Amechra
2012-03-16, 07:27 PM
http://i238.photobucket.com/albums/ff156/smallpumpkinman/adventurer/Follow_the_east_wind_by_Gold_Seven.jpg (http://i238.photobucket.com/albums/ff156/smallpumpkinman/adventurer/Follow_the_east_wind_by_Gold_Seven.jpg)
I was not taught. I was born.
The Krigsherren
Fluff added when I feel like it, and not before.
Alignment: Any
HD: d10
Skill Points per Level: 4+Int
Skill Points at 1st Level: 4*(4+Int)
Class skills for the Krigsherren are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), and Swim (Str). Additionally, they receive 2 skills of their choice as Class Skills.
{table=head]BAB|Fort|Ref|Will|Special|Essences of War Known|Weapon Masteries Known
+1|+2|+2|+0|Posture of War, Armor of the Brave, Examine the Foe|1|1
+2|+3|+3|+0|Focused War-Strike (Deft), Rudimentary Skill|2|1
+3|+3|+3|+1|Fleet of Foot, Rudimentary Skill|3|2
+4|+4|+4|+1|Evasion, Slippery Form|4|2
+5|+4|+4|+1|Focused War-Strike (-2/-2), Rudimentary Skill, Soul of War (Sleep)|4|2
+6/+1|+5|+5|+2|Elusive Attack +2, Uncanny Dodge|5|3
+7/+2|+5|+5|+2|Improved Fleet of Foot, Rudimentary Skill|6|3
+8/+3|+6|+6|+2|Focused War-Strike (-1/-1)|7|3
+9/+4|+6|+6|+3|Rudimentary Skill, Soul of War (Sustenance)|8|4
+10/+5|+7|+7|+3|Durable Form|8|4
+11/+6/+1|+7|+7|+3|Focused War-Strike (+0/+0), Elusive Attack +4, Rudimentary Skill|9|4
+12/+7/+2|+8|+8|+4|Counterattack, Improved Evasion|10|5
+13/+8/+3|+8|+8|+4|Superior Fleet of Foot, Rudimentary Skill, Soul of War (Single Mind)|11|5
+14/+9/+4|+9|+9|+4|Focused War-Strike (+1/+1)|12|5
+15/+10/+5|+9|+9|+5|Rudimentary Skill, Improved Uncanny Dodge|12|6
+16/+11/+6/+1|+10|+10|+5|Elusive Attack +6, Adaptable Form|13|6
+17/+12/+7/+2|+10|+10|+5|Focused War-Strike (+2/+2), Rudimentary Skill, Soul of War (Improved Sustenance and Freedom)|14|6
+18/+13/+8/+3|+11|+11|+6|Decisive Strike|15|7
+19/+14/+9/+4|+11|+11|+6|Rudimentary Skill|16|7
+20/+15/+10/+5|+12|+12|+6|Warlord Paramount|16|7[/table]
Weapon and Armor Proficiencies: You are proficient in all Simple weapons, and a number of Martial or Exotic Weapons equal to 1/2 your class level (minimum 1); as long as you are proficient in at least 1 Martial Weapon, you are treated as having Martial Weapon Proficiency for the purpose of qualifying for prestige classes and feats. In addition, you are proficient in all Light Armors, Light Shields, Bucklers, and one Exotic armor or Shield of your choice.
Essence of War: A warrior cannot merely rely on their own blades or on the strength of their arms in battle; you must also pay close attention to the wonders of your soul!
At the listed levels, you may learn any single Essence of War, as listed in the next post; these are spell-like abilities, subject to SR, that are drawn from your very soul. Each Essence of War alters the bonus damage from Posture of War; if the Essence does not bypass SR, the target still takes the additional damage, and is merely unaffected by the additional effects of that Essence.
Essences may only be applied to attacks made as a Standard action; if the Essence requires a save, the DC is equal to (10+1/2 your Krigsherren level+your Wisdom modifier). If you have the ability to make multiple attacks as a Standard action, you must apply a different Essence to each attack.
Weapon Masteries You have your own unique ways to bring the hurt to your enemy, based around which weapons you choose to focus on.
At each of the listed levels, you learn a single Weapon Mastery from the list in the next post; the benefits of that Weapon Mastery only apply when you are in Posture of War.
Posture of War (Ex): You are a warrior, tried and tested; the form of combat you adopt is somewhat different from how others do it, but it gets the job done.
You benefit from Posture of War on your first round after you roll Initiative, as well as any Surprise Rounds you may have; in addition, you may enter this state for one round or extend the amount of time you are in this state by one round a number of times per day equal to your class level.
While you are in Posture of War, you add your BAB to any damage you deal. In addition, you may use the highest of your Dexterity, Wisdom, or Strength in place of Strength for your attack and damage rolls. In addition, you automatically gain the benefits of the Two-Weapon Fighting feat as long as you are wielding a weapon in each hand. Finally, you receive no penalty for firing a ranged weapon into melee, and you do not provoke an AoO when you make an unarmed attack.
However, there are penalties when you are in this state; due to the difference in how you wield your weapons, you only add the highest of your Strength, your Dexterity, or your Wisdom modifiers to damage when you are using a weapon in two hands, rather than 1-1/2 your modifier. In addition, your mindset changes, valuing blows that land over other, pettier concerns; therefor, you cannot cast spells, use any feat that allows you take a penalty of up to your BAB for some benefit, use any Intelligence or Charisma based skill, or the Concentration skill.
Armor of the Brave (Ex): You are no coward; though you may not be as protected as a Paladin, your courage still carries you through battles.
You receive a bonus to your AC equal to 1/2 your BAB (minimum 1); you only receive this benefit as long as you are either unarmored or wearing Light Armor, but this bonus applies to your AC even against Touch Attacks and when Flat-Footed. However, this bonus is reduced to 1/4 your BAB if you are Shaken, and you lose this bonus if you are Frightened or Panicked.
Examine the Foe (Ex): It is idiotic to face an enemy that is far superior to you, much as it is dishonorable to strike down a foe far weaker than you. Therefor, it is best if you know who you are fighting.
You gain the ability to Assess an Opponent (http://www.realmshelps.net/datafind/skills/sense_motive.shtml) as a Swift action, using your BAB+3 in the place of your Sense Motive ranks if it would be better for you. In addition, when using Posture of War, you may elect to use this ability to Assess every opponent within 30'; this alerts you to the presence of any hidden or invisible foes, but does not inform you of their position, merely that they are there and are invisible, in addition to the normal benefit of Assessing them.
Focused War-Strike (Ex): You are a warrior! The fools who hope to face you in battle have a mighty foe to contend with.
At 2nd level, whenever you are attacking as a Standard action, you gain all the benefits and penalties of Posture of War, but only for that Standard action. In other words, you could cast spells or use otherwise-forbidden skills on that round; in addition, you are considered to have not made an attack if your attack misses. This means that you do not use up any ammunition, do not reveal your presence if hidden, and abilities with a limited number of daily uses have a 50% chance of not expending a use. You still have used up that action for that round, however.
At 5th level, you may make an additional attack whenever you attack as a Standard action, with a -2 penalty to each attack; if you have any feats that give an additional effect to attacks made as Standard actions, such as Manyshot, they only apply to the first attack. You may not use this ability in conjunction with a Maneuver.
At 8th level, 11th level, 14th level, and 17th level, you receive a +1 to all attacks you made in a round that you make an attack as a Standard action.
Rudimentary Skill (Ex): A warrior who only knows how to fight is useless outside of battle; a sword is useless as a plowshare. You have recognized this, and strive to exceed this weakness.
At 2nd level, 3rd level, and every odd level thereafter, you learn a single Skill Trick of your choice, treating your ranks in all skills as your class level+3 for the purpose of skill trick prerequisites if your ranks in that skill would be lower.
Alternatively, you may forgo learning a Skill Trick at a given level to instead gain the Skill Mastery ability for a single class skill, giving yourself the ability to Take 10 with that skill, even if you are in a stressful situation.
Finally, you can choose to instead gain a new skill as a class skill; you automatically gain a number of ranks in that skill equal to 1/2 your BAB.
Fleet of Foot (Ex): You would be useless in battle if you could not reach that battle in a timely manner; consequently, you have learned how to get to places quickly.
At 3rd level, you may perform a Run action as a Move action, but cannot take two Move actions to move on any round in which you do this. You additionally gain the ability to use your Standard action at any point during the Run action. You receive a +10' bonus to your Base Land Speed.
In addition, select one of the following:
Swim Speed: You gain a Swim speed equal to your Base Land Speed, a +8 racial bonus to all Swim checks, and the Skill Mastery ability with the Swim skill. You may Run while swimming, as long as you swim in a straight line.
Climb Speed: You gain a Climb speed equal to your Base Land Speed, a +8 racial bonus on all Climb checks, and the Skill Mastery ability with the Climb skill. You still must make a Climb check for any surface with a Climb DC above 0; you may move at twice your Climb speed by making a Climb check for that Surface with a -5 penalty to your check, and do not lose your Dexterity bonus to AC while climbing, and are not treated as Flat-Footed. You may attack as normal, as long as you use at least one hand to hold onto the surface you are climbing.
This ability counts as Spring Attack for the purpose of prerequisites.
Evasion (Ex): You are agile, and cannot easily be pinned down by your foes.
At 4th level, whenever you make a Reflex save for half damage, you instead take no damage if you succeed. This ability only works in any situation in which your Armor of the Brave supplies you with a bonus to AC.
Slippery Form (Ex): Your mind, body, and soul are resistant to the foolish attacks of your enemies; it would benefit them to target someone else.
At 4th level, whenever you fail your initial save against an effect that has a duration longer than Immediate, you may make another save one round later; if you succeed on this additional save, the effect ends. You only get this one additional save, and do not benefit from this ability in any situation in which your Armor of the Brave class feature does not give you a bonus to AC.
Soul of War (Ex): You eat, sleep, and breath war. It is your confidant, your lover, your best friend; it sustains you through the tough times.
At 5th level, you gain immunity to Sleep effects. Instead of sleeping, you Trance as if you were an Elf for 4 hours each night; this gives you the exact same benefits as a full night of sleep.
At 9th level, you no longer need to Eat or Drink; in addition, you are immune to Dessication damage.
At 13th level, your mind has been taken by war as its own; this manifests as an immunity to Fear, Morale Penalties, and any form of Possession. In addition, the duration of any Mind-Affecting effect that is affecting you automatically ends the next time you enter Posture of War, and you are immune to Mind-Affecting abilities for as long as you are in Posture of War.
At 17th level, your body has become one with the very concept of war; you no longer need to breath, and are permanently affected by a Freedom of Movement effect.
Elusive Attack (Ex): You have learned to adjust your combat abilities, making them far more expansive than those of a more mundane warrior.
At 6th level, whenever you make a Full-Attack, you may forgo any attacks you make at your lowest BAB; if you do, you gain +2 Dodge bonus to your AC.
At 11th level, this improves to +4; at 16th level, this improves to +6.
Uncanny Dodge (Ex): Others might call it paranoia; you call it readiness.
At 6th level, you no longer lose your Dexterity bonus to AC when you are flat-footed or attacked by an invisible foe; however, you still lose it if you are Immobilized.
If you already have Uncanny Dodge from another class before taking this class, you gain Improved Uncanny Dodge instead, and your levels in that class and this one stack for the purpose of what level your opponent has to be to Sneak Attack you.
Improved Fleet of Foot (Ex): You move quicker than most of your compatriots; it's a blessing with which you are perfectly comfortable.
At 7th level, you gain the option you did not choose for Fleet of Foot. In addition, you gain a Fly Speed equal to your Base Land Speed, but only in a straight line; however, you must begin your flight each round while standing or holding onto a solid surface, or begin falling. If you grapple a flying creature while you yourself are flying, you may treat yourself as if you were on a solid surface; you cannot Run while flying.
You may make a single 90 degree turn whenever you use the Run action.
When you use the Accelerated Climb option, you may move up to 3 times your Climb speed with only a -3 penalty to your Climb Check; you are treated as if you are standing on a solid surface while Swimming as long as you are at the surface of whatever liquid you are swimming in.
You receive another +10' bonus to your Base Land Speed; this stacks with the bonus from Fleet of Foot.
Durable Form (Ex): You are far tougher than nails; people should remember that when they come to face you.
At 10th level, whenever you succeed on a save, you receive a +2 untyped bonus to all saves until the end of the encounter; the maximum bonus you can receive in this way is capped at 1/2 your BAB. In addition, you may make a Reflex save to negate any ability that targets you, or a Fortitude save against any ability that has you within its area, if that ability would not normally allow a save.
Counterattack (Ex): Striking you is like striking a snake; if you do not remove your hand quickly enough, you get bitten.
At 12th level, whenever you make a Full-Attack, you may forgo any attacks you make at your lowest BAB to gain the ability to make an equal number of attacks against anyone who anyone who attacks you in melee or within your first Range increment that round as an Immediate action; if you are also using Elusive Attack, you instead forgo your attacks with the next-highest BAB.
Improved Evasion (Ex): You are like a sparrow, flitting through the world, evading all traps and snares.
At 12th level, whenever you make a Reflex save against an effect that allows you a Reflex save for half damage, you only take half damage even if you fail.
Superior Fleet of Foot (Ex): You are blindingly quick; all the better to reach the enemy before he flees.
At 13th level, you may now Run while flying, and you may now Run instead of using the Accelerated Climbing option while Climbing; you still can only move in a straight line while Flying. In addition, you may now take as many 90 degree turns while Running as you wish, and may change which movement mode you are using while running freely. For example, you could run up to a wall and continue to sprint up it, splitting up the movement between the two surfaces as you wish.
You receive another +10' bonus to your Base Land Speed; this stacks with Fleet of Foot and Improved Fleet of Foot.
Improved Uncanny Dodge (Ex): You seem to pay attention to everything at once, defending yourself perfectly from all comers.
At 15th level, you can no longer be flanked; in addition, you may not be Sneak Attacked except by a Rogue that is 4 levels higher than you.
Adaptable Form (Ex): The greatest advantage of a warrior is their ability to adapt to nigh-on any situation that could be called for, whether a lightning strike or a sharpened blade.
At 16th level, you may take a Swift or Immediate action to automatically succeed on a save.
Decisive Strike (Ex): Your blows no longer skitter lightly on the flesh of your foe; they burn deeply into their flesh, harming them drastically.
At 18th level, whenever you make a full-attack, you may sacrifice any attacks you would make with your lowest BAB, and instead deal double damage with every attack you make that round.
If you also use Elusive Attack and/or Counterattack, you sacrifice the attacks you would have made with your next-highest BAB.
Warlord Paramount (Ex): You are one of the mightiest warriors to walk the land; your presence brings death, and you are as royalty to all armies. As long as war exists, so shall you.
At 20th level, you may enter or exit Posture of War as a Free action, and may stay in that state for as long as you wish. You gain the benefits of Elusive Attack automatically, and gain DR 10/Innocent, and Regeneration 1/Innocent, where "Innocent" refers to a creature that has never killed another creature with an intelligence bonus of 3 or higher.
Finally, as long as at least a single war takes place on the same plane as you are on each year, you do not age that year.
I was not taught. I was born.
The Krigsherren
Fluff added when I feel like it, and not before.
Alignment: Any
HD: d10
Skill Points per Level: 4+Int
Skill Points at 1st Level: 4*(4+Int)
Class skills for the Krigsherren are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), and Swim (Str). Additionally, they receive 2 skills of their choice as Class Skills.
{table=head]BAB|Fort|Ref|Will|Special|Essences of War Known|Weapon Masteries Known
+1|+2|+2|+0|Posture of War, Armor of the Brave, Examine the Foe|1|1
+2|+3|+3|+0|Focused War-Strike (Deft), Rudimentary Skill|2|1
+3|+3|+3|+1|Fleet of Foot, Rudimentary Skill|3|2
+4|+4|+4|+1|Evasion, Slippery Form|4|2
+5|+4|+4|+1|Focused War-Strike (-2/-2), Rudimentary Skill, Soul of War (Sleep)|4|2
+6/+1|+5|+5|+2|Elusive Attack +2, Uncanny Dodge|5|3
+7/+2|+5|+5|+2|Improved Fleet of Foot, Rudimentary Skill|6|3
+8/+3|+6|+6|+2|Focused War-Strike (-1/-1)|7|3
+9/+4|+6|+6|+3|Rudimentary Skill, Soul of War (Sustenance)|8|4
+10/+5|+7|+7|+3|Durable Form|8|4
+11/+6/+1|+7|+7|+3|Focused War-Strike (+0/+0), Elusive Attack +4, Rudimentary Skill|9|4
+12/+7/+2|+8|+8|+4|Counterattack, Improved Evasion|10|5
+13/+8/+3|+8|+8|+4|Superior Fleet of Foot, Rudimentary Skill, Soul of War (Single Mind)|11|5
+14/+9/+4|+9|+9|+4|Focused War-Strike (+1/+1)|12|5
+15/+10/+5|+9|+9|+5|Rudimentary Skill, Improved Uncanny Dodge|12|6
+16/+11/+6/+1|+10|+10|+5|Elusive Attack +6, Adaptable Form|13|6
+17/+12/+7/+2|+10|+10|+5|Focused War-Strike (+2/+2), Rudimentary Skill, Soul of War (Improved Sustenance and Freedom)|14|6
+18/+13/+8/+3|+11|+11|+6|Decisive Strike|15|7
+19/+14/+9/+4|+11|+11|+6|Rudimentary Skill|16|7
+20/+15/+10/+5|+12|+12|+6|Warlord Paramount|16|7[/table]
Weapon and Armor Proficiencies: You are proficient in all Simple weapons, and a number of Martial or Exotic Weapons equal to 1/2 your class level (minimum 1); as long as you are proficient in at least 1 Martial Weapon, you are treated as having Martial Weapon Proficiency for the purpose of qualifying for prestige classes and feats. In addition, you are proficient in all Light Armors, Light Shields, Bucklers, and one Exotic armor or Shield of your choice.
Essence of War: A warrior cannot merely rely on their own blades or on the strength of their arms in battle; you must also pay close attention to the wonders of your soul!
At the listed levels, you may learn any single Essence of War, as listed in the next post; these are spell-like abilities, subject to SR, that are drawn from your very soul. Each Essence of War alters the bonus damage from Posture of War; if the Essence does not bypass SR, the target still takes the additional damage, and is merely unaffected by the additional effects of that Essence.
Essences may only be applied to attacks made as a Standard action; if the Essence requires a save, the DC is equal to (10+1/2 your Krigsherren level+your Wisdom modifier). If you have the ability to make multiple attacks as a Standard action, you must apply a different Essence to each attack.
Weapon Masteries You have your own unique ways to bring the hurt to your enemy, based around which weapons you choose to focus on.
At each of the listed levels, you learn a single Weapon Mastery from the list in the next post; the benefits of that Weapon Mastery only apply when you are in Posture of War.
Posture of War (Ex): You are a warrior, tried and tested; the form of combat you adopt is somewhat different from how others do it, but it gets the job done.
You benefit from Posture of War on your first round after you roll Initiative, as well as any Surprise Rounds you may have; in addition, you may enter this state for one round or extend the amount of time you are in this state by one round a number of times per day equal to your class level.
While you are in Posture of War, you add your BAB to any damage you deal. In addition, you may use the highest of your Dexterity, Wisdom, or Strength in place of Strength for your attack and damage rolls. In addition, you automatically gain the benefits of the Two-Weapon Fighting feat as long as you are wielding a weapon in each hand. Finally, you receive no penalty for firing a ranged weapon into melee, and you do not provoke an AoO when you make an unarmed attack.
However, there are penalties when you are in this state; due to the difference in how you wield your weapons, you only add the highest of your Strength, your Dexterity, or your Wisdom modifiers to damage when you are using a weapon in two hands, rather than 1-1/2 your modifier. In addition, your mindset changes, valuing blows that land over other, pettier concerns; therefor, you cannot cast spells, use any feat that allows you take a penalty of up to your BAB for some benefit, use any Intelligence or Charisma based skill, or the Concentration skill.
Armor of the Brave (Ex): You are no coward; though you may not be as protected as a Paladin, your courage still carries you through battles.
You receive a bonus to your AC equal to 1/2 your BAB (minimum 1); you only receive this benefit as long as you are either unarmored or wearing Light Armor, but this bonus applies to your AC even against Touch Attacks and when Flat-Footed. However, this bonus is reduced to 1/4 your BAB if you are Shaken, and you lose this bonus if you are Frightened or Panicked.
Examine the Foe (Ex): It is idiotic to face an enemy that is far superior to you, much as it is dishonorable to strike down a foe far weaker than you. Therefor, it is best if you know who you are fighting.
You gain the ability to Assess an Opponent (http://www.realmshelps.net/datafind/skills/sense_motive.shtml) as a Swift action, using your BAB+3 in the place of your Sense Motive ranks if it would be better for you. In addition, when using Posture of War, you may elect to use this ability to Assess every opponent within 30'; this alerts you to the presence of any hidden or invisible foes, but does not inform you of their position, merely that they are there and are invisible, in addition to the normal benefit of Assessing them.
Focused War-Strike (Ex): You are a warrior! The fools who hope to face you in battle have a mighty foe to contend with.
At 2nd level, whenever you are attacking as a Standard action, you gain all the benefits and penalties of Posture of War, but only for that Standard action. In other words, you could cast spells or use otherwise-forbidden skills on that round; in addition, you are considered to have not made an attack if your attack misses. This means that you do not use up any ammunition, do not reveal your presence if hidden, and abilities with a limited number of daily uses have a 50% chance of not expending a use. You still have used up that action for that round, however.
At 5th level, you may make an additional attack whenever you attack as a Standard action, with a -2 penalty to each attack; if you have any feats that give an additional effect to attacks made as Standard actions, such as Manyshot, they only apply to the first attack. You may not use this ability in conjunction with a Maneuver.
At 8th level, 11th level, 14th level, and 17th level, you receive a +1 to all attacks you made in a round that you make an attack as a Standard action.
Rudimentary Skill (Ex): A warrior who only knows how to fight is useless outside of battle; a sword is useless as a plowshare. You have recognized this, and strive to exceed this weakness.
At 2nd level, 3rd level, and every odd level thereafter, you learn a single Skill Trick of your choice, treating your ranks in all skills as your class level+3 for the purpose of skill trick prerequisites if your ranks in that skill would be lower.
Alternatively, you may forgo learning a Skill Trick at a given level to instead gain the Skill Mastery ability for a single class skill, giving yourself the ability to Take 10 with that skill, even if you are in a stressful situation.
Finally, you can choose to instead gain a new skill as a class skill; you automatically gain a number of ranks in that skill equal to 1/2 your BAB.
Fleet of Foot (Ex): You would be useless in battle if you could not reach that battle in a timely manner; consequently, you have learned how to get to places quickly.
At 3rd level, you may perform a Run action as a Move action, but cannot take two Move actions to move on any round in which you do this. You additionally gain the ability to use your Standard action at any point during the Run action. You receive a +10' bonus to your Base Land Speed.
In addition, select one of the following:
Swim Speed: You gain a Swim speed equal to your Base Land Speed, a +8 racial bonus to all Swim checks, and the Skill Mastery ability with the Swim skill. You may Run while swimming, as long as you swim in a straight line.
Climb Speed: You gain a Climb speed equal to your Base Land Speed, a +8 racial bonus on all Climb checks, and the Skill Mastery ability with the Climb skill. You still must make a Climb check for any surface with a Climb DC above 0; you may move at twice your Climb speed by making a Climb check for that Surface with a -5 penalty to your check, and do not lose your Dexterity bonus to AC while climbing, and are not treated as Flat-Footed. You may attack as normal, as long as you use at least one hand to hold onto the surface you are climbing.
This ability counts as Spring Attack for the purpose of prerequisites.
Evasion (Ex): You are agile, and cannot easily be pinned down by your foes.
At 4th level, whenever you make a Reflex save for half damage, you instead take no damage if you succeed. This ability only works in any situation in which your Armor of the Brave supplies you with a bonus to AC.
Slippery Form (Ex): Your mind, body, and soul are resistant to the foolish attacks of your enemies; it would benefit them to target someone else.
At 4th level, whenever you fail your initial save against an effect that has a duration longer than Immediate, you may make another save one round later; if you succeed on this additional save, the effect ends. You only get this one additional save, and do not benefit from this ability in any situation in which your Armor of the Brave class feature does not give you a bonus to AC.
Soul of War (Ex): You eat, sleep, and breath war. It is your confidant, your lover, your best friend; it sustains you through the tough times.
At 5th level, you gain immunity to Sleep effects. Instead of sleeping, you Trance as if you were an Elf for 4 hours each night; this gives you the exact same benefits as a full night of sleep.
At 9th level, you no longer need to Eat or Drink; in addition, you are immune to Dessication damage.
At 13th level, your mind has been taken by war as its own; this manifests as an immunity to Fear, Morale Penalties, and any form of Possession. In addition, the duration of any Mind-Affecting effect that is affecting you automatically ends the next time you enter Posture of War, and you are immune to Mind-Affecting abilities for as long as you are in Posture of War.
At 17th level, your body has become one with the very concept of war; you no longer need to breath, and are permanently affected by a Freedom of Movement effect.
Elusive Attack (Ex): You have learned to adjust your combat abilities, making them far more expansive than those of a more mundane warrior.
At 6th level, whenever you make a Full-Attack, you may forgo any attacks you make at your lowest BAB; if you do, you gain +2 Dodge bonus to your AC.
At 11th level, this improves to +4; at 16th level, this improves to +6.
Uncanny Dodge (Ex): Others might call it paranoia; you call it readiness.
At 6th level, you no longer lose your Dexterity bonus to AC when you are flat-footed or attacked by an invisible foe; however, you still lose it if you are Immobilized.
If you already have Uncanny Dodge from another class before taking this class, you gain Improved Uncanny Dodge instead, and your levels in that class and this one stack for the purpose of what level your opponent has to be to Sneak Attack you.
Improved Fleet of Foot (Ex): You move quicker than most of your compatriots; it's a blessing with which you are perfectly comfortable.
At 7th level, you gain the option you did not choose for Fleet of Foot. In addition, you gain a Fly Speed equal to your Base Land Speed, but only in a straight line; however, you must begin your flight each round while standing or holding onto a solid surface, or begin falling. If you grapple a flying creature while you yourself are flying, you may treat yourself as if you were on a solid surface; you cannot Run while flying.
You may make a single 90 degree turn whenever you use the Run action.
When you use the Accelerated Climb option, you may move up to 3 times your Climb speed with only a -3 penalty to your Climb Check; you are treated as if you are standing on a solid surface while Swimming as long as you are at the surface of whatever liquid you are swimming in.
You receive another +10' bonus to your Base Land Speed; this stacks with the bonus from Fleet of Foot.
Durable Form (Ex): You are far tougher than nails; people should remember that when they come to face you.
At 10th level, whenever you succeed on a save, you receive a +2 untyped bonus to all saves until the end of the encounter; the maximum bonus you can receive in this way is capped at 1/2 your BAB. In addition, you may make a Reflex save to negate any ability that targets you, or a Fortitude save against any ability that has you within its area, if that ability would not normally allow a save.
Counterattack (Ex): Striking you is like striking a snake; if you do not remove your hand quickly enough, you get bitten.
At 12th level, whenever you make a Full-Attack, you may forgo any attacks you make at your lowest BAB to gain the ability to make an equal number of attacks against anyone who anyone who attacks you in melee or within your first Range increment that round as an Immediate action; if you are also using Elusive Attack, you instead forgo your attacks with the next-highest BAB.
Improved Evasion (Ex): You are like a sparrow, flitting through the world, evading all traps and snares.
At 12th level, whenever you make a Reflex save against an effect that allows you a Reflex save for half damage, you only take half damage even if you fail.
Superior Fleet of Foot (Ex): You are blindingly quick; all the better to reach the enemy before he flees.
At 13th level, you may now Run while flying, and you may now Run instead of using the Accelerated Climbing option while Climbing; you still can only move in a straight line while Flying. In addition, you may now take as many 90 degree turns while Running as you wish, and may change which movement mode you are using while running freely. For example, you could run up to a wall and continue to sprint up it, splitting up the movement between the two surfaces as you wish.
You receive another +10' bonus to your Base Land Speed; this stacks with Fleet of Foot and Improved Fleet of Foot.
Improved Uncanny Dodge (Ex): You seem to pay attention to everything at once, defending yourself perfectly from all comers.
At 15th level, you can no longer be flanked; in addition, you may not be Sneak Attacked except by a Rogue that is 4 levels higher than you.
Adaptable Form (Ex): The greatest advantage of a warrior is their ability to adapt to nigh-on any situation that could be called for, whether a lightning strike or a sharpened blade.
At 16th level, you may take a Swift or Immediate action to automatically succeed on a save.
Decisive Strike (Ex): Your blows no longer skitter lightly on the flesh of your foe; they burn deeply into their flesh, harming them drastically.
At 18th level, whenever you make a full-attack, you may sacrifice any attacks you would make with your lowest BAB, and instead deal double damage with every attack you make that round.
If you also use Elusive Attack and/or Counterattack, you sacrifice the attacks you would have made with your next-highest BAB.
Warlord Paramount (Ex): You are one of the mightiest warriors to walk the land; your presence brings death, and you are as royalty to all armies. As long as war exists, so shall you.
At 20th level, you may enter or exit Posture of War as a Free action, and may stay in that state for as long as you wish. You gain the benefits of Elusive Attack automatically, and gain DR 10/Innocent, and Regeneration 1/Innocent, where "Innocent" refers to a creature that has never killed another creature with an intelligence bonus of 3 or higher.
Finally, as long as at least a single war takes place on the same plane as you are on each year, you do not age that year.