Warrior

Warriors are fighters and soldiers trained to use magic to enhance their combat techniques. They often form groups with other Warriors, living in seclusion in self sufficient settlements similar to monastic orders.

Karma Ritual: To perform his Karma ritual, a Warrior sits cross legged, holding a weapon above his knees. After a few minutes of meditation he levitates, as if using the Air Dance talent, the ritual use of this talent does not cause him any Strain damage. The Warrior then performs a series of four exercises: the earth defense, the water defense, the fire attack, and the air attack. The ritual ends half an hour later, as soon as the Warrior completes the final move of the air attack.

Half-Magic: Warriors can use half-magic when caring for or repairing their weapons and armor, knowledge of military tactics and strategy (recognizing the safest approach to a target when planning a battle, for instance) and to recall events of Barsaive’s military history. The use half-magic to recognize warrior orders, famous ancient Warriors, and ancient arms and armor. Warriors gain access to the Tactics skill via half-magic.

Initiate Talents Options
Acrobatic Strike
Air Dance
Climbing
Maneuver
Parry


Second Circle
Discipline Talent: Anticipate Blow
Defense: The adept adds +1 to his Physical Defense.
Durability (9/7) – Rank 0, see House Rules on Durability
Third Circle
Discipline Talent: Wound Balance
Fourth Circle
Discipline Talent: War Weaving
Karma: The adept may spend 1 Karma Point on Strength-only Tests.





Fifth Circle
Discipline Talent: Temper Self
Battle Rites: The adept performs his Karma Ritual for the day, but instead of buying Karma Points, he spends 1 Karma Point, takes 2 Strain, and chooses one of his talents. In the next fight that day, using this Talent does not cause Strain once per round (every use after the first in a round causes Strain as normal).
Sixth Circle
Discipline Talent: Life Check
The adept may spend 1 Karma Point on Dexterity-only Tests.
Seventh Circle
Discipline Talent: Crushing Blow
Karma: The adept may spend 1 Karma Point on close combat Damage Tests.
Eigth Circle
Discipline Talent: Second Attack
The adept adds +1 to his Physical Defense.



Warrior

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