Rumel
2010-09-29, 09:38 PM
THE SPECIALIST
ALIGNMENT
ANY
CLASS SKILLS
AS FIGHTER
SKILL POINTS
2+Int mod (*4 at first level)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers per Day|Stances Known
1st|+1|
+2|
+1|
+1|Chosen Shield, Weapon and Armor, Weapon Totem (as ranger)|
2|
5|
2
2nd|+2|
+3|
+2|
+2| +1 Special gear|
3|
6|
3
3rd|+3|
+3|
+2|
+2|Bonus Feat|
3|
7|
3
4th|+4|
+4|
+2|
+2| +2 Special Gear, Special Ability|
4|
8|
4
5th|+5|
+4|
+3|
+3|Imbue, Enchantment, By my Side|
4|
9|
4
6th|+6/+1|
+5|
+3|
+3|+3 Special Gear, Bonus Feat|
5|
10|
5
7th|+7/+2|
+5|
+3|
+3|-|
5|
11|
5
8th|+8/+3|
+6|
+4|
+4|+4 Special Gear, Special Ability|
6|
12|
6
9th|+9/+4|
+6|
+4|
+4|Bonus Feat|
6|
13|
6
10th|+10/+5|
+7|
+4|
+4|Enchantment, +5 Special Gear, Free, Impervious, By my Side|
7|
14|
7
11th|+11/+6/+1|
+7|
+5|
+5|-|
7|
15|
7
12th|+12/+7/+2|
+8|
+5|
+5| +6, Bonus Feat, Special Ability|
8|
16|
8
13th|+13/+8/+3|
+8|
+5|
+5| -|
8|
17|
8
14th|+14/+9/+4|
+9|
+6|
+6|+7 Special Gear|
9|
18|
9
15th|+15/+10/+5/+1|
+9|
+6|
+6|Bonus Feat, One with Gear|
9|
19|
9
16th|+16/+11/+6/+2|
+10|
+6|
+6|+8 Special Gear, Special Ability, Enchantment|
10|
20|
10
17th|+17/+12/+7/+2|
+10|
+7|
+7|-|
10|
21|
10
18th|+18/+13/+8/+3|
+11|
+7|
+7|+9 Special Gear, Bonus Feat|
11|
22|
11
19th|+19/+14/+9/+4|
+11|
+7|
+7|-|
11|
23|
11
20th|+20/+15/+10/+5|
+12|
+8|
+8|+10 Special Gear, Special Ability, Enchantment, Supurb Ability|
12|
25|
13
[/table]
CLASS FEATURES
ARMOR AND WEAPON PROFICIENCY
ONE WEAPON TYPE (eg Basterd Sword), ONE ARMOR TYPE (eg Heavy) AND ONE SHIELD TYPE (eg Tower)(including exotic)
STARTING EQUIPMENT
One weapon that you specialize in (two if using the two weapon totem), one select shield and one piece of armor (these are the only pieces of armor, weapons or shields you may posses and only one of each, except for those with the two weapon totem get two weapons
SPECIAL GEAR
Through training night and day with only your select weapons, armor and shield, you learn the best way to use them for it's best effect. You earn a bonus to damage, hit, armor bonus, shield bonus, and max dexterity bonus equal to half of you specialist level with those items.
Bonus Feats
A Specialist gains feats from the fighter bonus list but it must involve specializing in a certain weapon (eg. Weapon Specialazation is ok but Dodge is not, fears like slashing fury and very general bonuses are available at DM's discress) your specialist level equals your effective fighter level for presequites.
SPECIAL ABILITIES
Every four levels you may gain an ability from the following list... (They only apply to the weapons, armor and/or shield with which you specialize in)
With the Grain:
You do an additional 1d6 amount of damage on a successful hit
Special:
You can gain this ability multiple times, it's effect stacks.
Absorbed Power:
Your armor has become one with you granting an additional +2 bonus to natural armor
Special:
You can gain this ability multiple times. It's effects stack
Sixth Sense:
Your items have formed a type of empathetic bond. Whenever makeing a spot, sense motive, listen or so on check, you may make two rolls and take the highest roll
Baby's Blanket:
Immune to fear affects when in contact with your special gear.
Signiture Gear:
You have traveled the world and many have heard of your legendary skills. Any enemy attempting to attack you must make a will save DC= 10+1/2 Specialist level+ Str mod or become frightened for 1d4+1 rounds. Those who make a successful save are immune to this affect for 24 hours.
Advanced Training:
You spent more time then average training granting you an additional +1 Special gear bonus.
Special:
You can gain this ability multiple times, it's effects stack.
Wieght Training:
Through years of carrying these items, their weight becomes a very part of you, yourself. All of your gear has an effective weight of 0 to you and you alone.
Extra Large:
You can use your select weapon as one size larger when it benefits you (no extra damage)
ENCHANTMENT
Your link to your gear becomes magical as you use it more and more. You get a bonus to your select weapon(s), shield and armor as a +1 bonus and gain more power every five levels . Every day you may change your power by praying for ten minutes strait while focusing on the power you want. At tenth level you gain 1 more +1 power or trade those for a benefit equivilant to a +2 enhancement and so on.
BY MY SIDE
Your select weapon(s), armor and shield is somehow drawn to you and will always try it's hardest to be in your possession unless you specify otherwise. Your equipment under a continuos returning effect.
IMPERVIOUS
Your select armor, shield and weapons becomes as hard as your bond. Your gear is immune to all damage and sundering effects, but only when you are holding said items.
FREE
Your armor is like a second skin to you. You have no armor check penelty, Movement deduction or max dexterity bonus.
IMBUE
Your gear is your plaything, you can do anything youd like to improve its strengths. You have all feats needed to add enhancement bonuses to your select items. You can use any spell you'd like as if you were a level sorcerer equal to you specialist level and have a caster level equal to your Specialist level. All standard gold and XP costs apply.
ONE WITH ARMOR
Your gear becomes a part of you. It no longer needs to be taken off to rest or swim, it's as if wearing a normal shirt.
SUPURB ABILITIES
Your capstone ability is amazingly powerful just to prove how hard you have trained in your gear. You may choose one of the following abilities...
Familiar Face:
Your gear becomes on giant item familiar and gains one ability for each piece of piece of gear as if you had three separate item familiars with one mind.
Dedicated Training:
Gain a +5 bonus to your special gear class ability.
Now that's Dedication:
Gain one dedicated power for free except for the True Reserection power.
Epic Power:
Gain the equivalent of a +8 or less bonus for one epic power with one price of gear or a three way split of +8 any way you would like.
Maneuvers
You have not only specialized in your specific gear, but you also have chosen a few unique fighting moves for your way of combat...
Hawk Strike:
You attack with hawk-like precision gaining a +5 to all attack rolls made that round.
Draining Strike:
You deal one point of ability damage to any ability of your choice with each attack landed that round
Flameing Strike:
You summon fire into your weapon for one round and deal an extra 1d6 fire damage per hit for that round
Chill Strike:
Your hands shiver as ice flows through your weapon dealing an extra 1d6 cold damage for every successful hit that round
Shocking Strike:
You twitch as power surges through your weapon and you deal an extra 1d6 electricity with each successful hit.
Acidic Strike:
You hear a sizzling noise as your weapon is bathed in acid dealing an extra 1d6 acid damage on each successful hit on your next turn
Lucky Dive:
You somehow know what your opponents next attack will be granting you a +5 bonus to your dodge bonus to AC.
Brace for Impact:
You cover your vitals and get ready for the attack of your life. You gain 10/- damage reduction and can not be knocked below 1hp that turn
Make it count:
You focus all of your power into one final blow to end any resistance by your target. You make only one attack but if it hits you deal quadruple damage and the opponent is unconscious for 1d4+2 rounds unless he makes a fortitude save DC= 10+ Str mod+ 1/2 Specialist class levels.
Leap of Faith:
You put all of your force into a giant leap. You gain plus 10 on your next jump check but it must be made within five rounds of using this ability
Confusing Blow:
You attack an opponents head to make him forget the last hour.Fortitude negates, DC=10+Str mod+1/2 Specialist level
Speedy Attack:
You may make one extra attack at your highest BAB your next round
Hit and Run:
You attack normally but can also go four times your normal speed before or after the attack
Sundering Strike:
You gain a +10 bonus on a sunder attempt and may bypass hardness on objects like swords, shields, armor, ect..
Two for One:
You can spend three maneuvers to use two different maneuvers in one round.
Dirty Fighting:
You throw any material you can find into your opponents eyes attempting to blind him. Fortitude negates, DC= 10+Str mod+1/2 Specialist level
Jumpy:
Your constant movement is so unpredictable many swing and are a mile off because you zigged when they thought you'd zag. You gain a 10% miss chance for the next round.
I Know that Guy:
You gain a knolege check to recognize any human or monster with a plus 15 bonus.
I <3 U:
You gain more familiarity with one subject and that person starts out one step closer to friendly for one minute
Pass it on:
You may spend two daily maneuvers to give an abilities benefits to 1 teammate
Shhhh... I'm hiding:
You gain the "hide in plane sight" ability for 10 rounds.
Aspect of the Squid:
You may lunge at your opponent once per turn for 5 turns, attempting a grapple with a +5 bonus as a move action. If it works you wrap your arms and legs around any target who is at most one size larger that you. He can not move but may attempt a strength check to break free (DC= 10+Str mod+1/2 Specialist level). While grappling you and your opponent may not attack but you deal 2d6+4 bludgoening damage every turn and may use any bite attack available to you. This lasts for 2d6+3 rounds or until subject breaks free
STANCES
You don't only specialize in weapons, you know your stances so well that there almost second nature.
Cat's Finnese:
You move with the grace of a cat granting you a +4 bonus to Dex
Bull's Rage:
Immense power is all you need to take the battlefield by storm. You gain a +4 bonus to Strength.
Bear's Might:
You grit your teeth and go at your enemy with full force granting a +4 bonus to Con
Mule:
You have trained with weights on your back night and day and can carry far more than normal, you can carry double your max.
Skake in the Grass:
Your movements are as a snake makeing you hard to hit, you gain a dodge bonus equal to 1/4 your specialist level
Acurate Blows:
All attacks made gain a bonus to hit equal to 1/4 you Specialist level
Powerfull Form:
You strike with all your power granting a bonus equal to 1/4 your Specialist level to all melee damage done by you.
Braceing Stance:
Your gain a -5 penalty to your dodge bonus as you are sure of you doom. You get ready to push back the attack the best you can. You gain damage reduction equal to 1/2 your Specialist level
Elegant Pose:
You stand with great posture and poise, all non-hostile creatures that speak your language start of one step closer to friendly to you
Special:
It's effects stack with any other form of magical friendliness
Dimunuitive Build:
You gain every trait of a creature one size smaller than you, but only the ones that benefit you.
Greater Build:
Gain all of the traits of a creature one size larger than you (but only the ones that benefit you)
Spider Form:
Gain a climb speed of 20ft or adds 20ft to any other climb speed.
(so what do you think :smallbiggrin:?)
Need more ideas for stances and maneuvers. Please post ideas in this thread!
ALIGNMENT
ANY
CLASS SKILLS
AS FIGHTER
SKILL POINTS
2+Int mod (*4 at first level)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers per Day|Stances Known
1st|+1|
+2|
+1|
+1|Chosen Shield, Weapon and Armor, Weapon Totem (as ranger)|
2|
5|
2
2nd|+2|
+3|
+2|
+2| +1 Special gear|
3|
6|
3
3rd|+3|
+3|
+2|
+2|Bonus Feat|
3|
7|
3
4th|+4|
+4|
+2|
+2| +2 Special Gear, Special Ability|
4|
8|
4
5th|+5|
+4|
+3|
+3|Imbue, Enchantment, By my Side|
4|
9|
4
6th|+6/+1|
+5|
+3|
+3|+3 Special Gear, Bonus Feat|
5|
10|
5
7th|+7/+2|
+5|
+3|
+3|-|
5|
11|
5
8th|+8/+3|
+6|
+4|
+4|+4 Special Gear, Special Ability|
6|
12|
6
9th|+9/+4|
+6|
+4|
+4|Bonus Feat|
6|
13|
6
10th|+10/+5|
+7|
+4|
+4|Enchantment, +5 Special Gear, Free, Impervious, By my Side|
7|
14|
7
11th|+11/+6/+1|
+7|
+5|
+5|-|
7|
15|
7
12th|+12/+7/+2|
+8|
+5|
+5| +6, Bonus Feat, Special Ability|
8|
16|
8
13th|+13/+8/+3|
+8|
+5|
+5| -|
8|
17|
8
14th|+14/+9/+4|
+9|
+6|
+6|+7 Special Gear|
9|
18|
9
15th|+15/+10/+5/+1|
+9|
+6|
+6|Bonus Feat, One with Gear|
9|
19|
9
16th|+16/+11/+6/+2|
+10|
+6|
+6|+8 Special Gear, Special Ability, Enchantment|
10|
20|
10
17th|+17/+12/+7/+2|
+10|
+7|
+7|-|
10|
21|
10
18th|+18/+13/+8/+3|
+11|
+7|
+7|+9 Special Gear, Bonus Feat|
11|
22|
11
19th|+19/+14/+9/+4|
+11|
+7|
+7|-|
11|
23|
11
20th|+20/+15/+10/+5|
+12|
+8|
+8|+10 Special Gear, Special Ability, Enchantment, Supurb Ability|
12|
25|
13
[/table]
CLASS FEATURES
ARMOR AND WEAPON PROFICIENCY
ONE WEAPON TYPE (eg Basterd Sword), ONE ARMOR TYPE (eg Heavy) AND ONE SHIELD TYPE (eg Tower)(including exotic)
STARTING EQUIPMENT
One weapon that you specialize in (two if using the two weapon totem), one select shield and one piece of armor (these are the only pieces of armor, weapons or shields you may posses and only one of each, except for those with the two weapon totem get two weapons
SPECIAL GEAR
Through training night and day with only your select weapons, armor and shield, you learn the best way to use them for it's best effect. You earn a bonus to damage, hit, armor bonus, shield bonus, and max dexterity bonus equal to half of you specialist level with those items.
Bonus Feats
A Specialist gains feats from the fighter bonus list but it must involve specializing in a certain weapon (eg. Weapon Specialazation is ok but Dodge is not, fears like slashing fury and very general bonuses are available at DM's discress) your specialist level equals your effective fighter level for presequites.
SPECIAL ABILITIES
Every four levels you may gain an ability from the following list... (They only apply to the weapons, armor and/or shield with which you specialize in)
With the Grain:
You do an additional 1d6 amount of damage on a successful hit
Special:
You can gain this ability multiple times, it's effect stacks.
Absorbed Power:
Your armor has become one with you granting an additional +2 bonus to natural armor
Special:
You can gain this ability multiple times. It's effects stack
Sixth Sense:
Your items have formed a type of empathetic bond. Whenever makeing a spot, sense motive, listen or so on check, you may make two rolls and take the highest roll
Baby's Blanket:
Immune to fear affects when in contact with your special gear.
Signiture Gear:
You have traveled the world and many have heard of your legendary skills. Any enemy attempting to attack you must make a will save DC= 10+1/2 Specialist level+ Str mod or become frightened for 1d4+1 rounds. Those who make a successful save are immune to this affect for 24 hours.
Advanced Training:
You spent more time then average training granting you an additional +1 Special gear bonus.
Special:
You can gain this ability multiple times, it's effects stack.
Wieght Training:
Through years of carrying these items, their weight becomes a very part of you, yourself. All of your gear has an effective weight of 0 to you and you alone.
Extra Large:
You can use your select weapon as one size larger when it benefits you (no extra damage)
ENCHANTMENT
Your link to your gear becomes magical as you use it more and more. You get a bonus to your select weapon(s), shield and armor as a +1 bonus and gain more power every five levels . Every day you may change your power by praying for ten minutes strait while focusing on the power you want. At tenth level you gain 1 more +1 power or trade those for a benefit equivilant to a +2 enhancement and so on.
BY MY SIDE
Your select weapon(s), armor and shield is somehow drawn to you and will always try it's hardest to be in your possession unless you specify otherwise. Your equipment under a continuos returning effect.
IMPERVIOUS
Your select armor, shield and weapons becomes as hard as your bond. Your gear is immune to all damage and sundering effects, but only when you are holding said items.
FREE
Your armor is like a second skin to you. You have no armor check penelty, Movement deduction or max dexterity bonus.
IMBUE
Your gear is your plaything, you can do anything youd like to improve its strengths. You have all feats needed to add enhancement bonuses to your select items. You can use any spell you'd like as if you were a level sorcerer equal to you specialist level and have a caster level equal to your Specialist level. All standard gold and XP costs apply.
ONE WITH ARMOR
Your gear becomes a part of you. It no longer needs to be taken off to rest or swim, it's as if wearing a normal shirt.
SUPURB ABILITIES
Your capstone ability is amazingly powerful just to prove how hard you have trained in your gear. You may choose one of the following abilities...
Familiar Face:
Your gear becomes on giant item familiar and gains one ability for each piece of piece of gear as if you had three separate item familiars with one mind.
Dedicated Training:
Gain a +5 bonus to your special gear class ability.
Now that's Dedication:
Gain one dedicated power for free except for the True Reserection power.
Epic Power:
Gain the equivalent of a +8 or less bonus for one epic power with one price of gear or a three way split of +8 any way you would like.
Maneuvers
You have not only specialized in your specific gear, but you also have chosen a few unique fighting moves for your way of combat...
Hawk Strike:
You attack with hawk-like precision gaining a +5 to all attack rolls made that round.
Draining Strike:
You deal one point of ability damage to any ability of your choice with each attack landed that round
Flameing Strike:
You summon fire into your weapon for one round and deal an extra 1d6 fire damage per hit for that round
Chill Strike:
Your hands shiver as ice flows through your weapon dealing an extra 1d6 cold damage for every successful hit that round
Shocking Strike:
You twitch as power surges through your weapon and you deal an extra 1d6 electricity with each successful hit.
Acidic Strike:
You hear a sizzling noise as your weapon is bathed in acid dealing an extra 1d6 acid damage on each successful hit on your next turn
Lucky Dive:
You somehow know what your opponents next attack will be granting you a +5 bonus to your dodge bonus to AC.
Brace for Impact:
You cover your vitals and get ready for the attack of your life. You gain 10/- damage reduction and can not be knocked below 1hp that turn
Make it count:
You focus all of your power into one final blow to end any resistance by your target. You make only one attack but if it hits you deal quadruple damage and the opponent is unconscious for 1d4+2 rounds unless he makes a fortitude save DC= 10+ Str mod+ 1/2 Specialist class levels.
Leap of Faith:
You put all of your force into a giant leap. You gain plus 10 on your next jump check but it must be made within five rounds of using this ability
Confusing Blow:
You attack an opponents head to make him forget the last hour.Fortitude negates, DC=10+Str mod+1/2 Specialist level
Speedy Attack:
You may make one extra attack at your highest BAB your next round
Hit and Run:
You attack normally but can also go four times your normal speed before or after the attack
Sundering Strike:
You gain a +10 bonus on a sunder attempt and may bypass hardness on objects like swords, shields, armor, ect..
Two for One:
You can spend three maneuvers to use two different maneuvers in one round.
Dirty Fighting:
You throw any material you can find into your opponents eyes attempting to blind him. Fortitude negates, DC= 10+Str mod+1/2 Specialist level
Jumpy:
Your constant movement is so unpredictable many swing and are a mile off because you zigged when they thought you'd zag. You gain a 10% miss chance for the next round.
I Know that Guy:
You gain a knolege check to recognize any human or monster with a plus 15 bonus.
I <3 U:
You gain more familiarity with one subject and that person starts out one step closer to friendly for one minute
Pass it on:
You may spend two daily maneuvers to give an abilities benefits to 1 teammate
Shhhh... I'm hiding:
You gain the "hide in plane sight" ability for 10 rounds.
Aspect of the Squid:
You may lunge at your opponent once per turn for 5 turns, attempting a grapple with a +5 bonus as a move action. If it works you wrap your arms and legs around any target who is at most one size larger that you. He can not move but may attempt a strength check to break free (DC= 10+Str mod+1/2 Specialist level). While grappling you and your opponent may not attack but you deal 2d6+4 bludgoening damage every turn and may use any bite attack available to you. This lasts for 2d6+3 rounds or until subject breaks free
STANCES
You don't only specialize in weapons, you know your stances so well that there almost second nature.
Cat's Finnese:
You move with the grace of a cat granting you a +4 bonus to Dex
Bull's Rage:
Immense power is all you need to take the battlefield by storm. You gain a +4 bonus to Strength.
Bear's Might:
You grit your teeth and go at your enemy with full force granting a +4 bonus to Con
Mule:
You have trained with weights on your back night and day and can carry far more than normal, you can carry double your max.
Skake in the Grass:
Your movements are as a snake makeing you hard to hit, you gain a dodge bonus equal to 1/4 your specialist level
Acurate Blows:
All attacks made gain a bonus to hit equal to 1/4 you Specialist level
Powerfull Form:
You strike with all your power granting a bonus equal to 1/4 your Specialist level to all melee damage done by you.
Braceing Stance:
Your gain a -5 penalty to your dodge bonus as you are sure of you doom. You get ready to push back the attack the best you can. You gain damage reduction equal to 1/2 your Specialist level
Elegant Pose:
You stand with great posture and poise, all non-hostile creatures that speak your language start of one step closer to friendly to you
Special:
It's effects stack with any other form of magical friendliness
Dimunuitive Build:
You gain every trait of a creature one size smaller than you, but only the ones that benefit you.
Greater Build:
Gain all of the traits of a creature one size larger than you (but only the ones that benefit you)
Spider Form:
Gain a climb speed of 20ft or adds 20ft to any other climb speed.
(so what do you think :smallbiggrin:?)
Need more ideas for stances and maneuvers. Please post ideas in this thread!