User:Average/Neo-Warrior
The semi-peaceful warrior. The warrior not of slaying but of defending. They make themselves as they want. They are a class that is partly Feywild.
This is also the class that gets to try to outwit the DM -- not as a player, but as your character. They make excellent managers of the general store at the village.
Neo-Warriors are unconsciously drawn to things that other characters have concealed (non-Afriqan, non-Aryan races). They have an inner sense of mischief and seek it out. They go towards a wall that has an unusual object on it, only to spring the trap behind it. They have to temper this trait to hone it into value for the team.
They get dispensations of mana from entities above, whether they know them or not. These "gods" can be simply people of higher power, like a Legendary Warrior.
They can gain XP through knowledge. The more knowledge they have of the realms, the more XP, for example. Mana and XP are the same for this class.
Their higher-than-average time-slots are most amendable to being re-allocated such that they can turn the vigilance normally expended for adventuring into searching as they move with a party providing them protection that would otherwise make them vulnerable to surprise attacks. In this way they can always be expending 4 or 5 time-slots for searching per round as they leave the 2 needed for movement with their party. This leaves very little for talking as they go.
Neo-warriors use PER as their main advantage, everything else they will have to use to define themselves. STUB This page is mostly an offering for one type envisioned for the game, focusing on: PER, INT, DEX, and CON.
They level normally, but lose prestige (levels) if they can't provide something someone wants. To this end, they may have to seek out herbalists, metalsmiths, and such to supply their store and have many such stores in town. The lost XP turns to Mana, allowing the loss to be reconciled.
They advance tiers by level of satisfaction: To hero, by ability to supply every class with basic essentials. To paragon, by offering things no ones thought of, but everyone wants. To legendary, by serving legendary adventurers.
See also: