headhunter#

Headhunters are warriors who find little difficulty in disposing of thieves and law-breakers. They use the shadows to hide and break their opponents. They give orders easily to others forming controlled combat situations. They develop great authority quickly and at times can seem to resemble an extension of the law itself.

Overview#

AttributeValue
Primary Statstrength
Secondary Statcharisma
Ranksheadhunter, mercenary, savant, sexton, warlord

Roleplay And Details#

The class begins as headhunter, mercenary, savant, sexton, and eventually becomes warlord. Warlords are most commonly known as hunters of thieves. They are very adept in merging themselves into the underground of thievery. They carry a common assortment of underground tactics in subduing their enemies. They are dexterous warriors in a nutshell usually wielding two weapons of any kind except ranged weapons. It is sometimes rumored that a warlord had once mastered the art of Shadow Walking and had merged between the worlds of the ancients and man congruently. Of course this is still considered a rumor but suspicions arise commonly in the Maginaerum Arcanum where Master Mattik resides as the Minister of Political Affairs. The most common races for the class are Human, Dwarf, Elf, Goblin, Halfling, Troll, Orc, and Half-Orc.

Proficiencies#

NameDescription
blind fightingallows fighting in the dark or when blinded
greater dodginggives a dc10 chance to doge the first attack a rounds
hand to handallows combat when unarmed
dual wieldingallows combat with two weapons
shieldsallows combat with shields
light armorallows light armor to be efficiently worn as equipment
medium armorallows medium armor to be efficiently worn as equipment
heavy armorallows heavy armor to be efficiently worn as equipment
all weaponsallows combat with all types of weapons
commonlanguage proficiency
narsiklanguage proficiency

Abilities#

NameLevel Req.CostDescription
expert eye0passivecan distinguish a thief out of a crowd easily
trip010spprohibits target from moving for 2 rounds. requires player + 5 + current dexterity + 1d20 vs opponent + current dex + 1d20. deal 1d4 damage if successful, take 1d4 damage if fails.
leading shout015wpgives party members a +5 on their initiative rolls
envenom weapon015wpenvenoms a weapon with target poison
mastered slashing0passivetake lvl/10 less damage, deal lvl/10 more damage, and dc18 to dodge slashing weapons
rally010wpparty gets +1 to physical damaging attacks per each party member, max of 5. this lasts for the next 2 rnds usuable only once per battle.
subdue1020sprenders target unmovable until warlord releases him or her, warlord may not move until released
reflex adaptation20passivegives an instant reflex save to all sprung snares or traps, ranged attacks and non-spirit elemental attacks. teh difficulty of the spell is the spells level plus teh casters level. in order to break that spell the warlock rolls a d20 and adds their character level. note that reflex save is in most cases very difficult to succeed unless that warlord is either much high level, the spell is smaller spell, or the roll is a 20, which is not considered a full success or critical, but a natural roll added like all other die outcomes.
wound2020spwounds target after standard attack causing 1d12 damage/rnd until healed
blood rage200wpplayer enters blood rage, giving 5 hp on dealt blow, 20 hp on killing blow and loses 10sp/rnd until released
devastating attack20passivex2 damage on target withwound
mastered piercing20passivetake lvl/10 less damage, deal lvl/10 more damage, and dc18 to dodge piercing weapons
target2025wptarget receives double damage for one round. usable only once per battle.
critical strike30passiveincreases critical strike range by 2 and triples damage instead of doubles it
basic hunting40passivestaying alert the warlord is immune to backstabs, forcing them to be regular attacks.
lightning strike4050spinstant attack, may not be used again for 3 rounds
attack shout4025wpgives party members a +5 on their hitrolls
stunning attack4015wpdc15 chance to knockout enemy with wounds, 1d12 + standard attack
mastered bashing40passivetake lvl/10 less damage, deal lvl/10 more damage, and dc18 to dodge bashing weapons
recon4020wpparty gets free heals an dresurrects for next rounds. usable only once per battle.
cleave50passiveon critical strike one nearby opponent takes some damage as original target
expert hunting60toggledthe warlord can see anything inside the shadows easily
defend shout6015wpgives party members a +10 on all ac types
dangerous attack6050wpevery strike is a critical hit, attacks received are x4 damage
mastered unarmed60passivetake lvl/10 less damage, deal lvl/10 more damage, and dc18 to dodge fists
purge6030wpparty gets dc10 fortitude save on all bad magical affects or debuffs to remove them
purge venom8025wpthe player rids target of poison, level 1 up to level 20, 2 to 40, 3 to 60, 4 to 80 and 5 to 100
intimidating shout8030wp25% chance to cause enemies in vocal range to flee
supporting attack80100wpinstantly strike an enemy every time a nearby party member is attacked, limit 4 attacks per round
mastered exotic80passivetake lvl/10 less damage, deal lvl/10 more damage and dc18 to dodge exotic weapons
formation8020wpparty doesnt need to roll to hit next round on all standard non-ability attacks.
shadow walking10040spthe player melds with the shadows
leadership100passiveincreases strength of all shouts by 5
kinetic attack100100spadd 10 damage to each consecutive strike topping at 100 damage.
two hand specialization100passivedeal lvl/10 more damage
focus10030wpparty gets critical success on all standard non-ability attacks next round.