Warrior (Wajasai) Character Class:
Pronounced: Waj - ah - sai
Wajasai: Old Yhtillic that translates as "Warrior".
D&D Equivalent Class:
Elements of Fighter and Barbarian.
Class Specific Bonuses per level:
Level: Bonuses:
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First Level:
1 Title: []
Action Combat Dice: D20
Affiliation Modifier: N/A
Attributes: STR+ 2, CON +1
Bonus Skill Points: N/A
Class Abilities: Basic Double Weapons, Sacrifice of Strength, First Strike Fury, Unarmored Dodge/Parry Bonus,
Class Upgrades: N/A
Combat: +2 Melee Hit Rolls, +1 Range Hit Rolls, +1 Parry,
Hit Points: 1D4+8+(CON modifier)
Power Points: +2 PP,
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 Reflex Save, +2 Fortitude Save,
Skills: +1 Survival, +2 Physical,
Specializations: +1 Lifting (Physical), +1 Bend Bars (Physical),
Weapon Proficiency: +2 Weapon Proficiencies,
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First Level ~ Warrior Class Abilities:
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Basic Double Weapons:
If you are not using a Shield & are in light armor, you can use two one handed weapons at the same time. The weapon in the off hand will be at -3 to strike. By default the off hand weapon is smaller of the two weapons unless declared otherwise BEFORE rolling. The off hand weapon also inflicts half damage. At 5th level you no longer have penalty for the off hand weapon & can choose to defend only on an action, you may use the parry bonus of both weapons, though this means absolutely NO RIPOSTE, even on a Critical Parry by use the Defense maneuver.
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Sacrifice of Strength:
The Warrior can sacrifice a PERMANENT point of STR to guarantee maximum damage on an attack. (This CAN be called AFTER the damage dice are rolled.) This can only be done once per game session and cannot be used at same time as another ability that already does max damage, but mixes with abilities that do double damage. Remember, this costs a PERMANENT point of STR each time it is used due to over exertion.
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First Strike Fury:
If the warrior surprises a target or is the very first to strike in the combat round, he/she can inflict double damage. This increases to maximum double damage at level 9+. This first strike also gets a +1 to the hit roll.
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Unarmored Dodge/Parry Bonus:
If the warrior has no armor or shield, he/she has a +3, with an additional +2 per three full levels of the Warrior for Parry/Dodge purposes.
If you have NO ARMOR but you DO have a shield, it is +1 with an additional +1 per three full levels of the Warrior for Parry/Dodge purposes.
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Second Level:
2 Title: []
Action Combat Dice: D20
Affiliation Modifier: N/A
Attributes: N/A
Bonus Skill Points: N/A
Class Abilities: All Out Defense,
Class Upgrades: N/A
Combat: +1 Melee Hit Rolls,
Hit Points: 1D4+8+(CON modifier)
Power Points: +1 PP,
Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: N/A
Skills: +1 Physical, +1 Craft,
Specializations: N/A
Weapon Proficiency: N/A
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Second Level ~ Warrior Class Abilities:
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All Out Defense:
At 2nd level the Warrior can declare an all out defense. This must be declared before any combat rolls for that action have been rolled. The Warrior can take absolutely no combat actions during that melee round, though you gain a +2 parry or dodge bonus, and +1 more for every three full levels of you character. As the mind of the Warrior is also completely focused on defense, he/she also gains a +1 to Will saves for the duration, +1 more for every full three levels of the Warrior. This means absolutely no Riposte options, even on critical parries.
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Third Level:
3 Title: []
Action Combat Dice: D20
Affiliation Modifier: N/A
Attributes: N/A
Bonus Skill Points: +2 skill points,
Class Abilities: All Out Attack, +1D4 Weapon Damage,
Class Upgrades: +1 "Any Class Upgrade" (Not Warrior Class Abilities),
Combat: +1 Melee Hit Rolls, +1 Range Hit Rolls, +1 DR, +1 Parry, +1 Initiative, +1 "Free Extra Parry", +1 "Free Extra Dodge",
Hit Points: 1D4+8+(CON modifier)
Power Points: +1 PP,
Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: +1 Reflex Save, +1 Fortitude Save, +1 Will Save,
Skills: +1 Survival, +1 Ride,
Specializations: N/A
Weapon Proficiency: +1 Weapon Proficiency,
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Third Level ~ Warrior Class Abilities:
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All Out Attack:
At 3rd level, the Warrior can choose to make an All Out Attack. This will provide a +2 to attack rolls for every three full levels of your character, though the Warrior will have a -3 penalty to his/her Parry or Dodge and to any Reflex and Will saves during this time. The all out attack lasts for one melee round.
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Fourth Level:
4 Title: []
Action Combat Dice: D20
Affiliation Modifier: N/A
Attributes: +1 STR,
Bonus Skill Points: N/A
Class Abilities: +1D4 Unarmed Damage, Dreadful Declarations, Roll with the Blow,
Class Upgrades: N/A
Combat: +1 Melee Hit Rolls,
Hit Points: 1D4+8+(CON modifier)
Power Points: +1 PP,
Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: N/A
Skills: +1 Stealth,
Specializations: N/A
Weapon Proficiency: N/A
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Fourth Level ~ Warrior Class Abilities:
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Dreadful Declarations:
Starting at 4th level, the Warrior can attempt to make terrifying declarations to intimidate opponents and boost the confidence of allies. The character must make a Influence skill check with a base of 15. The target(s) must be sentient and capable of understanding the language of the Warrior. This will also only affect targets who are of equal or less HD/Level than the Warrior. Any targets who can see/hear the Warrior making the Dreadful Declarations must make Will saves or be a -1 to all combat rolls and initiative until they either flee, are killed or the Warrior who made the Dreadful Declarations is dead.
At level 8 the penalty to hit and initiative for those affected becomes -2. Allies receive +1 to Initiative.
At level 12 the penalty to hit and initiative for thsoe affected becomes -3. Allies receive +2 to Initiative.
At level 15 the penalty to hit and initiative for those affected becomes -4. Allies receive +3 to Initiative.
On a Influence roll of Natural 20 with Dreadful Declarations, double enemies penalties and all your allies will receive an additional +1 to initiative rolls.
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Roll with the Blow:
At 4th level, the Warrior can attempt to roll with a blunt force type attack for half damage. It requires a Reflex check and you must not
have performed a dodge or parry already against the attack in question. If the attack would normally cause stun and/or knockback/
knockdown, a successful saving throw will prevent this. Exceptions: If the Stun was not a direct cause of the blunt attack, but a special
power then it does not protect.
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Fifth Level:
5 Title: []
Action Combat Dice: D20
Affiliation Modifier: N/A
Attributes: N/A
Bonus Skill Points: N/A
Class Abilities: Stay in the Fight, Difficult to Kill, Wade Though the Weak, Know Your Foes Weakness, +1 Foe Weakness,
Class Upgrades: +1 "Warrior Class Ability" (Not "Any Class Upgrade"),
Combat: +1 Melee Hit Rolls, +1 Range Hit Rolls, +1 Dodge, +1 Parry, +1 Melee Attack Action,
Hit Points: 1D4+8+(CON modifier), +1 Negative Hit Point, No Bleed Out at -1 Hit Points, Fight at Zero Hit Point,
Power Points: +2 PP,
Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: +1 vs Fatigue,
Skills: +1 Craft, +1 Lore, +1 Physical,
Specializations: N/A
Weapon Proficiency: +1 Weapon Proficiency,
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Fifth Level ~ Warrior Class Abilities:
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Stay in the Fight:
Starting at 5th level, you can stay conscious and keep fighting at zero hit point. Every other level past this you can keep going
at an additional negative hit point, which will be listed as a bold yellow bonus in combat: "Fight at Negative # Hit Point(s)". You will
however have a combat penalty equal to your TWICE your current negative hit point level for all combat/skill rolls until healed.
If you are at zero hit points, you will be at -1 to all combat/skill rolls until healed. At the end of combat, you must make a Fortitude
save at the same penalty you currently have for combat/skill rolls at one level higher difficulty or fall unconscious.
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Difficult to Kill:
Starting at 5th level, and every other level afterwards, you will begin to gain an additional point in maximum negative hit points. In
addition, each of these additional "Negative Hit Points" prevents you from bleeding out to a limited degree. See yellow and bold bonus
for "+1 Negative Hit Points" and "No Bleed Out at -# Hit Points"
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Wade though the Weak:
Starting at 5th level, any creature of 1HD/Lvl or less you fight will take max damage from your attacks.
At 10th level 2HD/Lvl take max damage from attacks and 1HD/Level or less take double max damage.
At 15th level 3HD/Lvl take max damage, 2HD/Level take double max damage, 1HD/Level take triple max damage.
Any target listed above struck with a critical strike is considered killed, unless knockout was intended.
Note: You cannot use "Cleave though the Crowds" (listed below) at the same time you are using this ability.
You cannot use this ability with missle weapons or energy weapons. Only melee attacks.
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Know Your Foes Weakness:
At 5th level the Warrior begins to understand vulnerable points in certain creatures/races that allows them to inflict extra damage. Starting at 5th and every other level afterwards, you may add another "Foe Weakness" specific race/creature type to your list that will take have your natural critical dice roll reduced by one against that target, and an extra +1D6 damage for every three full levels of the Warrior in damage. Each one selected can be a specific color of human, a type of dinosaur, etc... It cannot be for a diverse group like regular Shub~Spawns as they are mostly unique but members of the six main spawn, such a Byakhee, Primordial Ones, Yithians, etc.. can be chosen.
EXAMPLE: Gort, a 12th level Warrior chooses "Red Man" as a "Foe Weakness" he has become familiar with. He strikes a "Red Man" target rolling a Natural 17. A 12th level Warrior normally does a critical hit on a Natural 18+, however since the target is on his list, the number
needed to critical against that target is one less, and he inflicts critical damage, but not until he has added his +4D6 damage. (+1D6 for
every full three levels of his character, 12/3 =4, so +4D6 damage!)
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Sixth Level:
6 Title: []
Action Combat Dice: D20
Affiliation Modifier: N/A
Attributes: +1 to CON or DEX (Choose One)
Bonus Skill Points: +2 skill points,
Class Abilities: Cleave through the Crowds, Disarm Opponents, From Hell's Heart, I Stab At Thee,
Class Upgrades: +1 "Any Class Upgrade" (Not Warrior Class Abilities),
Combat: +1 Melee Hit Rolls, +1 DR, +1 Initiative, +1 "Free Extra Parry", +1 "Free Extra Dodge",
Disarm on Natural 20, +1D4 Weapon Damage, Fight at Negative 1 Hit Point,
Hit Points: 1D4+8+(CON modifier)
Power Points: +1 PP,
Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: +1 Reflex Save, +1 Fortitude Save, +1 Will Save,
Skills: +1 Survival, +1 Ride, +1 Influence,
Specializations: N/A
Weapon Proficiency: N/A
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Sixth Level ~ Warrior Class Abilities:
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From Hell's Heart, I Stab At Thee:
Starting at 6th level, If your character is reduced beyond maximum negative hit points but was still conscious, he/she may attempt a
very difficult Will check. If the character has not been disintegrated, dismembered and/or the body not reduced to beyond twice the
maximum negative hit points, the character can attempt one last ditch attack or action. Such an attempt will if a skill be at one difficulty
level higher and if a combat action, will be at -5 to strike. The character dies after this final action, if allowable due to body condition.
Starting at level 8, the "Final Strike Penalty Reduction" will be reduced by one, with another reduction at levels ten, twelve, fourteen and
by fifteenth, there will be no final strike penalty. This reduction will be listed under Combat bonuses at those levels as the following:
"Final Strike Penalty Reduction +1".
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Cleave though the Crowds:
Starting at 6th level, if you slay a target with extra damage to spare, you can make a free extra attack on another close range target, (that does not require you to move) rolling a normal attack roll to inflict the excess damage from your first strike on the second target. This process can continue as long as their is still extra damage left over from the first damage roll and extreme close range targets to hit with the cleave. Alternatively this can work with ranged attacks, though for the damage to keep going, the targets must be directly in a row.
Note: You cannot use "Wade tough the Weak" (listed above) at the same time you are using this ability.
You cannot use this ability with missle weapons or energy weapons. Only melee attacks.
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Disarm Opponent:
Starting at 6th level, you can disarm an opponent of equal or less HD/level on a Natural 20. At level 9 you disarm an opponent on a 19+ and at level 13 you disarm an opponent on a Natural 18+.
Against targets of higher HD/Level, they are not disarmed, but will be at -2 to strike with weapon for 1D4 actions.
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Seventh Level:
7 Title: []
Action Combat Dice: D20
Affiliation Modifier: N/A
Attributes: N/A
Bonus Skill Points: N/A
Class Abilities: Into the Fray, Knockout with Blunt Weapons, Vulnerability of the Leviathan, +1 Foe Weakness,
Class Upgrades: N/A
Combat: +1 Melee Hit Rolls, +1 Range Hit Rolls, +1 Parry, Knockout on Natural 20 with blunt attack,
Hit Points: 1D4+8+(CON modifier), +1 Negative Hit Point, No Bleed Out at -2 Hit Points,
Power Points: +1 PP,
Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: +1 vs Stun,
Skills: +1 Perception, +1 Stealth,
Specializations: N/A
Weapon Proficiency: +1 Weapon Proficiency,
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Seventh Level ~ Warrior Class Abilities:
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Into the Fray:
Starting at 7th level, Any time your Warrior is subject to "Attacks of Opportunity" the attackers will have a -1 penalty to hit you per three full levels of your character. Please note this ONLY applies to "Attacks of Opportunity" scenarios, not other times. In addition, if the attacker hits you with any attack under these conditions, you may make Reflex checks to take half damage after armor/DR subtraction of the attack, rounding down any odd numbers.
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Knockout with Blunt Weapons:
Starting at 7th level, you can knock out a target of equal or less HD/Level on a Natural 20 with a blunt weapon. You need not call the strike. If a weapon could theoretically be used blunt, such as the flat of the sword, you can decide to have the attack not inflict the usual damage and just be a knockout. The attack will do a minimum of 1 hp damage if only knock out is chosen.
At level 10 you knock out on a 19+ and at level 14 you knockout on a 18+
Against targets of higher HD/Level, they are not knocked out, but will be disorientated suffering a -2 to all strikes and skill checks for 1D6 actions.
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Vulnerability of the Leviathan:
If you are upon a large beast you are attacking, you receive the following bonus:
NOTE: "Vulnerability of the Leviathan" CANNOT be used at same time as "Death From Above".
* Ignore 1 point of DR of target for damage purposes for every three full levels of your Warrior as you are easily able to see and exploit
any weaknesses in the creatures hide/armor.
* Reduce difficulty check one level per three full levels of the Warrior, to stay attached to the creature while it moves or if it tries to shake
you off, with the exception being if the creature has a completely smooth surface that would be nearly impossible to get a hold upon.
* Base chance to hit is reduced to 5, unless the creature you are upon is violently thrashing about or in a full run.
* If you have NOT currently made use of the "Death From Above" ability, you may take advantage of an additional 1D4 damage for every
three full levels of your Warrior, but ONLY if the weapon you are using in your melee attack can inflict damage upon the target. If the
creature is immune to your attacking weapon, this bonus is null and void, however if the weapon has a bonus feature in which the creature is vulnerable, then this bonus will apply. Once again, this CANNOT be used at same time as "Death From Above".
* LIMITATION: This only applies to being upon a creature of two sizes more than yourself. Most characters are going to be of Medium
size and thus will need to be upon a creature of Huge or larger to take advantage of this ability.
Size: Modifier to hit:
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Colossal +8
Gargantuan +4
Huge +2
Large +1
Medium 0
Small -1
Tiny -2
Diminutive -4
Fine -8
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Eighth Level:
8 Title: []
Action Combat Dice: D20
Affiliation Modifier: N/A
Attributes: +1 STR,
Bonus Skill Points: +2 Skill Points,
Class Abilities: Decorative Display of Death, Smashing Through,
Class Upgrades: N/A
Combat: +1 Melee Hit Rolls, +1D4 Weapon Damage, Melee Critical on Natural 19+, Fight at Negative 2 Hit Points,
Final Strike Penalty Reduction +1,
Hit Points: 1D4+8+(CON modifier)
Power Points: +1 PP,
Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: +1 vs Fatigue,
Skills: +1 Influence, +1 Lore,
Specializations: N/A
Weapon Proficiency: N/A
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Eighth Level ~ Warrior Class Abilities:
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Decorative Display of Death:
Starting at 8th level the Warrior has perfected the art of killing to actually appear to be a performance art. His/her combat moves are graceful, the wounds inflicted on targets are decorative, blood splatters almost appear as cave wall paintings, etc... If the player chooses, he/she may roll against the character's Craft skill with a +1 per every three full levels of the Warrior to perform some creative performance art with they slaying blow of a victim. This creative display if successful and the GM allows it, can be used to provide a penalty of some sort to other enemies in the area. Examples: Slashing a throat of a victim creating a spray of blood across the eyes of other targets, giving them a -1 to hit for 1D4 actions as they are partially blinded by the gore. Decapitating a target in such a way that their head rolls underfoot of another opponent causing them to trip and lose an action. Causing a deceased target to fall in such a way that part of them becomes impaled on an opponents weapon, temporarily and effectively disarming them for 1D4 actions as they must turn over the body and pull their weapon free from the corpse. These are just a few examples and how well you succeed in your craft roll determines how effective your performance distracted or impaired your enemies. (In most cases treat this as target must make Reflex save with penalty equal to amount you succeed in your roll to avoid the effect.)
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Smashing Through:
Starting at 8th level, this upgrade to "Cleaving though the Crowd" will allow you to continue moving with any extra free movement
though the crowd as you kill your opponents. While you are "Smashing Through" the penalties your opponents normally would have
against you due to "Into the Fray" are now doubled, though only while "Smashing Through" is in effect. Switching to a different attack
mode, switching weapons or being stunned/knocked down, will effectively cease any current manifestation of the "Smashing Though"
as the active combat form.
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Ninth Level:
9 Title: []
Action Combat Dice: D20
Affiliation Modifier: N/A
Attributes: N/A
Bonus Skill Points: +2 skill points,
Class Abilities: +1 Foe Weakness, Death From Above, Shatter Defenses,
Class Upgrades: +1 "Any Class Upgrade" (Not Warrior Class Abilities),
Combat: +1 Melee Hit Rolls, +1 Range Hit Rolls, +1 DR, +1 Parry, +1 Initiative, +1 "Free Extra Parry", +1 "Free Extra Dodge",
Shatter Defenses on Natural 20, Disarm on Natural 19+,
Hit Points: 1D4+8+(CON modifier), +1 Negative Hit Point, No Bleed Out at -3 Hit Points,
Power Points: +1 PP,
Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: +1 Reflex Save, +1 Fortitude Save, +1 Will Save,
Skills: +1 Physical, +1 Craft,
Specializations: N/A
Weapon Proficiency: +1 Weapon Proficiency,
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Ninth Level ~ Warrior Class Abilities:
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Death From Above:
Starting at 9th level the Warrior who is upon an elevated surface and leaps down upon targets can receive a bonus to initiative (if at the
beginning of combat) and a bonus to hit and damage as well as a diminished chance of taking damage from the fall upon a successful
strike upon target.
NOTE: While taking advantage of "Death From Above" you CANNOT use "Vulnerability of the Leviathan".
* +1 to Initiative (if at beginning of combat) plus one more for eveyr five full levels of the Warrior.
* +1 to hit and +1D6 damage for every three full levels of the Warrior.
* If the attack roll is successful, the Warrior will only take 1D4 fall damage from every twenty feet he/she falls, with the impact upon the
target being part of the damage bonus inflicted upon them, with any DR bonuses helping dampen this inflicted damage.
* Alternatively, if the Warrior has access to the deceased carcass of a Pteradon, Pteradactyle or other giant winged creature, you may
use this ability to glide down to attack the target with the above bonuses, ignoring the falling damage. Think "Yor" giant bat scene.
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Shatter Defenses:
Starting at 9th level the Warrior will always shatter/split a shield of Quality rating less than twelve on a Natural 20. If the target does not
have a shield, the Warrior has damaged the armor of the target (if applicable) giving the a reduction of 2D4 to their armor's DR & QR.
If the shield had a Quality Rating of twelve or higher, it is reduced to half, rounding up in QR and knocked out of the users
hand/arm until it can be retrieved. Please note that if the target used a weapon to parry during this attack, treat the weapon as the
shield for all intents and purposes.
At 12th level you shatter defenses on a 19+ and at 15th level you do so on an 18+
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Tenth Level:
10 Title: []
Action Combat Dice: D20+1D4 (* Criticals only apply to the D20 roll, not the combination of both dice.)
Affiliation Modifier: N/A
Attributes: +1 to CON or DEX,
Bonus Skill Points: N/A
Class Abilities: No "Standard Movement" Penalty,
Class Upgrades: +1 "Warrior Class Ability" (Not "Any Class Upgrade"),
Combat: +1 Melee Hit Rolls, +1 Dodge, +1 Melee Attack Action, Knockout on Natural 19 with blunt attack,
+1D4 Weapon Damage, Fight at Negative 3 Hit Points, Final Strike Penalty Reduction +1,
Hit Points: 4+(CON modifier)
Power Points: +2 PP,
Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: +1 vs Stun, +1 vs Fatigue,
Skills: +1 Survival, +1 Ride, +1 Stealth,
Specializations: N/A
Weapon Proficiency: N/A
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Tenth Level ~ Warrior Class Abilities:
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No "Standard" Movement Penalty:
Starting at 10th level, any standard movement penalties to hit from either yourself moving or your target moving is ignored. Treat as standard chance to hit for non moving targets for all ranges (melee or ranged.)
Please note that additional penalties for exceptionally fast moving targets would still apply.
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Eleventh Level:
11 Title: []
Action Combat Dice: D20+1D4 (* Criticals only apply to the D20 roll, not the combination of both dice.)
Affiliation Modifier: N/A
Attributes: N/A
Bonus Skill Points: N/A
Class Abilities: +1 Foe Weakness, Horrify the Horde,
Class Upgrades: N/A
Combat: +1 Melee Hit Rolls, +1 Range Hit Rolls, +1 Parry, +1D6 Unarmed Damage, Disarm on Natural 18+,
Ranged Critical on Natural 19+,
Hit Points: 4+(CON modifier), +1 Negative Hit Point, No Bleed Out at -4 Hit Points,
Power Points: +1 PP,
Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: +1 Reflex Save, +1 Fortitude Save, +1 Will Save,
Skills: +1 Perception, +1 Lore,
Specializations: N/A
Weapon Proficiency: N/A
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Eleventh Level ~ Warrior Class Abilities:
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Horrify the Horde:
At level eleven your prowess in close quarter combat has granted you an upgrade to "Into the Fray". As a result of this, opponents who are
one third your level/HD (rounding down) can only hit you with a critical strike. Even then you may make a Fortitude save for half damage,
which also negates any bonuses their critical strike might have otherwise inflicted, unless their attack brings you to half of your usual hit
points.
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[See Bold Yellow Underlined notes under Combat Bonuses:]
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Twelfth Level:
12 Title: []
Action Combat Dice: D20+1D6 (* Criticals only apply to the D20 roll, not the combination of both dice.)
Affiliation Modifier: N/A
Attributes: +1 STR,
Bonus Skill Points: +2 skill points,
Class Abilities: Bereft of Burden,
Class Upgrades: +1 "Any Class Upgrade" (Not Warrior Class Abilities),
Combat: +1 Melee Hit Rolls, +1 DR, +1 Initiative, +1 "Free Extra Parry", +1 "Free Extra Dodge",
Melee Critical on Natural 18+, Shatter Defenses on Natural 19+, +1D4 Weapon Damage,
Fight at Negative 4 Hit Points, Final Strike Penalty Reduction +1,
Hit Points: 4+(CON modifier)
Power Points: +1 PP,
Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: +1 vs Stun, +1 vs Fatigue,
Skills: +1 Influence,
Specializations: +1 Weapon Proficiency,
Weapon Proficiency: N/A
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Twelfth Level ~ Warrior Class Abilities:
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Bereft of Burden:
At Twelfth level you can declare activation of "Bereft of Burden" before any melee combat. This will allow you to move as if you are one
level of encumbrance lighter for one melee round per three full levels of your Warrior. At the end your STR, DEX and CON are reduced
by one each for 1D4 hours, during which time you will be at -1 to all combat actions. After recovering from this, you cannot attempt
this again for another 1D4 hours.
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[See Bold Yellow Underlined notes under Combat Bonuses:]
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Thirteenth Level:
13 Title: []
Action Combat Dice: D20+1D8 (* Criticals only apply to the D20 roll, not the combination of both dice.)
Affiliation Modifier: N/A
Attributes: N/A
Bonus Skill Points: N/A
Class Abilities: +1 Foe Weakness, Slaying Strike,
Class Upgrades: N/A
Combat: +1 Melee Hit Rolls, +1 Range Hit Rolls, +1 Parry, Disarm on Natural 18+, Slaying Strike on Natural 20,
Hit Points: 4+(CON modifier), +1 Negative Hit Point, No Bleed Out at -5 Hit Points,
Power Points: +1 PP,
Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: +1 Reflex Save, +1 Fortitude Save, +1 Will Save,
Skills: +1 Physical, +1 Craft, +1 Stealth,
Specializations: N/A
Weapon Proficiency: N/A
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Thirteenth Level ~ Warrior Class Abilities:
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[See Bold Yellow Underlined notes under Combat Bonuses:]
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Slaying Strike:
At 13th level the Warrior performs a Slaying Strike with a roll of Natural 20 on any 6 HD/Level creature or less that can be killed by the weapon weilded by the Warrior. Creatures that can regenerate even from negative hit points, slimes/oozes and some other creatures will not be killed by this strike. In such cases, just treat this as a normal critical strike. The target of Slaying Strike can attempt a Fortitude save vs death, however does so with a penalty of seven, minus their HD/Level. For creatures who make their save vs death or those who are of greater than 6HD/Level, but less HD/Level than the Warrior, they takes maximum damage from the attack times two. At level 15, the Warrior makes a slaying strike on a Natural 19+.
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Fourteenth Level:
14 Title: []
Action Combat Dice: D20+1D10 (* Criticals only apply to the D20 roll, not the combination of both dice.)
Affiliation Modifier: N/A
Attributes: +1 to CON or DEX (Choose One)
Bonus Skill Points: N/A
Class Abilities:
Class Upgrades: N/A
Combat: +1 Melee Hit Rolls, +1 Initiative, Knockout on Natural 18 with blunt attack, Ranged Critical on Natural 18+,
+1D4 Weapon Damage, Fight at Negative 5 Hit Points, Final Strike Penalty Reduction +1,
Hit Points: 4+(CON modifier)
Power Points: +1 PP,
Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: +1 vs Stun, +1 vs Fatigue,
Skills: +1 Survival, +1 Ride,
Specializations: N/A
Weapon Proficiency: N/A
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Fourteenth Level ~ Warrior Class Abilities:
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[See Bold Yellow Underlined notes under Combat Bonuses:]
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Fifteenth Level:
15 Title: []
Action Combat Dice: D20+1D12 (* Criticals only apply to the D20 roll, not the combination of both dice.)
Affiliation Modifier: N/A
Attributes: N/A
Bonus Skill Points: +2 skill points,
Class Abilities: +1 Foe Weakness,
Class Upgrades: +1 "Any Class Upgrade" (Not Warrior Class Abilities), +1 "Warrior Class Ability" (Not "Any Class Upgrade"),
Combat: +1 Melee Hit Rolls, +1 Range Hit Rolls, +1 DR, +1 Dodge, +1 Parry, +1 "Free Extra Parry", +1 "Free Extra Dodge",
+1 Melee Attack Action, +1D6 Weapon Damage, Melee Critical on Natural 17+,
Shatter Defenses on Natural 18+, Slaying Strike on Natural 19+,
Hit Points: 4+(CON modifier), +1 Negative Hit Point, No Bleed Out at -6 Hit Points, Final Strike Penalty Reduction +1,
Power Points: +2 PP,
Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: +1 Reflex Save, +1 Fortitude Save, +1 Will Save,
Skills: +1 Perception, +1 Lore,
Specializations: N/A
Weapon Proficiency: +1 Weapon Proficiency,
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Fifteenth Level ~ Warrior Class Abilities:
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[See Bold Yellow Underlined notes under Combat Bonuses:]
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Warrior Advancement Abilities: (Choose one at levels 5, 10 and 15.)
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* Choose one starting ability of another character class:
instead of choosing a class advancement ability, you can choose a starting ability of another class. Must be verified with the DM as being appropriate and learnable by your character.
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* Sub Class Kit:
If during game play you meet the requirements to do so, you may select a Sub Class Kit as an optional class upgrade. You may only choose one Sub Class Kit. (Cannot be taken again.)
Arbitrator [Sub Class Kit]
Juskar [Sub Class Kit]
Zealot [Sub Class Kit]
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* Battle Minded:
While in active combat you receive a +1 to Will checks to resist any form of Mind Control, be it sorcery, psionics, existing phobia insanities, etc... For every three full levels you receive an additional +1 to your Will checks against Mind Affecting abilities, but only when in active combat. If your character is surprised and affected by a Mind Affecting ability they do not benefit from Battle Minded that action.
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* Spawn Slayer:
The Warrior gains a damage bonus against all Shub-Spawns, including the Main Six. Even if the Shub-Spawn is immune to the attack form you are using, you will still at least inflict the Spawn Slayer damage bonus. You gain a +1D6 damage with this abililty, plus 1D6 more for every three full levels of the Warrior when inflicting damage against Shub Spawns. For purposes of Shub-Spawns that need an enchanted weapon to hit, consider your attacks to be treated as a plus weapon of the bonus number listed, (without any hit/damage bonuses). Treat as +1 with this ability, with an additional +1 per three full levels of the Warrior. Once again this last section is to determine if you CAN damage the creature and NOT for hit/damage modifiers.
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* Master of Blades:
Any bladed weapon in the hands of the Warrior will inflict an additional +1D4 damage with this ability, +1D4 more for every three full levels of the Warrior.
You also re-roll any result of 1 on damage dice for bladed weapons.
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* Master of Crushing:
Any crushing weapon in the hands of the Warrior will inflict an additional +1D4 damage with this ability, +1D4 more for every three full levels of the Warrior.
You also re-roll any result of 1 on damage dice for blunt/crushing weapons.
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* Opportunity Strike:
Anytime a target in close range melee strikes at you and misses, you have a 1 in 6 chance of being able to get a free strike at them, that does not count against your number of attacks per melee round. Your chance increases by one for every three full levels of our character. You may make one Opportunity Strike for every three full levels of your character. This is similar to Attack of Opportunity but not limited by the
mechanics of that rule.
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* Evasiveness of the Unarmored:
With this ability the Warrior receives an additional +3 Parry/Dodge bonus if Unarmored. (Only if Unarmored). This increases by an additional +1 Parry/Dodge for every three full levels of the Warrior. Armored or Unarmed the character also receives a +1 to Reflex saves, plus one more for every three full levels of the Warrior. For base chance to hit from opponents, always treat a Warrior with this ability as having moved
even if he/she has not, unless they are prone/trapped/unconscious or surprised.
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