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The Legend

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Base Class: Disciplines Available*:
Fighter
Archer
Artillerist
Berserker
Blade Master
Blade Weaver
Blood Horn
Bounty Hunter
Commander
Dark Knight
Drannok
Forge Master
Giant Killer
Gladiator
Huntsman
Knight
Prospector
Rat Catcher
Sapper
Skydancer
Summoner
Sun Dancer
Thrall
Traveller
Undead Hunter
Valkyr
Werebear
Werewolf
Wyrmslayer
Races Available:
Aelfborn
Aracoix
Centaurs
Dwarves
Elves
Half Giants
Humans
Irekei
Minotaurs
Nephilim
Shades
Vampires
Gender Restriction:
None
Preferred Guild Types:
None
Primary Attributes:
Training Points Per Level: 6
In addition to your Base Class's Training Point value

Health Bonus: 60
Mana Bonus: 0
Stamina Bonus: 0
Skill Specializations:

In addition to your Base Class's Skill(s)

Level 1: granted skill Crossbow
Level 1: granted skill Spear
Level 1: granted skill Staff
Level 10: granted skill Wear Armor, Heavy
Level 15: granted skill Axe Mastery
    (requires Axe Skill ( 50 ) )
Level 15: granted skill Dagger Mastery
    (requires Dagger Skill ( 50 ) )
Level 15: granted skill Great Axe Mastery
    (requires Axe Skill ( 50 ) )
Level 15: granted skill Great Hammer Mastery
    (requires Hammer Skill ( 50 ) )
Level 15: granted skill Great Sword Mastery
    (requires Sword Skill ( 50 ) )
Level 15: granted skill Hammer Mastery
    (requires Hammer Skill ( 50 ) )
Level 15: granted skill Pole Arm Mastery
    (requires Pole Arm Skill ( 50 ) )
Level 15: granted skill Spear Mastery
    (requires Spear Skill ( 50 ) )
Level 15: granted skill Staff Mastery
    (requires Staff Skill ( 50 ) )
Level 15: granted skill Sword Mastery
    (requires Sword Skill ( 50 ) )
Level 15: granted skill Toughness
Level 15: granted skill Unarmed Combat Mastery
    (requires Unarmed Combat Skill ( 50 ) )
Level 20: granted skill Athletics

Exalted Powers:
Warrior Powers and Abilities
Related Links:
Warrior Class Forums
Report an Error!

*Race restrictions may apply.
 
 
  Professions  

 The Warrior, Soldier and Slayer 

Overview: 
Seasoned Fighters can follow many paths in this World: some are drawn towards religion, joining the armies of the Church or the Temple, while others are drawn into the wilderness, living as Rangers or Barbarians. Many, however, never leave the Path of Might, and stay with the discipline of arms. They are the Warriors, and their strength can either keep the strife of this dark Age at bay, or unleash it in a tide of blood and carnage.

Luck and raw talent can often carry a young Fighter to victory, but experienced campaigners soon realize that skill and discipline are far more important. Hundreds of hours of practice and brutal sparring lead Warriors to a mastery of weaponcraft that none can match. Weapon Mastery combines absolute familiarity with a specific weapon with a knowledge of anatomy, so that a skilled Warrior can perfectly place his blows, devastating his opponents. Even the mightiest of foes cannot hope to stand for long before the savage onslaught of a skilled Warrior.

Conflict, it seems, is as common in the Age of Strife as air, and Warriors will therefore always have a place in our troubled World. Some pledge themselves to a cause, defending a Guild or community, or fighting in endless crusades against their chosen enemies.

Some do not concern themselves with morals or politics, and instead follow whomever can pay them the most for their strength. There are others, however, who are not content to follow, but instead must lead. These become master generals, commanders of entire legions, or carve out kingdoms for themselves in storms of blood and fire. Some believe that Cambruin's heir and successor is among these War Lords, and that eventually a conqueror will restore peace to the sundered World. Others think that the ambitions of the greatest Warriors will doom the World to an eternity of war and destruction.

Only one thing is certain: countless wars are raging, and the Warriors are able and eager to fight them.



Narrative: 

 




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