Complete Warrior

Classes

Base ClassDescription
Hexblade Combining the dynamic powers of martial prowess and arcane might, the hexblade presents a deadly challenge to opponents unused to such a foe.
Samurai Known for their matchless bravery and strict code of honor, the samurai were the noble soldiers of feudal Japan.
Swashbuckler Favoring agility and wit over brute force, the swashbuckler excels both in combat situations and social interactions, making her a versatile character indeed.
Prestige ClassDescription
Bear Warrior By adopting the bear as a totem animal, bear warriors hope to tap into some of the bear's strength and temporarily become a bear.
Bladesinger Bladesingers are elves who have blended art, swordplay, and arcane magic into a harmonious whole.
Cavalier Representing the ultimate in mounted warfare, the cavalier is the quintessential knight in shining armor.
Dark Hunter Dark hunters specialize in hunting down and eliminating creatures in the dark, twisting caves of the Underdark.
Darkwood Stalker Darkwood Stalkers are elves that train as elite hunters of the hated orcs.
Dervish Wild, exotic, and as dangerous as her whirling blades, the dervish epitomizes speed, quickness, and abandon.
Drunken Master By weaving and staggering about as if inebriated, drunken boxers avoid many blows.
Exotic Weapon Master Exotic weapon masters learn special tricks with their exotic weapon.
Eye of Gruumsh An orc so devoted to his evil deity that he has disfigured himself in Gruumsh’s name.
Frenzied Berserker Frenzied berserkers make normal barbarians look weak and in control by comparison.
Gnome Giant-Slayer Relying on a combination of agility, combat prowess, and pure craftiness, the gnome giant-slayer is the bane of all creatures who use their size to terrorize the small or weak.
Halfling Outrider The halfling outrider is naturally skilled in the arts of riding and scouting.
Hulking Hurler Hulking hurlers enjoy nothing more than wrenching boulders, trees, or even buildings free of their earthly bonds and throwing them at their foes.
Hunter of the Dead The hunter of the dead is the hated enemy of all undead.
Invisible Blade Invisible blades are deadly fighters who prefer to use daggers and related weapons in combat.
Justiciar Justiciars are devoted pursuers of outlaws; bounty hunters specializing in bringing people back alive.
Kensai The kensai devotes his strength and his life to the service of a master or an ideal he accepts as greater than himself.
Knight of the Chalice A knight of the Chalice is a member of an elite knightly organization devoted to fighting demons and other evil outsiders.
Knight Protector Knight protectors are martial characters dedicated to restoring the ideals of knightly chivalry before they fade forever.
Master of the Unseen Hand Masters of the unseen hand delight in crushing their foes with invisible force, flinging massive objects into the sky, and disarming enemies with a single thought.
Master Thrower Master throwers are specialists with thrown weapons.
Mindspy By reading the minds of her enemies, a mindspy knows exactly what they’re going to do a fraction of a second before they do it.
Nature’s Warrior Nature’s warriors are defenders of the wild, protectors of the natural world.
Occult Slayer Occult slayers believe that mortals are too irresponsible to wield magic, and that those who dare to do so must be slain.
Order of the Bow Initiate Order of the Bow initiates see their weapons as extensions of their being, and the use of a bow as a spiritual experience.
Purple Dragon Knight The famous Purple Dragon Knights are regarded across the land as exemplars of disciplined, skilled, loyal soldiers.
Rage Mage A rage mage taps into the primal essence of magic, using her own natural anger and frenzy to channel the arcane power in flashy, flamboyant ways.
Ravager Living a life of violence and savagery, the ravager seeks to spread this deity’s malignant influence wherever he goes, never resting long in one place, lest the forces of good and law pursue him.
Reaping Mauler Reaping maulers are the back-breakers, the limb-twisters, and the neck-snappers among pit fighters.
Ronin When a samurai or other noble warrior is exiled from the service of his feudal lord, he may become a ronin - a masterless warrior cast adrift in the world, but still clinging to the remnants of his former life.
Spellsword A student of both arcane rituals and martial techniques, the spellsword gradually learns to cast spells in armor with less chance of failure.
Stonelord Stone lords use their connection with the earth to draw from the infinite reserves of power within it to help them perform amazing feats.
Tattooed Monk Tattooed monks are given supernatural or spell-like powers by the magic tattoos on their skin.
Thayan Knight The protectors of the Red Wizards of Thay are the Thayan knights, familiar with magic and loyal to none but the tattooed mages.
War Chanter A war chanter's music flows across the battlefield like a raging torrent, catching friends and foes alike in its wake.
Warshaper Blessed with the ability to change form at a moment’s notice, warshapers delight in surprising their foes by growing massive claws, armored skin, or other unpleasant surprises.

Feats

Feat Prerequisite Benefit
Arcane Strike Ability to cast 3rd-level arcane spells, base attack bonus +4 Sacrifice a spell for +1 on attacks and +1d4 damage per level of the spell
Arterial Strike Sneak attack ability, base attack bonus +4 Trade 1d6 sneak attack damage for 1 point of damage per round
Axiomatic Strike Ki strike (lawful), Stunning Fist +2d6 unarmed damage against chaotic opponent
Clever Wrestling Small or Medium size, Improved Unarmed Strike Gain circumstance bonus to escape grapple or pin
Close-Quarters Fighting1 Base attack bonus +3 Use counterattack to resist grapple
Dash Speed + 5 feet in light or no armor
Defensive Strike1 Dex 13, Int 13, Combat Expertise, Dodge +4 bonus on attack roll after successful total defense
Defensive Throw Dex 13, Combat Reflexes, Dodge, Improved Trip, Improved Unarmed Strike Trip attempt after foe’s attack misses
Destructive Rage Rage or frenzy ability +8 bonus on Strength checks to break objects
Earth’s Embrace Str 15, Improved Grapple or improved grab, Improved Unarmed Strike Extra damage while pinning an opponent
Eagle Claw Attack Wis 13, Improved Sunder, Improved Unarmed Strike Add Wis modifier to damage against objects
Extend Rage3 Rage or frenzy ability Rage lasts +5 rounds
Extra Rage3 Rage or frenzy ability Number of rages per day increased by two
Extra Smiting3 Smite ability, base attack bonus +4 Number of smite attempts per day increased by two
Extra Stunning3 Stunning Fist, base attack bonus +2 Number of stunning attacks per day increased by three
Eyes in the Back of Your Head Wis 13, base attack bonus +1 Opponents do not gain flanking benefit
Faster Healing Base Fortitude save bonus +5 Heal hit points and ability damage faster than normal
Favored Power Attack Favored enemy ability, Power Attack, base attack bonus +4 Trade attack bonus for damage at greater rate against favored enemies.
Fists of Iron Improved Unarmed Strike, Stunning Fist, base attack bonus +2 +1d6 damage on unarmed attacks
Fleet of Foot Dex 15, Run Make one direction change during a run or charge
Flick of the Wrist Dex 17, Sleight of Hand 5 ranks, Quick Draw Cause opponent to be flat-footed for one attack
Flying Kick Str 13, Jump 4 ranks, Improved Unarmed Strike, Power Attack +1d12 damage on unarmed attacks when charging
Freezing the Lifeblood1 Wis 17, Improved Unarmed Strike, Stunning Fist, base attack bonus +10 Paralyze opponent with unarmed strike
Greater Resiliency Damage reduction ability Increase damage reduction by +1
Greater Two-Weapon Defense1 Dex 19, Improved Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Fighting, base attack bonus +11 Gain shield bonus when fighting with two weapons
Hamstring Sneak attack ability, base attack bonus +4 Trade 2d6 sneak attack damage to cut opponent’s speed in half
Hold the Line Combat Reflexes, base attack bonus +2 Make attack of opportunity against charging foe
Improved Buckler Defense1 Shield Proficiency Apply buckler’s shield bonus to AC while using off-hand weapon
Improved Combat Expertise1 Int 13, Combat Expertise, base attack bonus +6 Reduce your attack bonus to improve your AC
Improved Familiar Ability to acquire a new familiar, compatible alignment, sufficient arcane spellcaster level and base attack bonus Gain a more combat-oriented familiar
Improved Favored Enemy Favored enemy ability, base attack bonus +5 +3 bonus on damage against favored enemies
Improved Mounted Archery1 Ride 1 rank, Mounted Archery, Mounted Combat Reduce or eliminate attack penalties with ranged weapon while mounted
Improved Rapid Shot1 Manyshot, Point Blank Shot, Rapid Shot Ignore –2 penalty when using Rapid Shot
Improved Toughness1 Base Fortitude save bonus +2 Gain hp equal to your current HD
Improved Two-Weapon Defense1 Dex 17, Two-Weapon Defense, Two-Weapon Fighting, base attack bonus +6 Gain shield bonus when fighting with two weapons
Improved Weapon Familiarity1 Base attack bonus +1 Racial weapons are martial, not exotic
Instantaneous Rage Rage or frenzy ability Rage even when it isn’t your turn
Intimidating Rage Rage or frenzy ability Cause single foe within 30 feet to become shaken
Karmic Strike Dex 13, Combat Expertise, Dodge Take –4 penalty to AC to make attack of opportunity against melee opponent that hits you
Kiai Shout Cha 13, base attack bonus +1 Affected opponents become shaken for 1d6 rounds
Greater Kiai Shout Cha 13, Kiai Shout, base attack bonus +9 Foes who hear your shout may panic
Monkey Grip Base attack bonus +1 Use larger melee weapons at –2 penalty
Pain Touch Wis 15, Stunning Fist, base attack bonus +2 Stunned opponents become nauseated for 1 round
Phalanx Fighting1 Proficiency with a heavy shield, base attack bonus +1 Bonus to AC and Reflex saves while fighting in shield wall
Pin Shield Two-Weapon Fighting, base attack bonus +4 Render opponent’s shield useless temporarily
Power Critical1, 4 Weapon Focus with weapon, base attack bonus +4 +4 bonus to confirm critical with one weapon
Prone Attack1 Dex 15, Lightning Reflexes, base attack bonus +2 Attack while prone at no penalty and stand up
Ranged Disarm1, 2 Dex 15, Point Blank Shot, Precise Shot, base attack bonus +5 Use ranged weapon to disarm foe within 30 feet
Ranged Pin1 Dex 15, Point Blank Shot, Precise Shot, base attack bonus +5 Use ranged weapon to grapple foe within 30 feet
Ranged Sunder1 Str 13, Point Blank Shot, Precise Shot, Ranged Pin, base attack bonus +5 Use ranged weapon to sunder foe’s weapon at reduced damage penalty
Rapid Stunning1, 3 Combat Reflexes, Stunning Fist, base attack bonus +6 Use one additional stunning attack per round
Roundabout Kick Str 15, Improved Unarmed Strike, Power Attack Additional unarmed attack against opponent on which you have just scored a critical hit
Sharp-Shooting1 Point Blank Shot, Precise Shot, base attack bonus +3 Halve opponent’s cover bonus
Shield Charge1 Improved Shield Bash, base attack bonus +3 Free trip attack with shield during charge
Shield Slam1 Improved Shield Bash, Shield Charge, base attack bonus +6 Use shield to daze opponent
Swarmfighting Small size, Dex 13, base attack bonus +1 Occupy same square as other swarmfighting ally, gain +1 morale bonus per ally (up to Dex bonus)
Throw Anything Dex 15, proficiency with weapon, base attack bonus +2 Throw melee weapon with no penalty
Weakening Touch1 Wis 17, Improved Unarmed Strike, Stunning Fist, base attack bonus +2 Cause foe’s Strength to drop by 6 for 1 minute
Zen Archery Wis 13, base attack bonus +1 Use Wis instead of Dex for ranged attacks

1 A fighter may select this feat as one of his fighter bonus feats.

2 You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.

3 You can take this feat multiple times. Its effects stack.

4 You can take this feat multiple times. Its effects stack if you take the feat more than once for the same weapon

Spells

DOMAINS

COURAGE DOMAIN

Granted Powers: You radiate an aura of courage that grants all allies within 10 feet (including yourself) a +4 morale bonus on saving throws against fear effects. This supernatural ability functions while you are conscious, but not if you are unconscious or dead.

Domain Spells
  1. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
  2. Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max. +10).
  3. Cloak of Bravery: You and your allies gain a bonus on saves against fear.
  4. Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
  5. Valiant Fury: +4 Str, Con; +2 Will saves; extra attack; cures 1d8 hp +1/level (max. +20).
  6. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
  7. Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
  8. Lion’s Roar: Deals 1d8 points of damage per two levels to enemies; allies get +1 on attacks and saves against fear, plus temporary hp.
  9. Cloak of Bravery, Greater: You and your allies become immune to fear and get +2 bonus on attacks.
FATE DOMAIN

Granted Powers: You gain the uncanny dodge ability, allowing you to retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you have another class that gives you uncanny dodge, your cleric levels add to that class’s level for determining when you gain the improved uncanny dodge class feature.

Domain Spells
  1. True Strike: +20 on your next attack roll.
  2. Augury: Learns whether an action will be good or bad.
  3. Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
  4. Status: Monitors condition, position of allies.
  5. Mark of Justice: Designates action that will trigger curse on subject.
  6. Geas/Quest: As lesser geas, plus it affects any creature.
  7. Vision: As legend lore, but quicker and strenuous.
  8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
  9. Foresight: “Sixth sense”warns of impending danger.
NOBILITY DOMAIN
Granted Power: You have the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack and damage rolls, ability checks, and skill checks. Allies must be able to hear you speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to your Charisma bonus and can be used once per day.
Nobility Domain Spells
  1. Divine Favor: You gain +1 per three levels on attack and damage rolls.
  2. Enthrall: Captivates all within 100 ft. + 10 ft./level.
  3. Magic Vestment: Armor or shield gains +1 enhancement per four levels.
  4. Discern Lies: Reveals deliberate falsehoods.
  5. Greater Command: As command, but affects one subject/level.
  6. Geas/Quest: As lesser geas, plus it affects any creature.
  7. Repulsion: Creatures can’t approach you.
  8. Demand: As sending, plus you can send suggestion.
  9. Storm of Vengeance: Storm rains acid, lightning, and hail.
PLANNING DOMAIN

Granted Powers: You gain Extend Spell as a bonus feat.

Domain Spells
  1. Deathwatch: Reveals how near death subjects within 30 ft. are.
  2. Augury: Learns whether an action will be good or bad.
  3. Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
  4. Status: Monitors condition, position of allies.
  5. Detect Scrying: Alerts you to magical eavesdropping.
  6. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
  7. Scrying, Greater: As scrying, but faster and longer.
  8. Discern Location: Reveals exact location of creature or object.
  9. Time Stop: You act freely for 1d4+1 rounds.
TYRANNY DOMAIN

Granted Powers: Add +1 to the save DC of any compulsion spell you cast.

Domain Spells
  1. Command: One subject obeys selected command for 1 round.
  2. Enthrall: Captivates all within 100 ft. + 10 ft./level.
  3. Discern Lies: Reveals deliberate falsehoods.
  4. Fear: Subjects within cone flee for 1 round/level.
  5. Command, Greater: As command, but affects one subject/level.
  6. Geas/Quest: As lesser geas, plus it affects any creature.
  7. Bigby’s Grasping Hand: Hand provides cover, pushes, or grapples.
  8. Charm Monster, Mass: As charm monster, but all within 30 ft.
  9. Dominate Monster: As dominate person, but any creature

ASSASSIN SPELLS

4th Level

Cursed Blade: Wounds dealt by weapon can’t be healed without remove curse.

BARD SPELLS

1st Level

Phantom Threat: Subject thinks it’s flanked.

CLERIC SPELLS

3rd Level

Cloak of Bravery: You and your allies gain a bonus on saves against fear.

HEXBLADE SPELLS

1st Level

Augment Familiar: Your familiar becomes more powerful.

Phantom Threat: Subject thinks it’s flanked.

3rd Level

Hound of Doom: Creates shadowy protector.

4th Level

Cursed Blade: Wounds dealt by weapon can’t be healed without remove curse.

PALADIN SPELLS

2nd Level

Cloak of Bravery: You and your allies gain a bonus on saves against fear.

SORCERER/WIZARD SPELLS

2nd Level

Augment Familiar: Your familiar becomes more powerful.