Anonymouswizard
2009-12-03, 02:12 PM
Inspired by this thread. (http://www.giantitp.com/forums/showthread.php?t=133626)
When reading the thread I had an idea that, instead of giving out set abilities (or templates) fighters should gain the choice of a set of abilities that come from training or a supernatural touch. So I proudly present my fighter fix, please PEACH this fix, it needs to be retooled and refined.
Fighter
Fluff as the normal fighter.
{table]Level|BAB|Fort|Ref|Will|Special
1|+1|+0|+0|+2|Bonus feat
2|+2|+0|+0|+3|Bonus feat
3|+3|+1|+1|+3|Talent
4|+4|+1|+1|+4|Bonus feat
5|+5|+1|+1|+4|Talent
6|+6/+1|+2|+2|+5|Bonus feat
7|+7/+2|+2|+2|+5|Talent
8|+8/+3|+2|+2|+6|Bonus feat
9|+9/+4|+3|+3|+6|Talent
10|+10/+5|+3|+3|+7|Bonus feat
11|+11/+6/+5|+3|+3|+7|Talent
12|+12/+7/+2|+4|+4|+8|Bonus feat
13|+13/+8/+3|+4|+4|+8|Talent
14|+14/+9/+4|+4|+4|+9|Bonus feat
15|+15/+10/+5|+5|+5|+9|Talent
16|+16/+11/+6/+1|+5|+5|+10|Bonus feat
17|+17/+12/+7/+2|+5|+5|+10|Talent
18|+18/+13/+8/+3|+6|+6|+11|Bonus feat
19|+19/+14/+9/+4|+6|+6|+11|Talent
20|+20/+15/+10/+5|+6|+6|+12|Bonus feat[/table]
Weapon and armour proficiency: Fighters are proficient with all simple and martial weapons, as well as all armour and shields (including tower shields).
Bonus feats: at 1st level, 2nd level, and every two levels thereafter, a fighter gains a bonus feat from the fighter bonus feat list.
Talents: at 3rd level and every two levels thereafter, a fighter can choose any talent from the fighter talent list. Talents are split into two types, called trained (gained from training), and supernatural (others). If he picks a talent that grants him spellcasting he never gains any bonus spells per day or 0th level spells.
Trained talents
Deflection: As an imediate action, you may roll a reflex save with DC 20 in order to deflect any ranged attack at you. If you have a magical weapon or shield, you can even deflect rays, orbs, SLA, su, spells and anything else wich specificaly target you, but the DC becomes 20+corresponding spell level
Magical resilience: You gain the ability to shrug off magical attacks, gaining a +2 bonus to all saves against spells. If the spell in question does not grant a save normally you may attempt a will save at a -5 penalty (includes the bonus granted by this talent).
Mighty blow: the amount of damage you deal when you use the power attack feat increases by 1 point per three points of attack bonus sacrificed.
Skimming blade: When you hit an opponent with a successful ranged attack with a throwing weapon you may have the weapon either attempt to hit a target within 30ft with a -2 penalty to the attack roll, or return to your hand to be thrown again.
Tinkerer: You can build any nonmagical item by a 1/100th of it's market price. Poisons and nonenchanted weapons/armor of special materials count as nonmagical for this. You may craft up to 1000 worth's of items per day. However they're only good in your hands, and everybody will see them as junk, and unwilling to use or buy them.
Weapon trick: By taking a -1 penalty on all attack rolls in a round you may gain a +2 bonus to AC for the rest of the round.
Supernatural talents
Ascendant: You must immediately lose any two of your other talents when you gain this one. You immediately gain the half-fiend or half celestial template, based on whichever is more suited to your alignment.
Call Mind Blade: You may, as a free action which may be performed outside of the normal turn sequence, create a weapon from nothing. When you use this ability, pick any melee weapon in which you are proficient. An example of this weapon appears instantly in your hand, composed of magical or psychic essence (this is considered to have an effective hardness of 15, ignores the hardness of objects with less hardness than it, and ignores damage reduction based on special materials [other than adamantine]). A mind blade has no listed hitpoints, because damage to a mind blade is not relevant to play.
It acts in the exact same way as a normal weapon of its type, with the exception that it can now be thrown with a range increment of 30ft. If the weapon could already be thrown, instead add 30 ft to its range increment.
Your mind blade automatically has a +1 enhancement bonus to attack rolls, damage rolls, and effective hardness for every three fighter levels you possess. Additionally, you may add special abilities up to a total bonus equivalent equal to half your fighter level, provided that no special ability has a bonus equivalent greater than +5 or one-third your character level, whichever is less.
Eldritch power: You immediately gain 1 least invocation that you can use as a warlock of half your fighter level. If he has a class level of at least 15 and takes this talent a second time he can choose a least or lesser invocation.
Guardian of the faith: You gain the ability to cast 1st level cleric spells as a cleric of half your class level. You can gain this ability up to 6 times, each time gaining an extra spell level. You gain no domains or domain slots.
Soulsword: when you gain this ability you must choose one weapon that you own, and receive the following benefits: an enhancement bonus on attack rolls and damage rolls equal to one quarter your fighter level, and DR 5/- whenever you wield your soul weapon. However,if you are ever seperated from your soul weapon you receive 1 tempory negative level tthat may not be cured until you regain your soul weapon.
Spellsword: You gain the ability to cast 1st level generalist wizard spells as a wizard of half your class level. You may not specialize, and you only scribe 1 new spell whenever you gain a new caster level. You can gain this ability up to 6 times, gaining an extra spell level each time.
If anyone has any ideas for talent's please poet them, I have no inspiration for trained talents.
When reading the thread I had an idea that, instead of giving out set abilities (or templates) fighters should gain the choice of a set of abilities that come from training or a supernatural touch. So I proudly present my fighter fix, please PEACH this fix, it needs to be retooled and refined.
Fighter
Fluff as the normal fighter.
{table]Level|BAB|Fort|Ref|Will|Special
1|+1|+0|+0|+2|Bonus feat
2|+2|+0|+0|+3|Bonus feat
3|+3|+1|+1|+3|Talent
4|+4|+1|+1|+4|Bonus feat
5|+5|+1|+1|+4|Talent
6|+6/+1|+2|+2|+5|Bonus feat
7|+7/+2|+2|+2|+5|Talent
8|+8/+3|+2|+2|+6|Bonus feat
9|+9/+4|+3|+3|+6|Talent
10|+10/+5|+3|+3|+7|Bonus feat
11|+11/+6/+5|+3|+3|+7|Talent
12|+12/+7/+2|+4|+4|+8|Bonus feat
13|+13/+8/+3|+4|+4|+8|Talent
14|+14/+9/+4|+4|+4|+9|Bonus feat
15|+15/+10/+5|+5|+5|+9|Talent
16|+16/+11/+6/+1|+5|+5|+10|Bonus feat
17|+17/+12/+7/+2|+5|+5|+10|Talent
18|+18/+13/+8/+3|+6|+6|+11|Bonus feat
19|+19/+14/+9/+4|+6|+6|+11|Talent
20|+20/+15/+10/+5|+6|+6|+12|Bonus feat[/table]
Weapon and armour proficiency: Fighters are proficient with all simple and martial weapons, as well as all armour and shields (including tower shields).
Bonus feats: at 1st level, 2nd level, and every two levels thereafter, a fighter gains a bonus feat from the fighter bonus feat list.
Talents: at 3rd level and every two levels thereafter, a fighter can choose any talent from the fighter talent list. Talents are split into two types, called trained (gained from training), and supernatural (others). If he picks a talent that grants him spellcasting he never gains any bonus spells per day or 0th level spells.
Trained talents
Deflection: As an imediate action, you may roll a reflex save with DC 20 in order to deflect any ranged attack at you. If you have a magical weapon or shield, you can even deflect rays, orbs, SLA, su, spells and anything else wich specificaly target you, but the DC becomes 20+corresponding spell level
Magical resilience: You gain the ability to shrug off magical attacks, gaining a +2 bonus to all saves against spells. If the spell in question does not grant a save normally you may attempt a will save at a -5 penalty (includes the bonus granted by this talent).
Mighty blow: the amount of damage you deal when you use the power attack feat increases by 1 point per three points of attack bonus sacrificed.
Skimming blade: When you hit an opponent with a successful ranged attack with a throwing weapon you may have the weapon either attempt to hit a target within 30ft with a -2 penalty to the attack roll, or return to your hand to be thrown again.
Tinkerer: You can build any nonmagical item by a 1/100th of it's market price. Poisons and nonenchanted weapons/armor of special materials count as nonmagical for this. You may craft up to 1000 worth's of items per day. However they're only good in your hands, and everybody will see them as junk, and unwilling to use or buy them.
Weapon trick: By taking a -1 penalty on all attack rolls in a round you may gain a +2 bonus to AC for the rest of the round.
Supernatural talents
Ascendant: You must immediately lose any two of your other talents when you gain this one. You immediately gain the half-fiend or half celestial template, based on whichever is more suited to your alignment.
Call Mind Blade: You may, as a free action which may be performed outside of the normal turn sequence, create a weapon from nothing. When you use this ability, pick any melee weapon in which you are proficient. An example of this weapon appears instantly in your hand, composed of magical or psychic essence (this is considered to have an effective hardness of 15, ignores the hardness of objects with less hardness than it, and ignores damage reduction based on special materials [other than adamantine]). A mind blade has no listed hitpoints, because damage to a mind blade is not relevant to play.
It acts in the exact same way as a normal weapon of its type, with the exception that it can now be thrown with a range increment of 30ft. If the weapon could already be thrown, instead add 30 ft to its range increment.
Your mind blade automatically has a +1 enhancement bonus to attack rolls, damage rolls, and effective hardness for every three fighter levels you possess. Additionally, you may add special abilities up to a total bonus equivalent equal to half your fighter level, provided that no special ability has a bonus equivalent greater than +5 or one-third your character level, whichever is less.
Eldritch power: You immediately gain 1 least invocation that you can use as a warlock of half your fighter level. If he has a class level of at least 15 and takes this talent a second time he can choose a least or lesser invocation.
Guardian of the faith: You gain the ability to cast 1st level cleric spells as a cleric of half your class level. You can gain this ability up to 6 times, each time gaining an extra spell level. You gain no domains or domain slots.
Soulsword: when you gain this ability you must choose one weapon that you own, and receive the following benefits: an enhancement bonus on attack rolls and damage rolls equal to one quarter your fighter level, and DR 5/- whenever you wield your soul weapon. However,if you are ever seperated from your soul weapon you receive 1 tempory negative level tthat may not be cured until you regain your soul weapon.
Spellsword: You gain the ability to cast 1st level generalist wizard spells as a wizard of half your class level. You may not specialize, and you only scribe 1 new spell whenever you gain a new caster level. You can gain this ability up to 6 times, gaining an extra spell level each time.
If anyone has any ideas for talent's please poet them, I have no inspiration for trained talents.