Age of Heroes
Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war, or to prove themselves equal with the Heroes of old. Achilles, Hector, Ajax, Heracles, these are Warriors of legend.
Lords of the battlefield, Warriors are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons.
Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Soldiers, knights, hunters, and artists of war, warriors are unparalleled champions, and woe to those who dare stand against them.
Warriors excel at combat—defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match warriors for sheer battle prowess.
Deity: Patrons of the Warrior.
Greek: Ares, Apollo, Artemis, Athena, Zeus.
Egyptian: Anhur, Horus, Ra, Wepwawet, Sekhmet, Set.
Skill Points at 1st Level:
(2 + Int modifier) x 4.
Skill Points at Each Additional Level:
2 + Int modifier.
The Warrior class skills are
- Acrobatics (Dex)
- Climb (Str)
- Craft (Int)
- Handle Animal (Cha)
- Knowledge (nat) (Int)
- Knowledge (arc) (Int)
- Perception (Wis)
- Presence (Cha)
- Profession (Wis)
- Ride (Dex)
- Survival (Wis)
- Use Rope (Dex)
Weapon and Armor Proficiency
A Warrior is proficient with all simple weapons and with all armor (heavy, light, and medium) and shields. He is proficient with one or more martial weapons, as determined by his background.
Warriors gain a good deal of Bonus Feats. These feats must either be Combat or Formation feats as listed in their title. A warrior must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feats gained through character advancement. A warrior is not limited to this list of bonus feats when choosing those feats.
The Warrior adds his Wisdom modifier on Knowledge skill checks in addition to his Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Starting at 2nd level, a Warrior gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Greek Warrior Archetype
Characters from Greece who take the Warrior class receive additional abilities from their heroic culture in addition to all regular warrior features.
Spear Fighting (lvl 1)
At 1st level, as an immediate action, a Warrior can shorten the grip on his spear or polearm with reach and use it against adjacent targets. This action results in a –4 penalty on attack rolls with that weapon until he spends another immediate action to return to the normal grip. If a Warrior with this ability also has the Short Haft feat, this penalty is removed.
Steadfast Spear (lvl 2)
At 2nd level, the Warrior gains a +1 bonus on attack rolls with readied attacks and attacks of opportunity made with a spear or polearm.
Spear Training (lvl 3)
At 3rd level, the Warrior gains a +1 bonus on attack and damage rolls with spears and polearms. A Greek Warrior cannot select spear or polearm for their weapon training ability, as they already gain the benefits through the greek archetype.
Flexible Flanker (lvl 6)
At level 6, the warrior may choose any square adjacent to him and treat that square as his location for determining who he is flanking, even if that square is occupied by a creature, object, or solid barrier.
Sweeping Strike (lvl 7)
At 7th level, the Warrior may choose any square adjacent to him and treat that square as his location for determining who he is flanking, even if that square is occupied by a creature, object, or solid barrier.
Step Aside (lvl 8)
At 8th level, when a creature threatened by a Greek Warrior takes a 5-foot step into a square adjacent to him, he can take a 5-foot step as an immediate action. This 5-foot step must be subtracted from his movement on the next turn. He also gains a +2 dodge bonus to his Active Defense against that opponent until the end of his next turn.
Spear Parry (lvl 9)
At 9th level, when an opponent threatened by a Greek Warrior makes a melee attack against an ally, he may take an immediate action to grant his ally a +2 shield bonus to Active Defense and DR 5/— against that attack. He may use this ability to protect himself, but only if the attacking creature is not adjacent to him.
Starting at 3rd level, a Warrior learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. In addition, a Warrior can also move at his normal speed while wearing medium armor. At 7th level, a Warrior can move at his normal speed while wearing heavy armor.
Starting at 5th level, a Warrior can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
At level 9 a Warrior becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by the previous weapon group increases by +1. For example, when a Warrior reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):
- Blades, Heavy
- Blades, Light
- Siege Engines
Warriors are skilled at sensing deception and intimidating their foes. A Warrior receives a morale bonus on all Presence and Sense Motive checks equal to 1/2 his Warrior level (minimum +1).
The Warrior gains another bonus feat, but it must be one that is listed as a “Teamwork” feat. As a standard action, the Warrior can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat he has already learned. In effect, the Warrior loses the bonus feat in exchange for the new one. He can only change the most recent teamwork feat gained. Whenever he gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. A Warrior can change his most recent teamwork feat a number of times per day equal to his Wisdom modifier.
The Warrior’s allies are treated as if they possessed the same teamwork feats as the Warrior for the purpose of determining whether the Warrior receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the Warrior to receive the listed bonus.
The Warrior gains Damage Reduction 5/— whenever he is wearing armor AND using a shield.
The Warrior chooses one weapon, such as the Kopis, Shortspear, or Xiphos. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.