Warrior, Liber Demonica (3.5e NPC Class)

The Warrior
"For the Emperor, and for the realm!"

Not every fighting man is destined to be a hero - many are consigned to relatively-dull (if no less dangerous) positions as bodyguards, thugs, soldiers or similar professions. While they still have a part to play in any story, their part usually involves being led to victory or death by someone more awesome than they are. Nearly all races have them in these troubled times, and they are usually the first (or sometimes, the only) line of defence against the many horrors that bedevil life.

Warriors in the Game: Warriors aren't playable as PCs. They lack the depth and tactical versatility to be an interesting character and they are not powerful enough to pull their weight in any real adventuring setup. They have a CR equal to half their warrior level and don't get multiclassed with real classes at all. In order to keep this from being potentially unbalanced, we strongly suggest that warriors show up in groups. So while a 4th level warrior is nominally a CR 2 opponent, he's not really a good challenge for a 2nd level party. But 2 of them are an appropriate challenge for a 4th level party. And that's really what the warrior is for – showing up in groups and getting smacked around anyway.

Alignment: Warriors can be of any alignment.

Class Skills (4 + Int modifier per level, &times;4 at 1st level) (Int), (Dex), (Cha), (Str), (Int), (Cha), (Dex), (Cha), (Wis), (Dex), (Cha), (Str), (Int) (all skills, taken individually), (Wis), (Dex), (Dex), (Wis), (Dex), (Wis), (Wis), (Wis), (Str), (Dex), (Dex).

Class Features
All of the following are the class features of the warrior:

They are proficient with light and medium armour, and all shields (including tower shields). Additionally, they can either begin proficient in heavy armour or in one exotic weapon of their choice.

 : All warriors, regardless of what else they might learn, are trained to fight with no weapons. They gain a natural slam attack dealing 1d4 damage (for a Medium creature), and may use it as a secondary attack if they wish. They are, of course, proficient with it.

 : Warriors represent the faceless hordes of mooks that wander the land. They are intended to be easy to use, and very easy to replace. Instead of worrying about the feats that a warrior has, simply give warriors +1 to attack and damage rolls with any weapons they are proficient in for each feat they would be eligible for.

Additionally, instead of worrying about allocating a warrior's skill points, simply select 4 + the warrior's Intelligence modifier in skills (1 extra for a human or any other race with a similar ability) and give warriors maximum ranks (3 + their level) in them.

 : From 2nd level, warriors get additional training with all the equipment they can be expected to find nearby. They become proficient in all armour and weapons that are specific to their race. If such equipment does not exist, they become proficient with one exotic armour and one exotic weapon of their choice.

 : 2nd level warriors have been taught a few things by their experiences. Any attacks made with their weapons (whether natural or manufactured) are considered magical for all purposes (such as damaging incorporeal creatures and bypassing DR X/magic) (this is considered a supernatural ability. Additionally, they choose one fighting style from the list below, and gain all the benefits of that style:

Archery: The warrior takes no penalty for shooting at anything engaged in melee by another ally. They also increase their first range increment by 10ft with all ranged and thrown weapons.

Big weapons: If wielding a two-handed weapon, the warrior doubles any bonuses for charging, and receives no AC penalty on the charge.

Duelling: If wielding a light or one-handed weapon in one hand and nothing in the other, the warrior receives a +2 insight bonus to AC and a +10ft bonus to their movement speed.

Dual-wielding: If wielding a weapon in each hand, or a double weapon, the warrior takes a -4 penalty with attacks for both hands, or -2 if the off-hand weapon is light.

Martial arts: If unarmoured, the warrior receives a bonus to AC equal to 2 + their warrior level. Additionally, their slam attack deals 1d6 damage for a Medium creature.

Phalanx: If wielding a reach weapon, the warrior can use it against adjacent creatures with no penalty. If the weapon already allows this, the warrior receives a +2 bonus to AC against creatures with a shorter reach than the warrior.

Sword and board: If wielding a shield, the warrior adds the shield's bonus to AC to their touch AC as well.

 : 3rd level warriors will fight to the death and remain conscious when below 0 hit points (they are still staggered as normal).

 : From 4th level, warriors become leaders of their kind. All allies with Close range of the warrior (including themselves) receive a +2 bonus on saves.

 : 5th level warriors are masters of combat (insofar as it is possible for someone like them). They receive a +10ft bonus to their movement speed, and a +2 bonus on initiative. This benefit is extended to all allies within Close range of them.

Trading Out Warrior Levels
Warriors aren't capable of doing anything good. If for some reason a warrior becomes a named character, he becomes a member of a real character class. That is, simply trade levels of warrior for levels in a real class that has a full BAB progression.