XionUnborn01
2012-03-31, 02:41 PM
I'm terrible with tables on forums, so I'll leave the table out right now, but I'd like an evaluation of the my attempt to help out the fighter. I know it doesn't fix some of the biggest problems but I'm not trying to make this a godly class, just give it some help.
Fighter
HD: d10
Skills: Balance, Climb, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Jump, Knowledge (all skills, taken separately), Listen, Profession, Search, Sense Motive, Spot, Swim, Survival, Plus one more skill.
Skillpoints: 6+Int (x4 at 1st level)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0| Bonus Feat, Weapon Versatility, Focused Training I, Commander's Tongue
2nd|
+2|
+3|
+3|
+0| Bonus Feat, Combat Sight (blindsense)
3rd|
+3|
+3|
+3|
+1| Learned Ability, Warlord's Knowledge, Commander's Tongue
4th|
+4|
+4|
+4|
+1|Focused Training II, Inspiring Strike, Armor Master (1)
5th|
+5|
+4|
+4|
+1| Bonus Feat, Commander's Tongue
6th|
+6/1|
+5|
+5|
+2| Learned Ability, Penetrate Defenses
7th|
+7/2|
+5|
+5|
+2| Commander's Tongue, Crack Shell
8th|
+8/3|
+6|
+6|
+2| Bonus Feat, Combat Sight (blindsight), Focused Training III
9th|
+9/4|
+6|
+6|
+3| Learned Ability, Commander's Tongue, Armor Master (2)
10th|
+10/5|
+7|
+7|
+3| Warlord's Prowess, Overpowering Attack
11th|
+11/6/1|
+7|
+7|
+3| Bonus Feat, Commander's Tongue
12th|
+12/7/2|
+8|
+8|
+4| Combat Sight (tremorsense), Focused Training III, Learned Ability
13th|
+13/8/3|
+8|
+8|
+8| Commander's Tongue
14th|
+14/9/4|
+9|
+9|
+4| Bonus Feat, Armor Master (3)
15th|
+15/10/5|
+9|
+9|
+5| Learned Ability, Commander's Tongue
16th|
+16/11/6/1|
+10|
+10|
+5|
17th|
+17/12/7/2|
+10|
+10|
+5| Bonus Feat, Commander's Tongue
18th|
+18/13/8/3|
+11|
+11|
+6| Learned Ability
19th|
+19/14/9/4|
+11|
+11|
+6| Commander's Tongue, Armor Master (5)
20th|
+20/15/10/5|
+12|
+12|
+6| Bonus Feat, Ageless Veteran
[/table]
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). In addition, a fighter may choose one exotic weapon and armor to gain proficiency with.
Bonus Feats: A fighter gains a bonus feat at 1st level, 2nd level, then every three levels after that (5th, 8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the list of fighter bonus feats, but the fighter may ignore any ability score requirements of the feat.
Combat Sight: Battles are won by awareness as well as strength of arms, and the fighter knows this. At 2nd level, the fighter gains blindsense at a range of 5ft per class level.
At 8th level, the fighter gains blindsight out to 5ft per 2 class levels.
At 12th level, the fighter gains tremor sense out to 5ft per 2 class levels.
Weapon Versatility:(1st Level) Fighters are trained in all schools of weapons. Because of their broad knowledge, a fighter with feats that are specified for a weapon such as Weapon Focus, can be retrained to any weapon in the fighter’s possession with five full rounds of practice.
Focused Training: Fighters are trained intensely on two of the most basic abilities; Weapon Focus and Weapon Specialization, the bread and butter of combat. At first level, the fighter gains Weapon Focus with a weapon of their choice as a bonus feat, at 4th level a fighter gains Weapon Specialization with the chosen weapon, at 8th level the fighter gains Greater Weapon Focus with the chosen weapon, and at 12th level the fighter gains Greater Weapon Specialization with the chosen weapon. These feats may be switched to another weapon via the fighter’s Weapon Versatility ability. Additionally, the fighter gains a bonus on attack and damage rolls while wielding the weapon specified by these feats equal to +1/4 class level.
Learned Ability: A fighter can learn from other combatants he meets, adapting their fighting style into his, achieving his own special way of combat. At 3rd level and every 3 levels after (6th, 9th, etc.) the fighter may choose to gain one ability from the list below. All abilities are Extraordinary unless otherwise noted.
Sneak attack: The fighter gains 1d6 sneak attack. This ability can be taken multiple times, each instance increasing the ability by 1d6.
Evasion: The fighter gains Evasion, as per the Rogue, though it may be used in any type of armor.
Improved Evasion: The fighter gains Improved Evasion, as per the rogue though this may be used in any type of armor. The fighter must have Evasion to gain this ability, either from this class or from another. The fighter must be at least level 9 to take this ability.
Conviction: A Fighter can resist magical and unusual attacks with great willpower. If he makes a successful Will save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half), he instead completely negates the effect. An unconscious or sleeping Fighter does not gain the benefit of conviction.
Improved Conviction: This ability functions as conviction, except the fighter now takes only half damage even on a failed save. The fighter must have Conviction to gain this ability, either from this class or from another. The fighter must be at least level 9 to take this ability.
Tenacity: A Fighter can resist magical and unusual attacks with great fortitude. If he makes a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Fighter does not gain the benefit of tenacity.
Improved Tenacity: This ability functions as tenacity, except the fighter now takes only half damage even on a failed save. The fighter must have Tenacity to gain this ability, either from this class or from another. The fighter must be at least level 9 to take this ability.
Favored Enemy: The fighter can take this ability to gain a favored enemy as a Ranger. The fighter must gains the same bonuses as a ranger would. This ability can be taken up to three times, each instance increasing the bonuses the same way a ranger does.
Lay on Hands: The fighter gains the lay on hands ability of the paladin. To determine the amount he can heal, his Paladin level is equal to his fighter level minus 2. This is a Supernatural ability.
Animal Companion: The fighter gains an animal companion like the Druid. To determine the types of companions he can have and it’s abilities, his druid level is equal to his fighter level minus 5.
Fast Movement: The fighter gains a +10ft bonus to his land speed. This bonus is halved when he is in medium or heavy armor, or carries a heavy load.
Improved Fast Movement: The fighter gains an additional +20ft to his land speed. Additionally, his fast movement bonuses are now only halved in have armor or when carrying a heavy load. The fighter must have taken the fast movement ability from this class, and must be 10th level to take this ability.
Trapfinding: The fighter gains trapfinding as a Rogue, as well as trapsense +1/3 levels.
Uncanny Dodge: The fighter gains uncanny dodge as the Barbarian.
Improved Uncanny Dodge: The fighter gains Improved uncanny dodge as the Barbarian. The fighter must have taken Uncanny Dodge as a class feature from this class, or have had it already as a class feature and must be 9th level.
Spellcasting: The fighter gains knowledge of three 1st level spells, from either the sorcerer/wizard list, cleric, or druid list. Each of these spells is usable a number of times per day equal to the fighter’s Int, Wis, or Cha modifier, whichever they choose. This is a supernatural ability.
Greater Spellcasting: The fighter gains knowledge of three 2nd level spells and two additional 1st level spells, each usable a number of times per day equal to the modifier of whichever ability the fighter chose for their Spellcasting ability. The fighter must have taken the Spellcasting ability from this class to gain this ability and must be 9th level. This is a supernatural ability.
NOTE: I'm worried that all fighters will take the spellcasting ability, is that really a problem? I'm not sure.
Warlord’s Knowledge: (3rd level) Fighters glean bits of knowledge from shared war stories and historical texts. At 3rd level, the fighter gains an ability that functions as Bardic Knowledge, using the fighter levels instead of bard. The fighter also gains a +3 bonus on Knowledge (nobility and royalty), Knowledge (history), Knowledge (Geography), and Knowledge (architecture and engineering).
Commander’s Tongue: War bands consist of people from all places and dialects. At 1st level and every 2 levels afterwords the fighter adds one additional language to his list of known languages.
Inspiring Strike: At 4th level, the fighter learns to rally his allies with his fighting prowess. Each round the fighter lands a successful melee or ranged attack, all allies gain a bonus on attack rolls, damage rolls, and saves equal to the number of attacks he lands. These bonuses last until the fighter’s next turn. If he somehow gains additional attacks after the end of his turn but before his next turn, the number of attacks landed is added to the bonuses given to his allies, though they end when the others do.
Armor Master: All fighters are trained to treat their armor as a second skin. At 4th level, this takes on an extraordinary quality. All armor worn by the fighter has its maximum dexterity bonus to AC is increased by 1 and the armor check penalty is decreased by 1. At 9th level these bonuses increase to 2, at 14th level they are again increased to 3, and at 19th level, these are increased to 5. If these reductions reduce the armor check penalty to 0, the armor is treated as one category lighter whenever it would be beneficial. Additionally, the fighter may sleep in any type of armor without becoming fatigued.
Penetrate Defenses: Fighters are adept at penetrating the natural defenses of the monsters in their world. At 6th level, the fighter discovers how to bypass these with a well-aimed strike. By taking a standard action to make an appropriate knowledge check with a DC equal to the creature’s CR+5, the fighter can ignore a certain amount of damage reduction. For every 5 he succeeds the check by, he reduces the targets effective damage reduction by 1, but only against attacks from the fighter. This ability lasts for a number of rounds equal to the fighter’s intelligence modifier.
Crack Shell: Upon gaining his 7th level, as a full round action, the fighter can make one attack aimed at destroying his enemy’s defense. The fighter makes his attack at his highest base attack bonus, using any feats at his disposal. If he hits the target must succeed a fortitude save with a DC equal to damage dealt+ the fighter’s intelligence modifier. If the creature fails the save, its natural armor and damage reduction are both reduced by 1 per 5 points of damage dealt and any fast healing or regeneration the target has is stopped for a number of rounds equal to the fighter’s intelligence modifier. If the creature is healed in any way, it gains back 1 point of damage reduction and 1 point of natural armor for each 5 points of damage healed. If the target is wearing armor, the fighter may opt to have the armor bonus reduced by half the amount that the natural armor would take. If this reduces the bonus below half, the armor’s maximum dexterity bonus to AC is decreased by 1, if this decreases the armor’s bonus to 0; the armor is broken and falls off the target. Broken armor can be healed with a craft check DC equal to the DC used to make it. If it is magical, there is a 30% chance for each of the enchantments to be destroyed (treat each instance of +1 as a separate enchantment).
Warlord’s Prowess:A fighter must always keep his head, no matter the situation. At 10th level, he gains immunity to fear effects and all allies within 20ft gain a bonus on saves against fear equal to the fighter’s intelligence modifier, due to his constant warnings and knowledge of the enemy. If the fighter fails a saving throw against a spell that would somehow change his attitude or govern his actions such as charm person or dominate person, he gains an additional save the next round with a bonus equal to his intelligence modifier to the save for learning from his previous mistakes.
Overpowering Attack: Upon attaining 10th level, the fighter learns patience over speed. By spending a standard action to deliver a single attack, its power is greatly increased. The fighter deals (2+number of attacks foregone+constitution modifier) times damage. If he makes any other attacks the round this ability is used, such as attacks of opportunity or those granted by spells, those attacks also benefit from this ability. If the fighter uses this ability when he would not normally be able to use his multiple attacks (such as at the end of a charge), he doesn't gain a bonus from forgone attacks. Creatures immune to critical hits are not immune to the extra damage from this ability.
Ageless Veteran: At 20th level, the fighter has seen it all and done it all. The fighter becomes immune morale penalties, paralysis, and polymorph effects if he chooses. Additionally, they are counted as an outsider whenever it would be beneficial. They gain damage reduction equal to half their class level that is overcome by weapons enchanted with both parts of the fighter’s alignment (if the fighter is neutral on one or more side of their alignment, they chose which type of DR to gain). Lastly, they gain spell resistance equal to 10+HD+Int modifier which they can suppress and resume at any time, regardless of whether or not it is their turn.
So there it is. I don't think it's anything too amazing but I'd like your opinions on it so far. Also, if anyone has abilities that they think should be added to the Learned Ability list, please tell me, I looked through a few books but couldn't really find a whole lot out of core that made sense on its own but I didn't scour every source I knew of.
EDIT: Changed a few things, this should result in a less MAD class, I believe I got everything changed to either Strength or Intelligence, with the exception of Overpowering Attack, though that's still in the works.
EDIT 2: Changed the levels gained on a couple things, but more importantly I added a table.
Fighter
HD: d10
Skills: Balance, Climb, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Jump, Knowledge (all skills, taken separately), Listen, Profession, Search, Sense Motive, Spot, Swim, Survival, Plus one more skill.
Skillpoints: 6+Int (x4 at 1st level)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0| Bonus Feat, Weapon Versatility, Focused Training I, Commander's Tongue
2nd|
+2|
+3|
+3|
+0| Bonus Feat, Combat Sight (blindsense)
3rd|
+3|
+3|
+3|
+1| Learned Ability, Warlord's Knowledge, Commander's Tongue
4th|
+4|
+4|
+4|
+1|Focused Training II, Inspiring Strike, Armor Master (1)
5th|
+5|
+4|
+4|
+1| Bonus Feat, Commander's Tongue
6th|
+6/1|
+5|
+5|
+2| Learned Ability, Penetrate Defenses
7th|
+7/2|
+5|
+5|
+2| Commander's Tongue, Crack Shell
8th|
+8/3|
+6|
+6|
+2| Bonus Feat, Combat Sight (blindsight), Focused Training III
9th|
+9/4|
+6|
+6|
+3| Learned Ability, Commander's Tongue, Armor Master (2)
10th|
+10/5|
+7|
+7|
+3| Warlord's Prowess, Overpowering Attack
11th|
+11/6/1|
+7|
+7|
+3| Bonus Feat, Commander's Tongue
12th|
+12/7/2|
+8|
+8|
+4| Combat Sight (tremorsense), Focused Training III, Learned Ability
13th|
+13/8/3|
+8|
+8|
+8| Commander's Tongue
14th|
+14/9/4|
+9|
+9|
+4| Bonus Feat, Armor Master (3)
15th|
+15/10/5|
+9|
+9|
+5| Learned Ability, Commander's Tongue
16th|
+16/11/6/1|
+10|
+10|
+5|
17th|
+17/12/7/2|
+10|
+10|
+5| Bonus Feat, Commander's Tongue
18th|
+18/13/8/3|
+11|
+11|
+6| Learned Ability
19th|
+19/14/9/4|
+11|
+11|
+6| Commander's Tongue, Armor Master (5)
20th|
+20/15/10/5|
+12|
+12|
+6| Bonus Feat, Ageless Veteran
[/table]
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). In addition, a fighter may choose one exotic weapon and armor to gain proficiency with.
Bonus Feats: A fighter gains a bonus feat at 1st level, 2nd level, then every three levels after that (5th, 8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the list of fighter bonus feats, but the fighter may ignore any ability score requirements of the feat.
Combat Sight: Battles are won by awareness as well as strength of arms, and the fighter knows this. At 2nd level, the fighter gains blindsense at a range of 5ft per class level.
At 8th level, the fighter gains blindsight out to 5ft per 2 class levels.
At 12th level, the fighter gains tremor sense out to 5ft per 2 class levels.
Weapon Versatility:(1st Level) Fighters are trained in all schools of weapons. Because of their broad knowledge, a fighter with feats that are specified for a weapon such as Weapon Focus, can be retrained to any weapon in the fighter’s possession with five full rounds of practice.
Focused Training: Fighters are trained intensely on two of the most basic abilities; Weapon Focus and Weapon Specialization, the bread and butter of combat. At first level, the fighter gains Weapon Focus with a weapon of their choice as a bonus feat, at 4th level a fighter gains Weapon Specialization with the chosen weapon, at 8th level the fighter gains Greater Weapon Focus with the chosen weapon, and at 12th level the fighter gains Greater Weapon Specialization with the chosen weapon. These feats may be switched to another weapon via the fighter’s Weapon Versatility ability. Additionally, the fighter gains a bonus on attack and damage rolls while wielding the weapon specified by these feats equal to +1/4 class level.
Learned Ability: A fighter can learn from other combatants he meets, adapting their fighting style into his, achieving his own special way of combat. At 3rd level and every 3 levels after (6th, 9th, etc.) the fighter may choose to gain one ability from the list below. All abilities are Extraordinary unless otherwise noted.
Sneak attack: The fighter gains 1d6 sneak attack. This ability can be taken multiple times, each instance increasing the ability by 1d6.
Evasion: The fighter gains Evasion, as per the Rogue, though it may be used in any type of armor.
Improved Evasion: The fighter gains Improved Evasion, as per the rogue though this may be used in any type of armor. The fighter must have Evasion to gain this ability, either from this class or from another. The fighter must be at least level 9 to take this ability.
Conviction: A Fighter can resist magical and unusual attacks with great willpower. If he makes a successful Will save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half), he instead completely negates the effect. An unconscious or sleeping Fighter does not gain the benefit of conviction.
Improved Conviction: This ability functions as conviction, except the fighter now takes only half damage even on a failed save. The fighter must have Conviction to gain this ability, either from this class or from another. The fighter must be at least level 9 to take this ability.
Tenacity: A Fighter can resist magical and unusual attacks with great fortitude. If he makes a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Fighter does not gain the benefit of tenacity.
Improved Tenacity: This ability functions as tenacity, except the fighter now takes only half damage even on a failed save. The fighter must have Tenacity to gain this ability, either from this class or from another. The fighter must be at least level 9 to take this ability.
Favored Enemy: The fighter can take this ability to gain a favored enemy as a Ranger. The fighter must gains the same bonuses as a ranger would. This ability can be taken up to three times, each instance increasing the bonuses the same way a ranger does.
Lay on Hands: The fighter gains the lay on hands ability of the paladin. To determine the amount he can heal, his Paladin level is equal to his fighter level minus 2. This is a Supernatural ability.
Animal Companion: The fighter gains an animal companion like the Druid. To determine the types of companions he can have and it’s abilities, his druid level is equal to his fighter level minus 5.
Fast Movement: The fighter gains a +10ft bonus to his land speed. This bonus is halved when he is in medium or heavy armor, or carries a heavy load.
Improved Fast Movement: The fighter gains an additional +20ft to his land speed. Additionally, his fast movement bonuses are now only halved in have armor or when carrying a heavy load. The fighter must have taken the fast movement ability from this class, and must be 10th level to take this ability.
Trapfinding: The fighter gains trapfinding as a Rogue, as well as trapsense +1/3 levels.
Uncanny Dodge: The fighter gains uncanny dodge as the Barbarian.
Improved Uncanny Dodge: The fighter gains Improved uncanny dodge as the Barbarian. The fighter must have taken Uncanny Dodge as a class feature from this class, or have had it already as a class feature and must be 9th level.
Spellcasting: The fighter gains knowledge of three 1st level spells, from either the sorcerer/wizard list, cleric, or druid list. Each of these spells is usable a number of times per day equal to the fighter’s Int, Wis, or Cha modifier, whichever they choose. This is a supernatural ability.
Greater Spellcasting: The fighter gains knowledge of three 2nd level spells and two additional 1st level spells, each usable a number of times per day equal to the modifier of whichever ability the fighter chose for their Spellcasting ability. The fighter must have taken the Spellcasting ability from this class to gain this ability and must be 9th level. This is a supernatural ability.
NOTE: I'm worried that all fighters will take the spellcasting ability, is that really a problem? I'm not sure.
Warlord’s Knowledge: (3rd level) Fighters glean bits of knowledge from shared war stories and historical texts. At 3rd level, the fighter gains an ability that functions as Bardic Knowledge, using the fighter levels instead of bard. The fighter also gains a +3 bonus on Knowledge (nobility and royalty), Knowledge (history), Knowledge (Geography), and Knowledge (architecture and engineering).
Commander’s Tongue: War bands consist of people from all places and dialects. At 1st level and every 2 levels afterwords the fighter adds one additional language to his list of known languages.
Inspiring Strike: At 4th level, the fighter learns to rally his allies with his fighting prowess. Each round the fighter lands a successful melee or ranged attack, all allies gain a bonus on attack rolls, damage rolls, and saves equal to the number of attacks he lands. These bonuses last until the fighter’s next turn. If he somehow gains additional attacks after the end of his turn but before his next turn, the number of attacks landed is added to the bonuses given to his allies, though they end when the others do.
Armor Master: All fighters are trained to treat their armor as a second skin. At 4th level, this takes on an extraordinary quality. All armor worn by the fighter has its maximum dexterity bonus to AC is increased by 1 and the armor check penalty is decreased by 1. At 9th level these bonuses increase to 2, at 14th level they are again increased to 3, and at 19th level, these are increased to 5. If these reductions reduce the armor check penalty to 0, the armor is treated as one category lighter whenever it would be beneficial. Additionally, the fighter may sleep in any type of armor without becoming fatigued.
Penetrate Defenses: Fighters are adept at penetrating the natural defenses of the monsters in their world. At 6th level, the fighter discovers how to bypass these with a well-aimed strike. By taking a standard action to make an appropriate knowledge check with a DC equal to the creature’s CR+5, the fighter can ignore a certain amount of damage reduction. For every 5 he succeeds the check by, he reduces the targets effective damage reduction by 1, but only against attacks from the fighter. This ability lasts for a number of rounds equal to the fighter’s intelligence modifier.
Crack Shell: Upon gaining his 7th level, as a full round action, the fighter can make one attack aimed at destroying his enemy’s defense. The fighter makes his attack at his highest base attack bonus, using any feats at his disposal. If he hits the target must succeed a fortitude save with a DC equal to damage dealt+ the fighter’s intelligence modifier. If the creature fails the save, its natural armor and damage reduction are both reduced by 1 per 5 points of damage dealt and any fast healing or regeneration the target has is stopped for a number of rounds equal to the fighter’s intelligence modifier. If the creature is healed in any way, it gains back 1 point of damage reduction and 1 point of natural armor for each 5 points of damage healed. If the target is wearing armor, the fighter may opt to have the armor bonus reduced by half the amount that the natural armor would take. If this reduces the bonus below half, the armor’s maximum dexterity bonus to AC is decreased by 1, if this decreases the armor’s bonus to 0; the armor is broken and falls off the target. Broken armor can be healed with a craft check DC equal to the DC used to make it. If it is magical, there is a 30% chance for each of the enchantments to be destroyed (treat each instance of +1 as a separate enchantment).
Warlord’s Prowess:A fighter must always keep his head, no matter the situation. At 10th level, he gains immunity to fear effects and all allies within 20ft gain a bonus on saves against fear equal to the fighter’s intelligence modifier, due to his constant warnings and knowledge of the enemy. If the fighter fails a saving throw against a spell that would somehow change his attitude or govern his actions such as charm person or dominate person, he gains an additional save the next round with a bonus equal to his intelligence modifier to the save for learning from his previous mistakes.
Overpowering Attack: Upon attaining 10th level, the fighter learns patience over speed. By spending a standard action to deliver a single attack, its power is greatly increased. The fighter deals (2+number of attacks foregone+constitution modifier) times damage. If he makes any other attacks the round this ability is used, such as attacks of opportunity or those granted by spells, those attacks also benefit from this ability. If the fighter uses this ability when he would not normally be able to use his multiple attacks (such as at the end of a charge), he doesn't gain a bonus from forgone attacks. Creatures immune to critical hits are not immune to the extra damage from this ability.
Ageless Veteran: At 20th level, the fighter has seen it all and done it all. The fighter becomes immune morale penalties, paralysis, and polymorph effects if he chooses. Additionally, they are counted as an outsider whenever it would be beneficial. They gain damage reduction equal to half their class level that is overcome by weapons enchanted with both parts of the fighter’s alignment (if the fighter is neutral on one or more side of their alignment, they chose which type of DR to gain). Lastly, they gain spell resistance equal to 10+HD+Int modifier which they can suppress and resume at any time, regardless of whether or not it is their turn.
So there it is. I don't think it's anything too amazing but I'd like your opinions on it so far. Also, if anyone has abilities that they think should be added to the Learned Ability list, please tell me, I looked through a few books but couldn't really find a whole lot out of core that made sense on its own but I didn't scour every source I knew of.
EDIT: Changed a few things, this should result in a less MAD class, I believe I got everything changed to either Strength or Intelligence, with the exception of Overpowering Attack, though that's still in the works.
EDIT 2: Changed the levels gained on a couple things, but more importantly I added a table.