barna10
2013-03-07, 10:15 PM
The Warmonger (The Fighter re-imagined)
(more fluff and stuff to come)
My intent with this re-work is to create a higher than tier 4 Fighter that is still simple and elegant. My inspiration is Conan if he became a legionnaire for 20 years.
Hit Die: d12
{table=head]Level|BAB|Fort|Ref|Will|Special|Fighter Bonus Feats
1st|+1|+2|+0|+0| Battle Focus (Full-Round Action), Battle Hardened (Natural Armor), Dodge Bonus (+1), Impromptu Attack (Natural Weapon), Improved Unarmed Strike|-
2nd|+2|+3|+0|+0|Impromptu Step |1
3rd|+3|+3|+1|+1| Battle Wizened, Dodge Bonus (+2)|-
4th|+4|+4|+1|+1|Battle Focus(Immunity to Fear)|1
5th|+5|+4|+1|+1| Battle Hardened (DR 1/-), Dodge Bonus (+3)|-
6th|+6/+1|+5|+2|+2| |1
7th|+7/+2|+5|+2|+2| Battle Wizened (+1), Dodge Bonus (+4)|-
8th|+8/+3|+6|+2|+2|Battle Hardened (DR 2/-)|1
9th|+9/+4|+6|+3|+3| Battle Focus (Standard Action), Dodge Bonus (+5)|-
10th|+10/+5|+7|+3|+3|Heroic Body (+2)|1
11th|+11/+6/+1|+7|+3|+3|Battle Hardened (DR 3/-), Battle Wizened (+2), Dodge Bonus (+6)|-
12th|+12/+7/+2|+8|+4|+4| |1
13th|+13/+8/+3|+8|+4|+4|Impromptu Attack (Any Weapon), Dodge Bonus (+7)|-
14th|+14/+9/+4|+9|+4|+4|Battle Hardened (DR 4/-)|1
15th|+15/+10/+5|+9|+5|+5|Battle Wizened (+3), Dodge Bonus (+8)|-
16th|+16/+11/+6/+1|+10|+5|+5| |1
17th|+17/+12/+7/+2|+10|+5|+5| Battle Focus (Swift Action), Battle Hardened (DR 5/-), Dodge Bonus (+9)|-
18th|+18/+13/+8/+3|+11|+6|+6| |1
19th|+19/+14/+9/+4|+11|+6|+6| Battle Wizened (+4), Dodge Bonus (+10)|-
20th|+20/+15/+10/+5|+12|+6|+6|Battle Hardened (DR 6/-), Heroic Body (+2), Impromptu Attack (second Attack) |1[/table]
Class Skills (4 + Int modifier per level, x 4 at 1st level): Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Survival (Wis), Swim (Str), and Tumble (Dex).
The battle field is a treacherous place, one where many skills are useful.
Weapons and Armor: All martial and simple weapons; Light, Medium, and Heavy armor; and all shields.
Battle Focus: Battle is chaos mixed with blood, loud noises, and constant stress. This conditions the Warmonger to ignore distractions and other set-backs to focus on his task. Whenever the Warmonger is suffering from penalties to hit, damage, AC, skills, checks, or saves from any source (from the environment, spells, poison, etc.), he may make a Concentration check to attempt to ignore some of the penalties until the current task is completed (the battle ends, the wall is climbed, he makes it to the surface, etc.). Initially, this check is a full-round action. At 9th level it becomes a standard action and at 17th level it becomes a Swift action. The benefit from the ability is determined by a concentration check. The DC of the check is 15. Success means the total penalties the Warmonger is suffering from is reduced by 1. For every 10 points he makes the check by, the penalties are reduced by 1 more (25 or more equals a -2 reduction, 35 or more equals a -3 reduction, etc.) The Warmonger can make the check as often as once per round. However, if he makes another check, the benefit is determined by the most recent roll, even if it is worse than a previous one.
The Warmonger's supreme focus allows him to keep his cool even in the face of certain death or unbeatable odds. At 4th level he becomes immune to fear from any source.
Battle Hardened: The Warmonger is used to taking a beating. This has conditioned his body to be able to withstand more punishment than most others could ever hope to. At 1st level the Warmonger receives a Natural Armor bonus equal to his Constitution Bonus (minimum of 1). If his Constitution score changes later (up or down), so does this bonus. This bonus stacks with any other Natural Armor the character might have.
As the Warmonger becomes more experienced he continues to get tougher. At 5th level the Warmonger gains Damage Reduction 1/-. This Damage Reduction improves by 1 every 3 levels after 5th.
Impromptu Attack: During an attack action the Warmonger can make one more attack with a natural weapon. This attack is made at the Warmonger's full BAB -2. It can be a head butt, a punch, a kick, or any other natural weapon the Warmonger possesses. The damage is normal for the attack mode or 1d4 (plus strength bonus), whichever is greater. This is an additional attack and can be made even if fighting with two-weapons, a weapon and a shield, or even with a two-handed weapon, and can occur at any point in the attack action (i.e. before, after or in-between other attacks).
At 13th level, this additional attack can be made with any weapon the Warmonger is wielding, or any special attack mode the Warmonger has (ie breath weapon, standard action or less spell, spell-like ability, etc.)
At 20th level the Warmonger can make a second such attack, also at a -2 penalty.
Improved Unarmed Strike: The Warmonger receives Improved Unarmed Strike as a bonus feat at first level.
Mobility, the Key to Victory: Infantrymen throughout the ages will testify that light armor is a much better choice than heavy armor when fighting on foot; full plate is for fighting from horseback! As a Warmonger gains experience, he becomes more mobile and able to dodge blows. At 1st level he benefits from a +1 dodge bonus to AC. This bonus applies anytime he could apply his DEX bonus to his AC.
Add 1 to this Dodge bonus every odd level after 1st.
Heavy armor interferes with the Warmonger's ability to dodge blows. Subtract the Armor Check Penalty of any armor and/or shield the Warmonger wields from his Mobility Dodge Bonus (minimum 0).
Fighter Bonus Feats: At 2nd level, and every two levels after 2nd, the Warmonger can select a bonus feat from the list available to Fighters for which he meets the prerequisites. In addition, the Warmonger qualifies for feats restricted to Fighters using his Warmonger class level.
Impromptu step: Mobility is often the key to victory. Starting at 2nd level the Warmonger can forgo an Impromptu Attack (see above) to instead take a 5 foot step.
Battle Wizened: Winning a fight has as much, if not more, to do with wisdom as it does with brawn. The Warmonger sees more combat than most other classes. Because of this, his knowledge of battle is unparalleled. To reflect this, starting at 3rd level the Warmonger adds his Wisdom bonus to his attack and damage rolls, and to Strength checks,
Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump. Every 4 levels after 3rd, the Warmonger gets an additional +1 bonus.
Heroic Body: Constant battle and carrying around loads of armor and weapons tends to make one as strong as an ox. At 10th level and again at 20th level the Warmonger can add a +2 Inherent bonus to either his Strength or Constitution score. The Warmonger can add +2 to the same stat each time or he can add +2 to one at 10th level and +2 to the other at 20th level (for example, he could add +2 to CON at 10th level and +2 to Strength at 20th level, or he could add +2 to Strength at 10th level and at 20th level, etc.)
(more fluff and stuff to come)
My intent with this re-work is to create a higher than tier 4 Fighter that is still simple and elegant. My inspiration is Conan if he became a legionnaire for 20 years.
Hit Die: d12
{table=head]Level|BAB|Fort|Ref|Will|Special|Fighter Bonus Feats
1st|+1|+2|+0|+0| Battle Focus (Full-Round Action), Battle Hardened (Natural Armor), Dodge Bonus (+1), Impromptu Attack (Natural Weapon), Improved Unarmed Strike|-
2nd|+2|+3|+0|+0|Impromptu Step |1
3rd|+3|+3|+1|+1| Battle Wizened, Dodge Bonus (+2)|-
4th|+4|+4|+1|+1|Battle Focus(Immunity to Fear)|1
5th|+5|+4|+1|+1| Battle Hardened (DR 1/-), Dodge Bonus (+3)|-
6th|+6/+1|+5|+2|+2| |1
7th|+7/+2|+5|+2|+2| Battle Wizened (+1), Dodge Bonus (+4)|-
8th|+8/+3|+6|+2|+2|Battle Hardened (DR 2/-)|1
9th|+9/+4|+6|+3|+3| Battle Focus (Standard Action), Dodge Bonus (+5)|-
10th|+10/+5|+7|+3|+3|Heroic Body (+2)|1
11th|+11/+6/+1|+7|+3|+3|Battle Hardened (DR 3/-), Battle Wizened (+2), Dodge Bonus (+6)|-
12th|+12/+7/+2|+8|+4|+4| |1
13th|+13/+8/+3|+8|+4|+4|Impromptu Attack (Any Weapon), Dodge Bonus (+7)|-
14th|+14/+9/+4|+9|+4|+4|Battle Hardened (DR 4/-)|1
15th|+15/+10/+5|+9|+5|+5|Battle Wizened (+3), Dodge Bonus (+8)|-
16th|+16/+11/+6/+1|+10|+5|+5| |1
17th|+17/+12/+7/+2|+10|+5|+5| Battle Focus (Swift Action), Battle Hardened (DR 5/-), Dodge Bonus (+9)|-
18th|+18/+13/+8/+3|+11|+6|+6| |1
19th|+19/+14/+9/+4|+11|+6|+6| Battle Wizened (+4), Dodge Bonus (+10)|-
20th|+20/+15/+10/+5|+12|+6|+6|Battle Hardened (DR 6/-), Heroic Body (+2), Impromptu Attack (second Attack) |1[/table]
Class Skills (4 + Int modifier per level, x 4 at 1st level): Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Survival (Wis), Swim (Str), and Tumble (Dex).
The battle field is a treacherous place, one where many skills are useful.
Weapons and Armor: All martial and simple weapons; Light, Medium, and Heavy armor; and all shields.
Battle Focus: Battle is chaos mixed with blood, loud noises, and constant stress. This conditions the Warmonger to ignore distractions and other set-backs to focus on his task. Whenever the Warmonger is suffering from penalties to hit, damage, AC, skills, checks, or saves from any source (from the environment, spells, poison, etc.), he may make a Concentration check to attempt to ignore some of the penalties until the current task is completed (the battle ends, the wall is climbed, he makes it to the surface, etc.). Initially, this check is a full-round action. At 9th level it becomes a standard action and at 17th level it becomes a Swift action. The benefit from the ability is determined by a concentration check. The DC of the check is 15. Success means the total penalties the Warmonger is suffering from is reduced by 1. For every 10 points he makes the check by, the penalties are reduced by 1 more (25 or more equals a -2 reduction, 35 or more equals a -3 reduction, etc.) The Warmonger can make the check as often as once per round. However, if he makes another check, the benefit is determined by the most recent roll, even if it is worse than a previous one.
The Warmonger's supreme focus allows him to keep his cool even in the face of certain death or unbeatable odds. At 4th level he becomes immune to fear from any source.
Battle Hardened: The Warmonger is used to taking a beating. This has conditioned his body to be able to withstand more punishment than most others could ever hope to. At 1st level the Warmonger receives a Natural Armor bonus equal to his Constitution Bonus (minimum of 1). If his Constitution score changes later (up or down), so does this bonus. This bonus stacks with any other Natural Armor the character might have.
As the Warmonger becomes more experienced he continues to get tougher. At 5th level the Warmonger gains Damage Reduction 1/-. This Damage Reduction improves by 1 every 3 levels after 5th.
Impromptu Attack: During an attack action the Warmonger can make one more attack with a natural weapon. This attack is made at the Warmonger's full BAB -2. It can be a head butt, a punch, a kick, or any other natural weapon the Warmonger possesses. The damage is normal for the attack mode or 1d4 (plus strength bonus), whichever is greater. This is an additional attack and can be made even if fighting with two-weapons, a weapon and a shield, or even with a two-handed weapon, and can occur at any point in the attack action (i.e. before, after or in-between other attacks).
At 13th level, this additional attack can be made with any weapon the Warmonger is wielding, or any special attack mode the Warmonger has (ie breath weapon, standard action or less spell, spell-like ability, etc.)
At 20th level the Warmonger can make a second such attack, also at a -2 penalty.
Improved Unarmed Strike: The Warmonger receives Improved Unarmed Strike as a bonus feat at first level.
Mobility, the Key to Victory: Infantrymen throughout the ages will testify that light armor is a much better choice than heavy armor when fighting on foot; full plate is for fighting from horseback! As a Warmonger gains experience, he becomes more mobile and able to dodge blows. At 1st level he benefits from a +1 dodge bonus to AC. This bonus applies anytime he could apply his DEX bonus to his AC.
Add 1 to this Dodge bonus every odd level after 1st.
Heavy armor interferes with the Warmonger's ability to dodge blows. Subtract the Armor Check Penalty of any armor and/or shield the Warmonger wields from his Mobility Dodge Bonus (minimum 0).
Fighter Bonus Feats: At 2nd level, and every two levels after 2nd, the Warmonger can select a bonus feat from the list available to Fighters for which he meets the prerequisites. In addition, the Warmonger qualifies for feats restricted to Fighters using his Warmonger class level.
Impromptu step: Mobility is often the key to victory. Starting at 2nd level the Warmonger can forgo an Impromptu Attack (see above) to instead take a 5 foot step.
Battle Wizened: Winning a fight has as much, if not more, to do with wisdom as it does with brawn. The Warmonger sees more combat than most other classes. Because of this, his knowledge of battle is unparalleled. To reflect this, starting at 3rd level the Warmonger adds his Wisdom bonus to his attack and damage rolls, and to Strength checks,
Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump. Every 4 levels after 3rd, the Warmonger gets an additional +1 bonus.
Heroic Body: Constant battle and carrying around loads of armor and weapons tends to make one as strong as an ox. At 10th level and again at 20th level the Warmonger can add a +2 Inherent bonus to either his Strength or Constitution score. The Warmonger can add +2 to the same stat each time or he can add +2 to one at 10th level and +2 to the other at 20th level (for example, he could add +2 to CON at 10th level and +2 to Strength at 20th level, or he could add +2 to Strength at 10th level and at 20th level, etc.)