WARRIOR

Warriors asdfdsfsdfasfsdf

Class Points
  • Hit Points per level:   10 + Constitution modifier
  • Focus Points per level:  8 + Wisdom modifier
  • Skill Points per level:  6 + Intelligence modifier

Starting Skills
A character that takes their 1st level in this class begins with the following as class skills:
They also begin with 6 of the following skills of their choice as class skills:
Starting Feats
A character that takes their 1st level in this class begins with all these starting feats:
They also begin with 10 of the following feats of their choice as starting feats:


WARRIOR CLASS FEATURES

  1. Core Feature, class skills, starting feats
  2. Talent
  3. Power
  4. Talent
  5. Power
  6. Talent
  7. Power
  8. Talent
  9. Power
  10. Talent, advanced features
  11. Power
  12. Talent
  13. Power
  14. Talent
  15. Power
  16. Talent
  17. Power
  18. Talent
  19. Power
  20. Talent, capstone ability



CORE FEATURE

At first level you pick one key feature for your warrior.

Animal Companion: You gain an animal companion as a druid.
Banner: challenge, tactician, and banner as a cavalier
Gunslinging: as a sdfsadf
Ki Combat: as a monk
Martial Flexibility: Select two combat feats you meet the prerequisites for. As a swift action, you can gain the benefits of one of these feats of your choice for 1 minute. At every level, you add one more combat feat to this list of feats to choose from. At every 5th level you increase the number of them you gain the benefits of from activating this effect by 1 to a maximum of 5 feats at 20th level. At 10th level you can use an advanced power to activate this as an immediate action, but doing so only grants you the benefit of 1 feat from this list. Activating this effect is a tier 1 effect that increases in tier by 1 per 5 levels (max tier 5 at 20th level).
Martial Mastery: Armor and weapon training as a fighter
Panache: as a swash
Rage: You begin with the Rage core feature and add both Barbarian and Bloodrager rage powers to your list of class powers and all other features those classes provide as class talents.
Shifting: You begin with the Shifting core feature and add all spell-like and supernatural abilities from Shifter as powers to your list of class powers and all other features that class provides as class talents.
Smite: You begin with the Smite core feature and add Antipaladin, Paladin, and Warpriest mercies, cruelties, and all spell-like and supernatural abilities from these classes as powers to your list of class powers and all other features those classes provide as class talents.
Spell Combat: You begin with the Spell Combat core feature and add all spell-like and supernatural abilities from Magus as powers to your list of class powers and all other features that class provides as class talents.


WARRIOR POWERS

You gain a class power at every odd class level after 1st. At 5th and 15th, you can choose a new Core Feature instead of a new power, but your effective class level for all these secondary core features is half your character level.



WARRIOR FEATS

Every even class level you gain a class talent. Some stack but you can only take the same talent up to a number of times equal to one-fourth your class level, rounded up. Advanced talents can't be selected until at least 10th level in the class. The fllowing are considered warrior feats: Combat, Critical, Grit, Panache, Style, Weapon Mastery.

Blood Rage (Ex): You can concentrate while raging and use any skill and even cast spells. Your rage bonus to your spell DCs as well.

Archetype Ability: You can gain an archetype ability that would normally replace any other talent listed here. For example, the Armored Hulk archetype normally replaced Fast Movement with Indomitable Stance. So you could select Indomitable Stance as a barbarian Talent.

Damage Reduction (Ex): You gain DR2/-. This is stackable.

Danger Sense (Ex): +5 bonus on AC and Reflex saves and Perception checks vs. traps and ambushes. This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense.

Fast Movement (Ex): +5 feet to your base land speed. This is stackable.

Potent Eldritch Heritage: (Prerequisites: Cha 15, Eldritch Heritage, ability to cast spells) You learn all the bonus spells listed in you bloodline provided you are a high enough caster level to cast them. These spells must be Charisma-based and you must select a tradition for them.

Spells: Pick one spellcasting tradition and spellcasting modifier: alchemy (Int or Wis), arcane (Int or Cha), divine (Wis or Cha), occult (Int or Cha), primal (Wis or Cha). You gain two 0-level spells within this tradition. The second time you take this you gain one 0-level spell and one 1st-level spell. The third time you take this, you gain two 1st-level spells. The fourth time you gain one 1st-level spell and one 2nd-level spell. Each time you keep taking this, repeat this pattern of gaining two spells of the highest spell slot you already have (max 3) or gaining one spell of your current highest spell level and one spell of the next level higher (max 3 of each spell level). Your class level -3 is your caster level for these spells (minimum 1).

Advanced Spellcasting: Requires: Spells; Int, Wis, or Cha 17+. Your caster level for your spells increases to your full class level.

Uncanny Dodge (Ex): You gain the ability to react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed and you don't lose your Dexterity bonus to AC if immobilized. This doesn't prevent you from losing your Dexterity bonus to AC if an opponent successfully uses the feint action against you.



ADVANCED BARBARIAN TALENTS

At 10th level in the class you add the following to the list of talents you can select.

Improved Uncanny Dodge (Ex):You can no longer be flanked. This defense denies enemies the ability to sneak attack you by flanking you, unless the attacker has at least 4 more levels in a class that provides sneak attack than you have in classes that have this ability as a class talent.

Indomitable Will (Ex): You have advantage on Will saves to resist enchantment spells while raging.

Tireless Rage (Ex): You can spend 6 FP to enter a rage. If you do so, you are not exhausted at the end of your rage but go straight to the fatigued state. If you take this a second time, you can spend 10 FP to enter rage and then don't even become fatigued afterwards.



WARRIOR CAPSTONE ABILITY

At 20th level you can gain the capstone affiliated with one of the warrior feats you selected or one of the alternate capstone abilities of your choice: Perfect Body Flawless Mind, The Boss, Unstoppable, With this Sword, or Won’t Stay Dead.