warrior takes, their life is often harsh and can end in a gloriously brutal way. Whether they are the last line of defense against a merciless enemy, or the protector of a political figure, death lurks around every corner of the warriors life. They accept this, embrace it and act accordingly. Those that fear death, or have an aversion to conflict should consider a more scholarly life.

Class Trees

  • Duelist

    The life of a duelist is often a short, but remarkable one. The duelist specializes in only a few weapons, but knows those weapons inside and out, because knowledge is survival. Some duelists are slaves, some are wanderers who look for challenge in the dance of death. 

    Class Skills »

  • Guardian

    Protectors and bodyguards, the guardian is trained specifically to defend a single person or location. They are trained to be aware of their surroundings and understand the use of a handful of weapons and unarmed fighting styles to effectively execute that task. 

    Class Skills »

  • Pugilist

    Warriors who specialize in fighting with any one of the number of unarmed styles of Imarel, focusing their personal energy - whether they call it Prana, Chi, Ki, or anything else - to devastating effectiveness on the battlefield.

    Class Skills »

  • Scythe Witch (Kanji-Su)

    The wandering fighters of Taijun, scythe witches are cunning and resourceful champions of justice. Often traveling the world seeking to free the oppressed and set right the wrongs made by those with dark intent, scythe witches are a rare beacon of hope in a world of darkness.

    Class Skills »

  • Soldier

    The classic front line fighter, the soldier takes orders and executes them with efficiency. They are trained in a variety of weapons and understand military tactics well. Dangerous alone and especially dangerous in a group, soldiers should always be handled with a measure of respect.

    Class Skills »

Shared Class Abilities

Legendary Endurance

For a warrior, the ability to survive is above all others. To hold a line, to defend a position or to get in that final swipe of a weapon can be the deciding factor between victory and defeat. (65% chance to ignore damage, up to three times in an encounter. Damage is taken, but crippling effects are ignored).

Steadfast Resolve

A warrior has seen many horrible things in his or her career. This hardens them of against the horrors of the world and makes them resilient to both fear and mind control. (+10% to fear check rolls.)

Battle Sense

A warrior understands intrinsically how to find the weakness in a foe and exploit it to his or her benefit. (60% base to hit).

Paragon Class Abilities (Available only to single class characters who spend 12 EP for all three skills.)

Paragon of Skill

Because an individual spends a great deal of focused effort and time to become a Paragon they learn things of their profession that those who dual-class would not otherwise discover. This skill translates into a bonus +15% to hit for their appropriate combat focus (+15% to melee hit for melee types, +15% to ranged for ranged attackers and +15% to spell hit for spell casters). Additionally, the Paragon gains an extra -20% to their overall armor rating and mystic defense versus all forms of attack.

Act of Heroism

A warrior who is dedicated to his or her training gains an intrinsic knowledge of when and where somebody might suffer a potentially fatal blow. Because of this, a warrior is able to rush to that person's aid, so long as they are within 30′ of them and deflect what might otherwise be a fatal blow. This includes blocking assassination attempts or negating the Duelist Fatal Strike talent. Just how this plays out is up to the GM, but should the 50% check be successful, the warrior will deflect/negate the attack with no harm to themselves. Should the check not be successful, the warrior instead will suffer the blow and the possibility of fatality. The declaration to use Act of Heroism must be made at the beginning the next combat round, so it might be included in the resolution of the next round. No other attacks, defenses can be made and no bonuses are added. Usable once per week. (50% to deflect a fatal attack, success means no harm to the warrior, failure means the warrior suffers the fatal attack. Usable once per week).

Legendary Stature

A warrior of Legendary Stature gains an extra +15% to hit and one extra attack per round in addition to other attacks and bonuses or may opt to use that attack as a block. Along with this, the warrior of Legendary Stature gains a measure of fame (or infamy). Because of knowledge of their deed and dedication, these warriors are feared and respected, making those who face them apprehensive about attacking them. This grants a -15% to any attacks made against such warriors. (+15% to hit, one extra attack or block per round, -15% to hit the warrior in question).