Hit Dice: d12
Skills: The warmain’s class skills are Climb, Craft, Handle Animal, Intimidate, Jump, Knowledge (Architecture), Knowledge (Engineering), Knowledge (History), Knowledge (Nobility and Royalty), Ride, and Swim.
Skill Points: 2+Intelligence bonus
Weapon and Armor Proficiency: The warmain is proficient with all simple and martial weapons; heavy, medium, and light armor; and shields.
Sturdy: At 1st level, the warmain gains the Sturdy feat for free. The character is free to take the feat again when available to her.
Bonus Feats: At 2nd level, the warmain gets a bonus feat. The warmain gains an additional bonus feat at 6th level, plus 10th, 14th, 18th, 20th, 22nd, 23rd, and 25th level. These are in addition to the feat that all characters get every third level. Draw these bonus feats from the following list: Bloody Strike, Combat Reflexes, Exotic Armor Proficiency, Exotic Weapon Proficiency, Great Fortitude, Flail Defense, Improved Critical, Mighty Unarmed Strike, Mounted Combat (Ride-By Attack, Trample), Power Attack (Cleave, Improved Bull Rush, Power Charge, Sunder), Ritual Combat, Shield Specialization, Stomp, Stunning Blow, Sturdy, Tough Hide, Trample, Two-Weapon Fighting (Massive Two-Weapon Fighting), Weapon Focus, Weapon Specialization.
Some of these feats are ceremonial feats. The character need not go through the ceremony (or pay for it) to get a bonus ceremonial feat; even Unbound characters can acquire ceremonial bonus feats in this way. A warmain cannot acquire some of these bonus feats until she has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A warmain can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. The character still must meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums (but not truenames).
Weapon Specialization (Ex): On achieving 4th level, the warmain gains the Weapon Specialization feat with a melee weapon of her choice. Weapon Specialization adds a +2 damage bonus with the chosen weapon. The warmain needs to have Weapon Focus with that weapon to gain Weapon Specialization.
Crushing Blow (Ex): Once per day, the 8th-level and higher warmain can choose to channel great physical power into a single blow in melee combat (which can be a part of either a full attack or a single attack action). The attack, if successful, inflicts damage as if the weapon inflicted a critical hit—even if striking a foe normally immune to critical hits. If the crushing blow attack inflicts an actual critical hit, increase the critical’s multiplier by +1; thus, a longsword inflicts a × 3 critical hit, while a greataxe inflicts a × 4 critical hit. If the crushing blow attack misses, the ability is still considered used for that day. A crushing blow does not trigger special effects that occur only when critical hits occur, such as the decapitating power of a vorpal weapon. Starting at 15th level, the warmain can make two crushing blow attacks per day.
Armor Specialization (Ex): The 12th-level and higher warmain becomes proficient at moving so as to allow her armor to deflect the most possible force from each attack. The armor bonus for any armor the warmain uses increases by +1 for light and medium armor and +2 for heavy armor. So plate armor provides the warmain a +10 armor bonus rather than +8. Enhancement bonuses on the armor are not affected.
Combat Rites: Starting at 13th level, the warmain gains access to combat rites, special abilities that stem from the ritualization of combat (see Chapter Nine). Similar to the way a spellcaster casts spells, a warmain can activate a certain number of combat rites of a given rank per day, based on her level. The warmain can use any combat rite, as long as she can use rites of that rank. To use a combat rite, the warmain must have a Wisdom score of at least 10 + the rite’s rank. Combat rites do not require components, do not have a failure chance based on armor worn, and cannot be dispelled or suppressed. They are not magical.
The warmain gains bonus combat rites based on her Wisdom score (see “Bonus Spells and Combat Rites” in Chapter One).
Weapon Size Increase (Ex): Warmains of 16th level and beyond can use weapons one size category larger than themselves as one-handed weapons, and two size categories larger than themselves as two-handed weapons. Thus, a phrena warmain could use a greatsword in one hand (with a shield) or a giant’s sword in both hands.
Weapon Mastery (Ex): The 20th-level and higher warmain advances in the skills learned with Weapon Specialization, increasing the damage bonus to +4 rather than +2. The weapon chosen need not be the same weapon the character uses with Weapon Specialization, but the warmain still must have Weapon Focus with the chosen weapon.
|Class Level||Base Attack Bonus||Fortitude Save||Reflex Save||Will Save||Special|
|15||+15/+10/+5||+9||+5||+6||Crushing blow 2/day|
|16||+16/+11/+6/+1||+10||+5||+7||Weapon size increase|
|20||+20/+15/+10/+5||+12||+6||+9||Bonus feat, weapon mastery|