LordErebus12
2013-03-24, 04:14 AM
Note: My idea, throw out the Warrior NPC class and the Fighter PC class. Maybe use this:
Warrior
GAME RULE INFORMATION
Warriors have the following game statistics.
Abilities: Strength, Intelligence, Constitution
Alignment: Any.
Hit Die: d10.
Class Skills
The Warrior’s class skills are Balance, Bluff, Climb, Craft, Diplomacy, Gather Information, Handle Animal, Intimidate, Jump, Listen, Ride, Search, Sense Motive, Spot, Survival, Swim, and Tumble.
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
{table=head]{colsp=6}Table: Warrior Class
Level| Base Attack Bonus | Fort| Ref |Will| Special Abilities
1st |+1 |+2 |+0 |+0 | Armored, Mixed Background, 1st Technique
2nd |+2 |+3 |+0 |+0 | Training
3rd |+3 |+3 |+1 |+1 | Tactics
4th |+4 |+4 |+1 |+1 | Training
5th |+5 |+4 |+1 |+1 | Anatomist
6th |+6/+1 |+5 |+2 |+2 | 2nd Technique
7th |+7/+2 |+5 |+2 |+2 | Feint
8th |+8/+3 |+6 |+2 |+2 | Training
9th |+9/+4 |+6 |+3 |+3 | Armored Grace
10th |+10/+5 |+7 |+3 |+3 | 3rd Technique
11th |+11/+6/+1 |+7 |+3 |+3 | Improved Armored
12th |+12/+7/+2 |+8 |+4 |+4 | Training
13th |+13/+8/+3 |+8 |+4 |+4 | Improved Tactics
14th |+14/+9/+4 |+9 |+4 |+4 | 4th Technique
15th |+15/+10/+5 |+9 |+5 |+5 | Improved Anatomist
16th |+16/+11/+6/+1 |+10 |+5 |+5 | Training
17th |+17/+12/+7/+2 |+10 |+5 |+5 | Improved Feint
18th |+18/+13/+8/+3 |+11 |+6 |+6 | 5th Technique
19th |+19/+14/+9/+4 |+11 |+6 |+6 | Improved Armored Grace
20th |+20/+15/+10/+5 |+12 |+6 |+6 | Training
[/table]
Class Features
All of the following are class features of the Warrior.
Armor and Weapon Proficiencies:
A warrior is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). At 2nd and each level beyond that, a warrior can learn to use an additional exotic armor, shield or weapon of his choice.
1st – Armored:
A warrior gains DR 1/— when wearing light armor, DR 3/— when wearing medium armor, and DR 5/— when wearing heavy armor. This damage reduction stacks with that provided by armor, but not with other forms of damage reduction. This damage reduction does not apply if the warrior is stunned, unconscious, or helpless.
1st - Mixed Background:
The warrior’s background is varied, and many have mastered skills not considered in standard martial training. The warrior selects two different skills not found on the warrior skills list. They are treated as class skills, receiving a +2 bonus to each skill. Once chosen the choices are permanent.
1st - Techniques:
A warrior gains access to a Tier I technique. At each level that grants a new technique, the warrior can either gain access to the next tier level for one technique he has already obtained or gain a new Tier I technique.
2nd - Training:
A warrior gets a bonus combat-oriented feat. The warrior gains an additional bonus feat at 4th level and every four warrior levels thereafter (8th, 12th, 16th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats.
A warrior must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A warrior is not limited to the list of fighter bonus feats when choosing these feats.
3rd - Tactics:
Before combat, a warrior can assemble his allies and begin discussing strategy. This planning takes at least 10 minutes of time and requires everyone to be within close enough distance to see and hear the warrior. Each member must agree to perform a similar task to benefit from one of these abilities.
Once chosen, each ally (but not the warrior) receives the bonus until the end of the next encounter, after which the bonus is lost unless the plan is agreed upon again (taking 1 minute to go back over). Initially, this ability grants an insight bonus equal to +1. This bonus increases to +2 bonus at 6th, +3 bonus at 9th, +4 bonus at 12th, +5 bonus at 15th, and finally +6 at 18th level.
This ability does require a bit of work with role-playing, and each plan should only be discussed with the DM present. The DM can come up with other bonuses, based on the actions performed.
Defense: +X insight bonus on all Saving Throws and +2 insight bonus on AC.
Offense: +X insight bonus on all Attack and Damage rolls.
Distraction: +X insight bonus on all charisma based skill checks and -4 insight penalty on Hide and Move Silently checks.
Ambush: +X insight bonus on all initiative checks and +X insight bonus on Hide checks.
Flank: + X insight bonus on Hide and Move Silently checks.
Aid: +X insight bonus on ability and skill checks made to aid or heal an ally.
Advance: +X insight bonus on movement speeds, multiplied by 5 ft.
5th - Anatomist:
A warrior adds an Insight bonus on all damage rolls equal to his Intelligence bonus (if any). This bonus only applies when the warrior is wielding a weapon he is proficient in using. This insight bonus stacks with any other insight bonuses to damage.
7th - Feint:
Feinting is a move action. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.
When feinting against a non-humanoid you take a –4 penalty. Against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a creature lacking an Intelligence score, it's impossible. Feinting in combat does not provoke attacks of opportunity.
9th - Armored Grace:
A warrior can move at his normal speed while wearing medium armor. This ability only applies when the warrior is wearing armor he is proficient in using.
11th - Improved Armored:
A warrior can use his armor to shield critical areas from injury. He treats any light armor he wears as if it had 25% resistance to critical hits. Medium armor gains a 50% resistance to critical hits. Heavy armor grants 75% resistance to critical hits. This type of fortification does not stack in any way with armor that has these special abilities. In these cases the warrior takes the better of the two fortifications.
At 20th level, a warrior gains an additional 25% to each of these critical hit resistances, making a warrior effectively immune to critical hits while wearing heavy armor.
13th - Improved Tactics:
The planning process is faster and better organized, allowing it to be accomplished in only one minute, rather than 10 minutes. The Warrior now receives the bonuses as well and he may choose to change his choice as a swift action but only once a round.
15th - Improved Anatomist:
A warrior adds an Insight bonus on all damage rolls equal to twice his Intelligence bonus (if any). This bonus only applies when the warrior is wielding a weapon he is proficient in using.
17th - Improved Feint:
Feinting is now a move action. If your next attack scores a hit, the target loses its Dexterity bonus to AC (if any) to all attacks until the start of its next round.
19th - Improved Armored Grace:
A warrior can move at his normal speed while wearing medium and heavy armor. This ability only applies when the warrior is wearing armor he is proficient in using.
Warrior
GAME RULE INFORMATION
Warriors have the following game statistics.
Abilities: Strength, Intelligence, Constitution
Alignment: Any.
Hit Die: d10.
Class Skills
The Warrior’s class skills are Balance, Bluff, Climb, Craft, Diplomacy, Gather Information, Handle Animal, Intimidate, Jump, Listen, Ride, Search, Sense Motive, Spot, Survival, Swim, and Tumble.
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
{table=head]{colsp=6}Table: Warrior Class
Level| Base Attack Bonus | Fort| Ref |Will| Special Abilities
1st |+1 |+2 |+0 |+0 | Armored, Mixed Background, 1st Technique
2nd |+2 |+3 |+0 |+0 | Training
3rd |+3 |+3 |+1 |+1 | Tactics
4th |+4 |+4 |+1 |+1 | Training
5th |+5 |+4 |+1 |+1 | Anatomist
6th |+6/+1 |+5 |+2 |+2 | 2nd Technique
7th |+7/+2 |+5 |+2 |+2 | Feint
8th |+8/+3 |+6 |+2 |+2 | Training
9th |+9/+4 |+6 |+3 |+3 | Armored Grace
10th |+10/+5 |+7 |+3 |+3 | 3rd Technique
11th |+11/+6/+1 |+7 |+3 |+3 | Improved Armored
12th |+12/+7/+2 |+8 |+4 |+4 | Training
13th |+13/+8/+3 |+8 |+4 |+4 | Improved Tactics
14th |+14/+9/+4 |+9 |+4 |+4 | 4th Technique
15th |+15/+10/+5 |+9 |+5 |+5 | Improved Anatomist
16th |+16/+11/+6/+1 |+10 |+5 |+5 | Training
17th |+17/+12/+7/+2 |+10 |+5 |+5 | Improved Feint
18th |+18/+13/+8/+3 |+11 |+6 |+6 | 5th Technique
19th |+19/+14/+9/+4 |+11 |+6 |+6 | Improved Armored Grace
20th |+20/+15/+10/+5 |+12 |+6 |+6 | Training
[/table]
Class Features
All of the following are class features of the Warrior.
Armor and Weapon Proficiencies:
A warrior is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). At 2nd and each level beyond that, a warrior can learn to use an additional exotic armor, shield or weapon of his choice.
1st – Armored:
A warrior gains DR 1/— when wearing light armor, DR 3/— when wearing medium armor, and DR 5/— when wearing heavy armor. This damage reduction stacks with that provided by armor, but not with other forms of damage reduction. This damage reduction does not apply if the warrior is stunned, unconscious, or helpless.
1st - Mixed Background:
The warrior’s background is varied, and many have mastered skills not considered in standard martial training. The warrior selects two different skills not found on the warrior skills list. They are treated as class skills, receiving a +2 bonus to each skill. Once chosen the choices are permanent.
1st - Techniques:
A warrior gains access to a Tier I technique. At each level that grants a new technique, the warrior can either gain access to the next tier level for one technique he has already obtained or gain a new Tier I technique.
2nd - Training:
A warrior gets a bonus combat-oriented feat. The warrior gains an additional bonus feat at 4th level and every four warrior levels thereafter (8th, 12th, 16th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats.
A warrior must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A warrior is not limited to the list of fighter bonus feats when choosing these feats.
3rd - Tactics:
Before combat, a warrior can assemble his allies and begin discussing strategy. This planning takes at least 10 minutes of time and requires everyone to be within close enough distance to see and hear the warrior. Each member must agree to perform a similar task to benefit from one of these abilities.
Once chosen, each ally (but not the warrior) receives the bonus until the end of the next encounter, after which the bonus is lost unless the plan is agreed upon again (taking 1 minute to go back over). Initially, this ability grants an insight bonus equal to +1. This bonus increases to +2 bonus at 6th, +3 bonus at 9th, +4 bonus at 12th, +5 bonus at 15th, and finally +6 at 18th level.
This ability does require a bit of work with role-playing, and each plan should only be discussed with the DM present. The DM can come up with other bonuses, based on the actions performed.
Defense: +X insight bonus on all Saving Throws and +2 insight bonus on AC.
Offense: +X insight bonus on all Attack and Damage rolls.
Distraction: +X insight bonus on all charisma based skill checks and -4 insight penalty on Hide and Move Silently checks.
Ambush: +X insight bonus on all initiative checks and +X insight bonus on Hide checks.
Flank: + X insight bonus on Hide and Move Silently checks.
Aid: +X insight bonus on ability and skill checks made to aid or heal an ally.
Advance: +X insight bonus on movement speeds, multiplied by 5 ft.
5th - Anatomist:
A warrior adds an Insight bonus on all damage rolls equal to his Intelligence bonus (if any). This bonus only applies when the warrior is wielding a weapon he is proficient in using. This insight bonus stacks with any other insight bonuses to damage.
7th - Feint:
Feinting is a move action. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.
When feinting against a non-humanoid you take a –4 penalty. Against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a creature lacking an Intelligence score, it's impossible. Feinting in combat does not provoke attacks of opportunity.
9th - Armored Grace:
A warrior can move at his normal speed while wearing medium armor. This ability only applies when the warrior is wearing armor he is proficient in using.
11th - Improved Armored:
A warrior can use his armor to shield critical areas from injury. He treats any light armor he wears as if it had 25% resistance to critical hits. Medium armor gains a 50% resistance to critical hits. Heavy armor grants 75% resistance to critical hits. This type of fortification does not stack in any way with armor that has these special abilities. In these cases the warrior takes the better of the two fortifications.
At 20th level, a warrior gains an additional 25% to each of these critical hit resistances, making a warrior effectively immune to critical hits while wearing heavy armor.
13th - Improved Tactics:
The planning process is faster and better organized, allowing it to be accomplished in only one minute, rather than 10 minutes. The Warrior now receives the bonuses as well and he may choose to change his choice as a swift action but only once a round.
15th - Improved Anatomist:
A warrior adds an Insight bonus on all damage rolls equal to twice his Intelligence bonus (if any). This bonus only applies when the warrior is wielding a weapon he is proficient in using.
17th - Improved Feint:
Feinting is now a move action. If your next attack scores a hit, the target loses its Dexterity bonus to AC (if any) to all attacks until the start of its next round.
19th - Improved Armored Grace:
A warrior can move at his normal speed while wearing medium and heavy armor. This ability only applies when the warrior is wearing armor he is proficient in using.