Class: Warrior.   Posted by GM.Group: 0
GM
 GM, 6 posts
Thu 29 Mar 2012
at 20:59
Class: Warrior

Warrior
Hitdice 4D4
Skillpoints: 6+INT modifer x2 at first level
Reaction points: 7

1  |Master of war 1/day
2  |
3  |
4  |
5  | Duel Stance
6  |
7  |
8  |
9  |
10 |Master of war 2/day, tough as nails
11 |
12 |
13 |
14 |
15 | Triple Threat
16 |
17 |
18 |
19 |
20 |Master of war 3/day, Muscle Memory
21 |
22 |
23 |
24 |
25 |Spring up
26 |
27 |
28 |
29 |
30 |Master of War 4/day, War Machine

Stances known
S -1-2-3-4
1 -3
 2 -4
 3 -4
 4 -4
 5 -5
 6 -5-1
 7 -5-1
 8 -5-1
 9 -5-2
 10-6-2
 11-6-2
 12-6-2-1
 13-6-3-1
 14-6-3-1
 15-6-3-2
 16-7-3-2
 17-7-4-2-1
 18-7-4-2-1
 19-7-4-3-1
 20-7-4-3-2
 21-7-5-3-2
 22-7-5-3-2
 23-7-5-4-2
 24-7-5-4-3
 25-8-5-4-3
 26-8-6-4-2
 27-8-6-5-3
 28-8-6-5-3
 29-8-6-5-3
 30-8-6-6-3


Stances: It takes a minor action to activate a stance. Once activated, a stance last for as long as the warrior wishes, or untill he falls prone, becomes stunned, or takes more than half is total health in damage from a single hit.

Master of war: once per day at first level the warrior may deactivate a stance and activate another as a free action. You gain another use of this ability at10th and 20th level

Duel Stance: Once a warrior reaches level 10, he may have up to two stances active at once. Both stances follow rules as normal.

Tough as nails: taking more than 1/2 your HP in damage from a single attack no long deactivates your stance(s)

Triple Threat: Once a warrior reaches level 20, he may have up to three stances active at once. Both stances follow rules as normal.

Muscle memory: getting stunned no longer deactives your stance(s)

Spring up: When your knocked prone from an attack roll agility vs the original attack roll. If you win you move 5ft and are not knocked prone, stances are not deactivated if you win.

War Machine: All weapons skills you have rank 11 in has the following bonuses: +2 attack, +2D6 damage(ignores all resistances), and +2 crit range

Special Note: A warrior may only have a max of 4 spells, if he managed to learn spells through a high magic skill.

This message was last edited by the GM at 02:45, Tue 18 Apr 2017.

GM
 GM, 7 posts
Thu 29 Mar 2012
at 21:02
Fighter Stances
Level 1 stances
Stance of iron: Gain DR 2/-

Stance of spring: Fastheal 2

Stance of the bounding step: Move 5ft before or after the attack

Stance of the gental fist: Ignor 2 points of damage reduciton

Stance of the quick: +2 to all attack rolls

Stance of strenght: +2 on damage rolls

Stance of the destroyer: Two handed weapons have a +1x multiplier

Stance of toughness: +2 to all toughness rolls

Stance of agility: +2 to all agility roll

Stance of willpower: +2 to all willpower rolls

Stance of the brawler: if the first attack of your turn hits, make a secondary roll vs the same defense. The attack has a +0 modifier, if it hits, knock target prone.

Stance of the Ranger: Max a single attack with your off hand weapon at a -8 penalty everytime you make an attack action

Blitz Stance: +10ft landspeed, +2 attack on all charge attacks

Stance of the woodsmen: +10ft land speed, reduce fall damage by two dice(min 1 die)

Stance of the Salior: +10ft swim speed, reduce movement penaltys caused by weather by half

Stance of the Dragoon: +10ft jump speed, make a sigle free attack against an adjacent enemy when you lamd at a -8 penalty

stance of the hunter: + 1 attack and 1d6 damage vs animals

Stance of the paladin: +1 attack and 1d6 damage vs outsiders

Stance of the priest: +1 attack and 1d6 damage vs undead

Stance of the defender: adjacent ally's gain +1 to defense rolls, you take -2 to armor rolls

stance of the monk: unarmed attacks deal 1d4 damage

Stance of the drunken boxer: whenever you are attacked and missed you may make an unarmed attack at a -8 attack penalty

Goliath stance: + 1 attack and +1d6 damage vs targets a size category or more smaller than you

stance f the gaunt slayer: +1 attack and +1d6 damage vs targets a size category or more larger than you

flying kick stance:<\i> during a charge attack you also may make an unarmed attack with a +2 attack bonus.

<I>stance if te iron fist:
  target loses 2 points of damage resistance untill the end of your next turn

flurry of blows stance: when making an unarmed attack, make one additional attack

Stance of shield bashing: when shield bashing add 1 to the stun chance.

Stance of the vanguard: while you have this stance active and are wearing light armor your daily rerolls increase by 1. These bonus rerolls are gone once used for 24 hours, activating or deactivating the stance does not allow more rerolls.

Stance of the rear guard:  While you have this stance active and are wearing heavy armor you have resist 2 damage resistance.

Stance of the Resistance: While this stance is active you have 2 magic resistance.

Archers stance: When you attack with a bow and miss the target, you may make a second attack roll with a -8 penalty against a target adjacent to the original target. If you hit their armor, the arrow hits them instead. This is not a secondary attack, this uses the same arrow.

Pikemans Stance: When your fighting with a spear and someone makes a charge attack against you or charges through a square next to you may make a free attack at a -8 penalty against them.

Storm of blades: When fighting with an ax and all of your attacks hit the same target in a round there is a 2 in 10 chance that the enemy will be knocked prone. You must have two or more attacks to gain this benefit.

Stance of duel wielding: When you wield a dagger in your off hand, you gain +1 to armor and main hand attacks.

Master swordsmen stance:  While this stance is active all your sword attacks have 1 reroll a day. These rerolls act like all other rerolls, and cannot be regained by activating or deactivating the stance.

Hammer Stance: While fighting with a blunt weapon while this stance is active your blunt attacks bypass 2 points of DR and also reduce the targets DR 2  until the end of your next turn.

disarming stance: the first attack of yours every turn that targets a secodary enemy has a secondary attack that targets opponents agility with a -10 penalty. If the secondary attack hits the opponents weapon is knocked into an adjacent space of your choice.

grapple stance: you have a +2 to all grapple rolls

QuickDrawstance: drawing a weapon takes no weapon.

berserker stance: you have a -2 attack penalty but deal an additional 4 damage

Defenders Fury stance: when an adjacent enemy deals damage to an ally deal 1d4+str damage to that enemy.

Bloodlust stance: when you kill an enemy your next attack has +4 attack and +2 damage. These bonuses fade after 1 round.

Bullseye stance: when attacking with a thrown weapon you have a +2 to attack and a +1 to damage. Also all thrown weapons have an additional 10ft of range.

Bloodletter stance: for every 5 points of damage you've taken since the end of your last turn you deal an additional 2 points of damage on your first stance this round.

Iron Body Stance: any poison your affected by takes one additional turn to effect you. If you deactivate or are knocked out of this stance all poisons immediately take effect.

wrestlers Stance: when you hit an adjacent target with a melee attack you may make a secondary attack with a +0 modifier. If the secondary attack hits you grapple the target.





Level 2 stances

Stance of iron II: Gain DR 4/-

Stance of spring II: Fastheal 3

Stance of the gental fist II: Ignor 4 points of damage reduciton

Stance of the quick II: +3 to all attack rolls

Stance of strength II: +3 on damage rolls

Stance of the destroyer II: Two handed weapons have a +2x multiplier

Stance of toughness II: +3 to all toughness rolls

Stance of agility II: +3 to all agility roll

Stance of willpower II: +3 to all willpower rolls

Stance of the brawler II: if the first attack of your turn hits, make a secondary roll vs the same defense. The attack has a +2 modifier, if it hits, knock target prone.

Stance of the heavy Blow: Slide target 5ft after you hit them.

Stance of the master: Gain +1 crit range with current weapon.

Stance of the ranger II: as one but -6

Stance of the hunter: +2 to attack and 2d6 damage vs animals

Stance I'd the pAladin: +2 attack and 2d6 damage vs outsiders

Stance of the priest: +2 attack and 2d6 damage vs undead

Stance of the defender: all adjacent ally's take 2 to all defense rolls, you take -2 to armor rolls

Defenders fury: any adjecent enemy that deals damage to an ally takes 1d4+str damage

stance of the monk: unarmed attacks deal 1d6 damage

Stance of the drunken boxer: whenever you are attacked and missed you may make an unarmed attack at a -6 attack penalty

Goliath stance: + 2 attack and +2d6 damage vs targets a size category or more smaller than you

stance f the gaunt slayer: +2 attack and +2d6 damage vs targets a size category or more larger than you

flying kick stance:<\i> during a charge attack you also may make an unarmed attack with a +3 attack bonus.

<I>stance if te iron fist:
  target loses 4 points of damage resistance untill the end of your next turn

flurry of blows stance II: when making an unarmed attack, make teo additional attack

Stance of the vanguard II: while you have this stance active and are wearing light armor your daily rerolls increase by 2. These bonus rerolls are gone once used for 24 hours, activating or deactivating the stance does not allow more rerolls.

Stance of the rear guard II:  While you have this stance active and are wearing heavy armor you have resist 4 damage resistance.

Stance of the Resistance II: While this stance is active you have 4 magic resistance.

Archers stance II: When you attack with a bow and miss the target, you may make a second attack roll with a -6 penalty against a target adjacent to the original target. If you hit their armor, the arrow hits them instead. This is not a secondary attack, this uses the same arrow.

Pikemans Stance II: When your fighting with a spear and someone makes a charge attack against you or charges through a square next to you may make a free attack at a -6 penalty against them.

Storm of blades II: When fighting with an ax and all of your attacks hit the same target in a round there is a 3 in 10 chance that the enemy will be knocked prone. You must have two or more attacks to gain this benefit.

Stance of duel wielding II: When you wield a dagger in your off hand, you gain +2 to armor and main hand attacks.

Master swordsmen stance II:  While this stance is active all your sword attacks have 2 reroll a day. These rerolls act like all other rerolls, and cannot be regained by activating or deactivating the stance.

Hammer Stance II: While fighting with a blunt weapon while this stance is active your blunt attacks bypass 3 points of DR and also reduce the targets DR 3  until the end of your next turn.

disarming stance: the first attack of yours every turn that targets a adjacent enemy has a secondary attack that targets opponents agility with a -8 penalty. If the secondary attack hits the opponents weapon is knocked into an adjacent space of your choice.

grapple stance: you have a +4 to all grapple rolls

QuickDraw stance: drawing a weapon takes no weapon, weapons drawn have +2 attack and damage on the turn drawn.

berserker stance you have a -4attack penalty but deal an additional 6 damage

Defenders Fury stance: when an adjacent enemy deals damage to an ally deal 2D4+str damage to that enemy.

Bloodlust stance: when you kill an enemy your next attack has +6 attack and +4 damage. These bonuses fade after 1 round.

Bullseye stance: when attacking with a thrown weapon you have a +3 to attack and a +2 to damage. Also all thrown weapons have an additional 10ft of range.

Bloodletter stance: for every 5 points of damage you've taken since the end of your last turn you deal an additional 3 points of damage on your first stance this round.

Iron Body Stance: any poison your affected by takes two additional turn to affect you. If you deactivate or are knocked out of this stance all poisons immediately take effect.

wrestlers Stance: when you hit an adjacent target with a melee attack you may make a secondary attack with a +2 modifier. If the secondary attack hits you grapple the target.






Level 3

Stance of iron III: Gain DR 6/-

Stance of spring III: Fastheal 4

Stance of the gental fist III: Ignor 6 points of damage reduciton

Stance of the quick III: +4 to all attack rolls

Stance of strength III: +4 on damage rolls

Stance of the destroyer III: Two handed weapons have a +3x multiplier

Stance of toughness III: +4 to all toughness rolls

Stance of agility III: +4 to all agility roll

Stance of willpower III: +4 to all willpower rolls

Stance of the brawler III: if the first attack of your turn hits, make a secondary roll vs the same defense. The attack has a +4 modifier, if it hits, knock target prone.

Stance of the bounding step II: Move 5 ft before of after you attack, you also gain 1 attack per round.

Stance of the master II: +1 crit range and multiplier with current weapon

Stance of the sniper: Multiply the dex modifer of all bow attacks by 2(3 for an elf)

Stance of the Ranger: Max a single attack with your off hand weapon at a -4 penalty everytime you make an attack action

Blitz Stance: +20ft landspeed, +4 attack on all charge attacks

Stance of the woodsmen: +20ft climb speed, reduce fall damage by half

Stance of the Salior: +10ft swim speed, Ignor all movement penaltys caused by weather

Stance of the Dragoon: +20ft jump speed, make a sigle free attack against an adjacent enemy when you lamd 8at a -4 penalty

Stance of the hunter: +3 attack and 3d6 damage va animals

Stance of the paladin: +3 attack and 3d6 damage vs outsiders

Stance of the priest: +3 attack and 3d6 damage vs undead

Stance of the defender: adjacent Ally's gain +3 to def rolls, you take -2 to armor rolls.

stance of the monk: unarmed attacks deal 1d8 damage

Stance of the drunken boxer: whenever you are attacked and missed you may make an unarmed attack at a -4 attack penalty

Goliath stance: + 3 attack and +3d6 damage vs targets a size category or more smaller than you

stance f the gaunt slayer: +3 attack and +3d6 damage vs targets a size category or more larger than you

flying kick stance:<\i> during a charge attack you also may make an unarmed attack with a +3 attack bonus.

<I>stance if te iron fist:
  target loses 6 points of damage resistance untill the end of your next turn

flurry of blows stance: when making an unarmed attack, make three additional attack

Stance of shield bashing II: when shield bashing add 2 to the stun chance.


Stance of the vanguard III: while you have this stance active and are wearing light armor your daily rerolls increase by 3. These bonus rerolls are gone once used for 24 hours, activating or deactivating the stance does not allow more rerolls.

Stance of the rear guard III:  While you have this stance active and are wearing heavy armor you have resist 6 damage resistance.

Stance of the Resistance III: While this stance is active you have 6 magic resistance.

Archers stance III: When you attack with a bow and miss the target, you may make a second attack roll with a -4 penalty against a target adjacent to the original target. If you hit their armor, the arrow hits them instead. This is not a secondary attack, this uses the same arrow.

Pikemans Stance III: When your fighting with a spear and someone makes a charge attack against you or charges through a square next to you may make a free attack at a -4 penalty against them.

Storm of blades III: When fighting with an ax and all of your attacks hit the same target in a round there is a 4 in 10 chance that the enemy will be knocked prone. You must have two or more attacks to gain this benefit.

Stance of duel wielding III: When you wield a dagger in your off hand, you gain +3 to armor and main hand attacks.

Master swordsmen stance III:  While this stance is active all your sword attacks have 3 reroll a day. These rerolls act like all other rerolls, and cannot be regained by activating or deactivating the stance.

Hammer StanceIII: While fighting with a blunt weapon while this stance is active your blunt attacks bypass 4 points of DR and also reduce the targets DR 4  until the end of your next turn.

disarming stance: the first attack of yours every turn that targets a adjacent enemy has a secondary attack that targets opponents agility with a -6 penalty. If the secondary attack hits the opponents weapon is knocked into an adjacent space of your choice.

grapple stance: you have a +6 to all grapple rolls

QuickDraw stance: drawing a weapon takes no weapon, weapons drawn have +2 attack and damage on the turn drawn. Also drawing a potion from a pack or potion uses no action

berserker stance you have a -6 attack penalty but deal an additional 8 damage

Defenders Fury stance: when an adjacent enemy deals damage to an ally deal 3D4+str damage to that enemy.

Bloodlust stance: when you kill an enemy your next attack has +8 attack and +6 damage. These bonuses fade after 1 round.

Bullseye stance: when attacking with a thrown weapon you have a +4 to attack and a +3 to damage. Also all thrown weapons have an additional 10ft of range.

Bloodletter stance: for every 5 points of damage you've taken since the end of your last turn you deal an additional 4 points of damage on your first stance this round.

Iron Body Stance: any poison your affected by takes three additional turn to effect you. If you deactivate or are knocked out of this stance all poisons immediately take effect.

wrestlers Stance: when you hit an adjacent target with a melee attack you may make a secondary attack with a +4 modifier. If the secondary attack hits you grapple the target.






Level 4

Stance of iron IV: Gain DR 8/-

Stance of spring IV: Fastheal 5

Stance of the gental fist IV: Ignor 8 points of damage reduciton

Stance of the quick IV: +5 to all attack rolls

Stance of strength IV: +5 on damage rolls

Stance of the destroyer IV: Two handed weapons have a +4x multiplier

Stance of toughness IV: +5 to all toughness rolls

Stance of agility IV: +5 to all agility roll

Stance of willpower IV: +5 to all willpower rolls

Stance of the brawler IV: if the first attack of your turn hits, make a secondary roll vs the same defense. The attack has a +6 modifier, if it hits, knock target prone.

Stance of the Dancer: If an attack misses you, you may for the attacker to reroll the attack with someone adjacent to you as the target.

Stance of the heavy Blow II: you may slide the targets of your attacks 10ft.

Stance of sneak attacks: If your first attack of the turn hits, make a secondary attack vs the same defense with a +0 modifer. If the 2nd attack hits, the target is stunned for 1 turn.

Stance of the sniper: Multiply the dex modifer of all bow attacks by 3(4 for an elf)

stance of the ranger IV: As I but at a negative 2 penalty

Stance of the hunter: +4 attack and 4d6 damage vs animals

Stance of the paladin: +4 attack and 4d6 damage vs outsiders

Stance of the priest: +4 attack and 4d6 damage vs undead

Stance of the defender: adjacent ally's gain +4 to all defenses, you take a -2 to armor rolls

Defenders fury II: any adjacent enemy who deals damage to ally takes 2d4+str damage

stance of the monk: unarmed attacks deal 1d10 damage

Stance of the drunken boxer: whenever you are attacked and missed you may make an unarmed attack at a -2 attack penalty

Goliath stance: + 4 attack and +4d6 damage vs targets a size category or more smaller than you

stance f the gaunt slayer: +4 attack and +4d6 damage vs targets a size category or more larger than you

flying kick stance:<\i> during a charge attack you also may make an unarmed attack with a +5 attack bonus.

<I>stance if te iron fist:
  target loses 8 points of damage resistance untill the end of your next turn

flurry of blows stance: when making an unarmed attack, make four additional attack

Stance of the vanguard IV: while you have this stance active and are wearing light armor your daily rerolls increase by 4. These bonus rerolls are gone once used for 24 hours, activating or deactivating the stance does not allow more rerolls.

Stance of the rear guard IV:  While you have this stance active and are wearing heavy armor you have resist 8 damage resistance.

Stance of the Resistance IV: While this stance is active you have 8 magic resistance.

Archers stance IV: When you attack with a bow and miss the target, you may make a second attack roll with a -2 penalty against a target adjacent to the original target. If you hit their armor, the arrow hits them instead. This is not a secondary attack, this uses the same arrow.

Pikemans Stance IV: When your fighting with a spear and someone makes a charge attack against you or charges through a square next to you may make a free attack at a -2 penalty against them.

Storm of blades IV: When fighting with an ax and all of your attacks hit the same target in a round there is a 5 in 10 chance that the enemy will be knocked prone. You must have two or more attacks to gain this benefit.

Stance of duel wielding IV: When you wield a dagger in your off hand, you gain +4 to armor and main hand attacks.

Master swordsmen stance IV:  While this stance is active all your sword attacks have 4 reroll a day. These rerolls act like all other rerolls, and cannot be regained by activating or deactivating the stance.

Hammer Stance IV: While fighting with a blunt weapon while this stance is active your blunt attacks bypass 5 points of DR and also reduce the targets DR 5 until the end of your next turn.

disarming stance: the first attack of yours every turn that targets a adjacent enemy has a secondary attack that targets opponents agility with a -4 penalty. If the secondary attack hits the opponents weapon is knocked into an adjacent space of your choice.

grapple stance: you have a +8 to all grapple rolls

QuickDraw stance: drawing a weapon takes no weapon, weapons drawn have +2 attack and damage on the turn drawn. Also drawing a potion from a pack or potion uses no action. Also drinking a potion drawn that turn takes no potion, max 1 potion.

berserker stance you have a -8 attack penalty but deal an additional 10 damage

Defenders Fury stance: when an adjacent enemy deals damage to an ally deal 4d4+str damage to that enemy.

Bloodlust stance: when you kill an enemy your next attack has +10 attack and +8 damage. These bonuses fade after 1 round.


Bullseye stance: when attacking with a thrown weapon you have a +5 to attack and a +4 to damage. Also all thrown weapons have an additional 10ft of range.

Bloodletter stance: for every 5 points of damage you've taken since the end of your last turn you deal an additional 5 points of damage on your first stance this round.

Iron Body Stance: any poison your affected by takes four additional turn to effect you. If you deactivate or are knocked out of this stance all poisons immediately take effect.

wrestlers Stance: when you hit an adjacent target with a melee attack you may make a secondary attack with a +6 modifier. If the secondary attack hits you grapple the target.

This message was last edited by the GM at 15:18, Wed 25 Feb 2015.

GM
 GM, 369 posts
 That dude who makes
 Stuff that dosent work
Mon 13 Apr 2015
at 16:14
Warrior Test Progression
Level-1-2-3-4

1 -3
2 -4
3 -4
4 -4
5 -5
6 -5-1
7 -5-1
8 -5-1
9 -5-2
10-6-2
11-6-2
12-6-2-1
13-6-3-1
14-6-3-1
15-6-3-2
16-7-3-2
17-7-4-2-1
18-7-4-2-1
19-7-4-3-1
20-7-4-3-2
21-7-5-3-2
22-7-5-3-2
23-7-5-4-2
24-7-5-4-3
25-8-5-4-3
26-8-6-4-2
27-8-6-5-3
28-8-6-5-3
29-8-6-5-3
30-8-6-6-3