Doom Warrior (Apath)

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Unofficial rules compendium

Some people know early on that they have a destiny; they carry their doom with them, only waiting for it to strike. Prophesied to fight some terrible enemy, these warriors spend their lives fighting mightier and mightier foes in an attempt to make themselves ready for the ultimate challenge. For while it is roughly known what their fated enemy will be, the outcome is very much in doubt.

Class Information

The doom warrior is a hybrid of the cavalier and ranger classes. A doom warrior cannot multiclass as a cavalier or ranger or any of their alternate classes.

Publisher: Legendary Games.

Role: Doom warriors are grim individuals, facing each day as if it were their last. Some do this with boisterous gaiety, others with glum determination, but all do their best to steel themselves and prepare for their day of judgement. They seek companions to aid them and by facing lesser trials on the way, making doom warriors trustworthy companions. Naturally, not all doomed heroes are brave and some seek to flee their fate, but those are rarely told of in the sagas.

Alignment: Any.

Hit Dice: d10.

Starting Wealth: 5d6 × 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The doom warrior's class skills are: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (history) (Int), Profession (Wis), Ride (Dex), Stealth (Dex), and Swim (Str). She gains additional class skills from the fated enemy ability.

Skill Ranks per Level: 4 + Int modifier.

Class Features

The following are the class features of the doom warrior.

Weapon and Armor Proficiency

Doom warriors are proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields). Wearing heavy armor interferes with some of the doom warrior's class features.

Animal Companion (Ex)

Doom warriors rarely walk alone. There is something about the their dedication and strange destiny that makes them attract companions just as dedicated as they are. At first level, the doom warrior gains an animal companion, like that granted by the druid's nature bond ability. This is often a loyal mount, but can be a hunting companion, tracker, and many other things.

Defiance (Ex)

Once per day, a doom warrior can defy a foe, making the defeat of that enemy part of her destiny. As a swift action, the doom warrior chooses one target within sight to defy. The doom warrior's attacks deal extra damage whenever the attacks are made against the target of her defiance. This extra damage is equal to the doom warrior's level. The doom warrior can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Defiance heightens the danger of the situation. The doom warrior takes a –2 penalty to her Armor Class and CMD against attacks made by the target of her defiance. Defiance remains in effect until the target is dead or unconscious or for 24 hours.


Every doom warrior carries their fate with them, and no ability manifests this as clearly as the doom they carry. Each doom warrior must choose a doom at first level, but this comes with benefits as well as a hindrance. Most dooms give new abilities at level 5, 10, and 15. This doom can never be changed, removed, or dispelled without the direct intervention of a deity. The effective level of a doom warrior’s doom is her doom warrior level plus one for every two levels or Hit Dice from other sources.

Fated Enemy (Ex)

Table: Fated Enemy
Type Class Skills
Aberration Knowledge (dungeoneering), Survival
Animal Knowledge (nature), Survival
Character class Knowledge (local), Knowledge (nobility)
Construct Knowledge (arcana), Knowledge (engineering)
Dragon Appraise, Knowledge (arcana)
Fey Knowledge (nature), Sense Motive
Magical beast Knowledge (arcana), Survival
Monstrous humanoid Knowledge (nature), Sense Motive
Ooze Knowledge (dungeoneering), Use Magic Device
(by subtype)
Knowledge (planes), Spellcraft
Plant Knowledge (nature), Survival
Undead Knowledge (religion), Linguistics
Vermin Knowledge (nature), Survival

At first level, the doom warrior selects what her particular doom is. Combat against such a fated enemy is more dangerous for both the doom warrior and her enemy.

Select one character class or creature type. If the type is outsider, the doom warrior must also select a subtype. The doom warrior cannot select the humanoid type, this choice is replaced by the option to choose a class. The doom warrior gains two additional class skills from her choice, see Table: Fated Enemy.

Against the selected type of enemy, the doom warrior gains several advantages and disadvantages.

  • The doom warrior can use her defiance ability against a fated enemy, and this use does not count against the doom warrior's daily use of that ability. While she is defying a fated enemy, the doom warrior is immune to fear, but cannot use defiance again except against other fated enemies.
  • The doom warrior gains a +2 bonus on attack rolls, CMB checks, Will and Fortitude saving throws, and opposed skill checks.
  • The doom warrior suffers a -2 penalty on Armor Class, CMD, and Reflex saving throws against creatures of the chosen type.

The GM is encouraged to give the player tips on a fated enemy relevant to the game, especially if there is a major enemy lined up for the campaign.

Combat Style

Gained at 2nd level, this is the same as the ranger ability of the same name. The doom warrior gains bonus feats from her combat style at 2nd, 6th, 10th, 14th, and 18th level. Like the ranger, a doom warrior cannot use combat style feats in heavy armor.

Deadly Defiance (Ex)

At 3rd level, when the doom warrior strikes a target she is defying, her attacks always do lethal damage. She cannot choose to deal nonlethal damage. If her attack normally deals nonlethal damage, she deals lethal bludgeoning damage instead. Similarly, any nonlethal damage she takes from a defied enemy becomes lethal damage to her.

Resolute Charge (Ex)

A 3rd level doom warrior does not suffer any penalty to her AC after making a charge attack.

Defiant Pursuit (Ex)

At 5th level, the doom warrior gains a +2 bonus on attack rolls against a target of her defiance. When she is within 100 ft. and aware of a defied enemy, the movement cost of difficult terrain is halved. She moves at normal speed in most terrain, terrain that normally slows to 1/4 speed instead halves her speed. A doom warrior cannot use defiant pursuit in heavy armor.

Threatening Defiance (Ex)

At 8th level, a defied creature ignores her at its peril. When making an attack roll against anyone except the doom warrior, the target of her defiance provokes an attack of opportunity from her. A creature with an Intelligence score automatically understands that this is the case.

Fate Sense (Su)

At 9th level, the bond of fate between the doom warrior and her fated enemies strengthens; whenever they are close to one another, they know of each others presence. This manifests as a distinct feeling of unease. This feeling is vague enough that attempts to pinpoint the enemy (by such means as trailing the circumference of the area and similar tricks) do not work. If either the doom warrior or her fated enemy sees the other, they can immediately identify the other as an enemy but gain no other information. This ability has a range of 100 ft. per class level.

If the doom warrior has a common type of fated enemy, such as a fighters, she can choose to limit this ability so that it only works against enemies of an opposite alignment, on either the law-chaos or good-evil axis. She makes this choice when first gaining the ability, and this decision cannot be changed. A Neutral doom warrior cannot select this option.

Sudden Doom (Ex)

At 11th level, increase all the doom warrior's speeds by 10 ft. This includes the speed of new types of movement gained by magic. A doom warrior cannot use sudden doom in heavy armor.

Defiant Damage Penetration (Su)

At 12th level, when attacking a defied enemy, the doom warrior's attacks ignores any damage reduction or hardness the target may have.

Defiant Slayer (Su)

At 17th level, when the doom warrior strikes the target of her defiance, her attacks bypass all kinds of resistance, temporary hit points, incorporealness, etherealness, regeneration, or other damage preventing or damage redirecting ability.

Seal Fate (Su)

At 20th level, when a doom warrior attacks a defied enemy, she automatically confirms all critical threats. When she slays or destroys a fated enemy, that creature cannot be resurrected, reincarnated, rejuvenated, or otherwise come back by any means.

Table: Doom Warrior

Level Base
1st +1 +2 +0 +0 Animal companion, defiance 1/day, doom, fated enemy
2nd +2 +3 +0 +0 Combat style feat
3rd +3 +3 +1 +1 Deadly defiance, resolute charge
4th +4 +4 +1 +1 Defiance 2/day
5th +5 +4 +1 +1 Defiant pursuit, doom ability
6th +6/+1 +5 +2 +2 Combat style feat
7th +7/+2 +5 +2 +2 Defiance 3/day
8th +8/+3 +6 +2 +2 Threatening defiance
9th +9/+4 +6 +3 +3 Fate sense
10th +10/+5 +7 +3 +3 Defiance 4/day, combat style feat, doom ability
11th +11/+6/+1 +7 +3 +3 Sudden doom
12th +12/+7/+2 +8 +4 +4 Defiant damage penetration
13th +13/+8/+3 +8 +4 +4 Defiance 5/day
14th +14/+9/+4 +9 +4 +4 Combat style feat
15th +15/+10/+5 +9 +5 +5 Doom ability
16th +16/+11/+6/+1 +10 +5 +5 Defiance 6/day
17th +17/+12/+7/+2 +10 +5 +5 Defiant slayer
18th +18/+13/+8/+3 +11 +6 +6 Combat style feat
19th +19/+14/+9/+4 +11 +6 +6 Defiance 7/day
20th +20/+15/+10/+5 +12 +6 +6 Seal fate

See Also

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