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Zaelia - Classes: The Fighter

hustle Sep '16  /  edited Sep '16
( = ) { x } ( = ) { x } ( = ) { x } ( = ) { x } - The Fighter - { x } ( = ) { x } ( = ) { x } ( = ) { x } ( = )

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Description
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Born under strife, raised in struggle, and educated in combat, the Fighter is one prepared for any physical altercation. Whether acting as sellsword, bodyguard, militia, or nomad, the Fighter can adapt to and overcome any situation if given the training. He is proficient in most weapons and armor, and can devote himself to one or multiple paths of combat.

Fighters have no written code or rules of warfare, but whether or not one abides by a code, he can still recognize a Great Fighter when he sees one. The Great Fighters of Zaelia are household names and are idolized by countless fans. The Greats are often leaders of war-bands, militias, or entire armies. Fighting under the banner of a Great is not only done in organized war, but is considered a must for a true Fighter.

The Greats of Zaelia include Bulund's Duke Galahad the Great, of King Bos Tau IV's Royal Army, Dracos's Latholar the Great, commander of the Wood Elves' Army, the twin brothers in Leonidan, Ajax the Great of the Masai Pride and Borx the Great of the Barbary Pride, and Svalbard's Chief Bloodbeard the Great of Spitzbergen.

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Training & Paths
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PATH OF THE WOLF-BARBARIAN

Slicked in blood, steeped in battle, and full of fury and rage, the Barbarian is an absolute master of physical warfare and someone to fear on the battlefield. Abandoning self-preservation, a Barbarian chases combat and meets it head-on, often before his allies have a chance to even prepare their weapons.

Glory is measured in foes defeated and trophies taken. Wealth is a means to an end, that end being more food and bigger weapons. "Home" is a relative term to a Barbarian, unless he can find a stationary position in close proximity to constant battle.

Education, diplomacy, worldly possessions, and renown mean little to a Barbarian. He knows his worth, and he measures it with his blade against another.

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PATH OF THE BEAR-KNIGHT

The strong do what they can; the weak do what they must. The Knight, however, stands between them both, a bulwark against any who would oppose his ideals and a symbol of hope for those who share them. Clad in heavy armor and standing on the front lines, the Knight does not shy away from combat. Happy to accept a surrender, the Knight stands as a rock that his foes crush themselves against.

Educated, strategic, and tempered in both politics and common well-being, a Knight will strive toward success in his goals. For at the end of the day, a suit of armor can hold a line, but a wise mind can turn a battle.
hustle Sep '16  /  edited Sep '18
( = ) { x } ( = ) { x } ( = ) { x } ( = ) - Making a Fighter - ( = ) { x } ( = ) { x } ( = ) { x } ( = )

SHORT LIST TO CC & LEVELING:

STARTING OFF:
= HP / PP max pool of 7
= MIG / AGI / WIS max pool of 5
= Choose TWO 1st level feats from your chosen path

= Level Progression
LEVEL 0
. . . = 5 XP (1 HP or 1 PP)
. . . = 10 XP -
. . . = 15 XP (1 HP)
LEVEL 1
. . . = 20 XP (1 Base point AND 1 new LVL 1 feat)
. . . = 25 XP (1 HP)
. . . = 30 XP (1 new LVL 1 feat)
. . . = 35 XP (1 HP or 1 PP)
LEVEL 2
. . . = 40 XP (1 Base point AND 1 new LVL 2 feat or prereq.)
. . . = 45 XP (1 HP or 1 PP)
. . . = 50 XP (upgrade one LVL 1 feat to LVL 2)
. . . = 55 XP (1 HP)
LEVEL 3
. . . = 60 XP (1 Base point AND 1 new LVL 3 feat or prereq.)
. . . = 65 XP (1 HP)
. . . = 70 XP -
. . . = 75 XP (1 HP or 1 PP)
LEVEL 4
. . . = 80 XP (1 new LVL 3 feat or prereq.)
. . . = 85 XP (1 HP or 1 PP)
. . . = 90 XP -
. . . = 95 XP (1 HP)
LEVEL 5
. . . = 100 XP (1 Base point AND 2 new LVL 3 feats or prereqs.)

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Mechanics
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Barbarian Intricacies:
Barbarians' Wisdom pool is capped at 2. Barbarians are illiterate at first level and may not understand more than common tongue unless wearing enchanted gear that would provide such boons.

Knight Intricacies:
Knights have a max PP pool of 4. Knights must be recognized as such by someone of nobility before leveling up any feats to LVL 2.

Fighters may employ the following in combat or in quests:
= Martial Weapons, all, save Longbows
= Armor, all (with subclass restrictions, below)
= Shields, all
= Tools, Aid Kits

Fighters may not employ the following in combat:
= Staves & Orbs
. . . = A Fighter can use many things in his pursuit of glory, but to him, a staff is meant for walking, not hitting, and an orb is simply a doorstop.
= Martial Weapons, Longbows
. . . = A Fighter, while possible to specialize in use of short ranged weapons, cannot train in use of the Longbow, as it would prohibit his other abilities.
= Tools, Thieves' Tools
. . . = The picks and disabling tools of a Thieves' Kit require fine motor skills and a lighter touch than is common among Fighters. Generally, if a door needs opening, it should be kicked in.
= Armor, Heavy (Barbarian), light (Knight)
. . . = Barbarians require a high level of mobility not offered by heavier styles of armor. Knights, on the contrary, need thick plating to stand strong against rushing attackers.

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Feats & Levels
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hustle Sep '16  /  edited Sep '18
PATH OF THE WOLF-BARBARIAN
= Feat Tree (Lower level feats are Prerequisites.)

Battle Rage: Affect Self (once per day LVL 0-3, twice per day LVL 3-5)
LVL 1 = Primal Rage: 1 - Add one die to all attacks and blocks for the number of turns
LVL 2 = Unbridled Rage: 2 - Add two dice to all attacks and blocks for the number of turns
LVL 3 = Seeing Red: 3 - Add three dice to all attacks and blocks for the number of turns

Battle Sense: Affect Self
LVL 1 = Danger Sense: 1 - Add one die to dodging
LVL 2 = Keen Sense: 2 - Add two dice to dodging
LVL 3 = Feral Instinct: 3 - Add two dice to dodging with immediate counter if damage is fully negated

Crushing Warfare: Affect Self (passive)
LVL 1 = Heavy Hand: 1 - Rolling a full hand rewards +2 critical instead of +1
LVL 2 = Mighty Blow: 2 - Rolling one less than a full hand counts as a critical (roll must be 3+ dice)
LVL 3 = Crushing Hit: 3 - Rolling two less than a full hand counts as a critical (roll must be 4+ dice)

Way of the Barbarian: Affects Enemies
LVL 1 = Broad Sweep: 1 - Spread attack to two enemies
LVL 2 = Lacerate: 2 - Spread attack to two enemies guaranteeing one damage per enemy
LVL 3 = Cut Through: 3 - Spread attack to three enemies, guaranteeing two damage per enemy

Unstoppable: Affects Enemies
LVL 2 = Hit Twice: 1 - Hit one enemy twice per turn
LVL 3 = Hit Thrice: 1 - Hit one enemy thrice per turn
LVL 4 = To Shreds: 1 - Hit one enemy until no stars are rolled, with a minimum of four times

Battle Cry: Affects Enemies
LVL 1 = Low Roar: 1 - Chance to instill fear in an enemy facing you
LVL 2 = Loud Roar: 2 - Chance to instill fear in two enemies facing you
LVL 3 = Blood Roar: 3 - Chance to instill fear in all enemies within earshot

Headlong into the Fray: Affect Self
LVL 1 = Run Hard: 1 - Bonus when running toward enemies or combatants
LVL 2 = Run Harder: 2 - Bonus when running toward enemies or combatants
LVL 3 = Seek Battle: 3 - Bonus when running toward enemies or combatants

Battle-Tested: Affect Self (passive)
LVL 1 = Stand Tall: 1 - If a hit would knock you unconscious, add +1 to block
LVL 2 = Refuse Death: 2 - If a hit would knock you unconscious, add +2 to block
LVL 3 = Return Death: 3 - If a hit would knock you unconscious, add +2 to block and return all blocked damage
LVL 4 = Become Death: 3 - Roll block + bonuses +3 and return all damage, blocked or not
hustle Sep '16  /  edited Aug '17
PATH OF THE BEAR-KNIGHT
= Feat Tree (Lower level feats are Prerequisites.)

Fighting Style: Affect Self (choose ONLY one style; these cannot be leveled)
LVL 1 = Duelist: 1 - Gain +1 bonus when wielding one single handed weapon
LVL 1 = Protector: 1 - When wielding a shield, use it to negate up to one damage toward any ally in range
LVL 1 = Great Weapon: 1 - When wielding a two handed weapon, you may reroll any attack but must use the second roll

Leader in Battle: Affect Allies
LVL 1 = Courageous: 1 - Allies near you are not easily frightened
LVL 2 = Stalwart: 2 - Allies near you are hardly frightened
LVL 3 = The Beacon: 3 - Allies near you are not frightened and may intimidate enemies

Practiced Combat: Affect Enemies (passive)
LVL 1 = Precise: 1 - Ignore one point of armor in your attack
LVL 2 = Calculated: 2 - Ignore two points of armor in your attack
LVL 3 = Exact: 3 - Your attack ignores all armor

The Immovable Rock: Affect Self
LVL 1 = Solid Arm: 1 - Add one die to blocking
LVL 2 = Rigid Arm: 2 - Add two dice to blocking
LVL 3 = Immovable: 3 - Gain three blocking dice with chance to hold all foes in front of you
LVL 4 = The Bulwark: 3 - Gain three blocking dice, and foes may not pass if you will it

In Shining Armor: Affect Self
LVL 1 = Gallant: 1 - Add one die to speech
LVL 2 = Glorious: 2 - Add two dice to speech
LVL 3 = Supreme: 3 - Add three dice to speech

A Calculating Mind: Affect Allies
LVL 1 = Surveyor: 1 - Survey the battlefield for positional advantages
LVL 2 = General: 2 - Survey the battlefield for positional advantages and enemy weaknesses
LVL 3 = Mastermind: 3 - Survey the battlefield for all possible advantages and maneuvers

In Armor Clad: Affect Self (passive)
LVL 1 = Frightening: 1 - Chance for opponents to fight weakly against you
LVL 2 = Fearsome: 2 - Chance for opponents to fight weakly against you
LVL 3 = Monstrous: 3 - Chance for opponents to lay down their arms when facing you

In Good Company: Affect Enemies
LVL 1 = Decent Odds: 1 - Spread attack to all surrounding enemies
LVL 2 = Good Odds: 2 - Spread attack to all surrounding enemies
LVL 3 = Great Odds: 3 - Spread attack to all surrounding enemies with chance to disarm

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