Classes: Fighter





  • Fighter

    Stage: Common

    Usable Weapons: Axe (Any), Bow (Any), Crossbow, Dagger, Dart, Gauntlets (Any), Hammer (Any), Mace (Any), Net (Weighted), Pole Axe (Any), Spear (Any), or Sword (Any).

    Fighters represent a diverse class of individuals in most societies, ranging from soldiers to bodyguards to barbarians. Though they dress functionally, most fighters understand that a good weapon in hand has greater potential than any armor or magic. Fighters can use most
    weapons, and train in each. They may be of any social class, depending on their circumstances, but tend to start in the lower class and work their way up through fortune and glory.

    Alignment: Any
    Social Class: Any
    Initial Funds: 160gp

    Minimum Abilities
    Strength: Average

    Statistics        Starting   Master
    Hit Points           15        25
    Spell Points          0         0
    To Hit                8         6
    To Cast              21        21
    Magical Save         18        16
    Tactical Save        12        10
    Armor / Speed       0/0       4/2
    

    Learnable Skills:

    • Armor Use (I, II)
    • Intuition (I, II)
    • Parry
    • Pummeling (I)
    • Shield Use (I)
    • Stealth (I)
    • Strength (I)
    • Weapon Speed (I) for four weapon families
    • Weapon Speed (II) for one weapon family
    • Weapon Training (I, II)
    • Weapon Use for one weapon family
    • 24 BP / 18 RP worth of custom skills

    Mastery Progressions:



  • Swordsman

    Stage: Heroic

    Usable Weapons: Axe (Any), Bow (Any), Crossbow, Dagger, Dart, Gauntlets (Any), Hammer (Any), Mace (Any), Net (Weighted or Battle), Pole Axe (Any), Spear (Any), or Sword (Any).

    Swordsmen are well-trained fighters, adept with weapons and armor. Frequently soldiers, mercenaries, or men-at-arms, they must make a
    living with their blade and their talents. The training of a swordsman focuses on form, function, and quality of attack - not brute force. They
    tend to be much sleeker than their warrior brethren, better skilled and outfitted in defense.

    Alignment: Any
    Social Class: Any

    Minimum Abilities
    Strength: Average

    Statistics        Starting   Master
    Hit Points           25        35
    Spell Points          0         0
    To Hit                6         4
    To Cast              21        21
    Magical Save         16        14
    Tactical Save        10         9
    Armor / Speed       4/2       8/4
    

    Learnable Skills:

    • Armor Training (I)
    • Armor Use (III, IV, V)
    • Disarm (I)
    • Feint
    • Horesmanship (I)
    • Intuition (III, IV)
    • Shield Use (II)
    • Strength (II)
    • Vital Strike (I)
    • Weapon Speed (I) for one additional weapon family (five total)
    • Weapon Speed (II) for three additional weapon families (four total)
    • Weapon Speed (III) for two weapon families
    • Weapon Speed (IV) for one weapon family
    • Weapon Training (III, IV)
    • 64 BP / 48 RP worth of additional custom skills (88 BP / 66 RP total)

    Mastery Progressions:



  • Warrior

    Stage: Heroic

    Usable Weapons: Axe (Any), Bow (Any), Crossbow, Dagger, Dart, Flail (Any), Gauntlets (Any), Hammer (Any), Mace (Any), Net (Weighted or Battle), Pole Axe (Any), Spear (Any), or Sword (Any).

    Fearless warriors rely on brute strength and speed in combat to defeat their enemies. Tempering their harsh training with discipline, they often have strong, innate survival skills. Though functionally superior to swordsmen in some ways, warriors lack much of the insight given through proper training. They conquer by inflicting harm, regardless of what they must sustain in return.

    Alignment: Any
    Social Class: Any

    Minimum Abilities
    Strength: Tough
    Dexterity: Average
    Constitution: Stalward

    Statistics        Starting   Master
    Hit Points           25        35
    Spell Points          0         0
    To Hit                6         3
    To Cast              21        21
    Magical Save         16        14
    Tactical Save        10         9
    Armor / Speed       4/2       4/1
    

    Learnable Skills:

    • Ambidexterity (I, II)
    • Armor Training (I)
    • Grappling (I, II)
    • Intuition (III, IV)
    • Strength (II)
    • Vital Strike (I, II)
    • Weapon Speed (I) for two additional weapon families (six total)
    • Weapon Speed (II) for four additional weapon families (five total)
    • Weapon Training (III, IV, V)
    • 64 BP / 48 RP worth of additional custom skills (88 BP / 66 RP total)

    Mastery Progressions:



  • Marksman

    Stage: Heroic

    Usable Weapons: Axe (Any), Bow (Any), Crossbow, Dagger, Dart, Gauntlets (Any), Hammer (Any), Mace (Any), Net (Weighted or Battle), Pole Axe (Any), Spear (Any), or Sword (Any).

    Marksmen, known to some as archers, are a pragmatic class of fighters who see the wisdom in fighting from a distance. Understanding their own mortality, they seek to keep the combat as far from themselves as possible. For this reason, marksmen tend toward chaotic alignments, and in turn are often branded as cowards by warriors. Be that as it may, there can be no doubting the power of a skilled marksman.

    Alignment: Any
    Social Class: Any

    Minimum Abilities
    Strength: Average
    Intelligence: Low
    Dexterity: Prompt

    Statistics        Starting   Master
    Hit Points           25        30
    Spell Points          0         0
    To Hit                6         4
    To Cast              21        21
    Magical Save         16        14
    Tactical Save        10         9
    Armor / Speed       4/2       5/0
    

    Learnable Skills:

    • Archery (I, II)
    • Armor Training (I, II, III)
    • Armor Use (III)
    • Horsemanship (I)
    • Intuition (III, IV)
    • Marksmanship (I, II)
    • Stealth (II)
    • Vital Strike (I)
    • Weapon Speed (I) for one additional weapon family (five total)
    • Weapon Speed (II) for two additional weapon families (three total)
    • Weapon Speed (III) for one weapon family
    • Weapon Speed (IV) for one weapon family
    • Weapon Training (III, IV)
    • 64 BP / 48 RP worth of additional custom skills (88 BP / 66 RP total)

    Mastery Progressions:



  • Warlord

    Stage: Ruling

    Usable Weapons: Axe (Any), Bow (Any), Crossbow, Dagger, Dart, Gauntlets (Any), Hammer (Any), Mace (Any), Net (Weighted or Battle), Pole Axe (Any), Spear (Any), or Sword (Any).
    Cleric Spell Spheres of Influence: Battle, Healing

    The warlord is master of many, a brilliant tactician and expert swordsman. His primary concern is the welfare of his stronghold, and his campaigns in the nearby lands. The warlord's great skill in warfare attracts his attention to the gods of battle, and the mightiest warlords are vested a limited form of clerical magic by their churches.

    Alignment: Any
    Social Class: Any

    Minimum Abilities
    Strength: Tough
    Wisdom: Average

    Statistics        Starting   Master
    Hit Points           35        40
    Spell Points          0        10
    To Hit                4         2
    To Cast               9         6
    Magical Save         14        13
    Tactical Save         9         9
    Armor / Speed       8/4       9/1
    

    Learnable Spells:

    • First Level: 1 Cleric
    • Second Level: 1 Cleric
    • Third Level: 1 Cleric
    • Fourth Level: 1 Cleric

    Learnable Skills:

    • Armor Training (II, III)
    • Armor Use (VI)
    • Horsemanship (II)
    • Intuition (V)
    • Magical Training (I, II, III)
    • Reaction Time (I)
    • Shield Training (I)
    • Vital Strike (III)
    • Weapon Speed (III) for one additional weapon family (three total)
    • Weapon Speed (IV) for one additional weapon family (two total)
    • Weapon Speed (V) for one weapon family
    • Weapon Speed (VI) for one weapon family
    • Weapon Training (V, VI)
    • 128 BP / 96 RP worth of additional custom skills (216 BP / 162 RP total)


  • Bladesman

    Stage: Ruling

    Usable Weapons: Any.

    Bladesmen are an elite class of swordsmen who devote their very existence to training in a single weapon (be it blade or otherwise). They have a strong sense of personal honor.

    Alignment: Any Lawful
    Social Class: Middle-Elite

    Minimum Abilities
    Strength: Average
    Intelligence: Average
    Dexterity: Quick

    Statistics        Starting   Master
    Hit Points           35        40
    Spell Points          0         0
    To Hit                4         2
    To Cast              21        21
    Magical Save         14        12
    Tactical Save         9         9
    Armor / Speed       8/4       8/4
    

    Learnable Skills:

    • Cyclone
    • Disarm (II)
    • Intuition (V, VI)
    • Kiai
    • Reaction Time (I)
    • Blind Fighting
    • Vital Strike (II, III)
    • Weapon Speed (III) for one additional weapon family (three total)
    • Weapon Speed (IV) for one additional weapon family (two total)
    • Weapon Speed (V) for one weapon family
    • Weapon Training (V, VI, VII, VIII)
    • 128 BP / 96 RP worth of additional custom skills (216 BP / 162 RP total)


  • Barbarian

    Stage: Ruling

    Usable Weapons: Axe (Any), Bow (Any), Crossbow, Dagger, Dart, Flail (Any), Gauntlets (Any), Hammer (Any), Mace (Any), Net (Weighted or Battle), Pole Axe (Any), Spear (Any), or Sword (Any).

    Barbarians are fierce, spartan fighters who live in frigid wastelands in the north. They are uncouth and unmodest, living in clans or tribes under rule of the mightiest warrior. Though they have no formal training in arms or armor, they learn the ways of battle as boys, hunting game and defending their camps against natural predators.

    Alignment: Any Non-Lawful
    Social Class: Any

    Minimum Abilities
    Strength: Strong
    Dexterity: Prompt
    Constitution: Stalward

    Statistics        Starting   Master
    Hit Points           35        45
    Spell Points          0         0
    To Hit                3         0
    To Cast              21        21
    Magical Save         14        14
    Tactical Save         9         7
    Armor / Speed       4/1       4/1
    

    Learnable Skills:

    • Grappling (III)
    • Heightened Senses
    • Instant Stand
    • Luck (I)
    • Pummeling (II)
    • Reaction Time (I)
    • Shield Use (II)
    • Stealth (II)
    • Vital Strike (III)
    • Weapon Speed (III) for two weapon families
    • Weapon Speed (IV) for two weapon families
    • Weapon Training (VI, VII, VIII)
    • 128 BP / 96 RP worth of additional custom skills (216 BP / 162 RP total)


  • Gladiator

    Stage: Ruling

    Usable Weapons: Axe (Any), Bow (Any), Crossbow, Dagger, Dart, Flail (Any), Gauntlets (Any), Hammer (Any), Mace (Any), Net (Any), Pole Axe (Any), Spear (Any), or Sword (Any).

    Gladiators are warriors who train in the unarmed arts of battle, particularly techniques in grappling and pummeling. Each gladiator ranks himself among his peers, striving always to rise to the top. The code of the gladiators is part of the training that comes almost instinctively: that they meet their opponent fairly, without surprise, and fight always to the bitter end. Unlike the code of chivalry, a gladiator doesn't expect preferential treatment, and in return need not show courtesy.

    Alignment: Any
    Social Class: Any

    Minimum Abilities
    Strength: Strong
    Dexterity: Average
    Constitution: Robust

    Statistics        Starting   Master
    Hit Points           35        45
    Spell Points          0         0
    To Hit                3         2
    To Cast              21        21
    Magical Save         14        13
    Tactical Save         9         9
    Armor / Speed       4/1       4/0
    

    Learnable Skills:

    • Armor Training (II)
    • Blind Fighting
    • Grappling (III, IV)
    • Instant Stand
    • Intuition (V)
    • Prone Fighting
    • Pummeling (II)
    • Reaction Time (I)
    • Weapon Speed (I) for one additional weapon family (seven total)
    • Weapon Speed (III) for three weapon families
    • Weapon Speed (IV) for two weapon families
    • Weapon Training (VI)
    • 128 BP / 96 RP worth of additional custom skills (216 BP / 162 RP total)


  • Ranger

    Stage: Ruling

    Usable Weapons: Axe (Any), Bow (Any), Crossbow, Dagger, Dart, Gauntlets (Any), Hammer (Any), Mace (Any), Net (Weighted or Battle), Pole Axe (Any), Spear (Any), or Sword (Any).
    Magic Spell Schools of Magic: Abjuration, Alteration, Conjuration, Divination, Enchantment, Invocation
    Cleric Spell Spheres of Influence: Biosphere, Enchantment, Healing, Sight

    Rangers are the far-wandering protectors of the forests. They never display wealth, wearing ragged cloaks and clothing faded from the rains, usually grey in hue. They distance themselves from society, speaking rarely and with candor. Rangers are the best trackers in the land, and they don't often associate with each other.

    Alignment: Any Good
    Social Class: Any

    Minimum Abilities
    Strength: Tough
    Intelligence: High
    Wisdom: Shrewd
    Constitution: Sturdy

    Statistics        Starting   Master
    Hit Points           30        40
    Spell Points          0        15
    To Hit                4         1
    To Cast               9         6
    Magical Save         14        12
    Tactical Save         9         9
    Armor / Speed       5/0       6/0
    

    Learnable Spells:

    • First Level: 2 Magic, 3 Cleric
    • Second Level: 1 Magic, 2 Cleric
    • Third Level: 2 Cleric

    Learnable Skills:

    • Armor Use (IV)
    • Intuition (V, VI)
    • Magical Training (I, II, III)
    • Marksmanship (III)
    • Weapon Speed (III) for one additional weapon family (two total)
    • Weapon Speed (V)
    • Weapon Training (V, VI, VII)
    • 128 BP / 96 RP worth of additional custom skills (216 BP / 162 RP total)


  • Outlaw

    Stage: Ruling

    Usable Weapons: Axe (Any), Bow (Any), Crossbow, Dagger, Dart, Gauntlets (Any), Hammer (Any), Mace (Any), Net (Weighted or Battle), Pole Axe (Any), Spear (Any), or Sword (Any).

    Outlaws often choose to identify with an oppressed minority against the will of another. Though some are charismatic, most act as intelligent bandits fighting for a cause. Outlaws generally abode outside civilization, generally in a region bordering the area whose laws they have broken. They are exiles, sometimes mistaken for rangers, though they do not share the other's wanderlust.

    Alignment: Any Chaotic
    Social Class: Any

    Minimum Abilities
    Strength: Tough
    Intelligence: Very
    Wisdom: Shrewd
    Dexterity: Spry

    Statistics        Starting   Master
    Hit Points           30        40
    Spell Points          0         0
    To Hit                4         1
    To Cast              21        21
    Magical Save         14        12
    Tactical Save         9         8
    Armor / Speed       5/0       6/0
    

    Learnable Skills:

    • Disarm (I, II)
    • Horsemanship (II, III)
    • Intuition (V, VI)
    • Luck (I)
    • Marksmanship (III, IV)
    • Reaction Time (I)
    • Stealth (III)
    • Vital Strike (II)
    • Weapon Speed (III) for two additional weapon families (three total)
    • Weapon Training (V, VI, VII)
    • 128 BP / 96 RP worth of additional custom skills (216 BP / 162 RP total)

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