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[[TKDCC:Main Page]]
 
[[TKDCC:Main Page]]
 
You are a mailed knight on a king’s errand,
 
a greedy brigand loyal to no man, a wild
 
bear-skinned wanderer with an empty
 
stomach, or a stout man-at-arms armored by a merchant’s
 
gold.
 
 
 
Of all the classes, warriors have the best attack bonus,
 
the highest hit points, and the most potential for
 
extra attack actions.
 
 
 
Hit points: A warrior gains 1d12 hit points at each
 
level.
 
 
 
Weapon training: A warrior is trained in the use of
 
these weapons: battleaxe, club, crossbow, dagger,
 
dart, handaxe, javelin, longbow, longsword, mace,
 
polearm, shortbow, short sword, sling, spear, staff,
 
two-handed sword, and warhammer. Warriors wear
 
whatever armor they can afford.
 
 
 
Alignment: Warriors can follow one of several paths
 
based on their alignment, which in turn affects their
 
title. Royal warriors, employed by nobility, are lawful.
 
Lawless warriors, fighting merely for profit or
 
carnage, are chaotic. Wild warriors, natives of the
 
barren steppes or deadly forests, are neutral or chaotic.
 
Hired warriors, loyal to a cause, a man, or simply
 
the fattest purse, can be lawful, neutral, or chaotic.
 
 
 
Attack modifier: Unlike other classes, warriors do
 
not receive a fixed attack modifier at each level. Instead,
 
they receive a randomized modifier known as
 
a deed die. At 1st level, this is a d3. The warrior rolls
 
this d3 on each attack roll and applies it to both his
 
attack roll and his damage roll. On one attack, the
 
die may give him a +1 to his attack roll and damage
 
roll. On the next attack, the die may give him +3! The
 
deed die advances with the warrior’s level, climbing
 
to d7 by 5th level, and then higher up to d10+4 at
 
10th level. The warrior always makes a new roll with
 
this die in each combat round. When the warrior has
 
multiple attacks at higher levels, the same deed die
 
applies to all attacks in the same combat round.
 
 
 
Mighty Deed of Arms: Warriors earn their gold with
 
pure physical prowess. They swing across chapels on
 
chandelier chains, bash through iron-banded oaken
 
doors, and leap over chasms in pursuit of their foes.
 
When locked in mortal melee, their mighty deeds of
 
arms turn the course of battle: a brazen bull rush to
 
push back the enemy lines, a swinging flail to entangle
 
the beastman’s sword arm, or a well-placed dagger
 
through the enemy knight’s visor.
 
 
 
Prior to any attack roll, a warrior can declare a Mighty
 
Deed of Arms, or for short, a Deed. This Deed is a
 
dramatic combat maneuver within the scope of the
 
current combat. For example, a warrior may try to
 
disarm an enemy with his next attack, or trip the opponent,
 
or smash him backward to open access to a
 
nearby corridor. The Deed does not increase damage
 
but could have some other combat effect: pushing
 
back an enemy, tripping or entangling him, temporarily
 
blinding him, and so on.
 
 
 
The warrior’s deed die determines the Deed’s success.
 
This is the same die used for the warrior’s attack
 
and damage modifier each round. If the deed die is
 
a 3 or higher, and the attack lands (e.g., the total attack
 
roll exceeds the target’s AC), the Deed succeeds. If
 
the deed die is a 2 or less, or the overall attack fails,
 
the Deed fails as well.
 
 
Critical hits: In combat, a warrior is most likely to
 
score a critical hit and tends to get the most destructive
 
effects when he does so. A warrior rolls the highest
 
crit dice and rolls on tables with more devastating
 
effects. In addition, a warrior scores critical hits
 
more often. At 1st through 3rd level, a warrior scores
 
a crit on any natural roll of 19-20. The threat range
 
increases to natural rolls of 17-20 at 9th level. See the
 
Combat section for more information on crits.
 
 
 
Initiative: A warrior adds his class level to his initiative
 
rolls.
 
 
 
Luck: At first level, a warrior’s Luck modifier applies
 
to attack rolls with one specific kind of weapon. This
 
kind of weapon must be chosen at first level and the
 
modifier is fixed at its starting value – neither the
 
weapon nor the modifier changes over the course of
 
the warrior’s career. The weapon type must be specific:
 
longsword or short sword, not “swords.”
 

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