Legends of Belariath

Classes

Warrior

Strength, savagery and victory. These are three key tenets in the mind of a Warrior. They are hardy, stalwart, and sometimes brash. However, they are of many different minds. There are as many different types of Warriors, as there are countries, yet they have one thing in common -- Life is hard, harsh, and unforgiving. This has honed them mentally and physically into the sometimes brutish, sometimes tense-jawed person that others fear. But, it is those three ideas that mark the Warrior as well as the harsh life they must have lived or will live. It is their choosing to this very way of life that creates and defines each and every warrior that walks within Belariath and will continue to dictate to that stern face and form how they will always walk, run or draw blade. Beware thinking a warrior soft if all you see him do is drink, for that mistake could cost you a limb, your life or maybe that tankard slammed over your head.


Character Creation

Allowable Races: Barbarian, Cat People, Centaur, Drak Sen Earthly and Metallic, Dwarf, Elves, Goblin, Halfling, Human, Merfolk, Minotaur, Ogre, Satyrs, Sheykan, Sithian, Torians, The Tribe, Troll, Vulpines, Wolven, Wemic

Qualifying Classes: Base Class

Type of Class: Physical

Spell Spheres Allowed: Common, Racial

Armor: A B C D

Weapons: A B C D

Class Bonus Stats:

STR INT AGI RES STA SPL LFE
Bonus Stats 4 0 0 2 2 0 2

Mindset:

Strength. Savagery. Victory. These are three key tenets in the mind of a Warrior. They hail from all lands, all races, and yet they have the same internal fire that burns in them. They are hardy, stalwart, and sometimes brash. However, they are of many different minds. There are as many different types of Warriors, as there are countries, yet they have one thing in common -- Life is hard, harsh, and unforgiving. This has honed them mentally and physically into the sometimes brutish, sometimes tense-jawed person that others fear. But, it is those three ideas that mark the Warrior.

They are not formally trained, nor have studied from books how to conduct war. The only manual they have had is either the battlefield, or the day to day struggle to survive. That struggle to survive has marked them well and it is reflected in their eyes, in the heavy gait of their walk and the strength of leg, arm, hand, and body. Most are no-nonsense type of people, though some are the first to laugh long and heartily -- at the demise of an enemy against their axe.

Think not the warrior to be an honor-less cur, for each one does indeed have a code that they follow, and take a great deal of pride in. Perhaps it is not so rigid as a knight's code, but it is this general guide the separates them from the common rabble. While most of the details of this code may (and likely will) vary from one to the next, common threads will appear: Respect for individual combat. Choosing not to pick on those weaker without good reason. By following this code, the warrior becomes more than just a strong-arm, a thug, but instead elevates themselves to someone worthy of respect within the empire.

Concept:

Warrior. Soldier. Mercenary. Skirmisher. They have many different names, occupations, and lands that they hail from -- but they all have one thing in common -- they are stalwart fighters on frontlines of wars, and make up the majority of the armies throughout the world. They are not formally trained soldiers, but more conscripts, people who have learned how to fight either by surviving them, doing them, or taking the hard-knocks that life in Belariath brings. This is not to say they are stupid, or cannot fight well. On the contrary in the crucible of battle, they have become hardened, hearty, and proud. Strong and resilient, with brutal weaponry, and armor.

Advantage:

Melee Specialist
The warrior has trained in their chosen style to be the best fighter he or she can be, and has learned that the best defense is a good offense! Starting at Warrior x1, the warrior gets a +1 to ATK when making a Close Physical attack. This bonus increases to +2 at Warrior x3, +3 at Warrior x5, and +4 at Warrior x7. The warrior may choose, at the beginning of combat, to opt out of this bonus for the rest of the combat, and then no longer gains the DEF penalty from Reckless.

Self Sufficient
The warrior has survived many an ordeal worse than this, and would be more than happy to tell you the stories. This self-reliant survivability has led to a wide range of skills related to keeping the warrior alive (basic cooking, survival and the like). The warrior may not be comfortable, may not be happy, and may not be very healthy, but they will survive...if barely, and certainly someone trained in the appropriate skill will do better

Disadvantage:

Reckless
Caution is not a warrior's strong suit. Be it through heedless zeal, towering arrogance, or improper training, the warrior's defenses are not as advanced as one tempered and schooled rigorously in the finer points of war. For every +1 to CloPhyAtk gained through the Warrior Advantage, the warrior suffers a -1 to CloPhyDef. The warrior may choose, at the beginning of combat, to opt out of this penalty for the rest of the combat, but then no longer gains the ATK bonus from Melee Specialist.

Hubris
Warriors are self-serving, egotistical creatures. They pride themselves on being the very best of the best. The Strongest, the most stamina, the biggest, from the time they pick up their first weapon they push to Master these things. However, this gives them a tunnel-vision on what is important in the world; might makes right so long as it is their might on their terms, according to their code of conduct. This often leads to them underestimating or completely overlooking worthy opponents and allies simply because they are magical or stealthy in nature. This can often lead to boasts that cannot possibly be backed up, outright challenges against people who do not share their ideology, or downright bigotry against those they consider to be puny or different.