Skill | Skill Point Cost | Duration: | Description: |
---|---|---|---|
Animal Roots | 1 Point | Permanent | Warrior gets +1D6 to perception per skill level. |
Claw-(Unarmed Strike) | FREE Fighter/ 1 Point Other | Permanent | Fighter is able to make stuffed/felt claws solid and sharp +1D6 slashing damage to strength damage rolls per skill level. |
Danger Sense | 1 Point | 5 Rounds | You 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 Other | Permanent | Fighter 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 Other | Permanent | Fighter is able to make its teeth solid and sharp for piercing damange. +1D6 per skill level to Strength damage rolls. |
Pack Leader's Call | 1 Point | 5 rounds | Warrior 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 Strike | FREE Fighter/ 1 Point Other | Permanent | Fighter is able to make its tail solid including any spikes sewn into the design for +1D6 bludgeoning damage per skill level. |
Skill | Skill Point Cost | Duration: | Description: |
---|---|---|---|
#-Battle Hardened Endurance | 3 Points | Permanent | Fighter gains +1D6 to Stamina once initiative has been rolled. |
#- Breath of Battle | 3 Points | Permanent | Fighter gains +1D6 to Strength once initiative has been rolled. |
#- Blade Master | 3 Points | Gains +1D6 to Swing rolls when using sword per skill level. If fighter becomes disarmed, this advantage is lost. | Must have "Sword" skill |
#- Bodyguard | 2 Points | Permanent | When acting as a bodyguard to a non-fighter class warrior- Character gains +4D6 to perception rolls. |
#- Cover | 2 Points | 5 Rounds | Fighter 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.] |
Grapple | 1 Point | Permanent | When you want to grab a creature or wrestle with it you gain +1D6 to Strength per skill level. |
#- Intervention | 1 Point | 1 Round | Fighter 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.) |
#- Protection | 3 Points | End of Assault | Fighter gains +3D6 Stamina when physically blocking another.[+1D6 toward Technique Roll per skill level.] |
Repair Arrows | 1 Point | Fighter 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 bolts | 1 Point | Fighter 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 Points | 5 Rounds | On 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 Blade | 1 Point | Fighter 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 Charge | 2 Points | Permanent | You 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 Pain | 8 Points | Battle Duration | When this skill is activated, Fighter gains +1D6 every time they take damage from an enemy. [+1D6 toward Technique Roll per skill level.] |
Two handed skill | 3 Points | Fighter is able to use a basic two handed sword without a technique roll. | Must have Sword skill. |
Two-Weapon Fighting | 3 Points | Your 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 Defense | 2 Points | Permanent | Your character gets +2D6 to Armor Rolls when fighting without weapons. |
Skill | Skill Point Cost | Description: | Bonus: |
---|---|---|---|
Improvised Weapon Cost | FREE | Fighter 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) |
Axe | 1 Point | Fighter is able to use axe style weapons without a technique roll. | (hatchet, axes, battle axes, urgrosh) |
Bludgeoning | 1 Point | Fighter is able to use bludgeoning weapons without a technique roll. | (Mace, Morning Star, Hammer, Shield) |
#-Compound Bow | 3 Points | Fighter is able to use a compound bow without a technique roll. | |
Dagger | 1 Point | Fighter is able to use daggers (Throwing and hand to hand combat) without a technique roll. | |
#*- Exotic Bludgeoning Weapon | 2 Points | Fighter is able to use Exotic bludgeoning weapons such as Nunchaku, Three-section staff, and Chain without a technique roll. | |
#*- Exotic Piercing Weapon | 2 Points | Fighter is able to use Exotic piercing weapons such as the Nekode, Shikomi-zue, Spiked Knuckles, etc. without a technique roll. | |
#*- Exotic Slashing Weapon | 2 Points | Fighter 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 Weapon | 2 Points | Fighter is able to use exotic ranged weapons such as blow gun, boomerang, throwing stars, chakram, etc. without a technique roll. | |
#- Great Weapon Fighting | 2 Points | Fighter is able to use a two handed great sword without a technique roll. | Must have Sword Skill |
Heavy Crossbow | 2 Points | Fighter is able to use a heavy crossbow without a technique roll. | |
Jacks | 1 Point | A 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 Point | Fighter is able to use a light crossbow without a technique roll. | |
# *-Long Bow | 2 Points | Fighter is able to use long bow without a technique roll | |
Quarterstaff | 1 Point | Fighter is able to use a quarterstaff without a technique roll. | |
Sling | 1 Point | Fighter is able to use a sling without a technique roll. | |
Sword | 1 Point | Fighter is able to use a basic one handed sword without a technique roll. | (Only purchase once) |
Short Bow | 1 Point | Fighter is able to use a basic short bow without a technique roll. |
Skill | Skill Point Cost | Duration: | Description: |
---|---|---|---|
LIGHT ARMOR | 1 Point | Paper constructs, Felt Armor, Light plastic sheeting Armor- Fighter is able to wear this armor without a technique roll. | (Strength Limitation: 3) |
MEDIUM ARMOR | 2 Points | Heavy 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 ARMOR | 3 Points | Metal and heavy plastic protections- Ring Mail, Chain Mail, Splint, Plate (-3D6 to all stealth rolls) | (Strength Limitation: 10+) |
Skill | Skill Point Cost | Duration: | Description: |
---|---|---|---|
Aim | 1 Point | 1 Round | Warrior can choose to take one round to aim and bypass Draw Roll. [+1D6 toward Technique Roll per skill level.] |
Blind Shot | 2 Points | 1 Round | Warrior is able to use sound to aim ranged attacks. [+1D6 toward Technique Roll per skill level.] |
On the Run | 3 Points | 1 Round | Warrior is able to make a moving Ranged attack as if he or she was flatfooted. [+1D6 toward Technique Roll per skill level.] |
Rapid Load | 2 Points | 1 Round | Gives Archer a second attack after an projectile has been fired. [+1D6 toward Technique Roll per skill level.] |
Sniper | 2 Points | Permanent | Gives Archer +1 successful rolled 6s to Draw Rolls per skill level. |
Sure Shot | 2 Points | 5 Rounds | Gives Archer +5D6 to Ranged Strike Rolls for 5 rounds. [+1D6 toward Technique Roll per skill level.] |
Trick Shot | 3 Points | 1 Round | Warrior is able to make ranged attacks using reflections rather than line of sight to aim. [+1D6 toward Technique Roll per skill level.] |
Skill | Skill Point Cost | Duration: | Description: |
---|---|---|---|
Bloodrush | 3 Points | Permanent | When enemy blood has been spilled, Warrior gains +1D6 to strength per skill level. |
Crushing Counterstrike | 3 Points | Permanent | You 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 Throat | 2 POints | Permanent | When the Warrior senses that death is encroaching on a enemy they receive +1D6 to Strength rolls per skill level using "Animal" attacks only. |
Intimidating Presence | 1 Point | Permanent | Fighter gains +1D6 to all intimidation checks |
Knock Knock | 1 Point | 1 Round | 1 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 Fear | 2 Points | Permanent | When the enemy retreats Warrior receives +1D6 to Dexterity or Stamina rolls per skill level. Must be declared. |
Mocking Bellow | 3 Points | 1 Round | Fighter 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. |
Ragnarök | 4 Points | Until End of Battle | When 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.] |
Skill | Skill Point Cost | Duration: | Description: |
---|---|---|---|
Chivalric Order | 5 Points | Permanent | You 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 handling | 1 Point | Permanent | You gain +1D6 on Technique rolls when working with animals such as Cats, Dogs, Rats, and Mice. |
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Blinders: | 5 Points | 10 Rounds | Each 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 Points | 10 Rounds | You are immune to being frightened on a successful skill roll. |
Death to The Cowards: | 5 Points | Permanent | If 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 Knighthood | 1 Point | Permanent | For 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 Charge | 4 Points | 2 Rounds | You 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 Duration | 1 Point | Permanent | Knight 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 Challenge | 2 Points | End of Duel | You 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 Combat | 2 Points | Permanent | Your 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 Enemy | 4 Points | 6 Hours | If 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 Fighter | 2 Points | End of Battle | 2 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 Protector | 2 Points | Until End of Bargain | When 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 Gallantry | 2 Points | 5 rounds | When 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.] |
Skill | Skill Point Cost | Duration: | Description: |
---|---|---|---|
Monastic Order | 5 Points | Permanent | You 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 Mantis | 2 Points | Permanent | Making an attack while hidden does not reveal your location. |
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Charging Deer | 1 Point | 1 Rounds | For one round you increase your speed to double the distance covered. [+1D6 toward Technique Roll per skill level.] |
Coiling Snake | 2 Points | 1 Round | For 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 Points | 1 Round | For 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 Points | 5 Rounds | Your melee weapon attacks gain +1D6 to Draw Rolls and deal fire damage rather than piercing. [+1D6 toward Technique Roll per skill level.] |
Give Kai | 2 Points | 1 Transfer | Warrior 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 Points | 1 Round | Warrior 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 POint | 1 Round | You 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 Cat | 1 Point | 5 Rounds | You 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 Frog | 1 Point | 1 Round | 1 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 Claw | 3 Points | 1 Round | When 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 Points | 1 Round | Upon 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 Bear | 2 Points | 1 Round | For one round you are able to swap your Dexterity level with your Strength Level. [+1D6 toward Technique Roll per skill level.] |
Tiger Fist | 2 Points | 1 Round | your unarmed strikes deal an extra +3D6 damage to enemies. [+1D6 toward Technique Roll per skill level.] |
Monkey's Foot | 5 Points | 1 Round | You 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.] |