Wildheart Class
Proficiencies
Weapon Skills
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One Handed Weapon
Cost: 0
This is the widest weapon classification. A one handed weapon is any weapon that is between 0 inches and 37 inches and must have a core.
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Bastard Weapon
Cost: 1
Any weapon that is between 37.1 inches and 45 inches and must have a core.
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Flailed Weapon
Cost: 1
Any weapon with a chain and ball on the end. Cannot exceed 40 inches in total length and the chain must be 8 inches or less. Flailed weapons must be approved before use.
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Two Handed Weapon
Cost: 2
Any Weapon that is between 45.1 inches and 60 inches. You must use 2 hands on this weapon at all times.
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Polearms/Staff
Cost: 3
A long pole sometimes with a blade, or bludgeoning piece on the end. Must be between 60.1 inches and 77.1 inches. The only way that this weapon can cleave is if it has a halberd/axe head, a hammer head with sufficient mass, or a blade if it is more than a foot long.
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Oversized Weapon
Cost: 2
Some weapons are simply too big to fit in any other category. An oversized weapon is any normal weapon larger than a Two handed weapon, or a polearm larger than our listed “Polearm/Staff” skill would allow. Oversized weapons always require 2 hands at all times, and can be approved to thrust by a game master.
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Thrown Weapon
Cost: 1
A thrown weapon is a coreless knife, axe, hammer, or even a foam rock that is 12 inches or under.
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Blow Dart
Cost: 2
The blow dart is a foam dart that is blown out of a pipe. It does not do any damage but can deliver poison. It does no harm to armor and cannot bypass armor.
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Bow
Cost: 5
A bow or crossbow must be period accurate (not compound) that has a poundage of 35 pounds or less with approved arrowheads on the arrow or bolt. The arrow heads must be at least 2.5 inches wide. Examples of the approved arrowheads are the Calimacil arrowheads/bolt heads or the Live Action Product arrowheads that are properly secured to the shaft. The shaft must be made of approved material, including aluminum, resin, and carbon fiber. Arrows deal a wound instead of damage. Must be approved by a Game Master to use archery.
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Missile Weapon
Cost: 3
Missile weapons are approved slingshots and any other ranged weapon that isn’t a bow or crossbow. Throwing spears can have a single fiberglass core in them and must be approved for throwing. Can be used in one hand. Must be under 46 inches long. Must see a Game Master to approve it and to be able to use it.
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Cleave
Cost: 5
You perform a large swing calling out “Cleave”. The strike deals 1 cleaving damage. This ability can only be used with a Two-Handed weapon or larger, any length axe, hammer, or mace that has a core and that you can fit 2 hands on, or any polearm with a bladed or hammer/mace end on it. The weapon should appear to have sufficient mass to perform this ability. 5 second cooldown.
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First Aid
Cost: 5
You have trained in basic battle first aid allowing you the following abilities:
1. You can spend 10 seconds of role play to pull an arrow out of a wound caused by an arrow. This exchanges the wound for a hit of damage instead (assuming the target has a hit to spend).
2. You have the ability to apply bandages to yourself and others.
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Dual Wield
Cost: 5
Allows you to wield 2 weapons of bastard length or shorter at the same time. Spell orbs and coreless thrown weapons do not need this skill in order to be used with another weapon.
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Stagger
Cost: 5
Allows you to strike out with a large weapon (two-handed sized, polearm/staff or bigger) or both weapons if you are dual wielding. Your strike causes the target you hit to suffer a Knockback. You can use this ability once every 30 seconds.
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Shield Bash
Cost: 5
You push out with a small shield or larger using only arm force. If you make light contact with a person, shield, or weapon, then the target suffers a Knockback. You can use this ability once every 30 seconds.
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Waylay
Cost: 5
Allows you to take an approved foam item and tap someone in the shoulder with a dull part to render them unconscious for 5 full minutes. Any damage taken will wake them up. Must call out “Waylay” when you tap them. Must be behind the target and any item used to waylay someone must have enough mass and must be 5 inches or more. This ability must be used outside active combat.
Armor Skills
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Gambeson
Cost: 1
Gambeson armor is made of cloth and padding. It grants you +1 to your armor total, stacking on top of points gained from light or medium armor. If a gambeson is the only armor worn it counts as a single point of armor.
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Light Head Armor
Cost: 2
Allows you to wear light armor on your head.
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Light Torso Armor
Cost: 2
Allows you to wear light armor on your torso.
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Light Limb Armor
Cost: 2
Allows you to wear light armor on your limbs.
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Medium Head Armor
Cost: 4
Allows you to wear medium armor on your head.
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Medium Torso Armor
Cost: 4
Allows you to wear medium armor on your torso.
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Medium Limb Armor
Cost: 4
Allows you to wear medium armor on your limbs.
Shield Skills
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Buckler
Cost: 1
Bucklers can be no more than 14 inches in length and width. Bucklers can be used on the same arm as another weapon. They have 1 cleave point.
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Small Shield
Cost: 3
Small shields have to be larger than 14 inches, but no more than 22 inches in length and width. They have 2 cleave points.
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Medium Shield
Cost: 7
Medium shields have to be larger than 22 inches, but can be no more than 35 inches in length and width. They have 3 cleave points.
Resource Skills
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1st Stamina Point
Cost: 1
Grants you 1 stamina point.
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2nd Stamina Point
Cost: 2
Grants you 1 stamina point.
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3rd Stamina Point
Cost: 2
Grants you 1 stamina point.
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4th Stamina Point
Cost: 2
Grants you 1 stamina point.
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5th Stamina Point
Cost: 3
Grants you 1 stamina point.
General Skills
Resilience
Cost: 3 SP
Your natural resilience allows you to ignore minor nicks and bruises. +1 hit.
Wildheart Skills
Endurance of the Wilds
Cost: 5 SP
Gives you 2 additional hits.
Strength of the Wilds
Cost: 5 SP
You gain +2 stamina
Intimidate
Cost: 5 SP
You can call “Intimidate” at a character within 10ft of you. They are knocked back. 5 second cooldown between uses. Costs 1 stamina.
Steady
Cost: 5 SP
You can ignore a knockback effect you would take. Costs 1 stamina
Hurl
Cost: 7 SP
Reach out a hand toward a creature within 5 feet of you and call “Hurl” then point in a direction. The target is knocked back in the indicated direction. Costs 2 stamina.
Relentless
Cost: 7 SP
You can spend 1 stamina point to immediately end the cooldown on your “Stagger” or “Shield Bash” abilities.
Sunder
Cost: 10 SP
You can call “Sunder” instead of “Cleave” when you make a cleaving strike. If you do, the strike deals 2 cleaving damage. Costs 2 stamina.
Mighty Blow
Cost: 10 SP
You make an exaggerated swing with your weapon and call “Mighty Blow”. This attack deals 1 magical damage. Costs 2 stamina.
Stomp
Cost: 10 SP
You make a big stomp and call “stomp”. Everyone within 5 ft of you takes a knockback. Costs 2 stamina.
Momentum
Cost: 10 SP
When you break a shield, plate armor, or deal a wound regain 1 stamina.
Last Stand
Cost: 15 SP
When you would go into the dying state, you instead get a burst of primal energy and can fight for 15 seconds ignoring your wounds. After that time you immediately go to bleed out with half the normal timer.
Defy Death
Cost: 15 SP
Once per day, when your bleed out timer ends, instead of dying you get back up with all your wounds restored.
Feral Shout
Cost: 20 SP
Call “Feral Shout” and you and all allies within 10ft of you regain 1 hit. Additionally, for the next 30 seconds you are immune to the knockback effect. Costs 2 stamina.
Battle Fury
Cost: 20 SP
When you enter this state by spending 3 Stamina, you gain +1 Damage on all melee attacks (calling "2 Damage" instead of "1") and cannot be affected by any crowd-control effects (Stagger, Root, Paralyze, etc.) for the next 30 seconds. You cannot willingly retreat or move away from the nearest opponent during this time.
Wild’s Rest
Cost: 20 SP
If you go for 10 consecutive minutes without using a Stamina-costing ability, the next Stamina-costing ability you use is free.