Warrior

A Warrior embodies the spirit of combat, and embraces battle as a way of life. They practice and develop fighting styles to suit their needs and whim. Some warriors master a weapon, or a particular aspect of combat, and fulfill an archetype. Others forge their own path and develop their own style through personal experience.

To a warrior, mastery of combat may be a goal on their path to glory, a necessary obstacle to survive, an art, or simply something they enjoy.

Warrior Table

Level

Attribute Points (Total)

Skill Points (Total)

Saving Throw Points (Total)

Total Keystone Features

Features

1

-

4 (4)

-

-

Warrior Archetype

2

1 (1)

1 (5)

-

-

Action Surge, Warrior’s Guard

3

1 (2)

1 (6)

1 (1)

-

Fighting Style

4

1 (3)

1 (7)

-

1

Keystone Feature

5

1 (4)

1 (8)

-

1

Archetype Feature

6

2 (6)

2 (10)

1 (2)

2

Warrior’s Feat

7

2 (8)

2 (12)

-

2

Accuracy

8

2 (10)

2 (14)

-

3

Keystone Feature

9

2 (12)

2 (16)

1 (3)

3

Archetype Feature

10

2 (14)

2 (18)

-

4

Warrior’s Feat

11

2 (16)

2 (20)

-

4

Attack Efficiency

12

3 (19)

3 (23)

1 (4)

5

Keystone Feature

13

3 (22)

3 (26)

-

5

Archetype Feature

14

3 (25)

3 (29)

-

5

Fighting Style II

15

3 (28)

3 (32)

1 (5)

5

Indomitable

16

3 (31)

3 (35)

-

6

Keystone Feature

17

3 (34)

3 (38)

-

6

Archetype Feature

18

4 (38)

4 (42)

1 (6)

6

Accuracy II

19

4 (42)

4 (46)

-

6

Action Surge x2

20

4 (46)

4 (50)

-

7

Keystone Feature

21

4 (50)

4 (54)

1 (7)

7

Overwhelm

Class Features

Starting Vitality

As a Warrior at level 1, you start with 25+1d12+CON Vitality.

See: Vitality

Starting Skills

As a Warrior, you start with 4 Skill Points.

Weapon Proficiencies

All Melee and Ranged Weapons.

Armor Proficiencies

All Armor and Shields.

Starting Equipment & Gold

When creating your character, you may choose from the following equipment, as well as what is granted:

  • Any weapon worth no more than 60 gold or 30 gold.

  • Any armor worth no more than 100 Gold, or 50 gold.

  • Any one handed melee weapon, or 10 gold.

  • 1 full case of an ammunition type, or 1 gold.

  • A Shield, or 5 gold.

  • Any Artisan’s Tool, or 10 gold.

  • A Canteen, or 1 gold.

  • A Weapon Care Kit, or 5 gold.

  • 200 gold.

  • 6d10 gold.

You can use any gold you have to purchase items and add them to your inventory before you finalize your character.

Warrior Archetype

You have trained in the ways of battle, and in your training have begun to find a specialty. From this moment forward you choose your warrior’s path; your archetype.

Below are a list of Warrior Archetypes. You can have only one Warrior Archetype. You gain archetype features at level 1, 5, 9, 13, and 17.

Master-at-Arms

The Master-at-Arms has skills in all weapons, and maneuvers the battlefield. They embody mastery of battle arts, and recognize the strengths and weaknesses of each weapon, and use them to their fullest extent.

Sentry

The Sentry has mastered back-line combat, and is a supportive fighter, utilizing longer melee weapons and ranged attacks. Controlling space is a Sentry’s calling.

Vanguard

The Vanguard charges into battle, often the first to the fight. Aggressive and influential on the pacing of an encounter, they hit hard and make moves.

Captain

A master of tactics and wielder of authority, the Captain inspires victory in his allies.

Marksman

The marksman excels at ranged combat, and has gained supreme abilities. Whether by bow or gun, the Marksman makes the most of his shots.

Action Surge

At level 2, you gain the ability to push yourself beyond your limits. Once per Rest, you can restore your Action Points to their maximum for 0 AP.

At level 19, you gain an additional use of Action Surge.

Warrior’s Guard

At level 2, you can withstand powerful blows through skill and willpower. Once per Rest, when an attack is made against you, you can perform a Guard against the attack that adds your Weapon Attribute Bonus to your AC.

At level 14, you gain another use of Warrior’s Guard per Rest.

Fighting Style

At level 3, you develop your skills into a fighting style. You choose a fighting style from the list below;

Defensive: You gain a +1 bonus to your AC.

Ranged: You gain a +1 bonus to Accuracy with ranged weapon attacks.

Dueling: When you make an attack with a one handed weapon while your other hand is empty, the attack deals 2 additional physical damage.

Refined: You add half of your Dexterity or Strength bonus, rounded up (Whichever Weapon Attribute isn’t used) to the damage of your attacks with Versatile weapons.

Forceful: Attacks with Bludgeoning weapons gain the "Staggering" damage modifier. See: Damage

Dual Wielding: Your Offhand Weapon gains its weapon attribute bonus as bonus damage, and at Level 11, your Dual Attack costs one less AP.

Gemini: Your Offhand Weapon may be any one handed weapon that is not Heavy.

Heavy: You reroll any 1 in the damage dice rolls of attacks made with Heavy weapons.

At level 14, you may choose an additional fighting style. You may not choose the same style twice.

Warrior’s Feat

At level 6 and 10 you may choose an additional Keystone Feature.

Accuracy

At level 7, you attack concisely. You gain a +1 bonus to Accuracy with all attacks.

At level 18, you gain an additional +1 bonus to Accuracy with all attacks.

Attack Efficiency

At level 11, your Attack action costs 1 less action point.

Indomitable

At level 15, Once per Rest, you can force any saving throw you make to succeed, even after it has been declared if you have failed or succeeded the roll.

Overwhelm

At level 21, you unlock the ability to make a series of devastating attacks in a sequence. Once per Rest, for 0 AP, every attack that hits allows you to make a secondary attack. This secondary attack does not trigger another secondary attack.