Warrior - Spiritual Powers - Tier 1
Warriors generally don't employ a lot of spiritual powers. They tend to solve life's challenges with strategy, planning, swords, and rifles. Gaianar is, however, a highly magical world, and a Warrior would be foolish to not use some of that magic for his/her benefit. Therefore, the Warrior does have a small arsenal of buffs that aid in combat. And while the Warrior has a pretty short spell list, it is important to remember that this class has the highest hit points, best attack rating, highest attacks per round, and the most combat proficiency slots. Additionally, many Warrior's spells are additive to combat actions. For instance, a Warrior can cast "Aimed Blow" and swing a sword as a single action.
Class-Related Granted Powers
Unlike other "fighter" types that combine combat/priest or combat/shaman functions, the Warrior is a pure, unadulterated, dedicated combat character class. To that end, the Warrior's granted powers pertain to resisting area of effect (like grenades and spells that cause damage over a wide area), faster over-land movement, and the ability to craft weapons more efficiently and with greater expertise.
Table: Warrior Granted Powers by Level
Level | Resist Area of Effect | Double Step | Weapon Synergy | |
1 | 3% | 1 turn | +1 | |
2 | 6% | 1 turn | +1 | |
3 | 9% | 1 turn | +1 | |
4 | 12% | 2 turns | +1 | |
5 | 15% | 2 turns | +2 | |
6 | 18% | 2 turns | +2 | |
7 | 21% | 3 turns | +2 | |
8 | 24% | 3 turns | +2 | |
9 | 27% | 3 turns | +3 | |
10 | 30% | 4 turns | +3 | |
11 | 33% | 4 turns | +3 | |
12 | 36% | 4 turns | +3 | |
13 | 39% | 5 turns | +4 | |
14 | 42% | 5 turns | +4 | |
15 | 45% | 5 turns | +4 | |
16 | 48% | 6 turns | +4 | |
17 | 41% | 6 turns | +5 | |
18 | 44% | 6 turns | +5 | |
19 | 47% | 7 turns | +5 | |
20 | 50% | 7 turns | +6 |
Resist Area of Effect: Depending on the type of area of effect, the result of a successful resistance is either negation or half damage. If the latter is indicated, the warrior can still attempt a Save vs Area Effect if the damaging effect would ordinarily call for such a roll.
Double Step: The Warrior can maintain a full running speed for the indicated number of turns without expending Endurance. This power is useable until the bonus speed is expended. For example, if a Warrior has two turns of Double Step, he/she can run for 20 rounds straight or may need to run for five rounds earlier in the day and 15 rounds later that same day.
Weapon Synergy: This pertains to the Warrior crafting weapons, shields, and armor. If the Warrior knows two or more core skills (for example blacksmithing and engineering) and also learns Artistic Ability, the Warrior gains the indicated bonus to crafting combat-related items (like weapons, shields, armor, arrows, bolts, ammunition, and the like). Items crafted with Weapon Synergy are not inherently magical, but they are of noticeably higher quality (+1 to all item saves), will sell for more money (usually at least 25% more), and will be aestetically pleasing (which also contributes to the higher selling price). On a very high crafting roll, the Game Master may rule that items creates by the Warrior may have additional bonuses. For example, a suit of plate mail may weigh less whilst still offering full protection, or a sword might inflict +1 or +2 damage due to its sharpness.
Create Chosen Weapon
Like other combat-centric classes (Paladin, Cavalier, and Protector), the Warrior has the ability to create a powerful main weapon with magical properties. Of course, a Warrior is often the master of many weapons as well as unarmed combat disciplines. But the Chosen Weapon is the Warrior's favorite.
A Chosen Weapon must be made of the finest materials and must also be artistically impressive. The weapon cannot be made by a craftsman of no fewer than six ranks combined in core crafting skills and artistic ability. If the Warrior makes his/her own weapon, the Warrior received a +1 bonus to enchant the weapon. Weapons can receive up to four enchantments. The Game Master is the final arbiter of what constitutes an appropriate enchantment. Turning a finely crafted weapon into a Chosen Weapon requires a three-hour meditation in which the Warrior must focus his/her ritual intent upon the weapon while maintaining physical contact with the object. At the end of this meditation, the Warrior expends ten points of BMS and makes a Willpower check. If successful, the object becomes a Chosen Weapon. If the check fails, the weapon does not incur any damage. The Warrior can try again the next day or some other day.
While it is difficult to destroy a Chosen Weapon (since finely crafted objects usually get a bonus to their item saves), if such a catastrophe happens, the Warrior must wait a year from the last time he/she created a Chosen Weapon to make a new one. If more than a year has already passed, then the Warrior must simply obtain a new weapon of suitably high quality for enchanting.
Calling upon the Chosen Weapon has a casting time of 1 segment and can be used in conjunction with a weapon attack. The activation roll is a (non-depleted) BMS check. The casting cost is 2.5 points of Body-Mind-Spirit.
Table: Warrior's Chosen Weapon Functions
Desired Effect | Outcome |
More Damage | +10 for 1 round or +7 for 2 rounds or +5 for 3 rounds or +3 for 5 founds or +1 for 10 rounds |
More Accuracy | +10 for 1 round or +7 for 2 rounds or +5 for 3 rounds or +3 for 5 founds or +1 for 10 rounds |
Vorpal | The next attack ignores physical armor. The target's protection via Dex bonus, martial arts, and spells will still apply. |
Extra Attack | 2 extra attacks for 2 rounds 1 extra attack for 4 rounds |
Weapon Return | The weapon materializes in the Warrior's grip. This is useful when the weapon is confiscated, stolen, or packed away as luggage. |
Light Beacon | 10// radius for 1 turn 5// radius for 2 turns 3// radius for 3 turns 2// radius for 5 turns 1// radius for 10 turns |
Battle Heal | +10 HP returned per additional point of BMS spent |
Second Wind | The Warrior recovers 4 points of Endurance |
Iron Will | The Warrior recovers 4 points of Willpower |
Compass | The Warrior will know his/her exact direction and heading. This power lasts for one hour. |
Aimed Blow
- Levels 1 to 4: The Warrior gains a +1 to hit on the next action.
- Levels 5-9: The Warrior gains a +2 to hit on the next action.
- Levels 10-14: The Warrior gains a +3 to hit on the next action.
- Levels 15-19: The Warrior gains a +4 to hit on the next action.
- Levels 20+: The Warrior gains a +5 to hit on the next action.
Changes from the printed (book) version: This power scales with level increases. It can be cast more than once in the same round.
Boost Morale
Changes from the printed (book) version: Spell scaling now conforms to 3rd Edition protocol. The range is "normal human hearing range".
- Levels 1 to 4: Allies gain +1 to initiative, +1 Willpower, and +1 Panic
- Levels 5 to 9: Allies gain +2 to initiative, +1 Willpower, and +1 Panic
- Levels 10 to 14: Allies gain +3 to initiative, +1 Willpower, and +2 Panic
- Levels 15 to 19: Allies gain +4 to initiative, +1 Willpower, and +2 Panic
- Levels 20 and higher: Allies gain +5 to initiative, +1 Willpower, and +3 Panic
Double Step
- Levels 1 to 4: Enhanced speed is 1.25x normal; Endurance cost is 1 point per turn.
- Levels 5 to 9: Enhanced speed is 1.5x normal; Endurance cost is 1 point per turn.
- Levels 10 to 14: Enhanced speed is 1.75x normal; Endurance cost is 0.75 point per turn.
- Levels 15 to 19: Enhanced speed is 2.0x normal; Endurance cost is 0.75 point per turn.
- Levels 20 and higher: Enhanced speed is 2.0x normal; Endurance cost is 0.5 point per turn.
Stunning Blow
- Levels 1 to 4: The Stunning Blow does the same virtual damage as the weapon used.
- Levels 5 to 9: Virtual damage is +2
- Levels 10 to 14: Virtual damage is +4
- Levels 15 to 19: Virtual damage is +6
- Levels 20 and higher: Virtual damage is +8
Things to Consider
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