wayfare
2012-09-01, 09:06 PM
Hey All:
This is an attempt inspired by a thread over Here (http://www.giantitp.com/forums/showthread.php?t=254324). This discussion about what it takes to make the Fighter a more powerful class is an old one, and there have been several great attempts made on the boards here in the last few months. This project is inspired by those efforts.
Ok so what am I trying to do? Well, it occurred to me that the fighter doesn't actually have a bad Chassis -- bonus feats are nice and they make sense as a feature of a versatile combat class. The Problem is the dead levels that need filling in. These dead levels, once filled in, will give the class a "role" and a thematic direction. Below is my first effort. I have the following goals in mind:
1) To create combat classes that function at high T4, Low T3, yet keep the basic fighter feel of "the feat guy"
2) To flesh out the class ideas presented in the Knight, Swashbuckler, Samurai, Monk, Marshal, Paladin, Ranger and Hexblade.
3) To generate ideas for future classes in this vein
Here is my first attempt, a sort of Fighter/Marshal retool.
THE BATTLEMASTER
Hit Die: d10
Weapon Training:: All simple and martial weapons.
Armor Training: All armor and all shields.
Skill Points: 4 + Int
Skill Training: Bluff; Climb; Diplomacy; Gather Information; Intimidate; Jump; Knowledge (History); Knowledge (Architecture and Engineering); Listen; Spot; Ride; Tumble
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+2|Bonus Feat; Tactics
2nd|
+2|
+3|
+0|
+3|Auspicious Strike
3rd|
+3|
+3|
+1|
+3|Bonus Feat
4th|
+4|
+4|
+1|
+4|Tactical Deployment
5th|
+5|
+4|
+1|
+4|Bonus Feats
6th|
+6/+1|
+5|
+2|
+5| Insightful Combatant
7th|
+7/+2|
+5|
+2|
+5|Bonus Feat
8th|
+8/+3|
+6|
+2|
+6| Distracting Maneuvers
9th|
+9/+4|
+6|
+3|
+6| Bonus Feat
10th|
+10/+5|
+7|
+3|
+7| Seize the Advantage
11th|
+11/+6/+1|
+7|
+3|
+7|Bonus Feat
12th|
+12/+7/+2|
+8|
+4|
+8| Lethal Insight
13th|
+13/+8/+3|
+8|
+4|
+8|Bonus Feat
14th|
+14/+9/+4|
+9|
+4|
+9| Fog of War
15th|
+15/+10/+5|
+9|
+5|
+9|Bonus Feat
16th|
+16/+11/+6/+1|
+10|
+5|
+10| Cry Havoc
17th|
+17/+12/+7/+2 |
+10|
+5|
+10|Bonus Feat
18th|
+18/+13/+8/+3|
+11|
+6|
+11| Masterful Insight
19th|
+ 19/+14/+9/+4 |
+11|
+6|
+11|Bonus Feat
20th|
+ 20/+15/+10/+5 |
+12|
+6|
+12|Strategos
[/table]
Description: Riding at the head of a column of knights is a grizzled warrior with mangled armor and a well worn shield. He is not the strongest man in his troupe, nor the most skilled at arms. Yet the brash knights follow him, know that there is no challenge they cannot face under his practiced and patient leadership.
Standing watch at the town gate is a young farmgirl, armed with a spear and a dusty buckler found in her uncles attic. When the plague sickened the adults of the town, vandals and brigands saw easy meat and killed many. Now the youth of the town are armed and ready to defend their homes, inspired by the farmgirl with the rusted spear.
A hooded half-orc has gathered the wayward youth of the warrens under his wing, creating a network of informants and enforcers with a single goal in mind – rooting slavers from the city. This highly organized gang fights with precision and ferocity, training every day and plotting each night under the careful guidance of their cunning captain.
These brilliant soldier are Battlemasters, mighty strategists who can grasp victory from even the most hopeless of causes. Blessed with a keen understanding of the flow of battle and an almost supernatural knack for understanding how things work, Battlemasters push their allies to greatness, amplifying an entire party’s efforts with their brilliant tactics. Alone, a Battlemaster is a fierce combatant, but when linked with a balanced troupe, a nearly unstoppable force is created.
Play a Battlemaster if you want to be a combat-focused character with strong leadership skills who supports his allies with sudden action. Battlemasters are not conventional combatants, as their signature ability prevents you from taking full attacks – most Battlemasters have a more diversified feat selection, allowing them to fill in for other combatants.
Tactics (Ex): The Battlemaster is a first a leader of men, one who has learned how to push his allies to greatness. Combining insight and alacrity, the Battlemaster can take advantage of nearly any situation to lead his allies to success.
As an immediate action, the Battlemaster may allow an ally who has failed an attack roll or skill check to re-roll that check. A Battlemaster may use this ability (Intelligence + ½ level) times before requiring rest. Meditating for 10 minutes restores all spent uses of Tactics.
Special: For the purpose of Tactics and any abilities that function off of tactics, you are considered your own ally. Tactics and all Tactics based class feature have a range of 100 feet.
Bonus Feats: At 1st level, a Battlemaster gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat every two Battlemaster levels thereafter. These bonus feats must be drawn from the feats noted as fighter bonus feats. A Battlemaster must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Auspicious Strike (Ex): The Battlemaster’s tactical acumen allows allies to capitalize on enemy positioning to deliver truly deadly attacks.
When an ally inflicts damage upon an enemy or group of enemies, a Battlemaster of 2nd level may take an immediate action to spend one or more daily uses of Tactics to increase the damage inflicted. Each point of Tactics spent increases the damage inflicted by 1d8.
A Battlemaster can spend up to ½ his class level in uses of tactics this way.
Tactical Deployment (Ex): Positioning is all-important on the battlefield, the key to an easy victory or an ignominious defeat. A Battlemaster of 4th level has learned how to manipulate the Battlefield and allow his allies to charge a deadly flow, or withdraw to safer ground.
As a swift action, the Battlemaster may spent a point of Tactics to grant an ally a move action. This movement does not provoke attacks of opportunity.
Insightful Combatant (Ex): A Battlemaster of 6th level has learned how to capitalize on flaws in this enemy’s fighting style to execute flawless combat maneuvers.
The Battlemaster and all allies within 50 feet adds his Intelligence modifier to all rolls made to initiate or resist the following combat maneuvers: Bullrush, Disarm, Feint, Grapple, and Trip.
Additionally, a functional understanding of armor and a bit of tinkering allows the Battlemaster to modify his armor to allow for greater mobility. The Battlemaster reduces his total armor check penalty by his Intelligence modifier.
Distracting Maneuvers (Ex): A Battlemaster of 8th level can create small changes that domino into a riot of confusion that prevents an enemy from effectively acting.
As an immediate action, the Battlemaster can spend a use of Tactics to force an enemy to re-roll an attack roll or skill check.
Seize the Advantage (Ex): Once allies are in position, a sudden push can rout an unprepared enemy. A Battlemaster of 10th level has learned how to manipulate the Battlefield and allow his allies to make that final push.
As a move action, the Battlemaster can spend two uses of Tactics to grant an ally a Standard action.
Lethal Insight (Ex): The first strike and the last are all that truly matters in battle. A Battlemaster of 12th level has learned how to guide his allies with precision to get the drop on any enemy.
The Battlemaster and all allies within 50 feet add your Intelligence modifier to Initiative checks and Critical Confirmation rolls.
Fog of War (Ex): The confusion of battle alone is enough to distract the most dedicated soldier. When manipulated by a master tactician, the press of battle can expose fatal weaknesses in enemies or shield beleaguered allies from harm.
As an immediate action, a Battlemaster of 14th level can spend a use of tactics to force an ally or enemy to re-roll a Saving Throw.
Cry Havoc (Ex): A Battlemaster’s ultimate strategy is only clear the moment it comes to pass, sweeping away all opposition.
As a Standard Action, the Battlemaster of 16th level may spend 3 uses of tactics to grant an ally a full round action.
Masterful Insight (Ex): Near the peak of his abilities, a Battlemaster is an island of calm in the chaos of battle – every blow and counter is seemingly orchestrated into a deadly symphony of combat.
Allies within 50 feet of an 18th level Battlemaster add the Battlemaster’s (Intelligence Modifier) as a bonus to Attack rolls and Armor class.
Strategos (Ex): A Battlemaster of the highest rank is a being of legend, capable of controlling the flow of battle through sheer force of will.
Whenever a 20th level Battlemaster spends uses of Tactics on Tactical Deployment, Seize the Advantage, or Cry Havok, he may target up to (Intelligence Modifier) allies with those powers. Each ally requires its own expenditure of Tactics – Targeting two allies with Tactical Deployment costs 2 uses of tactics; targeting two allies with Cry Havoc costs 6 uses of Tactics.
THE DUELIST
Hit Die: d10
Skill Points: 4 + Int
Class Skills: Balance, Bluff, Climb, Diplomacy, Escape Artist, Intimidate, Jump, Perform, Sense Motive, Sleight of Hand, Tumble
Armor Training: The Duelist is proficient with Light and Medium armor and Bucklers.
Weapon Training: The Duelist is Proficient with all simple weapons, all martial melee weapons, and the Whip.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Adaptable Style; Cunning Offense +1/+1d6
2nd|
+2|
+3|
+3|
+0|Uncanny Dodge
3rd|
+3|
+3|
+3|
+1|Adaptable Style
4th|
+4|
+4|
+4|
+1|Duelist’s Mark
5th|
+5|
+4|
+4|
+1|Cunning Offense +2/+2d6
6th|
+6/+1|
+5|
+5|
+2| Parry
7th|
+7/+2|
+5|
+5|
+2|Adaptable Style
8th|
+8/+3|
+6|
+6|
+2| Chained Attack (15 feet)
9th|
+9/+4|
+6|
+6|
+3| Cunning Offense +3/+3d6
10th|
+10/+5|
+7|
+7|
+3| Faultless Critical
11th|
+11/+6/+1|
+7|
+7|
+3|Adaptable Style
12th|
+12/+7/+2|
+8|
+8|
+4| Improved Uncanny Dodge
13th|
+13/+8/+3|
+8|
+8|
+4|Cunning Offense +4/+4d6
14th|
+14/+9/+4|
+9|
+9|
+4| Riposte
15th|
+15/+10/+5|
+9|
+9|
+5|Adaptable Style
16th|
+16/+11/+6/+1|
+10|
+10|
+5| Chained Attack (30 Feet)
17th|
+17/+12/+7/+2 |
+10|
+10|
+5|Cunning Offense +5/+5d6
18th|
+18/+13/+8/+3|
+11|
+11|
+6| Slayer’s Mark
19th|
+ 19/+14/+9/+4 |
+11|
+11|
+6|Adaptable Style
20th|
+ 20/+15/+10/+5 |
+12|
+12|
+6|Effortless Adaptation
[/table]
Description: Standing before a hushed crowd is a massive knight, glorious in burnished helm and bright armor, ready to write his tale of victory in the blood of his opponent. Silently facing him is a slight half-elf, barefoot and dressed in simple leathers, her only adornment the beautiful but well-worn sabre at her side. The burly knight mocked the arena champion, demanding a chance to give the masses a real show. There is no art when his hand is lost, no style when his leg is taken at the knee – the arena champion does not tolerate insouciance or waste effort.
A young Halfling trains under the watchful eye of his uncle, mastering the careful and cunning uses of paired daggers – the sudden slash, the abrupt thrust, the distracting throw and dozens of other maneuvers that define this subtle instrument of death. Small, seemingly insignificant, but nevertheless deadly – as fine an emblem for a Halfling warrior as any.
A young Dwarven Samurai learns the ways of Iaijutsu from his father, spending endless hours contemplating the deadly arc of the Katana. Sword and Shield alike, the katana need only be drawn once to make defense an empty gesture. This art is as precise and perfect as the steel the young Samurai holds -- the spirit of his ancestors, the practice of honor, all unified in a single strike.
These cunning heroes are Duelists, deadly warriors who have honed their martial skills to a deadly edge. A Duelist strikes with deadly precision, shielding himself with the same blow that lays his enemy low. The unlucky opponent who finds himself facing a duelist is certain to face his own death – even the slightest mistake can earn a mortal rebuke from these masterful combatants.
Duelists are agile warriors who focus on individual opponents. In combat they play similarly to rogues, but have to worry less about positioning than their stealthier counterparts.
Cunning Offense (Ex): A Duelist can use clever positioning and flaws in her opponents fighting style to delivery deadly attacks.
When a Duelist attacks and damages an enemy, she gains a +1 bonus to AC and inflicts +1d6 damage against that opponent. If the Duelist does not engage this opponent each round, these bonuses vanish.
Adaptable Style (Ex): Duelists are flexible combatants who have a seemingly intuitive understanding of the martial arts. This instinct for combat allows the Duelist to approach his opponents with a focused fighting style perfectly suited to the situation.
At 1st level the Duelist gains an Feat Slot. As a swift action, a Feat Slot can be swapped out for any fighter bonus feat the Duelist meets the requirements for. Once swapped out, the Duelist retains knowledge of the feat until he meditates for 5 minutes to convert all learned feats back into Feat Slots.
The Duelist gains an additional Feat Slot at 3rd level and every 4 levels thereafter.
Uncanny Dodge (Ex): Starting at 2nd level, a Duelist can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a Duelist already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Duelists Mark (Ex): A has expert control over her attacks, allowing her to wound and cripple her opponent before delivering the coupe de grace.
After hitting an opponent a Duelist of 4th level may take a swift action to force the opponent to make a Fortitude Save (DC 10 + ½ level + Dexterity modifier) or take ability damage to the physical attribute of your choice equal to the number of Cunning Offense dice you inflict. A successful save negates the Ability damage.
Parry (Ex): Most duels are over in a matter of moments, but truly skilled combatants can use skill and agility to draw out (and hopefully turn around) desperate combat.
When taking damage from an attack, a Duelist of 6th level may expend an attack of opportunity to gain damage reduction against that attack equal to her Dexterity modifier.
Chained Attack (Ex): Duelists move with speed and grace, seemingly dancing through the battlefield – one moment squaring off against a leery foe, the next driving her blade through a distracted soldiers ribs…all without slowing for a moment.
When a Duelist of 8th level lands a critical hit or drops an opponent to 0 hp or less, the duelist make move up to 15 feet and make any remaining attacks she has against a new target. Any Cunning Offense bonus that applied to a previous target applies to a new target.
Moving in this way is not an action and does not trigger attacks of opportunity.
At 16th level, the duelist may move up to 30 feet during a Chained Attack.
Faultless Critical (Ex): Any foe who leaves themselves open to a Duelists attacks is certain to meet a sudden end.
A Duelist of 10th level automatically confirms any critical she threatens.
Improved Uncanny Dodge (Ex): A Duelist of 12th level or higher can no longer be flanked.
Riposte (Ex): A Duelist of 14th level has learned how to capitalize on her enemies failed attacks to deliver lethal strikes of her own.
When an enemy effected by Cunning Offense attacks and misses you, that opponent triggers an attack of opportunity from you. If you have the ability to make multiple attacks of opportunity in a round, this power can be used multiple times.
Slayer’s Mark (Ex): Near the peak of her abilities, a duelist can use her precise attacks to wound bound, mind, and spirit.
When an 18th level Duelist uses the Duelist’s Mark feature, she can damage any attribute.
Effortless Adaptation (Ex): A master Duelist can change her combat style in the blink of an eye, surprising her enemies with a constantly evolving fighting style.
A Duelist can take a move action to swap out all her active Adaptable Style feats for new ones.
Special: To make this transition as fast as possible, it’s helpful to have several pre-designed lists of feats for the Duelist to switch between on the fly.
THE CHAMPION
THE CHAMPION
Hit Die: d10
Skill Points: 4 + Int
Skills: Balance, Climb, Craft (Weaponsmith), Craft (Armorsmith), Diplomacy, Intimidate, Jump, Swim, Ride
Weapon Training: A Champion is proficient with all simple and martial weapons.
Armor Training: A Champion is proficient with light, medium, and heavy armor and all shields.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Prowess
1st|
+1|
+2|
+0|
+2|Bonus Feat; Prowess|1
2nd|
+2|
+3|
+0|
+3|Unnerving Gaze|1
3rd|
+3|
+3|
+1|
+3|Living Legend +1|2
4th|
+4|
+4|
+1|
+4|Champion’s Call|2
5th|
+5|
+4|
+1|
+4|Bonus Feat|2
6th|
+6/+1|
+5|
+2|
+5|Battle Bellow|3
7th|
+7/+2|
+5|
+2|
+5|Living Legend +2|3
8th|
+8/+3|
+6|
+2|
+6|Powerful Build|3
9th|
+9/+4|
+6|
+3|
+6| Bonus Feat|4
10th|
+10/+5|
+7|
+3|
+7|Fate’s Call|4
11th|
+11/+6/+1|
+7|
+3|
+7|Living Legend +3|4
12th|
+12/+7/+2|
+8|
+4|
+8|Heroic Cohort|5
13th|
+13/+8/+3|
+8|
+4|
+8|Bonus Feat|5
14th|
+14/+9/+4|
+9|
+4|
+9| Juggernaut|5
15th|
+15/+10/+5|
+9|
+5|
+9|Living Legend +4|6
16th|
+16/+11/+6/+1|
+10|
+5|
+10|Leader of Men|6
17th|
+17/+12/+7/+2 |
+10|
+5|
+10|Bonus Feat|6
18th|
+18/+13/+8/+3|
+11|
+6|
+11| Awesome Presence|7
19th|
+ 19/+14/+9/+4 |
+11|
+6|
+11|Leader of Men +5|7
20th|
+ 20/+15/+10/+5 |
+12|
+6|
+12|Fate’s Legion|7
[/table]
Description: A bearish warrior carrying a massive club camps to the side of a squad of knights, knowing the brash soldiers are uneasy in his presence. On the battlefield that club crushes hellspawn with contemptuous ease, slaying with a skill that even the most dedicated paladin cannot match. Yet that is not why the knight’s hesitate to camp with him. They have felt this man’s power, felt it in their bones, and a part of them cannot help the desire to cast aside old oaths and walk with a legend.
The Knights of the Briar accepted the bookish young half-elf as an act of charity, thinking that the orphan would make a good scribe or yeoman. Only grizzled old Urol, recently short a hand and a foot, sought to teach the willow child any skill at arms. These night lessons saved the child’s life when the Knights were attacked, their hall burned by slavers, their leaders slain by trechers. Alone, armed with Urol’s worn hatchet, the child set out on the path of legend, b bright brand kindled by wrath.
The heavily armored dwarf is still a young man, just past his first century. Yet today he feels his destiny waiting for him, his purpose fulfilled on the field of honor. With his spirit he reaches out to his ancestors, seeking their guidance. With whispered words they confirm his suspicion – the hour of his glory is nigh…but he will not be alone. Tonight the dead of Clan Varno ride with him, to share in his glory, to welcome the next of their number! There is no greater honor.
These heroes are known as Champions, warriors who are born with the weight of destiny resting on their shoulders. Champions learn to use the powers of destiny as sword and shield, striking auspicious blows and lending strength to their allies through there mere presence. As a Champion progresses in level, he gains the ability to call other destined warriors to assist him – the shades of soldiers long gone, the spirits of heroes yet to come. These warriors are drawn to the Champion legend, seeking a few moments of stolen glory before retreating to the outer planes.
Play a Champion if you want to play a larger-than-life hero who uses the power of destiny to empower his attacks and allies.
Prowess (Ex): The Champion is not the most skilled of warriors, or the most insightful of combatants. He is, however, destined to do great and terrible things. The Champion wields this destiny as a weapon, striking down foes with providential ease.
A Champions has a number of Prowess points he can spend to augment his attacks. Spending a point of prowess converts a failed attack roll into a success or a successful attack roll into a critical hit. Spending Prowess in this way is not an action, but you may only spend one Prowess per attack.
A Champion regains prowess very time he reduces an enemy to 0hp or rolls a natural 20.
Unnerving Gaze (Su): With a bit of experience, the Champion can use his prowess to influence those around him in more subtle ways.
As a swift action, a Champion of 2nd level may spend a point of Prowess to render a target Fascinated or Shaken for 1d4 rounds -- a Will Save (DC 10 + ½ level + Charisma Modifier) negates this effect.
Living Legend (Ex): As a Champion increase in strength, his legend begins to transform him into a glorious being. Even the most bitter of rivals will admit that there is something truly awe-inspiring about a Champion.
A Champion of 3rd level gains a +1 bonus to Diplomacy and Intimidate checks. Additionally, choose a single physical attribute and increase it by 1.
At 7th level and every 4 levels thereafter, this bonus increases by 1.
Champion’s Call (Ex): Some conflicts cannot be escaped – a Champion has accepted this fact and can use his Prowess to face these fated tests on his own terms.
A Champion of 4th level can take a swift action and spend a point of Prowess to challenge an opponent he can see within 30 feet. If that opponent initiates actions that do not include the champion as a target, subtract the Champion’s Living Legend bonus from attack rolls, damage rolls and Save DCs associated with the targets action.
Battle Bellow (Su): Battle is the forge that tempers the Champion, the anvil that shapes him and that will one day break him. Until that fateful day, the Champion can draw upon his prowess to invest his allies with courage and shatter his enemies with fear.
As a standard action, a Champion of 6th leve;l may spend a point of Prowess to grant allies within 30 feet (2d6 + ½ Level) temporary hp. Enemies must make a Will Save (DC 10 + ½ level + Charisma Modifier) or take that much damage; a successful save halves the damage inflicted.
This is a fear effect – creatures immune to fear are immune to the damage inflicted by this power.
Powerful Build (Ex): As the Champion’s legend grows, he seems to grow in stature as well, towering over lesser men as a giant.
A Champion of 8th level gains the Powerful Build feature, if he does not already possess it. For some Champions, this is a literal increase in size. For others, some seemingly supernatural effect lends them greater stature (perhaps an animate shadow or an aura of golden light). Regardless of the manifestation, this is an Extraordinary Ability.
Fate’s Call (Su): A Champion of 10th level casts a shadow that stretches from the material realm to the spirit world. Warriors of Eld, compelled by that shadow, can briefly join the Champion on the field of honor, eager to relive their former glory.
As a full action, the Champion may spend 2 points of Prowess to summon a Fated Warrior of equivalent level. This is effectively another character of equivalent level to the Champion, that levels up with the Champion. The Fated Warrior receives Wealth by Level to purchase gear, but cannot purchase consumable gear.
A Champion with this ability has a small squad of Fated Warriors he can draw upon – up to his Living Legend bonus in unique characters. This allows the Champion to summon unique warriors to assist him in his efforts.
A Fated Warrior lasts for 1 round per Champion level before returning to the Spirit Realm, or until dismissed by the Champion (a Swift action). A Champion can only summon one Fated Warrior at a time, but can summon multiple Fated Warriors in a combat if killed or Dismissed. A Fated Warrior who is reduced to 0 hp cannot be called upon for a full day.
For more on creating Fated Warriors, see the section below.
Heroic Cohort (Ex): A Champion is never without allies, loyal and true. A Champion can briefly share his legend with his allies, granting them abilities beyond their normal limits.
As a Swift Action, the Champion can spend a point of Prowess to grant an ally a +1 Bonus to attack rolls, +2 bonus to damage rolls, and knowledge of a single fighter bonus feat they meet the prerequisites for. This bonus lasts for 24 hours, or until the Champion names a new heroic cohort.
Juggernaut (Ex): By Virtue of his size and strength, the Champion is nearly unstoppable once set in motion.
A Champion of 14th level can make Trample attacks against creatures up to Medium in size. A Trample attack made by a Champion inflicts (2d6 + 1.5 x Strength) damage. A Successful Reflex Save (DC 10 + ½ level + Strength Modifier) negates the effect, but pushes the target into an adjacent square the Champion does not pass through.
Trampling provokes an attack of opportunity, but opponents who take this attack forfeit their save.
Leader of Men (Ex): Near the peak of his abilities, the Champion is recognized as a great figure among men, drawing heroes to his banner.
A Champion of 16th level gains a noble title and is recognized as a leader wherever he goes. The Champion adds his Living Legend bonus to his Leadership score. If the Champion does not have a leadership score, he gains a Score equal to his Living Legend bonus.
Additionally, the Champion gains the rights a modest estate of his own that brings in a monthly income of (Level x 25) gp per month. If the Champion already has lands, his lands increase in size as determined by the DM and the income based off those lands increases accordingly.
Awesome Presence (Su): When a Champion reveals his true glory , the world trembles for a moment.
Any time the Champion spends Prowess, opponents within 30 feet of the Champion must make a Will Save (DC 10 + ½ level + Strength Modifier) or flee to the outer edge of this effect. Opponents who wish to approach within 30 feet are subject to the same save for 1 round.
Fate’s Legion (Su): A Champion at the peak of his abilities can tear the veil of fate wide open for his destined allies.
A Champion of 20th Level can spend 4 prowess to summon each of his Fated Warriors for 5 minutes. Once summoned in this way, the Fated Warriors cannot be called upon for 24 hours.
Sidebar -- The Fated Warrior
THE FATED WARRIOR
A Fated Warrior is one of the heroes of legend…or perhaps the essence of a legend-to-be. An entity inextricably bound to the field of battle, a Fated Warrior serves in one of the innumerable armies in the inner and outer plains. Each has fought in thousands of battles, concurred innumerable enemies, and died countless times. Tied to the very essence of war, these heroes are reborn at the dawning of each new battle, ready to ride once more.
Unlike the entities summoned by spells like Summon Monster, a Fated Warrior is a character that grows with you, gaining power as your legend increases. Each Fated Warrior is a Person, a legend with unique strengths and skills, as manifest through the Fated Warrior class. Every time the Champion gains a new Champion level, his Fated Warriors gain a new Fated Warrior level, growing in strength along with their Champion.
While it may seem that a Champion is the key to a Fated Warrior’s power, this is truly not the case – each fated warrior is a spirit of great power, nearly a demigod in strength. The Champion lacks the ability to call a full strength Fated Warrior, and so instead summons a mere shadow of the Warrior’s power.
To create a Fated Warrior, follow the following process:
0) Create a unique history and personality for your fated warrior.
1) Roll stats for your warrior, exactly as if you were making a starting character.
2) Choose a race for your fated warrior
3) All Fated Warriors as members of the Fighter class, but can expend their bonus feats to gain training in a skill of their choice.
4) Level your character up, purchase equipment, assign skill points, feats, and leveling bonuses.
5) Each time you gain a level, your fated warriors gain levels as well.
This is an attempt inspired by a thread over Here (http://www.giantitp.com/forums/showthread.php?t=254324). This discussion about what it takes to make the Fighter a more powerful class is an old one, and there have been several great attempts made on the boards here in the last few months. This project is inspired by those efforts.
Ok so what am I trying to do? Well, it occurred to me that the fighter doesn't actually have a bad Chassis -- bonus feats are nice and they make sense as a feature of a versatile combat class. The Problem is the dead levels that need filling in. These dead levels, once filled in, will give the class a "role" and a thematic direction. Below is my first effort. I have the following goals in mind:
1) To create combat classes that function at high T4, Low T3, yet keep the basic fighter feel of "the feat guy"
2) To flesh out the class ideas presented in the Knight, Swashbuckler, Samurai, Monk, Marshal, Paladin, Ranger and Hexblade.
3) To generate ideas for future classes in this vein
Here is my first attempt, a sort of Fighter/Marshal retool.
THE BATTLEMASTER
Hit Die: d10
Weapon Training:: All simple and martial weapons.
Armor Training: All armor and all shields.
Skill Points: 4 + Int
Skill Training: Bluff; Climb; Diplomacy; Gather Information; Intimidate; Jump; Knowledge (History); Knowledge (Architecture and Engineering); Listen; Spot; Ride; Tumble
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+2|Bonus Feat; Tactics
2nd|
+2|
+3|
+0|
+3|Auspicious Strike
3rd|
+3|
+3|
+1|
+3|Bonus Feat
4th|
+4|
+4|
+1|
+4|Tactical Deployment
5th|
+5|
+4|
+1|
+4|Bonus Feats
6th|
+6/+1|
+5|
+2|
+5| Insightful Combatant
7th|
+7/+2|
+5|
+2|
+5|Bonus Feat
8th|
+8/+3|
+6|
+2|
+6| Distracting Maneuvers
9th|
+9/+4|
+6|
+3|
+6| Bonus Feat
10th|
+10/+5|
+7|
+3|
+7| Seize the Advantage
11th|
+11/+6/+1|
+7|
+3|
+7|Bonus Feat
12th|
+12/+7/+2|
+8|
+4|
+8| Lethal Insight
13th|
+13/+8/+3|
+8|
+4|
+8|Bonus Feat
14th|
+14/+9/+4|
+9|
+4|
+9| Fog of War
15th|
+15/+10/+5|
+9|
+5|
+9|Bonus Feat
16th|
+16/+11/+6/+1|
+10|
+5|
+10| Cry Havoc
17th|
+17/+12/+7/+2 |
+10|
+5|
+10|Bonus Feat
18th|
+18/+13/+8/+3|
+11|
+6|
+11| Masterful Insight
19th|
+ 19/+14/+9/+4 |
+11|
+6|
+11|Bonus Feat
20th|
+ 20/+15/+10/+5 |
+12|
+6|
+12|Strategos
[/table]
Description: Riding at the head of a column of knights is a grizzled warrior with mangled armor and a well worn shield. He is not the strongest man in his troupe, nor the most skilled at arms. Yet the brash knights follow him, know that there is no challenge they cannot face under his practiced and patient leadership.
Standing watch at the town gate is a young farmgirl, armed with a spear and a dusty buckler found in her uncles attic. When the plague sickened the adults of the town, vandals and brigands saw easy meat and killed many. Now the youth of the town are armed and ready to defend their homes, inspired by the farmgirl with the rusted spear.
A hooded half-orc has gathered the wayward youth of the warrens under his wing, creating a network of informants and enforcers with a single goal in mind – rooting slavers from the city. This highly organized gang fights with precision and ferocity, training every day and plotting each night under the careful guidance of their cunning captain.
These brilliant soldier are Battlemasters, mighty strategists who can grasp victory from even the most hopeless of causes. Blessed with a keen understanding of the flow of battle and an almost supernatural knack for understanding how things work, Battlemasters push their allies to greatness, amplifying an entire party’s efforts with their brilliant tactics. Alone, a Battlemaster is a fierce combatant, but when linked with a balanced troupe, a nearly unstoppable force is created.
Play a Battlemaster if you want to be a combat-focused character with strong leadership skills who supports his allies with sudden action. Battlemasters are not conventional combatants, as their signature ability prevents you from taking full attacks – most Battlemasters have a more diversified feat selection, allowing them to fill in for other combatants.
Tactics (Ex): The Battlemaster is a first a leader of men, one who has learned how to push his allies to greatness. Combining insight and alacrity, the Battlemaster can take advantage of nearly any situation to lead his allies to success.
As an immediate action, the Battlemaster may allow an ally who has failed an attack roll or skill check to re-roll that check. A Battlemaster may use this ability (Intelligence + ½ level) times before requiring rest. Meditating for 10 minutes restores all spent uses of Tactics.
Special: For the purpose of Tactics and any abilities that function off of tactics, you are considered your own ally. Tactics and all Tactics based class feature have a range of 100 feet.
Bonus Feats: At 1st level, a Battlemaster gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat every two Battlemaster levels thereafter. These bonus feats must be drawn from the feats noted as fighter bonus feats. A Battlemaster must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Auspicious Strike (Ex): The Battlemaster’s tactical acumen allows allies to capitalize on enemy positioning to deliver truly deadly attacks.
When an ally inflicts damage upon an enemy or group of enemies, a Battlemaster of 2nd level may take an immediate action to spend one or more daily uses of Tactics to increase the damage inflicted. Each point of Tactics spent increases the damage inflicted by 1d8.
A Battlemaster can spend up to ½ his class level in uses of tactics this way.
Tactical Deployment (Ex): Positioning is all-important on the battlefield, the key to an easy victory or an ignominious defeat. A Battlemaster of 4th level has learned how to manipulate the Battlefield and allow his allies to charge a deadly flow, or withdraw to safer ground.
As a swift action, the Battlemaster may spent a point of Tactics to grant an ally a move action. This movement does not provoke attacks of opportunity.
Insightful Combatant (Ex): A Battlemaster of 6th level has learned how to capitalize on flaws in this enemy’s fighting style to execute flawless combat maneuvers.
The Battlemaster and all allies within 50 feet adds his Intelligence modifier to all rolls made to initiate or resist the following combat maneuvers: Bullrush, Disarm, Feint, Grapple, and Trip.
Additionally, a functional understanding of armor and a bit of tinkering allows the Battlemaster to modify his armor to allow for greater mobility. The Battlemaster reduces his total armor check penalty by his Intelligence modifier.
Distracting Maneuvers (Ex): A Battlemaster of 8th level can create small changes that domino into a riot of confusion that prevents an enemy from effectively acting.
As an immediate action, the Battlemaster can spend a use of Tactics to force an enemy to re-roll an attack roll or skill check.
Seize the Advantage (Ex): Once allies are in position, a sudden push can rout an unprepared enemy. A Battlemaster of 10th level has learned how to manipulate the Battlefield and allow his allies to make that final push.
As a move action, the Battlemaster can spend two uses of Tactics to grant an ally a Standard action.
Lethal Insight (Ex): The first strike and the last are all that truly matters in battle. A Battlemaster of 12th level has learned how to guide his allies with precision to get the drop on any enemy.
The Battlemaster and all allies within 50 feet add your Intelligence modifier to Initiative checks and Critical Confirmation rolls.
Fog of War (Ex): The confusion of battle alone is enough to distract the most dedicated soldier. When manipulated by a master tactician, the press of battle can expose fatal weaknesses in enemies or shield beleaguered allies from harm.
As an immediate action, a Battlemaster of 14th level can spend a use of tactics to force an ally or enemy to re-roll a Saving Throw.
Cry Havoc (Ex): A Battlemaster’s ultimate strategy is only clear the moment it comes to pass, sweeping away all opposition.
As a Standard Action, the Battlemaster of 16th level may spend 3 uses of tactics to grant an ally a full round action.
Masterful Insight (Ex): Near the peak of his abilities, a Battlemaster is an island of calm in the chaos of battle – every blow and counter is seemingly orchestrated into a deadly symphony of combat.
Allies within 50 feet of an 18th level Battlemaster add the Battlemaster’s (Intelligence Modifier) as a bonus to Attack rolls and Armor class.
Strategos (Ex): A Battlemaster of the highest rank is a being of legend, capable of controlling the flow of battle through sheer force of will.
Whenever a 20th level Battlemaster spends uses of Tactics on Tactical Deployment, Seize the Advantage, or Cry Havok, he may target up to (Intelligence Modifier) allies with those powers. Each ally requires its own expenditure of Tactics – Targeting two allies with Tactical Deployment costs 2 uses of tactics; targeting two allies with Cry Havoc costs 6 uses of Tactics.
THE DUELIST
Hit Die: d10
Skill Points: 4 + Int
Class Skills: Balance, Bluff, Climb, Diplomacy, Escape Artist, Intimidate, Jump, Perform, Sense Motive, Sleight of Hand, Tumble
Armor Training: The Duelist is proficient with Light and Medium armor and Bucklers.
Weapon Training: The Duelist is Proficient with all simple weapons, all martial melee weapons, and the Whip.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Adaptable Style; Cunning Offense +1/+1d6
2nd|
+2|
+3|
+3|
+0|Uncanny Dodge
3rd|
+3|
+3|
+3|
+1|Adaptable Style
4th|
+4|
+4|
+4|
+1|Duelist’s Mark
5th|
+5|
+4|
+4|
+1|Cunning Offense +2/+2d6
6th|
+6/+1|
+5|
+5|
+2| Parry
7th|
+7/+2|
+5|
+5|
+2|Adaptable Style
8th|
+8/+3|
+6|
+6|
+2| Chained Attack (15 feet)
9th|
+9/+4|
+6|
+6|
+3| Cunning Offense +3/+3d6
10th|
+10/+5|
+7|
+7|
+3| Faultless Critical
11th|
+11/+6/+1|
+7|
+7|
+3|Adaptable Style
12th|
+12/+7/+2|
+8|
+8|
+4| Improved Uncanny Dodge
13th|
+13/+8/+3|
+8|
+8|
+4|Cunning Offense +4/+4d6
14th|
+14/+9/+4|
+9|
+9|
+4| Riposte
15th|
+15/+10/+5|
+9|
+9|
+5|Adaptable Style
16th|
+16/+11/+6/+1|
+10|
+10|
+5| Chained Attack (30 Feet)
17th|
+17/+12/+7/+2 |
+10|
+10|
+5|Cunning Offense +5/+5d6
18th|
+18/+13/+8/+3|
+11|
+11|
+6| Slayer’s Mark
19th|
+ 19/+14/+9/+4 |
+11|
+11|
+6|Adaptable Style
20th|
+ 20/+15/+10/+5 |
+12|
+12|
+6|Effortless Adaptation
[/table]
Description: Standing before a hushed crowd is a massive knight, glorious in burnished helm and bright armor, ready to write his tale of victory in the blood of his opponent. Silently facing him is a slight half-elf, barefoot and dressed in simple leathers, her only adornment the beautiful but well-worn sabre at her side. The burly knight mocked the arena champion, demanding a chance to give the masses a real show. There is no art when his hand is lost, no style when his leg is taken at the knee – the arena champion does not tolerate insouciance or waste effort.
A young Halfling trains under the watchful eye of his uncle, mastering the careful and cunning uses of paired daggers – the sudden slash, the abrupt thrust, the distracting throw and dozens of other maneuvers that define this subtle instrument of death. Small, seemingly insignificant, but nevertheless deadly – as fine an emblem for a Halfling warrior as any.
A young Dwarven Samurai learns the ways of Iaijutsu from his father, spending endless hours contemplating the deadly arc of the Katana. Sword and Shield alike, the katana need only be drawn once to make defense an empty gesture. This art is as precise and perfect as the steel the young Samurai holds -- the spirit of his ancestors, the practice of honor, all unified in a single strike.
These cunning heroes are Duelists, deadly warriors who have honed their martial skills to a deadly edge. A Duelist strikes with deadly precision, shielding himself with the same blow that lays his enemy low. The unlucky opponent who finds himself facing a duelist is certain to face his own death – even the slightest mistake can earn a mortal rebuke from these masterful combatants.
Duelists are agile warriors who focus on individual opponents. In combat they play similarly to rogues, but have to worry less about positioning than their stealthier counterparts.
Cunning Offense (Ex): A Duelist can use clever positioning and flaws in her opponents fighting style to delivery deadly attacks.
When a Duelist attacks and damages an enemy, she gains a +1 bonus to AC and inflicts +1d6 damage against that opponent. If the Duelist does not engage this opponent each round, these bonuses vanish.
Adaptable Style (Ex): Duelists are flexible combatants who have a seemingly intuitive understanding of the martial arts. This instinct for combat allows the Duelist to approach his opponents with a focused fighting style perfectly suited to the situation.
At 1st level the Duelist gains an Feat Slot. As a swift action, a Feat Slot can be swapped out for any fighter bonus feat the Duelist meets the requirements for. Once swapped out, the Duelist retains knowledge of the feat until he meditates for 5 minutes to convert all learned feats back into Feat Slots.
The Duelist gains an additional Feat Slot at 3rd level and every 4 levels thereafter.
Uncanny Dodge (Ex): Starting at 2nd level, a Duelist can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a Duelist already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Duelists Mark (Ex): A has expert control over her attacks, allowing her to wound and cripple her opponent before delivering the coupe de grace.
After hitting an opponent a Duelist of 4th level may take a swift action to force the opponent to make a Fortitude Save (DC 10 + ½ level + Dexterity modifier) or take ability damage to the physical attribute of your choice equal to the number of Cunning Offense dice you inflict. A successful save negates the Ability damage.
Parry (Ex): Most duels are over in a matter of moments, but truly skilled combatants can use skill and agility to draw out (and hopefully turn around) desperate combat.
When taking damage from an attack, a Duelist of 6th level may expend an attack of opportunity to gain damage reduction against that attack equal to her Dexterity modifier.
Chained Attack (Ex): Duelists move with speed and grace, seemingly dancing through the battlefield – one moment squaring off against a leery foe, the next driving her blade through a distracted soldiers ribs…all without slowing for a moment.
When a Duelist of 8th level lands a critical hit or drops an opponent to 0 hp or less, the duelist make move up to 15 feet and make any remaining attacks she has against a new target. Any Cunning Offense bonus that applied to a previous target applies to a new target.
Moving in this way is not an action and does not trigger attacks of opportunity.
At 16th level, the duelist may move up to 30 feet during a Chained Attack.
Faultless Critical (Ex): Any foe who leaves themselves open to a Duelists attacks is certain to meet a sudden end.
A Duelist of 10th level automatically confirms any critical she threatens.
Improved Uncanny Dodge (Ex): A Duelist of 12th level or higher can no longer be flanked.
Riposte (Ex): A Duelist of 14th level has learned how to capitalize on her enemies failed attacks to deliver lethal strikes of her own.
When an enemy effected by Cunning Offense attacks and misses you, that opponent triggers an attack of opportunity from you. If you have the ability to make multiple attacks of opportunity in a round, this power can be used multiple times.
Slayer’s Mark (Ex): Near the peak of her abilities, a duelist can use her precise attacks to wound bound, mind, and spirit.
When an 18th level Duelist uses the Duelist’s Mark feature, she can damage any attribute.
Effortless Adaptation (Ex): A master Duelist can change her combat style in the blink of an eye, surprising her enemies with a constantly evolving fighting style.
A Duelist can take a move action to swap out all her active Adaptable Style feats for new ones.
Special: To make this transition as fast as possible, it’s helpful to have several pre-designed lists of feats for the Duelist to switch between on the fly.
THE CHAMPION
THE CHAMPION
Hit Die: d10
Skill Points: 4 + Int
Skills: Balance, Climb, Craft (Weaponsmith), Craft (Armorsmith), Diplomacy, Intimidate, Jump, Swim, Ride
Weapon Training: A Champion is proficient with all simple and martial weapons.
Armor Training: A Champion is proficient with light, medium, and heavy armor and all shields.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Prowess
1st|
+1|
+2|
+0|
+2|Bonus Feat; Prowess|1
2nd|
+2|
+3|
+0|
+3|Unnerving Gaze|1
3rd|
+3|
+3|
+1|
+3|Living Legend +1|2
4th|
+4|
+4|
+1|
+4|Champion’s Call|2
5th|
+5|
+4|
+1|
+4|Bonus Feat|2
6th|
+6/+1|
+5|
+2|
+5|Battle Bellow|3
7th|
+7/+2|
+5|
+2|
+5|Living Legend +2|3
8th|
+8/+3|
+6|
+2|
+6|Powerful Build|3
9th|
+9/+4|
+6|
+3|
+6| Bonus Feat|4
10th|
+10/+5|
+7|
+3|
+7|Fate’s Call|4
11th|
+11/+6/+1|
+7|
+3|
+7|Living Legend +3|4
12th|
+12/+7/+2|
+8|
+4|
+8|Heroic Cohort|5
13th|
+13/+8/+3|
+8|
+4|
+8|Bonus Feat|5
14th|
+14/+9/+4|
+9|
+4|
+9| Juggernaut|5
15th|
+15/+10/+5|
+9|
+5|
+9|Living Legend +4|6
16th|
+16/+11/+6/+1|
+10|
+5|
+10|Leader of Men|6
17th|
+17/+12/+7/+2 |
+10|
+5|
+10|Bonus Feat|6
18th|
+18/+13/+8/+3|
+11|
+6|
+11| Awesome Presence|7
19th|
+ 19/+14/+9/+4 |
+11|
+6|
+11|Leader of Men +5|7
20th|
+ 20/+15/+10/+5 |
+12|
+6|
+12|Fate’s Legion|7
[/table]
Description: A bearish warrior carrying a massive club camps to the side of a squad of knights, knowing the brash soldiers are uneasy in his presence. On the battlefield that club crushes hellspawn with contemptuous ease, slaying with a skill that even the most dedicated paladin cannot match. Yet that is not why the knight’s hesitate to camp with him. They have felt this man’s power, felt it in their bones, and a part of them cannot help the desire to cast aside old oaths and walk with a legend.
The Knights of the Briar accepted the bookish young half-elf as an act of charity, thinking that the orphan would make a good scribe or yeoman. Only grizzled old Urol, recently short a hand and a foot, sought to teach the willow child any skill at arms. These night lessons saved the child’s life when the Knights were attacked, their hall burned by slavers, their leaders slain by trechers. Alone, armed with Urol’s worn hatchet, the child set out on the path of legend, b bright brand kindled by wrath.
The heavily armored dwarf is still a young man, just past his first century. Yet today he feels his destiny waiting for him, his purpose fulfilled on the field of honor. With his spirit he reaches out to his ancestors, seeking their guidance. With whispered words they confirm his suspicion – the hour of his glory is nigh…but he will not be alone. Tonight the dead of Clan Varno ride with him, to share in his glory, to welcome the next of their number! There is no greater honor.
These heroes are known as Champions, warriors who are born with the weight of destiny resting on their shoulders. Champions learn to use the powers of destiny as sword and shield, striking auspicious blows and lending strength to their allies through there mere presence. As a Champion progresses in level, he gains the ability to call other destined warriors to assist him – the shades of soldiers long gone, the spirits of heroes yet to come. These warriors are drawn to the Champion legend, seeking a few moments of stolen glory before retreating to the outer planes.
Play a Champion if you want to play a larger-than-life hero who uses the power of destiny to empower his attacks and allies.
Prowess (Ex): The Champion is not the most skilled of warriors, or the most insightful of combatants. He is, however, destined to do great and terrible things. The Champion wields this destiny as a weapon, striking down foes with providential ease.
A Champions has a number of Prowess points he can spend to augment his attacks. Spending a point of prowess converts a failed attack roll into a success or a successful attack roll into a critical hit. Spending Prowess in this way is not an action, but you may only spend one Prowess per attack.
A Champion regains prowess very time he reduces an enemy to 0hp or rolls a natural 20.
Unnerving Gaze (Su): With a bit of experience, the Champion can use his prowess to influence those around him in more subtle ways.
As a swift action, a Champion of 2nd level may spend a point of Prowess to render a target Fascinated or Shaken for 1d4 rounds -- a Will Save (DC 10 + ½ level + Charisma Modifier) negates this effect.
Living Legend (Ex): As a Champion increase in strength, his legend begins to transform him into a glorious being. Even the most bitter of rivals will admit that there is something truly awe-inspiring about a Champion.
A Champion of 3rd level gains a +1 bonus to Diplomacy and Intimidate checks. Additionally, choose a single physical attribute and increase it by 1.
At 7th level and every 4 levels thereafter, this bonus increases by 1.
Champion’s Call (Ex): Some conflicts cannot be escaped – a Champion has accepted this fact and can use his Prowess to face these fated tests on his own terms.
A Champion of 4th level can take a swift action and spend a point of Prowess to challenge an opponent he can see within 30 feet. If that opponent initiates actions that do not include the champion as a target, subtract the Champion’s Living Legend bonus from attack rolls, damage rolls and Save DCs associated with the targets action.
Battle Bellow (Su): Battle is the forge that tempers the Champion, the anvil that shapes him and that will one day break him. Until that fateful day, the Champion can draw upon his prowess to invest his allies with courage and shatter his enemies with fear.
As a standard action, a Champion of 6th leve;l may spend a point of Prowess to grant allies within 30 feet (2d6 + ½ Level) temporary hp. Enemies must make a Will Save (DC 10 + ½ level + Charisma Modifier) or take that much damage; a successful save halves the damage inflicted.
This is a fear effect – creatures immune to fear are immune to the damage inflicted by this power.
Powerful Build (Ex): As the Champion’s legend grows, he seems to grow in stature as well, towering over lesser men as a giant.
A Champion of 8th level gains the Powerful Build feature, if he does not already possess it. For some Champions, this is a literal increase in size. For others, some seemingly supernatural effect lends them greater stature (perhaps an animate shadow or an aura of golden light). Regardless of the manifestation, this is an Extraordinary Ability.
Fate’s Call (Su): A Champion of 10th level casts a shadow that stretches from the material realm to the spirit world. Warriors of Eld, compelled by that shadow, can briefly join the Champion on the field of honor, eager to relive their former glory.
As a full action, the Champion may spend 2 points of Prowess to summon a Fated Warrior of equivalent level. This is effectively another character of equivalent level to the Champion, that levels up with the Champion. The Fated Warrior receives Wealth by Level to purchase gear, but cannot purchase consumable gear.
A Champion with this ability has a small squad of Fated Warriors he can draw upon – up to his Living Legend bonus in unique characters. This allows the Champion to summon unique warriors to assist him in his efforts.
A Fated Warrior lasts for 1 round per Champion level before returning to the Spirit Realm, or until dismissed by the Champion (a Swift action). A Champion can only summon one Fated Warrior at a time, but can summon multiple Fated Warriors in a combat if killed or Dismissed. A Fated Warrior who is reduced to 0 hp cannot be called upon for a full day.
For more on creating Fated Warriors, see the section below.
Heroic Cohort (Ex): A Champion is never without allies, loyal and true. A Champion can briefly share his legend with his allies, granting them abilities beyond their normal limits.
As a Swift Action, the Champion can spend a point of Prowess to grant an ally a +1 Bonus to attack rolls, +2 bonus to damage rolls, and knowledge of a single fighter bonus feat they meet the prerequisites for. This bonus lasts for 24 hours, or until the Champion names a new heroic cohort.
Juggernaut (Ex): By Virtue of his size and strength, the Champion is nearly unstoppable once set in motion.
A Champion of 14th level can make Trample attacks against creatures up to Medium in size. A Trample attack made by a Champion inflicts (2d6 + 1.5 x Strength) damage. A Successful Reflex Save (DC 10 + ½ level + Strength Modifier) negates the effect, but pushes the target into an adjacent square the Champion does not pass through.
Trampling provokes an attack of opportunity, but opponents who take this attack forfeit their save.
Leader of Men (Ex): Near the peak of his abilities, the Champion is recognized as a great figure among men, drawing heroes to his banner.
A Champion of 16th level gains a noble title and is recognized as a leader wherever he goes. The Champion adds his Living Legend bonus to his Leadership score. If the Champion does not have a leadership score, he gains a Score equal to his Living Legend bonus.
Additionally, the Champion gains the rights a modest estate of his own that brings in a monthly income of (Level x 25) gp per month. If the Champion already has lands, his lands increase in size as determined by the DM and the income based off those lands increases accordingly.
Awesome Presence (Su): When a Champion reveals his true glory , the world trembles for a moment.
Any time the Champion spends Prowess, opponents within 30 feet of the Champion must make a Will Save (DC 10 + ½ level + Strength Modifier) or flee to the outer edge of this effect. Opponents who wish to approach within 30 feet are subject to the same save for 1 round.
Fate’s Legion (Su): A Champion at the peak of his abilities can tear the veil of fate wide open for his destined allies.
A Champion of 20th Level can spend 4 prowess to summon each of his Fated Warriors for 5 minutes. Once summoned in this way, the Fated Warriors cannot be called upon for 24 hours.
Sidebar -- The Fated Warrior
THE FATED WARRIOR
A Fated Warrior is one of the heroes of legend…or perhaps the essence of a legend-to-be. An entity inextricably bound to the field of battle, a Fated Warrior serves in one of the innumerable armies in the inner and outer plains. Each has fought in thousands of battles, concurred innumerable enemies, and died countless times. Tied to the very essence of war, these heroes are reborn at the dawning of each new battle, ready to ride once more.
Unlike the entities summoned by spells like Summon Monster, a Fated Warrior is a character that grows with you, gaining power as your legend increases. Each Fated Warrior is a Person, a legend with unique strengths and skills, as manifest through the Fated Warrior class. Every time the Champion gains a new Champion level, his Fated Warriors gain a new Fated Warrior level, growing in strength along with their Champion.
While it may seem that a Champion is the key to a Fated Warrior’s power, this is truly not the case – each fated warrior is a spirit of great power, nearly a demigod in strength. The Champion lacks the ability to call a full strength Fated Warrior, and so instead summons a mere shadow of the Warrior’s power.
To create a Fated Warrior, follow the following process:
0) Create a unique history and personality for your fated warrior.
1) Roll stats for your warrior, exactly as if you were making a starting character.
2) Choose a race for your fated warrior
3) All Fated Warriors as members of the Fighter class, but can expend their bonus feats to gain training in a skill of their choice.
4) Level your character up, purchase equipment, assign skill points, feats, and leveling bonuses.
5) Each time you gain a level, your fated warriors gain levels as well.