On the northernmost edge of Abalathia’s Spine exists a mountain tribe renowned for producing fearsome mercenaries. Wielding greataxes and known as warriors, these men and women learn to harness their inner-beasts and translate that power to unbridled savagery on the battlefield.
Warriors exist to fight. Through perfection of the physical and hardening of the will, they make themselves tougher and stronger than ordinary mortals. Warriors wear heavy armor, often forged into an intimidating appearance. They lead others through force of personality, and intimidate foes the same way. Warrior training favors large, two-handed weapons. Though the fighting style of the Warriors originated with the barbarians of Abalathia’s Spine, the techniques have spread. Limsa Lominsa’s marauders are the most renowned, but the Warrior’s art exists in the gladiator pits of Ul’dah, the “beast warriors” of Gridiania, and among rogue dragon hunters of Ishgard.
Athletics, Awareness, Brawl, Dodge, Melee, Presence, Resistance, War
The Warrior inspires terror in her foes. She adds half her Essence score (round up) in dice to all intimidating social influence. She may also intimidate targets which do not feel fear, such as automatons, golems, and certain undead.
For five motes, the Warrior strengthens himself, reflexively gaining five Hardness for one turn. At the bonfire/iconic level, this power activates itself automatically at no cost. This effect doesn’t stack with other magic that raises Hardness, but it can be used during Initiative Crash.
For 10 motes, all of the Warrior’s combat and movement Charms with outstanding reset conditions are automatically reset. This effect can only be used once per day, becoming available again at sunrise.
Warrior Class Charms focus on bloodlust, toughness, and intimidation.