PDA

View Full Version : Warrior II, nonsi meets Grod_The_Giant (PEACH)



nonsi
2013-03-28, 06:43 AM
.

This class is a standardized version of my previous Warrior class (http://www.giantitp.com/forums/showpost.php?p=13182574), resulting from a short PM exchange with Grod_The_Giant.
It’s a fraction less powerful, but offers a better separation of various combat roles.


In the following PM, I specify the design goals and what I did to achieve those goals (except for some minore differences, all are applicable for this version as well).


Let’s talk about what a martial character needs in order to be effective & attractive throughout 20 levels.

- Build Versatility: the ability to be any kind of martial archetype.
- Perpetual Viability: the ability to be effective with any kind of combat style he chooses to adopt.
- Alternative strategies: the ability to be effective with several combat styles.
- Efficiency: Not waste feats on the obvious.
- Survivability: being less susceptible to a wide array of influences.
- On-The-Fly Versatility: the ability to pick the right tools of warfare according to the need of the moment.
- Combat Tactics I: The ability to analyze and control the battlefield better than other characters that are not as martial-combat-focused.
- Combat Tactics II: Combat decisions other than “I attack it”.
- Recovery: the ability to reduce conditions or even thwart them when strategically feasible.
- Battlefield Mobility: the ability to move about the battlefield better than most others.
- Action Economy: the ability to take more combat actions than most others.
- Grit: the ability to suffer less from conditions than other, without resorting to immunities.
- Battlefield Clarity: the ability to recognize falsehood and focus on the real target.
- Master Strike: making that big hit vs. a really tough-to-hit opponent.
- WBL Independence: the ability to be viable on your own, because magical gear helps everybody.
- Minding His Own Business: not stepping on the toes of others.

Now let’s specify . . .

Build Versatility:
The combination of the core Fighter’s bonus feats with Warcrafts and Warrior Talents cover practically any martial role 3.5e has to offer: Survivor, Defender, Destroyer, Skirmisher, Tactician, Daredevil, Soldier, Sniper, Warlord . . . Just take Superior Unarmed Strike from ToB and you’re also covered on the Martial Artist role.
And anything that’s not covered by the above – that’s what the bottom spoiler is for.
And no, knight’s challenge is not a martial role, but rather a collection of filler features)

Perpetual Viability + Alternative strategies + Efficiency:
Applying Combat Edge to a warrior’s selected weapons throws the Weapon Focus feats-tree out the window.
It also makes TWF, Archery and Sword&Board equally viable as any other style.
The above also cover “Efficiency”.

Survivability:
Phase I: Weapon Training
Phase II: Physical Prowess.
Phase II: Combat Focus.
The above cover both being in and out of Combat Focus state.
There’s more, but we’ll settle for the above in the meantime.

On-The-Fly Versatility:
Regardless of meticulous planning, there comes a time when you just didn’t pick the right tool for the job.
Combat Adaptation allows a warrior to improvise combat moves to gain on-the-fly options and advantages.
This might sound a bit weird, but most people find themselves every once in a while asking themselves “how did I manage that move”.
Veteran warriors, based on rich combat training and experience, simply do it on a regular basis.

Combat Tactics I:
This one’s covered primarily by Ever Vigilant.
Both vs. things that fall on your head out of the blue and to manage your opponents when attacking from advantageous position and when making opposed checks.
At low levels the edge is minor, but as levels progress and spellcasters go wild with buffs & debuffs, the edge becomes more significant than CoDZilla can overtake.

Combat Tactics II:
The dilemma when to maintain Combat Focus and when to expend it makes combat decisions a lot more meaningful.
You can rise above lesser men, but you drop your defenses to achieve seemingly impossible endeavors.

Recovery:
Covered by Second Wind.

Battlefield Mobility + Action Economy:
Phase I: Tide of Battle
Phase II: Battle Shaper.
These also render the Spring Attack tree non-mandatory.

Grit:
Veteran’s Grit.

Battlefield Clarity:
Phase I: Action Without Thought.
Phase II: Through the Haze.

Master Strike:
Find the Mark.

WBL Independence:
All of the above guarantee that a single classed warrior brings new things to the gaming table at each and every level and stand on his own without shining like a Christmas tree.

Minding His Own Business:
Not having unnatural powers + being limited to 4 skill points per level + not having UMD as class skills – all of these guarantee that a single classed warrior can’t out-perform skillmonkeys and just can’t replace spellcasters at the things they bring to the gaming table at any level.



I know there never comes a time where there’s no more room for improvement, but I did my best to interweave the various abilities into the appropriate levels.
I also made a big effort in making the table tell the story of what’s the scope of capabilities of the character in a glance.





And now, without further delay, here’s the next phase . . .



The Warrior:

{table=head]Level|BAB|Fort|Ref|Will|Special|Combat Edge|Weapons Expertise

1st|+1|+2|+0|+0| Warcraft, Combat Training, Bonus Feat|
+1|
3 Weapons

2nd|+2|+3|+0|+0| Bonus Feat, Physical Prowess (1 , +1)

3rd|+3|+3|+1|+1| Warcraft, Combat Focus (Maintain / Expend)

4th|+4|+4|+1|+1| Bonus Feat, Combat Adaptation (1)|
+2

5th|+5|+4|+1|+1| Warcraft, Ever Vigilant (Maintain)||
4 Weapons

6th|+6/+1|+5|+2|+2| Bonus Feat, Physical Prowess (2 , +2)

7th|+7/+2|+5|+2|+2| Warcraft, Second Wind (Expend)|
+3

8th|+8/+3|+6|+2|+2| Bonus Feat, Combat Adaptation (2)

9th|+9/+4|+6|+3|+3| Warcraft, Tide of Battle (Expend)||
5 Weapons

10th|+10/+5|+7|+3|+3| Bonus Feat, Physical Prowess (3 , +3)|
+4

11th|+11/+6/+1|+7|+3|+3| Warcraft, Veteran's Grit (Maintain)

12th|+12/+7/+2|+8|+4|+4| Bonus Feat, Combat Adaptation (3)

13th|+13/+8/+3|+8|+4|+4| Warcraft, Action without Thought (Maintain / Expend)|
+5|
6 Weapons

14th|+14/+9/+4|+9|+4|+4| Bonus Feat, Physical Prowess (4 , +4)

15th|+15/+10/+5|+9|+5|+5| Warcraft, Battleshaper (Expend)

16th|+16/+11/+6/+1|+10|+5|+5| Bonus Feat, Combat Adaptation (4)|
+6

17th|+17/+12/+7/+2|+10|+5|+5| Warcraft, Find the Mark (Expend)||
7 Weapons

18th|+18/+13/+8/+3|+11|+6|+6| Bonus Feat, Physical Prowess (5 , + 5)

19th|+19/+14/+9/+4|+11|+6|+6| Warcraft, Combat Supremacy (Maintain)|
+7

20th|+20/+15/+10/+5|+12|+6|+6| Bonus Feat, Combat Adaptation (5)

[/table]



Class Features:


Skill points per level: 4 + INT-mod

Class skills: Balance, Climb, Craft, Diplomacy, Handle Animals, Heal, Hide, Intimidate, Jump, Knowledge (dungeoneering / geography / history / local / nobility and royalty), Listen, Move Silently, Profession, Ride, Sense Motive, Spot, Survival and Swim.

Weapons and armor proficiencies: Warriors are proficient with weapons according to the core/UA rules (DM’s & players’ choice). They’re also proficient in the use of medium armor, shields and bucklers.

Alternative Equipment Packages:
- A warrior may trade 1 Weapon Expertise (see below) for gaining heavy armor and tower shield proficiency.
- A warrior may trade medium armor, shield and buckler proficiency for any single combat feat they could normally take at 1st level, plus having Sleight of Hand, Tumble and Use Rope as class skills.



Warcraft (Ex)

Throughout his career, a warrior's training grants him access to many combat advantages that most other characters cannot grasp.
These abilities are taken from the more martially inclined official classes as follows:

{table=head] Source Class |
Associated Feature |
Minimum Level + Other Requirements |
Notes & Extras

{colsp=4}

{colsp=4}

Barbarian | Rage | 1 | During rage, you gain 10ft speed increase with the notable restrictions on armor & load

| Uncanny Dodge | 3 |

| Im. Uncanny Dodge | 9 |

| Greater Rage | 11, Rage | During rage, you gain DR 2/-. This value increases by +2 for each 3 levels past 11th

| Tireless Rage | 15, Greater Rage |

| Mighty Rage | 19, Greater Rage | Your rage associated DR now also counts as energy resistance vs. all energy types

{colsp=4}

{colsp=4}

Crusader | Steely Resolve | 1 | Matches the Crusader's according to class level

| Furious Counterstrike | 3, Steely Resolve |

| Zealous Surge | 3 | Works once between rests (because it's not important enough to warrant rest)

| Mettle | 5 |

{colsp=4}

{colsp=4}

Knight | Bulwark of defense | 3 |

| Shield Ally | 7 |

| Improved Shield Ally | 11, Shield Ally |

| Impetuous Endurance | 15 |

{colsp=4}

{colsp=4}

Ranger | Evasion | 9 |

{colsp=4}

{colsp=4}

Swashbuckler | Acrobatic Charge | 7 |

| Weakening Critical | 13 |

| Wounding Critical | 17 |

{colsp=4}

{colsp=4}

Other Warcrafts
| Pack Mule | 1 | See below

| Battlefield Commander | 3 | See below

| Combat Threat | 3 | See below

| Engage | 3 | See below

| Evaluate Combat Gear | 3, Craft (Weaponsmithing, Armorsmithing, Bowmaking] 2 ranks each | See below

| Discern Battle | 5, Track | See below

| Maneuvers Expertise | 5 | See below

| Assess the Enemy | 7 | See below

| Fearless Rage | 7, Rage | The warrior is immune to fear while raging

| Lunging Strike | 7 | See below

| Skillful Attack | 7 | See below

| Combat Threat Excellence | 11, Combat Threat | See below

| Maneuvers Mastery | 11, Maneuvers Expertise | See below

| Skillful Onslaught | 13, Skillful Attack | See below

| Improved Mettle | 15, Mettle | Same as Improved Evasion, but applied to effects that provoke Fort/Will saves

| Deathless Frenzy | 17, Tireless Rage | See below

| Combat Threat Supremacy| 19, Combat Threat Excellence | See below

| Improved Evasion | 19, Evasion | Same as the core Monk's 9th level ability of the same name
[/table]


Assess the Enemy
You have battled against a multitude of foes, and learned to identify them quickly. Your level counts as the number of ranks in any Knowledge skill for the purpose of identifying creatures to gain strategic advantage and in planning for a large battle (Heroes of Battle), and a warrior always counts as trained in any such knowledge check. This does not apply to any other aspect of Knowledge and does not stack with actual ranks in any of the various Knowledge skills.

Battlefield Commander
The warrior always succeeds at Aid Another attempts and may use them from any distance, as long as he is aware of his ally's position and his ally can both see and hear him clearly.
The bonus from the warrior's Aid Another attempts increases to match his Combat Edge bonus.
Finally, rather than grant an ally a bonus to AC or to an attack roll, he may instead use Aid Another to grant an ally the use of a combat feat from his repertoire for the rest of the encounter.

Combat Threat
Whenever a creature within the warrior's threatened area "ignores" the warrior during its combat turn (doesn't target him with an attack, combat maneuver, special ability or a spell), that creature provokes an AoO from the warrior.

Combat Threat Excellence
Whenever a creature within the warrior's threatened area performs any action other than attacking the warrior, including movement (even 5ft steps), that creature provokes an AoO from the warrior and loses its Dex-bonus to AC for that AoO.

Combat Threat Supremacy
The warrior can slay his foes with awe-inspiring ease. Whenever the warrior makes an AoO, it is treated as if against a helpless foe (Coup de Grace).

Deathless Frenzy
The warrior's adrenaline keeps him going when others would fall.
So long as the warrior is raging, he cannot be dazed, disabled, paralyzed, petrified, staggered, stunned, unconscious or killed by HP loss.
Once the rage ends, the warrior is subjected to any of these effects that he was subjected to while raging.

Discern Battle
The warrior may study a site where creatures did battle and learn about what took place there with amazing accuracy and uncanny insight. This ability requires 10 minutes and may be used on one corpse or 10ft radius area at a time. Using this ability on a corpse is similar to the Speak With Dead spell except that the effect can only provide answers to questions related to the fighting that took place immediately before the creature's death (the ability fails if the warrior tries to use it on a creature that did not die from violence). Using this ability on an area is similar to the Stone Tell spell except that the effect cannot reveal information about anything covered or concealed in the area and only reveals information about the most recent violence done in the area.

Engage
Choose an enemy in your threat range. You assume a position to hinder them.
As long as you attack your chosen enemy at least once in a given combat round, that enemy takes a penalty on attack rolls equal to your Combat Edge score when attacking anyone else but you.

Evaluate Combat Gear
Your Warrior class level counts as Appraise ranks for the purpose of estimating the market value of any combat equipment (weapons, armors and ammunition) - including magical gear.
Once per item, regard 1/2 your Warrior level as caster level for the purpose of benefiting from Identify spell. This, however, is not applicable for all magical enhancements, but only for enhancements that are directly associated with combat. So, if for instance a warrior with this ability would gain a flaming spear that can make you fly 3 times a day, he'd only have a chance of revealing the flaming capability. The warrior may be adequately trained at figuring combat associated runes, but anything else is total gibberish to him.

Lunging Strike
The warrior has adopted wide stances that allow him to extend his reach with all weapons (including unarmed strike) by 5ft.

Maneuvers Expertise
Once per round, the warrior can substitute any normal attack with one of the following combat maneuvers that normally requires a standard action to execute:
- Aid Another (only within his threat area and not including feat usage via Battlefield Commander)
- Bull Rush
- Escape Grapple
In addition, the warrior may execute the following maneuvers as an attack action, even if not possessing the appropriate "Improved <MANEUVER NAME>" feat.
- Disarm
- Feint
- Sunder
- Trip
The warrior uses the attack bonus he would normally use for this Maneuver.
Note that one cannot Bull-Rush more than 5ft as an attack action.

Maneuvers Mastery
The warrior can now substitute any attack (including AoOs, by expending an immediate action) with a combat maneuver that normally requires a standard action to execute (see Maneuvers Expertise).

Pack Mule
You have become used to long journeys with a heavy pack and the use of a wide variety of weaponry and equipment.
This grants you 3 equipment associated benefits.
1. You suffer no penalties for carrying medium load.
2. You add your CON-mod to your STR-score when determining your loads. This ability does not affect your "lift over head", "lift off ground", or "push/drag" weight (note that this increase is in effect only to the point where heavy load is still below the value of "lift over head").
3. You may retrieve stored items without provoking AoOs.

Skillful Attack
The warrior may use any of the following skills once per round, as part of a single melee attack: Bluff, Handle Animal, Intimidate and Jump.
He may use any of the following skills once per round as part of a single ranged attack: Balance, Listen, Ride and Spot.

Skillful Onslaught
The warrior can now make multiple uses of Skillful Attack in a single round and is only limited by the number of his attacks per round (including any and all additional attacks).



Note: A warrior may, instead of taking a Warcraft, decide to take a Bonus Feat and 2 skill points, or a Bonus Feat and a combat associated skill trick. In all cases, he must meet all the prerequisites, alleviated by Combat Training. Alternatively, a Warcraft may be traded for any non-combat feat the warrior qualifies for.



Combat Training (Ex)
For the purposes of qualifying for "Fighter feats" (gained by either class progression or character progression), you treat your ability scores as though they were 2 points higher than they actually are at 1st level.
At level 6 and each 5 class-levels thereafter, this bonus increases by +1 (max +5 at level 16).
Furthermore, once per day, a warrior may spend one hour training with a specific weapon he’s not proficient with and gain proficiency with that specific weapon (doesn't apply to other weapons of the same type). This temporary Weapons Expertise is lost in 2 cases:
- More than 1 day per warrior level has passes since the last time the warrior has trained with the weapon and it was not used in battle.
- The warrior has completed an hour of training with another weapon for the purpose of gaining temporary proficiency.


Bonus Feat (Ex)
Same as the core Fighter.
A warrior automatically qualifies for any Fighter ACF that requires a feat trade. Furthermore, a warrior is not bound to taking an ACF exactly at the stated level. Once the stated level is gained, the said ACF is available from there on.


Combat Edge
Many of the Warrior's abilities provide the indicated values as bonuses to attack, damage, opposed rolls and other aspects (read on).
Writer's Note:

This feature comes instead of all Weapon Focus tree feats (except for Weapon Focus itself).
Since those feats are tagged Fighter-only feats and since I'm aiming for built-in advantage, I consider this a massive improvement, since now feats will not be wasted on stat-improvements that are instead gained automatically.



Weapons Expertise
A warrior starts his career with 3 weapons with which he gains combat advantage over others. Any weapon a warrior chooses for Weapons Expertise gains the indicated bonuses in the Combat Edge column to attack rolls, damage scores, shield AC and opposed checks (trip, sunder, disarm etc). These bonuses are doubled for all cases that are relevant for Ever Vigilant (see below). At the indicated levels, he may select additional weapons that gain this bonus.
For the purpose of qualifying for feats, PrCs and anything else that might be relevant, a warrior counts as having Weapon Focus with all weapons that he's chosen for Weapons Expertise.
Special: Weapons associated with one of a warrior's weapons of choice (belong to the same weapon group a-la UA) gain 1/2 Combat Edge bonuses, rounded down.
Special: A warrior can - instead of a weapon - choose to specialize in the use of a particular shield size, granting it all the bonuses as per weapons (now Sword&Board can actually count for something).


Physical Prowess (Ex)
Choose one prowess from the listed below. You gain +1 to all checks detailed for the specified prowess.
At 6th level and every 4 levels thereafter, you get to choose an additional prowess and the bonus to all possesses you possess scales by a cumulative +1.
Applied Force: Strength checks to break or burst items, as well as all Sunder checks.
Honed Defenses: Select one saving throw. You add your Combat Prowess bonus to this saving throw.
Routine Wariness: All initiative checks.
Skills of War: All opposed combat associated skill checks (Bluff, Listen, Sense Motive, Sleight of Hand, Spot, Tumble…) and ability-based checks.
Survival Training: All ability checks and skill checks associated with survival, such as Balance checks made to avoid falling when balancing or moving through rough terrain, avoiding nonlethal damage from a forced march, resisting drowning etc.


Combat Focus and its derivatives (Ex)

Combat Focus (Maintain/Expend)
Starting at 3rd level, a warrior gains enhanced combat readiness and combat-oriented frame of mind.
Combat Focus activates automatically the instance a warrior is aware of immediate danger.
Combat Focus lingers for the entire encounter, unless the warrior expends it or loses it due to conditions. Any condition that disables the warrior, totally prevents him from taking willful action or hampers his determination (e.g. fascinated, panicked, paralyzed... etc) also causes him to lose his Combat Focus.
As long as Combat Focus is active, the warrior gains his Combat Edge bonus to all saves.
A warrior can enter and leave Combat Focus outside of combat as a free action, for a total of [5 rounds + 1 round / level] within a given 10 minutes period (you can't remain constantly on your toes).
Also, as a swift/immediate action, a warrior can voluntarily end his focus to gain a bonus to a single d20 roll (save, attack roll, ability check, level check, etc) equal to 1/2 his class level. He may choose to do so after learning the result, possibly changing a failed result into a successful one.
If Combat Focus is lost due to conditions, it returns at the beginning of the warrior's next combat-turn to come after the last of them has ended. If it is expended voluntarily during the warrior's turn, it is regained automatically at the beginning of the warrior's next turn. If it is expended voluntarily as an immediate action, it is regained automatically once the warrior's next turn has ended.
As a warrior gains levels, new benefits are gained that are based on this feature. These benefits either derive from Combat Focus' maintained state or by expending it to traverse obstacles that would cripple others or perform tasks that are beyond the capabilities of others.

Ever Vigilant (Maintain)
Starting at 5th level, while benefiting from Combat Focus, the warrior gains his Combat Edge score as bonus to the following:
- Listen & Spot checks
- Attack rolls when making AoOs and when attacking targets that are flanked, flatfooted or lose their Dex-bonus to AC for any other reason.
- All melee-related opposed checks (bull rush, disarm, feint, grapple, overrun and trip). Furthermore, the warrior does not provoke AoOs when initiating combat maneuvers that require opposed checks.

Second Wind (Expend)
Starting at 7th level, by expending his Combat Focus as a free action, the warrior can heal as many HP as he'd gain with a full night's rest and remove any and all of the following effects: confused, temporarily crippled (hampred movement), dazed, dazzled, exhausted, fatigued, nauseated, shaken, sickened, slowed and stunned. This applies only to damage and conditions sustained during the current encounter. Once the encounter is over, the damage/conditions cannot be negated with this ability.

Tide of Battle (Expend)
By 9th level, the warrior has learned to flawlessly place himself where he is most needed in combat or at the end of a charge.
He may spend a swift action to make a full attack as a standard action.
As an immediate action, he may expend his Combat Focus to take a 5-foot step. This is in addition to any other movement he takes during his turn, even another 5ft step.
As a swift action, he may expend his Combat Focus to take a single move action (except when spending his entire combat-turn running).
Also, the warrior may act as if he had readied an action, by expending his Combat Focus as an immediate action, subject to the normal rules for readied actions.

Veteran's Grit (Maintain)

An 11th level warrior is a hard target to take down and even harder to take out of a situation.
During Combat Focus, the warrior gains Fast Healing 3.
Furthermore, As long as the warrior benefits from Combat Focus, even after succumbing to attacks, spell effects or supernatural abilities that cause conditions, the warrior is able to partially or totally shrug them off.
When he's subjected to one of the following conditions, replace his condition with the condition one cell to the right on the table.

{table=head] Condition |
Becomes... |
Becomes... |
Becomes... |
Becomes

Cowering | Panicked | Frightened | Shaken | None

Paralyzed | Stunned | Dazed | Dazzled | None

| Blown away | Knocked Down | Checked | None

| Fascinated | Dazed | Dazzled | None

| | Blinded | Dazzled | None

| | Nauseated | Sickened | None

| | Exhausted | Fatigued | None

| | Slowed | Entangled | None

| | Ability Drained | Ability Damaged | None
[/table]

Note: Veteran's Grit takes effect for existing conditions as well as conditions suffered during Combat Focus, but no condition is affected more than once.


Action Without Thought (Maintain/Expend)
While benefiting from Combat Focus, if a 13th level warrior is subject to a Mind-Afflicting effect, the effect is delayed for 1 round per Warrior level, or until it's expended (whichever comes first). He can choose to end his Combat Focus as an immediate action to thwart a single mind-afflicting effect altogether. Multiple effects cannot be delayed via Action Without Thought, but while an effect is delayed, the warrior knows of its nature and may choose to succumb to it and focus on a new effect, hoping his gamble was worthwhile and the latter is more severe.

Battleshaper (Expend)
A 15th level warriors gain an extra swift or immediate action every combat round (meaning, in a single combat round you can either take 2 immediate actions, 2 swift actions, or 1 immediate action and 1 swift action).
Each round, you have the option of performing one of the following:
- You can trade an immediate action and your Combat Focus to gain an extra move action.
- You can trade a swift action and your Combat Focus to gain an extra standard action.

Find the Mark (expend)
A 17th level warrior's combat-rich background grants him insight of the best ways to attack in order to find the chink in his target's armor.
As a swift action, the warrior can expend his Combat Focus to gain his Combat Edge bonus on all attack & damage scores until the beginning of his next turn. Alternatively, he can make but a single attack as a standard action, but resolve it as a touch attack. If this touch attack hits, it ignores DR and deals double damage (regarding crit, the weapon's base damage is doubled).

Combat Supremacy (Maintain/Regain)
A 19th-level warrior, except for actively expending Combat Focus or losing it due to conditions, is in a constant state of Combat Focus.
Furthermore, once per encounter, if the warrior voluntarily ends his Combat Focus, he may regain it as a free action - but no sooner than when the action that triggered the expenditure of Combat Focus is completed.
In addition, during Combat Focus, the warrior enjoys 3 benefits:
- As long as the warrior is on his feet (or otherwise when his movement is unhindered), he's never surprised, never flat-footed, and cannot be flanked.
- The warrior never provokes AoOs for attacking, performing a combat maneuver or moving unhindered. This ability is not in effect when confronting an opponent that exceeds his Warrior level by 4 levels or more (if such thing ever happens).
- Any attack against the warrior provokes an AoO, unless the attacker is another warrior of level-19 or higher.



Combat Adaptation (Ex)
Starting at 4th level, a warrior may spend a swift action to gain access to a combat feat to which he meets the prerequisites for 1 round per Con-bonus (minimum 1). To take a feat in such manner, a warrior must have seen it in action at some point in the past.
The warrior may spend a swift action later on during the encounter to replace a chosen feat with another.
At 8th level, a warrior may simultaneously benefit from two feats to which he meets the prerequisites, but must spend separate swift actions to gain them when the need arises. A warrior may even take a temporary feat that has another temporary feat as prereq, as long as he takes them in the appropriate order.
For each 4 levels above 8th, a warrior may simultaneously benefit from one additional feat, as noted above.
Starting at 12th level, a warrior may spend a standard action and invest 2 adaptations to gain the benefit of a Warcraft to which he qualifies (and by level 16, use one temporary Warcraft to qualify for another).
A 12th level warrior may also spend a full round action to completely re-select all of his Combat Adaptations.




// ==================================================



A final touch for the big picture . . .



Here's the best guide I know of for maximizing what one can do with the core Fighter and feats (http://www.dandwiki.com/wiki/Fighters'_Handbook_By_Dictum_Mortuum_(3.5e_Optimiz ed_Character_Build)).
If it's good enough for the core Fighter, it would be just as useful with my Warrior.


And to nail down all possible warrior archetypes, a handful of new feats is required:

Armor Mastery: Medium
Requirements: BAB +4, STR 15+, Medium Armor Proficiency
Benefit: Medium armor no longer hinders your base land speed, your max-DEX with light/medium armor is +1 above normal and your ACP with light/medium armor is -1 below normal.

Armor Mastery: Heavy
Requirements: BAB +9, STR 19+, Heavy Armor Proficiency, Armor Mastery: medium
Benefit: Heavy armor no longer hinders your base land speed, your max-DEX with any armor is +2 above normal and your ACP is -2 below normal.

Close Combat Archery
Requirements: BAB +6, Mobility, Shot on the Run
Benefit: You can attack with a Bow (any type) or tossed objects even while threatened and not provoke AoOs.

Crom’s Hammer
You call upon the blessings of the god of war to imbue your weapon with whatever metallic property you require.
Requirements: Warrior level 4 or BAB +7, Craft (weaponsmith) 2, Knowledge (religion) 2, Pierce Magical Protection, worshiper of the god of war.
Benefit: As a move action that doesn’t provoke AoOs, you make your weapon count as either adamantine, cold iron or silver for the remainder of the encounter. You may repeat the ritual to imbue your weapon with multiple effects.
Only masterwork metal weapons may be affected in this manner.

Dispelling Strike
Requirements: Combat Edge +4, Mage Slayer, Pierce Magical Protection.
Benefit: As a standard action, you can make s single attack with one of your favorite weapons against a target creature, object or area that's affected by magical effect(s). If you'r attack hits, you deal damage as normal (when relevant) and the target is affected by Dispel Magic as if by a caster of a level equal to your Warrior level.
You may use this feat a number of times per day equal to your unmodified Con-bonus (minimum 1)

Dust of the Damned
You have learned an ancient battle ritual that taps into otherworldly forces and allows you to strike true against incorporeal opponents by reciting a long-forgotten war chant as you fight. This feat was originally created in ancient times, to allow warrior heroes to do battle against Ghosts. The end result turned out to be effective against all incorporeal opponents.
Requirements: Warrior level 6 or BAB +9, Spellcraft 4, Knowledge (religion) 4, Pierce Magical Concealment, Pierce Magical Protection
Benefit: As a standard action that provokes AoOs, you may recite the chant you have learned. For the remainder of the encounter, your weapon is enhanced with the Ghost Touch property.
You may call upon Dust of the Damned 3 times between one sunrise and the next.

Force Breaking Strike
Your unique combat observation, offensive training and heavy experience in dealing with spellcasters grant you insight to find seemingly nonexistent vulnerabilities in continuous force effects.
Requirements: Warrior level 17th, Spellcraft 4 ranks, Mage Slayer, Pierce Magical Concealment, Pierce Magical Protection
Benefit: By spending your extra swift action, you may augment your 'Find the Mark' option to make your attack count as Disintegrate spell for the purpose of dispelling a continuous force effect.
You may use this feat a number of times per day equal to your unmodified Con-bonus (minimum 1)

Breach All Barriers
This is the point where the warrior becomes a neigh unstoppable force.
Requirements: Spellcraft 7 ranks, Force Breaking Strike
Benefit: You may issue a Force Breaking Strike as a full round action to shatter any magical barrier in a single blow. This does not make you immune to any backlash that barrier might carry (e.g. Prismatic Wall).

Hindering AoO
Requirements: Combat Edge +2, Combat Reflexes
Benefit: Whenever you make an AoO due to movement, roll a Bull Rush check vs. your target.
If you win, the target immediately stops as if they had ended their movement for the turn.
Special: A warrior can attemp (and succeed in) this maneuver even against creatures who're 2 size categories or more larger than himself.

Hoplite
You're an expert at fighting with a spear and shield.
Requirements: BAB +2, Weapons Expertise: Spear/Longspear, Weapons Expertise: Shield.
Benefit: You may wield a Spear/Longspear in one hand and a shield in the other, utilizing the shield to maneuver your spear in battle.

Mobile Assault
Requirements: Warrior level 12, Balance 4 ranks, Mobility, Spring Attack.
Benefit: When making full round multiple attacks, you may take 5ft steps before, in between or after each attack, as long as the total distance doesn't exceed 1/2 your base movement speed. You may also make multiple attacks while moving up to your speed, assigning any of your attacks to whichever target you see fit, but provoking movement based AoOs as normal.
Note: It did not elude me that this is better than Bounding Assault and Rapid Blitz combined. At mid-high levels their benefits range from negligible to none, except for doing away with mooks, which is not exactly the dream maneuver at those levels.

Two Weapons Whirlwind Attack
Requirements: BAB +10, Perform (dance) 5 ranks, Tumble 5 ranks, TWF, Whirlwind Attack.
Benefit: You make a Whirlwind attack with both weapons - primary as well as offhand weapon.


.

Poppatomus
2013-03-28, 09:59 AM
There are a lot of really good ideas in there, and I like the way that you've largely kept the system focused on feats. If there's any flaw at all, other than potential balance issues, I'd say that it may be possible to get the same outcome with slightly less added to the class. Simplicity is also a "feature" of the fighter class, and while this class is by no means counter-intuitive or overly complex, it seems like it might be possible to streamline further without diluting its power.

nonsi
2013-03-28, 11:02 AM
There are a lot of really good ideas in there, and I like the way that you've largely kept the system focused on feats. If there's any flaw at all, other than potential balance issues, I'd say that it may be possible to get the same outcome with slightly less added to the class. Simplicity is also a "feature" of the fighter class, and while this class is by no means counter-intuitive or overly complex, it seems like it might be possible to streamline further without diluting its power.


I know it's a tad bit "crowded", but I see nothing that I can take out without losing something important in the process (and the Monk is way more packed with features - bad ones, but that's another discussion altogether).
As levels go up, one needs tools to play in the big boys' sandbox, and doing it with purely mundane tools (well, almost) is a tough one (and WBL - depending on the DM - is not a reliable resource) so you need a lot of them.
I could theoretically take out Physical Prowess, but that's the Warrior's last line of defense, when Combat Focus is down.
Next there's Combat Adaptation, which I see as a crucial means of adapting to a variety of opponents in a variety of situations - that's basically the class' only in-game means of flexibility - everything else is pre-chosen upon level progression. It also encourages a strategic selection of bonus feats that will serve as a solid baseline for as many options as possible later on. Choosing as many feat-tree startup feats as possible allows access to almost any feats in the game at mid-high levels).
As for the other features - can't really see how I could touch those.
The aim here is to bring back the martial guy to the forefront of the battlefield.