Ultimate Warrior

Game Rule Information

Warriors have the following game statistics.

  • Abilities: Strength, Dexterity, and Constitution are most important abilities for the warrior. They make him fight better, hit harder, and avoid harm. Mental ability scores, while desirable for their inherent reasons, give no other benefits to a warrior.
  • Alignment: Any.
  • Hit Points per Level: 1d8 + Con modifier.
  • Hit points are maximized at 1st character level.
  • Skill Points per Level: 4 + Int modifier.
  • Skill points are multiplied by 4 at 1st character level.

Class Skills: The warrior’s class skills (and the key ability for each skill) are Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

Class Table

       Base            Fort  Ref   Will
Level  Attack Bonus    Save  Save  Save  Special                   .
1st    +1              +0    +0    +0    Harmless -1
2nd    +2              +0    +0    +0    Bonus feat
3rd    +3              +1    +1    +1    Flesh-wound 1/day
4th    +4              +1    +1    +1    Advanced training
5th    +5              +1    +1    +1    Flesh-wound 2/day
6th    +6/+1           +2    +2    +2    Bonus feat
7th    +7/+2           +2    +2    +2    Flesh-wound 3/day
8th    +8/+3           +2    +2    +2    Bonus feat
9th    +9/+4           +3    +3    +3    Flesh-wound 4/day
10th   +10/+5          +3    +3    +3    Bonus feat


Class Features

All of the following are class features of the warrior.

Weapon and Armor Proficiency: The warrior is proficient in the use of all simple weapons and 3 martial weapons of his choice. He is also proficient with light and medium armors and shields.

Harmless (Ex): A warrior is treated as his Challenge Rating was lower by 1 for the purposes of him gaining experience and for others gaining experience for defeating the warrior. His “virtual CR� is further reduced by 1 at 8th level.

Bonus Feat: A warrior gains bonus feat. This can be any feat designated as bonus fighter feat.

Flesh-Wound (Ex): A warrior can shrug some damage from a blow, making it less threatening that it otherwise could be. Once per day, when taking damage, he can use this ability and reduce the damage by 2 points. At 5th level and every 2 levels thereafter, a warrior can use this ability one more time per day. Flesh-wound can be used no more than once per attack and is an immediate action (a free action usable outside your turn).

Advanced Training (Ex): A 4th level warrior improves his familiarity with weapons. He becomes proficient with all martial weapons and heavy armor.