Flavour text
Warriors come in a myriad of forms, ranging the spectrum of humans. The enormous, bear-like mutant, great-axe clutched in his fist. The slim and compact woman, rifle held to her eye. The Kartik scout, bow in hand. The vampyre queen, arms raised and teeth bared. Brutal. Gentle. Good. Evil. Lawful. Chaotic. All of these are warriors. All of them can kill you in a hundred different ways.
Adventures:
A warrior is most likely to see the adventures he undertakes as a job, for pay, experience and glory. Others, however, are more idealistic and could see them as crusades or vendettas. Warriors run the gamut from complete selfishness to idealistic defenders of the people – or of evil.
Characteristics:
A warrior’s main characteristic is his or her wide, all-round combat skill. They can use all weapons, even firearms, though they are less specialised than the gunslinger, and all armours. Their use of these weapons, however, can, and usually does vary. As described in their introduction, warriors can focus on stealth, movement, observation, demolitions, defence, firearms, or especially on melee.
Alignment:
Warriors can be of any alignment. Good warriors will crusade for their own views or the views of the people, both fighting evil where they see it, even in the professed ‘good’ government. Lawful warriors uphold the law by its writ, often in the employ of major organisations such as the Tiagarathian Sun. Chaotic warriors tend towards being mercenaries or revolutionaries. Finally, evil warriors usually strive simply to get what they wish, no matter the price.
Religion:
Usually warriors will either absolve from religion or worship Tiagarath or dark gods such as Karhn, or in the west, Xin, depending on their moral outlook. The degree of this worship varies from simply a way to stay alive – either because they’ll kill you if you don’t, or through hope of divine intervention – and true zealotry.
Background:
Warriors possibly have the widest range of ways into their profession of any class. They could be holy men of Tiagarath, bodyguards to a underground boss in Porttown, Kasamaki nobility, peasants with a talent with weaponry or Labori who have embraced human life. They share no kinship with each other, unless they have an ulterior reason for such kinship.
Races:
Human warriors come from all walks of life and are very common. Amongst the Labori, warriors are the most common class, as their metal bodies grant them great fortitude and it is a walk of life that can be taken from so many backgrounds. Mutants also commonly become warriors, again due to the ease of entering into this class and their natural talents. A swarthy Gargoyle becoming a warrior is very rare, but not unheard of, and, in face, many of these are amongst the strongest due to their talents. Vampires are also rare but deadly – many of the highest ranking vampires are often warriors. Kartika straddle the gap between these two extremes, warriors are fairly common, but not everywhere, and usually specialise more in exotic fighting styles than standard sword-and-shield.
Other Classes:
The warrior relies on other classes for his magical support (battle-mages), quick damage-dealing (gunslingers), healing (priests) and technical work (rogues and scientists). In teams, his job is to hold a front-line with his superior health, protecting weaker companions and dealing at least some damage to the enemies. They can, however, also function as offensive combatants, bringing down weaker opponents quickly and efficiently. Most importantly, they rely on teamwork.
Role:
The warrior will most often serve as a melee combatant, chagrining into frays with the purpose of taking hits for weaker members of the team, while others provide support around him to bring enemies down. He will deal some damage, but it won’t be the majority. Ranged fighters also prove deadly, their combat prowess coming to the fore in this medium also.
Warrior Game Rule Information:
Warriors have the following game-statistics.
Abilities: Strength and/or Dexterity are by the most important statistics for any warrior as they assist with attack and damage rolls. Which of these is more important depends on whether the warrior more heavily uses range or melee weapons. Constitution is important as it governs a warrior’s hit points, which he or she needs to survive many intense battles.
Alignment: Any.
Hit die: d10.
Class Skills:The warrior’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Demolitions (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Perception (Wis), Ride (Dex), Swim (Str) and Treat Injury (Wis)
Skill points at 1st level: (2 + Int Modifier) x 4
Skill points at each additional level: 4 + Int Modifier
| Level | Base Attack Bonus | Fort. Save | Ref. Save | Will Save | Special |
| 1st | +1 | +2 | +0 | +0 | Bonus feat |
| 2nd | +2 | +3 | +0 | +0 | Combat School |
| 3rd | +3 | +3 | +1 | +1 | Bonus feat |
| 4th | +4 | +4 | +1 | +1 | - |
| 5th | +5 | +4 | +1 | +1 | Bonus feat |
| 6th | +6/+1 | +5 | +2 | +2 | Combat School II, Leadership |
| 7th | +7/+2 | +5 | +2 | +2 | Bonus feat |
| 8th | +8/+3 | +6 | +2 | +2 | - |
| 9th | +9/+4 | +6 | +3 | +3 | Bonus feat |
| 10th | +10/+5 | +7 | +3 | +3 | Teamwork |
| 11th | +11/+6/+1 | +7 | +3 | +3 | Sleight of Sword |
| 12th | +12/+7/+2 | +8 | +4 | +4 | First manoeuvres (0/0/2) |
| 13th | +13/+8/+3 | +8 | +4 | +4 | Combat School III |
| 14th | +14/+9/+4 | +9 | +4 | +4 | Manoeuvres (0/1/3) |
| 15th | +15/+10/+5 | +9 | +5 | +5 | Bonus feat, +5 Teamwork |
| 16th | +16/+11/+6/+1 | +10 | +5 | +5 | Manoeuvres (0/2/4) |
| 17th | +17/+12/+7/+2 | +10 | +5 | +5 | Bonus feat |
| 18th | +18/+13/+8/+3 | +11 | +6 | +6 | Combat School IV, Manoeuvres (1/3/5) |
| 19th | +19/+14/+9/+4 | +11 | +6 | +6 | Bonus feat |
| 20th | +20/+15/+10/+5 | +12 | +6 | +6 | Manoeuvres (2/4/6) |
Class Features:
All of the following are class features of the warrior:
Weapon and Armour Proficiency: A warrior is proficient with all non-exotic gunpowder weapons, non-exotic melee weapons and thrown weapons, and with all armour (archaic and modern) and shields.
Combat Schools: At 2nd, 6th, 13th and 18th level, a warrior chooses a school of combat in which to specialise, giving him or her bonuses as follows:
Defense: -2m movement speed. +2 A.C., +2 disarm checks
Offense: +2m movement speed, +2 attack rolls, +2 sunder checks
These can each be taken multiple times and the bonuses stack.
Leadership: The Warrior gains the Leadership feat free at 6th level, regardless of whether he or she meets the requirements for that feat.
Teamwork: The Warrior gains a +2 to attack rolls when fighting with a party of greater than three people. This increases to +2 at 15th level.
Sleight of Sword: At 11th level, the warrior gains a +2 on all checks relating to his weaponry. This includes attack rolls; feint, disarm, sunder and trip checks involving that weapon, as well as rolls to defend against them; rolls to sunder or destroy objects and skill checks pertaining to the weapon at the GM’s discretion.
Manoeuvres: Beginning at 12th level, the warrior gains access to a range of manoeuvres that aid himself and his companions in combat situations or, occasionally, other situations. These come in three categories; greater, lesser and least; and are gained according to the numbers in the character table + the character’s Intelligence modifier.