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22:10, 23rd April 2024 (GMT+0)

Yellow Book- The Fighter Skills Book:

Posted by FluffFor group 0
Fluff
GM, 8 posts
Sun 26 Aug 2018
at 02:24
  • msg #1

Yellow Book- The Fighter Skills Book:


The magic flowing through Warriors allows them to change their soft and fluffy parts to dangerous weapons in pursuit of protection from enemies.  They can also learn some traits inherent in animals.  The following list contains these skills.  The majority of them are Free for Fighters- provided they would have that natural weapon.  For example a bear, or a cat would not have the ability to have a Gore attack- since they do not have horns- however both would have the ability to use claw and Maul.

ANIMAL SKILLS:

SkillSkill Point CostDuration:Description:
Animal Roots1 PointPermanentWarrior gets +1D6 to perception per skill level.
Claw-(Unarmed Strike)FREE Fighter/ 1 Point OtherPermanentFighter is able to make stuffed/felt claws solid and sharp +1D6 slashing damage to strength damage rolls per skill level.
Danger Sense1 Point5 RoundsYou gain an uncanny sense of when things nearby aren't as they should be +5D6 perception checks for 5 rounds. [+1D6 toward Technique Roll per skill level.]
Gore- (Unarmed Strike)FREE Fighter/ 1 Point OtherPermanentFighter is able to make stuffed horns solid for a piercing attack.  +1D6 per skill level to Strength damage rolls.
Maul (Unarmed Strike)FREE Fighter/ 1 Point OtherPermanentFighter is able to make its teeth solid and sharp for piercing damange.  +1D6 per skill level to Strength damage rolls.
Pack Leader's Call1 Point5 roundsWarrior makes a howling sound that gives +1D6 Speed per skill level to all members of the party.  [+1D6 toward Technique Roll per skill level.]
Tail StrikeFREE Fighter/ 1 Point OtherPermanentFighter is able to make its tail solid including any spikes sewn into the design for +1D6 bludgeoning damage per skill level.

FIGHTER BASIC SKILLS: #= Fighter Class Only:

SkillSkill Point CostDuration:Description:
#-Battle Hardened Endurance3 PointsPermanentFighter gains +1D6 to Stamina once initiative has been rolled.
#- Breath of Battle3 PointsPermanentFighter gains +1D6 to Strength once initiative has been rolled.
#- Blade Master3 PointsGains +1D6 to Swing rolls when using sword per skill level.  If fighter becomes disarmed, this advantage is lost.Must have "Sword" skill
#- Bodyguard2 PointsPermanentWhen acting as a bodyguard to a non-fighter class warrior- Character gains +4D6 to perception rolls.
#- Cover2 Points5 RoundsFighter does a lone stand against the enemy while the rest of the group retreats. Gains immunity against Fear, Blind, and Mute attacks and +3D6 to stamina.  [+1D6 toward Technique Roll per skill level.]
Grapple1 PointPermanentWhen you want to grab a creature or wrestle with it you gain +1D6 to Strength per skill level.
#- Intervention1 Point1 RoundFighter gains +2D6 to Speed per skill level when moving to intercept an attack against and ally. If successful Warrior gains +1D6 Durability for 1 round per skill level.  (Can be layered with protection.)
#- Protection3 PointsEnd of AssaultFighter gains +3D6 Stamina when physically blocking another.[+1D6 toward Technique Roll per skill level.]
Repair Arrows1 PointFighter is able to refletch or repair arrows that have been used in battle- 3 arrows per hour per skill level purchased. [+1D6 toward Technique Roll per skill level.] 
Repair bolts1 PointFighter is able to refletch or repair bolts that have been used in battle. 3 arrows per hour per skill level purchased. [+1D6 toward Technique Roll per skill level.] 
#- Rubber and you're glue:8 Points5 RoundsOn success 50 percent of all magical attacks on the Fighter (1 round per skill level) will be redirected to the caster.  [+1D6 toward Technique Roll per skill level.]
Sharpen Blade1 PointFighter is able to sharpen a bladed weapon to new condition.  (Ten minutes per each side of the blade) [+1D6 toward Technique Roll per skill level.] 
Shoulder Charge2 PointsPermanentYou can use a bonus action to Shoulder Charge a creature you have successfully attacked. +1D6 Strength per skill level.  If successful, target is shoved 5 feet.
#- Strength from Pain8 PointsBattle DurationWhen this skill is activated, Fighter gains +1D6 every time they take damage from an enemy. [+1D6 toward Technique Roll per skill level.]
Two handed skill3 PointsFighter is able to use a basic two handed sword without a technique roll.Must have Sword skill.
Two-Weapon Fighting3 PointsYour character is able to fight with a weapon in both hands, allowing for two possible strikes per turn. (Only one purchase needed)Must have at least one Melee Weapon skill.
Unarmored Defense2 PointsPermanentYour character gets +2D6 to Armor Rolls when fighting without weapons.

This message was last edited by the GM at 20:40, Mon 13 Apr 2020.
Fluff
GM, 18 posts
Mon 13 Apr 2020
at 15:31
  • msg #2

Yellow Book- The Fighter Skills Book:

WEAPON SKILLS:

All stuffed animals have basic attacks. (See Animal List) Using tools is a learned skill.  A warrior may receive a sword but without the skill it is more of a hindrance than a useful item.

The use of weapons below Improvised need three requirements- 1) It must be forged or created by an appropriate party with supplies that could make that weapon.  2) Warrior must obtain that weapon from the creator.  3) The owner must have a skill to wield it or succeed in a Technique roll to use it.  (Warriors without skills must use a technique roll with a -3D6 Difficulty each time they try to attack with a weapon where they have no skill.)


The following list is broken into two categories.
1-  Weapon skills. Only need to be purchased once. Once purchased the warrior will not have a Technique Roll when using the weapon and will only be required to use Swing/Draw and Damage rolls- unless otherwise specified by another purchased skill

2- Bonus Skills- Once a Fighter has picked up a weapon, they are able to practice and develop enhanced skills when using that weapon.  In order to purchase a bonus skill you must already own the Weapon skill.  Bonus skills are improved by the number of levels of each skill are purchased.


(#= Warrior Class Only *= Can be purchased with Assassin Exotic Weapon or Ranged Weapon Skill Purchase)
SkillSkill Point CostDescription:Bonus:
Improvised Weapon CostFREEFighter is able to create an improvised blade or club and wield it without penalty. (This may be used to counter New Toy penalty)  [+1D6 toward Technique Roll per skill level.](Club, Spear, Javelin)
Axe1 PointFighter is able to use axe style weapons without a technique roll.(hatchet, axes, battle axes, urgrosh)
Bludgeoning1 PointFighter is able to use bludgeoning weapons without a technique roll.(Mace, Morning Star, Hammer, Shield)
#-Compound Bow3 PointsFighter is able to use a compound bow without a technique roll. 
Dagger1 PointFighter is able to use daggers (Throwing and hand to hand combat) without a technique roll. 
#*- Exotic Bludgeoning Weapon2 PointsFighter is able to use Exotic bludgeoning weapons such as Nunchaku, Three-section staff, and Chain without a technique roll. 
#*- Exotic Piercing Weapon2 PointsFighter is able to use Exotic piercing weapons such as the Nekode, Shikomi-zue, Spiked Knuckles, etc. without a technique roll. 
#*- Exotic Slashing Weapon2 PointsFighter is able to use bladed exotic weapons such as Katina, Scimitar, Kama, and hand weapons like War Fan.  (Throwing and hand to hand combat) without a technique roll. 
#*- Exotic Throwing Weapon2 PointsFighter is able to use exotic ranged weapons such as blow gun, boomerang, throwing stars, chakram, etc. without a technique roll. 
#- Great Weapon Fighting2 PointsFighter is able to use a two handed great sword without a technique roll.Must have Sword Skill
Heavy Crossbow2 PointsFighter is able to use a heavy crossbow without a technique roll. 
Jacks1 PointA handfull of sharp and angular objects which, when thrown at the ground, create one trick area of difficult terrain. This persists until someone or something brushes the caltrops away, or destroys them. (Such as by burning or melting them away) [+1D6 toward Technique Roll per skill level.] 
Light Crossbow (darts)1 PointFighter is able to use a light crossbow without a technique roll. 
# *-Long Bow2 PointsFighter is able to use long bow without a technique roll 
Quarterstaff1 PointFighter is able to use a quarterstaff without a technique roll. 
Sling1 PointFighter is able to use a sling without a technique roll. 
Sword1 PointFighter is able to use a basic one handed sword without a technique roll.(Only purchase once)
Short Bow1 PointFighter is able to use a basic short bow without a technique roll. 

This message was last edited by the GM at 13:55, Thu 30 Apr 2020.
Fluff
GM, 19 posts
Mon 13 Apr 2020
at 15:32
  • msg #3

Yellow Book- The Fighter Skills Book:

ARMOR SKILLS:

Like weapons armor usage need three requirements- 1) It must be forged or created by an appropriate party with supplies that could make that weapon.  2) Warrior must obtain that weapon from the creator.  3) The owner must have a skill to move and fight in it or succeed in a Technique roll to use it.  (Warriors without skills must use a technique roll with a -3D6 Difficulty each time they try to move or fight in armor where they have no skill.)

SkillSkill Point CostDuration:Description:
LIGHT ARMOR1 PointPaper constructs, Felt Armor, Light plastic sheeting Armor- Fighter is able to wear this armor without a technique roll.(Strength Limitation: 3)
MEDIUM ARMOR2 PointsHeavy Felt and Leather, Naugahyde, Chain shirts, Scale Mail (soda can poptop scales), Breastplate, and Half plate. (-1D6 to all stealth rolls)(Strength Limitation: 5+)
HEAVY ARMOR3 PointsMetal and heavy plastic protections- Ring Mail, Chain Mail, Splint, Plate (-3D6 to all stealth rolls)(Strength Limitation: 10+)

This message was last edited by the GM at 17:03, Mon 13 Apr 2020.
Fluff
GM, 20 posts
Mon 13 Apr 2020
at 15:42
  • msg #4

Yellow Book- The Fighter Skills Book:

SPECIFIC CLASSES SKILLS:

The following skills are grouped by general classes of Fighters though any of these skills may be purchased by any fighter.


ARCHER SKILLS: (Fighter Class Only)

SkillSkill Point CostDuration:Description:
Aim1 Point1 RoundWarrior can choose to take one round to aim and bypass Draw Roll. [+1D6 toward Technique Roll per skill level.]
Blind Shot2 Points1 RoundWarrior is able to use sound to aim ranged attacks. [+1D6 toward Technique Roll per skill level.]
On the Run3 Points1 RoundWarrior is able to make a moving Ranged attack as if he or she was flatfooted.  [+1D6 toward Technique Roll per skill level.]
Rapid Load2 Points1 RoundGives Archer a second attack after an projectile has been fired. [+1D6 toward Technique Roll per skill level.]
Sniper2 PointsPermanentGives Archer +1 successful rolled 6s to Draw Rolls per skill level.
Sure Shot2 Points5 RoundsGives Archer +5D6 to Ranged Strike Rolls for 5 rounds. [+1D6 toward Technique Roll per skill level.]
Trick Shot3 Points1 RoundWarrior is able to make ranged attacks using reflections rather than line of sight to aim. [+1D6 toward Technique Roll per skill level.]


BRUTE SKILLS: (Fighter Class Only)

SkillSkill Point CostDuration:Description:
Bloodrush3 PointsPermanentWhen enemy blood has been spilled, Warrior gains +1D6 to strength per skill level.
Crushing Counterstrike3 PointsPermanentYou can declare a Crushing Counterstrike. Make an attack roll against the creature's attack roll. If you tie or roll past the total of their attack roll, you successfully counter the attack. This attack deals your normal weapon damage, plus 1D6 per skill level.
Go for the Throat2 POintsPermanentWhen the Warrior senses that death is encroaching on a enemy they receive +1D6 to Strength rolls per skill level using "Animal" attacks only.
Intimidating Presence1 PointPermanentFighter gains +1D6 to all intimidation checks
Knock Knock1 Point1 Round1 Warrior is able to kick or hit a human sized door to open it, provided that it is unlatched.  [+1D6 toward Technique Roll per skill level.]
Primal Fear2 PointsPermanentWhen the enemy retreats Warrior receives +1D6 to Dexterity or Stamina rolls per skill level.  Must be declared.
Mocking Bellow3 Points1 RoundFighter taunts all enemies.  Enemies must succeed on a Wisdom check or will be forced to move to attack you and will have disadvantage on all rolls for 1 round per skill level.
Ragnarök4 PointsUntil End of BattleWhen the Warrior's Durability falls below 3 Warrior can launch a unrestricted attack that boosts their strength +5D6, Stamina +5D6, and Dexterity +5D6.  Each round that the Warrior uses Ragnarok, their Durability goes down 1 point. [+1D6 toward Technique Roll per skill level.]

This message was last edited by the GM at 16:12, Mon 13 Apr 2020.
Fluff
GM, 21 posts
Mon 13 Apr 2020
at 15:56
  • msg #5

Yellow Book- The Fighter Skills Book:

SPECIALIZED CLASS SKILLS:

In order to obtain these skills the Fighter must declare themselves part of a specific Order of Fighter.  While they are able to buy skills from the previous sections of this list, they are not able to buy skills from the other Specialized Class list.  Once a Fighter declares himself/herself part of an Order they cannot leave their Order until they are too old to continue and are required to switch classes.  Though, their memory of their Order remains even if they cannot use the skills.  These former fighters can become mentors to younger, stronger Warriors.

To become part of the Order the Order must first be purchased and then the skills below can be selected.

(These skills are only available to Fighter Class)

THE KNIGHTLY CIRCLE OF FLUFF:

SkillSkill Point CostDuration:Description:
Chivalric Order5 PointsPermanentYou become a knight but must follow all rules of Chivalry (BRUTE skills are forbidden) this skill increased your abilites: +1D6 Stamina, +1D6 Strength, +1D6 Durability per skill level purchased and are able to wear and fight in heavy armor.

Animal handling1 PointPermanentYou gain +1D6 on Technique rolls  when working with animals such as Cats, Dogs, Rats, and Mice.
Blinders:5 Points10 RoundsEach friendly Warrior within 10 feet of you is immune to being frightened while you are conscious. [+1D6 to skill rolls per skill level]
Brave Heart:2 Points10 RoundsYou are immune to being frightened on a successful skill roll.
Death to The Cowards:5 PointsPermanentIf an enemy is in a fear fueled retreat you gain +1D6 Speed and +2D6 Strength and gain advantage to all attacks on retreating enemies.  (Melee attacks only)
Eternal Knighthood1 PointPermanentFor your heroic deeds and acts of valor and honor, all dignitaries and royals look at you with respect of a true knight. +1D6 per skill level to all persuasion checks.
Heroic Charge4 Points2 RoundsYou may skip at turn and prepare a charge. This charge is a focused attack on 1 enemy, If successful, the attack deals double damage and pushes the enemy back 20ft, and they fall prone.
Heroic Inspiration Duration1 PointPermanentKnight Only- You gain the ability to inspire your allies to greatness by giving tactical commands, shouting mottoes and battle cries, or by recalling a tale of heroism. To do so, you use your bonus action on your turn to give one creature other than yourself a bonus to one Ability of your choice- 1D6 per skill level.
Knight's Challenge2 PointsEnd of DuelYou can issue a challenge for an honorable duel with an opponent. The opponent can choose to accept, or if they resist, must make a wisdom saving throw.  On a fail, they are forced to accept. If the challenge is accepted, then both you and your opponent are locked in battle, you both have disadvantage to attack any foe other than your opponent. The duel ends when both you and your opponent agree to end it, or if one of you drops to 0 Durability. [+1D6 to skill rolls]
Mounted Combat2 PointsPermanentYour Warrior has established the ability to complete combat on a mount such as a house cat or a dog.  Clockwork created mounts will also work with this skill.
No Mercy To Thine Enemy4 Points6 HoursIf a member of your party is in critical condition (knocked unconscious or immobile) you can mark the creature that last struck that ally and mark it mentally being able to stalk it wherever it goes for 6 hours.  Upon finding the targeted enemy you gain +4D6 Strength to all attacks against that enemy.
Stubborn Fighter2 PointsEnd of Battle2 your enemies are those who run from the consequences of their actions. When you see them, you gain extra motivation to defeat them. [2D6 to damage per skill level]
Vigilant Protector2 PointsUntil End of BargainWhen an ally that asks you to protect him/her, you gain +1D6 per skill level to the use of Shields in defensive maneuvers.
Virtue of Gallantry2 Points5 roundsWhen a creature would cause you to become frightened, they must pass a wisdom contest against you. If they succeed, you are frightened, if they fail, they are instead frightened of you. [+1D6 to Wisdom rolls per skill level in this contest.]







MONASTIC ORDER OF THE SEAM:

SkillSkill Point CostDuration:Description:
Monastic Order5 PointsPermanentYou become a Monk but must follow all rules of your Order The Way of the Open Hand:  Monks forego heavy armor for the artistry of hand to hand combat and exotic weapons only and an uncanny ability to move your various attributes points (Kai). This skill increases your abilites: +1D6 Stamina, +1D6 Dexterity, +1D6 Speed per skill level purchased and gain +1D6 on Stealth Rolls per skill level purchased.

Black Mantis2 PointsPermanentMaking an attack while hidden does not reveal your location.
Charging Deer1 Point1 RoundsFor one round you increase your speed to double the distance covered. [+1D6 toward Technique Roll per skill level.]
Coiling Snake2 Points1 RoundFor one round you are able to swap your Speed Level with your Stamina Level. [+1D6 toward Technique Roll per skill level.]
Cunning of the Fox:2 Points1 RoundFor one round you are able to swap your Wisdom for any of your other five ability scores.  [+1D6 toward Technique Roll per skill level.]
-Dragon's Breath:3 Points5 RoundsYour melee weapon attacks gain +1D6 to Draw Rolls and deal fire damage rather than piercing. [+1D6 toward Technique Roll per skill level.]
Give Kai2 Points1 TransferWarrior is able to transfer the number of Durability points from their own bank to the bank of an ally.  [+1D6 toward Technique Roll per skill level.]
Flurry of Blows:2 Points1 RoundWarrior is able to unleash a series of unarmed blows upon the opponent 3 attacks +1 attack per skill level purchased. (Each blow is treated like a single unarmed strike)  [+1D6 to skill rolls per level]
Flying Crane:1 POint1 RoundYou are able to jump from a higher level targeting an enemy below as a stealth attack.  [+1D6 to skill checks per level.]
Grace of the Cat1 Point5 RoundsYou are able to walk a line of wire, rope, etc as if you are walking on solid ground.  [+1D6 toward Technique Roll per skill level.]
Leap of the Frog1 Point1 Round1 Warrior is able to leap 1 foot in the air per purchased skill level. How the Monk chooses to land can be within 2 feet of the takeoff point. [+1D6 toward Technique Roll per skill level.]
Leopard Claw3 Points1 RoundWhen making a melee weapon attack, you may change the damage type it deals to slashing, piercing, or bludgeoning. [+1D6 toward Technique Roll per skill level.]
Scorpion Touch:3 Points1 RoundUpon death of an enemy receive half of the damage dealt to the opponent by you back to your hit points.  [+1D6 toward Technique Roll per skill level.]
Stone Bear2 Points1 RoundFor one round you are able to swap your Dexterity level with your Strength Level.  [+1D6 toward Technique Roll per skill level.]
Tiger Fist2 Points1 Roundyour unarmed strikes deal an extra +3D6 damage to enemies. [+1D6 toward Technique Roll per skill level.]
Monkey's Foot5 Points1 RoundYou are able to reroll your Swing or your Strike rolls again and take the higher of the two.  On Advantage rolls, you may reroll the lowest and take the highest of the remaining roll and the new roll.[+1D6 toward Technique Roll per skill level.]

This message was last edited by the GM at 16:16, Mon 13 Apr 2020.
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