The War in The Stopped World | World Anvil
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The War

About the Path:

The Path of the War, the people who take this way for themselves, are mostly referred as Warriors, Fighters, Solders, etc. Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies

Related Background: Most people on the Path of the War, are trained as from the childhood to be soldiers when they grow up, others are from more tranquil backgrounds and train themselves by their own means, others were just people who wanted to survive, whenever was on the wild or in as a slave in a bloody arena

Role: The people on the Path of the War excel at combat—defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess.

Alignment: Any, the Path of the War more about fighting than worrying about morality, warriors had either good or bad intentions or only fights for themselves

The Path of the War Background:

Those who decide to follow the Path of the War, take up the sword for many reasons. Some fight for coin, others for duty, and others for survival.
d% Result
1 - 10 Adventure: Since you can remember, you sought to become a great warrior. Inspired by legends of the past or personal heroes of your civilization, you longed to wield steel and carve your way in the world. You gain access to the Seeker social trait.
11 - 20 Conscripted: You didn't choose the military life so much as you were drafted into it. You have a non-military background and skill set. Who knows what course your life might have taken had you not been forced to take up arms? You gain access to the Worldly social trait
21 - 30 Duty: You took up the sword because no one else would. When a great danger threatened your home, you stepped forth to meet the challenge, though you were only a youth with just the strength of your arm and steadfastness of your courage to see you through. You gain access to the Courageous combat trait.
31 - 40 Gladiator: As an adolescent, you learned to fight and kill because your master made you, and if you had not learned, you would be dead. Killing was a way of life—a means of survival. At first you did it because you had to, but that soon changed when you heard the chorus of the crowd. You gain access to the Killer combat trait, the Life of Toil social trait, and the Champion story feat.
41 - 50 Joined the Watch: Your village, town, city, or tribe needed new recruits for the volunteer watch patrol, and you joined up—whether for money, duty, peace, or power. This rudimentary training gave you an understanding of civilized justice and showed you how to wield a weapon with skill. You gain access to the Militia Veteran regional trait.
51 - 60 Knighted: Your military path began when you were knighted or made a squire to a knight. Your family's status could have influenced this event, or you might be a simple commoner rewarded with a title for a rare feat of courage. As a member of the high society, you gain access to the Influence social trait.
61 - 70 Mercenary: Everyone needs to earn a living, and in your youth, you were fast, strong, or tough enough to fight for pay. There are good causes and bad causes, but at the end of the day, it all comes down to money. Sometimes you got easy jobs, like guarding merchant caravans; other times the jobs are rough, like fighting in a rebel lord's private army. You gain access to the Mercenary social trait.
71 - 80 On the Street: You spent adolescence in a seedy part of town. You learned to fight dirty, and fight mean. Turns out you were good at it. Your skills drew the interest of gang and guild leaders, tavern keepers, and anyone else who needed hired muscle. You gain access to the Child of the Streets social trait.
81 - 90 Schooled: You learned to fight in a structured environment where you were exposed to a variety of weapons, armor, strategies, and tactics. You learned to fight as part of a unit, how to follow orders and how to command a squad. You gain access to the Tactician combat trait.
91 - 100 Survival: You spent some part of your life in the wild—in places that abide by the laws of nature rather than those of civilization. You survived by being stronger, faster, and more cunning than the predators. That meant you fought not for coin, honor, or principle, but for your very life. You gain access to the Resilient combat trait.

Table: The War

Level Special Reputation
Bonus
Lv1 Bonus Feat +0
Lv2 Bonus Feat +0
Lv3 Armor training 1 +0
Lv4 Bonus Feat +1
Lv5 Weapon training 1 +1
Lv6 Bonus Feat +1
Lv7 Armor training 2 +2
Lv8 Bonus Feat +2
Lv9 Weapon training 2 +2
Lv10 Bonus Feat +3
Lv11 Armor training 3 +3
Lv12 Bonus Feat +3
Lv13 Weapon training 3 +4
Lv14 Bonus Feat +4
Lv15 Armor training 4 +4
Lv16 Bonus Feat +5
Lv17 Weapon training 4 +5
Lv18 Bonus Feat +5
Lv19 Armor Mastery +6
Lv20 Bonus Feat, Weapon Mastery +6

Class Features:

Recommended Skills: Climb (Str), Craft (Armory) (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Tactics) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Recommended Good Saves: Fortitude

Weapons & Armor Proficiency: You gain proficiency with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At lv1, and at every even level thereafter, you a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats."
Upon reaching lv4, and every four levels thereafter (8th, 12th, and so on), you can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, you lose the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Armor Training (Ex): Starting at Lv3, you learn to be more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by their armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, you can also move at his normal speed while wearing medium armor. At 7th level, you can move at his normal speed while wearing heavy armor.

Weapon Training (Ex): Starting at Lv5, you can select one group of weapons, as noted below. Whenever you attack with a weapon from this group, you gain a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), you become further trained in another group of weapons. You gain a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when you reach 9th level, you receive a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
You also add this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Weapon groups are defined as follows:
  • Assault Rifles: 5.56mm Assault Rifle, 7.62mm Assault Rifle
  • Axes: Battle Axe, Great Axe, Hand Axe, Double Axe, Light Pick, Heavy Pick Throwing Axe
  • Bows: Composite Longbow, Composite Shortbow, Longbow, Shortbow
  • Close: Armor Spikes, Bayonet, Brass Knuckles, Dan Bong, Emei Piercer, Tessen, Gauntlet, Heavy Shield, Light shield, Madu, Punching Dagger, Sap, Scizore, Shield Spikes, Spiked Gauntlet, Tekko-Kagi, Tonfa, Unarmed Strike, Wushu Dart
  • Crossbows: Hand Crossbow, Light Crossbow, Heavy Crossbow, Repeating Hand Crossbow, Repeating Light Crossbow, Repeating Heavy Crossbow, Portable Ballista
  • Curved Blades: Falcata, Falchion, Nine-ring Sabre, Scimitar, Kama, Double-chainded Kama, Cleaver Blade, Sickle, Scythe, Dogslicer, Horse Chopper, Sawtooth Sabre, Scimitar, Khopesh, Shotel, Temple Sword, Kerambit
  • Double Weapons: Quarterstaff, Bo staff, Kusarigama, Double Axe, Two-bladed Sword, Double Waking-Stick Katana, Double-Chained Kama, Monk Spade, Dire Flail
  • Flairs: Morningstar, Light Flail, Heavy Flail, Dire Flail, Chain spear, Double-Chained Kama, Flying Blade, Kyoketsu Shoge, Meteor Hammer, Nine-section Whip, Nunchaku, Sansetsukon, Scorpion whip, Spiked chain, Urumi, Whip
  • Hammers: Aklys, Club, Earth Breaker, Greatclub, Heavy Mace, Light Hammer, Light mace, Tetsubo, Meteor Hammer, Warhammer
  • Handguns: Percussion Pistol, Percussion Revolver, .57 Revolver, Pocket Revolver, .32 Autoloader Pistol, .32 Machine Pistol, 9mm Autoloader Pistol, 9mm Machine Pistol, 10mm Autoloader, .357 Revolver, .44 Magnum Revolver
  • Heavy Firearms: 6mm Machine Gun, 7.92mm Machine Gun, .303 Machine Gun, .50 Machine Gun, Grenade Launcher, Rocket Launcher
  • Katanas: Katana, Double Waking-Stick Katana, Wakizashi, Nodachi, Oodachi
  • Monk: Quaterstaff, Bo Staff, Monk Spade, Brass Knuckles, Butterfly Sword, Cestus, Dan Bong, Double-Chained Kama, Emei Piercer, Tessen, Jutte, Kama, Kusarigama, Kyoketsu Shoge, Lungchuan Tamo, Nine-section Whip, Nine-ring Sabre, Nunchaku, Sansetsukon, Rope Dart, Sai, Seven-branched Sword, Shang Gou, Shuriken, Siangham, Tiger Fork, Tonfa, Tri-point Double-edged Sword, Unarmed Strike, Urumi, and Wushu Dart, Temple Sword
  • Natural: Unarmed strike and all natural weapons, such as Bite, Claw, Gore, Tail, and Wing
  • Polearms: Bardiche, Bec de Corbin, Billhook, Glaive, Glaive-Guisarme, Guisarme, Halberd, Hooked Lance, Lucerne Hammer, Man-catcher, Monk's Spade, Naginata, Ranseur, Tiger Fork
  • Rifle: Riffle-Musket, Revolver-Rifle .36, .56 Repeating Carabine, .30 Level-action Carabine, 7.62mm Rifle, .50 Sniper Rifle, .444 Hunting Rifle
  • Shotguns: 12 Gauge Double-barrel Shotgun, 12 Gauge Repeating Shotgun, 10 Gauge Shotgun, Sawed-off Shotgun
  • Spears: Boar Spear, Javelin, Harpoon, Lance, Longspear, Pilum, Shortspear, Sibat, Spear, Tiger Fork, Trident
  • Straight Blades: Dagger, Short Sword, Long Sword, Bastard Sword, Great Sword, Two-bladed Sword, Terbutje, Great Terbutje, Cane Sword, Parry Dagger, Rapier
  • Sub-Machineguns: .45 Sub-machinegun, 9mm Sub-machinegun
  • Throwable: Blowgun, Bolas, Boomerang, Chakram, Club, Dagger, Dart, Harpoon, Hunga Munga, Javelin, Lasso, Kestros, Light Hammer, Net, Poisoned Sand Tube, Rope Dart, Short Spear, Shuriken, Sling, Snag Net, Spear, Starknife, Throwing Axe, Throwing Shield, Trident, Wushu Dart

  • Armor Mastery (Ex): At Lv19 you gain DR 5/— whenever he is wearing armor or using a shield.

    Weapon Mastery (Ex): At Lv20, you choose one weapon, such as the longsword, greataxe, or longbow. Any critical attacks made with that weapon have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

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