Dienekes
2011-09-30, 07:09 PM
Alright so I'm fairly new at homebrewery, mind you I do a bit of it in my free time that I don't post, most of which is a disorganized mess. Anyway I decided to instead of bothering with whole classes and designing abilities for every level I figure I will try my hand at Archetypes. Now I'm sure everyone who has seen the Pathfinder class can agree that the Fighter's new abilities are particularly lackluster. So here is my attempt to correct them.
I'm hoping for a strong Tier 4 with each of these. Now as I said, I'm pretty undeveloped as a homebrewer so don't be afraid to bash my work to complete bits and repeatedly tell me I'm stupid. So long as it's constructive I'll take whatever criticism you can dish out.
So first one:
ARCHER
Ok, I did this one because Pathdinfer’s Archer didn’t seem so good. Getting Snatch Arrow as your level 19 ability is rather pathetic. I think it solves a lot of archery’s weaknesses over time, though I’m afraid it might deal too much damage to too many targets.
Weapon and Armor Proficiencies: Archers are proficient with Light and Medium armor, and no shields.
Skills: Archers gain an additional +2 skill points per level and add Perception and Stealth to the class skill list.
Trick Shot: At levels 3, 7, 11, 15, and 19 you may pick one of the following trick shots. This ability replaces Armor Training 1, 2, 3, and 4.
-Horse Archer: You take no penalty to firing a ranged weapon while on Horseback.
-True Shot: Take a swift action to ignore weather penalties on your next attack.
-Aim: Take a swift action to aim and ignore cover bonuses on your next attack.
-Archer’s Step: You may make a 5 foot step each time you make a ranged attack roll.
-Stumbling Shot: You may make a bull rush or trip attempt within 30 squares when using a bow at a -4 penalty to the check.
-Split the Arrow: If your last attack roll hit you may make the next attack roll at a +4 to attack and damage. This can only be used on one arrow per round.
-Safe Shot: As a swift action, all ranged attacks this round do not provoke attacks of opportunity.
-Piercing Shot: If you successfully kill an opponent with a ranged attack, you may make a free attack against any opponent directly behind and within 10 feet of the target
You may add these to the list of Trick Shots you can pick at 11th level.
-Sniper: You may make an attack as a standard action with a -2 penalty, if this attack hits it counts as a critical hit.
-Clip Wings: Take a swift action, if your next attack hits a flying opponent, that opponent must make a Fortitude Save (DC 15+your Dex modifier). If they fail the save they plummet to the ground and are unable to fly again for 1d4 rounds.
-Hit the Joint: Take a swift action, your next attack ignores DR
-Hindering Shots: Take a swift action, for each attack that hits this round the target takes a -2 penalty to attack and damage.
-Skill Mastery: As rogue ability, can only be used with Acrobatics, Climb, Jump, Stealth, and Perception.
-Archer’s Step: You may make a 5 foot step each time you make a ranged attack roll.
Precision: You may add Dex to damage when using a bow or crossbow to make ranged attacks. This ability replaces Bravery.
Archers Mark: At the beginning of your turn you may pick 1 opponent within 15 feet of you, for this opponent you act as though you threaten up to a 15 foot radius from you for making attacks of opportunity with a ranged weapon. This range increases to 30 feet at 10 level. This ability replaces Weapon Training 1.
Volley Fire: As a full-round action you may make a single attack roll at your highest base attack bonus against any number of opponents within a 15-foot radius burst. This ability replaces Weapon Training 2.
Improved Volley: As a full-round action you may make two attack rolls at your highest and second highest base attack bonus against any number of opponents within a 15-foot radius burst. This ability replaces Weapon Training 3.
Master Volley: As a full-round action you may make three attack rolls at your highest, second highest, and third highest base attack bonus against any number of opponents within a 15-foot radius burst. This ability replaces Weapon Training 4.
Pincushion: As a standard action, you may make a full-round attack against a single opponent. This ability replaces Armor Mastery.
Rain of Arrows: Once per encounter as a full-round action, you may make as many ranged attacks as your Dexterity modifier, each of these attacks is at your highest base attack bonus. You may not target the same opponent more than three times. This ability replaces Weapon Mastery.
HOPLITE
If my name isn’t a clue, I really like the concept of Hoplites and formation fighting. So here is my attempt to make it fun, though I doubt it’s really good. The idea is that it’s a successful tank. It has a way to move and allow full-attacks, and can force opponents to attack him and then punish them for it. Plus it has some control options in there, replacing the overnerfed spiked chain.
Spear Training: A Hoplite may wield a longspear in 1 hand, and you may attack adjacent foes with it. This ability replaces Bravery.
Readied Shield: You may add your Shield bonus to Reflex Saves. As a reaction you may grant your modified shield bonus to any ally adjacent to you. You also gain +1 to your Shield bonus, this bonus increases every 4 levels after the third. This ability replaces Armor Training 1.
Fill the Gap: If an ally is injured within your movement speed, you may move in a straight path to a free square adjacent to that ally as an immediate action. You take attacks of opportunity as normal from this movement. This ability replaces Weapon Training 1.
Shield Ally: As a swift action pick an adjacent ally. You may choose to redirect any or all attacks made against that ally to yourself until the start of your next turn, as long as the ally remains adjacent to you. This ability replaces Armor Training 2.
Hammer and Anvil: If you successfully attack an opponent with a melee or reach weapon that opponent is considered flanked for any allies until the start of your next turn. This ability replaces Weapon Training 2.
Brothers in Arms: If you are within 10 feet of an ally you may add your Shield bonus to your Will Saves. This ability replaces Armor Training 3
Retribution: If an opponent makes an attack against you (this includes attacks forced by Shield Ally or any similar abilities), you may make a shield bash attack against that opponent as a free action. This ability replaces Weapon Training 3.
Stunning Shield: If you successfully damage an opponent with your shield after they were dealt damage with your spear or sword within 1 turn that opponent must make a Fortitude Save (DC 15+Your Str modifier) or be stunned for 1 round. This ability replaces Armor Training 4.
Reformation: As a move action you can grant all allies within 30 feet of you your Shield bonus to AC and Reflex Saves until the start of your next turn. The ally must be able to see and understand you. This ability replaces Weapon Training 4.
Shield Master: Once per encounter as an immediate action you may negate 1 successful attack or spell that targets you so long as you are using a shield. This ability replaces Armor Mastery
Forward Advance: When using the Fill the Gap ability, you may make a free melee attack at your highest base attack bonus against any opponent you would threaten during your movement. This ability replaces Weapon Mastery.
DOPPELSOLDNER
Yeah the big two-handed weapon guy. My idea for him was to tear through the front lines. I think I made this guy a bit too much of a one-trick pony, and I think Battle Lust might be too complicated for too little return. Also, can you help me on the wording of Unstoppable? I’m trying to really encompass that magic can’t hinder him once he gets charging Juggernaut style.
Shattering Blows: You may take a -2 to attack, if your attack is successful the opponent takes a -1 to AC and attack with any melee weapon until the end of your next turn, at 6th level the opponent takes a -2 penalty, taking an additional -1 penalty for every 4 levels after 6th to a maximum of -5 at 18th level. This ability replaces Bravery.
Overhand Chop: When using a two-handed weapon you may add double your Strength to damage. This ability replaces Armor Training 1.
Cleaving Charge: As part of a charge you may make a single attack roll and compare that to the AC of any two opponents adjacent to you and to each other. This ability replaces Weapon Training 1.
Battle Lust: As a standard action you gain 5+your Hit Dice bonus hit points. These hit points do not stack with other bonus hit points, nor can they be healed. You lose bonus hit points first. So long as you have some of the bonus hit points granted from this ability you increase your movement speed by 10. This ability replaces Armor Training 2.
Fearless Charge: As an immediate action you may make an opposed attack roll against any opponent who attacks you with a readied action or attack of opportunity. If your attack roll is higher than your opponents the attack is negated. This ability replaces Weapon Training 2.
Cleaving Assault: As Cleaving Charge except you may make two attack rolls at your highest and second highest attacks. Both attacks are applied to 3 concurrent opponents. This ability replaces Armor Training 3.
Murder Stroke: You may take a -4 penalty to any melee attack roll. If the attack is successful the opponent is knocked senseless and is Dazed for 1 round. This ability replaces Weapon Training 3.
Greater Power Attack: When using Power Attack with a two-handed melee weapon, the bonus damage from Power Attack is doubled. You may also choose to double the penalties you would normally take when using Power Attack (For example at level 16 you can choose to take -5 to attack and +20 damage or -10 to attack and +40 damage). This ability replaces Armor Training 4.
Cleaving Devastation: As Cleaving Charge except you may make three attack rolls at your highest, second highest, and third highest attacks. All three attacks are applied to 4 concurrent opponents. This ability replaces Weapon Training 4.
Overwhelming Blows: If you would deal damage with Power Attack the opponent must make a Fortitude Save (DC 15+ your Strength modifier) or be knocked prone. This ability replaces Armor Mastery.
Unstoppable: When making a charge you are unable to be hindered by any magical object or penalty. He can crash through a wall of force breaking it, and is not hindered by any negative effects on him while making a charge. This ability replaces Weapon Mastery.
BRAVO
Einhander always needs some love. While the Doppelsoldner can charge and wallop anyone in his way I wanted the Bravo to focus on moving around everywhere. Really einhander is hard to think of things to make it focus (for me anyway), we already have TWF for many attacks, THF for lots of damage, Shield for defense, that doesn’t leave much for the einhander except measly +1 bonuses. So for me the einhander is master of movement. That said I can’t help but think this one is still missing something, ideas would be helpful.
Armor Proficiencies: Bravo's are proficient in only light and medium armor and no shields.
Skills: Bravo's gain +2 skill points per level and gain Acrobatics and Stealth as class skills.
Combat Tempo: When you successfully attack with a one-handed weapon in one hand and no weapon or shield in your other hand you may make a 5 foot step. This ability replaces Bravery.
Fluid Parry: When you are only using a one-handed weapon you may sacrifice an attack of opportunity to ignore an attack of opportunities from your opponents. This ability replaces Armor Training 1.
Lunging Strike: You may ignore up to 10 feet of difficult terrain so long as you attack at the end of the movement. This ability replaces Weapon Training 1.
Pounce: You may make a full-attack at the end of a charge, so long as you are using only one weapon. This ability replaces Armor Training 2.
Water Dance: As a swift action you may make ab Acrobatics check your result replaces your Armor Class until the start of your next turn. This ability replaces Weapon Training 2.
Lightning Riposte: You may make a free attack again an opponent whose attack you negated with Fluid Parry, you may make no more attacks per round than you could using a full-round attack action. This ability replaces Armor Training 3.
Dancing Blade: Once per round after a successful attack you may make a free disarm maneuver (even against opponents using natural weapons) if successful that opponent may not make attacks until the start of your next round. Or you may make a free trip attempt if successful that opponent becomes flat-footed until the start of your next round. This ability replaces Weapon Training 3.
Reversal: After a successful attack you may make an Acrobatics check equal to your opponents Armor Class, if successful you and your opponent switch squares and your opponent is flat-footed until the start of their next turn, this movement does not provoke attacks of opportunity. This ability replaces Armor Training 4.
Swift Striker: You may break up the attacks from Pounce throughout your charge, you are also not forced to charge in a straight line. This ability replaces Weapon Training 4.
Wavering Blade: Once per encounter you may treat all your attacks as touch attacks until the start of your next round. This ability replaces Armor Mastery.
Bravo Master: For every 5 feet you move and attack of opportunity you negate your attacks deal an additional 4 damage until the end of your next round. This ability replaces Weapon Mastery.
DUELIST
Anyone have a better name? I don't particularly like this one. Anyway, this guy is about making as many attacks as can be. Honestly I felt out of ideas when I made this one so any help is appreciated.
Armor Proficiencies: Duelist's are only proficient in light and medium armors and have no shield proficiencies.
Skills: Duelist's gain +2 skill points per level and may add Acrobatics and Diplomacy as class skills.
Two-Weapon Training: You reduce the penalty for fighting with two weapons by 1. The penalty is reduced by an additional 1 every four levels after the second. If the two-weapon penalty should ever rise above 0 you gain the total positive modifier as a bonus to attack. This ability replaces Bravery.
Doublestrike: You may attack with both your weapons as a standard action, taking the normal penalty for fighting with two weapons. Furthermore when making a standard action to attack you can make as many attacks as you would with a full-attack action except for those with the smallest attack bonus, though you can always make at least two, one for your main and off-hand. At This ability replaces Armor Training 1.
Equal Opportunity: When you make an attack of opportunity you may attack with both weapons, with the normal penalty incurred by fighting with two weapons. This ability replaces Weapon Training 1
Dashing Blades: You gain a +1 to skill checks against opponents you successfully attacked until the end of your next turn. You cannot gain more than a +4 bonus against a single opponent with this ability. This ability replaces Armor Training2.
Brilliant Riposte: If you should take a fight defensively, use total defense, use the combat expertise feat you may make an attack of opportunity against any opponent that attacks you. This ability replaces Weapon Training 2.
Flurry of Strikes: You may choose to take a -3 to all attacks, if you do you may make an additional attack at your highest attack bonus with both your main and off-hand weapons. This ability replaces Armor Training 3.
Reaving Strikes: If you successfully attack with both your main and off-hand weapons against the same opponent in the same round you may make a free attack against that opponent with your off-hand weapon. You can only use this ability on any opponent once per round. This ability replaces Weapon Training 3.
Quick Feint: You may replace any attack with your off-hand weapon with a Feint maneuver. This ability replaces Armor Training 4.
Deadly Tempo: For each consecutive successful attack against a single opponent you gain +1d6 damage. This damage lasts until the start of your next turn or until you miss an attack against that opponent. You may have the benefits of Deadly Tempo on multiple opponents at once. This ability replaces Weapon Training 4.
Assaulting Flurry: Once per encounter you may make an attack with both your main and off-hand weapons against every opponent within your reach +5 feet. This ability replaces Armor Mastery.
Perfect Swordsmanship: Twice per encounter you may make 2 full-round actions, so long as one of those actions is a full-round attack. This ability replaces Weapon Mastery.
So there they are, please PEACH them and help me become a better brewer.
I'm hoping for a strong Tier 4 with each of these. Now as I said, I'm pretty undeveloped as a homebrewer so don't be afraid to bash my work to complete bits and repeatedly tell me I'm stupid. So long as it's constructive I'll take whatever criticism you can dish out.
So first one:
ARCHER
Ok, I did this one because Pathdinfer’s Archer didn’t seem so good. Getting Snatch Arrow as your level 19 ability is rather pathetic. I think it solves a lot of archery’s weaknesses over time, though I’m afraid it might deal too much damage to too many targets.
Weapon and Armor Proficiencies: Archers are proficient with Light and Medium armor, and no shields.
Skills: Archers gain an additional +2 skill points per level and add Perception and Stealth to the class skill list.
Trick Shot: At levels 3, 7, 11, 15, and 19 you may pick one of the following trick shots. This ability replaces Armor Training 1, 2, 3, and 4.
-Horse Archer: You take no penalty to firing a ranged weapon while on Horseback.
-True Shot: Take a swift action to ignore weather penalties on your next attack.
-Aim: Take a swift action to aim and ignore cover bonuses on your next attack.
-Archer’s Step: You may make a 5 foot step each time you make a ranged attack roll.
-Stumbling Shot: You may make a bull rush or trip attempt within 30 squares when using a bow at a -4 penalty to the check.
-Split the Arrow: If your last attack roll hit you may make the next attack roll at a +4 to attack and damage. This can only be used on one arrow per round.
-Safe Shot: As a swift action, all ranged attacks this round do not provoke attacks of opportunity.
-Piercing Shot: If you successfully kill an opponent with a ranged attack, you may make a free attack against any opponent directly behind and within 10 feet of the target
You may add these to the list of Trick Shots you can pick at 11th level.
-Sniper: You may make an attack as a standard action with a -2 penalty, if this attack hits it counts as a critical hit.
-Clip Wings: Take a swift action, if your next attack hits a flying opponent, that opponent must make a Fortitude Save (DC 15+your Dex modifier). If they fail the save they plummet to the ground and are unable to fly again for 1d4 rounds.
-Hit the Joint: Take a swift action, your next attack ignores DR
-Hindering Shots: Take a swift action, for each attack that hits this round the target takes a -2 penalty to attack and damage.
-Skill Mastery: As rogue ability, can only be used with Acrobatics, Climb, Jump, Stealth, and Perception.
-Archer’s Step: You may make a 5 foot step each time you make a ranged attack roll.
Precision: You may add Dex to damage when using a bow or crossbow to make ranged attacks. This ability replaces Bravery.
Archers Mark: At the beginning of your turn you may pick 1 opponent within 15 feet of you, for this opponent you act as though you threaten up to a 15 foot radius from you for making attacks of opportunity with a ranged weapon. This range increases to 30 feet at 10 level. This ability replaces Weapon Training 1.
Volley Fire: As a full-round action you may make a single attack roll at your highest base attack bonus against any number of opponents within a 15-foot radius burst. This ability replaces Weapon Training 2.
Improved Volley: As a full-round action you may make two attack rolls at your highest and second highest base attack bonus against any number of opponents within a 15-foot radius burst. This ability replaces Weapon Training 3.
Master Volley: As a full-round action you may make three attack rolls at your highest, second highest, and third highest base attack bonus against any number of opponents within a 15-foot radius burst. This ability replaces Weapon Training 4.
Pincushion: As a standard action, you may make a full-round attack against a single opponent. This ability replaces Armor Mastery.
Rain of Arrows: Once per encounter as a full-round action, you may make as many ranged attacks as your Dexterity modifier, each of these attacks is at your highest base attack bonus. You may not target the same opponent more than three times. This ability replaces Weapon Mastery.
HOPLITE
If my name isn’t a clue, I really like the concept of Hoplites and formation fighting. So here is my attempt to make it fun, though I doubt it’s really good. The idea is that it’s a successful tank. It has a way to move and allow full-attacks, and can force opponents to attack him and then punish them for it. Plus it has some control options in there, replacing the overnerfed spiked chain.
Spear Training: A Hoplite may wield a longspear in 1 hand, and you may attack adjacent foes with it. This ability replaces Bravery.
Readied Shield: You may add your Shield bonus to Reflex Saves. As a reaction you may grant your modified shield bonus to any ally adjacent to you. You also gain +1 to your Shield bonus, this bonus increases every 4 levels after the third. This ability replaces Armor Training 1.
Fill the Gap: If an ally is injured within your movement speed, you may move in a straight path to a free square adjacent to that ally as an immediate action. You take attacks of opportunity as normal from this movement. This ability replaces Weapon Training 1.
Shield Ally: As a swift action pick an adjacent ally. You may choose to redirect any or all attacks made against that ally to yourself until the start of your next turn, as long as the ally remains adjacent to you. This ability replaces Armor Training 2.
Hammer and Anvil: If you successfully attack an opponent with a melee or reach weapon that opponent is considered flanked for any allies until the start of your next turn. This ability replaces Weapon Training 2.
Brothers in Arms: If you are within 10 feet of an ally you may add your Shield bonus to your Will Saves. This ability replaces Armor Training 3
Retribution: If an opponent makes an attack against you (this includes attacks forced by Shield Ally or any similar abilities), you may make a shield bash attack against that opponent as a free action. This ability replaces Weapon Training 3.
Stunning Shield: If you successfully damage an opponent with your shield after they were dealt damage with your spear or sword within 1 turn that opponent must make a Fortitude Save (DC 15+Your Str modifier) or be stunned for 1 round. This ability replaces Armor Training 4.
Reformation: As a move action you can grant all allies within 30 feet of you your Shield bonus to AC and Reflex Saves until the start of your next turn. The ally must be able to see and understand you. This ability replaces Weapon Training 4.
Shield Master: Once per encounter as an immediate action you may negate 1 successful attack or spell that targets you so long as you are using a shield. This ability replaces Armor Mastery
Forward Advance: When using the Fill the Gap ability, you may make a free melee attack at your highest base attack bonus against any opponent you would threaten during your movement. This ability replaces Weapon Mastery.
DOPPELSOLDNER
Yeah the big two-handed weapon guy. My idea for him was to tear through the front lines. I think I made this guy a bit too much of a one-trick pony, and I think Battle Lust might be too complicated for too little return. Also, can you help me on the wording of Unstoppable? I’m trying to really encompass that magic can’t hinder him once he gets charging Juggernaut style.
Shattering Blows: You may take a -2 to attack, if your attack is successful the opponent takes a -1 to AC and attack with any melee weapon until the end of your next turn, at 6th level the opponent takes a -2 penalty, taking an additional -1 penalty for every 4 levels after 6th to a maximum of -5 at 18th level. This ability replaces Bravery.
Overhand Chop: When using a two-handed weapon you may add double your Strength to damage. This ability replaces Armor Training 1.
Cleaving Charge: As part of a charge you may make a single attack roll and compare that to the AC of any two opponents adjacent to you and to each other. This ability replaces Weapon Training 1.
Battle Lust: As a standard action you gain 5+your Hit Dice bonus hit points. These hit points do not stack with other bonus hit points, nor can they be healed. You lose bonus hit points first. So long as you have some of the bonus hit points granted from this ability you increase your movement speed by 10. This ability replaces Armor Training 2.
Fearless Charge: As an immediate action you may make an opposed attack roll against any opponent who attacks you with a readied action or attack of opportunity. If your attack roll is higher than your opponents the attack is negated. This ability replaces Weapon Training 2.
Cleaving Assault: As Cleaving Charge except you may make two attack rolls at your highest and second highest attacks. Both attacks are applied to 3 concurrent opponents. This ability replaces Armor Training 3.
Murder Stroke: You may take a -4 penalty to any melee attack roll. If the attack is successful the opponent is knocked senseless and is Dazed for 1 round. This ability replaces Weapon Training 3.
Greater Power Attack: When using Power Attack with a two-handed melee weapon, the bonus damage from Power Attack is doubled. You may also choose to double the penalties you would normally take when using Power Attack (For example at level 16 you can choose to take -5 to attack and +20 damage or -10 to attack and +40 damage). This ability replaces Armor Training 4.
Cleaving Devastation: As Cleaving Charge except you may make three attack rolls at your highest, second highest, and third highest attacks. All three attacks are applied to 4 concurrent opponents. This ability replaces Weapon Training 4.
Overwhelming Blows: If you would deal damage with Power Attack the opponent must make a Fortitude Save (DC 15+ your Strength modifier) or be knocked prone. This ability replaces Armor Mastery.
Unstoppable: When making a charge you are unable to be hindered by any magical object or penalty. He can crash through a wall of force breaking it, and is not hindered by any negative effects on him while making a charge. This ability replaces Weapon Mastery.
BRAVO
Einhander always needs some love. While the Doppelsoldner can charge and wallop anyone in his way I wanted the Bravo to focus on moving around everywhere. Really einhander is hard to think of things to make it focus (for me anyway), we already have TWF for many attacks, THF for lots of damage, Shield for defense, that doesn’t leave much for the einhander except measly +1 bonuses. So for me the einhander is master of movement. That said I can’t help but think this one is still missing something, ideas would be helpful.
Armor Proficiencies: Bravo's are proficient in only light and medium armor and no shields.
Skills: Bravo's gain +2 skill points per level and gain Acrobatics and Stealth as class skills.
Combat Tempo: When you successfully attack with a one-handed weapon in one hand and no weapon or shield in your other hand you may make a 5 foot step. This ability replaces Bravery.
Fluid Parry: When you are only using a one-handed weapon you may sacrifice an attack of opportunity to ignore an attack of opportunities from your opponents. This ability replaces Armor Training 1.
Lunging Strike: You may ignore up to 10 feet of difficult terrain so long as you attack at the end of the movement. This ability replaces Weapon Training 1.
Pounce: You may make a full-attack at the end of a charge, so long as you are using only one weapon. This ability replaces Armor Training 2.
Water Dance: As a swift action you may make ab Acrobatics check your result replaces your Armor Class until the start of your next turn. This ability replaces Weapon Training 2.
Lightning Riposte: You may make a free attack again an opponent whose attack you negated with Fluid Parry, you may make no more attacks per round than you could using a full-round attack action. This ability replaces Armor Training 3.
Dancing Blade: Once per round after a successful attack you may make a free disarm maneuver (even against opponents using natural weapons) if successful that opponent may not make attacks until the start of your next round. Or you may make a free trip attempt if successful that opponent becomes flat-footed until the start of your next round. This ability replaces Weapon Training 3.
Reversal: After a successful attack you may make an Acrobatics check equal to your opponents Armor Class, if successful you and your opponent switch squares and your opponent is flat-footed until the start of their next turn, this movement does not provoke attacks of opportunity. This ability replaces Armor Training 4.
Swift Striker: You may break up the attacks from Pounce throughout your charge, you are also not forced to charge in a straight line. This ability replaces Weapon Training 4.
Wavering Blade: Once per encounter you may treat all your attacks as touch attacks until the start of your next round. This ability replaces Armor Mastery.
Bravo Master: For every 5 feet you move and attack of opportunity you negate your attacks deal an additional 4 damage until the end of your next round. This ability replaces Weapon Mastery.
DUELIST
Anyone have a better name? I don't particularly like this one. Anyway, this guy is about making as many attacks as can be. Honestly I felt out of ideas when I made this one so any help is appreciated.
Armor Proficiencies: Duelist's are only proficient in light and medium armors and have no shield proficiencies.
Skills: Duelist's gain +2 skill points per level and may add Acrobatics and Diplomacy as class skills.
Two-Weapon Training: You reduce the penalty for fighting with two weapons by 1. The penalty is reduced by an additional 1 every four levels after the second. If the two-weapon penalty should ever rise above 0 you gain the total positive modifier as a bonus to attack. This ability replaces Bravery.
Doublestrike: You may attack with both your weapons as a standard action, taking the normal penalty for fighting with two weapons. Furthermore when making a standard action to attack you can make as many attacks as you would with a full-attack action except for those with the smallest attack bonus, though you can always make at least two, one for your main and off-hand. At This ability replaces Armor Training 1.
Equal Opportunity: When you make an attack of opportunity you may attack with both weapons, with the normal penalty incurred by fighting with two weapons. This ability replaces Weapon Training 1
Dashing Blades: You gain a +1 to skill checks against opponents you successfully attacked until the end of your next turn. You cannot gain more than a +4 bonus against a single opponent with this ability. This ability replaces Armor Training2.
Brilliant Riposte: If you should take a fight defensively, use total defense, use the combat expertise feat you may make an attack of opportunity against any opponent that attacks you. This ability replaces Weapon Training 2.
Flurry of Strikes: You may choose to take a -3 to all attacks, if you do you may make an additional attack at your highest attack bonus with both your main and off-hand weapons. This ability replaces Armor Training 3.
Reaving Strikes: If you successfully attack with both your main and off-hand weapons against the same opponent in the same round you may make a free attack against that opponent with your off-hand weapon. You can only use this ability on any opponent once per round. This ability replaces Weapon Training 3.
Quick Feint: You may replace any attack with your off-hand weapon with a Feint maneuver. This ability replaces Armor Training 4.
Deadly Tempo: For each consecutive successful attack against a single opponent you gain +1d6 damage. This damage lasts until the start of your next turn or until you miss an attack against that opponent. You may have the benefits of Deadly Tempo on multiple opponents at once. This ability replaces Weapon Training 4.
Assaulting Flurry: Once per encounter you may make an attack with both your main and off-hand weapons against every opponent within your reach +5 feet. This ability replaces Armor Mastery.
Perfect Swordsmanship: Twice per encounter you may make 2 full-round actions, so long as one of those actions is a full-round attack. This ability replaces Weapon Mastery.
So there they are, please PEACH them and help me become a better brewer.