PDA

View Full Version : Fighter Remix Reloaded [3.5/Legend, Ready to Play]



Ziegander
2011-05-30, 12:35 AM
The Fighter

http://www.wizards.com/dnd/images/mhbk_gallery/76949_CN.jpg

Alignment: Any
Hit Die: 1d12

"Fear me, the last King of Men, and know this: by Eldanil, the blade broken, I shall cut you down!" - Eldorado, Human Fighter.

Making a Fighter
A Fighter is a warrior of consummate skill who excels upon the front lines, but while a Warblade relies on glorious and meticulous martial arts or a Mageknight empowers his strikes with arcane might, a Fighter supplements his exceptional combat training with an heirloom of legendary power.

In every story featuring a warrior of great deed, every myth or legend, the hero acquires or possesses a mighty magical item. Whether our hero freed the sword from the stone or discovered the ring within a cave he wields it in the name of his quest.

The coming of the hero and his icon are foretold, by ancient scrolls, or by signs in the stars, or by oracles in ivory towers. The omen of his quest is something that has been awaited by monarchs and commoners alike. The herald of a new dawn.

The Fighter exemplifies this mythic hero through and through. He is the foretold champion and bearer of ancient relics. Through him comes the hope or the doom of the world. Through him comes the founding of a new legacy and the ushering in of a new era.

Abilities: Like all front-liners a Fighter benefits from a high score in Strength, Dexterity, and Constitution. However, unlike a Barbarian, a Fighter knows that there is much more to combat than the physical side. Depending on his Heroic Legacy and his Combat Training (see below), a Fighter may value any of his Intelligence, Wisdom, or Charisma just as highly as any of his physical ability scores. An Intelligent Fighter is skilled and capable of drawing upon a wide variety of knowledge to borrow tactics from the mages. A Wise Fighter is cunning, able to watch the battlefield at all times and read his foes like books. A Charismatic Fighter is as gracious as he is intimidating, constantly haranguing the battlefield through the force of his personality.

Races: The Fighter class is one born out of any culture that produces both elite warriors and powerful artifacts. In fact, a Fighter would argue that in some cases each in turn forges the other. Human nations wield implements of practical yet sophisticated design, turning out Fighters whose legacies often coincide with the ambitious and adaptable nature of their race. Dwarf nations use tools of intricate and enduring stonework. Their legacies are wielded by Fighters of exceptional strength and impossible toughness. Elf nations create delicate and beautiful works of art, yielding legacies for graceful and esoteric Fighters.

Starting Gold: 5d6x10 (average 175gp).
Starting Age: As Fighter.



Level
BAB
Fort
Ref
Will
Special


1st
+1
+2
+2
+0
Bonus Feat, Heroic Legacy


2nd
+2
+3
+3
+0
Bonus Feat


3rd
+3
+3
+3
+1
Combat Training


4th
+4
+4
+4
+1
Heroic Legacy


5th
+5
+4
+4
+1
Bonus Feat


6th
+6/+1
+5
+5
+2
Combat Training


7th
+7/+2
+5
+5
+2
Heroic Legacy


8th
+8/+3
+6
+6
+2
Bonus Feat


9th
+9/+4
+6
+6
+3
Combat Training


10th
+10/+5
+7
+7
+3
Heroic Legacy


11th
+11/+6/+1
+7
+7
+3
Bonus Feat


12th
+12/+7/+2
+8
+8
+4
Combat Training


13th
+13/+8/+3
+8
+8
+4
Heroic Legacy


14th
+14/+9/+4
+9
+9
+4
Bonus Feat


15th
+15/+10/+5
+9
+9
+5
Combat Training


16th
+16/+11/+6/+1
+10
+10
+5
Heroic Legacy


17th
+17/+12/+7/+2
+10
+10
+5
Bonus Feat


18th
+18/+13/+8/+3
+11
+11
+6
Combat Training


19th
+19/+14/+9/+4
+11
+11
+6
Heroic Legacy


20th
+20/+15/+10/+5
+12
+12
+6
Bonus Feat, Living Legend



Class Skills (6 + Int modifier): Appraise, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Escape Artist, Handle Animal, Heal, Intimidate, Jump, Knowledge (Any), Listen, Profession, Ride, Sense Motive, Spot, Survival, Swim, Tumble, and Use Magic Device.

Weapons and Armor Proficiency: A Fighter is proficient with all simple and martial weapons, with light, medium, and heavy armors, and with all shields (including Tower Shields).

Bonus Feats: As usual, except you get three fewer, drawn from the list of Fighter Bonus Feats (along with some new feats below).

Heroic Legacy (Ex): Whether by birthright or by happy chance a Fighter is inheritor to an age of heroes. Perhaps he is the last of his kind, the one final champion to stand unflinching into the bloody maw of evil. Perhaps he is a reluctant savior, thrust into a conflict that only he can finish, for better or worse. Whatever the case, where once stories were told to the Fighter of other men, now other men will be told stories of the Fighter.

A Fighter is destined to do great or terrible things, and perhaps chief among them is to wield an item of legendary power and significance against his foes. His coming ushers in a new era, foretold by the sign of the man that awakens the world.

At 1st level and every three levels thereafter, by choosing one of the abilities in the spoiler below, a Fighter begins to awaken the power destined to be his. The first ability you select must be an Omen. This Omen is but a taste of the power you will soon master, and marks an item you own as something more than mundane.

When you select an Omen, choose an item in your possession. That item becomes masterwork quality, and while you hold it, wear it, or otherwise clearly display it the item exhibits extraordinary, magical, even supernatural behavior.

After you have selected an Omen you cannot select another Omen. At 4th level and every third level afterward you must select another Legacy ability. All Heroic Legacy abilities you choose at 4th level and onward apply to the item you chose upon selecting an Omen.

When you display your item's Omen you also draw attention to yourself. Other creatures will quickly notice the power inherent in your legacy and, especially if they know it's potential, will attempt to take possession. With a Knowledge (History) check, DC 15, any creature (including yourself) can recall the name of your held item (make one up). For every 5 points a creature beats the DC it is able to identify one of your Heroic Legacy features. Retry is only possible after the creature gains a level or racial hit die.

Any time you attack a foe, if that foe knows of your item's Omen, it must succeed on a Will save, DC 10+1/2 Fighter level+Your Charisma modifier+Your number of Heroic Legacy features, to avoid spending its next round in pursuit of defeating you and stealing your item. When a creature fails, for 1 round, it must include you as a target or within the area of any attack or harmful effect it uses, and it must use movement to approach you if it has no ranged effects.

Though your enemies may try to steal your Legacy item, only you can properly wield it. While you do not hold, wear, or display your item neither your item's Omen or its Heroic Legacies function (unless otherwise noted). Likewise, not even another Fighter can steal your Legacy item and gain access to your item's powers. However, any Fighter, including you, may take possession of another Fighter's Legacy item and with a Use Magic Device check made as a swift action (DC 20 +5/Heroic Legacy) utilize that item's power for 1 round, and 1 round only.

Omen Menu
Note: For all purposes your chosen Omen is also considered a Heroic Legacy.

Tranquility [Omen]
While you hold, wear, or otherwise display your item you gain a +2 bonus to will saves and exude a constant Calm Emotions aura as the spell. Once per day/Heroic Legacy, while holding, wearing, or displaying the item you may attempt a DC 15 Concentration check as a swift action. If you succeed you regain 1d8 hit points. For every 5 points you exceed the check DC you regain an additional 1d8 hit points.

Foeseeker [Omen]
You needn't hold, wear, or display your item to display this Omen. When you gain this Omen choose a type of creature and some type of signal. Whenever the chosen type of creature approaches within 60ft of your item, whether you hold/wear/display it or not, the item produces the chosen signal, indicating the presence (though not the exact location) of the chosen type of creature(s).

Additionally, you deal +1 damage/Heroic Legacy and automatically overcome all damage reduction against the chosen type of creature while you hold, wear, or display your item.

Once per day/Heroic Legacy, when you damage a creature of the chosen type with an attack, the attack deals an extra 1d6 damage/Heroic Legacy of the same type(s).

Evening Star [Omen]
While you hold, wear, or display your item you may cause it to produce illumination equivalent to the Light spell at-will, though you may choose any shape or form for the illumination from torchfire to a illusionary cloud of fireflies, to pure radiance.

Invisible creatures within this light do not get the +2 bonus on attack rolls and suffer a -1 penalty to saving throws and AC/Heroic Legacy. Creatures get a +5/Heroic Legacy bonus to Listen and Spot checks made to pinpoint invisible creatures within the light.

Once per day/Heroic Legacy, as a standard action, you may teleport in a flash of light up to a distance equal to 20ft/Heroic Legacy. Creatures adjacent to your starting point must succeed on a Fort save (DC 10+1/2 Fighter level+Constitution modifier) to avoid being blinded for 1 round. Creatures that succeed on their saves are Dazzled for 1 round.

Rune-carved Reputation [Omen]
Upon your chosen item, runes are etched, however tiny they must be to cover the item, detailing events in your life. Any creature with an Intelligence score 10 or higher that sees or hears you knows your name, even if they don't know how. With a DC 10 Intelligence check any creature with an Intelligence score 10 or higher can recall a story they've heard about you, even if it isn't true.

While you hold, wear, or display your item you gain a +2 bonus on all Bluff, Diplomacy, and Intimidate checks.

While you hold, wear, or display your item, once per day/Heroic Legacy you may duplicate the effects of Bardic Music to produce an Inspire Courage effect as a Bard of your class level.

Everything Burns [Omen]
While you hold, wear, or display your item it is warm to the touch and begins to grow hotter, glowing red or white if made of metal. Creatures that touch or are hit by the item are dealt 1 point of fire damage/Heroic Legacy and you ignore an amount of Fire Resistance up to your Fighter level (even Fire Immunity is reduced to Fire Resistance 50, then an appropriate amount of that Resistance is ignored).

Once per day/Heroic Legacy, as an immediate action, you may cause the item to flare up dealing a creature that touches or is hit by the item an additional 1d6 fire damage/Heroic Legacy. The damaged creature must succeed on a Reflex save (DC 10+1/2 Fighter level+Strength modifier) to avoid catching fire for 1 round per class level. These flames are supernatural and require 1 entire round to put out.

Tongues [Omen]
Add the Perform skill to your list of class skills.

While you hold, wear, or display your item any creature within 30ft of you is able to understand your language. You gain a +2 bonus to all Diplomacy, Gather Information, Perform, and Sense Motive checks.

Once per day/Heroic Legacy you may duplicate the effects of Sirensong (http://www.giantitp.com/forums/showthread.php?t=199131) to produce a Distraction or Fascinate effect as a Beguiler of your class level.

Resilience [Omen]
For each Heroic Legacy you've gained (including this one), your item's Hardness increases by 3 and it's hit points increase by 10, in addition to any increases gained by enhancement. Damage dealt to your item is healed at the rate of 1 hit point per hour/Heroic Legacy.

For each Heroic Legacy, while you hold, wear, or display the item you gain Hardness 1 and 3 temporary hit points. Temporary hit points gained this way last for 24 hours (in this way you cannot simply hold the item, get hit, and then hold it again to "heal" yourself).

Ophidian [Omen]
While you hold, wear, or display the item your tongue becomes thinner, narrower, black, and forked. You gain the ability to taste through smell and vice versa as well as the ability to influence snakes as if through Wild Empathy (http://www.d20srd.org/srd/classes/druid.htm). You gain the Scent quality, a +2 bonus to Survival checks, a +2 bonus to saving throws vs Disease and Poison, and one extra 5ft step per round/Heroic Legacy.

Absolute Chill [Omen]
While you hold, wear, or display the item it begins to grow cold to the touch, gathering frost, and chilling creatures other than you to the bone. Creatures that touch or are hit by the item are dealt 1 point of cold damage/Heroic Legacy and you ignore an amount of Cold Resistance up to your Fighter level (even Cold Immunity is reduced to Cold Resistance 50, then an appropriate amount of that Resistance is ignored).

Once per day/Heroic Legacy, as an immediate action, you may cause the item to flare up dealing a creature that touches or is hit by the item an additional 1d6 cold damage/Heroic Legacy. The damaged creature must succeed on a Fortitude save (DC 10+1/2 Fighter level+Constitution modifier) to avoid being Immobilized for 1 round then Slowed for 1 round per class level. A creature whose save succeeds is still Slowed for 1 round.

Pelta Lunata [Omen]
Add the Control Shape (http://www.d20srd.org/srd/monsters/lycanthrope.htm) skill (bottom of page) to your list of class skills and choose two ability scores.

While you hold, wear, or display your item, you are considered a Shifter in terms of race requirements and you gain the Shapechanger subtype. While under the light of the moon, once per day/Heroic Legacy you may, as a free action, make a Control Shape check DC 15. If your check succeeds you "shift" gain a +2 bonus to the chosen ability scores and gain two natural Claw attacks dealing 1d4 damage for a medium character. This state lasts for a number of minutes equal to your class level, or until you spend at least 1 minute apart from moonlight. For every 5 points you beat the Control Shape check you may add +1 to your chosen ability scores OR gain the benefit of any [Shifter] feat you qualify for.

If under the light of a full moon, you automatically shift, consuming one of your uses per day, and the duration of the effect lasts indefinitely or until you spend at least 8 hours apart from the full moonlight.

The Control Shape skill may be used to prematurely end a shift, even while under moonlight, as normal using the Return to humanoid form DCs.

While shifted you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. You can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.

Ghostfolly [Omen]
Add Hide and Move Silently to your list of class skills.

While you hold, wear, or display your item you are unable to be tracked unless you wish it and you exude no scent. You gain a +2 bonus on all Hide and Move Silently checks. You are under the constant protection of a Nondetection effect as the spell, and once per day/Heroic Legacy you may produce a Modify Memory effect as the spell.

Blood Begets Blood [Omen]
While you hold, wear, or display your item, wounds you inflict seep blood, dealing additional damage over time. Anytime you deal damage to a creature or an object the damaged thing suffers 1 point of bleed damage per round/Heroic Legacy for 1 minute, or 10 minutes if you scored a critical hit. The bleeding can be stopped with a Heal check DC 10 +5/Heroic Legacy or by any effect that restores at least 1 hit point/Heroic Legacy.

When reduced to -1 or more hit points you automatically stabilize.

With 8 or more hours of rest you regain hit points equal to 1/Heroic Legacy.

Witch Hammer [Omen]
Choose a signal for your item. Whenever a spellcaster or creature capable of using spell-like abilities approaches within 60ft of your item, whether you hold/wear/display it or not, the item produces the chosen signal, indicating the presence (though not the exact location) such creature(s).

While you hold, wear, or display your item you gain a +2 bonus to saving throws against against spells or spell-like abilities.

Once per day/Heroic Legacy you may ready an action to make a Knowledge (Arcane) check when a spell is cast or a spell-like ability is used within your line of sight. The DC of the check is 10 +4/spell level, and if it succeeds the spell or spell-like ability fizzles as if countered and is wasted.

Sight Beyond Sight [Omen]
While you hold, wear, or display your item you may focus your vision at-will as a standard action gaining the benefits of a magnifying glass, a spyglass, or See Invisibility as the spell for 1 round. Among other things, this allows you to perfectly calculate the distance between you and any target. You also gain low-light vision if you didn't already have it. If you did have low-light vision you gain darkvision if you didn't already have it.

For 1 round per day/Heroic Legacy, activated as a free action, you may gain the benefit of True Seeing as the spell.

Lorestealer [Omen]
Add Decipher Script and Spellcraft to your list of class skills.

You gain a +2 bonus to all Knowledge checks.

Choose a signal for your item. Whenever a prayer book, spellbook, or scroll approaches within 60ft of your item, whether you hold/wear/display it or not, the item produces the chosen signal, indicating the presence (though not the exact location) of such.

Once per day/Heroic Legacy, you may prepare and cast a single spell from any prayer book or spellbook you possess so long as you understand the script it is written in and have identified the spell. The spell's level may not be higher than 1/Heroic Legacy.

Measure the Man [Omen]
While you hold, wear, or display your item you may observe any creature within 30ft for 3 rounds. If you do you learn any skills the creature has ranks in, how many ranks, and all feats the creature possesses.

Once per day/Heroic Legacy, as a swift action, you may make an Appraise check to produce a Detect Thoughts effect as the spell against any creature you have observed for 3 or more rounds. The check DC is 12 + the CR of the creature, while he save DC to resist the effect is 10+1/2Fighter level+Wisdom modifier. You may maintain concentration on the effect as a free action.

Any creature whose thoughts you detect loses the benefits of any feats the two of you share and automatically fails skill checks if you possess as many or more ranks in the same skill.

Sanctified [Omen]
While you hold, wear, or display the item weapons you wield are always treated as if they were aligned to match your alignment (Good aligned if you're Good, etc). Furthermore, you gain DR X/alignment where X equals the number of Heroic Legacy features you have and alignment corresponds to the alignments that oppose your own (Evil if you are Good, but Chaotic and Evil if you are both Lawful and Good).

Once per day/Heroic Legacy, you may produce a Protection from [Alignment] effect as the spell, but only to protect yourself and only from an alignment which opposes your own.

Mindsplinter [Omen]
While you hold, wear, or display the item creatures within 5ft/Heroic Legacy with an attitude toward you of unfriendly or worse are dealt 1 point of nonlethal sonic damage/Heroic Legacy per round. You ignore an amount of Sonic Resistance up to your Fighter level (even Sonic Immunity is reduced to Sonic Resistance 50, then an appropriate amount of that Resistance is ignored).

Once per day/Heroic Legacy, as a standard action that doesn't provoke attacks of opportunity, you may deal 1d8 points of sonic damage/Heroic Legacy to all creatures within 10ft, confusing them for 3 rounds. Those creature are entitled to a Fortitude save DC 10+1/2 Fighter level+Wisdom modifier to halve the damage and negate the confusion.

Beastmaster [Omen]
You gain the Wild Empathy (http://www.d20srd.org/srd/classes/druid.htm) feature as a Druid of your class level and a +2 bonus to Handle Animal, Ride, and Wild Empathy checks.

While you hold, wear, or display you may speak with animals as well as magical beasts as if via the Speak with Animals spell.

Once per day you may produce a Summon Nature's Ally effect as the spell with a level up to 1/Heroic Legacy. The duration of the effect is 24 hours rather than 1 round per level and the summoned creature(s) gains benefits as if it were your Animal Companion and you possessed an effective Druid level of half your Fighter levels (rounded down).

The Traveler [Omen]
While you hold, wear, or display your item you benefit from a constant Endure Elements effect as the spell, you ignore up to 10ft of difficult terrain per round, and you are immune to fatigue.

You gain a +2 bonus to all Balance, Escape Artist, Jump, Survival, and Tumble checks

You gain a +4 bonus to all Climb and Swim checks and can take 10 with either skill even when you are distracted or threatened.

Finally, for 1 round per day/Heroic Legacy, activated as a free action, you may gain the benefit of Freedom of Movement as the spell.

Lion's Roar [Omen]
While you hold, wear, or display your item you gain a +2 bonus on all charisma-based checks, as well as a +2 bonus to all Intimidate checks (for a total +4 bonus to Intimidate).

Once per day/Heroic Legacy, as a standard action you may clearly present your item causing it to release a mighty roar that can be heard for roughly 1 quarter mile. Unfriendly creatures in that area that can see you are shaken for 1 minute. Unfriendly creatures in that area, that you threaten, are deafened for 3 rounds and must succeed on a Will save (DC 10+1/2 Fighter level+Charisma modifier) or become frightened for 1 minute.

Stormchaser [Omen]
While you hold, wear, or display your item it buzzes and quivers, static electricity sparking all over it. Creatures that touch or are hit by the item are dealt 1 point of electricity damage/Heroic Legacy and you ignore an amount of Electricity Resistance up to your Fighter level (even Electricity Immunity is reduced to Electricity Resistance 50, then an appropriate amount of that Resistance is ignored).

Once per day/Heroic Legacy, as an immediate action, you may cause the item to flare up dealing a creature that touches or is hit by the item an additional 1d6 electricity damage/Heroic Legacy. The damaged creature must succeed on a Will save (DC 10+1/2 Fighter level+Dexterity modifier) or become entangled for 1 round per class level. At the start of the entangled creature's round it takes 1d6 additional electricity damage. A creature entangled in this way may spend 1 entire round shrugging the effect off.

Shadow Eater [Omen]
While you hold, wear, or display your item, at-will, as a standard action you may draw surrounding shadows into the item, effectively turning non-magical darkness into shadowy illumination or shadowy illumination into bright illumination within a 30ft area and causing your item to appear as if shaped by an empty blackness. This effect lasts for 1 minute per Fighter level. Creatures that touch or are hit by the item while this effect persists are dealt 1 point of negative energy damage/Heroic Legacy.

Once per day/Heroic legacy, as a standard action you may expel the blackness from your item to produce a magical Darkness effect as the spell, or a Deeper Darkness effect with three or more daily uses.

Heroic Legacies

Magic Vestment
Prerequisite: Omen item must be armor, clothing, or a shield.
Benefit: Your chosen item gains a +1 enhancement bonus per four Fighter levels granting it additional hardness and hit points as well as increasing your armor class.

This enhancement bonus is added to armor's armor bonus or a shield's shield bonus and gives any enhanced clothing an armor bonus of +1 or higher.

This enhancement bonus does not stack with any existing enhancement bonus possessed by the item.

Greater Magic Vestment
Prerequisite: Magic Vestment, Fighter level 10
Benefit: Your item gains an additional +1 effective enhancement bonus per four Fighter level which may be used only to add magical armor/shield properties to the item such as glamered or fortification. You may save these effective enhancement bonuses as you gain levels in order to qualify for a more powerful property later.

This effective enhancement bonus does not increase your armor class.

Magic Weapon
Prerequisite: Omen item must be a manufactured weapon
Benefit: Your chosen item gains a +1 enhancement bonus per four Fighter levels granting it additional hardness and hit points as well as increasing your attack and damage rolls made with it.

This enhancement bonus does not stack with any existing enhancement bonus possessed by the item.

Greater Magic Weapon
Prerequisites: Magic Weapon, Fighter level 10
Benefit: Your item gains an additional +1 effective enhancement bonus per four Fighter level which may be used only to add magical weapon properties to the item such as flaming or wounding. You may save these effective enhancement bonuses as you gain levels in order to qualify for a more powerful property later.

This effective enhancement bonus does not increase your attack or damage rolls.

Resistance
Prerequisites: Fighter level 8
Benefit: While you hold, wear, or display your item you gain a +1 resistance bonus on all saving throws per four Fighter levels.

Skill Enhancement
Prerequisites: 5 ranks in any skill
Benefit: Choose a single skill in which you have 5 or more ranks. While you hold, wear, or display your item you gain a +5 circumstance bonus to checks with the chosen skill per four Fighter levels and once per day per Heroic Legacy you may reroll one skill check of the chosen skill.
Special: You may take this Legacy any number of times. Choose a new skill each time you take it.

Ability Enhancement
Prerequisites: None.
Benefit: Choose one of your ability scores. While you hold, wear, or display your item you gain a +1 enhancement to the chosen ability score per Heroic Legacy (to a maximum of +6). Once per day per Heroic Legacy you may take 20 on an ability check of the chosen score.
Special: You may take this Legacy up to six times, choosing a new ability score each time.

Deflection
Prerequisites: Fighter level 8
Benefit: While you hold, wear, or display your item you gain a +1 deflection bonus to AC per four Fighter levels.

Resist Energy
Prerequisites: None.
Benefit: Choose one type of energy from among acid, cold, electricity, fire, or sonic. While you hold, wear, or display your item you gain Energy Resistance 5/Heroic Legacy against the chosen type of energy. This Energy Resistance stacks with all others you already possess against the same type of energy.

If this Legacy would cause you to have more than Energy Resistance 30 to any type of energy your Energy Resistance is replaced with Energy Immunity.

Wizardry I (or II or III or IV or V or VI)
Prerequisites: Knowledge (Arcane) 3 ranks (or 6 ranks or 9 ranks or 12 ranks or 15 ranks or 18 ranks respectively)
Benefit: Choose a single 1st (or 2nd or 3rd or 4th or 5th or 6th) level spell from the Wizard/Sorcerer spell list. Three times per day, by touching the item and speaking a command word, you (and only you) may use the chosen spell as a spell-like ability with a caster level equal to your Fighter level.
Special: Gaining Wizardry II or higher does not require lower versions of the same ability.
Special: You may take this Legacy any number of times.

Mysticism I (or II or III or IV or V or VI)
Prerequisites: Knowledge (Religion) 3 ranks (or 6 ranks or 9 ranks or 12 ranks or 15 ranks or 18 ranks respectively)
Benefit: Choose a single 1st (or 2nd or 3rd or 4th or 5th or 6th) level spell from the Cleric spell list. Three times per day, by touching the item and speaking a command word, you (and only you) may use the chosen spell as a spell-like ability with a caster level equal to your Fighter level.
Special: Gaining Mysticism II or higher does not require lower versions of the same ability.
Special: You may take this Legacy any number of times.

Shamanism I (or II or III or IV or V or VI)
Prerequisites: Knowledge (Nature) 3 ranks (or 6 ranks or 9 ranks or 12 ranks or 15 ranks or 18 ranks respectively)
Benefit: Choose a single 1st (or 2nd or 3rd or 4th or 5th or 6th) level spell from the Druid or Wu Jen spell lists. Three times per day, by touching the item and speaking a command word, you (and only you) may use the chosen spell as a spell-like ability with a caster level equal to your Fighter level.
Special: Gaining Shamanism II or higher does not require lower versions of the same ability.
Special: You may take this Legacy any number of times.

Latent Power I (or II or III or IV or V or VI)
Prerequisites: Knowledge (Psionics) 3 ranks (or 6 ranks or 9 ranks or 12 ranks or 15 ranks or 18 ranks respectively)
Benefit: Choose a single 1st (or 2nd or 3rd or 4th or 5th or 6th) level psionic power from any power list. Three times per day, by touching the item and speaking a command word, you (and only you) may manifest the chosen power as a Psi-like ability.
Special: Gaining Latent Power II or higher does not require lower versions of the same ability.
Special: You may take this Legacy any number of times.

Incantation I (or II or III or IV)
Prerequisites: Knowledge (Arcane) 4 ranks, Knowledge (Nature) 4 ranks, Knowledge (Planes) 4 ranks, Knowledge (Religion) 4 ranks (or 8 ranks or 12 ranks or 16 ranks)
Benefit: Choose a single Least (or Lesser or Greater or Dark) invocation from the Warlock or Dragonfire Adept lists. Any time you touch the item, any number of times per day, you may use that invocation with a caster level equal to your Fighter level.
Special: Gaining Incantation II or higher does not require lower versions of the same ability.
Special: For the purposes of this legacy Eldritch Blast and Breath Weapon may both be treated as Least invocations and Breath Effects as Least, Lesser, Greater, and Dark invocations corresponding to minimum levels 2, 5, 10, and 15 respectively. An Eldritch Blast or Breath Weapon gained in this way deals 1d6 damage per Heroic Legacy.
Special: You may take this Legacy any number of times.

Sublime Art
Prerequisites: None.
Benefit: This Legacy works much like the Martial Study feat, however, you may take it more than three times, and even though you are not an initiator, for the purposes of gaining maneuvers and initiating those maneuvers you have an effective initiator level equal to your Fighter level.

When you take this Legacy choose a discipline of martial maneuvers. The key skill for the discipline becomes a class skill for all your classes. Select any one maneuver or stance from the chosen discipline for which you meet the prerequisites. Once per day/Heroic Legacy, as a swift action, you may recover all of your expended maneuvers.
Special: You may take this Legacy any number of times, each time you may choose a new discipline or one that you have already chosen.

Vestige Bound I (or II or III or IV or V or VI)
Prerequisites: Knowledge (Planes) 3 ranks (or 6 ranks or 9 ranks or 12 ranks or 15 ranks or 18 ranks respectively)
Benefit: Choose a single 1st (or 2nd or 3rd or 4th or 5th or 6th) level Vestige. You gain the Soul Binding class feature, as a Binder. You have an effective Binder level equal to your Fighter level.

Once per day, while touching the item, you may summon and attempt to bind with the chosen vestige through the use of your Soul Binding feature. Because a splinter of the vestige itself is within your item you have no need to draw the vestige's sign, although you do need to make the normal Binding check, which takes between 1 full round (at -10 to your check) and 1 minute, as normal.
Special: Gaining Vestige Bound II or higher does not require lower versions of the same ability.
Special: You may take this Legacy any number of times. Though no matter how many times you take it you may only bind with a single Vestige at a time.

Constant Effect
[...]

Constant Companion
[...]

much more to come...


Combat Training (Ex): More than anything, a Fighter is focused on bloody, gritty, face-to-face combat. A Fighter prefers to look his foes in the eyes when he sends them to the afterlife. At 3rd level and every three levels thereafter, by choosing one of the following, a Fighter exerts his mastery of combat over the battlefield in new ways:


Battlefield Terror: A Fighter may use the Intimidate skill even on creatures that are immune to fear or are non-intelligent, although these creatures get a +5 bonus to their opposed check.

A Fighter adds his Strength modifier to Intimidate checks in addition to his Charisma modifier, and only adds either modifier if it's positive.

Once per encounter, a Fighter may attempt to demoralize a target he just hit with a melee attack as a free action.

Mass Demoralization: Requires Battlefield Terror. Required level 6. The Fighter may choose to use the Demoralize Opponent option against any creatures within 5ft per Fighter level.

Rapid Demoralization: Requires Battlefield Terror and Mass Demoralization. Required level 12. The Fighter may use the Demoralize Opponent option as a swift action.

Trained Reflexes: This ability works just like the Combat Reflexes feat (and counts as such for the purposes of prerequisites) except that the Fighter gains additional attacks of opportunity each round equal his Dexterity modifier or 1/2 his class level, whichever is higher.

Combat Superiority: Requires Combat Reflexes or Trained Reflexes. Whenever a creature within the Fighter's threatened area performs an action other than attacking the Fighter, including movement (even 5ft steps), that creature provokes an attack of opportunity from the Fighter. Further, the Fighter has a +4 insight bonus to attack rolls made as part of an attack of opportunity.

Cover: Requires Combat Reflexes or Trained Reflexes. Required level 9. Whenever an ally within the Fighter's threatened area is within the area of, or included as a target of any effect requiring a Reflex save, the Fighter may spend an immediate action to enter that ally's square. This movement doesn't provoke attacks of opportunity. If he does, his ally is pushed into any open adjacent square of the ally's choice, or knocked prone if there is no open square. The Fighter blocks line of sight to his ally and grants it total cover, but is himself exposed to the effect and automatically fails any associated Reflex save. The Fighter does not count as his own ally for the purpose of this ability.

When a Fighter uses Cover he gives up one of his attacks of opportunity for the round.

Extend Reach: Required level 6. Add 5ft to your reach. This may be taken a second time.

Supreme Reach: Requires Extend Reach. Required level 12. Add 10ft to your reach.

Exceptional Speed: Increase all movement speeds by 10ft. This training may be taken any number of times.

Tactical Relocation: Requires Exceptional Speed. As an immediate action, you move 10ft but lose your move action next round.

Abundant Step: Requires Exceptional Speed and Tactical Relocation. Required level 12. As a swift or immediate action you may teleport a distance up to half your highest speed. The destination of this teleport must be within your line of sight. If you use Abundant Step when it isn't your turn you lose your move action next round.

Uncanny Dodge: As Barbarian. Taking this a second time grants Improved Uncanny Dodge.

Pounce: At the end of a charge you may make a full attack.

AC Bonus: While you wear light or no armor you may add your Wisdom bonus to your AC. While you wear no armor you gain a bonus to AC equal to +1 per four Fighter levels. This bonus applies against touch attacks and while you are flat-footed, but not while you are helpless or stunned.

Cunning: Requires AC Bonus and Uncanny Dodge. Required level 12. You are never flat-footed and are always able to act in the surprise round.

Unarmed Strike: As Monk.

Weapon Flurry: As Flurry of Blows but with any weapon for which you are proficient.

Evasion: As Monk.

Penetrating Blow: Overcome DR as if with a magic weapon while wielding any type of weapon (manufactured or natural). Taking this a second time allows you to overcome DR as if with a silvered and cold iron weapon. Taking this a third time allows you to overcome DR as if with an adamantine weapon.

Improved Evasion: Required level 9th. As Monk.

Alacritous Strikes: Requires Exceptional Speed and Weapon Flurry. Required level 9. You may make a full attack as a standard action.

Greater Flurry: Requires Weapon Flurry. Required level 12. As Monk but with any weapon for which you are proficient.

Aura of Courage: You are immune to fear. Allies within 10ft of you gain a +4 bonus to saving throws against fear effects.

Smiting Strike: Once per encounter you may add your Charisma modifier to an attack roll. If the attack hits you deal 1d6 extra damage. This training may be taken any number of times, each time grants an extra Smiting Strike per encounter and your Smiting Strikes deal an extra 1d6 damage.

The second time you take Smiting Strike, a target struck by your Smiting Strikes becomes Fatigued.

The fourth time you take Smiting Strike, a target struck by your Smiting Strikes becomes Exhausted.

The sixth time you take Smiting Strike, a target struck by your Smiting Strike must succeed on a Fort save (DC 10+1/2 Fighter level+Strength modifier) or become permanently Paralyzed, or, if immune, Dazed for 1 round and Staggered until it gets 8 hours of rest.

Sneak Attack: As Rogue. This training may be taken any number of times, each time grants 1d6 extra damage on sneak attacks.

Array of Stunts: Required level 12. The Fighter is able to use either two swift actions, one swift action and one immediate action, or two immediate actions per round as he sees fit.

Combat Logistics: Requires Exceptional Speed, Extend Reach, and Array of Stunts. Required level 18. If you are not Fatigued or Exhausted, once during your turn you may take an extra move or standard action. If you do you may not do so again for 1d4 rounds, during which time you are Fatigued.

Crippling Strike: Requires Sneak Attack. Required level 12. As Rogue.

Defensive Roll: Required level 12. Once per encounter, when an attack would deal you enough damage to reduce you to 0 or fewer hit points you may make a Reflex save DC 10+CR of the attacker. If your save succeeds you take no damage at all.

Opportunist: Required level 6. Whenever a creature you threaten is hit by a melee attack from a creature other than you, you may make an attack of opportunity against the struck creature.

Devastating Reflexes: Requires Combat Reflexes or Trained Reflexes, and Combat Superiority. Required level 18. Whenever the Fighter makes an attack of opportunity, it is treated as if against a helpless foe and as though it were a Coup de Grace.

Skill Mastery: Required level 9. As Rogue. You may take this ability any number of times.

More to come...

Living Legend (Ex): Having mastered the legacy destined to him, a Fighter of 20th level and higher has left his mark on history, his deeds forever remembered for shaping a new era. Once per day the Fighter may choose to lose any one Heroic Legacy or Combat Training he has gained and take a new one he meets all of the prerequisites for.

NOTE: At your discretion you may utilize a version of the Legend (https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B8lf_LtvhqMlMTQ1MzU4YWQtZTlhYy00MTRlLThlZjI tZDYzOTQxYWFjNGQ4&hl=en&authkey=CL-xzbQI) multiclassing rules, treating some of the Fighter's class features as Tracks. All of the Fighter's Heroic Legacies may be treated as one Track and all of the Fighter's Combat Training may be treated as another. Enjoy!

Ziegander
2011-05-30, 12:36 AM
Reserved for new feats.

Area Attack1
Prerequisites: Str 15, Power Attack, Cleave
Benefit: As a standard action, you may swing your weapon wildly, attempting to damage all creatures in a semi-circle arc with a radius equal to your reach. Creatures in the area suffer damage as if struck by your weapon unless the succeed on a Reflex save (DC 10 + 1/2 Base Attack Bonus + Strength modifier).
Special: For each creature that failed it's saving throw this feat triggers any other effects dependent on hitting a creature with your weapon.
Synergy: If you possess the Combat Expertise feat creatures in the area suffer half damage even on a successful saving throw.

Tackle1
Prerequisites: Str 15, Power Attack, Improved Bull Rush
Benefit: This feat is treated as, and provides all the benefits of, the Improved Grapple feat, for all purposes.

In addition, as a standard action that doesn't provoke attacks of opportunity, you may leap or fall onto opponents using your weight and strength to take them to the ground. Tackle deals bludgeoning damage dependent on your size (2d6 for a medium sized character) and adds 1.5 times your Strength bonus to the damage roll. Tackle effects an area equivalent to your space within a range equivalent to your reach. Creatures in the area are entitled to a Reflex save or an Escape Artist check, but not both, against DC 10 + 1/2 your Base Attack Bonus + your modifiers to grapple checks. Creatures whose saving throw or skill check failed are dealt damage by the tackle, knocked prone, and pinned. Creatures whose saving throw or skill check succeeded avoid you entirely. Regardless, you fall prone.
Synergy: If you possess the Mobility feat you may stand from prone after your Tackle as a free action.

Dust Up1
Prerequisites: Dex 13, Int 13, Combat Expertise, Combat Reflexes
Benefit: As a standard action you can sweep a limb or weapon across the ground and create a dust cloud. This hemispherical cloud has a radius equal to your reach. Creating the cloud has a 50% chance to snuff out unprotected, nonmagical flames in the area.

The cloud obscures vision as Obscuring Mist and creatures within the cloud when it is created must succeed on a Reflex save (DC 10 + 1/2 your Hit Dice + Dexterity modifier) to avoid being Blinded while they remain in the cloud or for 1 round after they emerge.

Creatures in the cloud must succeed on a Concentration check against the same DC in order to cast a spell or complete any other task that requires one's full attention (see the Concentration skill).

Invisible creatures are visibly, if vaguely, outlined by the dust while they remain in the cloud and for 5 rounds after they emerge (an invisible creature thus outlined that has emerged from the cloud may use a standard action to shake the dust from themselves).

The cloud lasts for a number of rounds equal to 1 + your Dexterity modifier.
Synergy: If you have the Power Attack feat you may reduce the Reflex save DC and the Concentration check DC against Dust Up by a number no higher than your base attack bonus to increase the radius of the cloud by a distance equal to 5ft times that same number.

Fling Ally1
Prerequisites: Str 17, Dex 13, Proficiency with a thrown weapon
Benefit: You may pick up any ally you are strong enough to lift over your head as a move action and throw them as a standard action. The range increment of a thrown ally is a default of 5ft and you may throw them up to five range increments. If you are strong enough to carry your ally as a medium load the range increment increases to 10ft. If you are strong enough to carry your ally as a light load the range increment increases to 20ft.

A thrown ally lands in an empty space without consequence, however you must succeed on a ranged touch attack to target an occupied space against AC 5 + the highest touch AC among creatures in the space. A character without proficiency with a martial thrown weapon takes a -4 penalty to this attack roll. If the touch attack succeeds the thrown ally may make an attack of opportunity against a single creature whose space it enters, but does not provoke attacks of opportunity for movement. If the touch attack fails, the ally does provoke attacks of opportunity for movement and falls prone in the occupied space.
Synergy: A thrown ally with the Tackle feat may treat its being throw at an occupied space as a Tackle, effecting all creatures in the space.
Synergy: A thrown ally with the Combat Reflexes feat or similar ability to make additional attacks of opportunity per round may make attacks of opportunity against any or all creatures whose spaces it enters.
Synergy: If you have the Combat Expertise feat a thrown ally doesn't provoke attacks of opportunity if your ranged touch attack fails.

Fling Enemy1
Prerequisites: Str 17, Improved Grapple, Proficiency with a thrown weapon
Benefit: The turn after you have successfully established a hold on an opponent to start a grapple, rather than maintain the grapple you may, as a standard action, hurl your foe through the air with a successful grapple check either vertically or horizontally. You must be strong enough to lift the foe over your head.

The range increment of a hurled foe is a default of 10ft, however, for every 4 points you beat your opponent's grapple check you may hurl it an additional 10ft up to a maximum distance equal to 10ft per point of your Strength modifier.

A creature hurled vertically takes fall damage as normal, while a creature hurled horizontally takes damage as if it had fallen half that distance. If a hurled creature enters another creature's square the other creature must succeed on a Reflex save (DC 10 +1/2 your Base Attack Bonus + your Strength modifier) to avoid taking damage equal to the amount the hurled creature is dealt.

Unless you have proficiency with a martial thrown weapon, hurled enemies do not provoke attacks of opportunity for movement.

Mighty Roar1
Prerequisites: Str 13, Con 13, Cha 13, Intimidate 4 ranks
Benefit: Once per day, you may let loose a Mighty Roar as a standard action. Your Mighty Roar effects every opponent within 30ft +5ft per point of your Constitution modifier that is able to hear it and has a number of hit dice less than or equal to 5 + your number of hit dice. Each effected opponent must succeed on a Will save (DC 10 + 1/2 your Hit Dice + the highest of your Strength, Constitution, or Charisma modifiers) to avoid becoming Frightened for 5 rounds. A creature whose saving throw was successful is still Shaken for those rounds.
Special: For every 4 ranks in Intimidate you possess you may use Mighty Roar once more per day.

Greater Toughness1
Prerequisites: Con 17, Improved Toughness
Benefit: You gain Damage Reduction X/-- where X is equal to your Constitution modifier. This DR applies in addition to any other DR you have from other sources and stacks with other sources of DR/-- you have.

Thick-Skinned1
Prerequisites: Con 17, Damage Reduction
Benefit: Your existing DR improves by 2 or by your Constitution modifier, whichever is higher.
Special: You may take this feat multiple times, each time you do your DR improves up to a maximum of twice your number of Hit Dice.

Scramble1
Prerequisites: Dex 15, Tumble 4 ranks
Benefit: Whenever you succeed on a Reflex saving throw you may use an immediate action to move up to half your speed. This movement does not provoke attacks of opportunity.

Slam Through1
Prerequisites: Str 17, Con 15, Power Attack, Improved Overrun
Benefit: You gain a natural Slam attack dealing damage appropriate to your size (2d6 for a medium creature) + 1.5 times your strength modifier. You also gain the Trample special attack. Creatures you successfully Overrun automatically take damage equal to your Slam attack.

Mighty Stomp1
Prerequisites: Str 21, Con 17, Power Attack, Improved Overrun, Slam Through
Benefit: As a full round action you may strike a solid surface with one of your limbs or with a weapon to create a shockwave radiating out from your space a distance equal to your space times your Constitution modifier. Creatures, structures, and unattended objects in the area are dealt damage as if struck by your Slam attack and creatures must succeed on a Balance check (DC 10 + 1.5 times your Strength modifier + your Constitution modifier) to avoid being knocked prone. A creature that fails this Balance check by 5 points or more must succeed on a Fortitude save (DC 10 + 1/2 your Hit Dice + your Strength modifier) to avoid being Dazed for 1 round. A creature that fails this saving throw by 5 or more points is Dazed for 1 additional round for every 5 points his saving throw failed.

Knockback1
Prerequisites: Str 17, Power Attack, Improved Bull Rush, Base Attack +3
Benefit: If you score a hit while you are using the Power Attack feat the struck foe is knocked back a distance equal to 5ft times the extra damage Power Attack added to your attack. For the purpose of this calculation (but not in determining damage dealt), subtract from that extra damage your foe's size modifier to AC, your foe's bonuses to resist Bull Rush, and 1/5 your foe's ranks in Balance. If a foe is knocked back 10ft or more in this way it must succeed on a Reflex save (DC 10 + 1/2 your Base Attack Bonus + your Strength modifier) to avoid being knocked prone. The foe takes 1d6 damage for every 20ft traveled this way.

Blowback1
Prerequisites: Str 21, Con 17, Power Attack, Improved Bull Rush, Knockback, Base Attack +6
Benefit: If you miss while using the Knockback feat the target of your attack must succeed on a Reflex save (DC 10 +1/2 your Base Attack Bonus + your Constitution modifier) to avoid being blown away (http://www.d20srd.org/srd/conditionSummary.htm) 1d4 times 5ft per point subtracted from your attack roll from the Power Attack feat, or 2d6 times that amount if it was airborne.
Synergy: If you possess both Dust Up and Blowback, when you use the Dust Up feat, creatures in the area must succeed on a Reflex save (DC 10 +1/2 your Base Attack Bonus + your Constitution modifier + your Dexterity modifier) to avoid being blown away 1d4x10ft or 2d6x10ft if they are airborne.

Vicious Wound1
Prerequisites: Int 13, Combat Expertise, Base Attack +6
Benefit: Against any creature you have observed for 3 or more rounds, as a standard action, you may make an especially deadly attack that deals +1 damage per HD of the struck creature. A creature dealt damage this way must succeed on a Fortitude save (DC 10 +1/2 your Base Attack Bonus + your Intelligence modifier) to avoid taking bleed damage at the start of each its rounds equal to the extra damage your attack dealt. A creature that fails its saving throw against this effect multiple times sustains additive bleed damage each round. The bleeding can be stopped with a Heal check (DC 10 + your Base Attack Bonus + your Intelligence modifier) or by any effect that restores at least 1 hit point per point of your Intelligence modifier.

Sniper Shot1
Prerequisites: Dex 15, Hide 9 ranks, Base Attack +6 or Sneak Attack +3d6
Benefit: As a full round action, if you've successfully hidden at least 30ft away from your target, you can make one ranged attack, then immediately hide again at no penalty to your new Hide check.
Special: If you have Base Attack +11 or more the attack deals double damage. If you have Base Attack +16 or more the attack deals triple damage.

Coordinated Strike1
Prerequisites: Animal Companion or Special Mount, Dex 15, Handle Animal 5 ranks, Base Attack +6
Benefit: As a full round action, you and your animal companion/special mount make a single attack each against a creature you both threaten. If both attacks hit the target is dealt additional damage equal your ranks in Handle Animal and must succeed on a Fortitude save (DC 10 +1/2 your Base Attack Bonus +1/2 your Dexterity modifier) to avoid being Dazed for 1 round per point of your animal companion's/special mount's Constitution modifier. A Creature that successfully saves against the effect is Staggered for 1 round.
Special: If you have Base Attack +11 or more your attack deals double damage (but not your companion's/mount's) and the save DC increases by 1. If you have Base Attack +16 or more your attack deals triple damage and the save DC increases by 2.

Archery Expertise1
Prerequisites: Int 13, Point Blank Shot, Base Attack +1
Benefit: You do not provoke attacks of opportunity for firing a ranged weapon in melee. Furthermore, When you use the attack action or the full attack action when wielding a ranged weapon, you can take a penalty to your Armor Class and add the same number as a bonus to your damage rolls. This number may not exceed your base attack bonus. The changes to Armor Class and damage rolls last until your next turn.

Giantkiller1
Prerequisites: Improved Grapple
Benefit: You may establish a hold against any creature, regardless of size. This does not allow you to move, restrain, or pin an opponent two or more size categories larger than you (though see below). Furthermore, creatures do not add size bonuses to their grapple checks when they make grapple checks against you. Finally, you may add your Dexterity modifier to your grapple checks instead of your Strength modifier if it is higher.

Whenever you establish a hold against a creature that is at least one size category larger than you if, if you succeeded your grapple check by 5 or more you are considered grappling the creature but it is not considered grappling you. In addition it provides soft cover for its own attacks against you, and thus risks attacking itself. You may make Ride checks in place of bull rush attempts to move the creature (limited by its speed rather than yours), and can make Climb or Ride checks in place of grapple checks in order to remain grabbing on. You are effectively using the creature as a mount, though with less control.
Synergy: If you have the Mounted Combat feat you may redirect attacks made against you to it with a Ride check instead of vice versa.
Synergy: If you have the Improved Trip feat you may make a Dexterity check instead of a Strength check in order to trip an opponent and your opponent doesn't add size bonuses to their opposed checks.

Cometfall1
Prerequisites: Int 15, Dex 15, Far Shot, Base Attack +6
Benefit: When you use the Far Shot feat you may arc your shot, causing a projectile weapon's range to be doubled or a thrown weapon's range to be tripled. Additionally, when you use this feat your ranged attacks deal +1d6 damage per 30ft of your weapon's range divided in half (to a maximum of +1d6 per two points of your Base Attack Bonus), +1d6 additional damage per 30ft you are above your target (to a total maximum of +20d6).

Shrewd Perception
Prerequisites: Dex 10 or less, Wis 13
Benefit: You may add your Wisdom modifier to Reflex saves and Initiative checks instead of your Dexterity modifier. In addition, you may make Listen, Search, and Spot checks as swift actions.

Intuitive Knowledge
Prerequisites: Wis 15
Benefit: You may make any Knowledge check untrained, even if the DC is higher than 10. In addition, you may use your Wisdom modifier for and Knowledge check in place of your Intelligence modifier.
Normal: A character can only make untrained Knowledge checks if the DC is 10 or lower, and Knowledge skills are Intelligence-based.

Stone-Faced Soldier1
Prerequisites: Base Attack +4
Benefit: You gain a +4 bonus to resist charm, compulsion, and fear effects as well as a +2 bonus on initiative checks.

Armored Deflection1
Prerequisites: Base Attack +4.
Benefit: Add your armor bonus to AC to your Touch AC as well.
Synergy: If you have Spell Resistance you add your armor bonus to your SR as well.

Earth Sense
Prerequisites: Dwarf or Con 15, Wis 15
Benefit: As long as you are touching the ground, you notice the presence of and the direction to each creature within 30ft that is also touching the ground. You cannot pinpoint the location of any creature with this feat.
Special: Creatures with the [Air] subtype cannot select this feat.

Earth Adept
Prerequisites: Blind-Fight, Earth Sense, and either Dwarf or Con 15, Wis 15
Benefit: You gain Tremorsense out to 30ft.
Synergy: If you are not a Dwarf, as long as you are touching the ground you gain a +4 bonus to resist being Bull Rushed, Grappled, Overrun, or Tripped, a +4 bonus on Balance checks, and a +4 bonus on any saving throw against an effect that would move you from your space or knock you prone.
Synergy: If you are a Dwarf, as long as you are touching the ground you automatically resist grapple checks and overrun attempts made against you and you cannot be moved unwillingly from your space or unwillingly knocked prone.

Item Channeling
Prerequisites: Use Magic Device 5 ranks, Base Attack +3
Benefit: You may activate any item you hold or wear, making any Use Magic Device checks as necessary, and make a melee attack at the same time channeling the magic of the item into the target of your attack. The item must have an activation time of 1 standard action or less, and regardless of the number of targets that could normally be assigned you must be able to target only one creature. Personal effects and area effects may not be channeled.

As a standard action, activate the item and make a melee attack roll at your highest attack bonus. If the attack misses the use of the item fizzles and is wasted. If the attack hits, the target of the attack (and only the target of the attack) is subject to the effects of the activated item as if you had succeeded on any attack rolls or spell penetration checks as the item would normally require. The target of your attack is permitted any saving throws the item would ordinarily allow.

Items that generate multiple touch or ray attacks charge your weapon for multiple attacks. Each time you attack with the weapon, one of the touches/rays is used until all have been used. Missing with an attack in this manner uses up one of the touches/rays. While your weapon remains charged in this way, if you choose to use Item Channeling to channel another item, any charges currently held in your weapon are lost.

Uncanny Scent
Prerequisites: Scent, Wis 13 or Blind-Fight
Benefit: You can pinpoint the location of a scent when within 10ft per point of your Constitution or Wisdom bonus, whichever is higher.
Normal: You can pinpoint the location of a scent when within 5ft.

1 - These feats are added to the Fighter's list of bonus feats.

Ziegander
2011-05-30, 03:40 PM
Okay, so the original post is already over 40000 characters, and since I plan on adding quite a bit more to it and I don't know the maximum character limit here, I suppose I should reserve one more post for additional content.

This post is reserved for extra Legacies or Combat Trainings as necessary.

Gideon Falcon
2011-05-30, 08:17 PM
I like it. It fits the semi-supernatural warrior archetype to a T. I'll have to review the mechanics a bit closer to be sure of how balanced they are, but it looks good.

Cipher Stars
2011-05-30, 08:50 PM
Defiantly not the useless core class we all know, Yet... It is at the same time. Much like a fix/retake should be.

Ziegander
2011-05-31, 06:16 AM
I like it. It fits the semi-supernatural warrior archetype to a T. I'll have to review the mechanics a bit closer to be sure of how balanced they are, but it looks good.

Thanks for taking a look. I added and tweaked many, many things, and corrected quite a few balance issues. There are still a few things I need to clarify, but it's playable at the moment.


Defiantly not the useless core class we all know, Yet... It is at the same time. Much like a fix/retake should be.

Thank you. :smallbiggrin:

I also wrote the Living Legend capstone, so all parts of the class are written to the point that everything plays without problems, I just still have TONS to clarify and add to the class.

Seerow
2011-06-01, 11:59 AM
I'll be honest, this doesn't fit my personal view of the fighter much at all. While a powerful legacy item is a cool archtype, I don't like the idea of every fighter in the world having one. I've always preferred that being handled by feats, or a separate class. If you renamed this as Legacy Weapon Master or something like that, I'd probably like it a lot more. Also, with 6+int skillpoints per level and UMD on his class skill list, it really stops seeming like a Fighter.


Now, name complaints aside, it does look pretty solid. You have a lot of text here for the various abilities that I haven't read, but from a brief skim, most seem all right. Skill Mastery seems woefully underpowered compared to the alternative options, as does speed boost.

This is mostly because those options are competing with "Take any 1st-6th level spell you want", even at level 4, the first level you can gain a Legacy, you are competing with 2nd level spells/psionic powers. That's a pretty huge deal, and +5 to 1 skill is not. Even just compared to making your weapon enchanted, the cost of enchanting a weapon to +5 is far more than the cost of getting a +15 skill item. The opportunity cost is just too high. Similarly, the ability enhancement isn't worth the opportunity cost at high levels. At lower levels it's okay, but at high level you're weighing the 36k gold you would have spent on a +6 enhancement item vs any 6th level spell/power 6 times a day, or any 9th level maneuver, or greater invocation... and it just doesn't measure up.

Ziegander
2011-06-01, 12:24 PM
Skill Mastery seems woefully underpowered compared to the alternative options, as does speed boost.

I would argue that they are not underpowered, but that they underperform, because they in fact are nothing but raw power. What they are not are new options, which are what the various spellcasting Legacies offer. For very specific niche character concepts and builds Skill Mastery and Speed Enhancement can be very useful, and can empower them in ways that a spell or power could not, but most will go for the spells or powers or maneuvers, yes, and I don't see anything wrong with that.

That said, there are doubtless still quirks to work out balance-wise, which I could use help in rooting out, but not all options are intended to be balanced with all others. That would be almost impossible. The important thing is to make sure there are no "trap" options.

Seerow
2011-06-01, 12:38 PM
I would argue that they are not underpowered, but that they underperform, because they in fact are nothing but raw power.

That logic would imply no class can ever be underpowered, they just underperform. Regardless of the terminology you prefer, the fact remains the option is bad.


That said, there are doubtless still quirks to work out balance-wise, which I could use help in rooting out, but not all options are intended to be balanced with all others. That would be almost impossible. The important thing is to make sure there are no "trap" options.


If you don't consider +15 to a skill for the cost of not one but THREE abilities to be a trap compared to the ability to gain a 6th level spell 6 times per day, or a 9th level maneuver, or a top end invocation, then I'm really not going to be able to help you at all. When the most glaring and obvious balance discrepency means nothing to you, then I really have nothing to add. Sorry.

Ziegander
2011-06-01, 01:00 PM
If you don't consider +15 to a skill for the cost of not one but THREE abilities to be a trap compared to the ability to gain a 6th level spell 6 times per day, or a 9th level maneuver, or a top end invocation, then I'm really not going to be able to help you at all. When the most glaring and obvious balance discrepency means nothing to you, then I really have nothing to add. Sorry.

You have no reason to apologize. I should apologize for asking you to waste your limited patience on a brief skim of my class. For the record, I simply presented an argument that, for some characters, the skill enhancement can be worth it. Not once did I say that the discrepancy means nothing to me.

Perhaps it is a trap, perhaps it is not, but then again, perhaps our definitions of the concept are not the same. If Skill Focus read like this:

Skill Focus
Prerequisites: Any skill 5 ranks
Benefit: Choose a skill in which you have at least 5 ranks. You gain a +5 bonus to checks when using that skill.
Special: You may take this feat any number of times. Each time you take it you may choose a new skill in which you have at least 5 ranks or you may choose a skill for which you've already taken this feat.

Would you consider that a trap? I wouldn't. I'll edit Skill Enhancement to read exactly like the above version of Skill Focus (since that wording is slightly better) and remove the Improved/Greater versions.

It's unfortunate for me if providing a single option that you find to be lackluster causes you to detest and ignore the entirety of the rest of the class, but what am I to do? There is a fine line between too much of a bonus to skills and too little. I'm happy to hear any suggestions on tweaking it farther away from too little.

Seerow
2011-06-01, 01:08 PM
But in no case is that skill bonus going to be worth it. Taking even a modest example, you have a +5 to a skill vs a +5 weapon. The money you save on a +5 weapon (50,000gold) can get you a +20 competence bonus item that boosts the same skill, with 10,000 gold to spare (enough to buy another +10 competence item in another skill). That was the favorable comparison, considering I could have looked through all 6th level spells to find various skill boosts or things that nullify skills completely. For example with the alternative abilities you could have Fly at will, spider climb at will, teleport x/day, glibness x/day, etc.

You say "I want to avoid traps" I say "This is such a trap, and you are ignoring it". A minor skill bonus is not worth the cost you are associating with it. If you want to make it worthwhile, make that +5 bonus scale without investing further (to +5 per 4 fighter levels, at least), like your magic weapon/vestment abilities do, and consider adding in extra stuff as well (a free skill trick related to the skill, the ability to take 10 with the skill, etc).

Skills as a whole are relatively weak compared to nearly everything else, yet you make your skill related powers cost more than anything else, requiring triple the investment for half the benefit of their equivalent ability.



Skill Focus
Prerequisites: Any skill 5 ranks
Benefit: Choose a skill in which you have at least 5 ranks. You gain a +5 bonus to checks when using that skill.
Special: You may take this feat any number of times. Each time you take it you may choose a new skill in which you have at least 5 ranks or you may choose a skill for which you've already taken this feat.

Would you consider that a trap? I wouldn't. I'll edit Skill Enhancement to read exactly like the above version of Skill Focus (since that wording is slightly better) and remove the Improved/Greater versions.

Yes, I would. First of all, you neglected to note your new skill focus is a competence bonus, so it doesn't stack with the common magic items or most buffs. Second, even if you intended for it to be an untyped bonus, a +5 to a skill is still really ****ing weak. All you did was improve skill focus (a terrible feat) by +2. Then tried to pass it off as a class feature equivalent to actual worthwhile powers.


It's unfortunate for me if providing a single option that you find to be lackluster causes you to detest and ignore the entirety of the rest of the class, but what am I to do? There is a fine line between too much of a bonus to skills and too little. I'm happy to hear any suggestions on tweaking it farther away from too little.


I never said I detested the class, what I said was if you are blind enough to honestly believe a +5 to skills is in any way equivalent to the other options you placed as alternatives to it, to the point where you don't think that modifying it is worthwhile, then I have nothing to add. Anything else I may find on further reading would also be ignored, because that was the most glaring thing that did jump out at me. If you're going to ignore glaring imbalances among your abilities, you will similarly ignore lesser issues, with the argument of "You can't balance everything", so why waste me time?

Hiro Protagonest
2011-06-01, 01:54 PM
I agree with Seerow. The skill bonus is underpowered (or underperforming, however you want to say it). Look at the boots of striding and springing. A magic item, for 5500 gp, that not only gives you +5 on jump checks, but also gives you +10 ft. to your base land speed.

Ziegander
2011-06-01, 04:15 PM
I meant to reply to this earlier, but then my computer died. Anyway.


The money you save on a +5 weapon (50,000gold) can get you a +20 competence bonus item that boosts the same skill, with 10,000 gold to spare (enough to buy another +10 competence item in another skill).

This is a fair point.

And this:
If you want to make it worthwhile, make that +5 bonus scale without investing further (to +5 per 4 fighter levels, at least), like your magic weapon/vestment abilities do, and consider adding in extra stuff as well (a free skill trick related to the skill, the ability to take 10 with the skill, etc).

Is a fair suggestion.

However, this:
I say "This is such a trap, and you are ignoring it". A minor skill bonus is not worth the cost you are associating with it.

And this:
Skills as a whole are relatively weak compared to nearly everything else[...]

Lead me to wonder if you aren't aware of what certain skills can do with a big fat bonus to checks. I'm interested in finding a happy medium between offering power appropriate to existing published items and blowing existing skill abuses even further out of proportion.


I never said I detested the class, what I said was if you are blind enough to honestly believe a +5 to skills is in any way equivalent to the other options you placed as alternatives to it, to the point where you don't think that modifying it is worthwhile, then I have nothing to add.

You said what amounts to, "this is glaring error, fix it to my satisfaction or this is the last you'll hear from me!" I imagine you adding a "harrumph" at the end, but only for my amusement. :smallwink:


If you're going to ignore glaring imbalances among your abilities, you will similarly ignore lesser issues, with the argument of "You can't balance everything", so why waste me time?

What I did was list a fact and you jumped to the conclusion that, because I am not blind to the fact that no matter how huge a bonus to skill checks I provide it will never balance appropriately against the ability to use a 6th level SLA 5/day, I was being willfully ignorant and had no desire to improve any of the class features. I found that to be a rather liberal accusation and the tone of your response to be rather un-neighborly.

Here are more facts:

1) I am aware of the spell Divine Insight and it's ability to grant up to a +15 bonus to a chosen skill check. This would make a constant +15 bonus to a single skill check roughly on par with a 2nd level spell.

2) I am aware that this makes the current design of the Skill Enhancement Legacy a "trap" since Mysticism II offers everything it does and much, much more.

3) Contrary to popular belief, I am interested in hearing concerns and suggestions on how to offer a more reasonable Skill Enhancement Legacy (or any other Legacy for that matter) so long as they aren't "raise the bonus to +10 per level!"

EDIT: I changed Skill Enhancement and Ability Enhancement. They are definitely more powerful now, I would say definitely not a trap, but I'm not sure how much they measure up.

Seerow
2011-06-01, 08:23 PM
Lead me to wonder if you aren't aware of what certain skills can do with a big fat bonus to checks. I'm interested in finding a happy medium between offering power appropriate to existing published items and blowing existing skill abuses even further out of proportion.


I'm well aware of most of the epic skill uses, but please, I'm curious what skill usages you feel are impressive enough that the +5 bonus was worth it? Even the most awesome uses (balancing on clouds, jumping hundreds of feet, etc) are typically replicated via low level spells, and those checks typically require something along the lines of 50-100 DCs (120 for the balancing on clouds), something you can't reliably hit even with a +5. Which is what makes me say "No, if the alternative is low-mid level spells, a mere +5 isn't worth it."

But if there are skill uses out there that aren't replicated and/or blown away by spells, I'd love to hear about them.


You said what amounts to, "this is glaring error, fix it to my satisfaction or this is the last you'll hear from me!" I imagine you adding a "harrumph" at the end, but only for my amusement.


I said what amounts to "This is a glaring error, you should consider fixing it" to which you responded "No, it's not really an error. You can't balance everything *shrug*"

It was the attitude that it wasn't even a problem worth addressing, specifically the statement that "not all options are intended to be balanced with all others. That would be almost impossible" that made me say "forget it".

It is funny how you have since tried to turn that around on me, acting as though you were being perfectly reasonable the entire time.



Now to attempt to move this to a more positive discussion rather than bickering about who's being unreasonable about what.

1) the new skill/ability enhancement are definitely much better. Taking 20 on an ability check or rerolling a skill check are the sorts of things that make it worthwhile. I'm still not sure I'd call it on par with a spell, but it's no longer so bad I would never consider it.

2) From my reading, it seems you only get 1 omen, after that you get legacy abilities. Is this correct? If so, it seems you have a TON of options for something you only get one of through your career. It seems as though some condensation might make it easier to get into the class, and you likely wouldn't lose much in the process.

3) The energy resistance legacy (I didn't notice it before, is that newly added) is another one that gets replicated mostly by a 2nd level spell, but there's not as much in terms of options to make it better. Maybe have it grant extra elemental resistance types as you scale in level?

4) Combat Superiority requires trained reflexes, does this mean that you can't qualify with just combat reflexes, which does basically the same thing? If this is intended, I'd say trained reflexes should be explicitly better than combat reflexes (like dex+1/4th fighter level, rather than either or)

5) Extend/Extreme reach gets pretty crazy fast. You can get up to +20ft reach, on top of your base reach with a reach weapon and large size, you can easily threaten a 40ft area. If you use one of your talents on giant size, you can get that up to 45ft radius. That's a pretty huge threatened area, I'd say a single ability for +10, with no stacking, would be plenty of bonus reach.

6) Love the mobility lineup of abilities, though the teleport seems a bit iffy. It just seems hugely out of flavor, couldn't it just be a normal move that doesn't provoke AoOs? Does the fighter need to be able to run through walls? If this is intended to be a way to escape force cage, I'd recommend instead something that lets a fighter treat his strikes as a disintegrate effect rather than a teleport, just out of flavor.

7) Smiting Strike is another case of 'feels really out of place'. Actually at this point I'm noticing a pattern of including class features from other classes. I really don't think the Fighter needs to replace the Barbarian, Monk, Rogue, Paladin, etc. Taking on some aspects of them is fine, such as Flurry, or uncanny dodge, but taking defining mechanics from those classes probably shouldn't happen.

8) Devastating reflexes is well... devastating. A save or die on a hit is okay, but CdG is nearly impossible to save against (iirc the DC is like 10+damage dealt.... yeah have fun saving against a DC100+ fort save). Also making a CdG provokes an AoO, which has other problems. Easier to make it "On an attack of opportunity the fighter may choose to declare the attack a killing blow. Upon a successful attack, the enemy must make a fort save DC10+1/2 fighter level+str mod, or die instantly. On a successful save, the enemy takes damage as normal"

Ziegander
2011-06-03, 08:02 AM
2) From my reading, it seems you only get 1 omen, after that you get legacy abilities. Is this correct? If so, it seems you have a TON of options for something you only get one of through your career. It seems as though some condensation might make it easier to get into the class, and you likely wouldn't lose much in the process.

Yes, you only get 1 omen. One of the design goals of this class was to offer an exceptionally wide variety of options. What do you think could be condensed to make the class more accessible?


3) The energy resistance legacy (I didn't notice it before, is that newly added) is another one that gets replicated mostly by a 2nd level spell, but there's not as much in terms of options to make it better. Maybe have it grant extra elemental resistance types as you scale in level?

I was worried about that one too. The immunity is nice, but even a 6th level spell can get you immunity. Your suggestion is a good and something to look into.


4) Combat Superiority requires trained reflexes, does this mean that you can't qualify with just combat reflexes, which does basically the same thing? If this is intended, I'd say trained reflexes should be explicitly better than combat reflexes (like dex+1/4th fighter level, rather than either or)

I changed it so that you can qualify for that stuff with either Combat Reflexes OR Trained Reflexes.


5) Extend/Extreme reach gets pretty crazy fast. You can get up to +20ft reach, on top of your base reach with a reach weapon and large size, you can easily threaten a 40ft area. If you use one of your talents on giant size, you can get that up to 45ft radius. That's a pretty huge threatened area, I'd say a single ability for +10, with no stacking, would be plenty of bonus reach.

A fair point, and something I'll consider.


6) Love the mobility lineup of abilities, though the teleport seems a bit iffy. It just seems hugely out of flavor, couldn't it just be a normal move that doesn't provoke AoOs? Does the fighter need to be able to run through walls? If this is intended to be a way to escape force cage, I'd recommend instead something that lets a fighter treat his strikes as a disintegrate effect rather than a teleport, just out of flavor.

Even with the teleport the Fighter can't use it to run through walls as his destination must be within line of sight.


7) Smiting Strike is another case of 'feels really out of place'. Actually at this point I'm noticing a pattern of including class features from other classes. I really don't think the Fighter needs to replace the Barbarian, Monk, Rogue, Paladin, etc. Taking on some aspects of them is fine, such as Flurry, or uncanny dodge, but taking defining mechanics from those classes probably shouldn't happen.

Smiting Strike does feel off to me too. I'll probably give it the axe.


8) Devastating reflexes is well... devastating. A save or die on a hit is okay, but CdG is nearly impossible to save against (iirc the DC is like 10+damage dealt.... yeah have fun saving against a DC100+ fort save). Also making a CdG provokes an AoO, which has other problems. Easier to make it "On an attack of opportunity the fighter may choose to declare the attack a killing blow. Upon a successful attack, the enemy must make a fort save DC10+1/2 fighter level+str mod, or die instantly. On a successful save, the enemy takes damage as normal"

I don't see auto-killing on a successful attack of opportunity to be a problem myself, but still you make a fair point.