Complete WarriorClasses |
Base Class | Description |
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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 Class | Description |
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. |
Feat | Prerequisite | Benefit |
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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
DOMAINSCOURAGE DOMAINGranted 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
FATE DOMAINGranted 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
NOBILITY DOMAINGranted 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
PLANNING DOMAINGranted Powers: You gain Extend Spell as a bonus feat. Domain Spells
TYRANNY DOMAINGranted Powers: Add +1 to the save DC of any compulsion spell you cast. Domain Spells
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ASSASSIN SPELLS4th LevelCursed Blade: Wounds dealt by weapon can�t be healed without remove curse. BARD SPELLS1st LevelPhantom Threat: Subject thinks it�s flanked. CLERIC SPELLS3rd LevelCloak of Bravery: You and your allies gain a bonus on saves against fear. HEXBLADE SPELLS1st LevelAugment Familiar: Your familiar becomes more powerful. Phantom Threat: Subject thinks it�s flanked. 3rd LevelHound of Doom: Creates shadowy protector. 4th LevelCursed Blade: Wounds dealt by weapon can�t be healed without remove curse. PALADIN SPELLS2nd LevelCloak of Bravery: You and your allies gain a bonus on saves against fear. SORCERER/WIZARD SPELLS2nd LevelAugment Familiar: Your familiar becomes more powerful. |