Noctis Vigil
2011-11-12, 11:34 PM
Yes, I know I still need to finish the Redead, but the idea for this popped into my head, and wouldn't shut the hell up, so I'm putting it here in the hopes you all like it/can help me fine tune it/so that it quits bugging me and lets me work on my other class.
Class: Mighty Warrior
Somewhere between the Fighter and the Barbarian lies a form of combat seldom seen, a form of massive power and insane strength. While the Fighter has great control of his combat, and the Barbarian has his rage to let him power through things, these fearless folk remain on the edge of readiness at all times, maintaining a state of barely controlled rage. These are the Mighty Warriors.
As a combat class, the Mighty Warrior has no peer. Because of the nature of the class, that of closely controlled rage, the Mighty Warrior must be neutral, not lawful or chaotic; his is a life of controlled chaos. Morally, a Mighty Warrior can be any alignment, though most are either good or evil.
Some Mighty Warriors fight for a deity. In such instances, the deity is almost always a god of war, strength or valor of some sort.
Mighty Warriors may or may not get along with others; they live their life for battle, and thus tend to get along well with any who do the same. Good Mighty Warriors get along well with Paladins and Clerics, and occasionally some other classes as well. Evil Mighty Warriors are often found as mighty guards and troops for evil Wizards, though on the whole Mighty Warriors do not think highly of arcane casters who spend their lives in books.
Strength and Constitution are the most important things to a Mighty Warrior, and Dexterity doesn't hurt either. High Intelligence is not a common thing in most of them.
Class Skills:
The Mighty Warrior's class skills (and key ability for each) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), and Tumble (Dex).
Skillpoints at 1st level: (2+Int mod)x4
Skillpoints at Level Up: 2+Int mod
Hit Die: D12
{table=head]Level|
BAB|Fort Save|Ref Save|Will Save|
Special
1st|
+2|
+2|
+2|
+0|Mighty Blows, Focused Rage, Bonus Feat
2nd|
+4|
+3|
+3|
+0|Unstoppable Blows
3rd|
+6|
+3|
+3|
+1|Killing Blows
4th|
+8|
+4|
+4|
+1|Channeled Rage, Bonus Feat
5th|
+10|
+4|
+4|
+1|Two Handed Savagery
6th|
+12/2|
+5|
+5|
+2|Fearless, Slay 1/day
7th|
+14/4|
+5|
+5|
+2|Shrug It Off, Bonus Feat
8th|
+16/6|
+6|
+6|
+2|Damage Preference (1st level)
9th|
+18/8|
+6|
+6|
+3|Mettle
10th|
+20/10|
+7|
+7|
+3|Savage Frenzy, Bonus Feat
11th|
+22/12/2|
+7|
+7|
+3|Intimidating Fury
12th|
+24/14/4|
+8|
+8|
+4|Slay 2/day
13th|
+26/16/6|
+8|
+8|
+8|Controlled Rage, Bonus Feat
14th|
+28/18/8|
+9|
+9|
+4|Damage Preference (2nd level)
15th|
+30/20/10|
+9|
+9|
+5|Raging Mind and Body
16th|
+32/22/12/2|
+10|
+10|
+5|Surge of Rage, Improved Mettle, Bonus Feat
17th|
+34/24/14/4|
+10|
+10|
+5|Spirit Crushing Rage
18th|
+36/26/16/6|
+11|
+11|
+6|Unstoppable Rage, Slay 3/day
19th|
+38/28/18/8|
+11|
+11|
+6|Final Rage, Bonus Feat
20th|
+40/30/20/10|
+12|
+12|
+6|Damage Preference (3rd level), Perfected Rage[/table]
Class Abilities: The following are the Mighty Warrior's class abilities.
Proficiencies: The Mighty Warrior is proficient in every melee weapon, including exotic melee weapons. He is also proficient with every ranged weapon that lets him add his Strength mod to his attack, including exotic ranged weapons that fall into this category. He is proficient with all armor, and all shields, including tower shields, exotic armors and exotic shields.
Mighty Blows (Ex): The Mighty Warrior's BAB is much greater than a normal warrior's, as he puts his all into every swing. He gains +2 BAB every level, and gains an additional attack every +10 in his BAB instead of +5. Furthermore, if he does damage with an attack, he adds an additional +1 damage per level of Mighty Warrior to his damage. This extra damage is multiplied on a successful critical hit.
Bonus Feats: A Mighty Warrior is considered to be a Fighter for the purpose of qualifying for feats. Further, he gains a Fighter bonus feat at 1st level, and every three levels thereafter.
Focused Rage (Ex): A Mighty Warrior is always in a state of controlled rage, a barely controlled killing machine. This adds an additional focus to his field of vision in battle, a sort of controlled tunnel vision. Starting at 1st level, he may choose to designate one foe in battle as a swift action. Against this one foe, he gains some certain bonuses. His Strength is considered 4 points higher against that foe, and he gains a dodge bonus to AC equal to his class level divided by two (rounded down, minimum +1) against that foe. Against all other foes other than his designated foe, he suffers a -2 penalty to AC. Once designated, he cannot change foes until either his foe is defeated or an ally brings him out of his focus.
Unstoppable Blows (Ex): A Mighty Warrior's strong blows are far likelier to strike true than regular blows. At 2nd level, and every even level thereafter, a Mighty Warrior gets +1 to his roll to score a critical hit. So a 10th level Mighty Warrior wielding a battleaxe would score a critical hit on a roll of 15-20. This extra chance to strike is added after all other critical enhancing abilities (spells, the keen weapon enhancement, et cetera).
Killing Blows (Ex): A Mighty Warrior's blows are far deadlier than regular blows. At 3rd level, and every third level thereafter, a Mighty Warrior's critical hits deal an addition x1 damage. So a 9th level Mighty Warrior wielding a battleaxe would multiply his damage on a successful critical by 6. This extra damage multiplication is added after all other critical enhancing abilities.
Channeled Rage (Ex): A Mighty Warrior can use his state of controlled rage. At 4th level, he gains a number of Channeled Rage points to assign equal to half his class level. If he spends an hour in combat practice after sleeping for at least 8 hours, he can assign these points to his Strength, Dexterity, Wisdom or Charisma scores, though no stat can have more than half his pool of points in it at one time. This bonus is untyped, and lasts for 24 hours or until he sleeps for 8 hours and reassigns the bonus.
Two Handed Savagery (Ex): A Mighty Warrior is the king of two handed weapons. At 5th level, he deals 3 times his Strength mod in damage when fighting with a two handed weapon, instead of the standard 1.5 times his Strength mod in damage. At 12th level, this increases to 6 times his Strength mod, and at 19th level it increases to 12 times his Strength mod.
Fearless (Ex): A Mighty Warrior never backs down in battle. He becomes immune to all fear effects at 6th level.
Slay (Ex): A Mighty Warrior may attempt to kill his foe in one strike at 6th level. He makes a single attack as a standard action against one foe with a bonus to hit equal to ½ his class level. If he hits, his foe must succeed a Fortitude save (DC10 + ½ the Mighty Warrior's class level + his Strength mod) or be killed by the sheer might of the blow. Even if he succeeds on his save, he takes damage as if the Mighty Warrior had struck him with a successful critical hit. A Mighty Warrior may use this ability once per day at 6th level, and an additional time per day every 6 levels thereafter.
Shrug It Off (Ex): A Mighty Warrior of 7th level gains damage reduction as a Barbarian of his level.
Damage Preference: A Mighty Warrior always has a type of damage they prefer to deal, be it slashing their foes, bludgeoning them, or piercing them. Choose one of the three types of damage weapons deal. With weapons that deal that kind of damage, he now does extra effects as follows:
Slashing: at 8th level, a Mighty warrior with slashing preference leaves bleeding wounds. Every cut he makes deals 2 damage a round until staunched by a successful Heal check (DC15) or the character is magically healed for any amount of damage.
At 14th level, his slashing attacks cut through muscles when he hits; a foe must roll a successful Ref save (DC10+½ the Mighty Warrior's BAB on the strike that hit) any time the Mighty Warrior threatens a critical hit against him. On a failed save, one of his limbs is disabled and unusable until the creature is healed for at least half the amount the strike dealt.
At 20th level, his slashing attacks cut through limbs. Any time the Mighty Warrior succeeds on a critical hit against a foe, the foe must Succeed a Ref save (DC10+½ the Mighty Warrior's highest BAB) or lose a limb.
Bludgeoning: at 8th level, a Mighty Warrior's bludgeoning blows are powerful enough to effect foes in more ways than just damage. If a Mighty Warrior hits a foe with two bludgeoning blows in one round, the foe is considered flat-footed. If he strikes with three bludgeoning blows in one round, the foe is dazed. If he strikes with four bludgeoning blows in one round, his foe is knocked prone. If he strikes with five bludgeoning blows in one round, his foe is considered helpless.
At 14th level, A Mighty Warrior's bludgeoning attacks are quite powerful. He may take a full round action to make one mighty swing at his highest BAB. His foe must succeed on a Ref save (DC10+½ the Mighty Warrior's highest BAB) or be knocked back 5 feet per Mighty Warrior level and take damage as if the blow was a successful critical hit. If the foe hits a wall, he takes 1d6 additional damage per 5 feet he flew. A successful save negates both the knockback and the damage.
At 20th level, his bludgeoning blows are so effective that little blocks them. All his bludgeoning attacks at resolved as touch attacks.
Piercing: at 8th level, a Mighty Warrior's piercing attacks are vicious. On a successful strike, he does an additional 1d6 damage, plus an additional 1d6 per three levels past 8th. This additional damage is not multiplied on a critical hit.
At 14th level, the Mighty Warrior may make a savage piercing blow. As a standard action, he may make a single attack at his highest BAB. On a successful blow, his weapon lodges in his foe in an extremely painful manner, causing him to automatically fail any Concentration checks this round, dealing damage equal to a successful critical hit, gives a -2 to AC from the pain while still embedded, and requiring a move action to dislodge. If not dislodged, the weapon may be twisted as a swift action at any time until it is taken out to force the foe to fail all Concentration checks and take -2 to AC from pain that round.
At 20th level, the Mighty Warrior may truly cripple a foe with his precise piercing blows. Any piercing blow he lands does 1 Dex damage.
Mettle (Ex): A Mighty Warrior can shrug off effects that would drop others. At 9th level, any effect that offers a Fortitude or Will save to lessen an effect on you instead offers no effect on a successful save.
Savage Frenzy (Ex): A Mighty Warrior can attack with powerful fury in battle, letting his control on his rage slip slightly to great effect. At 10th level, when making a full round attack, he may make one additional strike at his highest BAB. This power comes at the cost of defense, however, and he suffers a -5 penalty to AC for the rest of the round. At 15th and 20th levels, he gains one additional attack at his highest BAB, but suffers an additional -5 to AC for each strike. All these blows must be directed at one foe. So at 20th level, he could take -15 to AC to make a full attack against a foe of +40/+40/+40/+40/+30/+20/+10. While in this frenzy, a Mighty Warrior 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. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.
Intimidating Fury (Ex): A Mighty Warrior is an intimidating sight on the battlefield. At 11th level, any time he slays a foe, he may spend a swift action to make an Intimidate check. Any foe who can see him must make a Will save (DC10+½ the Mighty Warrior's Intimidate check) or become shaken for 1d6 rounds. If a foe has less than half the hit dice of the Mighty Warrior, he is instead panicked for 1d6 round, and shaken for an additional 1d6 after that.
Controlled Rage (Ex): A Mighty Warrior is in total control of his rage. At 13th level, his control over his rage grants him a great deal of mental focus and a surprisingly clear head. He gains a +4 bonus to resist any mind-altering or charm effects.
Raging Mind and Body (Ex): A Mighty Warrior's rage enhances his mind and body's abilities to shrug off most effects. At 15th level he gains the feats Great Fortitude, Iron Will and Lightning Reflexes.
Surge of Rage (Ex): A Mighty Warrior is unstoppable on the battlefield. At 16th level, he gains either Improved Bull Rush, Improved Overrun or Improved Sunder, whether or not he meets the prerequisites.
Improved Mettle (Ex): A Mighty Warrior can shrug off effects that would drop others even more often. At 9th level, any effect that offers a Fortitude or Will save to lessen an effect on you instead offers no effect on a successful save as the Mettle ability, but now on a failed save he takes the lesser effect.
Spirit Crushing Rage (Ex): A Mighty Warrior's rage is an almost physical weight in the air around him. As a move action, a Mighty Warrior of 17th level may choose to stare an opponent into submission in battle. Make an Intimidate check against one foe he threatens. That foe must succeed on a Will save (DC equal to the ½ Intimidate check + ½ the Mighty Warrior's level) or become terrified. A terrified creature may take not move from fear, is considered flat-footed, cannot attack, and suffers -6 to AC, skill checks, and ability checks, and he stays in this stare until the object of his terror leaves his line of sight or until attacked, at which time he instead becomes panicked for 2d10 rounds.
Unstoppable Rage (Ex): A Mighty Warrior's rage is a totally unstoppable force of nature. At 18th level, any time he uses his Focused Rage class ability his Strength is considered 8 points higher against that foe, and he suffers no penalty to AC from other foes.
Final Rage (Ex): A Mighty Warrior finishes his foes with great efficiency. At 19th level, when he brings a foe below 0 HP, he pulls his weapon back with a vicious surge of energy. Any foe brought to 0 HP by the Mighty Warrior is automatically dropped to -10 HP.
Perfected Rage (Ex): A Mighty Warrior has reached the peak of his abilities. At 20th level, any time he strikes a critical hit, he deals maximum damage.
Class: Mighty Warrior
Somewhere between the Fighter and the Barbarian lies a form of combat seldom seen, a form of massive power and insane strength. While the Fighter has great control of his combat, and the Barbarian has his rage to let him power through things, these fearless folk remain on the edge of readiness at all times, maintaining a state of barely controlled rage. These are the Mighty Warriors.
As a combat class, the Mighty Warrior has no peer. Because of the nature of the class, that of closely controlled rage, the Mighty Warrior must be neutral, not lawful or chaotic; his is a life of controlled chaos. Morally, a Mighty Warrior can be any alignment, though most are either good or evil.
Some Mighty Warriors fight for a deity. In such instances, the deity is almost always a god of war, strength or valor of some sort.
Mighty Warriors may or may not get along with others; they live their life for battle, and thus tend to get along well with any who do the same. Good Mighty Warriors get along well with Paladins and Clerics, and occasionally some other classes as well. Evil Mighty Warriors are often found as mighty guards and troops for evil Wizards, though on the whole Mighty Warriors do not think highly of arcane casters who spend their lives in books.
Strength and Constitution are the most important things to a Mighty Warrior, and Dexterity doesn't hurt either. High Intelligence is not a common thing in most of them.
Class Skills:
The Mighty Warrior's class skills (and key ability for each) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), and Tumble (Dex).
Skillpoints at 1st level: (2+Int mod)x4
Skillpoints at Level Up: 2+Int mod
Hit Die: D12
{table=head]Level|
BAB|Fort Save|Ref Save|Will Save|
Special
1st|
+2|
+2|
+2|
+0|Mighty Blows, Focused Rage, Bonus Feat
2nd|
+4|
+3|
+3|
+0|Unstoppable Blows
3rd|
+6|
+3|
+3|
+1|Killing Blows
4th|
+8|
+4|
+4|
+1|Channeled Rage, Bonus Feat
5th|
+10|
+4|
+4|
+1|Two Handed Savagery
6th|
+12/2|
+5|
+5|
+2|Fearless, Slay 1/day
7th|
+14/4|
+5|
+5|
+2|Shrug It Off, Bonus Feat
8th|
+16/6|
+6|
+6|
+2|Damage Preference (1st level)
9th|
+18/8|
+6|
+6|
+3|Mettle
10th|
+20/10|
+7|
+7|
+3|Savage Frenzy, Bonus Feat
11th|
+22/12/2|
+7|
+7|
+3|Intimidating Fury
12th|
+24/14/4|
+8|
+8|
+4|Slay 2/day
13th|
+26/16/6|
+8|
+8|
+8|Controlled Rage, Bonus Feat
14th|
+28/18/8|
+9|
+9|
+4|Damage Preference (2nd level)
15th|
+30/20/10|
+9|
+9|
+5|Raging Mind and Body
16th|
+32/22/12/2|
+10|
+10|
+5|Surge of Rage, Improved Mettle, Bonus Feat
17th|
+34/24/14/4|
+10|
+10|
+5|Spirit Crushing Rage
18th|
+36/26/16/6|
+11|
+11|
+6|Unstoppable Rage, Slay 3/day
19th|
+38/28/18/8|
+11|
+11|
+6|Final Rage, Bonus Feat
20th|
+40/30/20/10|
+12|
+12|
+6|Damage Preference (3rd level), Perfected Rage[/table]
Class Abilities: The following are the Mighty Warrior's class abilities.
Proficiencies: The Mighty Warrior is proficient in every melee weapon, including exotic melee weapons. He is also proficient with every ranged weapon that lets him add his Strength mod to his attack, including exotic ranged weapons that fall into this category. He is proficient with all armor, and all shields, including tower shields, exotic armors and exotic shields.
Mighty Blows (Ex): The Mighty Warrior's BAB is much greater than a normal warrior's, as he puts his all into every swing. He gains +2 BAB every level, and gains an additional attack every +10 in his BAB instead of +5. Furthermore, if he does damage with an attack, he adds an additional +1 damage per level of Mighty Warrior to his damage. This extra damage is multiplied on a successful critical hit.
Bonus Feats: A Mighty Warrior is considered to be a Fighter for the purpose of qualifying for feats. Further, he gains a Fighter bonus feat at 1st level, and every three levels thereafter.
Focused Rage (Ex): A Mighty Warrior is always in a state of controlled rage, a barely controlled killing machine. This adds an additional focus to his field of vision in battle, a sort of controlled tunnel vision. Starting at 1st level, he may choose to designate one foe in battle as a swift action. Against this one foe, he gains some certain bonuses. His Strength is considered 4 points higher against that foe, and he gains a dodge bonus to AC equal to his class level divided by two (rounded down, minimum +1) against that foe. Against all other foes other than his designated foe, he suffers a -2 penalty to AC. Once designated, he cannot change foes until either his foe is defeated or an ally brings him out of his focus.
Unstoppable Blows (Ex): A Mighty Warrior's strong blows are far likelier to strike true than regular blows. At 2nd level, and every even level thereafter, a Mighty Warrior gets +1 to his roll to score a critical hit. So a 10th level Mighty Warrior wielding a battleaxe would score a critical hit on a roll of 15-20. This extra chance to strike is added after all other critical enhancing abilities (spells, the keen weapon enhancement, et cetera).
Killing Blows (Ex): A Mighty Warrior's blows are far deadlier than regular blows. At 3rd level, and every third level thereafter, a Mighty Warrior's critical hits deal an addition x1 damage. So a 9th level Mighty Warrior wielding a battleaxe would multiply his damage on a successful critical by 6. This extra damage multiplication is added after all other critical enhancing abilities.
Channeled Rage (Ex): A Mighty Warrior can use his state of controlled rage. At 4th level, he gains a number of Channeled Rage points to assign equal to half his class level. If he spends an hour in combat practice after sleeping for at least 8 hours, he can assign these points to his Strength, Dexterity, Wisdom or Charisma scores, though no stat can have more than half his pool of points in it at one time. This bonus is untyped, and lasts for 24 hours or until he sleeps for 8 hours and reassigns the bonus.
Two Handed Savagery (Ex): A Mighty Warrior is the king of two handed weapons. At 5th level, he deals 3 times his Strength mod in damage when fighting with a two handed weapon, instead of the standard 1.5 times his Strength mod in damage. At 12th level, this increases to 6 times his Strength mod, and at 19th level it increases to 12 times his Strength mod.
Fearless (Ex): A Mighty Warrior never backs down in battle. He becomes immune to all fear effects at 6th level.
Slay (Ex): A Mighty Warrior may attempt to kill his foe in one strike at 6th level. He makes a single attack as a standard action against one foe with a bonus to hit equal to ½ his class level. If he hits, his foe must succeed a Fortitude save (DC10 + ½ the Mighty Warrior's class level + his Strength mod) or be killed by the sheer might of the blow. Even if he succeeds on his save, he takes damage as if the Mighty Warrior had struck him with a successful critical hit. A Mighty Warrior may use this ability once per day at 6th level, and an additional time per day every 6 levels thereafter.
Shrug It Off (Ex): A Mighty Warrior of 7th level gains damage reduction as a Barbarian of his level.
Damage Preference: A Mighty Warrior always has a type of damage they prefer to deal, be it slashing their foes, bludgeoning them, or piercing them. Choose one of the three types of damage weapons deal. With weapons that deal that kind of damage, he now does extra effects as follows:
Slashing: at 8th level, a Mighty warrior with slashing preference leaves bleeding wounds. Every cut he makes deals 2 damage a round until staunched by a successful Heal check (DC15) or the character is magically healed for any amount of damage.
At 14th level, his slashing attacks cut through muscles when he hits; a foe must roll a successful Ref save (DC10+½ the Mighty Warrior's BAB on the strike that hit) any time the Mighty Warrior threatens a critical hit against him. On a failed save, one of his limbs is disabled and unusable until the creature is healed for at least half the amount the strike dealt.
At 20th level, his slashing attacks cut through limbs. Any time the Mighty Warrior succeeds on a critical hit against a foe, the foe must Succeed a Ref save (DC10+½ the Mighty Warrior's highest BAB) or lose a limb.
Bludgeoning: at 8th level, a Mighty Warrior's bludgeoning blows are powerful enough to effect foes in more ways than just damage. If a Mighty Warrior hits a foe with two bludgeoning blows in one round, the foe is considered flat-footed. If he strikes with three bludgeoning blows in one round, the foe is dazed. If he strikes with four bludgeoning blows in one round, his foe is knocked prone. If he strikes with five bludgeoning blows in one round, his foe is considered helpless.
At 14th level, A Mighty Warrior's bludgeoning attacks are quite powerful. He may take a full round action to make one mighty swing at his highest BAB. His foe must succeed on a Ref save (DC10+½ the Mighty Warrior's highest BAB) or be knocked back 5 feet per Mighty Warrior level and take damage as if the blow was a successful critical hit. If the foe hits a wall, he takes 1d6 additional damage per 5 feet he flew. A successful save negates both the knockback and the damage.
At 20th level, his bludgeoning blows are so effective that little blocks them. All his bludgeoning attacks at resolved as touch attacks.
Piercing: at 8th level, a Mighty Warrior's piercing attacks are vicious. On a successful strike, he does an additional 1d6 damage, plus an additional 1d6 per three levels past 8th. This additional damage is not multiplied on a critical hit.
At 14th level, the Mighty Warrior may make a savage piercing blow. As a standard action, he may make a single attack at his highest BAB. On a successful blow, his weapon lodges in his foe in an extremely painful manner, causing him to automatically fail any Concentration checks this round, dealing damage equal to a successful critical hit, gives a -2 to AC from the pain while still embedded, and requiring a move action to dislodge. If not dislodged, the weapon may be twisted as a swift action at any time until it is taken out to force the foe to fail all Concentration checks and take -2 to AC from pain that round.
At 20th level, the Mighty Warrior may truly cripple a foe with his precise piercing blows. Any piercing blow he lands does 1 Dex damage.
Mettle (Ex): A Mighty Warrior can shrug off effects that would drop others. At 9th level, any effect that offers a Fortitude or Will save to lessen an effect on you instead offers no effect on a successful save.
Savage Frenzy (Ex): A Mighty Warrior can attack with powerful fury in battle, letting his control on his rage slip slightly to great effect. At 10th level, when making a full round attack, he may make one additional strike at his highest BAB. This power comes at the cost of defense, however, and he suffers a -5 penalty to AC for the rest of the round. At 15th and 20th levels, he gains one additional attack at his highest BAB, but suffers an additional -5 to AC for each strike. All these blows must be directed at one foe. So at 20th level, he could take -15 to AC to make a full attack against a foe of +40/+40/+40/+40/+30/+20/+10. While in this frenzy, a Mighty Warrior 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. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.
Intimidating Fury (Ex): A Mighty Warrior is an intimidating sight on the battlefield. At 11th level, any time he slays a foe, he may spend a swift action to make an Intimidate check. Any foe who can see him must make a Will save (DC10+½ the Mighty Warrior's Intimidate check) or become shaken for 1d6 rounds. If a foe has less than half the hit dice of the Mighty Warrior, he is instead panicked for 1d6 round, and shaken for an additional 1d6 after that.
Controlled Rage (Ex): A Mighty Warrior is in total control of his rage. At 13th level, his control over his rage grants him a great deal of mental focus and a surprisingly clear head. He gains a +4 bonus to resist any mind-altering or charm effects.
Raging Mind and Body (Ex): A Mighty Warrior's rage enhances his mind and body's abilities to shrug off most effects. At 15th level he gains the feats Great Fortitude, Iron Will and Lightning Reflexes.
Surge of Rage (Ex): A Mighty Warrior is unstoppable on the battlefield. At 16th level, he gains either Improved Bull Rush, Improved Overrun or Improved Sunder, whether or not he meets the prerequisites.
Improved Mettle (Ex): A Mighty Warrior can shrug off effects that would drop others even more often. At 9th level, any effect that offers a Fortitude or Will save to lessen an effect on you instead offers no effect on a successful save as the Mettle ability, but now on a failed save he takes the lesser effect.
Spirit Crushing Rage (Ex): A Mighty Warrior's rage is an almost physical weight in the air around him. As a move action, a Mighty Warrior of 17th level may choose to stare an opponent into submission in battle. Make an Intimidate check against one foe he threatens. That foe must succeed on a Will save (DC equal to the ½ Intimidate check + ½ the Mighty Warrior's level) or become terrified. A terrified creature may take not move from fear, is considered flat-footed, cannot attack, and suffers -6 to AC, skill checks, and ability checks, and he stays in this stare until the object of his terror leaves his line of sight or until attacked, at which time he instead becomes panicked for 2d10 rounds.
Unstoppable Rage (Ex): A Mighty Warrior's rage is a totally unstoppable force of nature. At 18th level, any time he uses his Focused Rage class ability his Strength is considered 8 points higher against that foe, and he suffers no penalty to AC from other foes.
Final Rage (Ex): A Mighty Warrior finishes his foes with great efficiency. At 19th level, when he brings a foe below 0 HP, he pulls his weapon back with a vicious surge of energy. Any foe brought to 0 HP by the Mighty Warrior is automatically dropped to -10 HP.
Perfected Rage (Ex): A Mighty Warrior has reached the peak of his abilities. At 20th level, any time he strikes a critical hit, he deals maximum damage.