Pathfinder class: Warrior
Hey team! Here's the warrior, inspired by/adapted from guild wars 2! Hope you enjoy it. It was pretty fun to make, as it's sometimes difficult to craft something distinctly different from the typical fighters of pathfinder/D&D (the fighter and the barbarian), so I took a more swashbuckler-esque approach to incorporate adrenaline, flavouring it like is in guild wars.
If you're interested in seeing some of the patron-only classes I've made, or just want to support me in general, stop by my patreon! :)
Warrior
Image credit:
Guild wars 2 art team/ArenaNet
Some
combat-focused warriors are versatile individuals whom channel their rage and
emotion into a burst of physical ability, rather than rampaging or not using
their anger to the best of their ability. As they strike and battle, warriors
gain energy, and release their rage in one devastating burst that takes enemies
down with a deadly stroke.
Hit die: d10.
Skills: 2+int
modifier.
Class skills: Acrobatics,
Climb, Craft, Handle animal, Heal, Knowledge (dungeoneering), Profession, Ride,
Survival, Swim.
Weapon and armor proficiency: Warriors
are proficient with all simple and martial weapons. They are proficient with
all types of armor and shields, except tower shields.
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
Maximum adrenaline
|
1
|
1
|
2
|
0
|
0
|
Training
focus, adrenaline, burst skill
|
1
|
2
|
2
|
3
|
0
|
0
|
Warrior
talent, Bonus feat
|
1
|
3
|
3
|
3
|
1
|
1
|
Bravery
+1
|
2
|
4
|
4
|
4
|
1
|
1
|
Warrior
talent, burst skill
|
2
|
5
|
5
|
4
|
1
|
1
|
Bonus
feat
|
2
|
6
|
6/1
|
5
|
2
|
2
|
Warrior
talent
|
2
|
7
|
7/2
|
5
|
2
|
2
|
Burst
skill, bravery +2
|
3
|
8
|
8/3
|
6
|
2
|
2
|
Warrior
talent, bonus feat
|
3
|
9
|
9/4
|
6
|
3
|
3
|
Adrenaline
burst
|
3
|
10
|
10/5
|
7
|
3
|
3
|
Warrior
talent, burst skill
|
3
|
11
|
11/6/1
|
7
|
3
|
3
|
Bonus
feat, Bravery +3
|
4
|
12
|
12/7/2
|
8
|
4
|
4
|
Warrior
talent
|
4
|
13
|
13/8/3
|
8
|
4
|
4
|
Burst
skill
|
4
|
14
|
14/9/4
|
9
|
4
|
4
|
Warrior
talent, bonus feat
|
4
|
15
|
15/10/5
|
9
|
5
|
5
|
Bravery
+4
|
5
|
16
|
16/11/6/1
|
10
|
5
|
5
|
Warrior
talent, burst skill
|
5
|
17
|
17/12/7/2
|
10
|
5
|
5
|
Bonus
feat
|
5
|
18
|
18/13/8/3
|
11
|
6
|
6
|
Warrior
talent
|
6
|
19
|
19/14/9/4
|
11
|
6
|
6
|
Burst
skill, bravery +5
|
6
|
20
|
20/15/10/5
|
12
|
6
|
6
|
Battle
master, warrior talent
|
7
|
Training focus: At first
level, the warrior trains with a focus on one aspect of combat, this grants
them an alteration to their adrenaline, and grants them access to unique
warrior talents that they gain at certain levels (see below).
Adrenaline (Ex): As the
warrior fights, the rush of battle fills them with energy. As they gain
adrenaline, they can accomplish great feats of combat. Depending on how much
adrenaline they spend, they can perform even more powerful attacks or feats. At
first level, they can hold one point of adrenaline at a time. At 3rd
level, and every four levels thereafter, the warrior can hold one additional
adrenaline. When the warrior rests, they begin the day with one point of
adrenaline. Additionally, they can ready themselves as a full-round action, gaining
one point of adrenaline a number of times per day equal to their constitution
modifier.
If the warrior does not perform a feat of strength or enter combat for
one hour, they lose all adrenaline except one point.
Gaining adrenaline: The warrior gains adrenaline through a number of
methods, by either striking an enemy, or performing a feat of bravery, such as
the following:
Dealing a critical strike: When
the warrior confirms a successful critical hit and deals damage with their
strike, they gain one point of adrenaline.
Dealt a critical strike: When the
warrior is dealt a critical strike from an enemy’s attack, they gain one point
of adrenaline.
Knock a target unconscious: If
the warrior knocks a target unconscious by taking them below 0 hit points, or
kills them, they gain one point of adrenaline.
Feat of strength: If the warrior
performs a feat of strength, they gain one point of adrenaline. These are
subject to DM discretion, usually tied to strength checks, such as breaking
down a door with a mighty blow.
There are other methods which the warrior can gain adrenaline through
specific warrior talents (see below).
Burst skill (Ex): At first
level, and every 2 levels thereafter, the warrior learns a burst skill. These
are feats of great strength that devastate enemies or invigorate their allies.
When the warrior spends adrenaline to use a burst skill, all adrenaline is
consumed.
Backbreaker: In one all-consuming
swing, the force of the warrior’s weapon breaks the enemy’s bones. This single
attack deals weapon damage, plus 1 dexterity and strength damage per adrenaline
spent, and knocks them prone. A successful fortitude save halves the ability
damage (minimum 0) and negates the prone condition. The ability damage is
multiplied on a critical hit. This attack must be delivered by a bludgeoning
weapon. This requires 10th level.
Earthshatter: The warrior smashes
their weapon on the ground in front of them as a standard action, dealing
weapon damage to the target as they swing. The target must make a reflex save
or be knocked prone. The DC of this save is equal to 10 + ½ the warrior’s level
+ their strength modifier. Each additional point of adrenaline causes the DC of
this ability and the damage dealt by one step. This requires 4th
level, and the weapon used must deal bludgeoning damage.
Eviscerate: The warrior leaps at
the enemy in a charge as a full round action, dealing 1 additional damage if
they are using a piercing or slashing weapon. With each additional point of
adrenaline, this bonus increases by this value. The additional damage dealt by
this attack increases by 1 for every 4 levels they possess. If they spend 2 or
more adrenaline, the target bleeds for the amount of adrenaline spent. If 4
points of adrenaline is spent, the penalty for charging Is reduced by 1. If the
warrior spends 5 or more adrenaline, they can choose to inflict 1 constitution
bleed instead of normal bleed. If 6 points are spent, the warrior does not take
a penalty to their AC for charging.
Flurry: The warrior can spend one
adrenaline to make one additional attack at their highest base attack bonus
during a full attack. They can spend one additional adrenaline to make
additional attacks, at a -5 cumulative penalty per extra attack made. At 11th
level, the warrior can spend 2 adrenaline to make one additional attack as part
of a standard attack at their highest base attack bonus. They cannot make more
than one additional attack in this way.
Forceful shot: The warrior leaps
focuses their eyes and strength into a single ranged attack, dealing 2
additional damage. With each additional point of adrenaline, this bonus
increases by this value. The additional damage per adrenaline dealt by this
attack increases by 1 for every 6 levels they possess. If the attack connects,
the target is subject to a bull rush attempt by the warrior. If the warrior spends
5 or more adrenaline, the target is knocked prone. Each point of adrenaline
spent increases the bull rush attempt by 2.
Kill shot: The warrior focuses
all their energy into a single shot that kills. This requires the warrior to
spend their maximum adrenaline. If the attack connects, the target must make a
fortitude save. On a fail, the target dies from the attack. If they pass, the
shot is a critical strike even if they did not roll within their weapon’s
threat range. The warrior must still roll to confirm this critical hit. This
burst skill requires 16th level.
Skull crack: The warrior cracks
the enemy upside the head with a bludgeoning weapon, dealing weapon damage, and
stunning the enemy for one round. The DC of this save is equal to 10 + ½ the
warrior’s level + their strength modifier. Each additional point of adrenaline
increases the DC and damage of this ability by 1. If they spend 5 or more
adrenaline, this deals 1d4 constitution damage plus one additional constitution
damage for each adrenaline after 5. A successful fortitude save halves the
ability damage.
Whirling strike: The warrior
spins with their weapons, striking additional enemies. After the first attack,
the warrior can swing at one additional enemy per adrenaline spent. This can be
used as part of a standard attack, as well as a single attack as part of a full
attack. Each attack of whirling strike uses the same attack bonus as the
original -2, with additional -2 to the attack per target following. The warrior
must swing at the next available enemy next to the target, and cannot strike
against the same target until they swing back around with attacks still
remaining. This requires 7th level.
Bonus feat: At 2nd
level, and every 3 levels following, the warrior gains a bonus feat. This must
be a combat feat of which they meet the prerequisites. If the warrior wishes to
retrain their feat, they cannot retrain it to a feat of which they would not
qualify for at the appropriate level.
Warrior talent (Ex): At 2nd
level, and every two levels following, the warrior gains a warrior talent.
These are abilities that expand their skillset beyond normal combatants,
training them in extraordinary skills in and out of battle.
Adrenaline rush: Once per day,
the warrior can, when using a full-round action to gain adrenaline, instantly
gain up to their maximum adrenaline. They can take this action one additional
time at 10th and 18th level. This requires 4th
level.
Alchemical arrow: The warrior can
use a lick of alchemist’s fire or acid, or other alchemical weapon to enhance a
piece of ammunition as a swift action, and attack. This requires 4th
level.
Crushing blow: The warrior gains
improved sunder as a bonus feat.
Counterblow: When the warrior is
struck by an enemy while they are in full defense, the warrior may make an
attack of opportunity against them as an immediate action.
Cyclone strike: When making a
cleave, whirling strike, or whirlwind attack, the warrior deals 1 additional
damage, doubling each consecutive target hit. This requires 10th
level.
Double strike: When
dual-wielding, the warrior can, as a standard action, strike with both weapons
at once, using the highest attack bonus. If the hit connects, the warrior deals
the damage dice of both weapons plus their specialization and magical/enhancement
modifiers, but only gain the benefits of other modifiers such as strength or
power attack once. This requires 8th level.
“Fear me!”: The warrior gains the
ability to intimidate their enemies as the dazzling display feat, but does not
require a weapon for the ability. At 8th level, this is a standard
action. At 16th level, it is a move action. This counts as dazzling
display for the purposes of feat prerequisites.
Final thrust: When using a
piercing weapon, the warrior can deliver a coup de grace as a standard action
once per day. They can deliver this blow one additional time at 15th
and 20th level. This requires 10th level.
“For great justice!”:
Invigorating their allies as a standard action, the warrior grants a +1 morale
bonus to attack and damage rolls, as well as saving throws to all allies and
themselves for 1 round per level the warrior possesses. This bonus increases by
1 at 8th and 16th level, and can be used once per day,
plus one additional time at 14th and 18th level. This
ability requires 10th level, and requires allies to hear the
warrior.
Impale: The warrior gains
impaling critical as a bonus feat even if they do not meet the prerequisites.
At 14th level, this becomes improved impaling critical. This
requires 12th level.
Juggernaut: Once per day, the
warrior can enter an unstoppable battle trance. They become immune to mind-affecting
effects, and gain a +4 bonus to their strength and constitution scores, saving
throws, as well as DR/- equal to half their level. This lasts a number of
rounds equal to half the warrior’s level. When activating this ability, they
gain full adrenaline. This ability requires 16th level.
One-handed thrower: The warrior
treats any light or one-handed weapon as a thrown weapon, with a range increment
of 10 ft. This talent requires 6th level.
Pin down: The warrior makes a
targeted attack against an individuals legs (or other movement appendage). The
target takes weapon damage as normal, and their movement is halved for a number
of rounds equal to the warrior’s level, and can be removed early by magical
healing or a DC 15 heal check. A successful fortitude save reduces the duration
of this effect to one round. This attack is a standard action. This requires 6th
level.
Pommel bash: the warrior bashes
the enemy with the pommel or hilt of their weapon as part of a standard attack.
This deals damage one category lower than the weapon’s normal damage, and it
dazes the enemy for one round (fortitude negates the daze). This requires 10th
level.
Rush: The warrior charges so
quickly, it catches an enemy off-guard, making them flat-footed. This can be
used once per day, plus one additional time for every 6 levels they possess.
This ability also allows them to ready a charge action, moving up to their
speed.
Savage leap: The warrior gains
lunge as a bonus feat even if they do not meet the prerequisites.
“Shake it off!”: The warrior
shouts with a valiant might, attempting to bolster them and their allies,
cleansing one condition of confused, dazed, shaken, sickened, or staggered.
They grant themselves and their allies a new save against the previous DC (if
there was one) with a bonus equal to the warrior’s charisma modifier (if
positive). This can be used once per day, plus one additional time at 8th,
12th, and 16th level. This ability requires allies to
hear the warrior.
Shield bash: The warrior gains
improved shield bash as a bonus feat even if they do not meet the
prerequisites.
Staggering blow: The warrior
smashes the enemy with their weapon with a staggering force, staggering them
for 1d4 rounds. A successful fortitude save negates the stagger. This can be
used once per day, plus one additional time for every 3 levels they possess
after first.
Two-handed thrower: The warrior
can treat any melee weapon they are proficient with as a thrown weapon, with a
range increment of 10 ft. Light and one-handed weapons have a range incremement
of 15 ft. This requires One-handed thrower.
Whirlwind attack: The warrior
gains the whirlwind attack feat, even if they do not have the prerequisites.
This requires 12th level.
Bravery (Ex): At 3rd
level, the warrior gains a +1 bonus on saving throws against fear effects.
Every 4 levels following, this bonus increases by 1, to a maximum of +5 at 19th
level.
Adrenaline burst (Ex): Once
per day, when the warrior uses a burst skill, they can act as if they spent one
more adrenaline on the skill. This cannot take adrenaline above the maximum
they can possess.
Battlemaster (Ex): Whenever
the warrior rests, they begin the day ready as ever, at maximum adrenaline, and
adrenaline is never lost over time. When they use a burst skill, they make an
intimidate check against all enemies that can see them as a free action, and grant
all allies a +2 morale bonus on attack rolls, damage rolls, and saving throws
for one round. Whenever they use a burst skill, they only lose half the adrenaline
they would have spent. In addition, they gain a special ability noted in their
training focus.
Training Foci
Strength
Artist
credit: Wei Wang
Adrenaline: As a swift action,
the warrior can use one adrenaline to gain a +2 morale bonus their strength
score by +2 for their constitution modifier in rounds. If they spend one
additional adrenaline, this bonus increases by 1.
Warrior talents
Adrenal power: The warrior gains
additional damage on weapon attacks equal to the amount of adrenaline they
have. If the warrior spends adrenaline to perform a burst skill, this damage is
equal to the new adrenaline value, after the cost is taken.
Berserker stance: For a number of
rounds per day equal to their level, the warrior can grant themselves a +2
bonus to their strength and constitution scores, and take a -1 penalty to their
AC. This can be activated as a swift action, and dismissed as a free action.
They become fatigued for 1 minute per round they spend in this stance. The
rounds of this stance do not need to be consecutive.
Body blow: The warrior gains
improved unarmed strike as a bonus feat, and they choose one combat maneuver of
bull rush, disarm, grapple, overrun, sunder, and trip. When the chosen combat
maneuver succeeds, the warrior deals unarmed damage, unless they are using a
weapon to complete the maneuver (such as disarm, sunder, or trip), for which
they deal weapon damage.
Brave stride: In the first round
of combat, the warrior gains a +2 morale bonus to their CMD and saving throws.
This bonus increases by 1 at 8th and 16th level.
Building momentum: if a burst
skill is successful, the warrior gains a +1 morale bonus on all saving throws
for 1 round. This bonus increases by 1 for every 6 levels the warrior
possesses.
Great fortitude: The warrior
gains great fortitude as a bonus feat. If they already possess great fortitude,
they gain improved great fortitude.
Might makes right: Whenever the
warrior uses adrenaline to grant themselves a bonus to their strength score,
they gain fast healing 1 while the bonus is active. The fast healing of this
ability increases by 1 at 12th, 16th, and 20th
level. This requires 8th level.
Peak performance: The warrior
gains a bonus on acrobatics, climb, and swim checks equal to the adrenaline In
their pool.
Pinnacle of strength: When the
warrior gains a morale bonus to damage rolls, these values increase by 50%.
This requires 12th level.
Restorative strength: Whenever
the warrior is healed by a spell, they gain a +2 competence bonus on their next
weapon damage roll. This ability does not stack with itself.
Strongarm: The strength warrior
gains a +2 bonus on all strength ability checks. This bonus increases to +4 at
10th level, and +8 at 20th level.
Battlemaster: The strength
warrior increases the damage of their critical strikes by one multiplier, no
matter what weapon they use. In addition, the warrior gains a permanent +4
bonus to their strength score.
Arms
Adrenaline: As a swift action,
the arms warrior can spend 1 adrenaline to gain one of the following feats for
1 minute for a specific weapon: Exotic weapon proficiency, greater shield
focus, greater shield specialization, greater weapon focus, greater weapon
specialization, improved critical, shield focus, shield specialization, weapon
focus, weapon specialization. They must qualify for the feat, acting as their
warrior level as fighter level. For each additional point of adrenaline, they
gain the benefit of one additional feat. They can use the feats gained from
this ability to qualify for further feats chosen. If they cannot gain one of
the feats (such as, have all the required feats for the weapon but aren’t using
a shield), they gain a +1 competence bonus on attack and damage rolls for each
additional adrenaline spent.
Warrior talents
Blademaster: The warrior chooses one weapon of wakizashi, bastard sword,
falcata, katana, khopesh, rhoka sword, sawtooth sabre, temple sword, double
walking stick katana, elven curve blade, flying blade, seven-branched sword,
and two-bladed sword. The warrior becomes proficient with this weapon. In
addition, while drawing weapons from the light blades or heavy blades weapon
groups, they can draw them as if they had the quick draw feat. For every 8
levels they possess, the warrior gains a +1 bonus to attack and damage rolls
with these weapon groups. This requires 4th level.
Bloodlust: When the warrior inflicts bleed damage with their weapon
strikes, the heal check to stop the bleeding increases by one third the
warrior’s level (minimum 1). Magical healing still automatically succeeds on
this check. This requires 8th level.
Burst precision: When using a burst skill that deals damage, the warrior
acts as if they possess the improved critical feat. If they possess this feat,
they gain a +2 bonus on rolls to confirm critical hits.
Deep strikes: When dealing a
critical hit, the warrior deals 1 point of bleed damage. This bleed damage
increases by 1 at 8th and 16th level, and adds to the
bleed damage dealt by the bleeding critical feat, if they possess it.
Dual wielding: The warrior gains
two-weapon fighting as a bonus feat, even if they do not meet the
prerequisites. They may choose this talent again to gain the improved
two-weapon fighting or greater two-weapon fighting feats, but they must meet
the base attack bonus requirements for these feats.
Furious burst: After using a
burst skill, the warrior gains a +1 morale bonus on attack rolls and damage
rolls on their next attack. The bonus of this attack increases by 1 at 8th
and 16th level.
Gladiator stance: For a number of
rounds per day equal to their level, the warrior is proficient with and takes
no penalty for wielding any weapons, splash weapons, or improvised weapons they
hold if they are appropriate for their size. In addition, they gain a +2 bonus
to CMB checks and their CMD. This stance is activated as a swift action, and dismissed
as a free action. These rounds do not need to be consecutive.
Opportunist: The warrior gains
combat reflexes as a bonus feat, and their dexterity modifier counts as 1
higher for the purposes of the number of attacks of opportunity they can make
per round.
Sundering burst: The warrior
gains improved sunder as a bonus feat. When they successfully destroy an
unwilling target’s weapon, shield, or armor, the warrior gains one adrenaline.
Unsuspecting foe: Three times per
day, the warrior can strike an enemy with an attack of opportunity when they
enter the warrior’s threatened area. The warrior can make one additional attack
at 12th, 15th, and 18th level. In addition,
enemies are always considered flat-footed against the warrior in the first
round of combat, even if they have already acted. This does not make enemies
with the uncanny dodge ability (or other associated effects) flat-footed. This
requires 10th level.
Wounding precision: When wielding
a weapon that is affected by weapon finesse, the warrior also gains their
dexterity modifier to their damage rolls, instead of their strength modifier.
Battlemaster: The arms
warrior becomes proficient in all weapons, and acts as if they possess all of weapon
focus, weapon specialization, greater weapon focus, greater weapon
specialization, and improved critical with any weapon they use. In addition,
the critical range of all weapons increases by 1, stacking with the improved
critical feat, and they are automatically confirmed.
Defense
Adrenaline: The defense warrior
can spend adrenaline as a swift action to gain DR/- equal to the adrenaline
spent for a number of rounds equal to their constitution modifier. In addition,
they can spend adrenaline as a free action to reduce the penalties of combat expertise
or fighting defensively by 1 per adrenaline spent, or raise the AC of full
defense by 1 per adrenaline spent.
Warrior talents
Adrenal health: When the warrior
uses adrenaline, they gain hit points equal to three times the adrenaline
spent.
Armored attack: When fighting
defensively, the warrior takes half the penalty to their attack roll.
Cleansing ire: When they use a
burst skill, the warrior gains a new saving throw against one condition. This works
once per day, plus one additional time at 14th and 18th
level. This requires 10th level.
Defensive stance: The defense
warrior can take a defensive stance for a number of rounds equal to their
level, though these rounds do not need to be consecutive. They gain a +2 bonus
to their AC. They move at half speed while this stance is active. This stance
is activated as a swift action and dismissed as a free action.
Deny pain: The warrior gains
diehard as a bonus feat. In addition, they do not lose hit points when they
take standard actions at or below 0 hit points. This requires 8th
level.
Dogged march: The warrior gains
endurance as a bonus feat. In addition, when the warrior takes a penalty to
their movement speed, this penalty is halved (rounding down). If the penalty is
5 ft., the penalty is reduced to 0.
Phalanx: The warrior gains saving
shield as a bonus feat. If this feat successfully makes the difference to
deflect an attack, the warrior gains one adrenaline.
Retributive rage: When dealt a
critical hit, the warrior instead gains 2 adrenaline.
Rousing resilience: When the
warrior resists a daze, stun, or paralysis effect, they gain a +2 dodge bonus
to their AC, and a +2 morale bonus to saving throws for 1 round. This requires
8th level.
Shield master: The defense
warrior can gain one of the following feats as if their level was equal to
fighter level: bodyguard, covering defense, fortified armor training, greater
shield focus, greater shield specialization, improved shield focus, missile shield,
shield focus, and shield specialization. They must meet the prerequisites for
these feats. This talent can be taken multiple times.
Spiked armor: When using armor
spikes, the warrior gains the effects of weapon focus. If they possess this
feat for armor spikes, they gain weapon specialization. This requires 4th
level.
Thick skin: The various wounds
the warrior has gained over their battles has thickened their skin and made
them more durable. The warrior gains a +1 bonus to their base natural armor. At
12th and 20th level, this bonus increases by 1. This
stacks with other bonuses to their natural armor, such as a racial bonus. This
talent requires 4th level.
Tower shields: The defense
warrior becomes proficient with tower shields, and reduces the armor check penalty
for using one by 2.
Battlemaster: The warrior’s
knowledge of defense reaches its peak. The warrior gains DR 5/- at all times,
and this increases to DR 10/- for one round after using a burst skill. This
stacks with the DR/- granted by their training burst skill. In addition, no
matter the armor or shield they wear, they always act as if they have heavy
fortification, having a 75% chance to deny a critical hit. In addition, they
may spend one adrenaline to deny a critical hit, though they do not gain the
adrenaline for being dealt that damage.
Tactics
Adrenaline: As an immediate action,
the tactics warrior can reposition a willing target out of harm’s away (such as
if an enemy chooses to attack them) using one adrenaline, or a standard action
on an unwilling target without provoking attacks of opportunity with a +2
bonus. For each additional adrenaline, they gain an additional +2 to the check.
This movement never provokes attacks of opportunity. If they spend 3 or more
points of adrenaline, the warrior may reposition an unwilling target as a move
action. If they spend 5 or more points of adrenaline, it is a free action.
Warrior talents
Call to arms: The warrior gains
battle cry as a bonus feat, even if they do not meet the prerequisites.
Combat expert: The warrior gains
combat expertise as a bonus feat, even if they do not meet the prerequisites.
Determined revival: When making a
check to stabilize, stop an enemy’s bleeding, or attempt to either use a magic
item (wand or scroll) or pour a potion down an ally’s throat, the warrior
doesn’t provoke attacks of opportunity. If an enemy the warrior threatens
attempts to attack an unconscious ally in any way, they provoke an attack of
opportunity from the warrior. Instead of attacking the enemy, they can choose
to parry. If they roll higher on their attack of opportunity than the enemy,
the attack is parried.
Empowered: The tactician’s
skilled mind makes beneficial extraordinary, supernatural, and magical effects
linger on them. If the effect has a duration of 1 round or minute (or so on)
per level, this duration increment is increased by 1. This requires 6th
level.
Inspiring presence: When allies
are within 10 ft. of the warrior, they gain a +1 morale bonus to attack rolls,
damage rolls, saving throws, skill checks, ability checks, and a +1 dodge bonus
to AC. This requires 8th level.
Leg specialist: The warrior can
target an enemy’s leg or other movement-dependent appendage (such as wings) as
part of an attack at a -2 penalty to the attack roll. If successful, the
enemy’s movement is halved for 1 round per level of the warrior in addition to
the damage. A DC 15 heal check as a standard action removes this effect. If
this attack is a critical hit, the enemy’s speed is cut to 5 ft., and they
cannot take a 5-ft. step for 1 round. Every round following, the target moves
at half speed unless they or another make a DC 20 heal check as a standard
action to heal the wound. Magical healing automatically passes this check. If the
creature dealt the critical hit is not healed, the limb recovers in 1d4 days.
Reposition: The warrior gains
improved reposition as a bonus feat. They can take this talent again, gaining
one of greater reposition, quick reposition, repositioning strike, tactical
reposition.
Phalanx strength: When using the
aid another action to increase an ally’s AC, the warrior may increase the AC of
one additional ally. This requires 10th level.
Powerful synergy: When the
warrior flanks with an ally, they each gain a +1 additional bonus to attack
rolls.
Shrug it off: If the warrior gains more than one
condition listed under their shake it off ability, they may activate shake it
off as an immediate action. This counts as one of the daily uses of the
ability. This requires 10th level, and the shake it off ability.
Step up: The warrior gains step
up as a bonus feat, even if they do not meet the prerequisites. They can take
this talent again, gaining the step up and strike feat.
Teamwork feat: The warrior can
choose a teamwork feat of which they qualify for as a bonus feat. This talent
can be taken multiple times.
Vigorous shouts: The warriors
effective level of shouts increases by 1. When they successfully grant the
benefits of a shout to an ally, they gain 1 adrenaline. This requires 12th
level.
Battlemaster: The warrior’s
precise tactics become unmatched. They automatically sense surprise attacks,
and always get to act in the surprise round, and always act first in initiative
if they choose to do so. If they take a move action, they can alert their
allies, allowing their allies to do the same. The warrior is never flat-footed,
and cannot be flanked. If the warrior spends one adrenaline, they can change
their placement in initiative as an immediate action.
Discipline
Adrenaline: As an immediate
action, the discipline warrior can spend one adrenaline to gain a +2 luck bonus
on one saving throw. This bonus increases by 2 per adrenaline spent. This must
be chosen before the roll is made. They may choose to use adrenaline after the
roll before the result is revealed, but the bonus is halved.
Warrior talents
Armor training: Through their
training and discipline, the warrior decreases the armor check penalty of armor
by 1, and raises the maximum dexterity bonus by 1. This bonus and penalty
reduction increases by 1 for every 8 levels they possess.
Burst mastery: Whenever the
warrior uses a burst skill, they spend one less adrenaline. This cannot reduce
the cost of a burst skill below 0. This requires 10th level.
Control: When the warrior uses a
burst skill, they gain a +2 morale bonus on saving throws for a number of
rounds equal to their wisdom modifier (minimum 1).
Crack shot: The warrior gains
weapon focus as a bonus feat for one ranged weapon they are proficient with,
and deal additional damage on ranged weapon attacks equal to their dexterity
modifier. This talent does not work for ranged weapons that add a creatures
strength modifier to the damage. This talent requires 6th level.
Fast hands: The warrior gains
quick draw as a bonus feat. At 10th level, they can retrieve items
from their bag or other compartments one step faster. (full-round becomes
standard, standard becomes move, move becomes swift)
Focused stance: The discipline
warrior takes a strong, focused stance for 1 round per level they possess,
though these rounds do not need to be consecutive. They gain a +1 insight bonus
to all saving throws and mental skill checks. This bonus increases by 1 for every
6 levels they possess. This stance can be activated as a swift action and
dismissed as a free action.
Heightened focus: For each
consecutive round the warrior attacks a target, they gain a +1 competence bonus
to their attack rolls. This effects stacks up to one quarter the warrior’s
level. Once the warrior does not attack the same target during a full turn, the
bonus is lost. This requires 12th level.
Unwavering: Once per day, the
warrior can re-roll a failed saving throw as an immediate action. This can be
used one additional time at 14th and 18th level. This
requires 10th level.
Versatile rage: Whenever the
warrior switches weapons and strikes an enemy for hit point damage in the same
turn, the warrior gains 1 adrenaline.
Versatile power: The warrior
gains weapon versatility as a bonus feat. At 10th, 15th,
and 20th level, they may choose one additional weapon that their
feat applies to.
Warrior’s sprint: The warrior
gains run as a bonus feat. At 6th level, the warrior’s movement is
no longer impeded by medium armor. At 12th level, their movement and
run speed are no longer impeded by heavy armor.
Battlemaster: The warrior automatically
succeeds on saving throws against all compulsion, emotion, or fear effects, as
well as spells from the enchantment school. Their focus and discipline has
granted them great focus even in the most dangerous forms of combat, making all
of their critical hits auto-confirmed. In addition, a number of times per day
equal to their constitution modifier, they may use a burst skill without
spending adrenaline.
Comments
Post a Comment