Various ideas for ways to play apprentice level characters


Homebrew and House Rules


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Apprentice Characters in Pathfinder 2nd Edition

Effective Level Equivalent: Treat PCs of any class as their actual class levels, minus 2 levels if they are commoners, or minus one level if they are members of any other NPC class (adept, aristocrat, expert, or warrior). Subtract another level if they are young characters. Minimum possible effective level (for a young commoner of level 0) is -3.

Starting Wealth: Reduce starting money by 30 SP per level below 1st level from the standard 150 SP starting money. At a minimum, starting equipment should include an adventurer’s pack, a dagger, and a set of ordinary clothing.

Young Characters: Young characters have ability flaws in Strength, Constitution, and Wisdom. These changes are treated as a separate phase from other phases of ability score determination.

Level 0 Characters: Build a 0-level character as a 1st level character except as follows:

Background: 0-level characters have no backgrounds or associated benefits to ability boosts, skill training, or feats.

Hit Points: Instead of adding together the hit points from ancestry and class, average them instead. Add Constitution modifier to this average.

Spells: If the character is a spellcaster, eliminate all focus spells and 1st level spell slots and spells, retaining only cantrips.

Trained Skills: Reduce number of trained skills by 1.

Other Proficiencies: If initial proficiencies grant expert or higher proficiency, reduce those proficiencies to trained.

Long Downtime: At the very lowest levels, it is likely that a character might undertake a single adventure or two and then have several months of downtime. Instead of keeping track of exactly what the character does during a long downtime, simply assume that the character is able to save 30 SP more than he spends during that time in addition to undergoing the changes associated with gaining an effective level.


Advancement:

Young Character to Adult: Undo the ability score flaws taken as a young character. This advancement usually requires long downtime but does not use it up (as the maturity happens more or less automatically).

0-Level to 1st Level: Gain background of choice and upgrade hit points, spells, and initial proficiencies to full 1st level ability. This advancement does not require long downtime.

Commoner to NPC Class: Choose an NPC class that is compatible with selected multiclass dedication feat, if any. Add and/or upgrade all abilities to match new class. This advancement usually requires long downtime.

NPC Class to PC Class: Gain ability boost for Key Ability. Add and/or upgrade all abilities to match new class. Remove all multiclass feats and replace them with class feats for new class. This advancement usually requires long downtime.

Rebuilds:

NPC Class to NPC Class: This rebuild requires the same amount of downtime as would be required to retrain a major class feature. Except for the fact that all multiclassing feats are changed from one class to another and some class features from the original class may be lost, this rebuild is handled in much the same way as advancement from commoner to an NPC tier class. If a character rebuilds into the Aristocrat class, he does not gain the Wealth class feature. If a character rebuilds out of the Aristocrat class, he spends half of his wealth in money and equipment paying for his education.

PC Class to PC Class: This rebuild requires long downtime (minimum of one month per character level). To undergo this rebuild, a character must have allocated all class feats to multiclass feats for a single class. The character changes his class to the class associated with his multiclass feats and reallocates his multiclass feats to his original class, even if his ability scores do not qualify him for the multiclass dedication feat for his original class.

Notes to GMs: Since I have not play tested the various options to ensure that they are balanced with each other, a GM may wish to specify initial level, class tier (commoner/NPC/PC) and age (young/adult) as well as type of advancement for each level gain in order to ensure that all PCs are at a comparable level of ability. Also, these classes and options are intended for the use of player characters in initially very low powered games – they are not set up to represent NPCs that the party may encounter during their adventures.

Future Revisions: The material here was developed by extrapolation from information given in the Core Rulebook. I intend to revise it as needed whenever Paizo publishes anything that contradicts this material.


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Commoner Class in Pathfinder 2nd Edition

Level Equivalent: For the purpose of setting challenges and awarding experience, commoners are treated as 2 levels below their actual level.

Key Ability: None. Commoners have no key ability score and receive no corresponding ability boost.

Hit Points: 6 plus your Constitution Modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

INITIAL PROFICIENCIES
At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

PERCEPTION
Trained in Perception

SAVING THROWS
Trained in Fortitude
Trained in Reflex
Trained in Will

SKILLS
Trained in a number of skills equal to 2 plus your Intelligence modifier

ATTACKS
Trained in the club, crossbow, dagger, heavy crossbow, and staff
Trained in unarmed attacks

DEFENSES
Untrained in all armor
Trained in unarmored defense


COMMONER ADVANCEMENT

Your
Level Class Features

1 Ancestry and background, initial proficiencies
2 Multiclass dedication feat, skill feat
3 General feat, skill increase
4 Multiclass feat, skill feat
5 Ability boosts, ancestry feat, skill increase
6 Multiclass feat, skill feat
7 General feat, iron will, skill increase
8 Multiclass feat, skill feat
9 Ancestry feat, great fortitude, skill increase
10 Ability boosts, multiclass feat, skill feat
11 Alertness, commoner weapon expertise, general feat, lightning reflexes, skill increase
12 Multiclass feat, skill feat
13 Ancestry feat, defensive robes, skill increase, weapon specialization
14 Multiclass feat, skill feat
15 Ability boosts, general feat, skill increase
16 Multiclass feat, skill feat
17 Ancestry feat, skill increase
18 Multiclass feat, skill feat
19 General feat, skill increase
20 Ability boosts, multiclass feat, skill feat

Ancestry and Background (1st)
In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Initial Proficiencies (1st)
At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Multiclass Dedication Feat (2nd)
At 2nd level, you gain a multiclass dedication feat. You do not need to meet the prerequisites for this feat. If you already have a multiclass dedication feat from your heritage or another character option, you gain the multiclass feat that grants you a 1st or 2nd level class feat instead.

Skill Feats (2nd)
At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General Feats (3rd)
At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases (3rd)
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert. At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.

Multiclass Feat (4th)
At 4th level and every 2 levels thereafter, you gain a multiclass feat.

Ability Boosts (5th)
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Ancestry Feats (5th)
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Iron Will (7th)
Your experience has hardened your resolve. Your proficiency rank for Will saves increases to expert.

Great Fortitude (9th)
Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.

Alertness (11th)
You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Commoner Weapon Expertise (11th)
Through experience, you’ve learned how to wield commoner weapons more effectively. You gain expert proficiency in the club, crossbow, dagger, heavy crossbow, and staff.

Lightning Reflexes (11th)
Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

Defensive Robes (13th)
Your experience helps you avoid attacks. Your proficiency rank in unarmored defense increases to expert.

Weapon Specialization (13th)
You’ve learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary.


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Adept Class in Pathfinder 2nd Edition

Level Equivalent: For the purpose of setting challenges and awarding experience, adepts are treated as 1 level below their actual level.

Key Ability: None. Adepts have no key ability score and receive no corresponding ability boost.

Hit Points: 6 plus your Constitution Modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

INITIAL PROFICIENCIES
At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

PERCEPTION
Trained in Perception

SAVING THROWS
Trained in Fortitude
Trained in Reflex
Expert in Will

SKILLS
Trained in a number of skills equal to 2 plus your Intelligence modifier

ATTACKS
Trained in the club, crossbow, dagger, heavy crossbow, and staff
Trained in unarmed attacks

DEFENSES
Untrained in all armor
Trained in unarmored defense


ADEPT ADVANCEMENT

Your
Level Class Features

1 Ancestry and background, initial proficiencies, multiclass dedication feat
2 Basic spellcasting multiclass feat, skill feat
3 General feat, skill increase
4 Multiclass feat, skill feat
5 Ability boosts, ancestry feat, skill increase
6 Multiclass feat, skill feat
7 General feat, skill increase
8 Multiclass feat, skill feat
9 Ancestry feat, great fortitude, skill increase
10 Ability boosts, expert spellcasting multiclass feat, skill feat
11 Adept weapon expertise, alertness, general feat, lightning reflexes, skill increase
12 Multiclass feat, skill feat
13 Ancestry feat, defensive robes, skill increase, weapon specialization
14 Multiclass feat, skill feat
15 Ability boosts, general feat, skill increase
16 Multiclass feat, skill feat
17 Ancestry feat, skill increase
18 Master spellcasting multiclass feat, skill feat
19 General feat, skill increase
20 Ability boosts, multiclass feat, skill feat

Ancestry and Background (1st)
In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Initial Proficiencies (1st)
At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Multiclass Dedication Feat (1st)
At 1st level, you gain a multiclass dedication feat. You do not need to meet the prerequisites for this feat. This feat must be for a spellcasting class (such as bard, cleric, druid, sorcerer, or wizard in the Core Rulebook). If you already have a multiclass dedication feat from your heritage or another character option, you gain the multiclass feat that grants you a 1st or 2nd level class feat instead.

Basic Spellcasting Multiclass Feat (2nd)
At 2nd level, you gain the basic spellcasting multiclass feat corresponding to the multiclass dedication feat you took at 1st level. You do not need to meet the prerequisites for this feat.


Skill Feats (2nd)
At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General Feats (3rd)
At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases (3rd)
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert. At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.

Multiclass Feat (4th)
At 4th level and every subsequent indicated level, you gain a multiclass feat.

Ability Boosts (5th)
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Ancestry Feats (5th)
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Great Fortitude (9th)
Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.

Expert Spellcasting Multiclass Feat (10th)
At 10th level, you gain the expert spellcasting multiclass feat corresponding to the multiclass dedication feat you took at 1st level. You do not need to meet the prerequisites for this feat.

Adept Weapon Expertise (11th)
Through experience, you’ve learned how to wield adept weapons more effectively. You gain expert proficiency in the club, crossbow, dagger, heavy crossbow, and staff.

Alertness (11th)
You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Lightning Reflexes (11th)
Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.


Defensive Robes (13th)
Your experience helps you avoid attacks. Your proficiency rank in unarmored defense increases to expert.

Weapon Specialization (13th)
You’ve learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary.

Master Spellcasting Multiclass Feat (18th)
At 18th level, you gain the master spellcasting multiclass feat corresponding to the multiclass dedication feat you took at 1st level. You do not need to meet the prerequisites for this feat.


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Aristocrat Class in Pathfinder 2nd Edition

Level Equivalent: For the purpose of setting challenges and awarding experience, aristocrats are treated as 1 level below their actual level.

Key Ability: None. Aristocrats have no key ability score and receive no corresponding ability boost.

Hit Points: 8 plus your Constitution Modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

INITIAL PROFICIENCIES
At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

PERCEPTION
Trained in Perception

SAVING THROWS
Expert in Fortitude
Trained in Reflex
Trained in Will

SKILLS
Trained in a number of skills equal to 2 plus your Intelligence modifier

ATTACKS
Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks

DEFENSES
Trained in all armor
Trained in unarmored defense


ARISTOCRAT ADVANCEMENT

Your
Level Class Features

1 Ancestry and background, initial proficiencies, shield block, wealth
2 Multiclass dedication feat, skill feat
3 General feat, iron will, skill increase
4 Multiclass feat, skill feat
5 Ability boosts, ancestry feat, aristocrat weapon expertise, skill increase
6 Multiclass feat, skill feat
7 General feat, skill increase, weapon specialization
8 Multiclass feat, skill feat
9 Ancestry feat, juggernaut, lightning reflexes, skill increase
10 Ability boosts, multiclass feat, skill feat
11 Alertness, armor expertise, general feat, skill increase
12 Multiclass feat, skill feat
13 Ancestry feat, aristocrat weapon mastery, skill increase
14 Multiclass feat, skill feat
15 Ability boosts, general feat, greater weapon specialization, skill increase
16 Multiclass feat, skill feat
17 Ancestry feat, armor mastery, skill increase
18 Multiclass feat, skill feat
19 General feat, skill increase
20 Ability boosts, multiclass feat, skill feat

Ancestry and Background (1st)
In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Initial Proficiencies (1st)
At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Shield Block (1st)
You gain the Shield Block general feat (page 266 in Core Rulebook), a reaction that lets you reduce damage with your shield.

Wealth (1st)
You treat your starting level equivalent as 1 level higher for the purpose of determining your character’s starting wealth. If a character receives this benefit after starting play (usually by advancing from commoner to aristocrat), he instead receives a one time stipend equal to what his starting wealth would be at his current level.


Multiclass Dedication Feat (2nd)
At 2nd level, you gain a multiclass dedication feat. You do not need to meet the prerequisites for this feat. This feat must be for a class that grants training with simple and martial weapons and all armor (such as champion or fighter in the Core Rulebook). If you already have a multiclass dedication feat from your heritage or another character option, you gain the multiclass feat that grants you a 1st or 2nd level class feat instead.

Skill Feats (2nd)
At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General Feats (3rd)
At 3rd level and every 4 levels thereafter, you gain a general feat.

Iron Will (3rd)
Your experience has hardened your resolve. Your proficiency rank for Will saves increases to expert.

Skill Increases (3rd)
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert. At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.

Multiclass Feat (4th)
At 4th level and every 2 levels thereafter, you gain a multiclass feat.

Ability Boosts (5th)
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Ancestry Feats (5th)
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Aristocrat Weapon Expertise (5th)
You’ve dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple and martial weapons increase to expert.

Weapon Specialization (7th)
You’ve learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary.

Juggernaut (9th)
Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.

Lightning Reflexes (9th)
Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

Alertness (11th)
You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Armor Expertise (11th)
You have spent so much time wearing armor that you know how to make the most of its protection. Your proficiency rank for light, medium, and heavy armor, as well as for unarmored defense, increase to expert. You gain the armor specialization effects of medium and heavy armor.

Weapon Mastery (13th)
You fully understand your weapons. Your proficiency ranks for simple and martial weapons increase to master.

Greater Weapon Specialization (15th)
Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary.

Armor Mastery (17th)
Your skill with armor improves, helping you avoid more blows. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to master.


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Expert Class in Pathfinder 2nd Edition

Level Equivalent: For the purpose of setting challenges and awarding experience, experts are treated as 1 level below their actual level.

Key Ability: None. Experts have no key ability score and receive no corresponding ability boost.

Hit Points: 8 plus your Constitution Modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

INITIAL PROFICIENCIES
At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

PERCEPTION
Trained in Perception

SAVING THROWS
Trained in Fortitude
Expert in Reflex
Trained in Will

SKILLS
Trained in a number of skills equal to 4 plus your Intelligence modifier

ATTACKS
Trained in simple weapons
Trained in unarmed attacks

DEFENSES
Untrained in all armor
Trained in unarmored defense


EXPERT ADVANCEMENT

Your
Level Class Features

1 Ancestry and background, canny acumen, initial proficiencies
2 Multiclass dedication feat, skill feat
3 General feat, skill increase
4 Multiclass feat, skill feat
5 Ability boosts, ancestry feat, skill increase
6 Multiclass feat, skill feat
7 General feat, iron will, skill increase
8 Multiclass feat, skill feat
9 Alertness, ancestry feat, great fortitude, skill increase
10 Ability boosts, multiclass feat, skill feat
11 Expert weapon expertise, general feat, skill increase
12 Multiclass feat, skill feat
13 Ancestry feat, defensive robes, skill increase, Weapon Specialization
14 Multiclass feat, skill feat
15 Ability boosts, evasion, general feat, skill increase
16 Multiclass feat, skill feat
17 Ancestry feat, skill increase
18 Multiclass feat, skill feat
19 General feat, skill increase
20 Ability boosts, multiclass feat, skill feat

Ancestry and Background (1st)
In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Canny Acumen (1st)
You gain the Canny Acumen general feat (see page 259 in Core Rulebook) as a bonus feat. It is recommended that you use this feat to gain expert proficiency in a statistic that your intended future class initially grants expert proficiency.

Initial Proficiencies (1st)
At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.


Multiclass Dedication Feat (2nd)
At 2nd level, you gain a multiclass dedication feat. You do not need to meet the prerequisites for this feat. This feat must be for a class that grants training either grants trained proficiency in at least 4 + Int mod freely chosen skills or has a key ability of Intelligence and grants trained proficiency in at least 3 + Int mod freely chosen skills (such as alchemist, bard, monk, ranger, or rogue in the Core Rulebook). If you already have a multiclass dedication feat from your heritage or another character option, you gain the multiclass feat that grants you a 1st or 2nd level class feat instead.

Skill Feats (2nd)
At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General Feats (3rd)
At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases (3rd)
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert. At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.

Multiclass Feat (4th)
At 4th level and every 2 levels thereafter, you gain a multiclass feat.

Ability Boosts (5th)
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Ancestry Feats (5th)
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Iron Will (7th)
Your experience has hardened your resolve. Your proficiency rank for Will saves increases to expert.

Alertness (9th)
You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Great Fortitude (9th)
Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.

Simple Weapon Expertise (11th)
Through experience, you’ve learned how to wield simple weapons more effectively. Your proficiency rank for simple weapons increases to expert.

Defensive Robes (13th)
Your experience helps you avoid attacks. Your proficiency rank in unarmored defense increases to expert.

Weapon Specialization (13th)
You’ve learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary.

Evasion (15th)
You’ve learned to move quickly to avoid explosions, dragon’s breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.


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Warrior Class in Pathfinder 2nd Edition

Level Equivalent: For the purpose of setting challenges and awarding experience, warriors are treated as 1 level below their actual level.

Key Ability: None. Warriors have no key ability score and receive no corresponding ability boost.

Hit Points: 10 plus your Constitution Modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

INITIAL PROFICIENCIES
At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

PERCEPTION
Trained in Perception

SAVING THROWS
Expert in Fortitude
Trained in Reflex
Trained in Will

SKILLS
Trained in a number of skills equal to 2 plus your Intelligence modifier

ATTACKS
Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks

DEFENSES
Trained in light armor
Trained in medium armor
Trained in unarmored defense


WARRIOR ADVANCEMENT

Your
Level Class Features

1 Ancestry and background, initial proficiencies
2 Multiclass dedication feat, skill feat
3 General feat, iron will, skill increase
4 Multiclass feat, skill feat
5 Ability boosts, ancestry feat, skill increase, warrior weapon expertise
6 Multiclass feat, skill feat
7 General feat, skill increase, weapon specialization
8 Multiclass feat, skill feat
9 Ancestry feat, lightning reflexes, skill increase
10 Ability boosts, multiclass feat, skill feat
11 Alertness, general feat, juggernaut, skill increase
12 Multiclass feat, skill feat
13 Ancestry feat, medium armor expertise, skill increase, warrior weapon mastery
14 Multiclass feat, skill feat
15 Ability boosts, general feat, greater weapon specialization, skill increase
16 Multiclass feat, skill feat
17 Ancestry feat, skill increase
18 Multiclass feat, skill feat
19 General feat, medium armor mastery, skill increase
20 Ability boosts, multiclass feat, skill feat

Ancestry and Background (1st)
In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Initial Proficiencies (1st)
At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Shield Block (1st)
You gain the Shield Block general feat (page 266 in Core Rulebook), a reaction that lets you reduce damage with your shield.

Wealth (1st)
You treat your starting level equivalent as 1 level higher for the purpose of determining your character’s starting wealth. If a character receives this benefit after starting play (usually by advancing from commoner to @Warrior), he instead receives a one time stipend equal to what his starting wealth would be at his current level.


Multiclass Dedication Feat (2nd)
At 2nd level, you gain a multiclass dedication feat. You do not need to meet the prerequisites for this feat. This feat must be for a class that grants training with simple and martial weapons and light and medium Armor (such as barbarian, champion, fighter, or ranger in the Core Rulebook). If you already have a multiclass dedication feat from your heritage or another character option, you gain the multiclass feat that grants you a 1st or 2nd level class feat instead.

Skill Feats (2nd)
At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General Feats (3rd)
At 3rd level and every 4 levels thereafter, you gain a general feat.

Iron Will (3rd)
Your experience has hardened your resolve. Your proficiency rank for Will saves increases to expert.

Skill Increases (3rd)
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert. At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.

Multiclass Feat (4th)
At 4th level and every 2 levels thereafter, you gain a multiclass feat.

Ability Boosts (5th)
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Ancestry Feats (5th)
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Warrior Weapon Expertise (5th)
You’ve dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple and martial weapons increase to expert.

Weapon Specialization (7th)
You’ve learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary.

Lightning Reflexes (9th)
Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

Alertness (11th)
You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Juggernaut (11th)
Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.

Medium Armor Expertise (13th)
You’ve learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.

Weapon Mastery (13th)
You fully understand your weapons. Your proficiency ranks for simple and martial weapons increase to master.

Greater Weapon Specialization (15th)
Your damage from Weapon Specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary.

Medium Armor Mastery (19th)
Your skill with armor improves, helping you avoid more blows. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master.


Pathfinder Starfinder Society Subscriber

Assume that the corrections from Paizo's Friday answers are applied to these classes as well. Some of their updates do affect these classes since they were built based on the Core Rulebook classes.

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