The Warrior

Hit Point Rate: 7

Class Skills: Athletics, Craft, Endurance, Gather Information, Intimidate, Investigation, Knowledge (Any monster related), Knowledge (geography), Knowledge (nobility and royalty), Perception, Profession, Ride

Skill Points: 2 + Int per level

Level BAB Fort Will Ref Class Features
1 +2 +2 0 0 Battle Cunning, Lesser Archetype Power
2 +3 +3 +1 +1 Hard to get Down, Lesser Racial Power
3 +4 +4 +2 +2 War Stories, Moderate Archetype Power
4 +5 +5 +3 +3 Great Maneuvers, Moderate Racial Power
5 +6 +6 +4 +4 Fancy Footwork
6 +7 +7 +5 +5 Riddle of Steel, Greater Archetype Power, Greater Racial Power

Class Features

Proficiencies: A warrior is proficient with light, medium, and heavy armor, as well as all shields (including tower shields). He is proficient with all simple and martial weapons and three exotic weapons of his choice.

Battle Cunning: The Warrior receives half his level to attack rolls and may add half of one ability modifier that is not used for attack rolls. You may choose whether the bonus damage is heavy or precision.

Furthermore, bonuses to the damage die from feats are treated as weapon damage, e.g., they are multiplied on critical hits.

Hard to get Down: A warrior gains +4 on constitution checks, saves versus combat maneuvers, critical hit confirm rolls and saves versus fear. He is not fatigued if he rested for at least four hours and gets twice his level as bonus negative maximal hit points.

Furthermore, he receives half his constitution modifier as bonus to natural armor class.

War Stories: You receive a special knowledge about general and specific monsters. Whenever you may perform a special knowledge check to find out about a creatures story, abilities and weaknesses, you receive a bonus equal to half your highest attribute. That bonus represents your experience.

Great Maneuvers: The warrior learns some great maneuvers that can be used when fighting with specific weapons:

Sweeping Strikes (Two-handed Melee Slashing / Bludgeoning): When performing an attack, you can also attack an adjacent opponent at the same time, thought only one of those attacks can trigger a cleave or similar effects. This feature does not work with whirlwind attack feat. When you use the whirlwind attack feat, you may still receive bonus attacks through cleave, that are improved by this class feature.

Skewering Charge (Two-handed Melee Piercing): When performing a charge, you may run through spaces that are occupied by movable objects as creatures. Creatures that are up to one size category larger than you may step aside or must succeed a fortitude saving throw to not be thrown aside and fall prone. Objects can be pushed aside with a successful athletics check. When your movement ends for some reason, you can finish the charge by attacking the creature that blocked you. For creatures that are at least two size categories larger, you simply run beneath their feet/whatever. You do not provoke no attacks of opportunity when charging not even for the power lunge feat. Furthermore, your damage is maximized while charging.

Gemini Attack (Two Melee Weapons): When you attack an enemy with both your primary and your offhand, roll those attacks in pairs. If both attacks of that pair hit, the enemy may apply his damage reduction only once.

Offensive Defense (One Fencing Weapon, Free Offhand): You may compute your armor class as 10 + base attack bonus + primary attacking attribute + (unnamed, dodge, inherent, insight, competence bonuses to AC or AR). You may use the combat expertise feat to lower your armor class versus for a bonus to attack rolls.

Steady Aim (Ranged Weapons): If you choose to only attack the same foe with all your attacks, roll one more d20 than you have attacks and remove the worst.

Iterative Bashes (Weapon and Shield): You gain an iterative second attack at +1 base attack bonus with your shield, when your base attack bonus hits +6.

Fancy Footwork: The warrior may take an extra 1.5m step each round as an swift action. In addition, whenever taking a 1.5m step, he may move 3m instead. Furthermore, you may take 1.5m steps between your attacks when doing a full-round attack action.

Furthermore, you do not provoke any attacks of opportunity.

Riddle of Steel: Once per day, the warrior may make use of one of the three following abilities:

Shake It Off: As an immediate action, the warrior may remove one of the following conditions from himself, even if the condition would prevent him from doing so: ability damage, blinded, confused, dazed, dazzled, deafened, entangled, fatigued, nauseated, paralyzed, poisoned, sickened, staggered, stunned, and any forms of fear. Upon using this ability the warrior also heals his level + his constitution modifier.

It's All in the Wrist: As a swift action, the warrior may make a full-attack, even if he has already performed one that turn. He may take an additional 5' step and select new targets as normal.

Against all odds: As a swift action, the warrior gains damage reduction 20/- until the start of his next turn.

Feats: Awesome Footwork, Battle Clarity, Epic Battle Clarity, Epic Leading With Strong Hands, Extra Favored Weapon, Last Will, Leading With Strong Hands, Warriors Arsenal

Archetypes

Blademaster

A Blademaster receives stealth as a class skill, but does not receive heavy armor proficiency.

All of his archetype abilities only work with bladed weapons (as swords and axes) that have to be wield with two hands.

Lesser Archetype Power: When an opponent fails to perceive the Blademaster at the start of the blademasters turn, the blademaster may move and attack as a standard action or perform a charge without losing any benefits he would normally get for not being seen by the target of the charge. We will refer to such an attack as, ambush. After performing the attack or when he is interrupted by any means he becomes visible as normal.

The Blademasters receive +2 to attack and damage rolls.

Moderate Archetype Power: The blademaster may move at any speed while using stealth without a penalty for movement.

When performing an ambush the blademaster and the attack roll suffices to hit critical armor class of the monster the attack counts as a critical hit, however the blademaster multiplies damage dice by 2 ignoring his normal critical multiplier.

Greater Archetype Power: When performing an ambush the blademaster and the attack roll suffices to hit critical armor class of the monster the attack counts as a critical hit, however the blademaster multiplies damage by 3 ignoring his normal critical multiplier.

The Blademaster doubles his critical threat range.

Feats: Megablade, Wind Walk

Butcher

The butcher can accumulate butchery points. At the start of an encounter you have 0 butchery points. At the end of each turn, you receive:

  • One butchery point if the butcher shed blood (successfully deal weapon damage).
  • One butchery point if the butcher dropped one or more opponents using melee weapon attacks.
The maximum number of butchery points is equal to 3 + half the butchers class level. For each butchery point the butcher receives one points of bonus melee weapon damage.

The HPR of the butcher increase to 7.

Lesser Archetype Power: The butcher receives +2 on attack rolls with typical butcher weapons as the grappling hook and all kinds of axes. The butcher receives the power attack and the cleave feat.

Moderate Archetype Power: Whenever the butcher drops a foe unconscious he receive temporary hitpoints equal to his level + strength modifier. These temporary hitpoints last until the end of the encounter.

After dropping an opponent unconscious the butcher gains an move action which may be used immediately.

Greater Archetype Power: For every four butchery points the butcher receives a single additional attack at full-attack bonus, which can be performed once per turn during the butchers action.

Additionally, the bonus damage from the butchery points increases to two per point.

Feats: Blood Rush, Crazed, Dirty Cleave, Double Cleave, Epic Butchery, Improved Butchery, Last Man Standing

Deathbringer

A Deathbringer has heavy armor and exotic armor proficiency. They receives the power attack and cleave feat.

Lesser Archetype Power: You may use strength for any fear ability and receive a +2 DC on it and +4 on intimidate checks.

The deathbringer may charge 3x their movement speed and when charging the Deathbringer receives +2 on attack rolls and half their armor bonus as bonus heavy damage to weapon attacks until the end of their turn.

Moderate Archetype Power: When an enemy gets bloodied the deathbringer gets a cleave attack.

A deathbringer receives his warrior level points of armor bonus.

Greater Archetype Power: A deathbringer retaliates melee attacks with armor spikes. These spikes deal the Deathbringers armor bonus + the deathbringers strength modifier points of damage.

Feats: Double Cleave, Onslaught

Dragon Warrior

Knowledge (dragons) is your favored skill, it becomes a class skill and you add a +2 bonus to it. Constitution is your primary ability for all your abilities. Finally, you always have good will saving throws.

Lesser Archetype Power: You receive a breath weapon special ability, which can be used at will but needs 1d4 rounds to recover after being used. The effect is dependent on the element, choose when using the breath weapon.

  • Acid: As a standard action you shoot an acid ball to any target within 9m that explodes as a 3m area burst dealing 1d6 points of acid damage per level + your constitution modifier and lowers damage reduction of creatures hit by 5 points for one turn per level. A fortitude saving throw halves the damage and resists the lowered damage reduction.
  • Cold: As a full-round action you create a 4.5m 90° cone of frost, that lingers for one turn. The cone of frost deals 1d6 per level + your constitution modifier points of cold damage to creatures that come in contact with the area the first time. Creatures that end their turn in the area of cold are slowed for one turn. A fortitude save halves the damage and resists the slow effect.
  • Fire: As a full-round action, you engulf a 3m radius burst adjacent to you in fire, that keeps burning for one turn. Dealing immediately, at the start of the full-round action, 1d6 points of fire damage per level + your constitution modifier (a will saving throw halves). The area burns for another turn and deals the same damage again to creatures that end their turn in the area.
  • Lightning: As a swift action, you shoot a 18m range bolt on a single target. The bolt deals 1d6 points of damage per level + your constitution modifier (a reflex saving throw halves the damage). Lightning breath only requires half as long to recover, round up.

You may learn meta breath feats, ability specialization and improved ability specialization for your breath weapon. The lingering breath feat increases the duration of fire and cold to two turns instead of its normal bonus. You cannot use feats to increase the number of additional rounds to wait before you can use your breath weapon again over your constitution modifier.

Moderate Archetype Power: Any natural armor class provides also energy resistance to acid, cold, fire and lightning damage. You count as two levels higher for scaling racial and class features.

Greater Archetype Power: All breath weapons are improved and you add your full constitution modifier again to its damage: Acid increases the reduction by your constitution modifier. Cold slows for one turn per class level. Fire inflicts the shaken condition when the creature does not move out of the area. Lightning becomes a line of effect.

Feats: Ability Specialization, Epic Ability Specialization, Long Wind

Eldritch Knight

The Eldritch Knight adds Concentration and Knowledge (arcana) to his class skills.

Arcane Caster: The Eldritch Knight has the spell casting ability of a magician, with the following number of spells per day and the same number of spells known.

Level012
1st62-
2nd63-
3rd64-
4th652
5th663
6th664

Lesser Archetype Power: You may cast spells without provoking attacks of opportunity.

Moderate Archetype Power: When you cast a spell as a standard action, you may perform an attack as a swift action.

By expending a 1st-level spell slot as a free action, the eldritch knight can grant a magic weapon she is wielding any one of the following special abilities until the end of the encounter: flaming, frost, caustic, or shock. This benefit stacks with (but cannot duplicate) any existing weapon enhancements. The eldritch knight can alternatively cause the weapon to be treated as cold iron or silver for the purpose of bypassing damage reduction. When the Eldritch Knight uses the ability, any previous effect of it ends.

Greater Archetype Power: Choose one spell of the 3rd level from your spell list. You may cast this spell once per day as an SLA.

By expending a 2nd-level spell slot as a free action, the eldritch knight can grant a magic weapon she is wielding any one of the following special abilities until the end of the encounter: holy, unholy, axiomatic, anarchic. This benefit stacks with (but cannot duplicate) any existing weapon enhancements. The eldritch knight can alternatively cause the weapon to be treated as adamantine for the purpose of bypassing damage reduction. When the Eldritch Knight uses the ability, while it is still active, any previous effect of it ends.

Feats: None.

Eternal Warrior

You add concentration, knowledge (planes) and knowledge (arcana) to your class skills.

Lesser Archetype Power: You receive meldshaping abilities as a meldshaper of your class level. You may only select soulborn soulmelds, even with feats. Your primary meldshaping ability is wisdom. At the second level you can bind your chakra to your crown and at the sixth level you may bind your chakra to your feet and hands.

LevelSoulmeldsEssentiaChakra Binds
1st110
2nd121
3rd231
4th341
5th451
6th562

An Eternal Warrior receives bonus essentia equal to half his wisdom score.

Moderate Archetype Power: The Eternal Warrior gains access to the following Soulmeld:

Soulbound Weapon: Incarnium energy surrounds your weapon, imbuing it with additional power. Each point of essentia invested increases the weapons enhancement bonus by one, although the total enhancement bonus cannot surpass 5. Alternatively it instead grants weapon special qualities with a total enhancement bonus up to the essentia invested. It is possible to mix and match, eg. with 2 points of essentia invested you could give your weapon a +1 enhancement bonus and the flaming special quality. This soulmeld does not occupy any chakra and therefore it also connot be bound to one.

Greater Archetype Power: The Eternal Warrior gains access to the following Soulmeld:

Soulbound Guard: Incarnium energy surrounds your armor or shield, imbuing it with additional power. Each point of essentia invested increases the armor or shields enhancement bonus by one, although the total enhancement bonus cannot surpass 5. Alternatively it instead grants armor or shield special qualities with a total enhancement bonus up to the essentia invested. It is possible to mix and match, eg. with 2 points of essentia invested you could give your shield a +1 enhancement bonus and the blinding special quality. This soulmeld does not occupy any chakra and therefore it also connot be bound to one.

Feats: Adapting Armaments

Fighter

The fighter may learn Advanced Weapon Training or Armor Training abilities, however no supernatural abilities.

The fighter receives an additional feat every two levels.

Lesser Archetype Power: The fighter gets the armor training and bravery ability from the pathfinder fighter.

Fighter class abilities (except the bonus feats) and fighter only feats always provide the better of untyped, heavy or precision damage.

Moderate Archetype Power: The fighter gets the weapon training ability from the pathfinder fighter.

The fighter receives his weapon training as bonus to DCs with combat maneuvers of the respective weapons.

Greater Archetype Power: The Fighter treats his fighter level for feat and class ability purposes the same as his base attack bonus, if it is higher.

The fighters base attack bonus increases by two.

Feats: Fighters Legacy

Gladiator

The gladiators primary attribute is charisma.

The gladiator receives the disguise and perform skill as class skills and a +2 bonus to it.

Lesser Archetype Power: A gladiator may choose one special persona giving him associated bonuses:

Berserker: The berserker is a gladiator that is wild in combat, howls like a beast or grunts and growls, cuts his arms or forehead and displays the blood to the crowd, and generally acts in a barbaric fashion. The berserker receives +4 on intimidate checks and their favourite combat maneuver is the demoralize maneuver.

Braggart: The braggart is a gladiator that makes loud boasts before, during and after a match. He claims no one can beat him, that he is the best there is. The braggart may even antagonize and challenge members of the viewing crowd. The braggart trait gives a gladiator a +4 bonus on diplomacy checks and diplomacy as a class skill. The braggart may use the Goad combat maneuver using his highest attribute to compute the DC.

Joker: The joker is a gladiator who pulls practical jokes on his opponents and makes derisive or derogatory jokes about his opponent to the crowd. The joker trait gives a gladiator a +4 bonus on insight checks and insight as a class skill. A joke is a mental combat maneuver that requires a standard action. Victims of the joke must succeed a charisma or wisdom based Will save or suffer a -4 penalty armor class and -4 penalty on attack rolls until the end of the encounter as he fights in a wild and enraged manner. The effects of multiple jokes do not stack. Once the opponent makes a successful Will save, he is immune to the jokers jokes for the rest of the day.

Backstabber: A backstabber is a gladiator who takes advantage of his opponents lack of readiness or his disadvantages, striking from behind or the side when his opponent least expects it. The backstabber trait provides a +4 bonus on bluff checks, bluff as a class skill. Their favourite combat maneuver is the feint. Furthermore, they can deny the dexterity to AC of opponents with uncanny dodge.

When the Gladiator receive a +2 bonus to the DCs of their favourite combat maneuvers. The gladiator receives 1d6 per two levels (round up) points of bonus damage that only applies to opponents that suffer under their combat maneuver or a similar condition (fear by demoralize).

Moderate Archetype Power: Any move, spell or special ability provokes an attack of opportunity from the gladiator.

With a disguise check and 10 minutes of time, you can swap your persona.

Greater Archetype Power: Anytime the gladiator is attacked in melee, they receives an attack of opportunity versus the attacker (One attack of opportunity per strike).

You can embody two personas at a time.

Feats: None.

Juggernaut

Lesser Archetype Power:

The Juggernaut receives the improved combat maneuver bull rush feat, a +2 on bull rush maneuver attack rolls and +1 on DC and pushes twice the normal distance.

A Juggernaut receives a special bull rush combat maneuver that can be performed as a standard action, using shield barging or as part of a charge attack using a bludgeoning weapon:

Crash: Perform a melee attack against your opponent which is also a bull rush. The Crash ability always counts as a charge attack. Crash is improved by all abilities that improve bull rush and counts as bull rush.

Moderate Archetype Power: The Juggernaut receives a special defensive action:

Unstoppable: You may perform any standard action that is athletic based, such as breaking through a door, or climbing a ladder. During this turn you reduce any incoming damage by twice your level and receive a +4 bonus to athletic checks and checks that impede movement. Unstoppable is improved by all abilities that improve the total defense action and counts as total defense.
Crash deals bonus damage equal to 1d6 per level.

Additionally, all creatures within the crash path must succeed a reflex saving throw based on the bull rush DC or fall prone and take the crash bonus damage as bludgeoning damage.

Versus targets that you do not already deal weapon damage to, e.g. to creatures in the crash path, you also add (the Juggernauts constitution modifier + your main attacks power attack attack roll penalty) times your attacks heavy damage multiplier.

Greater Archetype Power: Once at the start of each turn while the Juggernaut is under a temporary negative condition, you can choose to reroll the saving throw to end the its effects. If you succeed you automatically use the unstoppable ability.

Feats: Legendary Dreadnought

Marshal

Lesser Archetype Power: A Marshal learns to use maneuvers like a Warblade of his class level. With the following exceptions: He can use only Maneuvers from the Marshals list. To use such maneuvers he has to prepare it together with every ally that is supposed to benefit from it. To benefit from such an command the ally must be able to hear the marshal.

Moderate Archetype Power: The marshal receives one Marshals Aura known per two class levels.

Greater Archetype Power: A Marshals shouts can no longer be activated as a swift or immediate action. Instead the marshal has an additional shout action each turn which can only be used to shout, and takes place at the same time the shout would normally (immediately or swift).

Feats: None.

Master At Arms

Lesser Archetype Power: A master at arms receives the improved combat maneuver feat for every combat maneuver ignoring any prerequisites and receives a +2 bonus to attack rolls and +2 to the DC of combat maneuvers.

Additionally, the master at arms receives bonuses according to special weapon qualities. If your weapon has multiple weapon qualities choose one:

Brace: You receive +1.5m threat range and range for attacks of opportunity.

Disarm: When you successfully disarmed an opponent, that opponent receives a -4 penalty on attack rolls for one turn. You may use disarm versus natural weapons as well.

Grab: You receive constrict(2d6 + 1.5 times your strength modifier).

Trip: After successfully tripping an opponent, he may not move more than half his base movement speed in his next turn.

Interrupt: Your attacks of opportunity always happens before the opponents action triggering those. The interrupt action can be used to interrupt actions that do not require any concentration.

Moderate Archetype Power: The master at arms receives two style feats and from now on may enter two stances simultaneously as a swift action.

Greater Archetype Power: The master at arms receives an additional standard action each turn that can only be used for disarming, grabbing, tripping, interrupting or standard attacks.

Feats: None.

Renegade

Renegades always have survival as a class skill, 8 HPR and good fortitude saves and their primary attribute is constitution.

Lesser Archetype Power: You gain a +2 bonus to saves, initiative, 3m movement speed and half your primary attribute modifier as DR.

Renegades may stand up, retreat and use the demoralize combat maneuver as a swift action.

Moderate Archetype Power: You do not provoke attacks of opportunity, are not caught flat-footed, always retain your dexterity to AC and flanking does not help against you either.

While above 50% of your hitpoints, you receive half your level as moral bonus to d20 rolls.

Greater Archetype Power: You receive half your constitution modifier as bonus heavy damage.

Additionally add the following ability to your capstone powers:

Ruuuun!: You can use that ability even when you have become unconscious, staggered, stunned or paralyzed. You may stand up and act unhindered from the listed conditions and all conditions freedom of movement helps against for a number of turns equal to your constitution modifier. While you are doing nothing but running the duration of this feature does not tick down.

Feats: Renegades Legwork, Ultimate Coward

Strained Marksman

The strained marksman is restricted to bows, crossbows and rifles with his abilities.

Lesser Archetype Power: You receives +2 on attack rolls.

In addition, when specifying the readied attack, you receive a bonus to attack rolls for specifying the action more clearly. Specifying the actual target provides +2, specifying the action coarsely receives +2 and specifying the action fine another +2. A coarse specification is like when the target makes an attack and fine when the target uses the trip combat maneuver or uses a fireball spell.

Moderate Archetype Power: The strained marksman receives half his level as bonus damage.

When readying a ranged attack treat 3m around the target as your threatening area. You can make attacks of opportunity in that area. When the area is not specified you do not receive any attacks of opportunity. The area is automatically specified after making the readied attack.

Greater Archetype Power: You may draw as a move action if you do so your next ranged attack is a critical threat that has a x2 multiplier instead of the weapons normal critical hit multiplier. The confirmation roll also decides whether the attack hits. The attack must be made within 3 turns after drawing.

Feats: Improved Strained Shot