Warrior- The Warrior is a powerful melee class. The warrior specializes in using strength, military tactics, and advance weapon and armor prowess to excel on Keldanar. The Warrior boosts his allies with shouts and uses stances to increase his combat effectiveness. The Warrior is split into the Commander and the Warden. The Commander specializes in defensive tactics and a calm mind to lead his allies to victory. The Warden prefers using raw power and rage to devastate his enemies.
Armor Proficiency- Cloth, Leather, Hide, Mail, Light shield, Heavy shield
Weapon Proficiency- Simple melee, Military melee, Superior melee, Simple ranged.
Defense Bonus- +2 Fortitude.
Hit Dice- D8
Natural sempaum skills. (Melee Damage, Melee Hit/ Damage Absorption, Temporary Hit Points)
Class Builds (Warden/Commander)
Natural Proficiency- A Warrior has a superior experience at wielding weapons. Warriors are proficient with all weapons and have a + 1 modifier to all attacks with a weapon.
Class Skills: Warden (Blade Stance. Rage. Iron Fist. Class Shouts.)
Class Skills: Commander (Defensive stance. Adrenalin. Shield Mastery. Class Shouts.)
|03||2||03||01||01||Well Versed, Fists of Might/Shield Emblem|
|04||2||04||01||01||Rage 2 Times Per Day / Adrenaline 2 Times Per Day|
|05||2||04||01||01||Rage Strike / Skin of Armor|
|06||3||05||02||02||Well Versed, Charge!|
|07||3||05||02||02||Well Versed, Rage 3 Times Per Day / Adrenaline 3 Times Per Day|
|08||3||06||02||02||Path of The Warrior|
|09||3||06||03||03||Rage Slam / Fortified Skin|
|10||3||07||03||03||Well Versed, Fists of Furry/Shield of Might|
|11||4||07||03||03||Well Versed, Rage 4 Times Per Day / Adrenaline 4 Times Per Day|
|13||4||08||04||04||Well Versed, Tireless Rage/Adrenalin Rush|
|14||4||09||04||04||Well Versed, Rage Pummel/Metallic Skin|
|15||4||09||05||05||Rage 5 Times Per Day/ Adrenalin 5 Times Per Day|
|16||5||10||05||05||Path of the Titan|
|17||5||10||05||05||Fists of the Titan/Shield of the Titan|
|18||5||11||06||06||Well Versed, Slayer|
|19||5||11||06||06||Well Versed, Rage 6 Times Per Day/Adrenalin 6 Times Per Day|
Defensive Stance – The Warrior is ready for anything the enemey can throw at him and he will brush it off like the wind. While in Defensive Stance the Warrior has a + 1 to initiative, and has a -1 damage reduction. If the Warrior starts his turn in Defensive Stance his movement is reduced by 1. The Warrior may end Defensive Stance as a free action.
Blade Stance – The Warrior is ready to strike at his foes and deliver powerful strikes. While in Blade Stance the Warrior has a + 1 to hit, and has a +1 to reflexes. If the Warrior starts his turn in Blade Stance his movement is reduced by 1. The Warrior may end Blade Stance as a free action.
- Defensive Shout – The Warrior’s tactical commands keep his allies on their toes. The Warrior and all allies in 5 squares gain a + 1 to ac for 1d4 turns.
- War Shout – The Warrior instruct his allies to end this quickly. The Warrior and his allies in 5 squares gain a + 1 to damage for 1d4 turns.
- Battle Shout – With a mighty shout the Warrior let his allies know its time to strike. The Warrior and his allies in 5 squares gain a +1 to attack rolls for 1d4 turns.
Shield Mastery – _The Warrior is a master of his shield and its defensive ability. _ The Warrior may use his shield as a weapon once per combo. The shield deals 1d2 damage and has a 50% knockdown chance.
Iron Fist – The Warrior’s fists are strong and sturdy as he wields his weapons. The Warrior chooses an Iron Fist Ability.
- Twin Fist – While wielding a weapon in each hand increase the attack roll of the offhand weapon by +2 and damage of the main hand by +2.
- Slayer Fist – While wielding a weapon in his main hand only the Warrior gains a +2 to hit and a +1 to critical strike range.
- Blade Fist – While wielding a 2 handed weapon the Warrior has a + 1 to hit.
Rage – A Warrior can fly into a Rage at will, at the cost of 4 sempaum per hit dice, and may rage for a number of rounds equal to his constitution mod + 4. The number of rounds a warrior may rage increases by 2 each level after first. While in a rage the warrior gains +4 strength and +4 constitution as well as +2 will save. The warrior’s hp is increased by 2 per hit dice and those points are lost when the rage ends. The warrior suffers a -2 ac and cannot use magic or magical items that require command words. After a rage the warrior suffers a -2 strength and -2 dexterity penalty for 3 rounds per round spent raging and can’t run or charge.
Adrenalin – A Warrior can enter an adrenalin state at will, at the cost of 4 sempaum per hit dice, and may remain in that state for a number of rounds equal to your constitution modifier +4. The number of rounds a warrior may be in an adrenaline rush increases by 2 per level after the first. When entering an adrenalin the warrior gains +2 strength, +2 constitution, +2 will defense, and a +2 to initiative. The Warrior’s hp increases by 1 per hit dice and those points are lost when the rage ends.
Well Versed – When a Well Versed skill is gained the warrior selects a weapon type (Axe, Mace, Sword, 2 Handed Sword, 2 Handed Axe, 2 Handed Mace, Pole Arm, Bow, Cross Bow, Fist Weapon, ECT.) A weapon with Well Versed applied to it Gains +1 to attack rolls and critical strike range. A warrior can choose the same weapon up to 4 times, therefore any one weapon group can have a max of +4 to attack and critical strike range.
Shield Emblem – The Warrior’s shield becomes an emblem of his might as a warrior. The Warrior must engrave an emblem into his shield that makes it his symbol. The shields ac mod is increased by 1 and its damage to 1d4.
Fist of Might increases the Warrior’s current iron fist ability to include.
- Twin Fist – While wielding a weapon in each hand increase the attack roll of the offhand weapon by +1 and damage of the main hand by +1.
- Slayer Fist – While wielding a weapon in his main hand only the Warrior gains a +1 to attack rolls, and a +1 to damage.
- Blade Fist – While wielding a 2 handed weapon the warrior has a + 1 to hit and +1 to damage.
Savage Rage – The warrior may enter a savage rage costing 15 sempaum to enter. Savage rage grants an additional +2 str and con, and an additional -2 ac. The warrior also takes 1 point additional damage while in a savage rage. After a savage rage ends the warrior has -4 str and con for 4 turns per turn in the rage. The warrior may not run or charge and is slowed by 2.
Heightened Adrenaline – The warrior may enter a Heightened Adrenaline state costing 15 sempaum to enter. Heightened state grants an additional +2 str and con, and an additional +1 speed. After a Heightened state ends the warrior has -2 str and con for 3 turns per turn in the rage. The warrior may not run or charge.
Rage Strike – Rage strike unleashes the ferocity of the Warrior’s rage against a target. Rage strike can only be used during a rage. rage strike deals normal weapon damage(weapon damage die + str mod) + maximum potential weapon damage, this damage is reduced by 3 for each round spent raging before rage strike is used. Rage strike immediately ends the current rage once its attack is resolved.
Skin of Armor – The Warrior’s armor and skin form a small bond. This bond grants an additional +2 ac and -2 damage reduction. The Warrior’s shield attack has a additional +2 to hit and a +1 crit range. This cost 10 sempaum to enter and 6 each turn to maintain.
Sempaum per level – A warrior gains 12 + wisdom score + wisdom mod + warrior level, sempaum each level.
Hit Points – At level 1 a warrior gains 8 + con mod hp, and at each level after the warrior gains 1d8 + con mod.
Feats – a Warrior gains a feat every 2 levels. 1,2,4,6,8,10,12,14,16,18,20,22,24,26,28,30.