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Martial Specialists

Whilst magic exists in Etharis, it is much more common to find those who lack any magical affinity. Whilst many of these mundane mortals are doomed to a life of dependency and paranoia, seeking safety within the tallest walls they can find and relying on others to protect them. There are others who stand up to do the protecting. Cut-Throat Mercenaries, Honour-bound Knights, Seasoned Army Veterans, Savage Clan Leaders, Street Brawlers. Anyone who specialises and becomes one of the elite can be considered a Martial Specialist. The one thing this diverse group of people have in common is their mastery of self and a long and arduous training process to hone their bodies into the ultimate weapon. For many, Martial Specialists are a sign of hope, a sign of what you could become if you apply yourself, and a sign that those without access to the strange powers of magic can still find a way to survive and thrive in the bleak landscape of Etharis. To some, these people deserve more respect than those who had an upper hand. They have made the best with the hand life dealt them, and that is an admirable feat in such a dangerous world.

Barbarian


Hit Points

Hit Dice: d12 per Barbarian level
Hit Points at First Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 + your Constitution modifier per Barbarian level after 1st, re-rolling allowed on a 1, 2 or 3

Proficiencies

Armour: Light armour, medium armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Overview and Creation

Barbarians come from all walks of life, and whilst the common preconception is that they are all savages who channel their fury to make them unstoppable beasts on the battlefield. The reality is that barbarians channel emotions to do this, whilst a common emotion is anger, anything works. Barbarians are very common in the Valikan Clans, though there are unique variants all across Etharis. Elven Battle-trancers are famed for their ability to cast aside all emotion and become fearsome warriors who calculate and predict their enemies every movement. Meanwhile Dwarven Kuldjargh don ferocious spiked armour and take the idea of one's body being the ultimate weapon very literally. Barbarians are often equal parts feared and respected, after all, fear is just a form of respect. Respecting that this warrior could remove your head from your shoulders with just a swing of their axe.



Fighter


Hit Points

Hit Dice: d10 per Figher level
Hit Points at First Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution modifier per Fighter level after 1st, re-rolling allowed on a 1 or 2

Proficiencies

Armour: All armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Overview and Creation

While anyone can pick up a weapon and call themselves a warrior, to call yourself a true fighter requires a little more expertise. They are the best of the best, countless years of training in all forms of weaponry and armour makes them versatile and adaptable. Beyond this basic training, each fighter specialises in their chosen weapons and style, doing so until their skill is unrivalled. This combination of general aptitude and focused mastery forged in the fires of some of the most rigorous training imaginable, makes fighters a formidable foe to all who oppose them. In a world where magic is feared and the ordinary can often find themselves oppressed, fighters carve themselves a place with grit and steel.



Monk


Hit Points

Hit Dice: d8 per Monk level
Hit Points at First Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution modifier per Monk level after 1st, re-rolling allowed on a 1 or 2

Proficiencies

Armour: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Overview and Creation

Etharis is home to many monasteries, many of which train deadly spiritual warriors known as monks. These Monks undergo rigorous physical, mental and spiritual training in order to see and manipulate the life suffusing energy known as Ki. Through this manipulation many are able to gain supernatural abilities, making them powerful allies in both life and combat. Their introspective nature generally earns them a great deal of trust with common folk and higher ups alike, with many looking to them for Wisdom and aid. Many Monks follow some kind of a code or order, and whilst they are free to pursue whatever goal they wish, once they choose one they are unlikely to waver from the cause.



Rogue


Hit Points

Hit Dice: d8 per Rogue level
Hit Points at First Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution modifier per Rogue level after 1st, re-rolling allowed on a 1 or 2

Proficiencies

Armour: Light armour
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Overview and Creation

Whilst their tactics may be unconventional, or even underhanded, a rogue's effectiveness cannot be denied. They are much more than just a blade in the dark. Each is a highly skilled individual, who has made an art of cunning and guile. Life in Etharis is unforgiving, one failure could mean the end, and rogues use every trick in the book to ensure they never fail. They focus on results, much better to stab a man in the back than to die with honour. Their reputation for malign deeds earns them no small amount of animosity, even the most virtuous of rogues suffer due to their peers. Still, there is always work for those willing to get their hands dirty, so that another's may stay clean.

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