MRPG Warrior Old

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Revision as of 18:33, 15 October 2015 by CourseDirector (talk | contribs) (Pillars)
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Warriors are the basic sword-only class (though they have access to all weapons). Warriors cannot, by default, use any form of magic. They can wield magical items but cannot use scrolls or wands.

The Warrior class is based around two things: hitting hard and not getting hurt. Most of the abilities and facets center around damage-reduction and landing very heavy blows. The attack slowly, but when they do hit, they hit very hard.

The basic trade off is thus: either you can land most of your attacks and do little damage, or you can miss most of the time and do a lot of damage per-hit.

Starting Stats

  • Main: Choose Strength or Dexterity
  • Secondary: Choose Strength or Dexterity

Note: The Warrior cannot pick the same stat both times.

Favored Proficiencies

  • Primary Favored Proficiency: Special Proficiency: Melee,
    • Secondary Favored Proficiency: Choose 1 Weapon Proficiency.

Warriors receive 1 + Rank points when attacking with a weapon in their chosen proficiency.

Exigent Moirai

  • Rank I: Pouring your very soul into one single strike, you give up 50% of your hit points in order to add that value to your AV and mortal damage.
    • Rank II: You give up all but one HP and add the rest to AV and damage.
      • Rank III: You give up all but on HP, the attack is a guaranteed hit (No AV check), and you become immune to damage and completely immobilized for 20 seconds.

Activated Abilities

  • Start
    • Knockdown
    • Power Attack
  • Rank I
    • Injure
  • Rank II
    • Impact

Pillars

Going to kind of ramble a bit, but the goal here is to give each class at minimum 3 pillars. The warrior will have:

  • a weapon-proficiency-based Pillar using their favored proficiency and some classy moves
  • some kind of armor-based thing to help them not die
  • a separate pillar for the partial weapons
Cool nameArmor ThingI'mANInja Pillar
Arch Abilities, if there are any, with seperaty things.

Order I

  • You gain the Activated Ability Singing Bell Strike
Order IOrder I
Order IIOrder IIOrder II
Order III

Order III

  • If you are wearing at least 3 pieces of plat armor, all of your armor is treated as heavy and receives AC bonuses as such, but does not experience drawbacks.
Order III
Order IVOrder IVOrder IV

Order V

  • Your Power Attack Activated Ability now deals only 1d10 damage to yourself

Order V

Order V

  • Find the Chink: When attacking with a Martial Weapon, you instinctively seek out gaps or holes in armor, having a keen eye for weak spots. Roll 1 extra Attack Dice that does not count for PAV.

Order VII

  • Reduce the Cool Down of Power Attack by 1 additional tick.
Order VIOrder VI

Order VII

  • The Cool Down of your Power Attack activated ability is reduced by half.

Order VII

Order VII

Order VIII

Order VIII

  • If you are wearing at least 5 pieces of plate armor, all of your armor is treated as heavy and receives AC bonuses as such, but does not experience drawbacks.
Order VIII

Order XI

  • +1 Attack
    • +1 Per Order

Only applies to Weapons belonging to your favored proficiency.

Order XI

  • +1 Defense
    • +1 Per Order

Only applies of wearing full Plate Armor

Order XI

  • +1 Attack
    • +1 Per Order

Only applies to Weapons belonging to the Martial proficiency.

Special

Warriors are able to command the attention of hostile targets. This works like an activated ability, but has new cooldown and no activation. The warrior carries himself with an intimidating stand, demanding all who meet his gaze attack. This power can also be turned directionally on a single target., though it will usually draw the attention of every enemy in sight.

When un use, enemies will target the warrior unless another, more pressing threat presents itself.

See Also: