jjpickar
2012-04-30, 11:38 PM
This is (mostly) a joke. Shooting for a low tier 2 or high tier 3, the former is my guess though they really get going around level 10. One of the changes I am considering would have to do with introducing Feat magic at early levels.
I’m not like those other warriors. I don’t get particularly angry and flip out like the Barbarian, I’m not gazing at my navel in hopes of improving a pathetic supply of power points like the Psychic Warrior, and I sure as heck don’t go around like the Warblade and announce my attack techniques Every. Single. Time. I. Use. One. No, I just like to sit in a corner with my books and a sheet of paper, patiently running the numbers. That is, until it’s time to stab something in the face. I can do that just fine.
Some call them War Scholars. Others call them Accountants with Swords. But most know FEAT-ERs not by their titles but by the variety of ways they’ve figured out to make holes in an enemy. The FEAT-ER is a warrior that studies the techniques of war with an obsession unmatched by any other class. The benefit is that they know every feat ever created. Unfortunately, this knowledge is so great that they can only utilize a small number of them at a time. Still what is “small” for the FEAT-ER is more than any other class will ever have and with an eight hour rest and another hour pouring over their vast collections of manuals, compendiums and handbooks, they have access to potentially any feat. Further, they eventually develop the technique of jogging their memory with a little brisk exercise (read: fighting). The very greatest masters have even developed a whole new brand of magic: FEAT MAGIC! Regardless, they are valued by their companions as staunch warriors and good, if usually introverted, friends.
Game Rule Information
FEAT-ERs have the following game statistics.
Traditional Warrior attributes are preferred. Constitution for toughness, Strength for melee and Dexterity for ranged and AC. Still, considering their wide access to feats, they may favor other abilities.
Alignment: Any (Some wish that they could change their alignment like they change their feats. Who knows? Maybe some of them do.)
Hit Die: D8 (Not a caster? Here’s a consolation prize. It’s about as awesome as a consolation prize generally ends up being.)
Class Skills
Balance, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (dungeoneering), Listen, Pro-(They do not get a profession. They dedicated their life to feats and you expect them to get a job? Did I mention that they also have trouble getting married? No? Well, um, never mind.) Ride, Search, Spot, Survival, Swim, and Tumble.
Skill Points at 1st Level: (2+Int Modifier)x4
Skill Points at Each Additional Level: 2+ Int Modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+0|Feat Slot, Feat Magic (0 Level Spells), Feat Magic Curse
2nd|+2|+3|+0|+0|Jog Memory (one slot), Feat Magic (1st level Spells 1/per day)
3rd|+3|+3|+1|+1|Feat Slot
4th|+4|+4|+1|+1|Jog Memory (two slots), Feat Magic (1st level Spells 2/per day)
5th|+5|+4|+1|+1|Feat Slot, Feat Magic (2nd Level Spells 1/per day)
6th|+6/+1|+5|+2|+2|Jog Memory (three slots), (Feat Magic 3rd level spells 1/per day)
7th|+7/+2|+5|+2|+2|Feat Slot (2nd Level Spells 2/per day, 1st level spells 3/per day)
8th|+8/+3|+6|+2|+2|Jog Memory (four slots)
9th|+9/+4|+6|+3|+3|Feat Slot, (3rd Level Spells 2/per day, 2nd level spells 3/per day)
10th|+10/+5|+7|+3|+3|Jog Memory (five slots), Feat Magic (4th level spells 1/per day)
11th|+11/+6/+1|+7|+3|+3|Feat Slot, Feat Magic (3rd level spells 3/per day)
12th|+12/+7/+2|+8|+4|+4|Feat Magic (4th level spells 2/per day)
13th|+13/+8/+3|+8|+4|+4|Feat Slot, Feat Magic (5th level spells 1/per day)
14th|+14/+9/+4|+9|+4|+4|Feat Magic (Metamagic feats applied to 1st-3rd levels spells)
15th|+15/+10/+5|+9|+5|+5|Feat Slot, Feat Magic (6th level spells 1/per day)
16th|+16/+11/+6/+1|+10|+5|+5|Feat Magic (5th level spells 2/per day)
17th|+17/+12/+7/+2|+10|+5|+5|Feat Slot, Feat Magic (Metamagic feats applied to 4th-5th levels spells)
18th|+18/+13/+8/+3|+11|+6|+6|Feat Magic (6th level spells 2/per day)
19th|+19/+14/+9/+4|+11|+6|+6|Feat Slot, Feat Magic (Metamagic feats applied to 6th level spells)
20th|+20/+15/+10/+5|+12|+6|+6|Share a Feat
[/table]
Class FEAT-URES
All of the following are class features of the FEAT-ER.
Weapon and Armor Proficiency: FEAT-ERs are proficient in all in their unarmed strike and any natural weapons they possess, simple and martial weapons, light, medium and heavy armor, and shields; including tower shields.
Feat Slots (Ex): At first level and every odd numbered level after first, FEAT-ERs gain a Feat Slot. Each feat slot allows a FEAT-ER to place a feat in the slot and gain the benefit of that feat as if he knew it. Once a feat is in a Feat Slot, it remains there until it is changed. A FEAT-ER may change all of the feats currently in a feat slot once every 24 hours and only after he has had one hour studying several manuals, compendiums and handbooks containing the various feats he wishes to use. The result of this study must be recorded on sheet of paper hereafter referred to as the Feat Sheet. The Sheet is non-magical but the FEAT-ER is under a compulsion (even if normally immune to compulsion) as if he was effected by a Geas/Quest cast by a 20th level Wizard that compels him to protect the Feat Sheet to the best of his ability until he makes a new one. If the Feat Sheet is ever destroyed, the FEAT-ER is placed under the effects of a barbarian’s rage class feature for one round per feat slot that the FEAT-ER possesses. The FEAT-ER must qualify for the prerequisites of any feat before he can place a feat in a Feat Slot. The FEAT-ER may treat any feats gained from any source as additional Feat Slots instead of feats unless he multiclasses or takes a prestige class. If a FEAT-ER does this, he will only be able to use the feat slots he has gained from the FEAT-ER class and the rest of his feats become normal feats of his choice. Feat Slots may count towards meeting the prerequisites of other feats as long as they occupy a feat slot. If a prerequisite feat is removed from a feat slot than any feats requiring the removed prerequisite feat are also emptied. Emptied feat slots are either filled during the 1/per 24 hour Feat Sheet reworking or from a use of the Jog Memory class feature (see below). Feats occupying Feat Slots may never qualify as prerequisites for the purposes of entering a prestige class.
Feat Magic (Sp): The FEAT-ER is capable of some magic due to his extensive studies but the exact source of his power is difficult and he growls at people that try to touch his books.
The save DC for spells cast via Feat Magic is equal to the 10+the FEAT-ER’s Int, Wis, or Cha Bonus (the FEAT-ER chooses which attribute to use at 1st level and may not change it thereafter)+ the spell’s level. At no point is the FEAT-ER considered a spell caster for the purposes of any prerequisite or ability nor is he considered to have a caster level except for the purposes of determining effects relating to spells he has cast through the use of this ability.
At 1st level, the FEAT-ER may choose 5 0 level spells from the Bard, Cleric, Druid, or Sorcerer Wizard spell lists. There after he may sacrifice a Feat Slot and use one of those selected spells as a spell like ability. The Feat Slot that is sacrificed regains its Feat in 1 minute.
At 2nd level, the FEAT-ER may select 3 1st level spells from the Bard, Cleric, Druid, or Sorcerer Wizard spell lists. Once per day, a FEAT-ER may cast one of the selected spells as a spell-like ability by sacrificing a Feat Slot. He may refill the Feat Slot with a use of Jog Memory.
At 4th level, the FEAT-ER may select 3 2nd level spells from the Bard, Cleric, Druid, or Sorcerer Wizard spell lists. Once per day, a FEAT-ER may cast one of the selected spells as a spell-like ability by sacrificing a Feat Slot.
At 5th level He may refill the Feat Slot with a use of Jog Memory. He may now use his 1st level spells twice per day.
At 6th level, the FEAT-ER may select 3 3rd level spells from the Bard, Cleric, Druid, or Sorcerer Wizard spell lists. Once per day, a FEAT-ER may cast one of the selected spells as a spell-like ability by sacrificing a Feat Slot. He may refill the Feat Slot with a use of Jog Memory.
At 7th level He may now use his 2nd level spells twice per day and his 1st three times per day.
At 9th level he may now use his 3rd level spells twice and his 2nd level spells three times per day.
At 10th level, the FEAT-ER may select 3 4th level spells from the Bard, Cleric, Druid, or Sorcerer Wizard spell lists. Once per day, a FEAT-ER may cast one of the selected spells as a spell-like ability by sacrificing 2 Feat Slots. One Feat Slot may be recovered as with Jog memory but the other must remain empty until the FEAT-ER performs his once per 24 hour Feat Sheet reworking.
At 11th level, the FEAT-ER may now cast his 3rd level spells three times per day.
At 12th level, the FEAT-ER may now cast his 4th level spells twice per day.
At 13th level, the FEAT-ER may select 3 5th level spells from the Bard, Cleric, Druid, or Sorcerer Wizard spell lists. Once per day, a FEAT-ER may cast one of the selected spells as a spell-like ability by sacrificing 2 Feat Slots. One Feat Slot may be recovered as with Jog memory but the other must remain empty until the FEAT-ER performs his once per 24 hour Feat Sheet reworking.
At 14th level, the FEAT-ER gains the ability to apply metamagic feats to his 1st-3rd level spells as long as he has those feats in his Feat Slots. For every slot increases that a metamagic feat causes, the FEAT-ER must sacrifice and additional Feat Slot, recoverable via Jog Memory.
A 15th level, the FEAT-ER may select 3 6th level spells from the Bard, Cleric, Druid, or Sorcerer Wizard spell lists. Once per day, a FEAT-ER may cast one of the selected spells as a spell-like ability by sacrificing 2 Feat Slots. One Feat Slot may be recovered as with Jog memory but the other must remain empty until the FEAT-ER performs his once per 24 hour Feat Sheet reworking.
At 16 level, the FEAT-ER may cast his 5th level spells twice per day.
At 17th level the FEAT-ER may apply metamagic to his 4th and 5th level spells as long as he has those feats in his Feat Slots. For every slot increase that a metamagic feat causes, the FEAT-ER must sacrifice and additional Feat Slot, recoverable via Jog Memory.
At 18th level, the FEAT-ER may cast his 6th level spells twice per day.
At 19th level, the FEAT-ER may apply metamagic to his 6th level spells as long as he has those feats in his Feat Slots. For every slot increase that a metamagic feat causes, the FEAT-ER must sacrifice and additional Feat Slot, recoverable via Jog Memory.
Feat Magic Curse (Ex): Any FEAT-ER that sacrifices 3 or more Feat Slots in order to cast spells or manifest powers has gains a -2 penalty to Fortitudes saves, a +2 bonus to Will Saves, and a -3 penalty to attack rolls. This curse lasts for 10 rounds. The curse is reduced to 5 rounds at level 11 and is completely eliminated at level 20.
Jog Memory (Ex): At second level, the FEAT-ER, after having fought in an encounter, may change one feat that is currently in one of his Feat Slots with any other feat he wishes. He must meet the prerequisites of any feat he wishes to place in a Feat Slot, however. A FEAT-ER may change an additional slot with a use of Jog Memory at levels, 4, 6, 8, and 10. This process takes five minutes, pen and ink, and the Feat Sheet that must be edited, often while crying.
Share a Feat (Ex): A FEAT-ER of 20th level may sacrifice a Feat Slot in order to give an ally the benefit of the Feat contained in the sacrificed slot. The ally is then treated as if they possessed the feat even if they do not meet the prerequisites of the feat. Feats gained in this way last for five minutes and do not count towards any prerequisites such as other feats or for the purposes of multi-classing. The FEAT-ER may use the feature as many times as he wishes but only 3 times per day per ally. Slots sacrificed in this manner may be regained via Jog Memory.
I’m not like those other warriors. I don’t get particularly angry and flip out like the Barbarian, I’m not gazing at my navel in hopes of improving a pathetic supply of power points like the Psychic Warrior, and I sure as heck don’t go around like the Warblade and announce my attack techniques Every. Single. Time. I. Use. One. No, I just like to sit in a corner with my books and a sheet of paper, patiently running the numbers. That is, until it’s time to stab something in the face. I can do that just fine.
Some call them War Scholars. Others call them Accountants with Swords. But most know FEAT-ERs not by their titles but by the variety of ways they’ve figured out to make holes in an enemy. The FEAT-ER is a warrior that studies the techniques of war with an obsession unmatched by any other class. The benefit is that they know every feat ever created. Unfortunately, this knowledge is so great that they can only utilize a small number of them at a time. Still what is “small” for the FEAT-ER is more than any other class will ever have and with an eight hour rest and another hour pouring over their vast collections of manuals, compendiums and handbooks, they have access to potentially any feat. Further, they eventually develop the technique of jogging their memory with a little brisk exercise (read: fighting). The very greatest masters have even developed a whole new brand of magic: FEAT MAGIC! Regardless, they are valued by their companions as staunch warriors and good, if usually introverted, friends.
Game Rule Information
FEAT-ERs have the following game statistics.
Traditional Warrior attributes are preferred. Constitution for toughness, Strength for melee and Dexterity for ranged and AC. Still, considering their wide access to feats, they may favor other abilities.
Alignment: Any (Some wish that they could change their alignment like they change their feats. Who knows? Maybe some of them do.)
Hit Die: D8 (Not a caster? Here’s a consolation prize. It’s about as awesome as a consolation prize generally ends up being.)
Class Skills
Balance, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (dungeoneering), Listen, Pro-(They do not get a profession. They dedicated their life to feats and you expect them to get a job? Did I mention that they also have trouble getting married? No? Well, um, never mind.) Ride, Search, Spot, Survival, Swim, and Tumble.
Skill Points at 1st Level: (2+Int Modifier)x4
Skill Points at Each Additional Level: 2+ Int Modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+0|Feat Slot, Feat Magic (0 Level Spells), Feat Magic Curse
2nd|+2|+3|+0|+0|Jog Memory (one slot), Feat Magic (1st level Spells 1/per day)
3rd|+3|+3|+1|+1|Feat Slot
4th|+4|+4|+1|+1|Jog Memory (two slots), Feat Magic (1st level Spells 2/per day)
5th|+5|+4|+1|+1|Feat Slot, Feat Magic (2nd Level Spells 1/per day)
6th|+6/+1|+5|+2|+2|Jog Memory (three slots), (Feat Magic 3rd level spells 1/per day)
7th|+7/+2|+5|+2|+2|Feat Slot (2nd Level Spells 2/per day, 1st level spells 3/per day)
8th|+8/+3|+6|+2|+2|Jog Memory (four slots)
9th|+9/+4|+6|+3|+3|Feat Slot, (3rd Level Spells 2/per day, 2nd level spells 3/per day)
10th|+10/+5|+7|+3|+3|Jog Memory (five slots), Feat Magic (4th level spells 1/per day)
11th|+11/+6/+1|+7|+3|+3|Feat Slot, Feat Magic (3rd level spells 3/per day)
12th|+12/+7/+2|+8|+4|+4|Feat Magic (4th level spells 2/per day)
13th|+13/+8/+3|+8|+4|+4|Feat Slot, Feat Magic (5th level spells 1/per day)
14th|+14/+9/+4|+9|+4|+4|Feat Magic (Metamagic feats applied to 1st-3rd levels spells)
15th|+15/+10/+5|+9|+5|+5|Feat Slot, Feat Magic (6th level spells 1/per day)
16th|+16/+11/+6/+1|+10|+5|+5|Feat Magic (5th level spells 2/per day)
17th|+17/+12/+7/+2|+10|+5|+5|Feat Slot, Feat Magic (Metamagic feats applied to 4th-5th levels spells)
18th|+18/+13/+8/+3|+11|+6|+6|Feat Magic (6th level spells 2/per day)
19th|+19/+14/+9/+4|+11|+6|+6|Feat Slot, Feat Magic (Metamagic feats applied to 6th level spells)
20th|+20/+15/+10/+5|+12|+6|+6|Share a Feat
[/table]
Class FEAT-URES
All of the following are class features of the FEAT-ER.
Weapon and Armor Proficiency: FEAT-ERs are proficient in all in their unarmed strike and any natural weapons they possess, simple and martial weapons, light, medium and heavy armor, and shields; including tower shields.
Feat Slots (Ex): At first level and every odd numbered level after first, FEAT-ERs gain a Feat Slot. Each feat slot allows a FEAT-ER to place a feat in the slot and gain the benefit of that feat as if he knew it. Once a feat is in a Feat Slot, it remains there until it is changed. A FEAT-ER may change all of the feats currently in a feat slot once every 24 hours and only after he has had one hour studying several manuals, compendiums and handbooks containing the various feats he wishes to use. The result of this study must be recorded on sheet of paper hereafter referred to as the Feat Sheet. The Sheet is non-magical but the FEAT-ER is under a compulsion (even if normally immune to compulsion) as if he was effected by a Geas/Quest cast by a 20th level Wizard that compels him to protect the Feat Sheet to the best of his ability until he makes a new one. If the Feat Sheet is ever destroyed, the FEAT-ER is placed under the effects of a barbarian’s rage class feature for one round per feat slot that the FEAT-ER possesses. The FEAT-ER must qualify for the prerequisites of any feat before he can place a feat in a Feat Slot. The FEAT-ER may treat any feats gained from any source as additional Feat Slots instead of feats unless he multiclasses or takes a prestige class. If a FEAT-ER does this, he will only be able to use the feat slots he has gained from the FEAT-ER class and the rest of his feats become normal feats of his choice. Feat Slots may count towards meeting the prerequisites of other feats as long as they occupy a feat slot. If a prerequisite feat is removed from a feat slot than any feats requiring the removed prerequisite feat are also emptied. Emptied feat slots are either filled during the 1/per 24 hour Feat Sheet reworking or from a use of the Jog Memory class feature (see below). Feats occupying Feat Slots may never qualify as prerequisites for the purposes of entering a prestige class.
Feat Magic (Sp): The FEAT-ER is capable of some magic due to his extensive studies but the exact source of his power is difficult and he growls at people that try to touch his books.
The save DC for spells cast via Feat Magic is equal to the 10+the FEAT-ER’s Int, Wis, or Cha Bonus (the FEAT-ER chooses which attribute to use at 1st level and may not change it thereafter)+ the spell’s level. At no point is the FEAT-ER considered a spell caster for the purposes of any prerequisite or ability nor is he considered to have a caster level except for the purposes of determining effects relating to spells he has cast through the use of this ability.
At 1st level, the FEAT-ER may choose 5 0 level spells from the Bard, Cleric, Druid, or Sorcerer Wizard spell lists. There after he may sacrifice a Feat Slot and use one of those selected spells as a spell like ability. The Feat Slot that is sacrificed regains its Feat in 1 minute.
At 2nd level, the FEAT-ER may select 3 1st level spells from the Bard, Cleric, Druid, or Sorcerer Wizard spell lists. Once per day, a FEAT-ER may cast one of the selected spells as a spell-like ability by sacrificing a Feat Slot. He may refill the Feat Slot with a use of Jog Memory.
At 4th level, the FEAT-ER may select 3 2nd level spells from the Bard, Cleric, Druid, or Sorcerer Wizard spell lists. Once per day, a FEAT-ER may cast one of the selected spells as a spell-like ability by sacrificing a Feat Slot.
At 5th level He may refill the Feat Slot with a use of Jog Memory. He may now use his 1st level spells twice per day.
At 6th level, the FEAT-ER may select 3 3rd level spells from the Bard, Cleric, Druid, or Sorcerer Wizard spell lists. Once per day, a FEAT-ER may cast one of the selected spells as a spell-like ability by sacrificing a Feat Slot. He may refill the Feat Slot with a use of Jog Memory.
At 7th level He may now use his 2nd level spells twice per day and his 1st three times per day.
At 9th level he may now use his 3rd level spells twice and his 2nd level spells three times per day.
At 10th level, the FEAT-ER may select 3 4th level spells from the Bard, Cleric, Druid, or Sorcerer Wizard spell lists. Once per day, a FEAT-ER may cast one of the selected spells as a spell-like ability by sacrificing 2 Feat Slots. One Feat Slot may be recovered as with Jog memory but the other must remain empty until the FEAT-ER performs his once per 24 hour Feat Sheet reworking.
At 11th level, the FEAT-ER may now cast his 3rd level spells three times per day.
At 12th level, the FEAT-ER may now cast his 4th level spells twice per day.
At 13th level, the FEAT-ER may select 3 5th level spells from the Bard, Cleric, Druid, or Sorcerer Wizard spell lists. Once per day, a FEAT-ER may cast one of the selected spells as a spell-like ability by sacrificing 2 Feat Slots. One Feat Slot may be recovered as with Jog memory but the other must remain empty until the FEAT-ER performs his once per 24 hour Feat Sheet reworking.
At 14th level, the FEAT-ER gains the ability to apply metamagic feats to his 1st-3rd level spells as long as he has those feats in his Feat Slots. For every slot increases that a metamagic feat causes, the FEAT-ER must sacrifice and additional Feat Slot, recoverable via Jog Memory.
A 15th level, the FEAT-ER may select 3 6th level spells from the Bard, Cleric, Druid, or Sorcerer Wizard spell lists. Once per day, a FEAT-ER may cast one of the selected spells as a spell-like ability by sacrificing 2 Feat Slots. One Feat Slot may be recovered as with Jog memory but the other must remain empty until the FEAT-ER performs his once per 24 hour Feat Sheet reworking.
At 16 level, the FEAT-ER may cast his 5th level spells twice per day.
At 17th level the FEAT-ER may apply metamagic to his 4th and 5th level spells as long as he has those feats in his Feat Slots. For every slot increase that a metamagic feat causes, the FEAT-ER must sacrifice and additional Feat Slot, recoverable via Jog Memory.
At 18th level, the FEAT-ER may cast his 6th level spells twice per day.
At 19th level, the FEAT-ER may apply metamagic to his 6th level spells as long as he has those feats in his Feat Slots. For every slot increase that a metamagic feat causes, the FEAT-ER must sacrifice and additional Feat Slot, recoverable via Jog Memory.
Feat Magic Curse (Ex): Any FEAT-ER that sacrifices 3 or more Feat Slots in order to cast spells or manifest powers has gains a -2 penalty to Fortitudes saves, a +2 bonus to Will Saves, and a -3 penalty to attack rolls. This curse lasts for 10 rounds. The curse is reduced to 5 rounds at level 11 and is completely eliminated at level 20.
Jog Memory (Ex): At second level, the FEAT-ER, after having fought in an encounter, may change one feat that is currently in one of his Feat Slots with any other feat he wishes. He must meet the prerequisites of any feat he wishes to place in a Feat Slot, however. A FEAT-ER may change an additional slot with a use of Jog Memory at levels, 4, 6, 8, and 10. This process takes five minutes, pen and ink, and the Feat Sheet that must be edited, often while crying.
Share a Feat (Ex): A FEAT-ER of 20th level may sacrifice a Feat Slot in order to give an ally the benefit of the Feat contained in the sacrificed slot. The ally is then treated as if they possessed the feat even if they do not meet the prerequisites of the feat. Feats gained in this way last for five minutes and do not count towards any prerequisites such as other feats or for the purposes of multi-classing. The FEAT-ER may use the feature as many times as he wishes but only 3 times per day per ally. Slots sacrificed in this manner may be regained via Jog Memory.