Belial_the_Leveler
2013-09-20, 01:00 PM
THE WARRIOR
class goals
1) To make a nonmagical but extraordinary class that is highly versatile and useful in most situations.
2) To make a class who is good enough in its primary goal -physical combat- that a buffed cleric no longer automatically overshadows it.
3) To make a martial class whose class abilities are powerful enough to match spellcasting without being effectively spells.
4) To do the above utilizing the existing mechanics of feats boosted enough to suffice.
base ideas
1) A feat is almost always weaker than a spell. Thus any class who has less and less flexible feats than a caster has spells is doomed to fail.
2) 6th lvl is top mundane human. 12th lvl covers most heroic or urban fantasy. 20th lvl is the realm of legends and demigods. Thus the class is given appropriate progression.
3) There are almost as many feats out there as there are spells for a single class list. Thus making a strong and versatile class simply needs a class ability that employs those feats as much as casters employ spells.
countering magic
Can be done, but also irrelevant; if you can do your own stuff just as well as a wizard can do his, you no longer need to prevent him from doing his stuff.
Alignment: Any
Hit Die: d10
Class Skills:
The warrior’s class skills (and key ability score for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), and Swim (Str), plus three additional skills chosen at 1st level (the choice is permanent)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
The Warrior
Warriors base their prowess in all aspects of war on formalized but exceptional training. They hone their bodies to be able to reach and even exceed the limits of mortal ability and their minds to hold techniques that utilize that perfection to perform extraordinary, amazing, even legendary tasks. Warriors call these abilities "feats". Unlike the feats gained by other classes though who are, at best, minor boosts compared to their main abilities, feats are a warrior's main and only focus, and the extent to which a warrior both learn and perform feats is unmatched.
{table=head]Level|BAB|Fort|Ref|Will|Special|Feats
1st|+1|+2|+0|+0|Heroic Feats|1/1
2nd|+2|+3|+0|+0|Feat Access I|2/1
3rd|+3|+3|+1|+1|Adaptive Tactics I|3/2
4th|+4|+4|+1|+1|Feat Access II|4/2
5th|+5|+4|+1|+1|Feat Mastery I|5/3
6th|+6/+1|+5|+2|+2|Feat Access III|6/3
7th|+7/+2|+5|+2|+2|Adaptive Tactics II|7/4
8th|+8/+3|+6|+2|+2|Feat Access IV|8/4
9th|+9/+4|+6|+3|+3|Feat Mastery II|9/5
10th|+10/+5|+7|+3|+3|Feat Access V|10/5
11th|+11/+6/+1|+7|+3|+3|Adaptive Tactics III|12/6
12th|+12/+7/+2|+8|+4|+4|Feat Access VI|14/6
13th|+13/+8/+3|+8|+4|+4|Feat Mastery III|16/7
14th|+14/+9/+4|+9|+4|+4|Feat Access VII|18/7
15th|+15/+10/+5|+9|+5|+5|Adaptive Tactics IV|20/8
16th|+16/+11/+6/+1|+10|+5|+5|Feat Access VIII|22/8
17th|+17/+12/+7/+2|+10|+5|+5|Feat Mastery IV|24/9
18th|+18/+13/+8/+3|+11|+6|+6|Feat Access IX|26/9
19th|+19/+14/+9/+4|+11|+6|+6|Adaptive Tactics V|28/10
20th|+20/+15/+10/+5|+12|+6|+6|Feat Access X|30/10
[/table]
Class Features:
Weapon and Armor Proficiencies: Warriors are proficient with all simple and martial weapons, as well as with all forms of armor and with shields (including tower shields).
Heroic Feats [Ex]
At every level, a warrior gains knowledge of 2 feats of his choice though his own personal training and experimentation. In addition, a warrior can gain knowledge of a new feat after 1 day of training with someone who knows said feat or one week of study a tome or other source of martial lore. After he gains knowledge of a feat, he can start using it the next time he gains a level or after a month of practice, whichever comes first.
Warriors thus learn more feats than even their perfected bodies can use at once. Thus a warrior can attune his body to a number of feats as shown by the first number in the feats column, plus his constitution modifier limited to his warrior level. He attunes to a number of feats at once as shown by the second number in the feats column. Attunement takes 5 minutes of meditation or physical practice. The warrior is considered to have all feats he's currently attuned to.
Feat Access [Ex]
A warrior gains broader access to feats than other classes. He can ignore one non-numerical prerequisite (such as class, race or specific class ability) per Feat Access rank or reduce numerical prerequisites (such as level, ability scores, skill ranks or BAB) by two. Additionally, a warrior with Feat Access VI or higher gains access to Epic feats.
Adaptive Tactics [Ex]
At rank I a warrior may attune as a full-round action.
At rank II a warrior may attune as a standard action. At rank III a warrior may attune as a move action. At rank IV a warrior may attune as a swift or immediate action. At rank V a warrior may attune once per round without taking an action even when he is flat-footed and it is not his turn (for example, attune to boost his initiative score as he's rolling initiative or to respond to a surprise attack).
Adaptive tactics may be used a number of times per encounter equal to the warrior's highest physical ability modifier.
Feat Mastery [Ex]
Warriors can exceed the normal limits of feats most other classes have to adhere to. For every rank of Feat Mastery, a warrior may attune to a feat that normally can't be taken multiple times an additional time. The effects stack.
In addition, a number of times per encounter equal to his Feat Mastery, a warrior can use a feat he's attuned to that requires a swift, move, standard or full-round action to use normally as an immediate action instead. I.e. shift into combat expertise as a response to an attack, perform a combat maneuver or attack enabled/improved by the feat as an enemy attempts to move away or bypass him and so on and so forth.
class goals
1) To make a nonmagical but extraordinary class that is highly versatile and useful in most situations.
2) To make a class who is good enough in its primary goal -physical combat- that a buffed cleric no longer automatically overshadows it.
3) To make a martial class whose class abilities are powerful enough to match spellcasting without being effectively spells.
4) To do the above utilizing the existing mechanics of feats boosted enough to suffice.
base ideas
1) A feat is almost always weaker than a spell. Thus any class who has less and less flexible feats than a caster has spells is doomed to fail.
2) 6th lvl is top mundane human. 12th lvl covers most heroic or urban fantasy. 20th lvl is the realm of legends and demigods. Thus the class is given appropriate progression.
3) There are almost as many feats out there as there are spells for a single class list. Thus making a strong and versatile class simply needs a class ability that employs those feats as much as casters employ spells.
countering magic
Can be done, but also irrelevant; if you can do your own stuff just as well as a wizard can do his, you no longer need to prevent him from doing his stuff.
Alignment: Any
Hit Die: d10
Class Skills:
The warrior’s class skills (and key ability score for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), and Swim (Str), plus three additional skills chosen at 1st level (the choice is permanent)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
The Warrior
Warriors base their prowess in all aspects of war on formalized but exceptional training. They hone their bodies to be able to reach and even exceed the limits of mortal ability and their minds to hold techniques that utilize that perfection to perform extraordinary, amazing, even legendary tasks. Warriors call these abilities "feats". Unlike the feats gained by other classes though who are, at best, minor boosts compared to their main abilities, feats are a warrior's main and only focus, and the extent to which a warrior both learn and perform feats is unmatched.
{table=head]Level|BAB|Fort|Ref|Will|Special|Feats
1st|+1|+2|+0|+0|Heroic Feats|1/1
2nd|+2|+3|+0|+0|Feat Access I|2/1
3rd|+3|+3|+1|+1|Adaptive Tactics I|3/2
4th|+4|+4|+1|+1|Feat Access II|4/2
5th|+5|+4|+1|+1|Feat Mastery I|5/3
6th|+6/+1|+5|+2|+2|Feat Access III|6/3
7th|+7/+2|+5|+2|+2|Adaptive Tactics II|7/4
8th|+8/+3|+6|+2|+2|Feat Access IV|8/4
9th|+9/+4|+6|+3|+3|Feat Mastery II|9/5
10th|+10/+5|+7|+3|+3|Feat Access V|10/5
11th|+11/+6/+1|+7|+3|+3|Adaptive Tactics III|12/6
12th|+12/+7/+2|+8|+4|+4|Feat Access VI|14/6
13th|+13/+8/+3|+8|+4|+4|Feat Mastery III|16/7
14th|+14/+9/+4|+9|+4|+4|Feat Access VII|18/7
15th|+15/+10/+5|+9|+5|+5|Adaptive Tactics IV|20/8
16th|+16/+11/+6/+1|+10|+5|+5|Feat Access VIII|22/8
17th|+17/+12/+7/+2|+10|+5|+5|Feat Mastery IV|24/9
18th|+18/+13/+8/+3|+11|+6|+6|Feat Access IX|26/9
19th|+19/+14/+9/+4|+11|+6|+6|Adaptive Tactics V|28/10
20th|+20/+15/+10/+5|+12|+6|+6|Feat Access X|30/10
[/table]
Class Features:
Weapon and Armor Proficiencies: Warriors are proficient with all simple and martial weapons, as well as with all forms of armor and with shields (including tower shields).
Heroic Feats [Ex]
At every level, a warrior gains knowledge of 2 feats of his choice though his own personal training and experimentation. In addition, a warrior can gain knowledge of a new feat after 1 day of training with someone who knows said feat or one week of study a tome or other source of martial lore. After he gains knowledge of a feat, he can start using it the next time he gains a level or after a month of practice, whichever comes first.
Warriors thus learn more feats than even their perfected bodies can use at once. Thus a warrior can attune his body to a number of feats as shown by the first number in the feats column, plus his constitution modifier limited to his warrior level. He attunes to a number of feats at once as shown by the second number in the feats column. Attunement takes 5 minutes of meditation or physical practice. The warrior is considered to have all feats he's currently attuned to.
Feat Access [Ex]
A warrior gains broader access to feats than other classes. He can ignore one non-numerical prerequisite (such as class, race or specific class ability) per Feat Access rank or reduce numerical prerequisites (such as level, ability scores, skill ranks or BAB) by two. Additionally, a warrior with Feat Access VI or higher gains access to Epic feats.
Adaptive Tactics [Ex]
At rank I a warrior may attune as a full-round action.
At rank II a warrior may attune as a standard action. At rank III a warrior may attune as a move action. At rank IV a warrior may attune as a swift or immediate action. At rank V a warrior may attune once per round without taking an action even when he is flat-footed and it is not his turn (for example, attune to boost his initiative score as he's rolling initiative or to respond to a surprise attack).
Adaptive tactics may be used a number of times per encounter equal to the warrior's highest physical ability modifier.
Feat Mastery [Ex]
Warriors can exceed the normal limits of feats most other classes have to adhere to. For every rank of Feat Mastery, a warrior may attune to a feat that normally can't be taken multiple times an additional time. The effects stack.
In addition, a number of times per encounter equal to his Feat Mastery, a warrior can use a feat he's attuned to that requires a swift, move, standard or full-round action to use normally as an immediate action instead. I.e. shift into combat expertise as a response to an attack, perform a combat maneuver or attack enabled/improved by the feat as an enemy attempts to move away or bypass him and so on and so forth.