Fantasy Class: Warrior (System)

A character with the warrior class trains in martial combat and is practically unmatched in his skill with melee weapons of all types. Although many warriors specialize with a single weapon or weapon type, practically any melee weapon becomes an instrument of death and destruction when wielded by a character with this class.

Warrior Gimmicks

Signature Weapon (5GP/0MP/P)
Choose one specific type of melee weapon (sword, axe, staff, chain, whip, polearm, etc.) to be your signature weapon. You receive a permanent +1 bonus to strike and damage when performing attacks with this type of weapon (even when you throw it). You may purchase this gimmick multiple times to gain additional types of signature weapons.
Prerequisite: None

Advanced Parry (4GP/3MP/R)
Gain a +2 bonus to your Melee Defense Value against a single incoming attack. You must be wielding either a shield or a melee weapon that inflicts at least Strength +1 damage to use this gimmick.
Prerequisites: Signature Weapon, Melee 3

Heavy Strike (5GP/1MP+/F)
Perform a melee attack against a single opponent. If the attack strikes, it inflicts +1 damage for every 1 MP you spent when activating this gimmick, to a maximum of +5 damage. You must spend these MP before you roll to strike. You must be wielding a melee weapon that inflicts at least Strength +1 damage to use this gimmick.
Prerequisite: Signature Weapon, Melee 3

Weapon Specialization (5GP/0MP/P)
You have specialized in the use of one of the broad weapon groups described below. You receive a unique combat benefit when wielding any weapon within your specialized weapon group. You may purchase this gimmick multiple times to specialize in additional weapon groups.

Bludgeoning Weapons (mace, hammer, flail): While wielding a bludgeoning weapon, you suffer only half the normal penalty to strike when performing shove or knockdown attacks.

Lashing Weapons (chain, whip, wire): While wielding a lashing weapon, you suffer only half the normal penalty to strike when you attempt to trip or entangle an opponent.

Piercing Weapons (dagger, rapier, pick): When calculating the damage from a successful attack with a piercing weapon, you may ignore up to two points of your opponent’s worn armor.

Pole Weapons (polearm, staff): While wielding a pole weapon, you gain a +1 bonus to your Melee Defense Total to parry melee attacks made by an opponent who is wielding a smaller melee weapon than your own.

Slashing Weapons (sword, axe, scythe): When performing a fierce attack while wielding a slashing weapon, you gain a +2 bonus to damage for every –1 penalty you choose to suffer on your attack roll (you normally receive only a +1 bonus to damage for every –1 penalty you suffer). You may impose up to a –3 penalty on your attack roll when performing this attack.

When you purchase this gimmick, you may instead choose to specialize in one of the melee fighting styles below. You receive a unique combat benefit when fighting in your specialized style. You may purchase this gimmick multiple times to specialize in additional melee fighting styles.

Single Weapon: When wielding a single weapon of size four or smaller (either one- or two-handed) and no offhand weapon (or shield), you gain a +2 bonus to your weapon damage.

Heavy Weapon: Attacking with a heavy weapon counts as a standard action (it normally counts as a full action). In addition, you need a Strength score of only four to wield a heavy weapon without penalty (you normally need a Strength of at least six to wield a heavy weapon).

Dual Weapons: When fighting with a melee weapon in each hand, you do not suffer the normal –2 penalty to strike. In addition, when using dual weapons to attack multiple opponents, you may choose to attack each opponent with only one of your two weapons and suffer only half the multiple action penalty. If so, your attack against each opponent does not gain the normal +2 damage bonus.

Shield: When you wield a shield, your Armor Grade against incoming attacks increases by two points. You must be aware of the attack in order to receive the Armor Grade bonus against it.

You may not receive bonuses from more than one weapon specialization during a single attack. In addition, if you dual-wield different types of specialized weapons, you receive only the weapon specialization benefit from the lead weapon. However, the bonuses from weapon specialization and style specialization stack normally. For example, if you possess both bludgeoning weapon specialization and shield style specialization, when simultaneously wielding a mace and a shield, you receive both the reduced penalty for performing shove and knockdown attacks and the +2 bonus to your Armor Grade.
Prerequisite: Signature Weapon, Melee 3

Fury (6GP/0MP/P)
Whenever you successfully strike an opponent with a melee weapon, you regain 1 MP, up to your normal maximum MP total. In addition, whenever you are struck in combat and suffer damage, you regain 1 MP, up to your normal maximum MP total. You must be wielding a melee weapon that inflicts at least Strength +1 damage to regain MP from your successful attacks. This gimmick operates only in mortal combat, never during sparring contests or other types of non-lethal combat.
Prerequisite: Two Warrior gimmicks, Melee 4

MultiSlash (6GP/4MP/F)
Perform a total of two melee attacks against the same or different targets during your turn. You do not suffer the multiple action penalty when performing these attacks. By spending an additional 3 GP on this gimmick (9 GP total), you may attack up to three times when you use this gimmick. By spending yet another 3 GP on this gimmick (12 GP total), you may attack up to four times when you use this gimmick.
Prerequisite: Two Warrior gimmicks, Melee 4

Counterattack (6GP/4PP/R)
When you are attacked by a brawling or melee attack, you may activate this gimmick to perform one melee attack against the opponent that attacked you, provided that he is within range of your weapon. The opponent cannot activate defensive gimmicks to defend against this counterattack, though currently active defensive gimmicks may still be used normally. If the opponent’s attack strikes you, your attack is performed after his attack, but before you suffer damage. If the opponent attacks you multiple times in a single turn, you may use this gimmick to counterattack any or all of his attacks.
Prerequisite: Three Warrior gimmicks, Melee 5

HP/PP Crush (6GP/8MP/S)
Perform a melee attack against a single opponent. If the attack is successful, the opponent’s current HP or MP is reduced by half its current amount (rounding up), to a maximum reduction of 50 HP or PP. You must choose whether your attack will reduce the opponent’s HP or MP before you roll to strike. This gimmick may be used no more than once every three turns.
Prerequisite: Three Warrior gimmicks, Melee 5

OmniSlash (12GP/10MP/F/Limit)
Roll 2d6 and add your Melee skill to the total. The result is the number of melee attacks you may perform this turn. You do not suffer the multiple action penalty when performing these attacks. In addition, you may move up to twice your speed while performing these attacks.
Prerequisite: Five Warrior gimmicks, Melee 6

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