Origin: Warrior in Final Fantasy I.
As long as wars are raged on distant lands, there will be men and women who fight those wars. The warrior is no mere sword-
Role: Warriors are masters of the battlefield, and his specialty—weapons. Utilizing his chosen weapon group, the warrior can deal heavy damage or interrupt the flow of combat with maneuvers that disrupt his targets. “Crowd-Control and Melee DPS”.
Hit Die: d10
Starting Wealth: 5d6 x 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less.
The warrior’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points Per Level: 4 + Int modifier
Class Main Ability Scores:
The warrior mainly focuses on STR/DEX for martial combat and CON for his class features.
All of the following are class features of the warrior.
Weapon and Armor Proficiency
A warrior is proficient with all simple and martial weapons and with all armor (light, medium, and heavy) and shields (except tower shields).
Limit Breaks (Su)
At 1st level, the warrior receives the Limit Breaks (Critical Strikes and Omnistrike).
Critical Strikes (Su): This Limit Break causes the warrior to focus on the weak spots and deadly parts of an enemy to deal the most damage. For a duration of 1 round + 1 round per four warrior levels after 1st, the warrior counts his first successful attack with his chosen weapon as a confirmed critical hit, every attack thereafter gains a +4 competence bonus on confirmation checks. This limit break requires only a swift action.
Omnistrike (Su): This Limit Break hones the warrior’s speed, increasing his number of attacks. For a duration of 1 round + 1 round per four warrior levels after 1st, during a full-attack with his chosen weapon, the warrior can make 1 additional attack at his highest BAB, another at -5 at 6th level, another at -10 at 11th level, and one last one at -15 at 16th level. These attacks are not doubled by any other effect but otherwise stack with haste and similar effects. This limit break requires only a swift action.
At 1st level, a warrior counts his warrior levels as fighter levels for all feat purposes.
Chosen Weapon (Ex)
At 1st level, a warrior chooses one of the following weapon groups as his chosen weapons. He gains a +1 bonus on attack and damage rolls with his chosen weapon group. The bonus improves by +1 for every four warrior levels beyond 1st. This feature does not count as Weapon Training, though you can take the Martial Focus feat to select one of these weapon groups.
Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):
Axes: axe-gauntlet (dwarven heavy), axe-gauntlet (dwarven light), bardiche, battleaxe, boarding axe, butchering axe, dwarven double waraxe, dwarven longaxe, dwarven maulaxe, dwarven waraxe, galkan war pick, gandasa, greataxe, handaxe, heavy pick, hooked axe, horse butcher cleaver, knuckle axe, kumade, kumade (collapsible), hurlbat, light pick, mattock, orc double axe, pata, throwing axe, and tongi.
Blades, Heavy: ankus, bastard sword, chainsaw, chakra, chakram, combat spatula, cutlass, double chicken saber, double walking stick katana, dueling sword, elven curve blade, estoc, falcata, falchion, flambard, fuma shuriken, greatsword, great terbutje, katana, khopesh, klar, knight sword, longsword, mandragoran curve blade, nine-ring broadsword, nodachi, rhoka sword, sawtooth sabre, scimitar, scythe, seven-branched sword, sharpened combat scabbard, shotel, sickle-sword, split-blade sword, switchscythe, temple sword, terbutje, and two-bladed sword.
Blades, Light: bayonet, blade boot, brass knife, broken-back seax, butterfly knife, butterfly sword, chakram, dagger, deer horn knife, dogslicer, dueling dagger, fillet knife, gladius, hunga munga, kama, katar, kerambit, kukri, kunai, machete, madu, mandragoran leafblade, mandragoran thornblade, manople, pata, quadrens, rapier, sanpkhang, sawtooth sabre, scizore, sea-knife, shortsword, sica, sickle, spiral rapier, starknife, swordbreaker dagger, sword cane, sword-chucks, tailblade/ratfolk tailblade, thief sword, wakizashi, and war razor.
Close: axe-gauntlet (dwarven heavy), axe-gauntlet (dwarven light), barbazu beard, bayonet, blade boot, brass knuckles, cestus, dan bong, dwarven boulder helm, dwarven war-shield, emei piercer, feral claw gauntlets, fighting fan, garrote, gauntlet, heavy shield, hook hand, iron brush, katar, klar, light shield, madu, man tongs, mere club, punching dagger, rope gauntlet, sap, scizore, spiked armor, spiked gauntlet, spiked shield, tekko-kagi, tonfa, tri-bladed katar, unarmed strike, wooden stake, waveblade, and wushu dart.
Flails: battle poi, bladed scarf, cat-o’-nine-tails, chain spear, dire flail, double chained kama, dwarven dorn-dergar, flailpole, flying talon, flindbar, flying blade, gnome pincher, halfling rope-shot, heavy flail, kusarigama, kyoketsu shoge, light flail, meteor hammer, morningstar, nine-section whip nunchaku, sansetsukon, scorpion whip, spiked chain, urumi, and whip.
Hammers: aklys, battle aspergillum, chain-hammer, club, combat wok, dwarven longhammer, dwarven maulaxe, earth breaker, gnome piston maul, greatclub, hanbo, heavy mace, knobkerrie, lantern staff, light hammer, light mace, mere club, piston maul, planson, ram hammer (dwarven), sphinx hammer (dwarven), taiaha, tenderizer, tetsubo, wahaika, and warhammer.
Natural: feral claw gauntlets, all natural weapons (such as bite, claw, gore, tail, and wing), unarmed strike, and weighted hand/footwraps.
Polearms: bardiche, bec de corbin, bill, boarding gaff, crook, fauchard, flailpole, giant-sticker (dwarven), glaive, glaive-guisarme, gnome ripsaw glaive, guisarme, halberd, hooked lance, horsechopper, lucerne hammer, mancatcher, monk’s spade, naginata, nodachi, ogre hook, qu battle fork, ranseur, rhomphaia, tepoztopilli, and tiger fork.
Spears: amentum, barbed spear, boar spear, boarding pike, chain spear, doru, double spear, flask pike, harpoon, injection spear, javelin, ladle of pain, lance, longspear, mandragoran branched spear, orc skull ram, pilum, planson, sarissa, shortspear, sibat, spear, spear-sling, stormshaft javelin, syringe spear, tiger fork, totem spear, trident, and weighted spear.
Tribal: Club, dagger, feral claw gauntlets, greatclub, handaxe, heavy shield, light shield, shortspear, spear, throwing axe, and unarmed strike.
Martial Flexibility (Ex)
A warrior can take a move action to gain the benefit of a combat feat he doesn’t possess. This effect lasts for 1 minute. The warrior must meet all the feat’s prerequisites. He may use this ability a number of times per day equal to 3 + half his warrior level. The warrior can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.
At 6th level, a warrior can use this ability to gain the benefit of two combat feats at the same time. He may select one feat as a swift action or two feats as a move action. He may use one of these feats to meet a prerequisite of the second feat; doing so means that he cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.
At 10th level, a warrior can use this ability to gain the benefit of three combat feats at the same time. He may select one feat as a free action, two feats as a swift action, or three feats as a move action. He may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward his daily uses of this ability.
At 12th level, a warrior can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward his daily uses of this ability.
At 20th level, a warrior can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward his daily uses of this ability.
Combat Defenses (Ex)
At 1st level, the warrior trains to avoid the folly of what he would inflict on his opponents. He adds half his warrior level to his CMD versus one of the following maneuvers: Bull Rush, Dirty Trick, Disarm, Drag, Grapple, Overrun, Reposition, Steal, Sunder, Trip.
This choice is made at 1st level and can be changed to a different maneuver at each new warrior level.
Combat Offenses (Ex)
At 2nd level, a warrior trains to always pull off the maneuver he has in mind. He gains a bonus feat from the “improved” feats for combat maneuvers, such as Improved Bull Rush, even if he does not have the normal prerequisites for that feat.
This choice is made at 2nd level, and can be changed to a different “improved” maneuver feat at each new warrior level. This cannot be changed if it is used as a pre-requisite for another feat.
As a warrior gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level, the warrior gains one warrior talent. He gains an additional warrior talent for every 2 levels of warrior attained after 2nd level. Unless specified otherwise, a warrior cannot select an individual talent more than once.
- A complete list of warrior talents can be found here: Warrior Talents
Warrior Techniques (Ex)
At 3rd level, the warrior learns the use of many varying techniques both in and out of combat that aid his ability to win almost any fight. The warrior gains a stamina pool that has a number of points equal to half his warrior level + his Constitution modifier (minimum 1). The pool refreshes once per day when the warrior rests for a full 8 hours.
By spending 1 stamina point as a swift action, the warrior can do one of the following:
- Delay Fatigue (Ex): The warrior delays and suppresses his fatigue or exhaustion for 1 round.
- Increase Save (Ex): Increase one saving throw by +1 for 1 round. Every 5 levels after 3rd, this is increased by a further +1.
- Overhand Chop (Ex): When a warrior makes a single attack (with the attack action or a charge) with a weapon from his chosen weapon group, he adds double his Strength bonus on damage rolls instead. This ability doesn’t stack with any other ability that applies a different ability score (or ability score as a different type) to damage, nor abilities that alter the calculation of his Strength bonus on damage.
Chosen Knowledge (Ex)
At 3rd level, the warrior knows his chosen weapons inside and out.
The warrior adds his level as a bonus on any Craft, Knowledge, Perform, Profession, and Repair checks that deal with a weapon from his chosen weapon group.
When using Repair on his chosen weapon, the warrior can mend his weapon in half the time as normal. The warrior may restore his weapon after being destroyed once, and magical enhancements on the weapon return, but will fade if it is destroyed again before receiving magical repairing such as from Make Whole, at which point the warrior can repair it once more.
Physical Resilience (Ex)
At 4th level, if the warrior takes ability damage, ability drain, or a temporary penalty to an ability score, this damage, drain, or penalty is reduced by 1 point. This reduction improves by 1 at 8th level and for every four warrior levels beyond that (to a maximum reduction of 5 at 20th level).
Additional Techs II (Ex)
At 5th level, the warrior can make use of the following warrior techniques:
- Reliable Strike (Ex): Once per round as a free action, even outside of his turn, the warrior can spend 1 stamina to immediately reroll the last attack roll he just made with a weapon from his chosen weapon group, this must be done after the roll is made but before the outcome is known.
- Rush (Ex): The warrior can charge at an enemy as a full-round action by spending 1 stamina, if his attack hits, he may make a free Bull Rush attempt that adds +1 for every 5 feet he moved towards his target.
Weapon Guard (Ex)
At 5th level, a warrior adds his chosen weapon bonus on saves against any effect that target his held weapons.
Robust Physique (Ex)
At 6th level, whenever the warrior takes lethal damage, 1 point of this damage may be converted to nonlethal damage, warrior’s choice. The amount of damage that may be converted increases to 2 points of damage at 10th level, 3 points of damage at 14th level, and 4 points of damage at 18th level. This damage conversion has no effect on bleed damage or damage that is already nonlethal.
Additional Techs III (Ex)
At 7th level, the warrior can make use of the following warrior techniques:
- Backswing (Ex): The warrior can initiate a backswing attack, as part of a full-round action, at the cost of 2 stamina. The warrior makes a full-attack with a weapon from his chosen weapon group, and adds double his Strength bonus on damage rolls for all attacks after the first with a two-handed weapon, 1 1/2 times his Strength bonus with a one-handed weapon, and full Strength bonus on all off-handed attacks. This ability doesn’t stack with any other ability that applies a different ability score (or ability score as a different type) to damage, nor abilities that alter the calculation of your Strength bonus on damage.
- Beatdown (Ex): The warrior puts his full force behind a single attack, or one made within a full-attack, as a swift action that costs 1 stamina. If the attack hits, it deals double damage.
Weapon Adaption (Ex)
At 7th level, when a warrior wields a weapon he isn’t proficient with, he reduces the non-proficiency penalty by 2 (to a minimum of 0). At 15th level, he instead reduces the penalty by 4. Even if this reduces the penalty to 0, the warrior doesn’t count as being proficient with these weapons.
Secure Weaponry (Ex)
At 8th level, a warrior defensively counters when an opponent uses an effect which would harm his held weapon or cause him to drop it. If the effect is a spell, spell-like ability, or supernatural ability which doesn’t grant the warrior or his weapon a saving throw, the warrior gains a Reflex save to negate the effect, calculating the DC as if the effect did allow a save. Otherwise, if the effect is an extraordinary or non-magical ability that doesn’t require the opponent to succeed at a check against the warrior’s CMD (such as the fencer’s precise strike ability) then the opponent must succeed at a combat maneuver check against the warrior as if attempting a disarm, steal, or sunder combat maneuver, as appropriate for the effect, or the effect is negated.
Additional Techs IV (Ex)
At 9th level, the warrior can make use of the following warrior techniques:
- Rapid Attack (Ex): As a full-round action, a warrior can combine a full-attack with a single move at the cost of 2 stamina. He must forgo an attack at his highest bonus but may take the remaining attacks at any point during his movement. In addition, a warrior that dual-wields or uses a double weapon also must forgo the first off-hand attack he can make. This movement provokes attacks of opportunity as normal. This cannot be combined with backswing.
- Wild Swing (Ex): By spending 1 stamina as a standard action, the warrior makes a single attack against an enemy in the front, back, and sides, creating a cross on the board.
Tenacious Grip (Ex)
At 9th level, a warrior doesn’t drop held weapons when panicked or stunned. If the warrior gains the ability to retain his weapons when panicked or stunned from another source, then he also gains the autonomic grasp class feature (see below) and gains the weapon unity class feature at 11th level (instead of 13th).
War Cry (Ex)
At 10th level, as a swift action, a warrior can give a war cry to his allies, inspiring them to fight better. This is a warrior technique that requires 1 stamina.
His allies (the warrior is unaffected) that can hear him gains a +2 competence bonus on attack rolls, +2 morale bonus on saving throws, and a +2 dodge bonus to AC. The effect lasts for 1 round per two warrior class levels.
At 11th level, the warrior is able to leave himself open to attack to allow for a better angle at attacking his foes. As a free action, the warrior may reduce his AC by an amount up to his Constitution modifier, adding this as a circumstance bonus to his attack rolls. This penalty and bonus last until the beginning of his next turn.
Autonomic Grasp (Ex)
At 11th level, a warrior clings to his weaponry even when on the brink of death. A warrior can choose to retain his hold on his wielded weapons when he is knocked unconscious or succumbs to a sleep effect. While the warrior is asleep or unconscious, attackers must succeed at combat maneuver checks to disarm him, but he gains relevant bonuses for attacking a helpless target, including treating the warrior’s Dexterity as 0 when determining his CMD.
Warrior Advanced Talents
At 12th level, and every two levels thereafter, a warrior can choose one of the following warrior advanced talents in place of a warrior talent.
- A complete list of advanced warrior talents can be found here: Warrior Advanced Talents
Improved Rush (Ex)
At 13th level, the warrior may use his Rush warrior technique as a standard action.
Weapon Unity (Ex)
At 13th level, a warrior’s preferred weapons become almost an extension of his body. A warrior is immune to steal and sunder combat maneuvers made against a weapon he is wielding, provided the warrior has Weapon Focus with the weapon or the weapon belongs to weapon group which he possesses. A helpless warrior does not gain the benefits of this ability.
Unstoppable Strike (Ex)
At 15th level, a warrior can take a standard action to make one attack with a weapon from his chosen weapon group as a touch attack that ignores damage reduction (or hardness, if attacking an object).
Combat Composure (Ex)
At 15th level, a warrior can take 10 on skill checks during combat even if the situation or immediate danger wouldn’t normally allow him to do so, provided the skill is a class skill, he is trained in the skill, and he could take 10 on the check outside of combat. The warrior cannot use this ability if he currently has any of the following conditions: confused, cowering, dazed, disabled, exhausted, fascinated, fatigued, flat-footed, frightened, helpless, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned.
Devastating Blow (Ex)
At 17th level, as a standard action, a warrior may make a single melee attack with a weapon from his chosen weapon group at a –5 penalty. If the attack hits, it is treated as a critical hit and deals double damage.
Flawless Technique (Ex)
At 17th level, a warrior doesn’t automatically miss an attack roll when he rolls a natural 1.
Assured Strike (Ex)
At 19th level, once per round before making an attack roll as a free action, a warrior can choose to treat the d20 result as a 10.
At 19th level, once per day, a warrior can spend a full-round action to make a full attack with double his normal number of attacks. He must declare his opponent beforehand and cannot switch targets while he executes his Doublestrike ability. Doublestrike doesn’t double extra attacks gain through haste or any other similar effects that grants additional attacks nor does it stack with any other class feature that doubles a number of attacks.
Weapon Mastery (Ex)
At 20th level, the warrior has mastered his chosen weapon group. Any attacks made with his chosen weapon group automatically confirm all critical threats and have his critical hit threat range increased by 2. This stacks with Improved Critical and similar abilities, but is calculated after all other modifiers. In addition, he cannot be disarmed while wielding a weapon from his chosen weapon group.
Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon his favored classes. The following options are available to the listed race who have warrior as his favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
- Aegyl: Add +1 to the warrior’s CMD when resisting a disarm or sunder attempt.
- Amalj’aa: Add +1 to the warrior’s CMD when resisting a disarm or sunder attempt.
- Antica: Add +1 to the warrior’s CMD when resisting two combat maneuvers of the character’s choice.
- Au Ra: Add +1 to CMD against bull rush or overrun maneuvers.
- Bangaa: Add +1/2 to damage rolls the warrior makes with weapon attacks against an opponent he is flanking or an opponent that is denied its dexterity bonus to AC.
- Burmecian: Add +1 to the warrior’s CMD when resisting a bull rush or grapple attempt.
- Dwarf: Add +1 to the warrior’s CMD when resisting a bull rush or trip.
- Elvaan: Add +1 to the warrior’s CMD when resisting a disarm or sunder attempt.
- Galka: Add +1 to CMD against bull rush or overrun maneuvers.
- Garif: Add +1 to the warrior’s CMD when resisting a disarm or sunder attempt.
- Garlean: Add +1 to the warrior’s CMD when resisting a bull rush or dirty trick.
- Gnath: Add a +1/2 circumstance bonus to confirm critical hits when attacking with weapons from the close or light blade weapon groups (maximum bonus +4). This bonus does not stack with Critical Focus.
- Gria: Add +1 to the warrior’s CMD when resisting a disarm or sunder attempt.
- Half-Breed: Add +1 to the warrior’s CMD when resisting a disarm or overrun combat maneuver.
- Hume: Add +1 to the warrior’s CMD when resisting two combat maneuvers of the character’s choice.
- Immortal: Add +1 to the warrior’s CMD when resisting two combat maneuvers of the character’s choice.
- Ixal: Add +1 to the warrior’s CMD when resisting a disarm or sunder attempt.
- Kindred: Add +1 to the warrior’s CMD when resisting a disarm or sunder attempt.
- Kobold: Add one Martial or Eastern Weapon to be proficient with (Can only be used twice).
- Kojin: Add a +1 bonus to the warrior’s CMD when resisting grapple and a +1 bonus on Escape Artist checks.
- Loporrit: Add a +1/2 circumstance bonus to confirm critical hits when attacking with weapons from the close or light blade weapon groups (maximum bonus +4). This bonus does not stack with Critical Focus.
- Mithra: Add a +1/2 circumstance bonus to confirm critical hits when attacking with weapons from the close or light blade weapon groups (maximum bonus +4). This bonus does not stack with Critical Focus.
- Moogle: Add +1 to the warrior’s CMD when resisting a dirty trick or steal attempt.
- Moomba: Add +1 to the warrior’s CMD when resisting a disarm or sunder attempt.
- Orc: Add a +1/2 circumstance bonus to confirm critical hits when attacking with weapons from the close or light blade weapon groups (maximum bonus +4). This bonus does not stack with Critical Focus.
- Palico: Add a +1/2 circumstance bonus to confirm critical hits when attacking with weapons from the close or light blade weapon groups (maximum bonus +4). This bonus does not stack with Critical Focus.
- Roegadyn: Add +1 to CMD against bull rush or overrun maneuvers.
- Ronso: Add +1/2 to damage dealt on a charge attack.
- Seeq: Add +1 to the warrior’s CMD when resisting a bull rush or grapple attempt.
- Shindroid: Add +1 to the warrior’s CMD when resisting a bull rush or dirty trick.
- Tarutaru: Add +1 to the warrior’s CMD when resisting a disarm or sunder attempt.
- Tonkin: Add +1 to the warrior’s CMD when resisting a dirty trick or steal attempt.
- Varg: Add +1 to the warrior’s CMD when resisting a grapple or trip attempt.
- Viera: Add +1 to the warrior’s CMD when resisting a disarm or sunder attempt.
Table: Warrior Archetypes / Alternate Class Features
|Archetype / |
|Weapon & Armor||Limit Breaks||Chosen Weapon||Combat Defenses||Martial Flexibility||Combat Offenses||Warrior Talents and|
Advanced Warrior Talents
|Chosen Knowledges||Warrior Techs||Physical Resilience||Weapon Guard||Additional Techs|
II / III / IV
|Robust Physique||Weapon Adaptation||Secure Weaponry||Tenacious Grip||Warcry||Aggressor||Autonomic Grasp||Improved Rush||Weapon Unity||Combat|
|Flawless Technique||Doublestrike||Assured Strike||Weapon Mastery|
- A complete list of warrior archetypes can be found here: Warrior Archetypes