Warrior

Introduction (Description)

Masters of combat, Warriors specialize in maintaining a frontline on the battlefield, closing distance between enemies, and battlefield control. Warriors cover a wide range of characters - the Knight in shining armor, mercenary, bandit, soldier, and bodyguard can all be Warriors. They are not locked into one piece or set of equipment, often finding the most success with backup equipment for their evolving role within the party; they are damage dealers, frontline, and disablers when the time calls.  

Specialty: Frontline, Damage, Control

 

Class Features:

Class Bonus: Setup

Enemies suffering a condition afflicted by the warrior suffer a -1 penalty to AR, SR, and take an additional point of damage from all sources.


Warrior 1: Power Attack

Action: Primary
Power: 1

The warrior gains a +1 bonus to AP for this strike. If the enemy is suffering from at least one condition the warrior adds his class damage dice.

Warrior: 2 Trip

Action: Primary
Power: 1

The warrior makes a melee strike at a target applying the tripped condition if the target fails a strength save.

Warrior 3: Cut Down

Action: Primary Reflex
Power: 1

The warrior may strike an opponent afflicted with the tripped, poisoned, blinded, or exhausted conditions, dealing weapon and class damage dice with a melee attack.

Warrior 4: Forceful Strike

Action: Primary
Power: 1

The warrior makes an attack that knocks its target backward if made with a ranged attack, or in any direction for a melee attack. The target must succeed on a strength save or be knocked 5 feet in the chosen direction, and 5 additional feet per success.

Warrior 5: Charge

Action: Primary
Power: 1

The warrior charges up to his movement speed, and may make a single strike at any point during this charge. If the warrior critically strikes his target he may make a single extra attack against any other target he threatens without expending an action.

Warrior 6: Bloody Swathe

Action: Free Reflex
Power: 2

The warrior can expend this action as part of any other action. When activated, when the selected attack critically strikes it strikes another target within range. If activated with charge, the attack carries over until either all available targets have been struck, or he fails to critically strike a target.

Warrior 7: Follow Through

Action: 2 Secondary Reflex
Power: 2

If an enemy dodges an attack through a spell, ability, or action, the warrior can immediately add a +3 bonus to the AP of the strike.

Warrior 8: Fatal Blow

Action: Primary
Power: 2

The warrior strikes, dealing mastery dice in addition to his weapon damage. This attack also prevents an amount of healing up to the wounds dealt by this attack.

Warrior 9: Counterattack

Action: Primary
Power: 2

The warrior may strike, as well as begin or maintain a dodge action. Additionally, if the warrior is critically missed by an attack he may automatically strike at the opponent making the attack, expending no action.

Warrior 10: Dire Focus

Action: Primary
Power: 2

Attacks from the warrior gain a +2 bonus to AP and damage for the remainder of the combat round.

Warrior 11: Overhead Swing

Action: Primary
Power: 3

The warrior expends his secondary actions in order to make one weapon swing, and makes one attack roll for each secondary action expended this way. The warrior chooses the highest attack roll of these results, adding his mastery dice to his weapon damage. If the target is suffering from the tripped condition, plus any other condition, the warrior adds an additional +1 AP per secondary action expended.

Warrior 12: Execution

Action: Primary
Power: 3

Passive: The warrior's minimum damage die roll increases by 1.
Use: The warrior strikes an opponent dealing mastery dice in addition to weapon damage, this attack has an increased crit range.

Warrior 13: Disarm

Action: Primary
Power: 3

The warrior strikes, dealing his mastery dice and weapon damage. Additionally, the opponent must succeed on a dexterity save, or have their weapon thrown up to a number of squares away equal to how much the warrior overcame their save by.

Warrior 14: Sunder

Action: Primary
Power: 3

The warrior deals his mastery and weapon damage in damage to a piece of the enemy's equipment. Any piece of equipment that gains the broken condition loses any benefit it may offer the wielder. An opponent can block this attack by taking the damage himself.

Warrior 15: Greater Trip

Action: Primary
Power: 3

Passive: +1 AP and SP to the Trip and Greater Trip Action.
Use: The warrior strikes a target with a melee weapon, dealing mastery dice and weapon damage. Additionally, the enemy must succeed on a strength save, or gain the tripped and dazed conditions. If an opponent critically fails its save against this action it must make an immediate second attempt, failure causes it to lost its next primary action.

Warrior 16: Weapon Mastery

Action: Primary
Power: 4

Passive: The character's strength score is treated as being two points higher for the purposes of determining a weapon's weight class for that character.
Use: Weapon attacks strike an additional target within range.

Warrior 17: Maneuver Mastery

Action: Free Reflex
Power: 4

Passive: The character gains a +1 bonus to SP when using the trip, sunder, disarm, or forceful strike actions. Additionally, the warrior may determine whether he wants the save of these abilities to use the opponent's strength or dexterity save.
Use: The warrior may, after a failed attempt at a class ability, apply the minimum effects of any of the trip, greater trip, sunder, disarm, or forceful strike actions even if the attack misses or the enemy succeeds their save versus the effect.

Warrior 18: Whirlwind Strike

Action: Primary
Power: 4

The character strikes all targets within range with his melee weapon, striking at, and dealing class and weapon damage dice to each target within range of this ability means within reach of a melee weapon at any point during the warrior's turn.

Warrior 19: Wall of Steel

Action: Primary
Power: 4

Passive: The warrior gains 1 point of AR and SR.
Use: The warrior's AR becomes his AP +12, this ability may be channeled for free for up to 1 minute. If the warrior chooses, he may spend 2 mana each round after the first to reduce this effect's action to a secondary action.

Warrior 20: Leap Strike

Action: Standard
Power: 4

Passive: The warrior gains a +2 bonus to checks made to jump, additionally, the character can perform a standing long-jump.
Use: The warrior charges an opponent, moving up to his move speed, and dealing his mastery dice in addition to weapon damage. Additionally, the attack deals an additional point of damage for each square moved by this action.

Warrior 21: Adrenaline Rush

Action: Free
Power: 5

The warrior may immediately make a full turn.

Warrior 22: Slaughter

Action: Primary
Power: 5

Passive: When the warrior rolls maximum on one of his weapon dice, he may reroll the die and add the second result to the first. This may only be performed once per attack.
Use: The warrior strikes at a target within melee range, dealing weapon damage, mastery die damage, and gaining a doubly increased critical strike range for the attack. Additionally, if this strike slays the target, he may automatically make an additional, identical strike at a nearby target.

Warrior 23: Second Wind

Action: Free Reflex
Power: 5

Passive: The warrior gains fast healing 1/m.
Use: The warrior automatically regains a number of wounds equal to 5 + his constitution modifier.

Warrior 24: Maneuver Supremacy

Action: Primary
Power: 5

Passive: The Warrior gains a +1 bonus to the SP of his trip, greater trip, disarm, sunder, and forceful strike actions and maneuvers. Additionally, the Warrior may select a constitution save to be the selected attribute for any maneuver he initiates.
Use: The warrior strikes at a target, dealing his mastery dice and weapon damage, as well as forcing the opponent to make a physical save of his choosing. If the target fails he immediately suffers from two of the following conditions: blinded, deafened, dazed, exhausted, grappled, or tripped. These effects each last for up to one minute, ending when the warrior chooses for them to. Even upon success of this save, the target is still afflicted by the second stage of the condition for one round. Each critical failure allows the warrior to choose any 1 condition on the condition table to afflict the opponent with in addition to, or replacing any of these effects.

Warrior 25: Whirlwind Frenzy

Action: Standard
Power: 5

Passive: The warrior's strength score is treated as being 2 points higher for the purposes of wearing armor or wielding weapons.
Use: The warrior strikes at all targets adjacent to him at any point during this turn, dealing mastery dice in addition to weapon damage. The warrior may apply the tripped, dazed, deafened, or feared condition to any foe struck by this attack for 1 round, and an additional round to each opponent for each opponent critically struck.

Notable Warriors:
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Warriors in the World:

Warriors are straight-forward in their approach to situations, often coming out of a personal need or motivation people join armies, guards or gangs to further their lives directly. While serving many roles within Eldara, warriors work best in tandem, and are oftentimes subject to a governing force who can utilize their strengths. Warriors seldom are the heads of groups, but particular warriors who do, such as generals, usually lead armies of other warriors. Warriors grow out of a necessity to attain victory; unlike other classes such as knights who serve morals and ideals warriors have few such goals to lead by, and therefore find themselves under another's command.

On Warriors:

Other classes find warriors to be predictable, but indispensable. Rogues find them boring, wizards find them dull, knights find them immoral, but they all agree on their fortitude and strength. Other classes oftentimes see warriors as their generals do: useful tools to get what they want; they see warriors as those who look for a fight, those to seek a challenge to prove themselves, even if they don't know who their self is.

Suggested Builds:
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