Warrior

Profession: Warrior
Starting Gear: A basic set of steel plate cuirass, steel plate greaves, and steel half helm, as well as a standard steel long sword.
Pay Rate: 100 shillings per game week
Starting Bonuses: 50 character points at character creation for skills
Bonuses:
  • Starts with 2-Handed Proficiency at Level 1.
  • Start with an attack type proficiency of choice at level 1.
  • Start with Melee Proficiency at Level 1.
Penalties:
  • Warriors spells are 20% less effective
  • Warrior's Mental is 10% Less than Race Max
Weapon & Armor Types:
  • Warriors can use any weapon
  • Warriors can wear any armor type and use any shields

You may be a solider in the King's Army or you may be a gladiator. Perhaps you are a sell-sword. The point is, you know how to fight and fight well. You handle the great swords and battle axes with ease and heavy armor is nothing to you. You are the tank, plain and simple. What you are not is a master of magic or light on your feet.

The Warrior Profession is all about combat. They serve in armies, are knights, gladiators, sell-swords, or any other profession that deals with combat. If you want to be the warrior or the tank, this is the profession for you.

 

Starting Bonuses and Penalties

You already know that playing as a warrior grants you Company or Guild issued equipment, 50 character points at character creation for skills, and 100 shillings per week salary. However these are not the only benefit a warrior receives.

Tier Levels and Costs to Acquire

The cost to acquire the skill depends on the level you are acquiring the skill, as well as the tier level of the skill.

Tier 1

  • Level 1: 25/50
  • Level 2: 50/100
  • Level 3: 75/150
  • Level 4: 100/200

Tier 2

  • Level 1: 50/100
  • Level 2: 75/150
  • Level 3: 100/200
  • Level 4: 125/250

Tier 3

  • Level 1: 75/150
  • Level 2: 100/200
  • Level 3: 125/250
  • Level 4: 150/300

Tier 4

  • Level 1: 100/200
  • Level 2: 125/250
  • Level 3: 150/300
  • Level 4: 175/350

Tier 5

  • Level 1: 125/250
  • Level 2: 150/300
  • Level 3: 175/350
  • Level 4: 200/400

Tier 6

  • Level 1: 150/300
  • Level 2: 175/350
  • Level 3: 200/400
  • Level 4: 250/450
  • A warrior starts with the 2-Handed Proficiency skill at level 1.

  • Warriors start with an Attack Type Proficiency skill of their choice at level 1.

  • Start with Melee Proficiency at Level 1.

  • Warriors spells are 20% less effective.

  • A Warrior is often not seen as a scholarly man, therefore their mental will be capped at 10% less than their race max. So if the warrior's race max for mental is 100, their mental won't exceed 90. 

 

Effects on Weapon Usage

Warriors can use any weapon they so desire.

Effects on Armor Usage

Warriors can wear any armor type and use any shields.

Character Point Rate

Warriors pride themselves in their knowledge of combat. They don't care as much about scholarly things or being sneaky. Instead, they want to know how to do more damage. Offense is the way to go for them.

The Warrior's character point rate is:
  • Mental x 0.01; with an additional +0.2 for every level obtained in Melee Proficiency past level 1 (total of +0.6 bonus possible).
  • A warrior who gets all 4 levels of Attack Type Proficiency gets to roll a 1d% increased by Mental as a percentage for extra character points. This is for each type, giving a total of four 1d% rolls for extra points.
  • A warrior who gets all 4 levels of Weapon Proficiency gets to roll  2d% increased by Mental as a percentage for extra character points. The warrior can only get this bonus 4 times.
  • A warrior who gets at least 1 level in every warrior skill (one attack proficiency type and one weapon proficiency) gets their End of Session Bonus as extra character points.
  • A warrior's End of Session Bonus rate is your character point rate increased by 1/2 Strength. So if your character point rate is 1.5 and your Strength is 60, you would take 1.5 x 30 to get 45 extra character points at the end of the session. The GM can of course reward extra character points based on role playing. 

Skills

A warrior is a trained fighter. Therefore they will be able to master fighting skills better than others. For a warrior, any skill listed below has its character point cost cut in half.

Warrior Skill Progression 

warriorskillsexample.png

Warrior Skills

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+1d10 Damage 2 Endurance Increases the damage done by 1d10. If using a weapon, this is added to your weapon as extra attack value. If unarmed, it is added to your Melee Power.  Level 1: 1d10; 2 Endurance
Level 2: 2d10; 4 Endurance
Level 3: 3d10; 6 Endurance
Level 4: 4d10; 8 Endurance

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

2-Handed Proficiency N/A Increase Melee Power by 25% (x 1.25) for each level of mastery. This is an increase to the Melee Power for each hand. Since you are using a 2-handed weapon, you are already applying Melee Power twice. If your Melee Power is 12, this would be 12 x 1.25 = 15, so you'd use 15 + 15 + weapon attack value.  Level 1: 25% (x1.25)
Level 2: 50% (x1.5)
Level 3: 75% (x1.75)
Level 4: 100% (x2)

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Attack Type Proficiency N/A

Increase Hit Chance by 10% with attack type per level.

The Attack Types are:

  • Slashing
  • Piercing
  • Chopping
  • Bashing

Each attack type is its on skill and you would have to level up each one individually. Just because you have an attack type slashing at level 3 you won't also have piercing at level 3. When you acquire piercing it will be at level 1.

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Dual Wielding Proficiency N/A By default you do not add Melee Power to your second hand when you are dual wielding. This skill allows you to add some melee power to the weapon in your second hand, making it more powerful.  Level 1: Add 1/2 Melee Power to 2nd Hand
Level 2: Add full Melee Power to 2nd Hand

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100

Extra Strike 5 Endurance With this skill you get one extra strike with your weapon. That extra strike does not include any melee power.  Level 1: 1 extra strike; 5 Endurance
Level 2: 2 extra strikes; 10 Endurance
Level 3: 3 extra strikes; 15 Endurance
Level 4: 4 extra strikes; 20 Endurance

This is a Tier 6 skill

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 250/450

Increased Critical N/A This skill increases the chance that your hit will be a critical hit by +5. This is an instant effect that only applies when used. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

Melee Empowerment 5 Endurance Increase Melee Power by 10% of Strength for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Melee Proficiency N/A Increase Melee Power by 10%. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Power Empowerment 5 Endurance Increase Power by 10% of Strength for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Rage Attack 5 Endurance Attack 1d4 + 1 times causing full weapon damage with melee power damage each hit. No critical hits can be dealt with this skill. Hit Chance is decreased by 10 with this skill and each hit requires a hit chance roll. Must make a will check afterwards to see if inflicted with rage. Level 1: 1d4+1; 5 Endurance
Level 2: 2d4+1; 10 Endurance
Level 3: 3d4+1; 15 Endurance
Level 4: 4d4+1; 20 Endurance

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

Special Weapon Damage N/A

Critical Hit automatically inflicts special weapon damage based on the weapon attack type.

Special Weapon Damages:

  • Slashing: 1d6 Bleeding damage per round until healed
  • Piercing: Wounds which causes 1d4 bleeding damage per round until healed and increases damage dealt to HP by 1d10 per hit when wound is struck
  • Chopping: 1d10 Bleeding damage per round until healed and 10% chance of severing a limb
  • Bashing: Daze for 1d6 rounds decreasing hit chance in half, stun for 1 round, 20% chance of knocking target out

Weapons may also have special weapon damages listed that can apply here.

Increase dice rolls by 1 for inflicted status effects per level. For example, level 2 slashing will cause 2d6 bleeding damage and level 3 piercing will cause 3d4 bleeding damage and 3d10 wound damage.

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Throw Power Empowerment 5 Endurance Increase Throw Power by 10% of Strength for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Vitality Empowerment 5 Endurance Increase Vitality by 10% of Strength for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Weapon Proficiency N/A

Increase the attack value of your chosen weapon type by 10% per level. Warriors can learn to use any weapon type, but you are limited to 3. Your choices are:

  • Daggers
  • Swords
  • Scythes
  • Axes
  • Clubs & Hammers
  • Rods & Staffs
  • Spears & Pole Arms
  • Whips
  • Unconventional Weapons

Each weapon type is its own skill and must be acquired and leveled up separately.

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Warrior Growth

As you develop and master skills within your warrior profession, you will become a more capable warrior. Each set of skills mastered will increase your tier level in your profession, which in turn will provide you with more benefits.

Tier 1: Basic Warrior

This is the tier level you start out as. The starting bonuses listed earlier apply here.

Tier 2: Novice Warrior

To reach this tier, you must acquire all of the skills in the melee proficiency skill chain at level 1. As a novice warrior you benefit from the following bonuses:

  • Melee Power increased by 10% strength.
  • +0.2 to Character Point Rate

Tier 3: Skilled Warrior

To reach this tier, you must acquire all of the skills in the melee proficiency skill chain at level 2. As a skilled warrior you benefit from the following bonuses:

  • Melee Power increased by 10% strength.
  • +0.2 to Character Point Rate
  • 10% of Strength added to Strength as a modifier
  • 10% of Fortitude added to Fortitude as a modifier
  • At the cost of 50 character points, you can take on the Magical Warrior trait, removing your penalties on spell casting.

Tier 4: Master Warrior

To reach this tier, you must acquire all of the skills in the melee proficiency skill chain at level 3. As a master warrior you benefit from the following bonuses:

  • Hit Chance and Hit Targeting increased by 15%.
  • +0.2 to Character Point Rate
  • 10% of Fortitude added to Fortitude as a modifier
  • EP increased by 10% of Strength as a modifier
  • +10 to Critical Hit

Combo Professions

With some professions, once you reach a certain point in character development, you can open up a combo profession. This combo profession would allow you to to learn new skills and gain new bonuses along with your main profession. Warriors can open into the following combo professions: Ninja, Rune Knight, Soldier, Crusader, Dark Knight, and Blade Dancer.

  • Ninja: Ninja is a combo profession of Warrior, Monk, and Thief
  • Runic Knight: Rune Knight is a combo profession of Warrior and Runic Mage
  • Soldier: Soldier is a combo profession of Warrior, Guard, and Hunter
  • Crusader: Crusader is a combo profession of Warrior and Cleric and requires a positive morality
  • Dark Knight: Dark Knight is a combo profession of Warrior and Cleric and requires a negative morality
  • Blade Dancer: Blade Dancer is a combo profession of Warrior and Entertainer following the dancing skill set.

Combo Professions is a new profession that grants you new skills and abilities. When you are able to go into a combo profession you continue to follow your main profession and the combo profession in regards to what skills are in profession and profession growth. The other professions that are apart of the combo profession offer no benefit.

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