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.

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