Level Hit AC Skill Special Points Points Abilities 1st 32 2 1 1 handed weapon 2nd 40 3 2 2 handed weapon 3rd 48 4 3 +1 Damage 4th 56 5 4 Paired Weapons, 6th sense, Presence Attack 5th 64 6 5 +2 Damage
Army warriors will come from a particular regiment, such as Dafron's Skirmishers or the Redscarves. They wear the colours of their order with pride. Rivalry between regiments is not unheard of, but in the current climate the brave men and women of the armies put any differences aside to defend the Bastions and their Lord.
Although the simplest class, warriors are also the most diverse. The warrior is present in almost every culture. Terevanni warriors are taught both hardship and virtue from an early age, eventually joining Lord Terevan's Snow Knights. Wrathian warriors are often templars, champions of a particular religion (usually Mil). Brandelers tend to be woodsmen and skirmishers, equally suited to large scale battle and smaller scale melee. There are few Chorovian warriors outside the army, and of those few, they tend to be educated and some even versed in the arcane arts.
In addition to their standard fighting abilities, the warrior gets specific skills. Taking a skill twice gives that character a superior skill. A first level warrior may select one of the following skills, and recieves a new skill point per level of experience to spend in developing that skill, or learning new ones:
Presence is the skill of leaders. With presence, the character may influence a large number of people, and inspire them with his awesome ability (whether he has any or not). A Presence Attack may be used once per encounter. The superior form of Presence is the Awe Attack. This ability will stop most monsters dead in their tracks, and will make seasoned warriors think twice before attacking.
At 4th level, a warrior automatically gains a Presence Attack. If he or she has selected this skill once, it is automatically upgraded to an Awe Attack. If an Awe Attack is already possessed, the warrior has such startling Presence that he or she may display Mighty Presence once in an adventure. This will gain the attention of vast numbers of people, make weak monsters afraid to attack the character's party (let alone the character), and generally will make anyone in the vicinity take notice of what the warrior is saying. Such individuals are destined to become great leaders, and command great respect (or fear) among those under their command. Others would follow such heroes to the gates of hell, without question.
Once per adventure, the character may place such Fear into an opponent that they flee the area entirely. The superior form of this ability is Rout, which terrifies large numbers of monsters.
Once per adventure, the character may raise the bloodlust within himself to the point of frenzy. At this time, all of the character's blows are +1 damage, and through increased resistance to pain he gains +1 AC. The superior form grants +2 damage and +2 AC for one encounter/combat.
Due to the ridiculously powerful damage inflictable by this ability, it has been rewritten. It is now mainly a defence against spellcasting, as it can be used to distract people in the middle of incantations. One level of this permits a warrior to carry one thrown weapon per level per adventure. Thus at 5th, one point gives you 5 'singles', two points give you ten singles. ( I think - this may well need to be rewritten, cos I've forgotten).
This ability allows a character to disarm his opponent, once per encounter. The disarmed monster must drop it's weapon, which may be recovered. The advanced form is Weapon Breaking, where the character strikes his opponent's weapon with such calculated force as to destroy it.