Demidos
2014-11-12, 08:20 PM
http://gw2101.gtm.guildwars2.com/global/includes/images/hero-warrior.jpg
My Blade will carve a way through our foes -- Thorash Bladecrusher, Half Orc True Warrior
The True Warrior
Alignment
Any.
Hit Die
d10.
Level
BAB
Fort
Ref
Will
Special
1st
+1
+2
+2
+0
Skill Learning, Skill over Failure
2nd
+2
+3
+3
+0
A Fighting Man's Tricks
3rd
+3
+3
+3
+1
Reflexes of the Hunter
4th
+4
+4
+4
+1
Bonus feat, Cut the Uncuttable
5th
+5
+4
+4
+1
Skill over Failure
6th
+6
+5
+5
+2
Swiftness of the Striking Snake
7th
+7
+5
+5
+2
Bonus feat, Reflexes of the Hunter
8th
+8
+6
+6
+2
Enduring Cuts
9th
+9
+6
+6
+3
Move like the Wind
10th
+10
+7
+7
+3
Bonus feat, Skill over Failure
11th
+11
+7
+7
+3
Cut the Uncuttable
12th
+12
+8
+8
+4
A Fighting Man's Tricks
13th
+13
+8
+8
+4
Enduring Cuts, Bonus feat
14th
+14
+9
+9
+4
Quickness of Soul
15th
+15
+9
+9
+5
Skill over Failure
16th
+16
+10
+10
+5
Bonus feat, Reflexes of the Hunter
17th
+17
+10
+10
+5
Move like the Wind
18th
+18
+11
+11
+6
Quickness of Soul
19th
+19
+11
+11
+6
Bonus feat
20th
+20
+12
+12
+6
Skill over Failure, Extraordinary Warrior
Class Skills
The True Warrior's class skills (and the key ability for each skill) are Balance (Dex), Climb (http://www.d20srd.org/srd/skills/climb.htm) (Str), Craft (http://www.d20srd.org/srd/skills/craft.htm) (Int), Handle Animal (http://www.d20srd.org/srd/skills/handleAnimal.htm) (Cha), Intimidate (http://www.d20srd.org/srd/skills/intimidate.htm) (Cha),Jump (http://www.d20srd.org/srd/skills/jump.htm) (Str), Knowledge (History), Ride (http://www.d20srd.org/srd/skills/ride.htm) (Dex), Swim (http://www.d20srd.org/srd/skills/swim.htm) (Str), and Tumble (Dex).
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
Class Features
All of the following are class features of the True Warrior.
Weapon and Armor Proficiency
A True Warrior is proficient (http://www.d20srd.org/srd/combat/combatModifiers.htm#weaponArmorAndShieldProficienc y) with all simple and martial weapons (http://www.d20srd.org/srd/equipment/weapons.htm#simpleMartialandExoticWeapons) and with all armor (heavy, medium, and light) and shields (including tower shields).
Skill Learning (Ex) -- Mere skill at arms is only part of a true warrior's training. Add a number of skills to your base skill set equal to your intelligence modifier. These are treated as class skills.
Skill over Failure (Ex) -- The true warrior knows how to recover from potentially disastrous lapses in concentration thanks to their mind-boggling powers of concentration. Twice per encounter a true warrior can choose to re-roll a single attack or skill check roll after knowing the result of the roll. The true warrior must take the second result, regardless of whether the roll is better or worse than their original roll. The true warrior gains another use of this ability at 6th level and every two levels after that (3 times/Encounter at 6th, etc).
At 5th level this ability improves again. The true warrior can now reroll damage rolls in addition to attack and skill check rolls.
At 10th level this ability improves again. The true warrior is now skilled enough that they may choose which of the two rolls to take.
At 15th level this ability improves again. The true warrior can now reroll saves in addition to damage, attack, and skill check rolls.
At 20th level this ability improves again. The true warrior may now choose to treat the result of any applicable roll as a natural 17.
This ability may also be used out of combat, up to a maximum of once per hour.
A Fighting Man's Tricks (Ex) -- The true warrior knows how to cut with their weapon, but also how to stun and confuse their foes. As an attack action, a true warrior can deal no damage but instead inflict one of the following conditions on an opponent: staggered, blinded, deafened, flatfooted, shaken. The true warrior must successfully hit their opponent to inflict these conditions. The conditions last for 3 rounds, and their opponent is entitled to a Fortitude save (DC 10+1/3 true warrior level+Str or Dex Modifier (True warrior's choice)). The true warrior also knows how to counter such tricks. As a full-round action, the true warrior can remove any one of the aforementioned conditions currently affecting them, within reason (e.g. a True Warrior could shake off fear, but not regenerate eyes which have been gouged out).
At 12th level, this ability improves again. The true warrior may now choose from an expanded list of conditions. These conditions are treated as the base list of Fighting Man's Tricks, except only one condition from this expanded condition list can be inflicted per round. Add immobilized, frightened and nauseated to the allowed conditions to inflict and remove. Alternately, the true warrior can choose to (as an attack action), inflict a penalty on either their foe's AC or saves equal to 1/4 their true warrior level. If the penalty to AC is chosen, the true warrior does not have to hit to inflict the penalty. In either case, the penalty lasts for 1 round.
Reflexes of the Hunter (Ex)-- By 3rd level, the true warrior has reflexes honed past the point of most men and women. When the true warrior is attacked by a weapon or spell requiring an attack roll, as an immediate action the true warrior may make a single opposed attack roll. If the attack roll is higher than that of their opponent, the opponent's attack is deflected or dodged. This is difficult to do, however, and so imposes a -2 penalty to the true warrior's AC until the beginning of the true warrior's next turn.
At 7th level this ability improves. The true warrior may move up to 10 feet as an immediate action when targeted by any targeted attack or area effect that does not rely on an attack roll. If this would cause the attack to be invalidated, then the attack is wasted. However, this is a difficult maneuver, and as such consumes the true warrior's move action in the following round in addition to inflicting the AC penalty.
At 16th level this improves again. The true warrior no longer takes a penalty to AC and when deflecting attacks, if they win an opposed attack roll they may reflect the attack back onto their opponent. Additionally, when choosing the dodging action, they can now move up to 20 feet as an immediate action and may dodge even non-targeted attacks (Such as Forcecage or Fireball). Lastly, they may choose to use their Move like the Wind action in place of their move action for the purposes of this ability.
Bonus Feats (Ex) -- the True Warrior may choose any feat off the fighter bonus feat list. He is treated as a fighter of his True Warrior level for the purposes of this ability.
Swiftness of the Striking Snake (Ex)-- When an opponent within the true warrior's threatened reach takes an action equivalent to a standard or longer, as an immediate action the true warrior can attempt to interrupt that action by making a single lightning swift attack. If the attack hits, the opponent must make a Concentration Check or Fortitude Save (opponent's choice) with a DC equal to the damage dealt. If they fail, their action is wasted (including spell slots or powerpoints used). If the opponent was making a full attack, only a single attack is blocked on a failed save or check.
Enduring Cuts (Ex) -- Your attacks are so damaging that their deadly brilliance cannot be comprehended all at once. At 8th level as a move action you can add an extra little oomph to your hit. This ability must be declared to be used before an attack roll is made. If the attack hits, half the damage dealt by that (single) attack is dealt again at the end of your opponent's next turn. This is treated as ongoing damage, and as such may force the opponent to make concentration checks.
At 13th level, this ability improves. You may now forgo your use of Move like the Wind for the round to activate this ability instead of a move action.
Move like the Wind (Ex) -- The true warrior is poetry in motion, and everyone else travels slowly by comparison. At 9th level, three times per encounter (but up to a limit of once per round), the true warrior may move up to 5 feet per 4 true warrior levels as a free action at any point throughout their turn, divided up as they wish.
at 17th level, this ability improves. The true warrior now has no per encounter limit on his uses of Move like the Wind.
Quickness of the Soul (Ex) -- The true warrior moves and reacts at the speed of thought. At 14th level the True warrior gains the benefits of a continuous non-magical Haste spell.
At 18th level, this ability improves again. The true warrior gains the benefits of a continuous non-magical Foresight spell.
Cut the Uncuttable (Ex) -- The true warrior knows the weaknesses of steel and stone just as he knows the strengths of his own weapon. At 4th level, a true warrior may ignore the hardness of any material whose hardness is less than or equal to that of his weapon as he cuts or breaks it.
At 11th level, this ability improves, and the true warrior may also cut or smash materials with any hardness equal or less to twice his or her true warrior level, regardless of his or her weapon.
Extraordinary Warrior (Ex) -- A true warrior who has reached this point is a force to be reckoned with. Twice per encounter as a free action, the true warrior can activate this ability for 1 round. The true warrior make take two turns worth of actions. For the purposes of this ability, Move like the Wind may be used twice, once in each effective turn.
My Blade will carve a way through our foes -- Thorash Bladecrusher, Half Orc True Warrior
The True Warrior
Alignment
Any.
Hit Die
d10.
Level
BAB
Fort
Ref
Will
Special
1st
+1
+2
+2
+0
Skill Learning, Skill over Failure
2nd
+2
+3
+3
+0
A Fighting Man's Tricks
3rd
+3
+3
+3
+1
Reflexes of the Hunter
4th
+4
+4
+4
+1
Bonus feat, Cut the Uncuttable
5th
+5
+4
+4
+1
Skill over Failure
6th
+6
+5
+5
+2
Swiftness of the Striking Snake
7th
+7
+5
+5
+2
Bonus feat, Reflexes of the Hunter
8th
+8
+6
+6
+2
Enduring Cuts
9th
+9
+6
+6
+3
Move like the Wind
10th
+10
+7
+7
+3
Bonus feat, Skill over Failure
11th
+11
+7
+7
+3
Cut the Uncuttable
12th
+12
+8
+8
+4
A Fighting Man's Tricks
13th
+13
+8
+8
+4
Enduring Cuts, Bonus feat
14th
+14
+9
+9
+4
Quickness of Soul
15th
+15
+9
+9
+5
Skill over Failure
16th
+16
+10
+10
+5
Bonus feat, Reflexes of the Hunter
17th
+17
+10
+10
+5
Move like the Wind
18th
+18
+11
+11
+6
Quickness of Soul
19th
+19
+11
+11
+6
Bonus feat
20th
+20
+12
+12
+6
Skill over Failure, Extraordinary Warrior
Class Skills
The True Warrior's class skills (and the key ability for each skill) are Balance (Dex), Climb (http://www.d20srd.org/srd/skills/climb.htm) (Str), Craft (http://www.d20srd.org/srd/skills/craft.htm) (Int), Handle Animal (http://www.d20srd.org/srd/skills/handleAnimal.htm) (Cha), Intimidate (http://www.d20srd.org/srd/skills/intimidate.htm) (Cha),Jump (http://www.d20srd.org/srd/skills/jump.htm) (Str), Knowledge (History), Ride (http://www.d20srd.org/srd/skills/ride.htm) (Dex), Swim (http://www.d20srd.org/srd/skills/swim.htm) (Str), and Tumble (Dex).
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
Class Features
All of the following are class features of the True Warrior.
Weapon and Armor Proficiency
A True Warrior is proficient (http://www.d20srd.org/srd/combat/combatModifiers.htm#weaponArmorAndShieldProficienc y) with all simple and martial weapons (http://www.d20srd.org/srd/equipment/weapons.htm#simpleMartialandExoticWeapons) and with all armor (heavy, medium, and light) and shields (including tower shields).
Skill Learning (Ex) -- Mere skill at arms is only part of a true warrior's training. Add a number of skills to your base skill set equal to your intelligence modifier. These are treated as class skills.
Skill over Failure (Ex) -- The true warrior knows how to recover from potentially disastrous lapses in concentration thanks to their mind-boggling powers of concentration. Twice per encounter a true warrior can choose to re-roll a single attack or skill check roll after knowing the result of the roll. The true warrior must take the second result, regardless of whether the roll is better or worse than their original roll. The true warrior gains another use of this ability at 6th level and every two levels after that (3 times/Encounter at 6th, etc).
At 5th level this ability improves again. The true warrior can now reroll damage rolls in addition to attack and skill check rolls.
At 10th level this ability improves again. The true warrior is now skilled enough that they may choose which of the two rolls to take.
At 15th level this ability improves again. The true warrior can now reroll saves in addition to damage, attack, and skill check rolls.
At 20th level this ability improves again. The true warrior may now choose to treat the result of any applicable roll as a natural 17.
This ability may also be used out of combat, up to a maximum of once per hour.
A Fighting Man's Tricks (Ex) -- The true warrior knows how to cut with their weapon, but also how to stun and confuse their foes. As an attack action, a true warrior can deal no damage but instead inflict one of the following conditions on an opponent: staggered, blinded, deafened, flatfooted, shaken. The true warrior must successfully hit their opponent to inflict these conditions. The conditions last for 3 rounds, and their opponent is entitled to a Fortitude save (DC 10+1/3 true warrior level+Str or Dex Modifier (True warrior's choice)). The true warrior also knows how to counter such tricks. As a full-round action, the true warrior can remove any one of the aforementioned conditions currently affecting them, within reason (e.g. a True Warrior could shake off fear, but not regenerate eyes which have been gouged out).
At 12th level, this ability improves again. The true warrior may now choose from an expanded list of conditions. These conditions are treated as the base list of Fighting Man's Tricks, except only one condition from this expanded condition list can be inflicted per round. Add immobilized, frightened and nauseated to the allowed conditions to inflict and remove. Alternately, the true warrior can choose to (as an attack action), inflict a penalty on either their foe's AC or saves equal to 1/4 their true warrior level. If the penalty to AC is chosen, the true warrior does not have to hit to inflict the penalty. In either case, the penalty lasts for 1 round.
Reflexes of the Hunter (Ex)-- By 3rd level, the true warrior has reflexes honed past the point of most men and women. When the true warrior is attacked by a weapon or spell requiring an attack roll, as an immediate action the true warrior may make a single opposed attack roll. If the attack roll is higher than that of their opponent, the opponent's attack is deflected or dodged. This is difficult to do, however, and so imposes a -2 penalty to the true warrior's AC until the beginning of the true warrior's next turn.
At 7th level this ability improves. The true warrior may move up to 10 feet as an immediate action when targeted by any targeted attack or area effect that does not rely on an attack roll. If this would cause the attack to be invalidated, then the attack is wasted. However, this is a difficult maneuver, and as such consumes the true warrior's move action in the following round in addition to inflicting the AC penalty.
At 16th level this improves again. The true warrior no longer takes a penalty to AC and when deflecting attacks, if they win an opposed attack roll they may reflect the attack back onto their opponent. Additionally, when choosing the dodging action, they can now move up to 20 feet as an immediate action and may dodge even non-targeted attacks (Such as Forcecage or Fireball). Lastly, they may choose to use their Move like the Wind action in place of their move action for the purposes of this ability.
Bonus Feats (Ex) -- the True Warrior may choose any feat off the fighter bonus feat list. He is treated as a fighter of his True Warrior level for the purposes of this ability.
Swiftness of the Striking Snake (Ex)-- When an opponent within the true warrior's threatened reach takes an action equivalent to a standard or longer, as an immediate action the true warrior can attempt to interrupt that action by making a single lightning swift attack. If the attack hits, the opponent must make a Concentration Check or Fortitude Save (opponent's choice) with a DC equal to the damage dealt. If they fail, their action is wasted (including spell slots or powerpoints used). If the opponent was making a full attack, only a single attack is blocked on a failed save or check.
Enduring Cuts (Ex) -- Your attacks are so damaging that their deadly brilliance cannot be comprehended all at once. At 8th level as a move action you can add an extra little oomph to your hit. This ability must be declared to be used before an attack roll is made. If the attack hits, half the damage dealt by that (single) attack is dealt again at the end of your opponent's next turn. This is treated as ongoing damage, and as such may force the opponent to make concentration checks.
At 13th level, this ability improves. You may now forgo your use of Move like the Wind for the round to activate this ability instead of a move action.
Move like the Wind (Ex) -- The true warrior is poetry in motion, and everyone else travels slowly by comparison. At 9th level, three times per encounter (but up to a limit of once per round), the true warrior may move up to 5 feet per 4 true warrior levels as a free action at any point throughout their turn, divided up as they wish.
at 17th level, this ability improves. The true warrior now has no per encounter limit on his uses of Move like the Wind.
Quickness of the Soul (Ex) -- The true warrior moves and reacts at the speed of thought. At 14th level the True warrior gains the benefits of a continuous non-magical Haste spell.
At 18th level, this ability improves again. The true warrior gains the benefits of a continuous non-magical Foresight spell.
Cut the Uncuttable (Ex) -- The true warrior knows the weaknesses of steel and stone just as he knows the strengths of his own weapon. At 4th level, a true warrior may ignore the hardness of any material whose hardness is less than or equal to that of his weapon as he cuts or breaks it.
At 11th level, this ability improves, and the true warrior may also cut or smash materials with any hardness equal or less to twice his or her true warrior level, regardless of his or her weapon.
Extraordinary Warrior (Ex) -- A true warrior who has reached this point is a force to be reckoned with. Twice per encounter as a free action, the true warrior can activate this ability for 1 round. The true warrior make take two turns worth of actions. For the purposes of this ability, Move like the Wind may be used twice, once in each effective turn.