Geiger Counter
2010-03-18, 08:43 PM
This basically an attempt to make the fighter into a viable class beyond just a two level dip.
A Crafty fighter gains 4+Int modifier (x4 at first level) skills per level and adds use magic device to their skills known. A Crafty Fighter loses proficiency with heavy armor and his first fighter bonus feat and gains item creation, artisan bonus, retain essence, skill mastery and craft reserve as an artificer. A Crafty Fighter is treated as though they have a caster level equal to their fighter levels for the purposes of what feats they can take. Also a crafty fighter can take any item creation feat instead of his normal fighter feats.
See Artificer abilities here
http://www.wizards.com/default.asp?x=dnd/cwc/20060328a
Enchanted Armory
You can cast either Magic Weapon Greater or Magic Vestment as if you were a spell caster.
Prerequisites: Any mental stat 13 or higher, BAB +6.
Benefit: You can cast either Magic Weapon Greater or Magic Vestment. You must choose which mental stat you cast this spell with which you cannot change, if that stat ever drops below 13 you cannot cast this spell. You must meet the verbal, somatic and material components for each spell (Except for the divine focus for magic vestment which is replaced by the same material components as magic weapon greater). Also you must have a full 8 hours rest, as most casters require. Arcane Spell Failure still applies (regardless of which mental stat you chose), which is why it's a good idea to take your armor off when enchanting it. You treat your BAB as your caster level. You receive one casting of either Magic Weapon Greater or Magic Vestment equal to one third your BAB rounding down; the duration of each casting is 24 hours.
Special: A fighter may select Enchanted Armory as one of his fighter bonus feats.
Unstoppable
You can cast Jump, Spider Climb or Water Walk as if you were a spell caster.
Prerequisites: 9 ranks in either climb, jump or balance, Any mental stat 13 or higher.
Benefit: With a minimum of 9 skill ranks in Jump you can cast Jump, you treat your skill ranks in Jump minus 3 as your caster level for this spell alone. With a minimum of 9 skill ranks in climb you can cast Spider Climb, you treat your skill ranks in climb minus 3 as your caster level for this spell alone. With a minimum of 9 skill ranks in balance you can cast Water Walk, you treat your skill ranks in balance minus 3 as your caster level for this spell alone. For each spell, you cast them a number of times a day equal to one-third your caster level. You must choose which mental stat you use to cast spells with, which you cannot change. If that stat ever drops below 13 you cannot cast any spells this feat provides. You must meet the verbal, somatic and material components for each spell (Except for the divine focus for water walk, which is replaced by a water beetle that need not be alive which must be consumed as material components). Arcane Spell Failure still applies (regardless of which mental stat you chose). Also you must have a full 8 hours rest, as most casters require. The duration of each spell is 24 hours.
Special: A fighter may select Unstoppable as one of his fighter bonus feats.
Obtain Animal Companion
You gain an animal companion as a ranger does.
Prerequisites: BAB +4, 4 ranks in handle animal.
Benefit: You gain an animal companion at half the druid pace using your total class level. You do not gain any faster a progression if you have levels that would normally stack for the purposes of an animal companion.
Special: A fighter may select Obtain Animal Companion as one of his fighter bonus feats.
Improved Demoralize
Prerequisites: Cha 13, Power Attack.
Benefit: You can demoralize and opponent as a move action.
Special: A fighter may select Improved Demoralize as one of his fighter bonus feats.
Greater Improved Demoralize
Prerequisites: Cha 13, Power Attack, Improved Demoralize.
Benefit: You can demoralize all opponents in 30 feet as a move action.
Special: A fighter may select Greater Improved Demoralize as one of his fighter bonus feats.
Insightful Strike
Prerequisites: BAB+3, Weapon Finesse.
Benefit: Same as the swashbuckler ability.
Special: A fighter may select Insightful Strike as one of his fighter bonus feats.
Diamond Soul
You gain spell resistance
Prerequisites: 14 ranks in any skill.
Benefit: You gain spell resistance equal to your current HD+10+any mental stat modifier. You must choose which mental stat to gain a spell resistance bonus from when taking this class and you cannot change it. If your mental stat becomes a penalty you apply that penalty to the spell resistance you receive from this feat.
Special: A fighter may select Diamond Soul as one of his fighter bonus feats.
A Crafty fighter gains 4+Int modifier (x4 at first level) skills per level and adds use magic device to their skills known. A Crafty Fighter loses proficiency with heavy armor and his first fighter bonus feat and gains item creation, artisan bonus, retain essence, skill mastery and craft reserve as an artificer. A Crafty Fighter is treated as though they have a caster level equal to their fighter levels for the purposes of what feats they can take. Also a crafty fighter can take any item creation feat instead of his normal fighter feats.
See Artificer abilities here
http://www.wizards.com/default.asp?x=dnd/cwc/20060328a
Enchanted Armory
You can cast either Magic Weapon Greater or Magic Vestment as if you were a spell caster.
Prerequisites: Any mental stat 13 or higher, BAB +6.
Benefit: You can cast either Magic Weapon Greater or Magic Vestment. You must choose which mental stat you cast this spell with which you cannot change, if that stat ever drops below 13 you cannot cast this spell. You must meet the verbal, somatic and material components for each spell (Except for the divine focus for magic vestment which is replaced by the same material components as magic weapon greater). Also you must have a full 8 hours rest, as most casters require. Arcane Spell Failure still applies (regardless of which mental stat you chose), which is why it's a good idea to take your armor off when enchanting it. You treat your BAB as your caster level. You receive one casting of either Magic Weapon Greater or Magic Vestment equal to one third your BAB rounding down; the duration of each casting is 24 hours.
Special: A fighter may select Enchanted Armory as one of his fighter bonus feats.
Unstoppable
You can cast Jump, Spider Climb or Water Walk as if you were a spell caster.
Prerequisites: 9 ranks in either climb, jump or balance, Any mental stat 13 or higher.
Benefit: With a minimum of 9 skill ranks in Jump you can cast Jump, you treat your skill ranks in Jump minus 3 as your caster level for this spell alone. With a minimum of 9 skill ranks in climb you can cast Spider Climb, you treat your skill ranks in climb minus 3 as your caster level for this spell alone. With a minimum of 9 skill ranks in balance you can cast Water Walk, you treat your skill ranks in balance minus 3 as your caster level for this spell alone. For each spell, you cast them a number of times a day equal to one-third your caster level. You must choose which mental stat you use to cast spells with, which you cannot change. If that stat ever drops below 13 you cannot cast any spells this feat provides. You must meet the verbal, somatic and material components for each spell (Except for the divine focus for water walk, which is replaced by a water beetle that need not be alive which must be consumed as material components). Arcane Spell Failure still applies (regardless of which mental stat you chose). Also you must have a full 8 hours rest, as most casters require. The duration of each spell is 24 hours.
Special: A fighter may select Unstoppable as one of his fighter bonus feats.
Obtain Animal Companion
You gain an animal companion as a ranger does.
Prerequisites: BAB +4, 4 ranks in handle animal.
Benefit: You gain an animal companion at half the druid pace using your total class level. You do not gain any faster a progression if you have levels that would normally stack for the purposes of an animal companion.
Special: A fighter may select Obtain Animal Companion as one of his fighter bonus feats.
Improved Demoralize
Prerequisites: Cha 13, Power Attack.
Benefit: You can demoralize and opponent as a move action.
Special: A fighter may select Improved Demoralize as one of his fighter bonus feats.
Greater Improved Demoralize
Prerequisites: Cha 13, Power Attack, Improved Demoralize.
Benefit: You can demoralize all opponents in 30 feet as a move action.
Special: A fighter may select Greater Improved Demoralize as one of his fighter bonus feats.
Insightful Strike
Prerequisites: BAB+3, Weapon Finesse.
Benefit: Same as the swashbuckler ability.
Special: A fighter may select Insightful Strike as one of his fighter bonus feats.
Diamond Soul
You gain spell resistance
Prerequisites: 14 ranks in any skill.
Benefit: You gain spell resistance equal to your current HD+10+any mental stat modifier. You must choose which mental stat to gain a spell resistance bonus from when taking this class and you cannot change it. If your mental stat becomes a penalty you apply that penalty to the spell resistance you receive from this feat.
Special: A fighter may select Diamond Soul as one of his fighter bonus feats.