Job Information
Main Abilities
Innate Ability: Weapon Master
Warriors may use any type of weapon available, including improvised ones. These weapons may always deal minimum damage as though they were the usual tier of weapon based for the warrior’s level (for example, a 17th level Warrior’s weapons would always deal damage as though they were at least tier 5, so PWR x 5 + 2d6 is their damage dealt with a weapon attack). This does not grant weapons additional properties however.
Defining Ability: Brazen Rush
As a Standard action the Warrior may spend 1 point of Destiny to deal (PWR x Level) + 2d6 points of physical damage to all enemies, striking automatically and ignoring ACC. After the attack resolves, the Warrior may choose to expend another point of Destiny in order to repeat this process. There is no limit to the number of times the Warrior may attack in the same Standard action by expending multiple Destiny in this way.
Defining Ability: Inner Beast
The Warrior gains all of the following features:
Defining Ability: Provoke
Through the choice use of a few taunts as an Instant action once per combat, the Warrior can stir an enemy into a rage. The target of Provoke will change tactics specifically to attack the character for 4 rounds or until the Warrior is Unconscious/defeated. There is no restriction in how the target can do this, but all offensive attacks must either be directed at the Warrior, or include the Warrior among the targets. If the Warrior cannot be targeted or damaged, the enemy may attack freely, but will continue to go after the Warrior if the opportunity presents itself.
Additionally, the Warrior’s attacks now cause this same effect for 1 round against any enemy the Warrior damages. The Warrior may choose not to apply this effect if they so wish.
Ultimate Ability: Immortality
Whenever the Warrior is reduced to 0 HP they may spend 1 point of Destiny to be reduced to 1 HP instead.
Warriors may use any type of weapon available, including improvised ones. These weapons may always deal minimum damage as though they were the usual tier of weapon based for the warrior’s level (for example, a 17th level Warrior’s weapons would always deal damage as though they were at least tier 5, so PWR x 5 + 2d6 is their damage dealt with a weapon attack). This does not grant weapons additional properties however.
- Levels 1-4: Tier 1
- Levels 5-8: Tier 2
- Levels 9-12: Tier 3
- Levels 13-16: Tier 4
- Levels 17-20: Tier 5
- Levels 21-24: Tier 6
- Levels 25-28: Tier 7
- Levels 29-30: Tier 8
Defining Ability: Brazen Rush
As a Standard action the Warrior may spend 1 point of Destiny to deal (PWR x Level) + 2d6 points of physical damage to all enemies, striking automatically and ignoring ACC. After the attack resolves, the Warrior may choose to expend another point of Destiny in order to repeat this process. There is no limit to the number of times the Warrior may attack in the same Standard action by expending multiple Destiny in this way.
Defining Ability: Inner Beast
The Warrior gains all of the following features:
- Maim: While wielding a weapon in each hand both of the Warrior’s weapons deal a number of additional steps of damage equal to the warrior’s tier.
- Monkey Grip: The Warrior may wield a Huge weapon in one hand and a shield in the other hand.
- Shield Scales: The Warrior may benefit from wielding 2 shields; one in each hand. As always, the shields may be treated as improvised weapons.
Defining Ability: Provoke
Through the choice use of a few taunts as an Instant action once per combat, the Warrior can stir an enemy into a rage. The target of Provoke will change tactics specifically to attack the character for 4 rounds or until the Warrior is Unconscious/defeated. There is no restriction in how the target can do this, but all offensive attacks must either be directed at the Warrior, or include the Warrior among the targets. If the Warrior cannot be targeted or damaged, the enemy may attack freely, but will continue to go after the Warrior if the opportunity presents itself.
Additionally, the Warrior’s attacks now cause this same effect for 1 round against any enemy the Warrior damages. The Warrior may choose not to apply this effect if they so wish.
Ultimate Ability: Immortality
Whenever the Warrior is reduced to 0 HP they may spend 1 point of Destiny to be reduced to 1 HP instead.
Job Abilities
Ability: Advance
By declaring the use of Advance as an Instant action the Warrior’s ARM and M.ARM are halved until the end of the next round. The next attack the Warrior uses deals additional damage equal to half the ARM and M.ARM lost.
Ability: Assault
Once per chapter as an Instant action the Warrior and all allies within a Medium Range gain the Berserk, Haste, Shell, and Protect status effects. If the Berserk status is removed from an ally all the other status effects granted by Assault are also removed from that ally.
Ability: Battle Techniques
The Warrior gains a +2 on opposed rolls made when using maneuvers. Once per combat as an Instant action the Warrior may use a maneuver immediately after attacking.
Ability: Berserker
When reduced to 50% HP or less, the Warrior may Instantly choose to gain the Berserk status until the end of the current combat or until the character falls Unconscious.
While under the Berserk status, every attack the Warrior hits with results in a Critical Hit.
Ability: Bloody-Minded
By declaring the use of Bloody-Minded the Warrior’s next short-range attack automatically hits regardless of its accuracy roll. When making that attack the Warrior loses HP equal to the value they roll on their dice for the attack. This damage to themselves cannot be reduced in any way.
Ability: Bonecrusher
By declaring the use of Bonecrusher as an Instant action once per combat, the Warrior’s next short-range attack is a frighteningly powerful swing and treated as an automatic critical hit if successful, activating weapon properties and even activating limit breaks if applicable. If the Bonecrusher attack misses or otherwise deals no damage, the Warrior’s equipped weapon is immediately destroyed. If the weapon used has the Indestructible property, the Warrior immediately suffers damage equal to 50% of their maximum hit points as the powerful strike reverberates throughout their body.
Ability: Brother in Arms
The Warrior gains a bonus equal to their Force modifier to skill checks related to recalling battle tactics, information about military forces, knowledge of warfare, and any other knowledge checks of similar fashion. They also gain this bonus when interacting with those in mercenary or military bands.
Ability: Charge!
Once per combat as a Slow action the Warrior may let out a rallying warcry. Each ally at 25% HP or less (including the Warrior) may immediately make a standard attack.
Ability: Cyclone
By activating Cyclone as an Instant action, the Warrior’s next physical attack deals half damage but targets all enemies within a Short range.
Ability: Entrench
While the Warrior takes the Guard action they are immune to all knockback and negative status effects that would be placed on them. A turn spent guarding also causes current negative status effects on them to end one turn sooner than they would normally.
Ability: Fringeward
When the Warrior is included as a target for an attack, any allies that are also a part of that attack take half damage.
Ability: Iron Will
By activating Iron Will as an Instant action, the Warrior’s next physical attack deals half damage. Until that attack is made the Warrior gains a +4 bonus to opposed rolls made to resist status effects and their ARM score is doubled.
Ability: Master-at-Arms
As an Instant action the Warrior may swap their current weapon(s), shield, and/or armor with others in their inventory.
Ability: Mighty Strikes
The Warrior may spend 3 points of Destiny as an Instant action to make all of their attacks deal additional steps of damage equal to half their level for the current next round.
Ability: Paradigm Shift
The Warrior is familiar with a handful of passive combat styles that grant various combat bonuses.
The Warrior may only be in one Paradigm stance at a time, and they may change between the stances as a Standard action. When they change stances, they lose access to all of the benefits offered by their former paradigm, and instead gain access to all of the benefits offered by the new one.
Upon taking this job ability, the Warrior may choose any three of the following stances the character permanently gains access to:
This ability may be taken twice; if taken a second time the Warrior gains access to the rest of the Paradigm stances.
Ability: Parry
The Warrior is always treated as being under the effects of the Wall spell, able to block projectiles or slice a safe path through a burst of magic. If the character ever shows a moment of distress by willingly and intentionally moving away from all enemies, the effects of Parry are lost until the end of combat.
Ability: Repositioning
As an Instant action once per combat the Warrior may have all allies that can hear them immediately move up to a Medium range.
Ability: Reprieve
The Warrior can only take a maximum of 25% of their HP in damage from any single attack (including instant death spells). If a single attack does more, the rest of the damage is negated.
Ability: Shake it Off
Whenever the Warrior would take damage from a Critical Hit or a Limit Break caused by an enemy, they may make an opposed Force check against their attacker. If the Warrior is successful, the attack deals no damage and has no effect on them.
In addition, whenever enemies outnumber the Warrior and their allies, they may summon reserves of inner strength to receive the effects of Auto-Regen as an Instant action. This effect lasts until the enemies no longer outnumber the party.
Ability: Swordplay
As an Instant action the Warrior coats their weapon with oils, salves, or other reagents, granting their next attack either Earth Strike, Fire Strike, Lightning Strike, Water Strike, Ice Strike, or Wind Strike. This is usable once per round.
Ability: Thrill of Battle
When an enemy is reduced to 0 HP the Warrior may immediately gain 25% HP as an Instant action.
Ability: Tomahawk
As a Standard action the Warrior may use any Weapon or Shield they wield to strike at target at a Medium range, returning to their hands at the end of the round. Throwing a Weapon in this way deals damage as though the attack were a standard attack while throwing a shield deals (RES x Shield Tier) + 2d6 damage. These attacks ignore the benefits of the Flight status.
Ability: Vengeance
When afflicted with any negative status effect the Warrior’s damage is increased by one step - if an attack was to do (PWR x 1) points of damage, it would now do (PWR x 2) instead, and so on.
Vengeance may be taken up to three times, increasing the damage step by one each time.
Ability: Warcry
As a Slow action once per chapter the Warrior may let out a powerful Warcry, causing the Warrior and all allies that could hear the Warcry to gain the Haste status effect.
Ability: Weaponskill
The Warrior may use their current weapon when attacking to deal one step of additional damage per tier of the Warrior and inflicting a bonus effect based on the weapon type:
Ability: Wild Swing
By declaring the use of Wild Swing as an Instant action the Warrior’s next attack has -4 ACC and deals 2 additional steps of damage per character tier if it connects.
By declaring the use of Advance as an Instant action the Warrior’s ARM and M.ARM are halved until the end of the next round. The next attack the Warrior uses deals additional damage equal to half the ARM and M.ARM lost.
Ability: Assault
Once per chapter as an Instant action the Warrior and all allies within a Medium Range gain the Berserk, Haste, Shell, and Protect status effects. If the Berserk status is removed from an ally all the other status effects granted by Assault are also removed from that ally.
Ability: Battle Techniques
The Warrior gains a +2 on opposed rolls made when using maneuvers. Once per combat as an Instant action the Warrior may use a maneuver immediately after attacking.
Ability: Berserker
When reduced to 50% HP or less, the Warrior may Instantly choose to gain the Berserk status until the end of the current combat or until the character falls Unconscious.
While under the Berserk status, every attack the Warrior hits with results in a Critical Hit.
Ability: Bloody-Minded
By declaring the use of Bloody-Minded the Warrior’s next short-range attack automatically hits regardless of its accuracy roll. When making that attack the Warrior loses HP equal to the value they roll on their dice for the attack. This damage to themselves cannot be reduced in any way.
Ability: Bonecrusher
By declaring the use of Bonecrusher as an Instant action once per combat, the Warrior’s next short-range attack is a frighteningly powerful swing and treated as an automatic critical hit if successful, activating weapon properties and even activating limit breaks if applicable. If the Bonecrusher attack misses or otherwise deals no damage, the Warrior’s equipped weapon is immediately destroyed. If the weapon used has the Indestructible property, the Warrior immediately suffers damage equal to 50% of their maximum hit points as the powerful strike reverberates throughout their body.
Ability: Brother in Arms
The Warrior gains a bonus equal to their Force modifier to skill checks related to recalling battle tactics, information about military forces, knowledge of warfare, and any other knowledge checks of similar fashion. They also gain this bonus when interacting with those in mercenary or military bands.
Ability: Charge!
Once per combat as a Slow action the Warrior may let out a rallying warcry. Each ally at 25% HP or less (including the Warrior) may immediately make a standard attack.
Ability: Cyclone
By activating Cyclone as an Instant action, the Warrior’s next physical attack deals half damage but targets all enemies within a Short range.
Ability: Entrench
While the Warrior takes the Guard action they are immune to all knockback and negative status effects that would be placed on them. A turn spent guarding also causes current negative status effects on them to end one turn sooner than they would normally.
Ability: Fringeward
When the Warrior is included as a target for an attack, any allies that are also a part of that attack take half damage.
Ability: Iron Will
By activating Iron Will as an Instant action, the Warrior’s next physical attack deals half damage. Until that attack is made the Warrior gains a +4 bonus to opposed rolls made to resist status effects and their ARM score is doubled.
Ability: Master-at-Arms
As an Instant action the Warrior may swap their current weapon(s), shield, and/or armor with others in their inventory.
Ability: Mighty Strikes
The Warrior may spend 3 points of Destiny as an Instant action to make all of their attacks deal additional steps of damage equal to half their level for the current next round.
Ability: Paradigm Shift
The Warrior is familiar with a handful of passive combat styles that grant various combat bonuses.
The Warrior may only be in one Paradigm stance at a time, and they may change between the stances as a Standard action. When they change stances, they lose access to all of the benefits offered by their former paradigm, and instead gain access to all of the benefits offered by the new one.
Upon taking this job ability, the Warrior may choose any three of the following stances the character permanently gains access to:
- Commando: The Warrior fights with militaristic precision, never losing composure even when staring directly into the gaping abyssal maw of evil, and never…ever…misses. When in Commando stance, the Fighter and all their allies receive a +1 bonus to their ACC scores, and whenever the Warrior spends Destiny to add one dice to an accuracy roll, two dice are added instead.
- Ravager: This style draws on the strength of heroes long since deceased, weapon flashing like lightning as the Warrior sunders through armor, carapace and bone alike. All of the Warrior’s attacks deal an additional (Finesse x Half Level) points of damage whenever the Warrior harms their opponent. The additional damage from Ravager ignores the effects of ARM, Protect, and Unusual Defense.
- Sentinel: This flexible style allows the Warrior to better take a hit and keep on comin’, taking the punishment instead of seeing their vulnerable allies suffer. The Warrior passively receives a bonus to their ARM and M.ARM scores equal to their level. Furthermore, when the Provoke job ability is used in this stance, it now lasts until combat ends instead of only four rounds.
- Synergist: A Warrior in this stance excels at coordinating with their comrades-in-arms. Whenever the Warrior participates in a failed Teamwork attack while in this stance, only the Warrior’s attack is lost and nullified; their ally may still deal damage as normal.
- Medic: The Warrior spent enough time on the battlefield that they know how to staunch, stitch and set an injury. A Warrior in the Medic stance may cast the Life spell with no associated MP cost as a Slow action, returning a fallen ally to one hit point.
- Saboteur: The Warrior focuses on incapacitating their enemies with status effects, knowing that an enemy who can’t fight back is as good as a defeated one. While in this stance, they may target one enemy and make an opposed Force roll as a Slow action or whenever they land a Critical Hit. If the Warrior is successful, that enemy loses the Impervious ability and resistance to all status effects (except Death) until the end of the Warrior’s next turn. A creature with Impervious may spend a point of Destiny to negate this ability.
This ability may be taken twice; if taken a second time the Warrior gains access to the rest of the Paradigm stances.
Ability: Parry
The Warrior is always treated as being under the effects of the Wall spell, able to block projectiles or slice a safe path through a burst of magic. If the character ever shows a moment of distress by willingly and intentionally moving away from all enemies, the effects of Parry are lost until the end of combat.
Ability: Repositioning
As an Instant action once per combat the Warrior may have all allies that can hear them immediately move up to a Medium range.
Ability: Reprieve
The Warrior can only take a maximum of 25% of their HP in damage from any single attack (including instant death spells). If a single attack does more, the rest of the damage is negated.
Ability: Shake it Off
Whenever the Warrior would take damage from a Critical Hit or a Limit Break caused by an enemy, they may make an opposed Force check against their attacker. If the Warrior is successful, the attack deals no damage and has no effect on them.
In addition, whenever enemies outnumber the Warrior and their allies, they may summon reserves of inner strength to receive the effects of Auto-Regen as an Instant action. This effect lasts until the enemies no longer outnumber the party.
Ability: Swordplay
As an Instant action the Warrior coats their weapon with oils, salves, or other reagents, granting their next attack either Earth Strike, Fire Strike, Lightning Strike, Water Strike, Ice Strike, or Wind Strike. This is usable once per round.
Ability: Thrill of Battle
When an enemy is reduced to 0 HP the Warrior may immediately gain 25% HP as an Instant action.
Ability: Tomahawk
As a Standard action the Warrior may use any Weapon or Shield they wield to strike at target at a Medium range, returning to their hands at the end of the round. Throwing a Weapon in this way deals damage as though the attack were a standard attack while throwing a shield deals (RES x Shield Tier) + 2d6 damage. These attacks ignore the benefits of the Flight status.
Ability: Vengeance
When afflicted with any negative status effect the Warrior’s damage is increased by one step - if an attack was to do (PWR x 1) points of damage, it would now do (PWR x 2) instead, and so on.
Vengeance may be taken up to three times, increasing the damage step by one each time.
Ability: Warcry
As a Slow action once per chapter the Warrior may let out a powerful Warcry, causing the Warrior and all allies that could hear the Warcry to gain the Haste status effect.
Ability: Weaponskill
The Warrior may use their current weapon when attacking to deal one step of additional damage per tier of the Warrior and inflicting a bonus effect based on the weapon type:
- Arcane: The attack targets M.ARM instead of ARM.
- Blade: The attack is treated as though it had the ‘Triple Critical’ property. This may be applied after knowing if the attack is a critical hit.
- Bludgeon: The attack inflicts Stun for 1 round.
- Brawl: The Warrior makes an additional attack that deals (PWR x 1) + 2d6 damage against the same target.
- Concealed: The attack ignores the target’s ARM.
- Ranged: The attack automatically hits.
- Reach: The attack targets a second creature within a short range of the Warrior.
Ability: Wild Swing
By declaring the use of Wild Swing as an Instant action the Warrior’s next attack has -4 ACC and deals 2 additional steps of damage per character tier if it connects.