
Spear Fighter (1.3) - Adventurer Class
The Samurai normally come from the Red Sun Empire culture. Can be taken by a small few other cultures if there is a good reason in the players backstory.
Playing the Samurai
The Samurai is a very powerful class but has some limitations. The Samurai starts with medium (level 2) armor, a wide selection of weapons, and the special ability to destroy others weapons. The Samurai can quickly move up to heavy (Level 3) armor and can use bow and arrow. If you want to play a versatile warrior class that is at its maximum potential when wearing armor, but can function well without it, then this is the class for you.
Abilities
Armor Allowed: Level 2
Weapons Allowed: Dagger, Knife, Stick, Club, short sword, One handed spear, Two handed spear, One handed mace, one handed ax.
Abilities
-
Spear Training: Gains +1 damage when using one handed and two handed spears.
-
Full Offense: Spear fighters may gain a +1 to damage by fighting more offensively. This reduces your APR by -2. This must be called out before an engagement and last until the end of the encounter, battle, or duel. This cannot go above a +1 and can only be used once a day but can be renewed by the entertainer.
-
Level 2: Precision Training - Due to advanced training a Spear Fighter can choose to reduce their damage with spear to 1 damage and that becomes piercing and ignores armor. This must be called out with damage and piercing, and the damage may not be increased by any means other than bless.
-
Level 3: Cultural Ability
-
Level 4: Improved Spear Training - gain an additional +1 damage to spears (for a total of +2).
-
Level 5: Defensive Stance - Spear fighters may gain a +1 to APR by fighting more defensively. This reduces your damage by -2. This must be called out before an engagement and last until the end of the encounter, battle, or duel.
-
Level 6: Cultural Ability
-
Level 7: Spear Lord - Gain the rank and title of Spear Lord. Gain 10 GP at the beginning of every event for your services to the crown.
-
Lead from behind: The player gains +1 APR if there is another fighter with a shield in their party.
-
Level 8: Improved Precision Training - Due to advanced training a Spear Fighter can choose to reduce their damage with spear to 2 damage and that becomes piercing and ignores armor. This must be called out with damage and piercing, and the damage may not be increased by any means other than bless.
-
Level 9: Cultural Ability
-
Level 10: Master of the Spear - Gain the rank and title of Master of the Spear and gain 15 GP at the beginning of every event for your services to the crown.
-
Signature Spear: The Spear Fighter chooses a specific spear. The Spear Fighter now receives an additional +1 damage with that spear (this bonus “stacks” with any other bonuses). If the Spear Fighter uses any other spear, they lose this bonus. The Spear Fighter may now have a spellcaster imbue this spear with one of their spells (abilities). This spear can now use that ability, but it has a range of touch and can only use that ability once and then it is “used up”. If the spear fighter ever changes spears for some reason they cannot use this ability again until after a full day (sun up to sun set) of fighting has been completed.