ddude987
2013-05-09, 07:45 PM
Intro
This is my first class remake I've done and posted onto the forums. I saw a lot of fighter fixes going on so I bumped it up. PEACH! Your input is really important to me.
The Goal
To make martial classes have interesting, unique abilities and to make them feel not only more powerful but more useful in general both in and out of combat.
Your Thoughts?
I am seeking answers to the following questions:
-Does this rework make fighter interesting as a class?
-Does it improve the fighters versatility
-Is it balanced relative to the three martial adepts found in Tome of Battle
-Also considering a name change, or an added word to sound cool and unique
Without further ado...
FIGHTER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|
Special|
Strategist|
Veteran|
Leader
1st|+1|
+2|
+2|
+0|Aspect|Intelligent Combatant|Warrior's Intuition|Gilded Tongue
2nd|+2|
+3|
+3|
+0|Bonus Feat, Battle Ready|||
3rd|+3|
+3|
+3|
+1|Dungeon Crasher, Combat Specialist
4th|+4|
+4|
+4|
+1|Known, Seasoned Warrior
5th|+5|
+4|
+4|
+1|Bonus Feat, Intuitive +1
6th|+6/+1|
+5|
+5|
+2|Hold Breath, Party Aura +1
7th|+7/+2|
+5|
+5|
+2||Improved Flanking|Shared Senses|Spirited Shout
8th|+8/+3|
+6|
+6|
+2|Bonus Feat, Shake it Off
9th|+9/+4|
+6|
+6|
+3|Mettle
10th|+10/+5|
+7|
+7|
+3| Intuitive +2, Swift Warrior
11th|+11/+6/+1|
+7|
+7|
+3|Bonus Feat, Steadfast Grip
12th|+12/+7/+2|
+8|
+8|
+4|Party Aura +2
13th|+13/+8/+3|
+8|
+8|
+4||Evasion|Uncanny Dodge|Improved Morale
14th|+14/+9/+4|
+9|
+9|
+4|Bonus Feat, Improved Shake it Off
15th|+15/+10/+5|
+9|
+9|
+5|Intuitive +3
16th|+16/+11/+6/+1|
+10|
+10|
+5|
17th|+17/+12/+7/+2|
+10|
+10|
+5|Bonus Feat
18th|+18/+13/+8/+3|
+11|
+11|
+6|Party Aura +3
19th|+19/+14/+9/+4|
+11|
+11|
+6||Freedom of Movement|Blindsense 60|Mind Blank
20th|+20/+15/+10/+5|
+12|
+12|
+6|bonus Feat, Intuitive +4[/table]
Alignment: Any
Hit Die: d10
Class Skills
Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Perform(Weapon Drill) (Cha), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), and Tumble (Dex)
Skill Points at 1st Level: (4 + Int modifier) x4
Skill Points at Each Additional Level: 4 + Int modifier
Bonus Feat: At Second, and every third fighter level after, the fighter gains a bonus feat. This feat must be a feat that is specifically allowed as a fighter bonus feat. A fighter must still meet all prerequisites of a bonus feat, including ability scores and base attack bonus minimums.
Aspect: Every fighter has a story, and every Fighter is destined to have great influence, for better or worse. At first level the fighter gains an Aspect representing his past experiences, Strategist, Veteran or Leader, gaining the benefits as shown on the table below. Once selected, a fighter cannot change his Aspect.
{table=head]|Strategist|Veteran|Leader
New Skills|Knowledge (all except Arcana, Religion, Planes, Psionic)|Heal, Sense Motive, Survival|Bluff, Diplomacy, Gather Information
Special|Intelligent Combatant|Warrior's Intuition|Gilded Tongue[/table]
Intelligent Combatant: A Strategist understands his opponents' fighting styles and weaknesses. At levels 7, 13, and 19 a strategist gains new abilities.
Improved Flanking: At 7th level a strategist gains the ability to flank opponents from any direction. Once per round as a free action he can select one opponent he has hit with an attack this round. That opponent is treated as flanked until the start of the strategist's next turn.
Evasion: At 13th level the strategist gains evasion. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can only be used in medium or light armor. A helpless strategist does not gain the benefit of evasion. If the strategist already has evasion he gains improved evasion instead.
Freedom of Movement (Ex): At 19th level a strategist has learned how to move through any obstacle. He gains the effects of the freedom of movement spell as an extraordinary ability. In addition, a strategist can move through any terrain at full speed with no penalties.
Warrior's Intuition: A veteran has experienced the hardships of battle and warfare. At levels 7, 13, and 19 a veteran gains new abilities.
Shared Senses: At 7th level a veteran has made a strong connection with the rest of his party. The veteran projects a 30 foot aura that affects all allies with an intelligence of at least 3. All allies within the aura are instantly aware of another creatures presence if at least one person in the aura is aware. In addition, allies cannot be flat-footed if at least one ally in the aura is not flat-footed.
Uncanny Dodge: At 13th level a veteran gains uncanny dodge. He retains his dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a fighter already has uncanny dodge he gains improved uncanny dodge instead.
Blindsense (Ex): At 19th level the veteran has developed a keen sense of his surroundings at all times. He gains continuous blindsense 60 as an extraordinary ability.
Gilded Tongue: A Leader is born with high stature and excels at being in command. At levels 7, 13, and 19 a leader gains new abilities.
Spirited Shout: At 7th level a leader can shout commands and words of inspiration to his allies. At the start of combat, before initiative is rolled, a fighter can shout a command as an immediate action, projecting a 60 foot aura that grants allies a morale bonus equal to his Strength modifier to the leader's choice of Strength, Dexterity, or Constitution based checks for the rest of the encounter. A leader can dismiss the aura as a free action.
Improved Morale: At 13th level a leader's auras improve. His auras now grant a morale bonus equal to his Strength modifier in place of the standard bonus granted.
Mind Blank (Ex): At 19th level the leader has perfected controlling his own mind. He gains the effects of the mind blank spell as an extraordinary ability.
This is how different players can diversify their fighter. I spent a lot of time thinking of these abilities and they came out well. They reduce MAD as an added bonus.
Combat Specialist: If a fighter dedicates himself to using a specific weapon, he gains bonus abilities as described. At 3rd level, the fighter picks a weapon he has access to. Beginning at 3rd level, he gains special abilities that apply to the weapon. Table 1-2 details the abilities a fighter gains for his weapon. Where there are multiple abilities for a level, the fighter only gains the one appropriate for his weapon of choice. For example, a 9th level fighter who chose a bastard sword as his weapon gains the Melee Weapon Mastery ability. If your selected weapon would qualify for more than one special ability you select one. By spending one hour of practice with a weapon the fighter may switch all of these abilities to that weapon.
{table=head]Level|Ability|Description
3|Weapon Specilization|At 3rd level, a fighter gains a +1 bonus to attack and damage rolls with his selected weapon. For every three levels beyond that, this bonus increases by 1.
9|Weapon Mastery|If the fighter's selected weapon is a ranged weapon, increase its range increment by 20 feet. If the selected weapon is a melee weapon it does damage as a weapon of one size larger.
15|Crushing Strike|When a fighter full attacks with his selected weapon, each attack that connects grants a cumulative +1 bonus on attack rolls until the start of your next turn. He gains this ability if his selected weapon is a bludgeoning weapon.
15|Driving Attack|A fighter may use a full-round action to make a single melee attack with his selected weapon. If he succeeds in hitting, he can initiate a bull rush attempt against the target. This bull rush uses his total bonus on damage rolls in place of his Strength modifier. he does not provoke an attack of opportunity with this bull rush, and he cannot move forward with his opponent. If he succeeds in pushing an opponent back 10 feet or more, he can reduce the distance you push him by 10 feet to have the target fall prone. A fighter gains this ability if his selected weapon is a piercing weapon.
15|Slashing Fury|When a fighter uses a standard action to attack with his selected weapon, he can choose to make a second attack with that weapon. He takes a -5 penalty on the first attack, and a -10 penalty on the second. When he uses a full attack action with any slashing weapon, he gains one additional attack at your highest base attack bonus. That attack and all other attacks you make in the current round take a -2 penalty. A fighter gains this ability if his selected weapon is a slashing weapon.
15|Piercing Blow|The fighter's attacks with the selected weapon do not provoke attacks of opportunity. In addition, when he full attacks reduce the penalty, if any, of all attacks made with his selected weapon by 2. A fighter gains this ability if his selected weapon is a ranged weapon.
18|Weapon Supremacy|When fighting with his selected weapon, a fighter gains a number of additional advantages. He gains a +4 bonus on all checks made to resist being disarmed. He can wield his weapon against a foe who grapples him without penalty and without first making a grapple check. In this situation, he can take a standard action or a full attack action as normal. When he takes a full attack action, he can apply a +5 bonus to any single attack after his first strike. Once per round before making an attack roll, he can instead choose to treat your d20 result as a 10. He gains a +1 bonus to AC when wielding his selected weapon.
[/table]
In my campaign setting the weapon focus line are no longer feats, but abilities unique to the fighter.
Battle Ready: Beginning at 2nd level, a fighter adds half his Fighter levels rounded down to his initiative bonus.
Initiative is good and makes the fighter more threatening. Its no celerity, but it will have to do.
Dungeon Crasher: A fighter excels at overwhelming traps, breaking down doors, and pushing aside his enemies. At 3rd level, he gains a +2 competence bonus to saves and to his Armor Class when affected by traps. He also gain a +5 bonus on Strength checks to break a door, wall, or similar obstacle.
In addition, a fighter gains a special benefit when making a bull rush. If he forces an opponent to move into a wall or other solid object, he stops as normal. However, the momentum crushes the opponent against it, dealing 4d6 + twice the fighter's Strength bonus (if any).
At 6th level, the bonuses when dealing with traps increase to +4 and the bonus on Strength checks to break objects increases to +10. The damage a fighter deals when bull rushing an opponent into a wall increases to 8d6 + three times his Strength bonus.
Known: At this point in a fighter's career he begins to be recognized. Depending on the fighter's actions, he may be recognized in a good way or a bad way. The fighter is considered famous, or infamous, depending on his actions throughout his career. It is encouraged that both the player and the DM reach a consensus as the which path the fighter walks. This path can change if the fighter changes his actions or motives. The DM may also make up new paths in addition to the two provided.
As the fighter's level improves he gains more bonuses and becomes recognized by a wider audience. The table below shows this progression.
{table=head]Level|Famous|Infamous
4-7|Diplomacy +2, recognition|Intimidate +2, recognition
8-11|Diplomacy +4, Sense Motive +2, Merchant|Intimidate +4, Bluff +2, Haggle
12-15|Diplomacy +6, Sense Motive +4, Diplomatic Immunity|Intimidate +6, Bluff +4, Cut-Throat
16-20|Sense Motive +6, Resurrection|Intimidate +6, Ressurection
[/table]
Recognition: The fighter is recognized by specific audiences as his career progresses. He is recognized by nobles, royalty, and soldiers in at least a large town or larger at 4th level. By 8th level he is also recognized by most smallfolk in large towns or larger and merchants, nobles, royalty, and soldiers in small towns or larger. By 12th level the fighter is recognized by most passersby. Though the fighter is recognized by a wide range of people, most of these people have only heard of him in rumors or stories, some true, some exaggerated. As such, this ability should not be used against the fighter except under DM discression.
The fighter may have meals and stay at inns in large towns or larger free of charge. In addition, the fighter will not be arrested for minor breakings of the law. If a fighter is famous, he is seen in a good light and as such should not abuse privileges gained by being famous or he will no longer be seen in such a way.
Merchant: The fighter sells any items at 60% their market value as opposed to the normal 50%.
Haggle: The fighter receives a 10% discount on any mundane gear, and any magical armor, shields, or weapons he intends to wield. This discount includes the fighter further enchanting any armor, shields, or weapons he already possesses.
Diplomatic Immunity: The fighter is seen in such a positive way that any group other than those of sworn enemies against him will not arrest the fighter for most crimes. In addition, the fighters word will be taken over the word of any person with less hit dice than the fighter, except for people in positions of absolute power (i.e king, dictator, etc…).
Cut-throat: (This needs a real name) The fighter gains a 20% discount on any hired help or work such as hiring an assassin or a wizard to cast a spell. In addition, such hired help will never be traced back to the fighter. The fighter also gains a 50% increase in any payments made to him for jobs or quests. This payment is increased to 25% if the job or quest was against the laws of the region it takes place in or if the job takes place in an unsettled region, the place the fighter was hired from.
Resurrection: The fighter is so highly revered that if he is killed performing a service, the party that hired him, or the party he was aiding, will pay an appropriate source to resurrect him provided his body has been recovered.
This is my first class remake I've done and posted onto the forums. I saw a lot of fighter fixes going on so I bumped it up. PEACH! Your input is really important to me.
The Goal
To make martial classes have interesting, unique abilities and to make them feel not only more powerful but more useful in general both in and out of combat.
Your Thoughts?
I am seeking answers to the following questions:
-Does this rework make fighter interesting as a class?
-Does it improve the fighters versatility
-Is it balanced relative to the three martial adepts found in Tome of Battle
-Also considering a name change, or an added word to sound cool and unique
Without further ado...
FIGHTER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|
Special|
Strategist|
Veteran|
Leader
1st|+1|
+2|
+2|
+0|Aspect|Intelligent Combatant|Warrior's Intuition|Gilded Tongue
2nd|+2|
+3|
+3|
+0|Bonus Feat, Battle Ready|||
3rd|+3|
+3|
+3|
+1|Dungeon Crasher, Combat Specialist
4th|+4|
+4|
+4|
+1|Known, Seasoned Warrior
5th|+5|
+4|
+4|
+1|Bonus Feat, Intuitive +1
6th|+6/+1|
+5|
+5|
+2|Hold Breath, Party Aura +1
7th|+7/+2|
+5|
+5|
+2||Improved Flanking|Shared Senses|Spirited Shout
8th|+8/+3|
+6|
+6|
+2|Bonus Feat, Shake it Off
9th|+9/+4|
+6|
+6|
+3|Mettle
10th|+10/+5|
+7|
+7|
+3| Intuitive +2, Swift Warrior
11th|+11/+6/+1|
+7|
+7|
+3|Bonus Feat, Steadfast Grip
12th|+12/+7/+2|
+8|
+8|
+4|Party Aura +2
13th|+13/+8/+3|
+8|
+8|
+4||Evasion|Uncanny Dodge|Improved Morale
14th|+14/+9/+4|
+9|
+9|
+4|Bonus Feat, Improved Shake it Off
15th|+15/+10/+5|
+9|
+9|
+5|Intuitive +3
16th|+16/+11/+6/+1|
+10|
+10|
+5|
17th|+17/+12/+7/+2|
+10|
+10|
+5|Bonus Feat
18th|+18/+13/+8/+3|
+11|
+11|
+6|Party Aura +3
19th|+19/+14/+9/+4|
+11|
+11|
+6||Freedom of Movement|Blindsense 60|Mind Blank
20th|+20/+15/+10/+5|
+12|
+12|
+6|bonus Feat, Intuitive +4[/table]
Alignment: Any
Hit Die: d10
Class Skills
Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Perform(Weapon Drill) (Cha), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), and Tumble (Dex)
Skill Points at 1st Level: (4 + Int modifier) x4
Skill Points at Each Additional Level: 4 + Int modifier
Bonus Feat: At Second, and every third fighter level after, the fighter gains a bonus feat. This feat must be a feat that is specifically allowed as a fighter bonus feat. A fighter must still meet all prerequisites of a bonus feat, including ability scores and base attack bonus minimums.
Aspect: Every fighter has a story, and every Fighter is destined to have great influence, for better or worse. At first level the fighter gains an Aspect representing his past experiences, Strategist, Veteran or Leader, gaining the benefits as shown on the table below. Once selected, a fighter cannot change his Aspect.
{table=head]|Strategist|Veteran|Leader
New Skills|Knowledge (all except Arcana, Religion, Planes, Psionic)|Heal, Sense Motive, Survival|Bluff, Diplomacy, Gather Information
Special|Intelligent Combatant|Warrior's Intuition|Gilded Tongue[/table]
Intelligent Combatant: A Strategist understands his opponents' fighting styles and weaknesses. At levels 7, 13, and 19 a strategist gains new abilities.
Improved Flanking: At 7th level a strategist gains the ability to flank opponents from any direction. Once per round as a free action he can select one opponent he has hit with an attack this round. That opponent is treated as flanked until the start of the strategist's next turn.
Evasion: At 13th level the strategist gains evasion. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can only be used in medium or light armor. A helpless strategist does not gain the benefit of evasion. If the strategist already has evasion he gains improved evasion instead.
Freedom of Movement (Ex): At 19th level a strategist has learned how to move through any obstacle. He gains the effects of the freedom of movement spell as an extraordinary ability. In addition, a strategist can move through any terrain at full speed with no penalties.
Warrior's Intuition: A veteran has experienced the hardships of battle and warfare. At levels 7, 13, and 19 a veteran gains new abilities.
Shared Senses: At 7th level a veteran has made a strong connection with the rest of his party. The veteran projects a 30 foot aura that affects all allies with an intelligence of at least 3. All allies within the aura are instantly aware of another creatures presence if at least one person in the aura is aware. In addition, allies cannot be flat-footed if at least one ally in the aura is not flat-footed.
Uncanny Dodge: At 13th level a veteran gains uncanny dodge. He retains his dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a fighter already has uncanny dodge he gains improved uncanny dodge instead.
Blindsense (Ex): At 19th level the veteran has developed a keen sense of his surroundings at all times. He gains continuous blindsense 60 as an extraordinary ability.
Gilded Tongue: A Leader is born with high stature and excels at being in command. At levels 7, 13, and 19 a leader gains new abilities.
Spirited Shout: At 7th level a leader can shout commands and words of inspiration to his allies. At the start of combat, before initiative is rolled, a fighter can shout a command as an immediate action, projecting a 60 foot aura that grants allies a morale bonus equal to his Strength modifier to the leader's choice of Strength, Dexterity, or Constitution based checks for the rest of the encounter. A leader can dismiss the aura as a free action.
Improved Morale: At 13th level a leader's auras improve. His auras now grant a morale bonus equal to his Strength modifier in place of the standard bonus granted.
Mind Blank (Ex): At 19th level the leader has perfected controlling his own mind. He gains the effects of the mind blank spell as an extraordinary ability.
This is how different players can diversify their fighter. I spent a lot of time thinking of these abilities and they came out well. They reduce MAD as an added bonus.
Combat Specialist: If a fighter dedicates himself to using a specific weapon, he gains bonus abilities as described. At 3rd level, the fighter picks a weapon he has access to. Beginning at 3rd level, he gains special abilities that apply to the weapon. Table 1-2 details the abilities a fighter gains for his weapon. Where there are multiple abilities for a level, the fighter only gains the one appropriate for his weapon of choice. For example, a 9th level fighter who chose a bastard sword as his weapon gains the Melee Weapon Mastery ability. If your selected weapon would qualify for more than one special ability you select one. By spending one hour of practice with a weapon the fighter may switch all of these abilities to that weapon.
{table=head]Level|Ability|Description
3|Weapon Specilization|At 3rd level, a fighter gains a +1 bonus to attack and damage rolls with his selected weapon. For every three levels beyond that, this bonus increases by 1.
9|Weapon Mastery|If the fighter's selected weapon is a ranged weapon, increase its range increment by 20 feet. If the selected weapon is a melee weapon it does damage as a weapon of one size larger.
15|Crushing Strike|When a fighter full attacks with his selected weapon, each attack that connects grants a cumulative +1 bonus on attack rolls until the start of your next turn. He gains this ability if his selected weapon is a bludgeoning weapon.
15|Driving Attack|A fighter may use a full-round action to make a single melee attack with his selected weapon. If he succeeds in hitting, he can initiate a bull rush attempt against the target. This bull rush uses his total bonus on damage rolls in place of his Strength modifier. he does not provoke an attack of opportunity with this bull rush, and he cannot move forward with his opponent. If he succeeds in pushing an opponent back 10 feet or more, he can reduce the distance you push him by 10 feet to have the target fall prone. A fighter gains this ability if his selected weapon is a piercing weapon.
15|Slashing Fury|When a fighter uses a standard action to attack with his selected weapon, he can choose to make a second attack with that weapon. He takes a -5 penalty on the first attack, and a -10 penalty on the second. When he uses a full attack action with any slashing weapon, he gains one additional attack at your highest base attack bonus. That attack and all other attacks you make in the current round take a -2 penalty. A fighter gains this ability if his selected weapon is a slashing weapon.
15|Piercing Blow|The fighter's attacks with the selected weapon do not provoke attacks of opportunity. In addition, when he full attacks reduce the penalty, if any, of all attacks made with his selected weapon by 2. A fighter gains this ability if his selected weapon is a ranged weapon.
18|Weapon Supremacy|When fighting with his selected weapon, a fighter gains a number of additional advantages. He gains a +4 bonus on all checks made to resist being disarmed. He can wield his weapon against a foe who grapples him without penalty and without first making a grapple check. In this situation, he can take a standard action or a full attack action as normal. When he takes a full attack action, he can apply a +5 bonus to any single attack after his first strike. Once per round before making an attack roll, he can instead choose to treat your d20 result as a 10. He gains a +1 bonus to AC when wielding his selected weapon.
[/table]
In my campaign setting the weapon focus line are no longer feats, but abilities unique to the fighter.
Battle Ready: Beginning at 2nd level, a fighter adds half his Fighter levels rounded down to his initiative bonus.
Initiative is good and makes the fighter more threatening. Its no celerity, but it will have to do.
Dungeon Crasher: A fighter excels at overwhelming traps, breaking down doors, and pushing aside his enemies. At 3rd level, he gains a +2 competence bonus to saves and to his Armor Class when affected by traps. He also gain a +5 bonus on Strength checks to break a door, wall, or similar obstacle.
In addition, a fighter gains a special benefit when making a bull rush. If he forces an opponent to move into a wall or other solid object, he stops as normal. However, the momentum crushes the opponent against it, dealing 4d6 + twice the fighter's Strength bonus (if any).
At 6th level, the bonuses when dealing with traps increase to +4 and the bonus on Strength checks to break objects increases to +10. The damage a fighter deals when bull rushing an opponent into a wall increases to 8d6 + three times his Strength bonus.
Known: At this point in a fighter's career he begins to be recognized. Depending on the fighter's actions, he may be recognized in a good way or a bad way. The fighter is considered famous, or infamous, depending on his actions throughout his career. It is encouraged that both the player and the DM reach a consensus as the which path the fighter walks. This path can change if the fighter changes his actions or motives. The DM may also make up new paths in addition to the two provided.
As the fighter's level improves he gains more bonuses and becomes recognized by a wider audience. The table below shows this progression.
{table=head]Level|Famous|Infamous
4-7|Diplomacy +2, recognition|Intimidate +2, recognition
8-11|Diplomacy +4, Sense Motive +2, Merchant|Intimidate +4, Bluff +2, Haggle
12-15|Diplomacy +6, Sense Motive +4, Diplomatic Immunity|Intimidate +6, Bluff +4, Cut-Throat
16-20|Sense Motive +6, Resurrection|Intimidate +6, Ressurection
[/table]
Recognition: The fighter is recognized by specific audiences as his career progresses. He is recognized by nobles, royalty, and soldiers in at least a large town or larger at 4th level. By 8th level he is also recognized by most smallfolk in large towns or larger and merchants, nobles, royalty, and soldiers in small towns or larger. By 12th level the fighter is recognized by most passersby. Though the fighter is recognized by a wide range of people, most of these people have only heard of him in rumors or stories, some true, some exaggerated. As such, this ability should not be used against the fighter except under DM discression.
The fighter may have meals and stay at inns in large towns or larger free of charge. In addition, the fighter will not be arrested for minor breakings of the law. If a fighter is famous, he is seen in a good light and as such should not abuse privileges gained by being famous or he will no longer be seen in such a way.
Merchant: The fighter sells any items at 60% their market value as opposed to the normal 50%.
Haggle: The fighter receives a 10% discount on any mundane gear, and any magical armor, shields, or weapons he intends to wield. This discount includes the fighter further enchanting any armor, shields, or weapons he already possesses.
Diplomatic Immunity: The fighter is seen in such a positive way that any group other than those of sworn enemies against him will not arrest the fighter for most crimes. In addition, the fighters word will be taken over the word of any person with less hit dice than the fighter, except for people in positions of absolute power (i.e king, dictator, etc…).
Cut-throat: (This needs a real name) The fighter gains a 20% discount on any hired help or work such as hiring an assassin or a wizard to cast a spell. In addition, such hired help will never be traced back to the fighter. The fighter also gains a 50% increase in any payments made to him for jobs or quests. This payment is increased to 25% if the job or quest was against the laws of the region it takes place in or if the job takes place in an unsettled region, the place the fighter was hired from.
Resurrection: The fighter is so highly revered that if he is killed performing a service, the party that hired him, or the party he was aiding, will pay an appropriate source to resurrect him provided his body has been recovered.