The Quinessential Warrior, or rather how I see them. Base class.


Homebrew and House Rules


Level Base Attack Bonus Fort Save Ref Save Will Save Special

1st +1 +2 +0 +0 Unbreakable +1, Combat Superiority
2nd +2 +3 +0 +0 Indomitable +1, Dominance
3rd +3 +3 +1 +1 Weapon Expertise, Warrior’s Pride, Second Wind 1/day
4th +4 +4 +1 +1 Unbreakable +2, Physical Perfection
5th +5 +4 +1 +1 Indomitable +2
6th +6/+1 +5 +2 +2 Perseverance, Revenge 1/day, Second Wind 2/day
7th +7/+2 +5 +2 +2 Unbreakable +3, Mighty Blow
8th +8/+3 +6 +2 +2 Indomitable +3
9th +9/+4 +6 +3 +3 Mettle, Second Wind 3/day
10th +10/+5 +7 +3 +3 Unbreakable +4, Greater Combat Superiority, Body of War
11th +11/+6/+1 +7 +3 +3 Indomitable +4
12th +12/+7/+2 +8 +4 +4 Revenge 2/day, Second Wind 4/day
13th +13/+8/+3 +8 +4 +4 Unbreakable +5
14th +14/+9/+4 +9 +4 +4 Indomitable +5, Warrior’s Charge
15th +15/+10/+5 +9 +5 +5 Second Wind 5/day
16th +16/+11/+6/+1 +10 +5 +5 Unbreakable +6
17th +17/+12/+7/+2 +10 +5 +5 Improved Mettle, Indomitable +6
18th +18/+13/+8/+3 +11 +6 +6 Revenge 3/day, Second Wind 6/day
19th +19/+14/+9/+4 +11 +6 +6 Last Stand
20th +20/+15/+10/+5 +12 +6 +6 Impregnable

D10

2 + Int

Unbreakable (Ex)

The Warrior gains a +1 bonus to hit points gained from every level of the Warrior class. At 4th, 7th and every three levels thereafter, this bonus increases by another 1 to a limit of +6 at level 17.

Combat Superiority (Ex)

The fighter acquires a limitless variety of combat techniques, the ranger grows closer with nature as he hones his ability to defend it with blade and bow and the barbarian digs deeper into his hatred and disgust with his enemies. In this same manner, the Warrior seeks to dominate in combat and war. Utterly and completely.

At 1st level, whenever the warrior is fighting against an enemy who has less hit points remaining than him (This is not a percentage. If he’s fighting the Tarrasque with a hundred thousand hit points against the warrior’s few hundred, what kind of superiority are you expecting here?) , he may forego the penalty to his attack bonus from Combat Expertise, Power Attack and all such effects. In addition, the warrior attacks as if his weapon was two sizes larger against said target.

Whenever a foe is flanked by the warrior or is otherwise caught flate-footed, shaken, horrified, fatigued, exhausted, dazed, staggered, frightened, paralyzed or stunned he suffers the effects of Combat Superiority.

If a foe is deafened or blinded, Combat Superiority will trigger unless the opponent possesses some sort of effect (tremor/blind etc. sense) that grants him the ability to compensate these effects.

Indomitable (Ex)

At 2nd level, the Warrior may choose a single group of effects that could affect him (Compulsion, charm, death etc.). He gains +1 to all relevant saves against such effects. At 5th and every 3 levels thereafter, this bonus increases by another +1 to a limit of +6 at level 17. The warrior may choose another group of such effects and spread this bonus to said group every three levels after the 2nd.

Dominance (Ex)

At 2nd level the Warrior gains a 10 ft. aura in which all enemies about to attack the Warrior or his allies will suffer an intimidation check from the warrior.

Weapon Expertise (Ex)

At third level, the warrior may choose one single weapon in which he excels. He may take fighter-specific feats which apply only to a single weapon, as long as they are taken for said weapon. (Weapon Spec etc.)

Warrior’s Pride (Ex)

At 3rd level, once per day, the Warrior’s pride will not allow him to fail a challenge before him. He may reroll any failed roll, be it a skill check, save or even an attack roll.

Second Wind (Ex)

Just when you would think the Warrior is about to fall, he stands back to his feet against all odds.

At 3rd level, the warrior may heal 1d8 points of damage + her Constitution modifier as a move action once per day.

Every 3 levels thereafter, the warrior gains an additional use of Second Wind and heals an extra 1d8 points of damage, up to 6d8 points of damage at 18th level.

In addition, the warrior may use this ability as a standard action instead to gain fast healing equal to his Constitution modifier for a number of rounds equal to his Constitution modifier after using this ability.

Physical Perfection (Ex)

At 4th level, instead of Dexterity, the warrior may choose his highest physical ability score to account for his bonus to AC instead of Dexterity. Likewise, he may choose his highest physical ability score to also account for his reflex saves.

Perseverance (Ex)

At 6th level whenever, at the end of a round during combat, the warrior has not taken any damage, he gains temporary hit points equal to his HD as if he had maximized his hit die roll. (So 10 + CON + Unbreakable + maybe Toughness) This occurs at the start of his turn.

Revenge (Ex)

At 6th level the warrior may choose any target that has previously slighted him in some way, be it an attack an insult or anything related to his backstory and declare to have Combat Superiority over him regardless of the circumstances. This lasts until the target or the warrior is dead. During this time, all damage made by the warrior against his Revenge target is maximized.

Mighty Blow (Ex)

At 7th level, as a full round action, the Warrior may drive a mighty haymaker into the target of his combat superiority, striking as if he had struck with all his respective iterative attacks. This functions just like Pummeling Strike, but with the weapon of the Warrior’s choosing.

If more than one attack strikes, the target must make a fortitude save at the end of the Mighty Blow equal to 10 + ½ warrior level + STR or be knocked prone and stunned for one round.

Mettle (Ex)

At 9th level whenever the warrior would successfully save against any will or fortitude save requiring effect that would be halved in such a case, said effect is instead negated. (For instance, Harm or Finger of Death. Or even a Sphere of Annihilation.)

Greater Combat Superiority (Ex)

At 10th level the weapon does damage that is four sizes larger than the original and auto-confirms all critical strikes.

Body of War (Ex)

At 10th level, the warrior’s body turns into a work of lethal, glorious art. He becomes immune to diseases and poisons that are not magical in nature. He takes half the time to heal wounds and recover from various physical conditions.

Warrior’s Charge (Ex)

At 14th level, following a charge special attack action, the warrior may make a Mighty Blow.

Improved Mettle (Ex)

At 17th level, as per Mettle ability, except even on a failed save, the effect is at least halved.

Last Stand (Ex)

At 19th level, the warrior triples the amount of negative hit point damage he can take and is treated as if having the Diehard feat for all intensive purposes. If the Warrior took said feat before, he may choose any other feat in its place.

Impregnable (Ex)

The warrior may add his highest physical ability score modifier to all his saves.

RPG Superstar Season 9 Top 16

Strikes me as a worse fighter.


Seems like he is very powerfull in combat and will obsolete the figther.but he dosent offer what the figther misses, namely out of combat stuff. He will be harder than a bare and as damaging as a figther i think but he will be as dead in the warter as a figther the second the battle is over. Also i think stuff like combat superioity with the hit points higher lower mechanic is a bit Strange since that will tell you stuff about folks that you figth and will make you weak vs big guys and good against not so big guys where you dont need to be that good.
All in all i could see the different Martial classes getting a rebuilt with mechanics like this but to make a new Martial class that gets this stuff is just making him better than the others. Str to AC and reflex, extra hit points en masse, super pounce, Mettle, and maximised damage with the extra damage dice and power attack without penalty all sounds like a bit on the powerfull end to me basically this is totally out of score with what the other martials get. IMOP.


Super pounce is the equivalent of of the Pummeling Style feat chain, which can be taken to the top as a level 8 monk or a level 12 fighter. This ability comes in play quite a bit later. I don't think its that overpowered.

Let's face it. The fighter is not a heroic class. It's just insignificant enough to be an NPC class and just overall badly designed with a very poor array of feats that won't allow a character to make a variety of concepts which are available to, for instance the ranger. If you take the Rangers spellcasting away with an archetype, they are still a better fighter than the fighter.

Barbarian is also able to get pounce sooner than this class by quite a few levels. And it's more durable than a bear, sure, but that's its niche in comparance to other martial classes. And it's still much less durable than the Invulnerable Rager archetype.

Maybe I could nullify the power Attack improvement in combat superiority, though. That might make the class more likely to miss and bring him a bit more in line with other classes.

STR to AC and Reflex should probably be taken out as well.

Besides simy the HP thing, there are a score of conditions that trigger this and a once or twice per day full-offensive mode to use on the BBEG.

P.S. You can flex your muscles and grunt abdundantly outside of combat. Maybe the barbarian will even get get jealous.


Gulian wrote:

P.S. You can flex your muscles and grunt abdundantly outside of combat. Maybe the barbarian will even get get jealous.

Hehe

I think the stunning, knockdown effect of your super pounce is important, flavor full and way too powerfull.
I would give him 4 skill points and consider hanging some of his special powers on a pool sort of thing like Many of the newer classes have. I would sell my brawler for this guy in a seconds notice if he was available at my table.
Also the STR to AC will make him give up heavy armor. Is that what you want from the warrior class?


Not really, no. I kind of wanted to keep heavy armor as much as possible. Already said I'd probably remove the AC bonus, yep.

The stunning thing seems really cool, though! I'll nerf it down slightly, though. I'll make it so that damage from your weapon applies only once, so there won't be Vengeance -> Mighty Blow pounce cheese incoming.

The Brawler is bad, man. I mean hell. You could make a better unarmed combatant with the fighter than the brawler or the monk, which is sad in many ways.

Well, you would exchange the brawler, but would you exchange the barbarian or paladin or ranger? I doubt you would, because this class seems to be somewhat equal to them.

The paladin has heals and a variety of support skills. The Ranger has great utility and alot of options. The Barbarian has great offensive capability...

And the warrior has staying power unmatched by any other class (Maybe the barbarian has even more, though. Especially early levels.).


I think most of the powers seems cool. But a bit on the powerfull side. I dont think the brawler is bad i think he will be more or less Perfect for my char and wile he will be a bit low on staying power he will be a good side kick for the 3 casters in the party.:)

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