Quote from: WarriorThe Warrior is quite versatile, able to act as a ranged striker, a flanker and a primary tank all in the one build. The Warrior is not a caster class, and relies on using Combat Manoeuvres to cause damage, negate damage and apply status effects. The Warrior may wear any armour and wield most weapons. Outside combat, the Warrior is able to utilise a great deal of knowledge based abilities, mainly based around Common and Academic Knowledge related to fighting and tactics in general. The Warrior is one of few classes which can actually provide bonuses to the Command Skill.
Class Statistic Modifiers
+1 Health every 2nd Level
+1 Initiative
+3 Dexterity or Strength
+2 Strength or Toughness
No armour restrictions.
Access to Common and Martial weapon list.
1x rank in Unarmed, 2 Common Weapon and 1 Common or Martial Weapon Proficiency.
Class Skills:
- Grappling
- Taunt
- Academic Knowledge (Military History)
- Academic Knowledge (Military Tactics)
- Common Knowledge (War)
- Contacts (Noble)
- Contacts (Mercenary Company)
Class Mechanics:
- Stances
The Warrior has access to the following Stances. Upon the Warrior's Turn, they may elect to enter a Stance as a Swift Action, which all Warriors have access to, though they may only be able to take up the Stance while actively wielding particular weapons.
- Defensive Stance - Requires a Melee Weapon with the Defensive or Free Parry Quality. The Warrior gains an additional +10 to a single Parry Check per Turn.
- Fool's Stance - Requires a Melee Weapon with the Defensive or Duelling Quality. Any Parry Checks the Warrior may make suffer a -20 penalty, however if successful, immediately grant a Free Riposte.
- Longpoint Stance - Requires a Melee Weapon with the Duelling, Reach or Defensive Quality. The Warrior gains +1 Free Attack of Opportunity upon a target moving into their threatened area per Turn.
- Wrath Stance - Requires a Melee Weapon with the Two Handed Quality. A single instance of Damage caused by the Warrior's Close Combat Check will incur an additional D5 Damage per Turn.Class Talents:
Skill Enhancements
Run and Jump – The Warrior gains +10 to Athletics Checks.
Bestial Empathy – The Warrior gains +10 to Animal Care Checks.
Courtly Etiquette – The Warrior gains +10 to Charm Checks in formal environments.
Rough and Ready – The Warrior gains +10 to Charm Checks when dealing with soldiers.
Authoritative – The Warrior gains +10 to Command Checks.
Commanding Presence – The Warrior gains +10 to Command Checks.
Moves Like Quicksilver – The Warrior gains +10 to Dodge Blow Checks.
Skilled Driver – The Warrior gains +10 to Drive Checks.
Battle Scars – The Warrior gains +10 to Intimidation Checks when showing off their scars.
Imposing Figure – The Warrior gains +10 to Intimidation Checks.
Expert Rider – The Warrior gains +10 to Riding Checks.
Smallboat Mastery – The Warrior gains +10 to Rowing Checks.
Three Sheets to the Wind – The Warrior gains +10 to Sailing Checks.
Wanderer – The Warrior gains +10 to Survival Checks.
Confident Swimmer – The Warrior gains +10 to Swimming Checks.
In the Wars – The Warrior gains +10 to Common Knowledge (War) Checks.
Experienced Wrestler – The Warrior gains +10 to Grappling Checks.
Turn the Blade – The Warrior gains +10 to Parry Checks.
Sweat it Out – The Warrior gains +10 to Resist Poison Checks.
Skill Expertise: Expertise Talents may only be taken once the Warrior has taken the +20 bonus in the Skill the Talent refers to.
Consummate Athlete - The Warrior is considered to have Expertise when making Athletics Checks.
Expert Driver - The Warrior is considered to have Expertise when making Drive Checks.
Expert Rider - The Warrior is considered to have Expertise when making Riding Checks.
Expert Waterman - The Warrior is considered to have Expertise when making Rowing and Sailing Checks.
Expert Grappler – The Warrior is considered to have Expertise when making Grappling Checks.
Class Features
Toughen Up - The Warrior gains +1 Health every level, instead of every second level.
Always Ready - The Warrior gains +10 to Healing Checks made on themselves. May re-roll a single failed Exhaustion Resistance Check per Long Rest.
Grizzled Veteran - The Warrior gains +1 to Toughness Modifier.
Hard to Hit - Close Combat Attacks made against the Warrior are considered to be made at -10 To Hit.
Battlefield Repairs – The Warrior is considered to have the Craft (Carpentry) and (Smithing) Skills when attempting to repair their own damaged weapons and armour. The Warrior may make the same Checks at -10 to repair equipment belonging to others, provided they have access to the weapon or armour family the equipment belongs to.
Shield Wall - The Warrior may attempt to Parry any attacks made against an adjacent ally if they have a Parry attempt available.
Immovable Object - The Warrior gains the effects of the Sturdy Trait.
Martial Prowess - If the Warrior misses a melee attack in combat, continue to determine Damage as normal, and then halve it.
Deadly Onslaught - For each successful Attack made earlier in the Turn by the Warrior, add +10 To Hit for all subsequent Attacks within the same Turn.
Guard the Flank - The Warrior may make a Perception Check upon being Flanked by an enemy. If successful, the enemy does not gain the normal Flanking or Sneak Attack benefits.
Warrior's Resolve - The Warrior may re-roll failed Bleeding Out Checks upon being Incapacitated.
Deflect - The Warrior may use a shield to actively block ranged attacks. Deflect works exactly the same way as a Parry, but the target number is the attacker's Ranged Combat Skill, rather than Close Combat.
Deep Reserves - The Warrior may make a Willpower Check at any point after dropping under half their Total Health. Upon a successful Check, the Warrior may expend as much Soulfire as they have available in exchange for that amount of Temporary Health.
Hold the Line - Requires the Warrior to be wielding a heavy or tower shield. Any enemy adjacent to the Warrior may not move around the Warrior unless they first Disengage.
Survivor - Once per Turn, upon taking Damage, the Warrior may make a Toughness Check. If successful, the Warrior regains a single point of Health.
Show No Weakness - May re-roll any failed Pain Resistance Check.
Off-Hand Parry - If the Warrior is wielding a weapon in their off-hand, they may exchange the free Quick Attack granted by the weapon, for a free Parry instead, resolved with the normal -10 for using the off-hand.
Warrior's Cunning - The Warrior's Attacks impose a -10 negative on any opposing Parry Checks.Combat Manoeuvres:
Combat Manoeuvres
Agonising Blow - Requires the Warrior to make a Called Quick Attack to the wounded Hit Location of a living Wounded target. A successful Agonising Blow is resolved as a Quick Attack with an additional D10 Damage. If the Agonising Blow causes Damage after Damage Reduction is applied, the target must pass a Willpower Check or be Staggered.
Backbreaker - Requires the Warrior to be wielding a Heavy weapon and to make a Full Attack on a Prone target with discernible anatomy (ie, a spine). A successful Backbreaker is resolved as a Full Attack which causes x2 Damage after Damage Reduction is applied. If the Backbreaker is a confirmed Critical Hit, apply the Broken Spine Critical Effect.
Cleave - Requires the Warrior to be in close combat with at least one Prone target. A successful Cleave is resolved as a Full Attack on the Prone target. If the Cleave successfully hits the target, the Warrior may make another Full Attack on an adjacent target as a Free Action.
Crippling Blow - Requires the Warrior to make a successful Agonising Blow attack. The Warrior may immediately perform a Called Quick Attack to the same wounded Hit Location as the initial Agonising Blow, as a Free Action. A successful Crippling Blow is resolved as a Quick Attack. If the Crippling Blow causes at least 1 point of Damage after Damage Reduction, the target is considered to be affected by the Crippled Critical Effect for the appropriate hit location.
Cruel Vengeance - Requires the Warrior to make a successful Payback attack against a target in close combat. If successful, the attack is considered to be Rending.
Lash Out - Requires the Warrior make a successful Guard the Flank Check. The Warrior may immediately make a Quick Attack as a Free Action against the target attempting to Flank.
Glorious Cleave - Requires the Warrior to have killed their second target with a successful Cleave attack. The Warrior may make an additional Full Attack as a Free Action against any valid adjacent targets as long as the previous target was killed by the Warrior's Cleave attack.
Have a Nice Trip - Requires the Warrior to be wielding a weapon with the Reach quality. Have a Nice Trip is resolved as a Quick Attack against a target within range, within one size category's difference and with discernible anatomy (ie. legs), but instead of making a standard To Hit Check, the Warrior may make a Strength or Dexterity Check. If this succeeds, the target is considered to have been hit and is considered Prone. Have a Nice Trip may be Dodged or Parried like a normal Attack.
None Shall Pass - Requires the Warrior to be wielding a heavy or tower shield and not to have Moved since their last Turn. The Warrior may nominate a target within their Line of Sight. The first attack made against the Warrior by that target determines Damage counting the Warrior's normal Damage Reduction as x2.
Payback's a Bitch - Requires the Warrior to make a Quick Attack against a target which caused at least 1 Damage to the Warrior since the Warrior's last Turn. Payback is resolved as a Quick Attack which inflicts an additional D10 Damage.
Raking Strike - Requires the Warrior to have made a successful Parry or Dodge Check and to be in close combat with a valid target. A successful Raking Strike is resolved as a Quick Attack with an additional D10 Damage. In addition to this, the Warrior is considered to have successfully made a Disengage Check as a Free Action, and may move freely without incurring an Attack of Opportunity from the target.
Warded Step - Requires the Warrior to have made a successful Parry or Deflect Check on the previous Round. The Warrior may move up to half their Speed for their Move Action. During this movement, they are considered immune to any Attacks of Opportunity without the Impact trait.
Bulwark Tide - Requires the Warrior to be wielding a Light, Heavy or Tower Shield and to have made a successful Parry Check. The Warrior may make an opposed Strength Check against the Parried attacker, modified by the target's Size Category. If successful, the attacker is immediately forced to move 5 yards in a direction chosen by the Warrior. The Warrior may elect to move into the now vacated space. This movement does not provoke any Attacks of Opportunity.
Deadly Onslaught - Requires the Warrior make a Charge Attack on their turn against at least two valid enemy targets. The Warrior's Charge is resolved as two Full Attacks, which may both target the same opponent.
Whirling Wrath - Requires the Warrior make a Full Attack with a weapon with the Two Handed Quality. The Warrior's Full Attack is resolved as a Full Attack on every valid target in range.
Sunder Armour
Victorious Surge
Heroic Strike
All or Nothing
Swift Disengage
Shield Bash
Countering Slash - Requires the Warrior to have been the target of a Close Combat Attack and to be armed with a melee weapon. The Warrior may immediately make a Quick Attack as a Swift Action Interrupt, following all the normal rules for a Quick Attack.
Destroyer
SmiteClass Rewards
Utility Reward:
Teamwork Reward:
Branch 1 Reward:
Branch 2 Reward:
Branch 3 Reward:
Quote from: WitchThe Witch is a Spirit-based primary caster class. The Witch has excellent utility out of combat and quite a few interesting niches to exploit in combat situations, making an excellent Support character. A Witch, like the Shaman, has a significant choice to make as they get stronger, making a pact with one of the two moons, Sehluna and Elladys and the spirits which dwell there. Doing so will grant the Witch even more capabilities. The Witch is a 'feral' casting option, with the ability to create Manifests, Curses and Blessings which harness the creativity of the player themselves.
Class Statistic Modifiers
+1 Health every 2nd Level
-1 Initiative
+5 Charisma or Willpower
+3 Dexterity or Intelligence
Light armour only.
Access to Common weapon list.
No free Weapon Proficiency.
Class Skills:
- Animated Friends
- Black Spot
- Channelling
- Veilsight
- Raise Power (Coercion)
- Raise Power (Domination)
- Craft (Manifest)
- Craft (Poison)
- Craft (Remedy)
- Craft (Sigil)
- Common Knowledge (Herblore)
- Common Knowledge (Sidhe)
- Common Knowledge (Wilderness)
- Practical Divination (Astrology)
- Practical Divination (Oneiromancy)
- Practical Divination (Palmistry)
- Practical Divination (Tarot)
- Practical Divination (Tasseography)
- Craft (Witch's Blessing) Elladys Pact only
- Craft (Witch's Curse) Sehluna Pact only
- Contacts (Merchant)
- Contacts (Spirits of the Moons)
- Contacts (Spirits of the Wilds)
Class Mechanics:
Moon Pacts -
Animated Friends
Black Spot
Familiar
Hag - The Witch prefers their own company to that of townsfolk, generally speaking. The Sidhe respect that. Taking the Hag talent gives the Witch a negative to dealing with people, but a bonus to dealing with spirits. TO BE EXPANDED UPON
Youth: -5 to Charisma with people, +5 to Charisma/Willpower with Sidhe.
Prime: -10 to Charisma with people, +10 to Charisma/Willpower with Sidhe.
Ageing: -15 to Charisma with people, +15 to Charisma/Willpower with Sidhe.
Elderly: -20 to Charisma with people, +20 to Charisma/Willpower with Sidhe.
Class Magic:
The Witch has access to the Spirit Magic system of casting. A Witch taking their first Magic Level receives the Spirit Magic (Residual) Sphere and two Spells from that list. After making their Pact with one of the two moons, the Witch may also take the Spirit Magic Sphere associated with their Pact.
The Witch has access to the following Magic Spheres:
- Spirit Magic (Residual)
- Spirit Magic (Lunar)
- Spirit Magic (Midnight)
- Spirit Magic (Twilight)
- Spirit Magic (Elladys)
- Spirit Magic (Sehluna)Class Talents:
Skill Enhancements
Bestial Empathy – The Witch gains +10 to Animal Care Checks.
Trusted Face – The Witch gains +10 to Charm Checks.
Wilderness Concealment – The Witch gains +10 to Concealment Checks in outdoor areas.
Don't Trust The Moons - The Witch gains +10 to Deception Checks under the light of at least one of the moons.
Appraising Eye – The Witch gains +10 to Evaluation Checks.
Patch 'Em Up – The Witch gains +10 to Healing Checks.
Hands of the Healer – The Witch is considered to have Advantage when making Healing Checks. Requires Patch 'Em Up.
Live off the Land – The Witch gains +10 to Survival Checks.
Forager – The Witch gains +10 to Survival Checks when searching for Craft Ingredients.
Knowledge of the Stars – The Witch gains +10 to Survival (Navigation) Checks if they're able to see the stars.
Traditional Medicine – The Witch gains +10 to Common Knowledge (Herblore) Checks.
Experience of the Sidhe – The Witch gains +10 to Common Knowledge (Sidhe) Checks.
Into the Wild – The Witch gains +10 to Common Knowledge (Wilderness) Checks.
Manifest Destiny – The Witch gains +10 to Craft (Manifest) Checks.
Master Poisoner – The Witch gains +10 to Craft (Poisons) Checks.
Master Healer - The Witch gains +10 to Craft (Remedies) Checks.
Skill Expertise: Expertise Talents may only be taken once the Witch has taken the +20 bonus in the Skill the Talent refers to.
Class Features
Lunar Shroud - While at least one of the moons is in the sky, The Witch cannot be scryed upon. Once they choose their pact at level 3, this changes to requiring their chosen moon to be in the sky.
The Company You Keep - The Witch has quite the reputation, but this reputation is not unfounded. They've seen and can do some scary things. The Witch and any allies within 5 yards of the Witch may re-roll failed Intimidation and Fear Checks.
A Healthy Friendship - Requires the Elladys Lunar Pact and The Company You Keep Talent. Taking this talent gives a number of allies equal to the Witch's Magic Level and within 20 yards of the Witch an extra point of regained Health on a Long Rest.
Bad Company - Requires the Sehluna Lunar Pact and The Company You Keep Talent. Any allies within 5 yards of the Witch may re-roll failed Resistance Checks when targeted by Spells with the Curse keyword.
Cursehold - Any Spells cast by the Witch with the Curse keyword which require Line of Sight and Concentration to maintain, may now be maintained by Focus alone for a number of Rounds equal to the Caster's Magic Level.
Hag Enhancements
Hag - Allows the Witch to progress further down the Hag mechanic.
The Cackle - Requires the Hag Talent. The Witch develops a very convincing hag's Cackle. The Witch gains access to the Cackle Skill (Charisma). A successful use sees the Witch gain +10 to Intimidation Checks against the Cackle's Targets.
Unnerve - Requires The Cackle Talent. The Witch's Cackle now causes Fear in the Cackle's Targets.
Spell Enhancements
Spirit Magic (Residual)
Through Mine Own Eyes - The Witch may now cast spells from the position of the target of Empathic Vision.
Spirit Magic (Lunar)
Spirit Magic (Midnight)
Spirit Magic (Twilight)
Spirit Magic (Elladys)
Spirit Magic (Sehluna)
Roots of Protection
Cursed Roots
Solar Eclipse
Calm Frenzy
Visage of Terror
A Shared Nightmare
Insider Secrets
A Party WaningClass Rewards
Utility Reward (Elladys Pact): Give it a Second Life
Utility Reward (Sehluna Pact): Brightside of Doom
Teamwork Reward: Power of the Coven
Branch 1 Reward: Bargaining
Branch 2 Reward: Power of the Night
It's Night-Time Somewhere - Requires the Power of the Night Class Reward. It is no longer harder for the Witch to cast during the day.
Night Affinity - Requires the Power of the Night Class Reward. It is easier for the Witch to cast spells at night. -3 to Power Required for all spells, in any Sphere available to the Witch, when casting at night.