Warrior

Warriors boast of the same martial might that soldiers employ, but the discipline and training of soldiers is replaced with the warrior’s raw ferocity and fierce joy in combat. Warriors are brutal fighters and often come from stark and dangerous lands, where their own strength was all they could rely upon. Over the years, that strength and ferocity has been honed into a weapon as deadly as any spell.

d12 hit die, 3 + I skill points per level

Class skills: Nature, Sense, Spot, Survival, Intimidate, Athletics, Acrobatics

Good resistances: Power, Grace, Vitality, Stature, Resolve

Proficiencies: Light and Medium Armors, Shields, Simple and Martial Weapons

Frenzy:

At 1st level, a warrior can enter a state of Frenzy as a free action, twice per long rest. The warrior can enter a Frenzy an additional time per long rest at 4th level, and every 4 levels thereafter. During a Frenzy, the warrior gains a +4 morale bonus to Power, Ego and Resolve, but cannot concentrate on spells and takes a -4 penalty to Finesse, Intellect, and Charm, and a -2 penalty to AC. Additionally, the warrior gains 2 temporary HP per warrior level and a +2 to Vitality resistances. A Frenzy can last for a number of rounds equal to 2 + the warrior’s Vitality modifier + ¼ their level. Ending a Frenzy is a free action. Once a Frenzy ends, the warrior is fatigued for two rounds for every round they spent in a Frenzy, and they may not enter a Frenzy for this duration.

Frenzied Features:

At 2nd level and every 2 levels thereafter, a warrior selects a Frenzied Feature. They only benefit from these abilities while frenzied, unless otherwise stated.

Savage Senses:

At 2nd level, a warrior’s senses allow them to react instantly to danger. When rolling skill checks to avoid the surprised condition, the warrior gains a bonus equal to 1 + half their level. At 7th level they apply this bonus to skill checks to avoid being flat-footed by any means.

Invulnerability:

At 3rd level, a warrior gains DD2 and DR 2/- while in Frenzy. These increase by 1 for every 3 levels beyond 3rd level. The warrior gains half this DR when not in Frenzy.

Furious Focus:

At 4th level, whenever a warrior enters a Frenzy, they can choose one aspect of their battle-born fury to focus on and utilize. At 4th level, they gain two aspects which they can choose between when entering a frenzy. At 8th level and every 4 levels thereafter, they gain an additional aspect they can select from.

Accurate - The warrior gains a +1 to their attack rolls. This bonus increases by 1 for every 6 levels the warrior has attained past level 4.

Aware - The warrior gains a +4 to Sense and Spot checks, and to Acumen resistances. This bonus increases by 1 for every 2 levels the warrior has attained past level 4.

Defended - The warrior gains a +2 dodge bonus to AC. This bonus increases by 1 for every 5 levels that the warrior has attained past level 4.

Destroying - The warrior gains +2 to damage rolls. This increases by 1 for every 4 levels the warrior has attained past level 4.

Durable - The warrior gains an additional DR 1/-. This increases by 1 for every 4 levels the warrior has attained past level 4.

Fast - The warrior gains +10 to all move speeds. This increases by 5 for every 4 levels the warrior has attained past level 4.

Powerful - The warrior gains +2 to TEB and TED. This bonus increases by 1 for every 6 levels the warrior has attained past level 4.

Resolute - The warrior gains +2 to Resolve, Ego, Vitality, and Stature resistances. This increases by 1 for every 4 levels the warrior has attained past level 4.

Rugged - The warrior gains a +2 natural armor bonus to AC. This increases by 1 for every 6 levels the warrior has attained past level 4.

Terrifying - The warrior gains a +2 bonus to Intimidate checks. This increases by 1 for every 3 levels the warrior has attained past level 4.

Brawler:

At 7th level, creatures flanking the warrior reduce their flanking bonuses by 4 (min 0). If this reduces the creature’s bonus to hit to 0, they gain no benefits from flanking.

Improved Frenzy:

At 9th level, the bonuses gained during a Frenzy increase to a +6 bonus to Power, Ego and Resolve. The penalties incurred also increase, becoming a -6 to Finesse, Intellect, and Charm, and -3 to AC. Additionally, the warrior now gains 3 temporary HP per level and a +3 to Vitality resistances.

Endless Frenzy:

At 11th level, any round in which the warrior takes damage exceeding twice their level from hostile creatures does not count against the maximum duration of their Frenzy.

Dual Focus:

At 13th level, when a warrior enters a Frenzy, they can choose two aspects of their Frenzy to focus on.

Pure Focus:

At 17th level, the warrior selects a single aspect from Furious Focus. When selecting this aspect at the start of a Frenzy, they double its bonuses. This choice cannot be changed.

Greater Frenzy

At 19th level, the bonuses from Frenzy increase to a +8 bonus to Power, Ego and Resolve, but the penalties increase to a -8 to Finesse, Intellect, and Charm, and -4 to AC. Additionally, the warrior now gains 4 temporary HP per Warrior level and a +4 to Vitality resistances.

Mighty Frenzy:

At 20th level, the warrior can choose to expend two uses of Frenzy instead of one to enter a Mighty Frenzy. This allows them to gain instead a +12 bonus to Power, Ego and Resolve, and a -12 to Finesse, Intellect, and Charm, 6 temporary HP per level, -6 AC, and a +6 to Vitality resistances. This Mighty Frenzy only lasts half as long as a normal frenzy. Once it is completed, the warrior is exhausted for two rounds per round spent in the Mighty Frenzy, then fatigued until they take a short rest.

Frenzied Features