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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.