pFFWarrior

© 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: D12

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, Martial Flexibility, Rage, Limit Breaks
2 +2 +3 +3 +1 Warrior Talent, Rage Technique, Fast Movement,
3 +3 +3 +3 +2 Uncanny Dodge, Trap Sense, Bonus Combat Feat, Leather Body, Second Skin
4 +4 +4 +4 +2 Warrior Talent, Rage Technique
5 +5 +4 +4 +2 Improved Uncanny Dodge, Keen Strike
6 +6/+1 +5 +5 +3 Warrior Talent, Rage Technique, Martial Flexibility (Swift)
7 +7/+2 +5 +5 +3 Damage reduction 1/-, Warcry, Bonus Combat Feat
8 +8/+3 +6 +6 +4 Warrior Talent, Rage Technique
9 +9/+4 +6 +6 +4 Holmgang, Warrior’s Charge
10 +10/+5 +7 +7 +5 Warrior Talent, Rage Technique, Martial Flexibility (Free), Damage reduction 2/-
11 +11/+6/+1 +7 +7 +5 Greater Rage, Bonus Combat Feat
12 +12/+7/+2 +8 +8 +5 Warrior Talent, Rage Technique
13 +13/+8/+3 +8 +8 +6 Damage reduction 3/-, Retaliation
14 +14/+9/+4 +9 +9 +6 Warrior Talent, Rage Technique
15 +15/+10/+5 +9 +9 +7 Shake it Off, Bonus Combat Feat
16 +16/+11/+6/+1 +10 +10 +7 Warrior Talent, Rage Technique, Damage reduction 4/-
17 +17/+12/+7/+2 +10 +10 +8 Tireless Rage, Devastating Blow
18 +18/+13/+8/+3 +11 +11 +8 Warrior Talent, Rage Technique
19 +19/+14/+9/+4 +11 +11 +8 Damage reduction 5/-, Doublestrike, Bonus Combat Feat
20 +20/+15/+10/+5 +12 +12 +9 Warrior Talent, Rage Technique, Weapon Mastery

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 Rage. 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.):

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, 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, gladius, hunga munga, kama, kerambit, kukri, kunai, machete, manople, pata, quadrens, rapier, ratfolk tailblade, 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, Fullblade, Hanbo, Katana, Katana (Double Walking Stick), 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.

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 (Min 1). 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.

Rage (Ex)

A warrior can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a warrior can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional 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 rage per day. A warrior can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a warrior gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the warrior enters a rage again within 1 minute of her previous rage. While in rage, a warrior cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A warrior can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A warrior cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a warrior falls unconscious, her rage immediately ends, placing her in peril of death.

Warrior Talents

Starting at 2nd level, the warrior gains access to a variety of talents that allow them to specialize into a unique role with their warcraft. The warrior gains one warrior Talent, and another for every two levels after 2nd.

Warrior Talents can be found here

Rage Technique

Also at 2nd level, the warrior’s rage can begin to be used in new ways. At 2nd level, a warrior gains a rage technique. He gains another rage power for every two levels of warrior attained after 2nd level. A warrior gains the benefits of rage techniques only while raging, and some of these powers require the warrior to take an action first. Unless otherwise noted, a warrior cannot select an individual technique more than once. Some of the following rage techniques are stances. Activating a stance rage technique is a move action. A warrior can’t have more than one stance rage technique active at a time. If he activates a stance rage technique while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the warrior’s turn as a free action; otherwise, it lasts until the rage ends.

Rage Techniques can be found here

Fast Movement (Ex)

A warrior’s land speed is faster than the norm for her race by +10 feet. Apply this bonus before modifying the warrior’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the warrior’s land speed.

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).

Uncanny Dodge (Ex)

At 3rd level, a warrior gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A warrior with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.

If a warrior already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Trap Sense (Ex)

Also at 3rd level, a warrior gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps. These bonuses increase by +1 every three warrior levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

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.

Improved Uncanny Dodge (Ex)

At 5th level and higher, a warrior can no longer be flanked. This defense denies a thief the ability to sneak attack the warrior by flanking them, unless the attacker has at least four more thief levels than the target has warrior levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum thief level required to flank the character.

Keen Strike (Ex)

Also at 5th level, the warrior may use a standard action to perform a special attack action. If this attack hits, it is counted as an automatic critical threat, but must roll for confirmation. The warrior may use this ability a number of times per day equal to their Dexterity modifier. (Minimum 1)

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 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. The effects double when the warrior is Raging; becoming a +4 bonus to each. A warrior can use Warcry a number of times per day equal to 3 + their Constitution modifier.

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. If this ability is activated while the warrior is raging, they are instead exhausted and their rage immediately ends.

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.

Greater Rage (Ex)

At 11th level, when a warrior enters rage, a warrior’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +4. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per Hit Die.

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 raging, he may make an attack of opportunity against that creature.

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. These temporary hit points stack with, and are lost before, the temporary hit points granted by raging.

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.

Tireless Rage (Ex)

Starting at 17th level, a warrior no longer becomes fatigued at the end of their rage. However, if they should enter their rage within 1 minute of their previous rage, they do not gain the temporary hit points.

Devastating Blow (Ex)

Also at 17th level, the warrior may choose to take a single weapon attack at -5 penalty. By doing so, they triples the damage dice of their attack.

Doublestrike (Ex)

Starting at 19th level, whenever the warrior makes a full attack, he may choose to take a -4 penalty on all attack rolls on the full attack to double the amount of attacks he gains from his base attack bonus. Extra attacks he gains from haste or two weapon fighting are not doubled, but still take the penalty.

Ultimate Warrior (Ex)

At 20th level, a warrior’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +6. In addition, the amount of temporary hit points gained when entering a rage increases to 6 per Hit Die.

Additionally, while raging, any attacks made with his chosen weapon group automatically confirm all critical threats and have their 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.

Alternative Capstone

(Instead of gaining Ultimate Warrior, a warrior may choose to gain the following capstone ability instead:)

Unstoppable Warrior(Ex)

At 20th level, nothing can kill the warrior, though not for lack of trying. In addition to the Natural Armor from Leather Body, the warrior gains DR X/- where X is equal to the Natural Armor bonus granted by Leather Body (Which is capped by his armour's maximum Dexterity bonus as normal), stacking with his existing damage reduction. In addition, he gains energy resistance to Fire, Water, Ice, Earth, Wind and Lightning equal to his DR/— value.

Archetypes