Fighters
Fighters are by far the most common type of warriors in Avendar. Trained in the rigors of a life spent campaigning, they are true soldiers. Learned in the arts of combat strategy, fighters are also proficient in most of the known weapons of Avendar, even though their particular specialty are spears and polearms and other long handled weapons.
Fighter Skills Notes From the Legends
Skills
Ordinary Skills Fighter Specific Skills
1 sword
Swords are perhaps the most common of weapons in Avendar, known and used by all professions save those of the scholars and druids. A sword typically consists of a hilt (place to hold the sword), a crossbar, and a blade. Blade lengths can be anywhere from 2' to 8', with the very largest swords usable only by the giant races. Blades on swords can either be one or two-sided, curved, straight, or even barbed to inflict more lasting damage. Usually, a sword will inflict stabbing,
slashing, chopping, cutting, piercing, or cleaving damage. Swords have traditionally been the weapon of choice for enchantments and other such magics.
1 spear
A spear is a long shaft topped by a sharpened tip. The shaft of a spear may also occasionally be barbed to inflict more damage. The attack of a spear is typically a pierce, stab, or impaling jab, and the weapon is favored by gladiators, who often use the spear to strike at vital organs. The spear is also occasionally used by barbarians, who use it to hamstring their victims, or fighters, who are often trained to use it in organized phalanxes.
1 dagger
Daggers are short bladed weapons, most commonly used by the rogueish classes and those of scholarly bent who lack the time to learn more complicated weapons. Dagger attacks usually involve quick thrusting, piercing or stabbing attacks. Daggers offer very little in the way of parrying, but their quick speed makes them hard to dodge.
1 polearm
A polearm is a blade of some form attached to a long (typically at least 6' or more) pole. The attached blade may be akin to a sword, axe, or more exotic design. Polearms are typically used to keep a foe at a distance while striking with the blade. Polearms are favored by fighters, who oftentrain in their use.
1 staff
The staff is the most common two-handed weapon, most typically made from wood into a long pole. The staff is typically used to pound, strike, or crush an opponent. Its long shaft allows for easy parrying of blows, for which the staff is not primarily as a defensive weapon. Due to its focus on defending against blows, the staff is often a favorite weapon among scholars.
1 enhanced damage
This skill allows you to strike at your enemies with harder blows.
1 parry
Parry is a skill learned for deflecting attacks, and is succesful more often than dodge. Parry requires a weapon for full success, the hand-to-hand skill may also be used, but results in reduced damage instead of no damage. The best chance of parrying occurs when the defender is skilled in both his and his opponent's weapon type.
1 recall
RECALL prays to the gods for miraculous transportation from where you are back to the appropriate temple of your hometown.
1 rescue
Rescue allows you to intercede in combat, protecting weaker characters from bodily harm. Success in rescuing depends on the skill rating, as well as a comparision of level, dexterity, and speed between the character and the target.
5 dodge
The dodge skill exploits a character's natural agility to the point where many blows will miss the target. The chance of dodging is also affected by the dexterity of the attacker and the target.
5 second attack
The second attack skill allows one to make two attacks per round. Possessing this skill does not ensure two attacks will be attempted, but it does increase the liklihood of this occuring.
6 hand to hand
The ability to use one's bare hands to inflict more damage than normal is a skill known to adventurers in Avendar. The skill is automatically attempted whenever no weapons are being used, and will cause these blows to inflict more damage than normal.
6 fast healing
This skill allows you to regenerate hit points faster.
8 shield block
Shield block is the art of parrying with a shield. Characters with no shield block skill will not be able to defend themselves well with a shield.
8 kick
The kick skill is an extra attack performed in combat, used for extra damage. Kick can be attempted each round if desired.
12 dual wield
The ability to dual wield is a skill which classes with at least some devotion to fighting may master. As its name it implies, it allows the user to attempt to wield two weapons at once. In order for this two occur, the following must be true: You must be wielding a weapon in your "main hand", and have your other hand free (not carrying a held item. etc.). You then must attempt the second weapon. If the weapons are compatible, the second weapon will automatically go into your off hand. If the weapons or not compatible, the second weapon will replace the first. Compatiblity depends on a number of factors, but a good rule is that to ensure the proper balance, the second weapon must be two-thirds the weight of the first. Certain small weapons, such as daggers, are an exception to this rule. Giant sized races, such as the alatharya, may be
able to dual some two-handed weapons due to their enormous sizes. Your skill at dual wield will determine how often you are successfully able to use your second weapon to hit.
12 third attack
The third attack skill allows one to make three attacks per round. Possessing this skill does not ensure three attacks will be attempted, but it does increase the likelihood of this occuring.
14 bash
The bash skill is a brute force skill used in an attempt to stun your opponent. Successful bashing depends on a number of factors, including the size and dexterity of you and your opponent, as well as skill in bashing. Bash can either be used to start a fight, or during combat.
14 haggle
Those who are skilled at haggle can attempt to persuade merchants to offer them a better deal in transactions.
14 pommel
Using the pommel of his blade, an experienced fighter can deliver a sharp blow to the head of his foes, inflicting a good bit of damage.
15 trip
The trip command attempts to bring an opponent down by knocking their feet from under them. Tripping is most successfully practiced by the quick and nimble, and fails on opponents who are flying or otherwise not tied to the ground. Trip can either be used to start a fight, or in combat, where the argument is optional.
17 pugil
Those who are learned in the use of the staff can learn to pugil, to inflict extra damage while wielding a staff.
17 readiness
Well-versed in long sieges and preparing for sudden charges, fighters may harness this ability in order to prepare themselves for combat. The results include a heightened ability to hit and do damage, as well as a general adavantage in avoiding suprise attacks.
18 forced march
Using their experience with long marches, fighters may force themselves to move far beyond the limits of their own stamina.
19 disarm
Disarm is a somewhat showy and unreliable skill, designed to relieve your opponent of his weapon. The best possible chance of disarming occurs when you are skilled both your own and your opponent's weapon.
19 thrust
Used with a spear or a staff, the thrust skill allows a fighter to make a quick jab with the tip of their spear or staff.
20 flank
Experienced fighters who are not on the front lines of combat, embroiled in direct combat can move about to the side or rear of the foe, striking unexpectedly with a flanking attack.
20 throw
This skill is used to throw daggers or spears at an opponent, causing damage.
21 fend
This skill is usable by fighters wielding polearms or spears. Using the long length and sharp ends of these weapons, they can keep their opponents of bay and unable to deliver theirattacks.
22 guard
By the means of this skill, a fighter may guard a given direction. All persons or creatures entering or leaving from this exit will be attacked by the fighter automatically.
23 bandage
Fighters, with their long experience with battlefields injuries and long campaigns away from healing, may attempt to bandage an injured person in an attempt to bring relief.
24 meditation
The ability to meditate is a skill which allows for swifter than normal recovery of mana through various mentaltechniques.
24 withdraw
Using their knowledge of combat tactics, a fighter may attempt to flee in a specific direction by directing the opponent's attacks elsewhere. There is a small delay associated with this skill.
25 fourth attack
The fourth attack skill allows one to make four attacks per round.
Possessing this skill does not ensure four attacks will be attempted,
but id does increase the likelihood of this occuring.
26 drive
The drive skill attempts to drive the fighter and the target into the given direction.
27 phalanx
An automatic ability, fighters who are wielding a shield may attempt to defend their groupmates through the creation of a phalanx.
28 rally
In the heat of combat, trained fighters may rally their group about them, yelling their battlecry to inspire the troops.
29 counterattack
Fighters, with their prediliction for polearms, can use this automatic skill to attempt to do damage if they successfully fend off an attack.
30 counter
Skilled fighters may attempt to counter the first blow of an enemy's attack on them. Counter is automatically attempted, but the fighter must be wielding a weapon.
33 cover
With their training in group combat, fighters may attempt to focus on one person, who they will automatically attempt to rescue should they be attacked.
35 scouting
A fighter may attempt to scout the area about him. While scouting, the fighter will be alerted to anyone moving in his line of sight.
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Notes From the Legends
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