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===[[Fighter]]=== * [[Amazon]] - Because fuck you, it's the 80s and we're nerds, we want hot warrior-women as a playable class, that's why! Nearly a third of the kit actually goes towards pointing out that you don't ''have'' to be an amazon to be a female warrior, you take this kit to portray a very specific kind of female warrior. Needless to say, you have to be a female warrior to take this class, with proficiency in two weapons (recommended: Spear and Longbow for humans, elves and half-elves, Axe and Hammer for dwarves, Throwing Axe and Shortsword for gnomes, and Javelin and Sling for halflings) to qualify. You also need the Animal Handling non-weapon proficiency, on the justification that amazons are skilled animal trainers/mounted warriors. Amazons get a bonus to their first ever attack against a given male NPC - ''if'' they're not a skilled (level 5+) warrior themselves or haven't seen amazons fighting before, since "most men won't expect an amazon to know how to fight". They also suffer a -3 penalty to reaction rolls against NPCs from male-dominated societies. * Barbarian - This is a pretty blatant [[Conan the Barbarian|Conan]] expy, and the book (Complete Fighter's Handbook) admits it. You need at least 15 strength and proficiency in Battleaxe and Bastard Sword (or two other weapons the DM judges "thematically appropriate" for a barbarian warrior). In exchange, you get "barbaric charisma", which increases the results on your reaction rolls - positive ''and'' negative. * Beast-Rider - Essentially an analogue to the [[Cavalier]] with a little [[Barbarian]] flavoring, this is a warrior who specialises in riding into battle atop a mighty battle beast. Requires Charisma 13 and the Animal Handling proficiency, but the Beast-Rider gets to select a specific kind of animal that he or she is specifically adept at riding. He starts the game with a tamed mount and is better at handling them, even having a telepathic link with his current bonded steed. Drawback? A -3 penalty to reaction rolls outside his tribe, and a similar nasty effect to the death of his bonded mount as if he were a mage who lost his familiar; 2d6 damage and save vs. spells or spend the next 2d6 hours as if Feebleminded * Berserker - Barbarians before the class got fully introduced. Requires a minimum of 15 Strength, +3 reaction to cultures that also respect berserkers, and can use a full-turn action to "Go Berserk" for a bunch of combat-related bonuses. The drawback? Other cultures don't like you, you can't use ranged weapons whilst berserk (and therefore can't start with proficiency in them), can't use cover, keep fighting until ''all'' enemies are dead, can potentially die after leaving the berserk state, can't be healed while berserk, and can't use any sort of strategy while berserk - talk about your two-edged swords! * [[Cavalier]] - Your knight in shining armor, this kit is only available to [[Fighter]]s and [[Paladin]]s, must be a Good alignment, and must have the following minimum ability scores: Strength 15, Dexterity 15, Constitution 15, Intelligence 10, Wisdom 10. Only humans, elves and half-elves can be cavaliers, and you need the Animal Handling, Lance and Sword proficiencies to join the kit. You get a big bunch of combat-related bonuses; increasing attack roll bonuses with lances, swords and horseman's weapons, complete immunity to Fear ''and'' nullify Fear on allies within 10 feet, resistance to mind-altering effects, +3 to reaction rolls against NPCs from your culture (unless they're evil, of course), and you get a free noble steed (which could be worth 1600 gold, bearing in mind that you start with a mere 5d4*10 gold) AND the in-game right to demand shelter from lower caste members of your culture. The drawbacks? Oh, brother... you cannot use ranged weapons, must always go for the most impressive target, must always have the best grade of armor (ignoring magical bonuses - so, yes, you ''do'' have to forgo that powerful +5 chainmail for the shiny, totally mundane suit of plate armor), must follow "The Code of Chivalry" ''and'' can lose all your kit-benefits if you ignore these restrictions, just like a fucking paladin! * Gladiator - Introduced before [[Dark Sun]] made this into a full-fledged class in its own right, this is a standard "showy" professional fighter, the bloodier equivalent to a pro-wrestler. You must have proficiency in shortswords, tridents and nets to join this class, and "the DM is within his rights to insist that the Gladiator learn one strange weapon proficiency (such as whip) for every "normal" proficiency (like sword, spear, etc.)." They get a free, bonus weapon specialization, but they are both more recognizable and likely to be harassed by sleazy would-be promoters and managers. * Myrmidon - A highly trained combat professional, the kind of warrior who makes a living as a high-ranking soldier. Requires 12s or better for Strength and Constitution, gets a free weapon specialization and the benefits of a powerful patron, but is more memorable and, of course, has to ''obey'' that patron, since that represents their boss. * Noble Warrior - If the Cavalier wasn't "knight in shining armor" enough for you, you got this palooka. Restricted to members of the "noble" caste of society with Str and Con 13+, Noble Warriors are expected to have proficiency in Animal Handling, and in the following weapon proficiencies (unless the DM rules the culture is different to medieval Europe): longsword OR bastard sword, lance, horseman's flail OR horseman's mace. A Noble Warrior starts with the highest amount of gold of any of the warrior kits, gets a +3 reaction bonus to "lower caste" members of his native culture, and is respected by those of equal or higher rank. The drawback? His costs of living increase sharply (+10% multiplied by character level to all costs) to reflect his demands for "the best of the best", with his reaction bonus changing to a penalty if he settles for less than he is "expected to". Also, he's got a powerful patron he's sworn loyalty to and has to obey. * Peasant Hero - Your basic "local boy done good" type, this warrior originated from a rural background but hasn't forgotten their roots, meaning he can always count on help and loyalty from amongst the peasantry, but he's also expected to help them however he can, or lose their respect until he makes amends. * Pirate/Outlaw - Two archetypes merged together due to their basic similarities, this kit doesn't have much going for it. You may get some nebulous DM mandated bonus, like belonging to the equivalent of Robin Hood's Merry Men or being able to fence your loot in a notorious pirate city, but you ''will'' be plagued by the lawful authorities. * [[Samurai]] - Were you really surprised that this would show up? Your standard "Oriental noble warrior", you must have proficiency in the Scribe skill and your weapon proficiencies are pretty damn restricted; two specialization points in Katana and three in Daikyu (samurai greatbow), plus one point you can put in any other "samurai" type weapon. You gain the Kiai ability, letting you boost your Strength to 18/00 (the peak of human ability) for 1 round once per day per level. The drawback, of course, is that either you have sworn your loyalty to a master, who can command you ''kill yourself'' if they wish, or you're a ronin, and so you halve all your experience. * Savage - This is similar to the Barbarian in that it represents a warrior from a particularly primitive culture. Naturally, you need to be strong (min Strength 11) and very tough (min Constitution 15) to have survived, and your initial weapons proficiency options are limited to what the DM considers appropriate for your culture, like spear and bow. You gain one special ability that mimics the effect of one of four specific spells (Alarm, Animal Friendship, Detect Magic, Detect Evil) but which is not magical and which can be used once per day per level. The drawback is that you don't like armor, so you can't wear it without giving yourself a penalty to attack, damage and skill rolls - a penalty the DM can increase if they judge you're just ignoring the roleplaying aspect of "you don't like civilized foolishness like armor". * [[Swashbuckler]] - The witty, charming sword-flashing hero, a swashbuckler needs brains (Int 13+) and grace (Dex 13+) to succeed at their chosen role. You get free specialization-tier proficiency with either the stiletto, main-gauche, rapier or sabre, you get to take Rogue skills for their standard price, you improve your AC when unarmored or lightly armored, and you improve your reaction rolls with members of the opposite sex. Downside is that the DM has full authority to make your life "interesting", since swashbucklers are ''always'' in trouble. * Wilderness Warrior - Not quite the Ranger, as you might expect, this is merely a warrior from a particularly tough and rugged environment, with a dash of "funny foreigner" for that extra 80s sleazy-charm. Requires a minimum Constitution of 13, a Wilderness Warrior receives a +5 bonus to Survival checks in their native environment, with the only penalty being that you should roleplay being a "fish out of water" early on in your career. * Planewalker Warrior - Technically available to [[Ranger]]s and [[Paladin]]s as well, this represents a warrior who cut their teeth fighting the assorted magical monsters that throng the Outer and Inner Planes. Requiring Planar Sense to represent their extraplanar training, and with access to the Planar Survival skill, they gain the advantage that they're more familiar with the weakspots of magical monsters; to represent this, though they still need an actually enchanted weapon to harm them, they can successfully use weaker weapons than normal to pierce damage immunity (so, you only need a +2 weapon to hurt that "needs a +3 or better weapon to hurt" demon). The downside is that they're professional warriors, which undercuts which non-weapon proficiencies they can take. * Abyssal Warrior - This kit represents those bashers stupid enough to get involved with the [[Tanar'ri]], be it serving as demonic mercenaries or actively fighting in the Blood War. Restricted to Chaotic Neutral and Chaotic Evil, Abyssal Warriors are super-hardy (+1 to all saves), but the tanari'ri taint lingers (non-tanarri suffer a -3 reaction roll penalty, [[Baatezu]] try to kill you on sight) and they suffer a slight penalty to attack rolls, ability checks and saving throws in bright sunlight, due to being unused to it. ====[[Gladiator]]==== A variant fighter class introduced in the [[Dark Sun]] setting, it got its own Complete Handbook splat and it introduced the following Kits for those willing to add even more power to it. * Beast Trainer - Essentially a gladiator/ranger hybrid, this kit focuses on taming creatures and sending them into battle, or fighting alongside them, for the glory of a greater patron. They get a free specialization in a "beast tamer's weapon" (club, man-catcher, whip, scourge, polearm), a powerful patron and a bonus to animal taming efforts, but they can only specialize in polearms & blunt weapons, they risk going berserk if their pet monster gets killed, and of course the need to keep their patron happy. * Blind Fighter - The name's pretty obvious; a gladiator who specialises in fighting blind, whether artificially blinded or just naturally unable to see. Special abilities relate to their ability to fight without penalty from blindness, but their hindrance is that they have to choose which "range" they learn to "see" in and they suffer penalties fighting outside of that range. For example, a blind archer specializing in "see" targets at a distance isn't so good at finding you if you get up close to him. * Arena Champion - This is the best fighter in a given arena, although that usually doesn't mean much beyond their chosen territory and, of course, keeping the top dog position isn't easy. * Convict - Requiring 15s in Strength and Dexterity, this kit is basically a gladiator/rogue hybrid, combining general gladiator fighting prowess with access to thieving skills. Of course, convicts are marked, usually start the game as slaves, and will always be blamed as criminals even if they win their freedom. * Professional Gladiator - The very best of the best, these gladiators get much greater skill with weaponry, but risk interference from fanatical fans, gamblers, match-fixers and other unsavories. * Jazst - Theatrical fighters who specialize in putting on shows, this kit requires Str 14 and Dex 16 and essentially becomes a sort of gladiator/bard hybrid. They have special agility-based combat skills in battle, but most "real" gladiators hate them. * Montare - These gladiators are mounted combat experts, often competing in the Athasian equivalent of chariot races or horseback duels. They get a free mount, free proficiency with the whip and are better at attacking when mounted, but they gotta care for their mount, which is expensive. * Reaver - These are the mad bastards who help animal trainers catch the Athasian monsters that go on to fight in the arenas. They're better at surviving in the wilderness and may choose to have a patron, but failure - or worse, dishonesty - has serious consequences. * Gladatorial Slave - A slave specifically trained from birth to go into the arena and die at their master's whim. This gives them a free stat point and two free weapon specialties, but of course they aren't free and will be sure to be recognized if they escape.
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