Warrior - networkingguru/incursion-roguelike GitHub Wiki
HitDie: d10 Mana: d6 Skills: 4 Saves: FrW Defense: 1/4
+toHit: Archery 100%, Brawl 100%, Melee 100%, Thrown 100%
The architypical man-at-arms, the warrior can be a soldier, mercenary or warlord; the peasant hero, noble fencer or questing knight. Regardless, his (or her) skills are unmatched -- unlike the paladin, barbarian or monk, the Warrior has no supernatural powers to back up his basic human prowess, so he has to focus on being the best there is with what he has. Warriors are both generalists -- being skilled in many weapons and diverse combat tactics -- and specialists, gaining the powerful ability to study specific weapons and better their skill with them as they advance in levels.
Warriors are ubiquitous. The militant arts are highly regarded on Therya, and as long as he shows a respect for life and law a Warrior can expect to earn a position of high regard in most social circles. Even in this more civilized age, most kings and barons are members of this class, ruling in equal measure from political canniness and force of arms. The peasantry respects a lord who is willing to take up arms to defend them rather than letting others die in his name, and even among the most cosmopolitan of noble families, warcraft is still a respected art.
CLASS SKILLS
The class skills of the warrior are Appraise, Athletics, Bluff, Climb, Craft, Diplomacy, Find Weakness, Healing, Intimidate, Intuition, Ride, Seneschal and Spot.
CLASS FEATURES
* Proficiencies -- Warriors are proficient with all weapon groups save for Exotic weapons, for which proficiency must be bought seperately in each. They are proficient with light, medium and heavy armours, and with shields. This gives them the widest range of weapon and armour proficiencies in the game.
* Weapon Skill -- Warriors can develop exceptional degrees of skill with specific weapons, becoming eligable for special feats that represent such as they rise in level. They must still buy these feats normally, of course. At 1st level, all warriors receive a free Weapon Focus in a weapon of their choice.
Starting at 3rd level, the warrior is eligable to buy the Weapon Specialization feat in any weapon which he is focused in. At 7th level, he may choose to buy the Weapon Mastery feat in any weapon he is specialized it. The next level of skill is High Mastery, which may be bought at 11th level, then Grand Mastery at 15th.
* Bonus Feats -- While the barbarian may be tougher and the rogue more agile, the warrior is bar none the most skilled and adept fighter in the game. To represent this, every even level the warrior gains a bonus feat from the rather extensive warrior list, which includes most of the combat-centered feats in the game.
* Lore of Arms -- Warriors have a peerless understanding of weapons, and are able to identify the magical properties of weapons just by using them in combat. When a warrior wields an unidentified magical weapon and fights with it, the game will automatically identify it for him after 3 + ([9 - Warrior Level] x 2) successful hits with it in combat. Hits that kill their target count as three hits for this purpose.
* Size Advantage -- Most living creatures, humanoid or otherwise, are set up to defend themselves from attacks by other creatures of human size or larger, because those creatures constitute the greatest threat to them on the food chain. Halfling, gnome and kobold warriors learn to take advantage of these blind spots, utilizing their smaller size to strike at vital regions their opponents usually aren't as skilled at defending. From an anatomical standpoint, after all, humans are much better set up to block blows from their height or from above than they are to deflect strikes coming in low.
In game terms, Small warriors gain increased threat ranges in melee combat against anything larger than them. Their threat range increases by -1 at 1st level, -2 at 3rd, -3 at 9th and -4 at 17th. These modifiers are applied after accounting for any increased threat ranges due to Improved Critical, keen weapons and similar abilities. This ability is a function of both anatomy and special training, so it doesn't apply to humans or other characters who become Small-sized as a result of magic, or to Small warriors who become human-sized (or giant-sized, or even tinier than they usually are) as a result of magic.
Small races also receive the Defensive Roll ability (from the rogue's higher-level special ability list) upon attaining four combined levels of warrior, ranger, paladin, monk or barbarian.
* Starting Benefits -- Warriors start with a +1 version of the weapon they are focused in with an elemental brand or similar-powered enchantment, a kite shield or buckler, a fair supply of gold, a dagger, peasant garb and 1d4+1 vials of Oil of Transformation.
THE WARRIOR
Level Def Fort Refl Will Special Abilities
1 +0 +2 +0 +2 Weapon Focus
2 +0 +3 +0 +3 Bonus Feat
3 +0 +3 +1 +3 Weapon Specializ.
4 +1 +4 +1 +4 Bonus Feat
5 +1 +4 +1 +4
6 +1 +5 +2 +5 Bonus Feat
7 +1 +5 +2 +5 Weapon Mastery
8 +2 +6 +2 +6 Bonus Feat
9 +2 +6 +3 +6 Name Rank
10 +2 +7 +3 +7 Bonus Feat
11 +2 +7 +3 +7 High Mastery
12 +3 +8 +4 +8 Bonus Feat