Warfare



Who is mightier than the warrior? No one dares question your valor! You begin the game with the Talent Mighty Criticals. Each time you level up, you will gain Ranks in you chosen Path. The highest Rank you can gain is determined by your Favored Passion. Once you have leveled up enough to raise your Will, you will earn a new Talent. Your party will be relying on you to defend them from the monsters and dangers they face in the fantasy world. Brace yourself for anything!


Favored Passion - Proportion


Equipment

You can use all weaponry. The highest your Armor score can be without magic is 15.



Summary


Level Will Health Talent
1-3 1d10 +1 Mighty Criticals
4-5 2d10 +3 Favorite Weapon
6-7 3d10 +5 Epic Criticals
8-9 4d10 +3 Master Weapon
10 5d10 +1 Legendary Criticals


Talents



Mighty Criticals

Your character begins the game with this ability. When you naturally roll a 19 and 20 on an Attack roll, you score a Critical Hit.


Favorite Weapon

Your character earns this ability at 4th Level. Choose a Favorite Weapon from your arsenal. When you attack with that weapon, you can add +1 to your Attack roll. When you score a Critical Hit, add +1 to Damage. All weapons of the same type as your Favorite Weapon gain this bonus when you use them.


Epic Criticals

Your character earns this ability at 6th Level. When you naturally roll an 18, 19 and 20 on an Attack roll, you score a Critical Hit.


Master Weapon

Your character earns this ability at 8th Level. Choose a Master Weapon from your arsenal. When you attack with that weapon, you can add +3 to your Attack roll. When you score a Critical Hit, add +3 to Damage. All weapons of the same type as your Master Weapon gain this bonus when you use them.


Legendary Criticals

Your character earns this ability at 10th Level. When you naturally roll a 17, 18, 19 and 20 on an Attack roll, you score a Critical Hit.



Paths



Avenger


Rank Talent
Soldier You can instantly disarm a foe when you score a Critical Hit.
Veteran You can push a foe in Melee into the Near Zone, or pull a foe from the Near Zone into Melee.
Warrior When you Attack a creature, you can make them Bleed 1d6 damage for 1d4 Bouts if your Attack roll was at least 16. This move is called a Bleeding Strike.
Myrmidon When you are below half Health, you gain a +2 bonus to Attack rolls.
Grandmaster You can roll another Attack Check after you roll a Critical Hit.
Champion When a nearby ally falls to 0 Health, you gain a +2 bonus to Attack rolls.


Knight


Rank Talent
Knave You can repair damaged Armor, +1 per Level.
Squire You can roll Defense on behalf of another character, taking the damage yourself.
Esquire When you Attack a creature, you can Stun them for 1d4 Bouts if your Attack roll was at least 16. This is known as a Concussive Blow.
Guardian When you or an ally is below half Health, you gain a +2 bonus to Defense rolls.
Paladin You can roll an Attack Check after you roll a Critical Parry.
Justicar You can lay your hands on wounds once per day, restoring 1d10 to a wounded character.


Outlander


Rank Talent
Wanderer While you are in the Melee Zone, your allies can retreat without rolling to safety.
Barbarian You can completely camouflage yourself in under two minutes.
Captain When you Attack a creature from the Distant Zone, you can damage a precise location on the target if your Attack roll was at least 16. This is referred to as a Called Shot.
Sentinel If a foe cannot see you, earn a +2 bonus to Attack and Defense Checks.
Ranger You can neutralize a deadly poison affecting another character.
Chieftain At 0 Health, you continue fighting for 3 Bouts, never missing a single Attack.


Warlock


Rank Talent
Cantor You can cast a number of Spells equal to half your level rounded down.
Spellsword When you score a Critical Hit, your target bursts into flames.
Battlemage You can summon one of your Favorite Weapons to your hand.
Wardancer When you score an Attack, you can add the Damage you roll to your Health once per day.
Starslinger You can summon an Unseen Hireling to follow you on adventures. This entity is capable of carrying a torch and one other held item.
Magister You can summon a Conjured Mercenary to fight alongside you. This is a loyal companion with the abilities of a Warfare character that is 1/2 your level, rounded down (you can customize your Mercenary's abilities, starting at level 1.) Your Mercenary returns to your side every night, even if the day before it was destroyed.