The Warrior Class
A character with the warrior class trains in martial combat and is
practically unmatched in his skill with melee weapons of all types.
Although many warriors specialize with a single weapon or weapon
type, practically
any melee weapon becomes an instrument of death and destruction
when wielded by a character with this class.
Warrior Gimmicks
Signature Weapon (5GP/0MP/P)
Choose one specific type of melee weapon (sword, axe, staff, chain,
whip, polearm, etc.) to be your signature weapon. You receive a
permanent +1 bonus to strike and damage when performing attacks
with this type of weapon (even when you throw it). You may purchase
this
gimmick multiple times to gain additional types of signature weapons.
Prerequisite: None
Advanced Parry (4GP/3MP/R)
Gain a +2 bonus to your Melee Defense Value against a single incoming
attack. You must be wielding either a shield or a melee weapon that
inflicts at least Strength +1 damage to use this gimmick.
Prerequisites: Signature Weapon, Melee 3
Heavy Strike (5GP/1MP+/F)
Perform a melee attack against a single opponent. If the attack strikes,
it inflicts +1 damage for every 1 MP you spent when activating this
gimmick, to a maximum of +5 damage. You must spend these MP before
you roll to strike. You must be wielding a melee weapon that inflicts
at least Strength +1 damage to use this gimmick.
Prerequisite: Signature Weapon, Melee 3
Weapon Specialization (5GP/0MP/P)
You have specialized in the use of one of the broad weapon groups described
below. You receive a unique combat benefit when wielding any weapon
within your specialized weapon group. You may purchase this gimmick
multiple times to specialize in additional weapon groups.
Bludgeoning Weapons (mace, hammer, flail): While wielding a bludgeoning
weapon, you suffer only half the normal penalty to strike when performing
shove or knockdown attacks.
Lashing Weapons (chain, whip, wire): While wielding a lashing weapon,
you suffer only half the normal penalty to strike when you attempt
to trip or entangle an opponent.
Piercing Weapons (dagger, rapier, pick): When calculating the damage
from a successful attack with a piercing weapon, you may ignore up
to two points of your opponent’s worn armor.
Pole Weapons (polearm, staff): While wielding a pole weapon, you gain
a +1 bonus to your Melee Defense Total to parry melee attacks made
by an opponent who is wielding a smaller melee weapon than your own.
Slashing Weapons (sword, axe, scythe): When performing a fierce
attack while wielding a slashing weapon, you gain a +2 bonus
to damage for every –1 penalty you choose to suffer on your attack
roll (you normally receive only a +1 bonus to damage for every –1
penalty you suffer). You may impose up to a –3 penalty on your
attack roll when performing this attack.
When you purchase this gimmick, you may instead choose to specialize
in one of the melee fighting styles below. You receive a unique combat
benefit when fighting in your specialized style. You may purchase
this gimmick multiple times to specialize in additional melee fighting
styles.
Single Weapon: When wielding a single weapon of size four or smaller
(either one- or two-handed) and no offhand weapon (or shield), you
gain a +2 bonus to your weapon damage.
Heavy Weapon: Attacking with a heavy weapon counts as a standard
action (it normally counts as a full action). In addition, you need
a Strength
score of only four to wield a heavy weapon without penalty (you normally
need a Strength of at least six to wield a heavy weapon).
Dual Weapons: When fighting with a melee weapon in each hand, you
do not suffer the normal –2 penalty to strike. In addition,
when using dual weapons to attack multiple opponents, you may choose
to
attack each opponent with only one of your two weapons and suffer
only half the multiple action penalty. If so, your attack against
each opponent
does not gain the normal +2 damage bonus.
Shield: When you wield a shield, your Armor Grade against incoming
attacks increases by two points. You must be aware of the attack
in order to receive the Armor Grade bonus against it.
You may not receive bonuses from more than one weapon specialization
during a single attack. In addition, if you dual-wield different
types of specialized weapons, you receive only the weapon specialization
benefit from the lead weapon. However, the bonuses from weapon specialization
and style specialization stack normally. For example, if you possess
both bludgeoning weapon specialization and shield style specialization,
when simultaneously wielding a mace and a shield, you receive both
the reduced penalty for performing shove and knockdown attacks and
the +2 bonus to your Armor Grade.
Prerequisite: Signature Weapon, Melee 3
Fury
(6GP/0MP/P)
Whenever you successfully strike an opponent with a melee weapon, you regain
1 MP, up to your normal maximum MP total. In addition, whenever you are struck
in combat and suffer damage, you regain 1 MP, up to your normal maximum MP total.
You must be wielding a melee weapon that inflicts at least Strength +1 damage
to regain MP from your successful attacks. This gimmick operates only in mortal
combat, never during sparring contests or other types of non-lethal combat.
Prerequisite: Two Warrior gimmicks, Melee 4
MultiSlash (6GP/4MP/F)
Perform a total of two melee attacks against the same or different
targets during your turn. You do not suffer the multiple action penalty
when performing these attacks. By spending an additional 3 GP on this
gimmick (9 GP total), you may attack up to three times when you use
this gimmick. By spending yet another 3 GP on this gimmick (12 GP total),
you may attack up to four times when you use this gimmick.
Prerequisite: Two Warrior gimmicks, Melee 4
Counterattack (6GP/4PP/R)
When you are attacked by a brawling or melee attack, you may
activate this gimmick to perform one melee attack against
the opponent
that attacked you, provided that he is within range of your weapon.
The opponent cannot activate defensive gimmicks to defend against
this
counterattack, though currently active defensive gimmicks
may still
be used normally. If the opponent’s attack strikes
you, your attack is performed after his attack, but before
you suffer
damage.
If the opponent attacks you multiple times in a single turn,
you may use this gimmick to counterattack any or all of his
attacks.
Prerequisite: Three Warrior gimmicks, Melee 5
HP/PP Crush (6GP/8MP/S)
Perform a melee attack against a single opponent. If the attack is
successful, the opponent’s current HP or MP is reduced by half
its current amount (rounding up), to a maximum
reduction of 50 HP or PP. You must choose whether your attack
will reduce the opponent’s
HP or MP before you roll to strike. This gimmick may be used no more
than
once
every
three turns.
Prerequisite: Three Warrior gimmicks, Melee 5
OmniSlash (12GP/10MP/F/Limit)
Roll 2d6 and add your Melee skill to the total. The result is the number
of melee attacks you may perform this turn. You do not suffer the multiple
action penalty when performing these attacks. In addition, you may
move up to twice your speed while performing these attacks.
Prerequisite: Five Warrior gimmicks, Melee 6
