pFFWarrior.jpg

© Square Enix, Final Fantasy XIV

War and combat are unfortunate truths to any world and any nation, and it isn’t long til men and women must take up arms. However, there is a difference between a mere conscript and a martial expert, and the warrior is the ultimate example of this perspective. With a wide berth of combat and weapons experience, a warrior is a force to be reckoned with, bringing experience and steel to bear. However, for as much discipline a warrior brings to battle, it is only enough to chain the unstoppable beast within.

Role: Warriors are exceedingly powerful in combat, controlling the flow of battle, and being the last man standing. Their wide variety of combat expertise allows them to perform nearly any martial role necessary, yet their ability to go berserk allows them to rip and tear at any time.

Alignment: Any

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

Class Skills

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), Knowledge (martial), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str)

Skill Ranks Per Level: 4 + Int modifier

Table: Warrior

Level Base Attack Bonus Fort Save Reflex Save Will save Class Features
1 +1 +2 +2 +1 Weapon Training, Advance, Limit Breaks
2 +2 +3 +3 +1 Warrior Technique, Practiced Movements
3 +3 +3 +3 +2 Bonus Combat Feat, Leather Body, Second Skin, First Aid
4 +4 +4 +4 +2 Warrior Technique, Battle Reading
5 +5 +4 +4 +2 Warfares (Shockwave and Tomahawk), Strong Arm
6 +6/+1 +5 +5 +3 Warrior Technique, Secondary Training, Swift Assault
7 +7/+2 +5 +5 +3 Damage reduction 1/-, Warcry, Bonus Combat Feat
8 +8/+3 +6 +6 +4 Warrior Technique, Soldier or Savage
9 +9/+4 +6 +6 +4 Holmgang, Warrior’s Charge
10 +10/+5 +7 +7 +5 Warrior Technique, Damage reduction 2/-
11 +11/+6/+1 +7 +7 +5 Bonus Combat Feat, Improved Warfare (Steel Cyclone)
12 +12/+7/+2 +8 +8 +5 Warrior Technique, Skilled Reading
13 +13/+8/+3 +8 +8 +6 Damage reduction 3/-, Retaliation
14 +14/+9/+4 +9 +9 +6 Warrior Technique, Improved Soldier or Savage
15 +15/+10/+5 +9 +9 +7 Shake it Off, Bonus Combat Feat
16 +16/+11/+6/+1 +10 +10 +7 Warrior Technique, Greater Warfare (Fell Cleave), Damage reduction 4/-, Onslaught
17 +17/+12/+7/+2 +10 +10 +8 Devastating Blow, Tireless Advance
18 +18/+13/+8/+3 +11 +11 +8 Warrior Technique, Skilled Reading
19 +19/+14/+9/+4 +11 +11 +8 Damage reduction 5/-, Bonus Combat Feat
20 +20/+15/+10/+5 +12 +12 +9 Warrior Technique, Ultimate Warrior

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, with all armor and with all shields (except tower shields). A warrior is also proficient with all exotic weapons from his chosen weapon group. (See weapon training.)

Limit Breaks

At 1st level, a warrior gains the ability to use limit breaks. At the start of each day the warrior chooses Battle or Stoic as his limit break mode. When a warrior's Limit Break Gauge is filled, they may use a limit break from their chosen mode or the following limit break, unique to them:

Latent Potential (Ex): This limit break allows the warrior to drag out his potential in a last ditch push. The warrior gains a +2 circumstance bonus to his physical ability scores (Strength, Dexterity, and Constitution). The circumstance bonus is treated as a permanent increase for the purposes of allowing the warrior to qualify for feats via his martial flexibility and to gain additional rounds of Advance. This benefit lasts for one minute. When the duration of this limit break ends, the warrior is fatigued for 1 minute. For every 3 stacks consumed, increase the circumstance bonus provided by +2. This limit break requires only a swift action to activate.

Weapon Training (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 levels beyond 1st.

Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups. Weapon groups from pathfinder’s Fighter still exist for other purposes, but can’t be chosen for Weapon Training. This list is not intended to be exhaustive, but should cover the majority of them, so if a weapon states what weapon group(s) it belongs to, use that.):

Axes: Bardiche, battleaxe, boarding axe, collapsible kumade, dwarven double waraxe, dwarven longaxe, dwarven maulaxe, dwarven waraxe, gandasa, greataxe, handaxe, heavy pick, hooked axe, hurlbat, knuckle axe, kumade, light pick, mattock, orc double axe, pata, throwing axe, and tongi

Blades, Heavy: Aldori dueling sword, ankus, bastard sword, chakram, cutlass, double chicken saber, double walking stick katana, elven curve blade, estoc, falcata, falchion, flambard, fullblade, great terbutje, greatsword, katana, khopesh, longsword, nine-ring broadsword, nodachi, rhoka sword, sawtooth sabre, scimitar, scythe, seven-branched sword, sharpened combat scabbard, shotel, switchscythe, temple sword, terbutje, and two-bladed sword

Blades, Light: Bayonet, blade boot, brass knife, butterfly sword, chakram, dagger, deer horn knife, dogslicer, dueling dagger, gladius, hunga munga, kama, kerambit, kukri, kunai, machete, manople, pata, quadrens, rapier, ratfolk tailblade, razor wire, sea-knife, short sword, sica, sickle, starknife, switchblade knife, sword cane, swordbreaker dagger, tailblade, wakizashi, and war razor

Close: Armor spikes, barbazu beard, bayonet, blade boot, brass knuckles, cestus, dan bong, dwarven boulder helm, emei piercer, fighting fan, garrote, gauntlet, heavy shield, hook hand, iron brush, klar, knuckle claw, light shield, madu, mere club, punching dagger, rope gauntlet, sap, scizore, shield spikes, spiked gauntlet, tekko-kagi, tonfa, unarmed strike, wooden stake, and wushu dart

Double Weapons: Battle ladder, bo staff, boarding gaff, chain spear, dire flail, double walking stick katana, double-chained kama, dwarven double waraxe, dwarven urgrosh, gnome hooked hammer, halfling double sling, kusarigama, monk's spade, orc double axe, quarterstaff, taiaha, two-bladed sword, and weighted spear

Flails: Battle poi, bladed scarf, cat-o'-nine-tails, chain spear, dire flail, double chained kama, dwarven dorn-dergar, flail (light flail), flailpole, flickmace, flindbar, flying blade, gnome pincher, halfling rope-shot, heavy flail, kusarigama, kyoketsu shoge, meteor hammer, morningstar, nine-section whip, nunchaku, sansetsukon, scorpion whip, spiked chain, urumi, and whip

Hammers: Aklys, battle aspergillum, club, combat scabbard, dwarven longhammer, dwarven maulaxe, earth breaker, greatclub, hanbo, heavy mace, knobkerrie, light hammer, light mace, mere club, piston maul, planson, taiaha, tetsubo, wahaika, and warhammer

Monk: Bo staff, brass knuckles, butterfly sword, cestus, dan bong, deer horn knife, double chained kama, double chicken saber, emei piercer, fighting fan, hanbo, jutte, kama, kusarigama, kyoketsu shoge, knuckle claw, lungchuan tamo, monk's spade, nine-ring broadsword, nine-section whip, nunchaku, quarterstaff, rope dart, sai, sansetsukon, seven-branched sword, shang gou, shuriken, siangham, tiger fork, tonfa, tri-point double-edged sword, unarmed strike, urumi, and wushu dart

Natural: Unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing

Polearms: Bardiche, bec de corbin, bill, boarding gaff, crook, fauchard, flailpole, glaive, glaive-guisarme, guisarme, halberd, hooked lance, horsechopper, lucerne hammer, mancatcher, monk's spade, ogre hook, naginata, nodachi, ranseur, ripsaw glaive, and tiger fork

Samurai*: Dagger, Double Walking Stick Katana, Fullblade, Hanbo, Katana, Longspear, Naginata, Nodachi, Quarterstaff, Shortspear, Spear, Tetsubo, Wakizashi
*This weapon group is unique to pathFinal Fantasy.

Spears: Amentum, barbed spear, boar spear, boarding pike, chain spear, doru, elven branched spear, flask pike, javelin, harpoon, injection spear, lance, longspear, orc skull ram, pilum, planson, sarissa, shortspear, sibat, spear, spear-sling, syringe spear, tiger fork, totem spear, trident, and weighted spear

Thrown: Aklys, amentum, atlatl, blowgun, bolas, boomerang, chakram, club, crystal chakram, dagger, dart, deer horn knife, dire bolas, doru, flask thrower, grappling hook, Halfling double sling, halfling sling staff, harpoon, hunga munga, hurlbat, javelin, jolting dart, lasso, kestros, knobkerrie, kunai, light hammer, net, phaleros, poisoned sand tube, rope dart, shortspear, shrillshaft javelin, shuriken, sibat, sling, sling glove, snag net, spear, starknife, stingchuck, syringe spear, throwing axe, throwing arrow cord, throwing shield, trident, wahaika, and wushu dart

Tribal: Club, dagger, greatclub, handaxe, heavy shield, light shield, shortspear, spear, throwing axe, and unarmed strike.

Advance (Ex)

A warrior can, for a time, abandon his defensive postures to make bold offensive attacks in a display of raw determination. For a number of rounds per day equal to 4 + his Constitution modifier, a warrior can "advance," increasing his attack power at the expense of his defense. At each level after 1st, he can remain in this state for an additional 2 rounds. Temporary increases to Constitution, such as those gained by spells like guardian's endurance, do not increase the total number of rounds that a warrior can advance per day. A warrior can advance as a free action. The total number of rounds of this ability per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in this state, a warrior gains a +2 bonus on attack and damage rolls made with melee or thrown weapons, but also takes a -2 penalty to his armour class and reflex saves. A warrior who is advancing cannot fight defensively or use the total defense option, but otherwise can fight and act as normal.

At 5th level and every four levels afterward, the maximum bonuses to attack and damage rolls and the maximum penalties to AC and Reflex saves all increase by 1, up to a maximum of +6/-6 at 17th level. Each time the warrior advances, he may choose how much, if any, of this additional bonus and penalty he is willing to take on.

A warrior can end this state as a free action and is fatigued after having advanced, lasting for a number of rounds equal to 2 times the number of rounds spent advancing. A warrior cannot advance while fatigued or exhausted but can otherwise advance multiple times during a single encounter or combat. If a warrior falls unconscious, his advancement immediately ends.

Warrior Techniques

At 2nd level and every two levels thereafter, the warrior gains a warrior talent.

Warrior Talents can be found here

Practiced Movements (Ex)

At 2nd level, if the warrior’s Dexterity score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Bonus Combat Feat (Ex)

At 3rd level and every 4 levels thereafter, a warrior gains a bonus combat feat in addition to those gained from normal advancement. The warrior must meet the prerequisites of the selected bonus combat feat.

Upon reaching 7th level and every 4 levels thereafter, a warrior can choose to learn a new combat feat in place of any combat feat he has already learned. In effect, the warrior loses the previous combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability, nor can it be a bonus feat that was granted to him specifically. A warrior can only change one feat at any given level, and must choose whether or not to swap the feat at the time he gains a new bonus combat feat for the level. (The feat he changes to can serve as the prerequisite for his new bonus combat feat, or vice versa).

First Aid (Ex)

At 3rd level, the warrior can take a brief break from battle to patch up his wounds. Once per minute, the warrior can use the total defense action to restore a number of hit points equal to 2d4 + his Constitution modifier + half his Warrior level. Though it is not magical in nature, recovering hit points in this way also stops bleeding. Healing in this manner cannot heal the warrior above half his total hit points.

If the warrior failed his saving throw against any of the following status effects, using first aid allows the warrior to make a new saving throw to end the status effect early: Blinded, Dazzled, Deafened, Debraved, Diseased (The condition, not the affliction), Exhausted, Fatigued, Immobilized, Nauseated, Poisoned (The condition, not the affliction), Shaken or Sickened. The warrior can attempt a new saving throw against any number of conditions with a single use of first aid and may use first aid even if he is above half his total hit points simply to try and remove the status effect(s).

Leather Body (Ex)

Rather than dexterously evading blows, warriors often rely on their sheer physical conditioning to protect themselves against assault. At 3rd level, instead of gaining a Dexterity modifier to AC (Any bonuses or penalties he would have are ignored), the warrior gains his Strength bonus as a natural armour bonus to AC, which stacks with any natural armour he might otherwise have. If a warrior's strength score would be reduced to 9 or less, leather body ceases to function.

Although this natural armour is limited by the maximum Dexterity bonus of any worn armour, he does not lose his natural armour in situations where he would normally lose his Dexterity modifier to AC, such as being caught flat-footed or if an opponent successfully uses the feint action against him.

This ability allows a warrior to take feats or make use of magic items that require him to have a natural armour bonus. However, he only benefits from those feats or items as long as leather body is actually providing him with a natural armour bonus. (For example, while a warrior can take the improved natural armour feat, his armour must have a maximum dexterity bonus of at least +1. Likewise, if his strength score drops to 11 or less, any such feats or magic items cease functioning.)

Additionally, for the purposes of this ability, any armour the warrior wears increases the maximum Dexterity bonus allowed by 1. For every 4 levels of warrior he has after 3rd, this bonus increases by +1. There is no “upper limit” to the increase of the maximum dexterity bonus allowed. A warrior may disable or enable leather body as a free action once per turn at the start of his turn.

This ability does not stack with armour training or agility training.

Second Skin (Ex)

At 3rd level, a Warrior can move at full speed while wearing medium armour. At 7th level, he can move at his full speed while wearing heavy armour.

Battle Reading (Ex)

Starting at 4th level, the warrior's understanding of combat allows him to analyze his opponents and learn their capabilities. Not through studious discipline, but simple combat expertise.

A battle reading is much like a Knowledge check for monster lore or to recall intrigues, except the warrior makes an attack roll (Adding his chosen weapon bonus, even if he is not wielding a weapon from his chosen group) as though he were attacking that opponent using his Intelligence modifier in place of his Strength. Situational bonuses to attack rolls, such as flanking or a successful aid another, apply to this attack roll normally.

When using it for monster lore, a battle reading only tells you about an opponent's offensive and defensive special abilities, whether those abilities are extraordinary, spells or spell-like or supernatural as well as any damage interactions a creature has. Even then, the warrior only learns broad information. Generally speaking, this means the name of the ability, whether it's offensive or defensive, requires an attack roll, requires a saving throw, if it's a single target, multi-target or area of effect and whether the ability is (or interacts with) physical or elemental damage, but not the specific element, as well as if it has any particular vulnerabilities to physical or elemental damage. (For example, a battle reading would tell you that a flan can cast spells, is strong against physical damage and a certain element and weak to a different element. A battle reading wouldn't tell you what element it was strong or weak to or what spells it can cast.)

A battle reading to recall intrigues, on the other hand, functions mostly the same as using a knowledge skill to do so, save for the fact a battle reading cannot be used to identify metamagic feats or any class feature that interacts with spellcasting that does not also also possess a martial component. (For example, a battle reading could identify a red mage's spellstrike ability, but not their ruby acceleration ability.)

Unlike an actual knowledge check, this ability is based on the warrior’s skill at picking out details in his opponents techniques or physiology, rather than relying on learned information, as a result particularly obscure or unique monsters or techniques do not increase the DC. Common monsters or techniques do reduce the DC, however.

Warfares (Ex)

At at 5th level, the warrior gains access to a small selection of abilities known as "warfares" that allow them to use their weapon skills in new ways. Once a warrior has used a warfare, he must wait 1d4+1 rounds before using another warfare. All warfares are attack actions. (Attack actions are a subtype of standard action.)

Shockwave (Ex): Make a single attack roll against a creature within reach and all other creatures within a 15ft cone (The cone originates from your square but must pass through the target. You make one attack roll that is checked against all targets). If the attack hits the target creature, they take normal damage, while creatures in the cone take damage equal to the weapon damage rolled (Before flat damage bonuses such as Strength, enchantment bonuses, advance, precision damage, etc are added. Weapon abilities, such as flaming, are also ignored.) If you would roll the weapon's damage dice multiple times, such as by scoring a critical hit or using the vital strike feat, the targets in the cone take that much damage.

Tomahawk (Ex): The warrior throws their weapon at an enemy within 30ft, treating it as a melee attack for all purposes (Including dealing extra damage for using the weapon two-handed.) Feats and effects an opponent has that would interact with thrown weapon attacks (Such as deflect arrows) apply to this attack. After the attack, success or fail, the weapon returns to the warrior’s hand.

Strong Arm (Ex)

At 5th level, the warrior can apply more force to his weapon strikes. When using a one-handed weapon from his chosen weapon group, he adds 1.5x his Strength modifier to the damage, when using a two-handed weapon or a one-handed weapon from his chosen weapon group in two hands, he adds 2x his Strength modifier to the damage and when using a weapon from his chosen weapon group in his off-hand he adds his full Strength modifier to the damage, rather than half. This ability does not affect his “handedness” for other functions (For example, the damage bonus of power attack isn’t multiplied), it merely affects how much damage he deals with his chosen weapons.

Secondary Training (Ex)

It is a foolish warrior who learns only one type of weapon. At 6th level, the warrior may choose a second weapon group to gain as a chosen weapon group (He gains proficiency with all exotic weapons from this group, as normal). The warrior gains a +1 bonus to attack and damage rolls with weapons from that group (Which is also his "chosen weapon bonus" for that group). If using a weapon that belongs to both groups, he only gains the larger bonus. At 12th and 18th level, this bonus increases by an additional +1.

Assault (Ex)

At 6th level, when using the attack or full attack actions with a weapon from his chosen weapon group while advancing, the warrior may take a -2 penalty on all attacks made during his turn to make an additional attack at his highest base attack bonus. Though he can use this ability with two-handed weapons, they must be sized appropriately for him.

This extra attack counts as the extra attack gained from fighting with two weapons, as such it does not stack with actually using multiple weapons but does stack with other sources of extra attacks, such as haste, that ordinarily stack with fighting with two weapons. Using assault as an attack action counts as making a single attack as a standard action, but the second attack does not receive benefits from abilities that affect a single attack, such as the Vital Strike feat.

At the warrior’s 16th level, he may make an additional attack at his highest base attack bonus when he makes a full attack, albeit at a -5 penalty. This attack also doesn't stack with the first attack gained from the greater two-weapon fighting feat, but does stack with the second (Or, more accurately, the second attack granted by greater two-weapon fighting isn't being overwritten), but does stack with other sources of extra attacks that ordinarily stack with greater two-weapon fighting. He still only gains a single extra attack when using the attack action, however.

Damage Reduction (Ex)

At 7th level, a warrior gains DR 1/-. At 10th level, and every three warrior levels thereafter (13th, 16th, and 19th level), this damage reduction increases by 1.

Warcry (Ex)

Also at 7th level, the warrior’s intoxication in battle is contagious, and they learn to channel that with a mere shout. As a swift action, allies within 15 feet of the warrior (But not the warrior themselves) receive a +2 circumstance bonus to attack rolls, a +2 morale bonus to saving throws and a +2 dodge bonus to AC. This effect lasts for 1 round per two warrior levels. A warrior can use Warcry a number of times per day equal to 3 + their Constitution modifier and only when he is advancing.

Soldier or Savage (Ex)

At 8th level, the warrior's style of engagement is further defined by his conscious choices in battle. When entering Advance, a warrior can choose add his bonus to attack and damage rolls to either his Will Saves or to his Fortitude saves as a circumstance bonus, taking an equal penalty to the other.

Holmgang (Ex)

At 9th level, as a move action, the warrior may brace themselves for an enemy onslaught. Until the start of their next turn, the warrior may not move, but his HP cannot be reduced to less than 1. At the end of this ability the warrior is fatigued for 5 rounds, and cannot activate this ability while Fatigued.

Warrior’s Charge (Ex)

Also at 9th level, the warrior may choose to negate the usual bonus to attack rolls a charge action provides to instead take a -4 penalty to attack rolls. If he does so and the attack hits, he rolls the weapon’s damage dice for the attack twice and adds the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. A warrior can only use this ability while advancing.

Improved Warfare (Ex)

At 11th level, the warrior's skill allows him to engage in warfare with greater ease. In addition to performing a warfare ability as an attack action, if the warrior makes a full attack, he can replace the first attack he makes with a warfare ability. The remaining attacks in his full attack are made normally.

In addition, he may make use of the following warfare

Steel Cyclone (Ex): The warrior makes an attack against a target, while setting up a series of assaults and blows that lasts until the beginning of his next turn. Any creature that begins its turn threatened by his chosen weapon takes damage equal to his weapon's base damage plus his Strength modifier.

Skilled Reading (Ex)

At 12th level, whenever the warrior successfully uses a battle reading, he learns one additional piece of information, such as an additional piece of monster lore or learns about a different class feature or feat even if he hasn't seen that technique yet. At 18th level, he learns two additional pieces of information.

Retaliation (Ex)

At 13th level, the warrior can make a number of additional attacks of opportunity equal to his Strength modifier. This ability counts as, and stacks with, the combat reflexes feat. In addition, whenever the warrior is attacked by an enemy while advancing, he may make an attack of opportunity against that creature.

Onslaught (Ex)

At 13th level, the warrior can make a full attack with a weapon from his chosen weapon group as a standard action (gaining the full benefit of his assault ability, if he has it), however he reduces his Strength bonus to damage by one-half: 2x becomes 1.5x, 1.5x becomes 1x, 1x becomes 0.5x and 0.5x becomes no Strength bonus to the damage (this applies regardless of whether the warrior has the strong arm ability or if he traded it away via an archetype).

Improved Soldier or Savage (Ex)

At 14th level, the penalty to his saving throw when using soldier or savage is halved. (So, if he has a +3 bonus to his Fortitude save, he only takes a -1 penalty to Will.)

Shake it Off (Ex)

Also at 15th level, as a swift action, they may grant themselves and allies within 30 feet a number of temporary hit points equal to their constitution modifier times their warrior level. Each subject gains their own pool of temporary hit points and should track it themselves.

This lasts for a number of rounds equal to the warrior’s Constitution modifier, and may be used a number of times per day equal to their Constitution modifier.

Temporary bonuses to Constitution (such as guardian's endurance) do not increase the amount of times per day he can use this ability nor does it affect how many temporary hit points are granted.

Greater Warfare (Ex)

At 16th level, the warrior can use his warfares much more often than before. The cooldown for his warfares is now just 1d3 rounds, rather than 1d4+1 rounds.

In addition, he may make use of the following warfare:
Fell Cleave (Ex): Make an attack against an opponent. If that attack hits, the warrior may make another attack against that foe with a -2 penalty. If this attack hits, roll for damage normally and make an additional attack at a -4 penalty. If that attack hits the warrior makes another attack at a -6 penalty. The warrior may continue to making additional attacks, each one with an additional -2 penalty, until the warrior misses or the opponent is reduced to negative hit points. All attacks made this way must be directed at a single opponent. If the warrior made a fell cleave as part of a full attack, his remaining attacks are made normally.

Tireless Advance (Ex)

Starting at 17th level, a warrior no longer becomes fatigued at the end of their advance. However, if they should enter their advance within 1 minute of their previous advance, they do not get to change what the bonus/penalty was.

Devastating Blow (Ex)

Also at 17th level, as a free action on his turn, the warrior may choose to take a -5 penalty on all attacks made until the start of his next turn. If he does so, whenever the warrior makes a successful attack, also until the start of his next turn, he may roll for damage twice and take the better result. A warrior can only use this ability while advancing.

Ultimate Warrior (Ex)

At 20th level, the attack and damage bonuses granted by his chosen weapon and secondary training abilities both increase by 2. In addition, at all times, he cannot be disarmed of a weapon from his chosen weapon groups nor can his weapon be sundered or otherwise removed from his posession unwillingly.

Archetypes