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Complete
Warrior Classes
Wizards of
the Coast released the Complete Warrior in November 2003, launching
a line of player-oriented books focused on the basic character types. The Complete
Warrior updates previously released material to 3.5 compatibility and
adds more information on how to make all character classes more effective
in combat.
The
Complete Warrior is designed to be setting-neutral, with generic
classes and prestige classes that can be used in nearly any game. This
article takes those classes and approaches them with the goal of giving
each class a specific place in the Eberron campaign setting. In the case
of prestige classes, most of these examples tie a fairly generic Complete
Warrior prestige class to a specific culture or set of groups. Cultural
ties help make prestige classes feel more special, but they should be
considered a recommendation rather than a requirement. The decision of
whether or not to allow a certain prestige class, and the determination
of how it fits in the world, is always something a player should discuss
with the DM.
Remember,
prestige classes should be relatively rare in a world with few surviving
heroes. When introducing certain prestige classes within the context of an
organization, keep in mind the prestige class represents its champions and
exemplars, not its average members.
If a class
is not mentioned below, it is not recommended for conversion into the
setting, usually because it is specific to a culture or deity not included
in the Eberron campaign setting.
Basic
Classes
Hexblade
"Damn hexblades. What they lack in honor, they make up for in
treachery."
Throughout Eberron there are warriors who have learned how to augment
physical might with a somewhat underhanded approach to arcane spellcasting.
These hexblades have traditionally trained in isolation, teaching themselves
to manifest curses that provide an edge in personal combat. During the
Last War, though, King Kaius II of Karrnath commissioned the Twelve to
conduct a more disciplined study of hexblade powers. The Arcane Congress
became aware of this program and instituted their own training program.
Some hexblades from Karrnath and Aundair still work to advance their kingdoms'
agendas, while others strike out to seek their own fortunes.
Swashbuckler
"Say it again, scoundrel! Say it again and then throw down your
shield, because now we duel like men!"
From Regalport to Stormreach, swashbucklers are a major part of the
adventuring world in Eberron. Anywhere a fast blade and a sharp tongue can
provide an edge, swashbucklers will be swinging their way to success. They
are perhaps most common among the dragonmarked houses, where swashbucklers
value
family honor above all else, and in the Lhazaar Principalities, where they
sail the high seas with unparalleled mastery.
Prestige
Classes
Bladesinger
"They say the most honored human warrior ever recognized by
the Valenar elves was a Karrnathi knight who fought a great bladesinger
...and survived long enough to hear the entire history of the Valaes Tairn."
Among the elves of Eberron, respect for ancestral history is paramount.
Bladesingers are elves who combine arcane experience with combat
excellence, weaving spells into songs that praise their elven forbears.
While bladesingers are found among all elves, they are most common among
the Valenar, who place particular value on glorifying their ancestors in
combat.
Cavalier
"As long as Thrane is surrounded by enemies on all sides, we shall
ride to her defense. As far as we are concerned, the Last War is not
over."
Cavaliers in Eberron take many forms. During the Last War, while infantry
represented the backbone of every army, almost every army made use of
elite cavalry. The most talented riders in Eberron are the Valenar elves,
but mounted knights are found in all four surviving human nations. While
human cavaliers can't match Valenar horsemanship, they compensate with physical might
and a greater emphasis on gentility.
Dark Hunter
"Today you are eleven years old. Today you learn our family's
purpose, the dark places you must go, the responsibility you will bear for
the rest of your life."
Even in the most prosperous regions of Eberron, evil constantly lingers
beneath the surface. The Dragon Below holds many secrets, all of them
dark. Powerful fiends and aberrations trapped within Khyber are
sometimes deep enough to be forgotten, but constantly pose a threat to
humanoid life. Dark hunters are the descendents and students of those who
originally bound the monsters in Khyber. They patrol the lightless caverns
and ruins beneath the cities of Eberron, pursuing agents of twisted cults,
seeking Khyber dragonshards, and guarding communities against monsters that must be kept underground.
Dervish
"She looked like a child on the battlefield, a child wearing a
colorful mask, dancing and laughing as she cut down five of our best
men."
As peculiar as it may sound, the fusion of dance and swordplay is actually
found in multiple regions of Khorvaire. It is unclear where dervish
dancing originated, but it is most prominent in the nomadic culture of the
Talenta halflings, where dance is an art form that brings the community
together during tribal gatherings. Talenta dervish dancers armed with
curved sharrash blades are diminutive
but deadly, weaving easily through crowds of larger foes. Some Valenar
elves, particularly female warriors, have been known to use their own
dance-derived style. The entertainer-spies of House Phiarlan have imitated
this, spreading it throughout Khorvaire and inspiring a few self-taught
dervish dancers in the Lhazaar Principalities.
Drunken Master
"I'll
drink to anyone who insults my god. Drink to ye, then break your spine
with the back of my hand."
Throughout Khorvaire, monks are known for combining scholarly discipline
with a spiritual approach to martial arts. Not all unarmed combatants
follow such a straight and narrow path, however. In the Mror Holds, some
dwarves practice a more chaotic form of unarmed combat. For centuries,
they have taken the dwarven zeal for fine liquor and translated it into an
unorthodox fighting style that blends inebriation with unpredictable
punches and kicks. While the drunken masters are a tiny group, they are
willing to share their techniques with anyone who has strong arms and
stronger stomach.
Exotic Weapon Master
"I don't care where you learned how to use it. That chain is a
filthy hobgoblin weapon, and you won't enter Thrane unless you enter
without it."
While the Last War was primarily fought with longbows and broadswords,
many warriors desperate for an edge explored unusual and archaic weapons.
The background of exotic weapon masters is as diverse as their weaponry,
and they are found in all cultures. Some of the most respected exotic
weapon masters in Eberron are Talenta halflings who specialize in the
sharrash or tangat. Monks, who often study the use of unusual weapons, may
focus their martial training by choosing this path. Exotic weapon masters are also found among goblinoids who
continue the martial traditions of the ancient Dhakaan empire.
Frenzied Berserker
"Remember,
stealth and subtlety are of utmost importance to this operation. If we
wait here for another hour, it will be time for the changing of the
guards, and then -- by the nine sovereigns! Karrashk, come back
here!"
Much is to be said for the order and regimentation of the modern army, but
in the strict organization of rank-and-file troops, some say a certain
passion for battle has been lost. This spirit has been wholeheartedly
embraced by frenzied berserkers, the barbarian masters of enraged combat.
Frenzied berserkers can be found among barbarians in every uncivilized
culture, from the orcs of the Shadow Marches to the dragon-revering men
and women of Seren. While those who have observed the disciplined wardens of
House Kundarak would be surprised to hear it, dwarves were among the first
frenzied berserkers, waging bloody havoc during wars that wracked the Mror
clans thousands of years ago.
Halfling Outrider
"I'll never understand why the tall folk choose mounts without
sharp teeth or claws. What good is a companion who won't fight to protect
you when you fall?"
The halflings of the Talenta Plains are unmatched animal handlers. Through
a combination of fearlessness, charm, and ingenuity, they have successfully tamed some of
the fiercest creatures in their environment. Halfling outriders are
present in every Talenta community, riding fastieth, clawfoot, and
glidewing mounts. Rarely leaving their saurian companions, they are
capable of navigating a battlefield as nimbly as combatants on foot.
Hulking Hurler
"Droaam
goblins fight to end battles quickly. If their ogre companions ever run
out of boulders to throw, the goblins know they'll be the first to be
conscripted as ammunition."
With enough brute strength and the leverage inherent in a massive body,
anyone large enough can become a hulking hurler. In Eberron, they are most
commonly found among the ogres of Droaam, where they serve the Sisters of
Sora Kell as imposing mercenaries. The savage descendents of true giants
who live in the ruins of Xen’drik also include hulking hurlers, eager to
repel smaller humanoids that come to explore the giants’ ancient home.
Hunter of the Dead
"Tell these children who call themselves 'Stillborn' that the
Blood of Vol is no path to sacred deathlessness. It is a perversion, and
we will ensure that its followers find oblivion rather than
eternity."
While the elves of Aerenal use magic and rituals to keep their ancestors’
souls from departing to Dolurrh, Priests of the Transition use positive energy that
creates a hallowed form of undying life. They see undead creatures as
perversions of this process, total abominations that offend the Aereni
reverence for life. For thousands of years, an elite Aereni organization
called the Deathguard has been dedicated to the destruction of
negatively-charged undead. While all of these hunters of the dead are
currently Undying Court clerics, it is possible that members of other
life-revering religions could adopt similar techniques.
Invisible Blade
"Do you feel the point of the knife in your back? Held by a hand
you never saw? Try applying again when you can do that to someone
else."
Among the humanoid races, there have always been quick-fingered rogues who
favor the use of daggers and knives. In the depths of Sharn, a gang of
these peerless knife fighters call themselves the Invisible Blades.
The group is remarkably diverse, ranging from petty thieves to bored
dilettante nobles. They meet regularly to spar, trade tall tales, and decide
whether to admit aspiring members to their highly skilled ranks.
Justiciar
"If you want someone to bore you with endless talk of clues and
evidence, find an inquisitive. If you want your man in chains by sundown,
talk to Rikard d'Tharashk."
In a continent full of war criminals, those who commit themselves to tracking
down lawbreakers will never be at a loss for work. From the righteous
Sharn vigilante who wages a personal war against powerful crime guilds
to the most ruthless House Tharashk bounty hunter, the justiciar knows
how to find those who don’t want to be found. While humans and half-orcs
with the Mark of Finding make the best justiciars, anyone with a zeal
for justice and an independent approach to law enforcement is qualified
to pursue this path.
Kensai
"The Bright Lady is merciful. She ignites the weapons of her
greatest servants with a glowing fire, warning the weak to stand down or
face certain death."
The warrior-monks of Dol Arrah glorify their sovereign by turning
their own bodies into finely-honed weapons, tempered with discipline and
gentle restraint. A few learn how to extend this inner power, channeling
the strength of their devotion into the very weapons they wield. They
carry halberds, spears, and other weapons into combat against the enemies
of law and goodness, adhering to a stricter code of loyalty and honor than
most faithful of the Sovereign Host.
Knight Protector
"It's like these guys don't even know that Jarot is dead. For
all their grand talk of reuniting Galifar, most of them spend their lives
in a backwater settlement, fighting lizardfolk in the name of the Great
Kingdom."
Before the Last War, Galifar ruled for nine glorious
centuries. In the midst of Galifar’s collapse into regional nationalism,
a few true patriots remain. The Knight Protectors preserve the memory of Galifar. They follow a rigid code and struggle to
maintain their ideals in an increasingly unprincipled world. While most
Knight Protectors focus on preserving the order itself, a few support the
royal heir who they feel has the greatest potential to unite Khorvaire
once more. Their base of operations is located in Newthrone, where they gather to work toward the reconstruction of Galifar and
recite stories of a kingdom and time that only the eldest members knew as
children.
Master Thrower
"The Talenta halflings know what goes around comes around...
and some know this better than others."
While anyone with a keen eye and strong arm can follow the path of
the master thrower, the unmatched masters of thrown weapons are halflings.
In the Talenta Plains, master throwers specialize in the boomerang. With
unerring aim, they can toss boomerangs that hit multiple enemies in one
blow or sweep opponents off their feet.
Nature's
Warrior
"The
might of steel and spell are nothing compared to the weapons of
Eberron's true children."
During the Last War, the druids of the Eldeen Reaches briefly became soldiers,
defending their sovereignty and confronting those who challenged their
borders. The largest druidic sect, the Wardens of the Wood, fielded the
bulk of these militant druids. The
nature's warriors were druids who focused on their wildshaping abilities,
taking the form of fearsome beasts to slay those would defile the great
forest. Still trained most often by the Wardens, today's nature's warriors
remain respected by druids and feared by their enemies.
Occult Slayer
"I have known mages who were not careless and destructive, and
have even called one a friend. But that does not change the truth: arcane
magic will doom this world if it is not stopped."
Occult slayers are the elite warriors of the Ashbound, a druidic sect
dedicated to the destruction of arcane magic. While some Ashbound are
evil, many are simply concerned about the potential for catastrophe and
suffering inherent in arcane magic. They preach a return to nature and a
banishment of wizardry. Occult slayers hunt spellcasters who have gone too
far, or who simply represent too great a risk to the natural order. They
are trained to resist magic's effects while eliminating its practitioners.
Order of the
Bow Initiate
"Thrane's master archers can fell a dragonhawk from hundreds
of yards away. The Knights Arcane have learned to fly fast and prepare
spells that soften falls from high places."
For hundreds of years, Thrane's tradition of archery has been one of
the country's sources of pride. While most bowmen of Thrane are simply
well-trained foot soldiers, the finest archers are invited to join the
Order of the Bow. These master archers fire arrows with unearthly
precision and devastating force. It's unclear whether their missiles are
guided by a devotion to the Silver Flame or a more abstract philosophy.
Most of their members fell in the Last War, making it challenging for any
potential initiate to find a mentor.
Rage Mage
"You have not tasted a spell's true power until you have
screamed its incantation at the top of your lungs."
Among the orc-blooded races of the Shadow Marches, arcane spellcasters are
relatively rare. The rare half-orc who develops bookish tendencies and an
interest in magic is more likely to leave for Aundair or Breland than to
stay in the swamps. A few, however, learn how to study magic while
embracing their barbaric heritage. They become rage mages, harnessing the
power of natural fury while wielding arcane energy. Rage mages are most
often found in Cults of the Dragon below, revering the abominations that
their more heroic counterparts dedicate themselves to fighting.
Ravager
"Join with me! Join with me in the divine revelry that can
only be found in the pain of innocents!"
The ravagers are a sadistic group of humanoids who believe that the only
true passion lies in the pursuit of destruction and chaos. They revere
the Fury and draw power from their devotion to the Dark Six. While sahuagin
are the most common ravagers, small bands of ravagers can be found among
all the supposedly civilized races.
Reaping Mauler
"Afraid? Yesterday I arm-wrestled a hill giant and pinned
a minotaur twice my size. I think you'll understand if I'm not afraid."
While most of Khorvaire's masters of unarmed combat train in monasteries,
a few learned their art in the arenas of Droaam and Darguun. Reaping maulers
are gladiators who challenge opponents with holds and grapples rather
than weapons or precise blows. The few that have escaped or won their
freedom are respected as exotic warriors, and are highly sought as self-defense
instructors.
Spellsword
"I am a creation of magic, so I never understood why magic did
not come more easily to me. Surprisingly enough, it was by studying armed
combat that I learned superior control over my spellcraft."
Over the course of the Last War, wizards who had once dedicated themselves
to theories and esoteric formulas were forced into battle. Many died, and
those who survived learned to be cautious. These spellswords taught
themselves techniques for casting spells in heavy armor, many of which can
still be learned from talented tutors in the Five Nations. Almost all
warforged who study magic, whether or not they were originally intended to
be spellcasters, naturally learn spellsword techniques over time.
Tattooed Monk
"I wasn't lucky like you, brother. I wasn't born with a mark. But
see here... I have marked myself."
The tattooed monks do not worship any of Eberron's gods, though many among
their number once served in religious monasteries. Instead, they are dedicated
to unlocking the mystery of dragonmarks and inner power. While most monks
see chi energy as a manifestation of faith, tattooed monks
liken it to the inner power that dragonmarked humanoids can tap into. They tattoo
themselves with imitations or embellishments of those marks, and while
these rarely duplicate the power of true dragonmarks, they confer unique
and powerful abilities.
War Chanter
"This battlefield is ours to win. Dhakaani lords will rise
again. Our foes will lose their will to fight when we sing of our fathers'
might."
The first war chanters preceded the arrival of most humanoid races in
Eberron. War chanters were the foremost heroes of ancient Dhakaan, warrior-poets
who passed on the history of the goblin empire while forging their own
legends on the battlefields. Only a few goblins preserve these ancient
traditions, most notably among the Kech Volaar. A few great heroes of
Zilargo have been war chanters, though most are long forgotten. While
the gnomes have strategically avoided war during recent history,
Zilargo's few
soldiers are often bardic historians who use ancient lore to inspire today's
warriors.
Warshaper
"I expected the unarmed mongrel to shift and come at me with
his claws. I didn't expect the claws to be the size of a dragon's."
Most warshapers are druids who have mastered the manipulation of natural
forms, using their wildshaping abilities to grant otherwise humanoid forms
the claws or tusks of fearsome monsters. Druidic warshapers belong to
the Gatekeeper sect, which used similar techniques to create horrid creatures
during the Xoriat incursion in millennia past. Some of the most talented
warshapers, both within the Gateepers and outside the organization, are
shifters. The shifters' natural intuition for shapechanging serves them
well, as they learn to augment their natural weaponry and morphic traits.
This
article was written and written by Johnny "Jhonen Olain" O'Neal,
with help and ideas from Jeddy "jedi8187" Kight and the members
of the official Eberron message board. All associated copyrights are property
of Wizards of the Coast.
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