B3ED

The World

Races

Characters

Disciplines

Karma

Feats

Passions

Equipment     

Searka's Defenders

Thread Items

 

 

Warrior

Warriors are fighters trained to use magic to enhance their techniques. They often join other Warriors in groups called orders, living in seclusion in self-sufficient settlements similar to monastic orders  

Allowed Classes fighter 

Discipline Main Statistic Strength

Racial Restrictions None 

Saves 

Talents

Woodskin-1 Karma gives 1/+1 damage reduction for one combat. Additional Karma adds 1/+1 damage reduction. Or 2 karma adds 1/+2, 3 adds 1/+3 and so on up to +5 reduction. Types may not be mixed on a single use. This feat stacks with other damage reductions but not with itself. Example: Odie uses his Woodskin talent while fighting a group of Ork Scorchers his DMSB is 8 (he is a very large troll) spending 6 Karma he gains 2/+3 damage reduction until the scorchers are defeated.

Air Dance 1 Karma the Warrior may walk on air about one inch above the ground for a duration of one round. Each extra Karma adds 5 feet to their combat movement or one round to the duration. The warrior may ignore terrain modifiers for a distance equal to one combat move.

Example: Ork scorchers are pelting Odie and his friends with crossbow bolts across a 50 foot crevasse. Already having a 40’ combat movement he uses 4 Karma boosting his combat movement to 55' crossing the 50 foot chasm with 5 feet to spare.  

Gliding Stride (Must know Air Dance) 1 Karma allows the Warrior to move vertically as well as horizontally during a combat move in addition to his regular move he may walk on air rising vertically 5 feet during a combat move. This ability lasts one turn. Each extra Karma adds either 5 feet to the amount allowed to rise vertically or one turn to the duration. The maximum distance off the ground the Warrior may walk is Discipline level + DMSB x 10 feet.

Cobra strike (7th level) 1 Karma allows the Warrior to take a free partial action before initiative is rolled. Each extra Karma adds two to the initiative roll

Life check-1 Karma allows the warrior to stay conscious and able to act when below 0 HP for 1 minute. Each extra Karma adds 1 to the damage a Warrior can take before he dies (i.e. 1 point –11 2 points –12) or adds one minute to the duration. This talent can be used as a free action as soon as the Warrior drops below 1 HP. If the Warrior is below –10 when the duration ends he dies.

Stone skin 1 Karma will ignore critical hit effects from normal weapons of one weapon type (Piercing, Slashing, Bludgeoning) for one combat. Each additional Karma ignores critical hit effects from magical weapons of a + equal to the extra Karma spent or an additional type.

Spirit Strike 1 Karma allows the Warrior to make a melee attack with a weapon as if it was a touch attack. Each extra Karma adds a +1 bonus to hit. For 3 extra Karma the Warrior may attack incorporeal creatures as if they were corporal.

 

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