Phosphate
2012-04-29, 12:26 AM
Here's a class that walks you through several features that basically...get you to choose between different options to get you either closer to a caster or a non-caster.
And I admit that if you take only spellcaster options, it is worse than a full spellcaster, and if you take only mundane options, it is better than most mundane classes, but that's how it goes most of the time.
The Mystical Fighter
Alignment
Any
Hit Die
d8
Class Skills
Bluff, Concentration, Craft, Intimidate, Knowledge (Arcana), Profession, Sense Motive, Spellcraft, Tumble
Skill Points at 1st level
(2 + Int modifier)X4
Skill Points at Each Additional Level
2 + Int modifier
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+2|+2|+2|Diverse Learning, Utility or Accuracy
2nd|+1|+3|+3|+3|Presence or Lightness, Crossroad
3rd|+2|+3|+3|+3|Armored Casting
4th|+3|+4|+4|+4|A feat of mind or body
5th|+3|+4|+4|+4|Diverse Learning, Crossroad
6th|+4|+5|+5|+5|Utility or Accuracy
7th|+5|+5|+5|+5|Presence or Lightness
8th|+6/+1|+6|+6|+6|Crossroad, A feat of mind or body
9th|+6/+1|+6|+6|+6|Diverse Learning
10th|+7/+2|+7|+7|+7|Greater Armored Casting
11th|+8/+3|+7|+7|+7|Utility or Accuracy, Crossroad
12th|+9/+4|+8|+8|+8|Presence or Lightness, A feat of mind or body
13th|+9/+4|+8|+8|+8|Diverse Learning
14th|+10/+5|+9|+9|+9|Crossroad
15th|+11/+6/+1|+9|+9|+9|Guile Edge
16th|+12/+7/+2|+10|+10|+10|Utility or Accuracy, A feat of mind or body
17th|+12/+7/+2|+10|+10|+10|Presence or Lightness, Diverse Learning, Crossroad
18th|+13/+8/+3|+11|+11|+11|Swap of Knowledge
19th|+14/+9/+4|+11|+11|+11|Streak of Grandeur
20th|+15/+10/+5|+12|+12|+12|Crossroad, A feat of mind or body
[/table]
Class Features
All of the following are class features of the mystical fighter.
Weapon and Armor Proficiency
A mystical fighter is proficient with all simple weapons, light armor, and no shields.
Spellcasting: A mystical fighter casts arcane spells drawn from the sor/wiz spell list. He starts off with two 0 level spells and two 0 level spell slots. To learn a spell, a mystical fighter must have a Cha score of 10+spell level or higher. The DC of their spells is 10+spell level+cha modifier. Their CL is equal to their class level.
Mystical Fighters are spontaneous casters and need not prepare their spells in advance. They regain all their spell slots simply by sleeping for 8 hours.
Mystical fighters don't have a rigid progression; they gain spells known, spell levels and spell slots from class features only. A mystical fighter does NOT gain bonus slots from having a high casting stat.
Diverse Learning: At level 1, and every 4 levels thereafter, a mystical fighter may either choose to learn 3 new spells of levels that they can cast (he may only learn 1 spell of the highest level, unless the highest level is 0) or gain one of the features below. If they choose a feature, they also become proficient with one martial weapon of their choice, OR with armor 1 step better. Unless noted otherwise, every feature can only be taken once.
Counterstrike (Ex): Whenever an opponent attacks you in melee combat and misses, you may give up an AoO to attack him back at your full BaB.
Shifting Blow (Ex): Make a melee attack as a standard action against an opponent. Subtract his AC from your attack roll and gain the result as a dodge bonus (or penalty, as may be the case) to your AC until your next round. Cannot be used two rounds in a row. You may take this feature twice, if you do, the restriction no longer applies.
Forked Path (Ex): You may turn once while charging.
Joust (Ex): If you move towards an opponent in a straight line, with no difficult terrain in front of you, and successfully hit him with a melee attack, deal 1 more damage for every square of movement. This can only be applied to a single attack per round.
Off-balance (Ex): All opponents who make an AoO against you must make a Ref save against a DC of 10+class level/2+Str mod. If they fail, they lose their next move action.
Hit and Run (Ex): Attack an opponent in melee as a standard action. If you beat their AC and deal lethal damage, you gain an additional move action this round.
Parry (Ex): Whenever you are attacked, except for a touch attack, as an immediate action, you may substitute your AC with an attack roll.
Training of the Colossus (Ex): Choose any of the following: trip, bull rush, grapple, overrun, wielding weapons. You are treated as being 1 size category larger for the purpose of any roll pertaining to your choice or, in the case of wielding weapons, to larger weapons. This feature may be taken multiple times, every time, you must choose differently.
Strong Legs (Ex): Increase your base speed by 10 feet. Also, you may always take 10 on Climb checks.
Adrenaline (Ex): Whenever you succeed on a fort or will save, you heal 5 hit points and deal 4 more damage on your next attack (doesn't stack).
Utility or Accuracy: At level 1, and every 5 levels thereafter, you may either choose to gain an untyped +2 increase to your attack rolls or gain +1 spell slot to all spell levels (if you have not unlocked a spell level yet, when you do, you will gain +1 spell slots to it for every instance that you chose this).
Presence or Lightness: At level 2, and every 5 levels thereafter, you may either choose to increase your CL by +1 for the purpose of DC and overcoming SR only, or gain an untyped bonus of +1 to AC.
Crossroad: At level 2, and every 3 levels thereafter, you may choose to either add +1d4 damage to all your melee attacks and gain DR 2/-- (both stacking), or unlock the next spell level. By unlocking the next spell level, you gain 1 spell slot of that level and 2 spells known.
A Feat of Mind or Body: At level 4, and every 4 levels thereafter, you may either gain a metamagic feat or two feats from the fighter bonus feat list. You must meet the prerequisites of those feats.
Armored Casting (Ex): A level 3 mystic fighter incurs only half the spell failure chance of his armor.
Greater Armored Casting (Ex): A level 10 mystic fighter ignores the failure chance of his armor.
Guile Edge (Ex): Add your Int mod either to your melee damage rolls or the damage of your spells that have damage dice as part of their effect. You may change this once per day as a free action. If your int mod is 0 or negative, simply add +1 to both.
Swap of Knowledge (Ex): A level 18 mystic fighter may, as a one hour ritual that requires complete concentration, once per week, change up to 3 spells known into other spells of the same level, and once per day as a full round action, change a martial feature from Diverse learning to another.
Streak of Grandeur (Ex): Whenever you score a critical hit against a foe who has as much HD as you -2 or more, gain 1 spell slot of any spell level, except your highest 2 (unless you have only 1 or two spell levels, then you can).
And I admit that if you take only spellcaster options, it is worse than a full spellcaster, and if you take only mundane options, it is better than most mundane classes, but that's how it goes most of the time.
The Mystical Fighter
Alignment
Any
Hit Die
d8
Class Skills
Bluff, Concentration, Craft, Intimidate, Knowledge (Arcana), Profession, Sense Motive, Spellcraft, Tumble
Skill Points at 1st level
(2 + Int modifier)X4
Skill Points at Each Additional Level
2 + Int modifier
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+2|+2|+2|Diverse Learning, Utility or Accuracy
2nd|+1|+3|+3|+3|Presence or Lightness, Crossroad
3rd|+2|+3|+3|+3|Armored Casting
4th|+3|+4|+4|+4|A feat of mind or body
5th|+3|+4|+4|+4|Diverse Learning, Crossroad
6th|+4|+5|+5|+5|Utility or Accuracy
7th|+5|+5|+5|+5|Presence or Lightness
8th|+6/+1|+6|+6|+6|Crossroad, A feat of mind or body
9th|+6/+1|+6|+6|+6|Diverse Learning
10th|+7/+2|+7|+7|+7|Greater Armored Casting
11th|+8/+3|+7|+7|+7|Utility or Accuracy, Crossroad
12th|+9/+4|+8|+8|+8|Presence or Lightness, A feat of mind or body
13th|+9/+4|+8|+8|+8|Diverse Learning
14th|+10/+5|+9|+9|+9|Crossroad
15th|+11/+6/+1|+9|+9|+9|Guile Edge
16th|+12/+7/+2|+10|+10|+10|Utility or Accuracy, A feat of mind or body
17th|+12/+7/+2|+10|+10|+10|Presence or Lightness, Diverse Learning, Crossroad
18th|+13/+8/+3|+11|+11|+11|Swap of Knowledge
19th|+14/+9/+4|+11|+11|+11|Streak of Grandeur
20th|+15/+10/+5|+12|+12|+12|Crossroad, A feat of mind or body
[/table]
Class Features
All of the following are class features of the mystical fighter.
Weapon and Armor Proficiency
A mystical fighter is proficient with all simple weapons, light armor, and no shields.
Spellcasting: A mystical fighter casts arcane spells drawn from the sor/wiz spell list. He starts off with two 0 level spells and two 0 level spell slots. To learn a spell, a mystical fighter must have a Cha score of 10+spell level or higher. The DC of their spells is 10+spell level+cha modifier. Their CL is equal to their class level.
Mystical Fighters are spontaneous casters and need not prepare their spells in advance. They regain all their spell slots simply by sleeping for 8 hours.
Mystical fighters don't have a rigid progression; they gain spells known, spell levels and spell slots from class features only. A mystical fighter does NOT gain bonus slots from having a high casting stat.
Diverse Learning: At level 1, and every 4 levels thereafter, a mystical fighter may either choose to learn 3 new spells of levels that they can cast (he may only learn 1 spell of the highest level, unless the highest level is 0) or gain one of the features below. If they choose a feature, they also become proficient with one martial weapon of their choice, OR with armor 1 step better. Unless noted otherwise, every feature can only be taken once.
Counterstrike (Ex): Whenever an opponent attacks you in melee combat and misses, you may give up an AoO to attack him back at your full BaB.
Shifting Blow (Ex): Make a melee attack as a standard action against an opponent. Subtract his AC from your attack roll and gain the result as a dodge bonus (or penalty, as may be the case) to your AC until your next round. Cannot be used two rounds in a row. You may take this feature twice, if you do, the restriction no longer applies.
Forked Path (Ex): You may turn once while charging.
Joust (Ex): If you move towards an opponent in a straight line, with no difficult terrain in front of you, and successfully hit him with a melee attack, deal 1 more damage for every square of movement. This can only be applied to a single attack per round.
Off-balance (Ex): All opponents who make an AoO against you must make a Ref save against a DC of 10+class level/2+Str mod. If they fail, they lose their next move action.
Hit and Run (Ex): Attack an opponent in melee as a standard action. If you beat their AC and deal lethal damage, you gain an additional move action this round.
Parry (Ex): Whenever you are attacked, except for a touch attack, as an immediate action, you may substitute your AC with an attack roll.
Training of the Colossus (Ex): Choose any of the following: trip, bull rush, grapple, overrun, wielding weapons. You are treated as being 1 size category larger for the purpose of any roll pertaining to your choice or, in the case of wielding weapons, to larger weapons. This feature may be taken multiple times, every time, you must choose differently.
Strong Legs (Ex): Increase your base speed by 10 feet. Also, you may always take 10 on Climb checks.
Adrenaline (Ex): Whenever you succeed on a fort or will save, you heal 5 hit points and deal 4 more damage on your next attack (doesn't stack).
Utility or Accuracy: At level 1, and every 5 levels thereafter, you may either choose to gain an untyped +2 increase to your attack rolls or gain +1 spell slot to all spell levels (if you have not unlocked a spell level yet, when you do, you will gain +1 spell slots to it for every instance that you chose this).
Presence or Lightness: At level 2, and every 5 levels thereafter, you may either choose to increase your CL by +1 for the purpose of DC and overcoming SR only, or gain an untyped bonus of +1 to AC.
Crossroad: At level 2, and every 3 levels thereafter, you may choose to either add +1d4 damage to all your melee attacks and gain DR 2/-- (both stacking), or unlock the next spell level. By unlocking the next spell level, you gain 1 spell slot of that level and 2 spells known.
A Feat of Mind or Body: At level 4, and every 4 levels thereafter, you may either gain a metamagic feat or two feats from the fighter bonus feat list. You must meet the prerequisites of those feats.
Armored Casting (Ex): A level 3 mystic fighter incurs only half the spell failure chance of his armor.
Greater Armored Casting (Ex): A level 10 mystic fighter ignores the failure chance of his armor.
Guile Edge (Ex): Add your Int mod either to your melee damage rolls or the damage of your spells that have damage dice as part of their effect. You may change this once per day as a free action. If your int mod is 0 or negative, simply add +1 to both.
Swap of Knowledge (Ex): A level 18 mystic fighter may, as a one hour ritual that requires complete concentration, once per week, change up to 3 spells known into other spells of the same level, and once per day as a full round action, change a martial feature from Diverse learning to another.
Streak of Grandeur (Ex): Whenever you score a critical hit against a foe who has as much HD as you -2 or more, gain 1 spell slot of any spell level, except your highest 2 (unless you have only 1 or two spell levels, then you can).