Dynamic Warrior

Dynamic warriors are the masters of the "soulflame", a magical fire fueled by their extreme passion and belief in themselves. They thrive on challenges and seek events that can make their souls truly cry out as they face - and somehow overcome - impossible odds. Some dynamic warriors even go so far as to handicap themselves in order to help ensure they have challenges to face.

Hit Dice: d10

Role: Dynamic Warriors are front line fighters who excel at taking on higher than average CRs. They are also jacks of all trades, bringing a grab-bag of tricks, talents, and explosions to an otherwise boring party.

Alignment: Any Chaotic

Dynamic Warriors, by their very nature, rebel against rules. A dynamic warrior who fails to remain Chaotic loses access to all of his supernatural class features and can no longer advance in the dynamic warrior class.

Starting Wealth: 1d6 × 10 gp (average 35 gp.). In addition, each character begins play with a stylish, distinct, and unique outfit worth 100 gp or less.

Class Skills: The dynamic warrior’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Perform (Cha), Ride (Dex), Sleight of Hand (Dex), and Use Magic Device (Cha).

Skill Ranks Per Level: 4 + Int Modifier

Class Features

Table: The Dynamic Warrior
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +0 +2 Love beam 1d6, momentum, strength to overcome
2nd +2 +0 +0 +3 Brash, compulsions, struggle
3rd +3 +1 +1 +3 Love beam 2d6, signature style
4th +4 +1 +1 +4 Boiling over, passion punch, indomitable will
5th +5 +1 +1 +4 Love beam 3d6
6th +6/+1 +2 +2 +5 Compulsions, signature style, strength of the heart
7th +7/+2 +2 +2 +5 Love beam 4d6
8th +8/+3 +2 +2 +6 Love knows no bounds
9th +9/+4 +3 +3 +6 Love beam 5d6, signature style
10th +10/+5 +3 +3 +7 Elite status
11th +11/+6/+1 +3 +3 +7 Love beam 6d6
12th +12/+7/+2 +4 +4 +8 Compulsions, signature style
13th +13/+8/+3 +4 +4 +8 Love beam 7d6
14th +14/+9/+4 +4 +4 +9 Improved elite status (2nd)
15th +15/+10/+5 +5 +5 +9 Love beam 8d6
16th +16/+11/+6/+1 +5 +5 +10 Improved elite status (6th), signature style
17th +17/+12/+7/+2 +5 +5 +10 Love beam 9d6
18th +18/+13/+8/+3 +6 +6 +11 Compulsions, improved elite status (12th)
19th +19/+14/+9/+4 +6 +6 +11 Love beam 10d6, signature style
20th +20/+15/+10/+5 +6 +6 +12 Golden god, improved elite status (any)

Weapon and Armor Proficiency

The dynamic warrior is proficient with all simple weapons, martial weapons and nunchucks, as well as light and medium armor but not with shields.

Love Beam (Su)

With just a snap of his finger a dynamic warrior can freeze the heart of enemies with his raw, untapped, funky love energy. As a standard action that costs 1 momentum, this crazy ray is shot from the finger of the dynamic warrior after he strikes a stylish pose. This is a ray attack with a 30 foot range that deals 1d6 + the dynamic warrior’s Charisma modifier love damage at 1st level. It deals an additional 1d6 damage at 3rd level and every odd level thereafter. The Will save for this love damage is DC 10 + 1/2 dynamic warrior level + Charisma modifier. This spontaneous love beam is generated by the power of the dynamic warrior’s soulflame.

Momentum (Ex)

A dynamic warrior’s soulflame slowly awakens to the exhilaration of a true challenge. Any time he successfully hits a creature or is hit by a creature he gains 1 momentum. A dynamic warrior can have a maximum amount of momentum equal to his dynamic warrior level + 3 at any one point.

Momentum mounts and is the determining factor for his class features. A dynamic warrior can also spend momentum to activate some class features giving him an edge but lowering the challenge of it. All bonuses granted and penalties imposed on the dynamic warrior via a class feature that is reliant on momentum to determine the bonus or penalty are morale bonuses.

A dynamic warrior may spend momentum, even if that sends his momentum into a negative value. While positive momentum provides bonuses from any class features, negative momentum provides penalties. A dynamic warrior may never have a negative value greater than 1/2 his dynamic warrior level (minimum 1).

For every 2 momentum below 0 a dynamic warrior is, he takes a -1 penalty on all attack rolls (example: If he is at -8 momentum, he takes a -4 penalty to attack rolls). Furthermore, some class features (such as the fight-or-flight signature style) grant a bonus or penalty equal to the dynamic warrior’s momentum. Going negative means it imposes a penalty instead, so long as it is below 0.

As a dynamic warrior’s momentum is inherently linked to the challenge of combat - once combat ends a dynamic warrior’s momentum is reset to 0. As a dynamic warrior’s momentum builds, so does his excitement. A dynamic warrior may exhibit more and more reckless thinking and he may become loud and boisterous.

Strength to Overcome (Ex)

At 1st level, the base attack bonus of a dynamic warrior is always equal to the CR of the encounter. This cannot be in excess of 3 + his dynamic warrior level. At 10th level his maximum BAB can be as high as 5 + his dynamic warrior level if the CR of the encounter is sufficiently high. In instances where a dynamic warrior is out of combat, his BAB is listed on Table: The Dynamic Warrior. For the purpose of feat prerequisites the dynamic warrior uses the BAB on Table: The Dynamic Warrior.

Brash (Ex)

A dynamic warrior’s force of will comes not from his intuition and wisdom, but from his overwhelming self-confidence and brashness. At 2nd level, a dynamic warrior can use his Charisma modifier in place of his Wisdom modifier, or whichever is higher, when calculating his Will saves.

Compulsions (Su)

At 2nd level a dynamic warrior can cause enemies who fail their Will save against his love beam to fall victim to one of the following compulsions for a number of rounds equal to 1/4th his dynamic warrior level (minimum 1). Compulsions are mind affecting effects and only a single compulsion can be inflicted upon a creature at a time. A dynamic warrior can only inflict a particular compulsion on a given creature once in a 24 hour period. A dynamic warrior knows all compulsions a dynamic warrior of his level can know.

2nd Level Compulsions

Freak Out

The creature is compelled to take a double move at some point during the duration of this compulsion. Until the creature takes a double move, it is shaken. On the last round of this compulsion, if the creature has not done so already, the creature must take a double move action. Taking a double move action before the final round ends the compulsion prematurely. If the creature is already shaken this improves to one higher condition of fear.

Get Funky

The creature busts a move, giving a jaunty strut or blasting out a perfect pose. This consumes the creature’s standard action while they are getting funky. Upon performing the pose this compulsion ends.

Live Loud

The creature can only speak or communicate in an excessively loud and noticeable fashion. Creatures who are living loud cannot use Stealth.

6th Level Compulsions

Call Out

The creature in question becomes enraged and can think only of smashing the face of the dynamic warrior over and over and over. On its next turn, the creature is compelled to take an overtly hostile action towards the dynamic warrior and cause as much damage to him as possible. This includes expending resources, cutting off the nose to spite the face, and going all out to punish the dynamic warrior. Ultimately, the way in which the compelled character causes harm to the dynamic warrior is up to their player but they are encouraged to do so in a brash way.

Feel The Love

The compelled creature falls madly and hopelessly in love with the first creature it sees for a number of rounds equal to the dynamic warrior’s Charisma modifier if they fail a Will save (DC 10 + 1/2 dynamic warrior level + Charisma modifier). Determine this randomly from amongst the creatures within line of sight. The compelled creature treats its new paramour as if it had the helpful attitude (see the Diplomacy section in Chapter 4 of the Pathfinder Core Rulebook for more information). This love need not be romantic love. At the controlling player’s (or GMs) discretion the compelled creature may feel platonic love, deep admiration, sycophantic devotion, or even poetic romantic inclination towards their target. Any overtly hostile actions from the target of compelled creature’s infatuation ends this effect prematurely.

Rough Night

The creature is confused for the duration of this compulsion unless they drink a strong alcoholic beverage (hair of the dog) or are cleansed by something that would cure poison. Creatures immune to poison or disease are immune to this compulsion.

Show Off

The compelled creature must use their move action to attempt to make Acrobatics checks solely for the sake of showing off. This might cause a character wearing full plate to attempt to do a backflip off a wall, an old and frail wizard to attempt a one-handed hand-stand, or a lich to try to pull of a double back handspring. The DC of the Acrobatics check must be at least 20.

12th Level Compulsions


The creature falls asleep for the duration of this compulsion as if crashing after a sick party.


The creature is compelled to act in a jittery, overly-excited, spasmodic, juvenile, chatty, and embarrassing fashion. He is treated as if he was under the effects of haste for the duration of this compulsion but can take no action that do any of the following things: cause harm to another creature (directly or indirectly), benefit an ally (hand a potion to them, cast a spell to aid them), or anything other than revel in their own mirth. This normally entails the compelled creature running around, leaping and flailing (as if to try to dance but being unable to decide in what fashion), while chatting loudly about inane things that no one really cares about. They might talk to an enemy fighter about this time they went to the market when they were three years old and saw this dog with mange, share a recipe with a ghast in excruciating detail, or just talk to the room in general about this really cool (out of context) part in a book they once read. If an enemy acts hostile towards a hyperactive creature the effect ends prematurely (as does the benefits of haste).


The creature is filled with a deep-seated respect for the dynamic warrior and will cause no harm to him nor will the compelled creature allow harm to come to the dynamic warrior for the duration of this effect. This includes things like attempting to use Intimidate or Diplomacy to stop their allies from attacking the dynamic warrior, throwing themselves on their allies to stop such an attack (though they are not compelled to hurt their allies), and even standing in front of the dynamic warrior with arms outstretched while saying cliche lines like “You’ll have to go through me to get to him!” .

18th Level Compulsions

Flip Out

The compelled creature views all allies as enemies and vice versa for the duration of the effect. Each round he receives a new save against the compulsion. This compulsion ends prematurely if one of the dynamic warrior’s allies takes hostile actions towards the compelled creature.

Peace And Love

The compelled creature drops all implements that denote any sort of hostile intent (weapons, components, holy symbols, etc) and attempts to convince everyone to just stop fighting. This typically results in the creature making Diplomacy checks against allies and enemies alike to try to bring the conflict to a close in a peaceful fashion. This effect does not end if hostile actions are taken against the compelled creature.

Struggle (Ex)

At 2nd level, a dynamic warrior’s blood gets pumping the worse off they are. So long as the dynamic warrior has taken at least 5 damage since his last turn he gains a dodge bonus to his AC equal 1/4th their dynamic warrior level (minimum +1).

Signature Style

A dynamic warrior is unique and special in ways others wouldn’t dare. They go all out, forming their lifestyle into a work of bold self-expression.

At 3rd level and every 3 levels thereafter a dynamic warrior gains one of the talents from the list below:

Breakdancing (Ex)

While prone the dynamic warrior takes no penalty when making attack rolls or to his AC against melee attacks.

Crampin' My Style (Ex)

A dynamic warrior’s sense of style is everything to him and his style contributes to his sense of being so much that he cannot tolerate any impunity, insult or threat made to throw him off his groove. Whenever the dynamic warrior has his style insulted, he may fly into a furious rage, compelling him to attack that creature and granting him a +4 morale bonus to attack rolls to do so. Every turn the dynamic warrior fails to hit a creature who insulted him he increases the bonus he gains from this ability by +1, and applies it as a penalty against other creatures - this lasts until the objectionable creature dies (or is incapacitated or otherwise neutralized/put in its place), apologizes, or 1d4 minutes after it leaves.

Dance Battle (Ex)

The dynamic warrior fights while pulling off some sweet dance moves. He gains Dazzling Display as a bonus feat, though when he uses it he must use Perform (dance) in place of Intimidate. He also gains a bonus (or penalty) on all Perform (dance) checks equal to his momentum.

Dirty Fighting (Ex)

The dynamic warrior gains Improved Dirty Trick as a bonus feat and a bonus (or penalty) on dirty trick combat maneuvers equal to his momentum.

Down But Not Out (Su)

The dynamic warrior gains a +4 morale bonus on stabilization checks if the attack that reduced him to 0 or less HP was dealt by a creature whose CR is higher than his character level. At the GM’s discretion this may also apply if the higher CR creature dealt the majority or at least a significant portion of the damage to the dynamic warrior.

Fantastic Hair (Su)

The dynamic warrior hair is just so fantastic is becomes a lethal weapon in its own right. The dynamic warrior gains a slam natural attack that deals damage appropriate to his size category. This might be a proud and powerful pompadour, a magnificent mauling mustache, a beautiful beheading beard, a breathtaking battle braid, or even a crazy killer comb-over.

Fight-or-Flight (Ex)

A dynamic warrior gains the Improved Initiative feat as a bonus feat. In addition, a dynamic warrior gains a bonus (or penalty) on Perception checks equal to his momentum.

Funky Pheromones (Sp)

The dynamic warrior gains a single use of suggestion per day for every 2 points of Charisma modifier he has. This can only be used on creatures of a CR lower than his dynamic warrior level. The dynamic warrior uses his character level as his caster level for this ability.

Gender Fluidity (Su)

By spending 1 momentum a dynamic warrior can change the gender of a creature within 30 feet if they successfully make a ranged touch attack. Doing so is a standard action and the effect lasts for 1 hour per dynamic warrior level. A dynamic warrior may use this on himself automatically.

Just Enough (Ex)

A dynamic warrior can always reduce the damage he deals at will to a minimum of 1. He may also cause an attack to not reduce an opponent below certain hit point thresholds (like 50% HP, 1 HP, below 0 HP, etc). He may never adjust his damage up, only down. This may be chosen after damage has been rolled.

Love Explosion (Su)

When the dynamic warrior uses his love beam, all creatures in the square(s) adjacent to his target must make a Reflex save (DC 10 + 1/2 dynamic warrior's level + his Charisma modifier) or take minimum damage. They cannot be subject to compulsions from this damage.

Mad Style (Ex)

The dynamic warrior’s unique dress and posture is so outlandish that it is difficult, if not impossible, to copy. Any attempt to impersonate the dynamic warrior suffers a penalty equal to the dynamic warrior’s level or Charisma modifier (whichever is higher).


A subcategory of “signature styles” are “handicaps”. A dynamic warrior often maims himself with a permanent handicap so that he always has something to overcome. As he progresses in level a dynamic warrior learns to not only overcome these things but turn them into weapons he can use against his toughest foes.

Amputated Arm

The dynamic warrior cuts off an arm but he always applies 1.5x his Strength modifier to damage rolls. He may not benefit from items that use his ring slots on his missing limb. In addition, he can wield two-handed weapons in one hand at no penalty (though not weapons of a larger size category). He counts as holding the weapon in two hands for the purpose of feats and other effects. By spending 2 momentum he can, for a number of rounds equal to his Constitution modifier, apply 2x his Strength modifier to damage rolls and, when dealing unarmed strikes with his remaining limb, he is treated as if he was a creature of one size category larger for the purpose of determining the dice size of his unarmed strike.


The dynamic warrior is permanently deafened. The dynamic warrior gains a bonus on all visual Perception checks equal to his momentum. A dynamic warrior who has at least 3 ranks in Linguistics learns to read lips. By spending 2 momentum the dynamic warrior gains the benefits of true seeing for a number of rounds equal to his Constitution modifier.

Lame Leg

The dynamic warrior either removes one of his legs or otherwise makes it useless. He may not benefit from items that use his boot slot. The dynamic warrior reduces all of his movement speed by 50% permanently and takes a -4 penalty on Acrobatics, Climb, Ride, Stealth, and other skills at the GM’s discretion. A dynamic warrior improves his CMD against trip, bull rush, grapple, overrun, reposition by a value equal to his momentum. By spending 2 momentum he improves all of his (current) movement speeds x5 for a number of rounds equal to his Constitution modifier.

Lost Sight

The dynamic warrior is blinded permanently. He may not benefit from items that use his eye slot. He gains the scent special ability and the dynamic warrior reduces the miss-chance brought on by being blind (normally 50%) by 10% per dynamic warrior level (at 5th level he has no miss chance). By spending 2 momentum he gains blindsight 30 feet for a number of rounds equal to his Constitution modifier.


The dynamic warrior renders his body unable to properly wield weapons by way of an injury (crushing his hands, removing his thumbs, etc). He also takes a -4 penalty on any Disarm and Grapple maneuvers and he may not benefit from ring slots on either hand. The dynamic warrior gains the monk’s unarmed strike class feature (see chapter 3 of the Pathfinder Core Rulebook). Finally, by spending 2 momentum his unarmed strikes may bypass any DR that an enhancement bonus of 1/2 his dynamic warrior level could bypass for a number of rounds equal to his Constitution modifier.

Boiling Over (Su)

At 4th level, by spending 3 momentum, a dynamic warrior may elect to convert all of his weapon or unarmed damage to love damage after he has rolled his damage dice. The creature struck does not receive a Will save against this love damage.

Passion Punch (Su)

At 4th level, a dynamic warrior may snap an ally out of a mind-affecting effect with a passionate punch once per day per Charisma modifier. Any time a dynamic warrior makes an unarmed strike against an ally that ally gains a new save against an ongoing mind-affecting effect. The dynamic warrior must go all out, he cannot hold back. If the GM feels as if the dynamic warrior did not make an adequate attempt to deal damage, they may choose to disallow the additional save. If the dynamic warrior critically hits an ally with this punch/strike/ability, the ally instead gains a +2 morale bonus (or +4 if unarmed style was selected) on the Will save.

Rise (Ex)

Starting at 4th level, so long as the dynamic warrior has taken at least 5 damage since his last turn he gains a morale bonus on damage rolls equal to 1/4th his dynamic warrior level (minimum +1).

Indomitable Will (Su)

At 4th level, when a dynamic warrior makes a Will save he rolls twice and takes the better result. If he is making the same save as an ally within 30 feet of him the dynamic warrior may, by expending 2 momentum, grant this bonus to that ally. He may pay 1 more momentum per additional ally to grant the bonus to multiple allies.

Strength of the Heart (Su)

At 6th level a dynamic warrior can force his soulflame to explode with energy. A dynamic warrior can transform into pure love energy by expending 5 momentum as a move action. This has three effects. Firstly it grants weapons he wields (that he is proficient in) and his unarmed strikes the brilliant energy and ghost touch properties. Secondly it causes him to act as though he was under the effect of ethereal jaunt . Finally, the dynamic warrior sheds light as though he was a torch. For each round after the 1st the dynamic warrior must spend 2 momentum at the start of his turn as a free action. When the dynamic warrior ends this effect (or he reaches 0 momentum) he is fatigued for a number of rounds equal to the number of rounds he utilized this for. A dynamic warrior cannot use this ability if he is fatigued.

Love Knows No Bounds

At 8th level, mindless and evil creature creatures no longer gain a bonus on Will saves against love damage caused by the dynamic warrior.

Elite Status (Su)

At 10th level, a dynamic warrior exudes an aura of cool unlike anyone else. The unworthy may not approach him unless he deems them acceptable to approach. Their aura of confidence and brashness is akin to a supernatural velvet rope and bouncer outside a club- only letting in those confident enough in themselves to enter. Creatures with a Charisma score of 14 or less may not approach within 10 feet of the dynamic warrior. If they attempt to do so, the creature must make a Will save (DC 10 + 1/2 dynamic warrior level + Charisma modifier) or end their movement prematurely once they hit the radius of the dynamic warrior’s elite status. This ability has no effect on objects or ranged attacks as it is not a literal barrier- it is simply mind affecting effect. A creature who has passed the Will save is not affected by this ability for 24 hours. Allies are, by default, unaffected by this ability. The dynamic warrior can chose to have it affect or no longer affect an ally as a free action.

Improved Elite Status

At 14th level, a creature who fails the Will save against the dynamic warrior’s elite status is also subject to one compulsion that he knows and could qualify for at 2nd level. At 16th level this may be a compulsion of 6th level, at 18th it may be a 12th level compulsion, at at 20th it may be any compulsion.

Golden God (Su)

At 20th level, a dynamic warrior’s ego and pride swells to a level that makes it visible. At the start of each of their turns their momentum pool fills to its full value, This causes some supernatural appearance (glitter, sparkles, a visible but harmless flame aura, etc) and causes them to shed light like a torch. They can suppress or reactivate this as a free action.

A Player’s Guide to the Dynamic Warrior

The dynamic warrior is a very dynamic class and, if you are not careful, will bog you down. Like a lot of classes in this book this one is probably not for beginners. The biggest thing to watch out for is the variable BAB- that means your bonus to hit will fluctuate pretty regularly. If you GM is tossing you up against normal CR things- it’s pretty standard stuff. However, if your GM starts throwing higher CR monsters (like bosses), you can actually go above your character level in your BAB.

The next thing you need to track is your momentum. You gain this any time you hit something or are hit by it. It has no inherent benefit and is mostly used with your class features. Keep this above 0 because, while you can drop it below in a pinch, it lowers your BAB and that’s not good.

Dynamic warriors have a lot of options and focusing them on one build is probably best rather than trying to play a switch hitter. You will always have versatility however as you are full BAB with a built in range attack.

A dynamic warrior is meant to get “messy” in combat. Taking damage and dealing damage fuels your abilities so the more blood that is shed (yours or theirs), the more you’ll be able to shine. For this reason it’s advisable to engage in melee when you can so you can soak up some damage so class features like “rise” trigger. You are a tough cookie and can take the damage so its worth the damage to gain the benefits.

Read the love damage paragraph pretty carefully. Every time someone takes a hit from it, they get a Will save to negate half of it. “Ouch, that sucks!” you might say, but it has a nice built in bonus against evil creatures. Besides, it’s best not to use things like love beam simply for damage. Use it to control and cripple your opponents with the compulsions that go along with it. Later on you don’t have to worry about things that are immune to it as much and it essentially turns into free bonus damage against evil.

The last thing we are going to talk about are signature styles. There is a whole range of them here so try to stick to ones related to each other, though you’ll probably be able to grab one or two of the packages:

Control: Dirty fighting, dance battle, and funky pheromones

Melee Damage: Breakdancing, fantastic hair (love the extra attack), fight or flight, love explosion

Defensive: Breakdancing, down but not out, mad style

Some of the signature styles are called “handicaps” which impose some sort of permanent penalty in exchange for some big bonus. If you are going to do this, plan your build around it from the start. Don’t just take them willy-nilly. For example, if you want to go unarmed “weaponless” might be a good one to take for some extra damage and monk-like benefits. Taking “amputated arm” is, ironically, a good choice for a dynamic warrior who wants to use a two-handed weapon.

Rule: Love Damage

Love is a universal force that none can resist. Creatures who take love damage may make a Will save for half damage (DC 10 + 1/2 level + Charisma modifier). Evil creatures gain a +2 bonus on such saves. However, evil creatures take 1.5 times damage from love damage. Creatures immune to mind affecting effects gain a +4 bonus on love damage Will saves. These bonus on saves stack (an evil mindless creature would gain a +6).

Momentum, Grit, and Panache

Momentum, while separate from grit and panache, draws from the same universal resource. Some call it luck, some call it daring, and other call it flair. While there are no in-game implications to this, Dynamic Warriors tend to see eye to eye with swashbucklers and gunslingers as they “get” them (and vice versa).



The Greaser knows how to inspire his allies to better themselves.

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