Post by king of hyrule on Aug 29, 2005 21:50:01 GMT -5
Warrior
The warrior is a born combatant, able to trade blows with the best of them. His natural talent with weapons is enhanced by the skills he learns, creating a powerhouse of combat maneuvers, abilities, and tactics.
Adventures: Many warriors seek out adventure for the same reason any other class does: Namely, the excitement of seeing the world and the thrill of adventure. Some warriors are sucked into adventure because of their skill with weapons. Perhaps they are relied upon to deal with some dangerous threat that only they have the skill to handle.
Characteristics: Warriors tend to have strong, solid personalities. The confidence that their skill in weapons breeds in them is apparent to all around them.
Focus: Warriors fight for any number of reasons. For some, the light focus is pivotal, as it exemplifies their belief in something higher than them and the responsibility that comes with skill in weapons. For others, the strength they
possess because of their martial training bends them towards the dark focus, as they use their power to dominate or terrorize others. Somewhere between heroes and villains, there are those who use their skills for personal gain or survival. These warriors often favor the shadow focus, as it best describes the life they lead.
Background: Perhaps more than any other class, warriors can come from any background. While the upper classes and nobility certainly grant the luxury of time and training to those who wish to learn, any commoner with the inclination and talent can find someone willing to teach them the basics of swordplay.
Races: Almost every race counts warriors amongst its members. While some races are less inclined to do so, such as the dekus and zorans, others such as the gorons and hylians have a great many warriors in their midst. A great
warrior once said, “Where there is conflict there are soldiers”. This is all too true of the lands beneath the Tri-Force.
Other Classes: Due to their martial nature, warriors are perhaps best inclined to pair effectively with wilderfolk. The two, if radically different in their approach to combat, are both effective on the battlefield. Drifters provide excellent backup for warriors, allowing the warriors to draw the attention of an enemy while a drifter strikes the deciding blow. Performers also get on with warriors well. Their dualistic nature and supportive abilities make them great
additions to any combat situation, and their own skills with weaponry make them more than welcome in any fight. Wizzrobes are tricky to pair with. While the combination of steel and sorcery is a powerful matching, it is difficult at times for the two classes to trust each other well enough
to feel comfortable mixing their talents.
Game Rule Information
Abilities: As combatants, the physical abilities are the most important to Warriors. High Strength increases their melee attack abilities, while Dexterity increases their ranged attacks and their defense. Constitution gives them more
hit points, a resource that can get all too low in the long drawn out battles of Hyrule.
Hit Die: d10
Starting Rupees: 5d4 x 10
Class Skills
The warrior’s class skills (and the key abilities for
each) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), Swim (Str). Skill Points at First Level: (2 + Int mod) x 4 Skill Points at Each Additional Level: 2 + Int mod
Class Features
Weapon and Armor Proficiencies: A warrior is proficient in all simple and martial weapons, all armor types and shields.
Bonus Feats: At 1st level, and every three levels thereafter, a warrior gains a bonus feat. This feat must be selected from the list below:
Alertness, Blind-Fight, Combat Expertise, Combat Reflexes, Diehard, Dodge, Mobility, Spring Attack, Endurance, Exotic Weapon Proficiency, Improved Disarm, Improved Trip, Whirlwind Attack, Great Fortitude, Improved Critical,
Improved Initiative, Iron Will, Lightning Reflexes, Mounted Combat, Mounted Archery, Trample, Ride-By Attack, Spirited Charge, Point Blank Shot, Far Shot, Manyshot, Precise Shot, Rapid Shot, Shot on the Run, Power Attack, Cleave,
Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Quick Draw, Rapid Reload, Reckless Blows, Run, Toughness, Two-Weapon Fighting, Improved Two- Weapon Fighting, Greater Two-Weapon, Weapon Finesses, Weapon Focus, Greater Weapon Focus, Greater Weapon Specialization. The warrior must meet all prerequisites for taking a feat just as he normally would.
Battle Focus: A warrior lives by combat. For him there is nothing else, and his survival depends on it. Starting at 3rd level, a warrior may choose to spend any number of magic points to add as a bonus to attack or damage rolls.
Weapon Specialization: The warrior is a true master of weapons. While other combatants rely on speed or agility, the warrior relies on his prowess with his arms. At seventh level, a warrior gains access to the Weapon Specialization feat. This feat may be taken as either a general feat, or as one of his bonus feats.
Combat Mastery: At 15th level, the warrior may “burn” his strength in an attempt to devastate an opponent. The warrior must declare that he is using this ability at the start of his round. For that round, any attack actions the warrior makes receive automatic maximum damage on the rolls, including critical hits. After the round in which the warrior uses this ability, he is considered fatigued (-2 to Str and Dex, can’t charge or run) for a number of rounds equal to 10 - Constitution bonus. The warrior may use this ability only once per day. It does not stack with the warrior’s Battle Focus ability.
The warrior is a born combatant, able to trade blows with the best of them. His natural talent with weapons is enhanced by the skills he learns, creating a powerhouse of combat maneuvers, abilities, and tactics.
Adventures: Many warriors seek out adventure for the same reason any other class does: Namely, the excitement of seeing the world and the thrill of adventure. Some warriors are sucked into adventure because of their skill with weapons. Perhaps they are relied upon to deal with some dangerous threat that only they have the skill to handle.
Characteristics: Warriors tend to have strong, solid personalities. The confidence that their skill in weapons breeds in them is apparent to all around them.
Focus: Warriors fight for any number of reasons. For some, the light focus is pivotal, as it exemplifies their belief in something higher than them and the responsibility that comes with skill in weapons. For others, the strength they
possess because of their martial training bends them towards the dark focus, as they use their power to dominate or terrorize others. Somewhere between heroes and villains, there are those who use their skills for personal gain or survival. These warriors often favor the shadow focus, as it best describes the life they lead.
Background: Perhaps more than any other class, warriors can come from any background. While the upper classes and nobility certainly grant the luxury of time and training to those who wish to learn, any commoner with the inclination and talent can find someone willing to teach them the basics of swordplay.
Races: Almost every race counts warriors amongst its members. While some races are less inclined to do so, such as the dekus and zorans, others such as the gorons and hylians have a great many warriors in their midst. A great
warrior once said, “Where there is conflict there are soldiers”. This is all too true of the lands beneath the Tri-Force.
Other Classes: Due to their martial nature, warriors are perhaps best inclined to pair effectively with wilderfolk. The two, if radically different in their approach to combat, are both effective on the battlefield. Drifters provide excellent backup for warriors, allowing the warriors to draw the attention of an enemy while a drifter strikes the deciding blow. Performers also get on with warriors well. Their dualistic nature and supportive abilities make them great
additions to any combat situation, and their own skills with weaponry make them more than welcome in any fight. Wizzrobes are tricky to pair with. While the combination of steel and sorcery is a powerful matching, it is difficult at times for the two classes to trust each other well enough
to feel comfortable mixing their talents.
Game Rule Information
Abilities: As combatants, the physical abilities are the most important to Warriors. High Strength increases their melee attack abilities, while Dexterity increases their ranged attacks and their defense. Constitution gives them more
hit points, a resource that can get all too low in the long drawn out battles of Hyrule.
Hit Die: d10
Starting Rupees: 5d4 x 10
Class Skills
The warrior’s class skills (and the key abilities for
each) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), Swim (Str). Skill Points at First Level: (2 + Int mod) x 4 Skill Points at Each Additional Level: 2 + Int mod
Class Features
Weapon and Armor Proficiencies: A warrior is proficient in all simple and martial weapons, all armor types and shields.
Bonus Feats: At 1st level, and every three levels thereafter, a warrior gains a bonus feat. This feat must be selected from the list below:
Alertness, Blind-Fight, Combat Expertise, Combat Reflexes, Diehard, Dodge, Mobility, Spring Attack, Endurance, Exotic Weapon Proficiency, Improved Disarm, Improved Trip, Whirlwind Attack, Great Fortitude, Improved Critical,
Improved Initiative, Iron Will, Lightning Reflexes, Mounted Combat, Mounted Archery, Trample, Ride-By Attack, Spirited Charge, Point Blank Shot, Far Shot, Manyshot, Precise Shot, Rapid Shot, Shot on the Run, Power Attack, Cleave,
Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Quick Draw, Rapid Reload, Reckless Blows, Run, Toughness, Two-Weapon Fighting, Improved Two- Weapon Fighting, Greater Two-Weapon, Weapon Finesses, Weapon Focus, Greater Weapon Focus, Greater Weapon Specialization. The warrior must meet all prerequisites for taking a feat just as he normally would.
Battle Focus: A warrior lives by combat. For him there is nothing else, and his survival depends on it. Starting at 3rd level, a warrior may choose to spend any number of magic points to add as a bonus to attack or damage rolls.
Weapon Specialization: The warrior is a true master of weapons. While other combatants rely on speed or agility, the warrior relies on his prowess with his arms. At seventh level, a warrior gains access to the Weapon Specialization feat. This feat may be taken as either a general feat, or as one of his bonus feats.
Combat Mastery: At 15th level, the warrior may “burn” his strength in an attempt to devastate an opponent. The warrior must declare that he is using this ability at the start of his round. For that round, any attack actions the warrior makes receive automatic maximum damage on the rolls, including critical hits. After the round in which the warrior uses this ability, he is considered fatigued (-2 to Str and Dex, can’t charge or run) for a number of rounds equal to 10 - Constitution bonus. The warrior may use this ability only once per day. It does not stack with the warrior’s Battle Focus ability.