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620bwarrior

Warrior

By might of arms and martial training, the Warrior holds the pinnacle of combat.

Common rules

All warrior roles follow these common rules:

Skill ranks per level: 2 + Intelligence modifier

Weapon and Armour Proficiency: all simple and martial weapons; light and medium armour; shields (except tower shields)

Vitality Die: d10. Each time you roll for Vitality Points, use a d10

Multiple attacks: at 6th level, the warrior gains the ability to make multiple attacks as a full round action. See Combat for more details on multiple attacks.

Role

Choose one of the following roles for your Warrior. This choice determines your hero's skills, feats and style.

Berserker

Unleashing the power of anger, the Berserker is the most brutal of fighters.

LevelBABFortReflexWillFeatsSpecial
1+1+2+0+0Power attack, Rage(Human bonus feat: Improved initiative)
2+2+3+0+0Dodge-
3+3+3+1+1Cleave-
4+4+4+1+1Improved bull rush-
5+5+4+1+1Improved sunder-
6+6/+1+5+2+2Extra rageMultiple attacks

Class skills: Acrobatics, Climb, Craft, Intimidate, Perception, Survival, Swim

POWER ATTACK You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisite: Str 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat manoeuvre checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that cannot deal Wound Point damage.

RAGE You use anger to recklessly boost your fighting prowess.

Prerequisite: Base Attack Bonus 1+

Benefit: You can call upon inner reserves of strength and ferocity, granting additional combat prowess. You can rage for a number of rounds per day equal to 4 + your Constitution modifier. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that you can rage per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.While in rage, you gain a +4 morale bonus to Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, you a –2 penalty to Defence. The increase to Constitution grants you 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.You may end your rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, possibly placing you in peril of death.

IMPROVED INITIATIVE Your quick reflexes allow you to react rapidly to danger.

Benefit: You get a +4 bonus on initiative checks.

DODGE Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.

Prerequisite: Dex 13.

Benefit: You gain a +1 dodge bonus to your Defence. A condition that makes you lose your Dex bonus to Defence also makes you lose the benefits of this feat.When your perception skill reaches 4 ranks, your heroic defence bonus reaches +2, and you are wearing no armour, light or medium armour, you cannot be caught flat footed, even if the attacker is invisible. You still lose your Dexterity bonus to Defence if immobilized. You still lose your Dexterity bonus to Defence if an opponent successfully uses the feint action against you.

CLEAVE You can strike two adjacent foes with a single swing. Prerequisite: Str 13, Power Attack, base attack bonus +1.

Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When your base attack bonus reaches +6, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Defence until your next turn.

IMPROVED BULL RUSH You are skilled at pushing your foes around.

Prerequisite: Str 13, Power Attack, base attack bonus +1.

Benefit: You do not provoke an attack of opportunity from your opponent when performing a bull rush combat manoeuvre. In addition, you receive a +4 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Manoeuvre Defence whenever an opponent tries to bull rush you.You have a reduced chance of being hit by attacks of opportunity provoked by your movement during a bull rush. If you move with your opponent, the chance that your opponent is hit by attacks of opportunity instead of you is increased to 50%, but attacks of opportunity targetting your opponent only hit you 10% of the time.When your base attack bonus reaches +6, the CMD bonus granted by this feat increase to +4, and whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you). Additionally you are able to knock back opponents without moving with them.

Normal: You provoke an attack of opportunity from your opponent if you fail a bull rush combat manoeuvre. The chance of being accidentally hit by an attack of opportunity is 25% for both parties. You must move with bull rushed creatures to move them more than the base 5 feet.

IMPROVED SUNDER You are skilled at damaging your foes' weapons and armour.

Prerequisite: Str 13, Power Attack, base attack bonus +1.

Benefit: You do not provoke an attack of opportunity if you fail a sunder combat manoeuvre. In addition, you receive a +4 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Manoeuvre Defence whenever an opponent tries to sunder your gear.When your base attack bonus reaches +6, the CMD bonus granted by this feat increases to +4, and whenever you sunder to destroy a weapon, shield, or suit of armour, any excess damage is applied to the item's wielder. No damage is transferred if you decide to leave the item with 1 Wound Point.

Normal: You provoke an attack of opportunity if you fail a sunder combat manoeuvre.

EXTRA RAGE You can use your rage ability more than normal.

Prerequisite: Rage.

Benefit: You can rage for 6 additional rounds per day.

Special: You can gain Extra Rage multiple times. Its effects stack.

Knight

Using the heaviest of armours, the Knight is almost impervious to attacks.

LevelBABFortReflexWillFeatsSpecial
1+1+0+0+2Heavy armour proficiency, Shield focus(Human bonus feat: Step up)
2+2+0+0+3Improved shield bash-
3+3+1+1+3Weapon focus (select one)-
4+4+1+1+4Weapon skill (select one)-
5+5+1+1+4Weapon expert (select one)-
6+6/+1+2+2+5Shield slamMultiple attacks

Class skills: Craft, Diplomacy, Heal, Intimidate, Knowledge (nobility), Ride, Sense motive

ARMOUR PROFICIENCY, HEAVY You are skilled at wearing heavy armour.

Benefit: When you wear a type of armour with which you are proficient, the armour check penalty for that armour applies only to Dexterity- and Strength-based skill checks.

Normal: A character who is wearing armour with which he is not proficient applies its armour check penalty to attack rolls and to all skill checks that involve moving.

SHIELD FOCUS You are skilled at deflecting blows with your shield.

Prerequisite: Shield Proficiency, base attack bonus +1.

Benefit: Increase the Defence bonus granted by any shield you are using by 1.

STEP UP You can close the distance when a foe tries to move away.

Prerequisite: Base attack bonus +1.

Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

IMPROVED SHIELD BASHYou can protect yourself with your shield, even if you use it to attack.

Prerequisite: Shield Proficiency.

Benefit: When you perform a shield bash, you may still apply the shield's shield bonus to your Defence. You gain the benefits of the Two-weapon Fighting feat when using a shield and another weapon to fight.

Normal: Without this feat, a character that performs a shield bash loses the shield's shield bonus to Defence until his next turn (see Equipment).

WEAPON FOCUS You are more highly trained in the use of one type of weapon.

Prerequisite: Proficiency with selected weapon, base attack bonus +1.

Benefit: Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you can use ranged touch spells and abilities) as your weapon for the purposes of this feat. You gain a +1 bonus on all attack rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

WEAPON SKILLYou are skilled in the use of a certain weapon type.

Prerequisite: Weapon Focus, base attack bonus +1

Benefit: Select one weapon that you have applied Weapon Focus to. You gain a +1d4 enhancement bonus on damage rolls with that weapon.While wielding the weapon in which you have Weapon Skill, you gain a +4 competence bonus to Intimidate checks made to demoralise opponents in combat.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

WEAPON EXPERTYour expertise with your chosen weapon type grows.

Prerequisite: Weapon Focus, Weapon Skill, base attack bonus +3

Benefit: Select one weapon that you have applied Weapon Skill to. You gain a +1d6 enhancement bonus on damage rolls, and a +1 enhancement bonus to hit and bypass damage reduction with that weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

SHIELD SLAMIn the right position, your shield can be used to send opponents flying.

Prerequisite: Improved Shield Bash, Shield Proficiency, base attack bonus +4.

Benefit: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat manoeuvre check (see [Combat]). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.

Ranger

With a hail of arrows, the swift Ranger attacks from a distance.

LevelBABFortReflexWillFeatsSpecial
1+1+0+2+0Point blank shot, Precise shot(Human bonus feat: Favoured terrain)
2+2+0+3+0Rapid shot-
3+3+1+3+1Weapon focus (choose one)-
4+4+1+4+1Weapon skill (choose one)-
5+5+1+4+1Far shot-
6+6/+1+2+5+2Weapon expert (choose one)Multiple attacks

Class skills: Acrobatics, Climb, Craft, Perception, Stealth, Survival, Swim

POINT BLANK SHOT

You are especially accurate when making ranged attacks against close targets.

Benefit: You get a +1 precision bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

PRECISE SHOT

You are adept at firing ranged attacks into melee.

Prerequisite: Point-Blank Shot.

Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.You can choose to take a -1 penalty on ranged attack rolls to gain a +2 precision bonus on ranged damage rolls.When your base attack bonus reaches +4, you may choose to take a –2 penalty to increase the bonus to damage by +2.You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that cannot deal Wound Point damage.

RAPID SHOT

You can make a additional ranged attacks.

Prerequisite: Dex 13, Point-Blank Shot.

Benefit: When making a full-attack action with a ranged weapon, you can attack one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

When your base attack bonus reaches +4, your first attack releases two pieces of ammunition (arrows, shuriken, and the like). If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a favoured enemy bonus. Damage reduction and resistances apply separately to each arrow.

At base attack bonus +4 or higher, you may move, make a ranged attack, and move again on your turn. As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.

WEAPON FOCUS

You are more highly trained in the use of one type of weapon.

Prerequisite: Proficiency with selected weapon, base attack bonus +1.

Benefit: Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you can use ranged touch spells and abilities) as your weapon for the purposes of this feat. You gain a +1 bonus on all attack rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

WEAPON SKILL

You are skilled in the use of a certain weapon type.

Prerequisite: Weapon Focus, base attack bonus +1

Benefit: Select one weapon that you have applied Weapon Focus to. You gain a +1d4 enhancement bonus on damage rolls with that weapon.While wielding the weapon in which you have Weapon Skill, you gain a +4 competence bonus to Intimidate checks made to demoralise opponents in combat.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

FAR SHOT

You are more accurate at longer ranges.

Prerequisite: Point-Blank Shot.

Benefit: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.You may apply the bonuses from the point blank shot feat, and ranged Sneak attacks (including Improved Sneak attack and Greater sneak attack) to attacks up to 60 ft range.

Normal: You suffer a –2 penalty per full range increment between you and your target. Point blank shot and sneak attack bonuses are only applied up to 30 ft range.

WEAPON EXPERT

Your expertise with your chosen weapon type grows.

Prerequisite: Weapon Focus, Weapon Skill, base attack bonus +3

Benefit: Select one weapon that you have applied Weapon Skill to. You gain a +1d6 enhancement bonus on damage rolls, and a +1 enhancement bonus to hit and bypass damage reduction with that weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Classes

six20 System

620bwarrior.txt · Last modified: 2016/04/20 16:09 (external edit)