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A Scribe's Tale

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PostSubject: Fighter   Fighter Icon_minitimeThu Feb 25, 2010 6:21 am

Reduced Criticals (5)
Reduces Called Shots by 1. This may be purchased twice to reduce the AP cost of called shots from +4 AP to +2AP.

Improved Criticals (15)
Requires to Ranks in Reduced Criticals.
Called Shots only cost +1 AP.

Building (5)
The knowledge to construct heavy war machines, siege engines, and siege towers.

Defense bonus (10)
-2 Damage Reduction per hit if unarmored and unencumbered.

Increased movement (5)
A fighter’s base movement score is 15 rather than 12.

Leadership (5)
The ability to lead large numbers of troops into battle. The fighter is able to take charge of up to 100 soldiers per level. He knows how to use messengers and signals, is familiar with military terminology, and understands the mechanics of moving a large number of men.

Magic resistance (10)
Gain a 5% Magic Resistance for each level gained. Fighters may be purchase this skill up to 4 times.

Move silently (10)
A fighter with this ability has a chance to move silently like a thief. The fighter cannot wear armor above studded leather. Look to the thief table for penalties for additional armor. The fighter can purchase this skill to gain 10% skill at character creation, and 5% thereafter.

Poison resistance (5)
Fighters with poison resistance have poison effects lowerd by one level.

Spell resistance (5)
Fighters with spell resistance can negate onr first level spell effect once a day.

Supervisor (5)
The authority to supervise the construction of defensive works such as ditches, pits, fields of stakes, and hastily built wooden and stone barricades. With time permitting, the fighter also can supervise the building of semi-permanent fortifications.

War machines (5)
The knowledge to operate heavy war machines and siege engines such as ballistae, catapults, rams, bores, and siege towers.
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