Plainsman#

The plainsman's sigil

Magic is for people who have time to think. In a charge, nobody has time.

Bey Ashara Tolun, who trains plainsmen

Barbarians of the open plains who fight with rage and distrust magic on principle. A plainsman hits as hard as any class on Sedia, swings as often as any, and at heroic levels learns to tear spells apart.

LeadsSTR BacksDEX Health1d6+13 Willpower2 CastsNo ArmorMedium

How it plays#

A plainsman uses nearly every weapon from level 0, two-handed or one in each hand, and swings a sixth attack from level 82, tied with the headhunter. Strength leads and dexterity backs it. Rage builds as the plainsman fights, turning the blows they take into retaliation and, at level 100, something they can finally control.

Plainsmen don’t cast, and their only spells are for breaking other people’s. Past level 50 their magic control resists spells, splits and breaks them, silences casters and uproots magic from the ground it stands on. The stances trade defense for speed or fury: block and tower, crane and cheetah, bear and horse.

Plainsmen are one of the sword and shield classes. Every ability, level by level, is under Abilities.

The road to Berserker#

A plainsman takes a new title at levels 100, 200, 300 and 400. A title can be declined; Five titles says what that means.

  1. Level1
    Rank 1: Plainsman

    Your class's own name. You earned it by doing the work, and nobody has to grant it.

  2. Level100
    Rank 2: Barbarian

    Barbarian is what city folk called plainsmen, and the plainsmen kept it. A barbarian may take a seat at any fire on the plains and is fed without paying.

  3. Level200
    Rank 3: Avenger

    An avenger may take up a blood feud for the dead, and in Moria and among the tribes of Dumasque the law steps aside for it.

  4. Level300
    Rank 4: Warmonger

    Warmongers may lead the charge in any army they fight for, ahead of its officers, and nobody may call them back.

  5. Level400
    Rank 5: Berserker

    The last title. A berserker answers for nothing done in a battle's rage, by an old custom no province has dared to repeal.

Where they train#

Ashara Tolun led Morian armies into the Iron Sands and brought most of them back, which in Moria makes her famous. She runs the city’s war yards now and teaches plainsmen the Morian way: fight until the other side runs out of fight, then a little longer to be sure.

Find Bey Ashara Tolun at the war yards of Moria. Any trainer can take your training points, but titles are bestowed here. Where the classes train maps all fourteen.

Where Bey Ashara Tolun teachesMoria: PlainsmanMoria
Bey Ashara Tolun teaches at the war yards of Moria.

How it shows#

None of this changes a roll. It’s how the people around you can tell what you are, if you let them.

  • A mage’s spells sputter when you stand close, and the mage doesn’t like it.
  • You laugh in fights, and it’s the most unsettling thing about you.

Races that start closest#

The races whose starting scores sit nearest a plainsman’s strength and dexterity. Any race can be a plainsman; the class finder and the race finder rank all of them.

Rodes that suit#

A rode is the one path of trials a character walks from level 20. These are the ones that do the most for a plainsman; the rode finder ranks all fourteen.

Tradesguilds that suit#

A character belongs to two tradesguilds at most. These are the ones whose work fits a plainsman; the guild finder ranks all eleven.

What others say#

I put a spell on a plainsman once. He got angrier. That was the whole effect.

A mageling of Tharsis

We send our children to the war yards at six. The ones who come back plainsmen don't need sending anywhere again.

A bey of Moria

The duel at the yards

A plainsman from the Crecian prairie has challenged Ashara Tolun over a blood feud, and she has accepted, which nobody can remember her doing in twenty years. Her students want the party to find out what the feud is before the duel, because she won’t tell them.

Abilities#

A class teaches its abilities in disciplines, a handful of related abilities learned as you level. Most open at level 0 and add one every ten or twenty levels. The heroic disciplines open at level 50 and run to 100.

A cost in willpower or stamina is paid each time you use the ability. A passive works all the time, and a toggled ability stays on until you turn it off. Every ability starts at 0 efficacy and gets better with practice, as Levels explains.

RageCombatMagic controlStances

Rage#

Fury and blood rage, retaliation for every blow taken, sacrifice, and rage control at 100. 6 abilities, levels 0 to 100

FuryLevel 0 · 50 stamina
The character enters a fury doubling dealt damage and doubling damage taken.
Blood RageLevel 20 · 50 willpower
The character enters blood rage, giving 5 health on dealt and taken blows, and 20 health on killing blows.
RetaliationLevel 40 · 50 stamina
The character counterattacks all physical strikes with half-damage blows.
Advanced RetaliationLevel 60 · 100 stamina
The character counterattacks all physical and magical strikes with half-damage blows.
SacrificeLevel 80 · 75 stamina
The character sacrifices half of his health and adds to his blow for extra damage.
Rage ControlLevel 100 · 30 stamina
The character gains 5 stamina every round for 10 rounds.

Combat#

Piercing, whirlwind, sweeping, disarming and concussion strikes, and a suicidal strike at 50. 6 abilities, levels 0 to 50

Piercing StrikeLevel 0 · 10 stamina
The character pierces armor no need for to-hit roll, attacking up to 4 enemies.
Whirlwind StrikeLevel 10 · 30 stamina
The character strikes enemies around him on her, up to 4.
Sweeping StrikeLevel 20 · 25 stamina
Regular strike to 4 closest enemies with DC 10 chance to trip them.
Disarming StrikeLevel 30 · 50 stamina
The character disarms up to 4 enemies around him.
Concussion StrikeLevel 40 · 30 stamina
The character strikes 3 enemies and can render the fourth stunned for 4 rounds.
Suicidal StrikeLevel 50 · 40 stamina
The character takes double damage from all attacks for one round, and deals double damage to up to 8 enemies around him within reaching distance.

Magic control#

From level 50: spell resistance, then spells for splitting, breaking, silencing and uprooting other people's magic, and magical adaptation at 100. 7 abilities, levels 40 to 100

Pin HandsLevel 40 · 20 stamina
Wrenches the target's wrists together and pins them for 2 rounds: their hands are bound, they cannot make a spell's sign, and their chants go off unshaped. DC 10+elvl+edexmod-plvl-pdexmod.
Spell ResistanceLevel 50 · Passive
The character takes half damage to all spells.
Split SpellsLevel 60 · 50 willpower
Remove two random affects on the target.
Break SpellsLevel 70 · 50 willpower
Interrupts all spell-casting around player.
SilenceLevel 80 · 80 willpower
Silence caster, rendering him or her unable to cast magic for 4 rounds.
Uproot MagicLevel 90 · 70 willpower
Take magic out of an item or entity.
Magical AdaptationLevel 100 · Passive
The character receives 20 stamina when attacked by magic.

Stances#

Block, tower, crane, cheetah, bear and horse, each trading defense for speed or fury. 6 abilities, levels 0 to 50

Block StanceLevel 0 · Toggled
Normal stance, 10 damage resistance per round.
Tower StanceLevel 10 · Toggled
Greatly increase offense at the risk of a lowered defense.
Crane StanceLevel 20 · Toggled
Greatly increase defense at the risk of a lowered offense.
Cheetah StanceLevel 30 · Toggled
Greatly increases the chance at hitting the enemy.
Bear StanceLevel 40 · Toggled
Greatly increases the damage output while in bear stance.
Horse StanceLevel 50 · Toggled
Slightly increase the damage output and chance of hitting targets.

Proficiencies#

What the class can wield, wear and speak from the start, and the extra attacks it learns as it levels.

Weapons
Hand to hand, two-handed, dual wielding, staves, all slashing, basic piercing, all bashing, all exotic and thrown weapons
Armor
Light armor and medium armor
Languages
Common
Extra attacks
Second attack at level 7, third attack at level 18, fourth attack at level 32, fifth attack at level 60 and sixth attack at level 82

Combat puts these to use: weapons and extra attacks under Attacking, armor and parry, shield and dodge under Defending.

Greater Dodging
Dodge blows that would otherwise land, more often the nimbler you are.
Swimming
Allows swimming through water too deep to wade.