Forrestfire
2013-10-01, 11:09 PM
I was reading in another thread (http://www.giantitp.com/forums/showthread.php?t=303759) about the idea of a tier 1/2 mundane warrior class, and decided that I'd try my hand at making one. I'm fairly sure I didn't succeed, and I think what I ended up with is an unholy abomination somewhere between tiers 2 and 3 it's now something probably more like tier 3 I hope, but I like the idea (character so badass he doesn't need magic) and felt like posting it for critique. So, here we have my first homebrew class in a long time. Thoughts/comments/critique/the inevitable "your fighter has too much magic"?:
(At this point, I think my goal is tier 3 probably, so it can actually be playable in sane games. It's also very much a work in progress, so advice would be great.)
Legendary Warrior
"Legend tells of a legendary warrior whose skills were the stuff of legend."
http://i.imgur.com/FBpMUOz.png
"The world is filled with magic... It's almost everywhere you look. The wilderness is almost dripping with arcane ichors, you can accidentally stumble into a dimension of pure magical fire if you aren't paying enough attention, and the dead spontaneously rise if you leave them alone for long enough. You can be granted power beyond your wildest dreams by praying hard enough to some god or other, or by thinking long enough about books until your eyes start glowing and your hands start shooting fireballs. With magical energy just sitting there for the taking, you'd have to be a fool to not grab some for yourself...
Or at least that's what most think. My opinion on the matter is a mite bit different, eh? I've got my sword and a few tricks... I don't need much more than that. Some may call me hypocritical doing things that seem close to magic, but well... The mages can keep their "true" magic. I'll stick to the solidarity of steel in my hands and my own skills... Hrm, what's that noise outside? Oh. Lemme handle this, back in a second."
SLASH
http://i.imgur.com/i2R8nzg.png"... Sorry, where were we...?"
Hit Die: d10
Starting Gold: As fighter
{table=head]
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Maneuvers Readied |
Maneuvers Known |
Stances Known
1st | +1 |
+2 |
+0 |
+2 | Just That Good +1, Weapon Aptitude, Combat Style |
2 |
2 |
1
2nd | +2 |
+3 |
+0 |
+3 | Bonus Feat, Evasion, Athletics |
2 |
2 |
1
3rd | +3 |
+3 |
+1 |
+3 | AC bonus, Uncanny Dodge, Combat Style Proficiency |
2 |
3 |
1
4th | +4 |
+4 |
+1 |
+4 | Just That Good +2, Deflect Arrows |
2 |
3 |
1
5th | +5 |
+4 |
+1 |
+4 | Bonus Feat, Mettle, Inhuman Toughness 1 |
3 |
4 |
2
6th | +6/+1 |
+5 |
+2 |
+5 | Improved Uncanny Dodge |
3 |
4 |
2
7th | +7/+2 |
+5 |
+2 |
+5 | A Terror to Behold, Improved Combat Style |
3 |
5 |
2
8th | +8/+3 |
+6 |
+2 |
+6 | Just That Good +3, Bonus Feat |
3 |
5 |
2
9th | +9/+4 |
+6 |
+3 |
+6 | Walk the Sky, Improved Deflection |
3 |
6 |
2
10th | +10/+5 |
+7 |
+3 |
+7 | Your Reputation Precedes You, Impossible Precision, Inhuman Toughness 2 |
4 |
6 |
2
11th | +11/+6/+1 |
+7 |
+3 |
+7 | Improved Evasion, Pouncing Charge, Greater Combat Style |
4 |
7 |
3
12th | +12/+7/+2 |
+8 |
+4 |
+8 | Just That Good +4, Bonus Feat |
4 |
7 |
3
13th | +13/+8/+3 |
+8 |
+4 |
+8 | Pierce the Veil |
4 |
8 |
3
14th | +14/+9/+4 |
+9 |
+4 |
+9 | Walking Nightmare, You Cannot Stop Me |
4 |
8 |
3
15th | +15/+10/+5 |
+9 |
+5 |
+9 | Bonus Feat, Incorruptible Determination, Inhuman Toughness 3, Combat Style Mastery |
5 |
9 |
3
16th | +16/+11/+6/+1 |
+10 |
+5 |
+10 | Just That Good +5, Faster than the Eye Can See |
5 |
9 |
3
17th | +17/+12/+7/+2 |
+10 |
+5 |
+10 | Untouchable Deflection |
5 |
10 |
4
18th | +18/+13/+8/+3 |
+11 |
+6 |
+11 | Bonus Feat, Shatter Fate |
5 |
10 |
4
19th | +19/+14/+9/+4 |
+11 |
+6 |
+11 | Combat Style Supremacy |
5 |
11 |
4
20th | +20/+15/+10/+5 |
+12 |
+6 |
+12 | Just That Good +6, Inhuman Toughness 4, The Stuff of Legends |
6 |
11 |
4 [/table]
Class Skills (4 + Int modifier per level, x4 at 1st level): Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Gather Information, Hide, Intimidate, Jump, Knowledge (history), Knowledge (local), Listen, Move Silently, Perform (Weapon Drill), Profession, Ride, Sense Motive, Spot, Survival, Swim, Tumble
Weapon and Armor Proficiency: A legendary warrior is proficient with all simple and martial weapons and with light and medium armor and shields (including tower shields).
Maneuvers: You begin your career with knowledge of two martial maneuvers. The disciplines available to you are Iron Heart, White Raven, and an additional discipline based on your combat style (see Combat Styles, below).
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by legendary warriors is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn additional maneuvers at higher levels, as shown on the class table. Unlike most initiators, you need not meet a maneuver's prerequisite to learn it, so long as it is within one of the disciplines available to you. To determine the highest-level maneuvers you can learn, see the following table:
{table=head]Initiator Level|Maneuver Level
1st-2nd|1st
3rd-4th|2nd
5th-6th|3rd
7th-8th|4th
9th-10th|5th
11th-12th|6th
13th-14th|7th
15th-16th|8th
17th+|9th[/table]
Upon reaching 4th level, and at every even-numbered legendary warrior level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.
Maneuvers Readied: You can ready both the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).
You can recover all expended maneuvers by spending a full-round action concentrating to recover your maneuvers. You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.
Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 5th, 11th, and 17th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
Weapon Aptitude (Ex): Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your legendary warrior level -2. For example, as a 6th-level legendary warrior, you could take Weapon Specialization, since you're treated as being a 4th-level fighter for this purpose. These effective fighter levels stack with any actual fighter levels you have. Thus, a fighter 2/legendary warrior 4 would also qualify for Weapon Specialization.
You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus) and your combat style. You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you don't have to adjust them all in the same way. However, you can't change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can't change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way. You also can't change the designated weapons for bonus feats granted by your Combat Style.
Combat Style: When you take your 1st level of legendary warrior, choose a single combat style from the following list. This choice affects your class features but does not restrict your selection of feats or special abilities in any way. Your skills grow more refined as you level up, granting you an enhanced ability to fight in your combat style. In addition, you may learn maneuvers from the style's corresponding discipline.
At 1st, you are treated as having the Weapon Focus feat applying to any weapon wielded in the style (for instance, a longsword wielded in one hand would use the One-Handed Melee Combat style, while wielding it in two would use the Two-Handed Melee Style) for all purposes, including meeting prerequisites, even if you do not have the normal prerequisites for that feat.
{table=head]Combat Style|Discipline
One-Handed Melee Combat|Diamond Mind
Two-Handed Melee Combat|Stone Dragon
Two-Weapon Combat|Tiger Claw
Ranged Combat|Diamond Mind
Unarmed Combat|Setting Sun[/table]
If you specialize in Ranged Combat, you may initiate strikes from the legendary warrior class with ranged attacks as if they were melee attacks.
If you specialize in Unarmed Combat, you gain the Unarmed Strike ability as if you were a monk of your legendary warrior level.
At 3rd level, you grow more proficient in your combat style. You gain the following benefits based on which combat style you chose.
One-handed Melee Combat: You may apply either your strength or dexterity to attack and damage rolls with your weapon, whichever is higher.
Two-handed Melee Combat: You are treated as having the Power Attack feat, even if you do not have the normal prerequisites for that feat. In addition, you add 2 times your strength modifier to damage with a two-handed weapon instead of the normal 1.5.
Two-Weapon Combat: You are treated as having the Two-Weapon Fighting feat, even if you do not have the normal prerequisites for that feat. In addition, if you are using a light weapon in your off-hand, you take no penalties for fighting with two weapons.
Ranged Combat: You are treated as having the Precise Shot feat, even if you do not have the normal prerequisites for that feats. In addition, you may add your Dexterity bonus to damage rolls made with ranged weapons.
Unarmed Combat: You gain the monk’s Flurry of Blows ability, and are treated as a monk of your legendary warrior level for the purposes of the penalty taken for your extra attack.
At 7th level, you improve your combat style. You are treated as having the Weapon Specialization feat applying to any weapon wielded in the style for all purposes, including meeting prerequisites, even if you do not have the normal prerequisites for that feat, and the following benefits based on which combat style you chose:
One-handed Melee Combat: You may make a bluff check to feint in combat as a move or swift action.
Two-handed Melee Combat: You are treated as having the Leap Attack feat, even if you do not have the normal prerequisites for that feat.
Two-Weapon Combat: You are treated as having the Improved Two-Weapon Fighting feat, even if you do not have the normal prerequisites for that feat.
Ranged Combat: You are treated as having the Manyshot feat, even if you do not have the normal prerequisites for that feat. In addition, you may apply the feat to any ranged weapon, not just bows (if you are using thrown weapons, you may choose to throw two at once instead of firing a projectile).
Unarmed Combat: You are treated as having the Snap Kick and Stunning Fist feats, even if you do not have the normal prerequisites for those feats. You have a number of stunning fist uses as if you were a monk of your legendary warrior level, and you may use Intelligence or Charisma modifier instead of your Wisdom modifier to determine the DC of your stunning fist attempts.
At 11th level, you become incredibly skilled in your combat style. You are treated as having the Greater Weapon Focus feat applying to any weapon wielded in the style for all purposes, including meeting prerequisites, even if you do not have the normal prerequisites for that feat, and the following benefits based on which combat style you chose:
One-handed Melee Combat: You are well-versed in the art of striking before an enemy's guard is up. The first time you feint at an enemy in a combat, you gain a bonus to the Bluff check equal to your legendary warrior level.
Two-handed Melee Combat: Your know how to put your full strength behind your strikes to batter enemies around the battlefield. You are treated as having the Improved Bull Rush and Shock Trooper feats, even if you do not have the normal prerequisites for those feats.
Two-Weapon Combat: You can strike with two weapons as easily as you strike with one. Whenever you are allowed an extra attack (such as with the speed special quality) or attack of opportunity, you may attack with both weapons you’re holding.
Ranged Combat: You have the skill to shoot at multiple enemies in what to outside observers appears to be a single, swift motion. You are treated as having the Greater Manyshot feat, even if you do not have the normal prerequisites for that feat. In addition, you may apply the feat to any ranged weapon, not just bows (if you are using thrown weapons, you may choose to throw two at once instead of firing a projectile).
Unarmed Combat: You are treated as having the Superior Unarmed Strike and Ki Blast feats, even if you do not have the normal prerequisites for those feat. In addition, you may choose to use your Intelligence or Charisma modifier instead of your Wisdom modifier to determine the amount of damage your Ki Blasts deal.
At 15th level, your combat style has reached a point that few can match. You are treated as having the Greater Weapon Specialization feat applying to any weapon wielded in the style for all purposes, including meeting prerequisites, even if you do not have the normal prerequisites for that feat, and the following benefits based on which combat style you chose:
One-handed Melee Combat: Your swordplay become so graceful and complex that you take no penalties for feinting against nonhumanoid or animal creatures, and can even affect mindless creatures with your feints. In addition, you deal extra damage equal to your legendary warrior level on any attack that hits a flanked creature or a creature denied its dexterity bonus to armor class. This is considered precision damage.
Two-handed Melee Combat: Your technique with your weapon allows you to use its larger size and superior reach to block off angles of attack and keep openings to a minimum. As long as you are wielding a weapon in two hands and aren’t flat-footed, you gain a deflection bonus to armor class equal to half your base attack bonus, rounded down.
Two-Weapon Combat: Your reflexes have progressed to a point where you can attack as effortlessly with your off-hand as you can with your primary hand. You are treated as having the Greater Two-Weapon Fighting feat, even if you do not have the normal prerequisites for that feat. In addition, you no longer take penalties for fighting with two weapons, no matter what weapons you wield.
Ranged Combat: Your speed at launching projectiles is unmatched, and you leave no openings during your attacks. Your ranged attacks while threatened do not draw attacks of opportunity.
Unarmed Combat: You can land a series of quick blows, striking weak points to cripple your enemies. If you hit with two or more unarmed attacks on the same creature, the enemy must make a Fortitude save (DC 10 + ½ your legendary warrior level + your Int, Wis, or Cha modifier + 4 per hit after the first) or be dazed for one round.
At 19th level, you possess an undisputed command of your weapon, moving as if though you and your weapon are one. You are treated as having the Weapon Supremacy feat applying to any weapon wielded in the style for all purposes, including meeting prerequisites, even if you do not have the normal prerequisites for that feat, and the following benefits based on which combat style you chose:
One-handed Melee Combat – Chink In the Armor: Your skill with the blade has reached the point where you instinctively see openings in the defenses of your foes. You can elect to make one attack per enemy per round as a touch attack, denying the enemy their armor and natural armor bonuses. If it hits, you do damage as if you has scored a critical hit.
Two-handed Melee Combat – Unstoppable Force: A master of two-handed weapons balances careful defense with sudden, massive swings of his weapon. There is little an enemy can do to block such a brutal attack, and even if they dodge it’s likely to hit something else just as hard. Shield bonuses do not apply against your melee attacks with a weapon held in two hands, and once per round, when you miss an attack, your swing carries your weapon into a different adjacent enemy. Make one extra attack with the same attack bonus, but targeted at the second enemy.
Two-Weapon Combat – Two Swords Are Better than None: You are treated as having the Improved Disarm and Improved Trip feats, even if you do not have the normal prerequisites for that feat. Each time you hit with both weapons in a round, you may attempt to trip or disarm your foe as a free action (so if you hit with your primary weapon three times and your secondary weapon twice, you get two attempts). All size bonuses an opponent would get on these attempts are ignored. Note that if you successfully trip your enemy, Combat Style Mastery allows your extra attack to be taken with both of your weapons. If you already have these feats, you instead add an additional +4 to your opposed checks to trip or disarm.
Ranged Combat – Zone of Control: Any time an enemy within one range increment moves, attacks, casts a spell, or uses a supernatural or spell-like ability, you may make a single ranged attack against that enemy as an immediate action at your highest attack bonus. If it hits, the enemy must make a Reflex save (DC 10 + the damage dealt) or lose the ability.
Unarmed Combat – You Are Already Dead: If you hit an enemy with multiple unarmed strikes in a round, you can apply an effect based on how many hits you successfully landed. The save DC for each ability is (DC 10 + ½ your legendary warrior level + your Int, Wis, or Cha modifier + 4 per hit after the first). This ability does not stack with the one granted by Combat Style Mastery, and you must declare which ability you are using.
One Hit: The enemy must make a Fortitude save or be sickened for a number of rounds equal to the damage taken from your attacks this round.
Two Hits: The enemy must make a Fortitude save or be nauseated for a number of rounds equal to your Int, Wis, or Cha modifier, whichever is highest.
Three Hits: The enemy must make a Fortitude save or be dazed for one round.
Four Hits: The enemy must make a Fortitude save or be knocked unconscious (treat as if they had taken nonlethal damage equal to greater than their current hit point total).
Five Hits: The enemy must make a Fortitude save or die.
Just That Good (Ex): A legendary warrior is someone who has devoted their lives to their craft, and his skill in combat is matched by few others, with some even triumphing over the most powerful mages. Your training in the arts of battle allow you to react easily to the unexpected, granting you a +1 bonus on saving throws. This bonus increases by 1 at 4th level and every four levels thereafter.
In addition, you skill is such that those who see your attacks could have sworn you were empowered by magic. You gain the same number as an enhancement bonus to attack and damage rolls made with weapons. You also overcome damage reduction as if your weapons were magical, and at level 20, you overcome damage reduction as if your weapons were epic.
Bonus Feat: At 2nd level and every three legendary warrior levels thereafter, you gain a bonus feat. These feats must be drawn from the fighter bonus feat list, and you must still meet all prerequisites for a bonus feat.
Evasion (Ex): At 2nd level or higher, if you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion cannot be used if you are wearing heavy armor. A helpless legendary warrior does not gain the benefit of evasion.
Athletics: A 2nd level or higher legendary warrior adds half his class level (rounded down) as a competence bonus to Balance, Climb, Jump, Swim, and Tumble checks.
AC Bonus (Ex): A legendary warrior is hard to hit in combat, be it because he anticipates blows, fights by instinct, or is simply has an oppressive presence on the battlefield. As long as he is not wearing heavy armor, a 3rd level legendary warrior gains a bonus to armor class equal to his Intelligence, Wisdom, or Charisma modifier, whichever is higher.
Uncanny Dodge (Ex): At 3rd level, you gain the ability to react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if you are immobilized.
If you already have uncanny dodge from a different class (barbarian or rogue, for example), you automatically gain improved uncanny dodge (see below) instead.
Deflect Arrows: A legendary warrior’s reflexes are so good that he can deflect attacks from range, forcing enemies to come closer to fight. At 4th level, you are treated as having the Deflect Arrows feat, even if you do not have the normal prerequisites for that feat.
Mettle (Ex): At 5th level and higher, a legendary warrior can resist magical and unusual attacks with great willpower or fortitude. If you make a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negate the effect. An unconscious or sleeping legendary warrior does not gain the benefit of mettle.
Inhuman Toughness (Ex): At 5th level and onwards, your durability, stamina, and toughness increases to preternatural levels, granting you DR 1/-. At 10th level, and every five levels thereafter, increase this damage reduction increases by 1 point.
Improved Uncanny Dodge (Ex): At 6th level and higher, you can no longer be flanked; you can react to opponents on opposite sides of you as easily as you can react to a single attacker. See the barbarian class feature (PH 26) for more information.
A Terror to Behold (Ex): Your presence on a battlefield can send all but the bravest running. At 7th level, you gain the frightful presence ability. This ability takes effect automatically whenever you attack or charge. Enemies within a radius of 30 feet are subject to the effect if they have up to the same amount of hit dice as you.
A potentially affected creature that succeeds on a Will save (DC 10 + ½ your legendary warrior level + your Cha modifier) remains immune to your frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Walk the Sky (Ex): At 9th level, your ability to run and jump has increased to the point where you can move in three dimensions as well as any mage. Using the air itself as a stepping stone, you gain a fly speed equal to your land speed with perfect maneuverability.
Improved Deflection (Ex): At 9th level, your skill at defending yourself from ranged attack improves. You may use your deflect arrows feat a number of times per round equal to the number of iterative attacks you get from your base attack bonus.
In addition, you add the Wall of Blades maneuver to your maneuvers known. If you already know this maneuver, you may instead learn any 2nd-level maneuver you qualify for.
Your Reputation Precedes You: At 10th level, your actions have gained you fame or infamy. You gain followers as if you had the leadership feat, drawing from the people you’ve impressed, helped or simply those who sought you out because of your reputation. If you already have the leadership feat, you instead add +2 to your leadership score.
Impossible Precision (Ex): At 10th level, your strikes grow cleaner, your weapons seem sharper, and your movements become ever more accurate. Against some foes, this even allows you to find weak points in otherwise unimpeachable defenses. Any weapon you wield is treated as Keen, doubling its threat range (this does not stack with other effects that increase threat range). In addition, your attacks overcome damage reduction as if they were weapons of every alignment and damage type (piercing, bludgeoning, and slashing).
Improved Evasion (Ex): At 11th level, your evasion ability improves. You still take no damage on a successful Reflex saving throw against attacks, but henceforth you takes only half damage on a failed save. A helpless legendary warrior does not gain the benefit of improved evasion.
Pouncing Charge: At 11th level onward, if you charge, you can follow your movement with a full attack.
Pierce the Veil (Ex): At 13th level, yours training has progressed to the point where you instinctively see things for what they really are. You can see through effects as if you were under the effect of a continuous True Seeing spell.
Walking Nightmare (Ex): At 14th level, your frightful presence ability improves. It can now affect creatures of greater hit dice than you, and can also affect creatures immune to fear. Your frightful presence ability triggers on you attacking, charging, or drawing a weapon, and affects all enemies who can see you take the action.
On a failed save, a creature with less HD than you is panicked for 4d6 rounds, and a creature with equal to or more HD than you is shaken for the same duration.
You Cannot Stop Me (Ex): At 14th level, you can focus your concentration to break free of bindings and move completely freely. Once per day per 2 class levels, you may act as if under a Freedom of Movement spell. This ability is activated as a free action, and lasts until the start of your next turn.
Incorruptible Determination (Ex): At 15th level, your will is so strong that an enemy trying to affect it is likely to be overpowered himself. You are immune to mind-affecting effects, and any creature that attempts to exert mental control over you (including domination and charm effects) must make a Will save (DC 10 + ½ your legendary warrior level + your Int, Wis, or Cha modifier) or be stunned for one round from the mental backlash. You can suppress and reactivate this ability as a free action.
Faster than the Eye Can See (Ex): At 16th level, your attacks move so quickly that some who watch may not even notice some of them. Any time you take an action that includes with a weapon, including a strike, you may make an additional attack at your highest attack bonus. This ability does not apply more than once per action, although it does stack with Haste and effects like it.
For instance, if a legendary warrior with the Unstoppable Force Combat Style Supremacy ability makes an attack against an opponent, he may make a second attack during the action. If he misses either of them, he could then attempt to hit another adjacent enemy with that miss, but he does not gain any extra attacks following the first bonus.
A legendary warrior with the Two-Weapon Fighting Combat Style Mastery may make an attack with each weapon when using Faster than the Eye Can See, but again, because all the attacks are part of the same action, he would not gain further additional attacks.
Shatter Fate (Su): A 18th level legendary warrior’s spirit is so strong that he can break through time and space itself. This ability gives you a powerful sixth sense as your brain comprehends things faster than they happen. You are treated as if you were under a constant Foresight effect. In addition, once per day, you can force reality to shape itself to your whims, allowing you to undo an event and forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result.
Untouchable Deflection (Ex): At 17th level, you are so skilled at deflecting attacks that you can use the deflect arrows feat to deflect any ranged attack, including unusually massive ones and ranged touch attacks like rays.
The Stuff of Legends (Ex): At level 20, you are truly a master of war, capable of unheard-of feats of strength and skill. Once per week, you can attempt an action of grand scale, as if you had cast Miracle for a powerful request. The specifics of how this works is up to the DM, but examples of such feats might be using your sword to slice through a mountain, destroying a soul, willing yourself back from the dead, or emulating some spell that fits thematically. This ability does not cost experience points.
In addition, your reputation is so awe-inspiring (or fearsome) that your frightful presence ability again increases in scope. It now triggers any time you make a threatening action, such as reaching for a weapon (although not necessarily your own) or simply raising your voice at an enemy.
EDIT: After a fairly long discussion with some friends about the class, I'm currently reworking it to fit more to the theme I had in mind (so badass he doesn't need spells) than the fairly all-over-the-place one it developed as I was making it (warrior who pretends to be a mage with random abilities). There will be edits to this first post for a while as I reshuffle stuff back together.
10/21: Did some reworking to tone down some of the things that just seemed like numbers added for no real reason, and fixed some formatting issues.
10/24: Added the Greater combat styles, lowered the level of the TWF ability to hit twice on an AoO.
10/26: Added the ability for ranged characters to use Dex for damage to keep up with the melee people.
11/1: Gave unarmed damage to the class at level one for the Unarmed combat style, because it makes no sense otherwise.
(At this point, I think my goal is tier 3 probably, so it can actually be playable in sane games. It's also very much a work in progress, so advice would be great.)
Legendary Warrior
"Legend tells of a legendary warrior whose skills were the stuff of legend."
http://i.imgur.com/FBpMUOz.png
"The world is filled with magic... It's almost everywhere you look. The wilderness is almost dripping with arcane ichors, you can accidentally stumble into a dimension of pure magical fire if you aren't paying enough attention, and the dead spontaneously rise if you leave them alone for long enough. You can be granted power beyond your wildest dreams by praying hard enough to some god or other, or by thinking long enough about books until your eyes start glowing and your hands start shooting fireballs. With magical energy just sitting there for the taking, you'd have to be a fool to not grab some for yourself...
Or at least that's what most think. My opinion on the matter is a mite bit different, eh? I've got my sword and a few tricks... I don't need much more than that. Some may call me hypocritical doing things that seem close to magic, but well... The mages can keep their "true" magic. I'll stick to the solidarity of steel in my hands and my own skills... Hrm, what's that noise outside? Oh. Lemme handle this, back in a second."
SLASH
http://i.imgur.com/i2R8nzg.png"... Sorry, where were we...?"
Hit Die: d10
Starting Gold: As fighter
{table=head]
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Maneuvers Readied |
Maneuvers Known |
Stances Known
1st | +1 |
+2 |
+0 |
+2 | Just That Good +1, Weapon Aptitude, Combat Style |
2 |
2 |
1
2nd | +2 |
+3 |
+0 |
+3 | Bonus Feat, Evasion, Athletics |
2 |
2 |
1
3rd | +3 |
+3 |
+1 |
+3 | AC bonus, Uncanny Dodge, Combat Style Proficiency |
2 |
3 |
1
4th | +4 |
+4 |
+1 |
+4 | Just That Good +2, Deflect Arrows |
2 |
3 |
1
5th | +5 |
+4 |
+1 |
+4 | Bonus Feat, Mettle, Inhuman Toughness 1 |
3 |
4 |
2
6th | +6/+1 |
+5 |
+2 |
+5 | Improved Uncanny Dodge |
3 |
4 |
2
7th | +7/+2 |
+5 |
+2 |
+5 | A Terror to Behold, Improved Combat Style |
3 |
5 |
2
8th | +8/+3 |
+6 |
+2 |
+6 | Just That Good +3, Bonus Feat |
3 |
5 |
2
9th | +9/+4 |
+6 |
+3 |
+6 | Walk the Sky, Improved Deflection |
3 |
6 |
2
10th | +10/+5 |
+7 |
+3 |
+7 | Your Reputation Precedes You, Impossible Precision, Inhuman Toughness 2 |
4 |
6 |
2
11th | +11/+6/+1 |
+7 |
+3 |
+7 | Improved Evasion, Pouncing Charge, Greater Combat Style |
4 |
7 |
3
12th | +12/+7/+2 |
+8 |
+4 |
+8 | Just That Good +4, Bonus Feat |
4 |
7 |
3
13th | +13/+8/+3 |
+8 |
+4 |
+8 | Pierce the Veil |
4 |
8 |
3
14th | +14/+9/+4 |
+9 |
+4 |
+9 | Walking Nightmare, You Cannot Stop Me |
4 |
8 |
3
15th | +15/+10/+5 |
+9 |
+5 |
+9 | Bonus Feat, Incorruptible Determination, Inhuman Toughness 3, Combat Style Mastery |
5 |
9 |
3
16th | +16/+11/+6/+1 |
+10 |
+5 |
+10 | Just That Good +5, Faster than the Eye Can See |
5 |
9 |
3
17th | +17/+12/+7/+2 |
+10 |
+5 |
+10 | Untouchable Deflection |
5 |
10 |
4
18th | +18/+13/+8/+3 |
+11 |
+6 |
+11 | Bonus Feat, Shatter Fate |
5 |
10 |
4
19th | +19/+14/+9/+4 |
+11 |
+6 |
+11 | Combat Style Supremacy |
5 |
11 |
4
20th | +20/+15/+10/+5 |
+12 |
+6 |
+12 | Just That Good +6, Inhuman Toughness 4, The Stuff of Legends |
6 |
11 |
4 [/table]
Class Skills (4 + Int modifier per level, x4 at 1st level): Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Gather Information, Hide, Intimidate, Jump, Knowledge (history), Knowledge (local), Listen, Move Silently, Perform (Weapon Drill), Profession, Ride, Sense Motive, Spot, Survival, Swim, Tumble
Weapon and Armor Proficiency: A legendary warrior is proficient with all simple and martial weapons and with light and medium armor and shields (including tower shields).
Maneuvers: You begin your career with knowledge of two martial maneuvers. The disciplines available to you are Iron Heart, White Raven, and an additional discipline based on your combat style (see Combat Styles, below).
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by legendary warriors is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn additional maneuvers at higher levels, as shown on the class table. Unlike most initiators, you need not meet a maneuver's prerequisite to learn it, so long as it is within one of the disciplines available to you. To determine the highest-level maneuvers you can learn, see the following table:
{table=head]Initiator Level|Maneuver Level
1st-2nd|1st
3rd-4th|2nd
5th-6th|3rd
7th-8th|4th
9th-10th|5th
11th-12th|6th
13th-14th|7th
15th-16th|8th
17th+|9th[/table]
Upon reaching 4th level, and at every even-numbered legendary warrior level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.
Maneuvers Readied: You can ready both the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).
You can recover all expended maneuvers by spending a full-round action concentrating to recover your maneuvers. You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.
Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 5th, 11th, and 17th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
Weapon Aptitude (Ex): Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your legendary warrior level -2. For example, as a 6th-level legendary warrior, you could take Weapon Specialization, since you're treated as being a 4th-level fighter for this purpose. These effective fighter levels stack with any actual fighter levels you have. Thus, a fighter 2/legendary warrior 4 would also qualify for Weapon Specialization.
You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus) and your combat style. You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you don't have to adjust them all in the same way. However, you can't change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can't change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way. You also can't change the designated weapons for bonus feats granted by your Combat Style.
Combat Style: When you take your 1st level of legendary warrior, choose a single combat style from the following list. This choice affects your class features but does not restrict your selection of feats or special abilities in any way. Your skills grow more refined as you level up, granting you an enhanced ability to fight in your combat style. In addition, you may learn maneuvers from the style's corresponding discipline.
At 1st, you are treated as having the Weapon Focus feat applying to any weapon wielded in the style (for instance, a longsword wielded in one hand would use the One-Handed Melee Combat style, while wielding it in two would use the Two-Handed Melee Style) for all purposes, including meeting prerequisites, even if you do not have the normal prerequisites for that feat.
{table=head]Combat Style|Discipline
One-Handed Melee Combat|Diamond Mind
Two-Handed Melee Combat|Stone Dragon
Two-Weapon Combat|Tiger Claw
Ranged Combat|Diamond Mind
Unarmed Combat|Setting Sun[/table]
If you specialize in Ranged Combat, you may initiate strikes from the legendary warrior class with ranged attacks as if they were melee attacks.
If you specialize in Unarmed Combat, you gain the Unarmed Strike ability as if you were a monk of your legendary warrior level.
At 3rd level, you grow more proficient in your combat style. You gain the following benefits based on which combat style you chose.
One-handed Melee Combat: You may apply either your strength or dexterity to attack and damage rolls with your weapon, whichever is higher.
Two-handed Melee Combat: You are treated as having the Power Attack feat, even if you do not have the normal prerequisites for that feat. In addition, you add 2 times your strength modifier to damage with a two-handed weapon instead of the normal 1.5.
Two-Weapon Combat: You are treated as having the Two-Weapon Fighting feat, even if you do not have the normal prerequisites for that feat. In addition, if you are using a light weapon in your off-hand, you take no penalties for fighting with two weapons.
Ranged Combat: You are treated as having the Precise Shot feat, even if you do not have the normal prerequisites for that feats. In addition, you may add your Dexterity bonus to damage rolls made with ranged weapons.
Unarmed Combat: You gain the monk’s Flurry of Blows ability, and are treated as a monk of your legendary warrior level for the purposes of the penalty taken for your extra attack.
At 7th level, you improve your combat style. You are treated as having the Weapon Specialization feat applying to any weapon wielded in the style for all purposes, including meeting prerequisites, even if you do not have the normal prerequisites for that feat, and the following benefits based on which combat style you chose:
One-handed Melee Combat: You may make a bluff check to feint in combat as a move or swift action.
Two-handed Melee Combat: You are treated as having the Leap Attack feat, even if you do not have the normal prerequisites for that feat.
Two-Weapon Combat: You are treated as having the Improved Two-Weapon Fighting feat, even if you do not have the normal prerequisites for that feat.
Ranged Combat: You are treated as having the Manyshot feat, even if you do not have the normal prerequisites for that feat. In addition, you may apply the feat to any ranged weapon, not just bows (if you are using thrown weapons, you may choose to throw two at once instead of firing a projectile).
Unarmed Combat: You are treated as having the Snap Kick and Stunning Fist feats, even if you do not have the normal prerequisites for those feats. You have a number of stunning fist uses as if you were a monk of your legendary warrior level, and you may use Intelligence or Charisma modifier instead of your Wisdom modifier to determine the DC of your stunning fist attempts.
At 11th level, you become incredibly skilled in your combat style. You are treated as having the Greater Weapon Focus feat applying to any weapon wielded in the style for all purposes, including meeting prerequisites, even if you do not have the normal prerequisites for that feat, and the following benefits based on which combat style you chose:
One-handed Melee Combat: You are well-versed in the art of striking before an enemy's guard is up. The first time you feint at an enemy in a combat, you gain a bonus to the Bluff check equal to your legendary warrior level.
Two-handed Melee Combat: Your know how to put your full strength behind your strikes to batter enemies around the battlefield. You are treated as having the Improved Bull Rush and Shock Trooper feats, even if you do not have the normal prerequisites for those feats.
Two-Weapon Combat: You can strike with two weapons as easily as you strike with one. Whenever you are allowed an extra attack (such as with the speed special quality) or attack of opportunity, you may attack with both weapons you’re holding.
Ranged Combat: You have the skill to shoot at multiple enemies in what to outside observers appears to be a single, swift motion. You are treated as having the Greater Manyshot feat, even if you do not have the normal prerequisites for that feat. In addition, you may apply the feat to any ranged weapon, not just bows (if you are using thrown weapons, you may choose to throw two at once instead of firing a projectile).
Unarmed Combat: You are treated as having the Superior Unarmed Strike and Ki Blast feats, even if you do not have the normal prerequisites for those feat. In addition, you may choose to use your Intelligence or Charisma modifier instead of your Wisdom modifier to determine the amount of damage your Ki Blasts deal.
At 15th level, your combat style has reached a point that few can match. You are treated as having the Greater Weapon Specialization feat applying to any weapon wielded in the style for all purposes, including meeting prerequisites, even if you do not have the normal prerequisites for that feat, and the following benefits based on which combat style you chose:
One-handed Melee Combat: Your swordplay become so graceful and complex that you take no penalties for feinting against nonhumanoid or animal creatures, and can even affect mindless creatures with your feints. In addition, you deal extra damage equal to your legendary warrior level on any attack that hits a flanked creature or a creature denied its dexterity bonus to armor class. This is considered precision damage.
Two-handed Melee Combat: Your technique with your weapon allows you to use its larger size and superior reach to block off angles of attack and keep openings to a minimum. As long as you are wielding a weapon in two hands and aren’t flat-footed, you gain a deflection bonus to armor class equal to half your base attack bonus, rounded down.
Two-Weapon Combat: Your reflexes have progressed to a point where you can attack as effortlessly with your off-hand as you can with your primary hand. You are treated as having the Greater Two-Weapon Fighting feat, even if you do not have the normal prerequisites for that feat. In addition, you no longer take penalties for fighting with two weapons, no matter what weapons you wield.
Ranged Combat: Your speed at launching projectiles is unmatched, and you leave no openings during your attacks. Your ranged attacks while threatened do not draw attacks of opportunity.
Unarmed Combat: You can land a series of quick blows, striking weak points to cripple your enemies. If you hit with two or more unarmed attacks on the same creature, the enemy must make a Fortitude save (DC 10 + ½ your legendary warrior level + your Int, Wis, or Cha modifier + 4 per hit after the first) or be dazed for one round.
At 19th level, you possess an undisputed command of your weapon, moving as if though you and your weapon are one. You are treated as having the Weapon Supremacy feat applying to any weapon wielded in the style for all purposes, including meeting prerequisites, even if you do not have the normal prerequisites for that feat, and the following benefits based on which combat style you chose:
One-handed Melee Combat – Chink In the Armor: Your skill with the blade has reached the point where you instinctively see openings in the defenses of your foes. You can elect to make one attack per enemy per round as a touch attack, denying the enemy their armor and natural armor bonuses. If it hits, you do damage as if you has scored a critical hit.
Two-handed Melee Combat – Unstoppable Force: A master of two-handed weapons balances careful defense with sudden, massive swings of his weapon. There is little an enemy can do to block such a brutal attack, and even if they dodge it’s likely to hit something else just as hard. Shield bonuses do not apply against your melee attacks with a weapon held in two hands, and once per round, when you miss an attack, your swing carries your weapon into a different adjacent enemy. Make one extra attack with the same attack bonus, but targeted at the second enemy.
Two-Weapon Combat – Two Swords Are Better than None: You are treated as having the Improved Disarm and Improved Trip feats, even if you do not have the normal prerequisites for that feat. Each time you hit with both weapons in a round, you may attempt to trip or disarm your foe as a free action (so if you hit with your primary weapon three times and your secondary weapon twice, you get two attempts). All size bonuses an opponent would get on these attempts are ignored. Note that if you successfully trip your enemy, Combat Style Mastery allows your extra attack to be taken with both of your weapons. If you already have these feats, you instead add an additional +4 to your opposed checks to trip or disarm.
Ranged Combat – Zone of Control: Any time an enemy within one range increment moves, attacks, casts a spell, or uses a supernatural or spell-like ability, you may make a single ranged attack against that enemy as an immediate action at your highest attack bonus. If it hits, the enemy must make a Reflex save (DC 10 + the damage dealt) or lose the ability.
Unarmed Combat – You Are Already Dead: If you hit an enemy with multiple unarmed strikes in a round, you can apply an effect based on how many hits you successfully landed. The save DC for each ability is (DC 10 + ½ your legendary warrior level + your Int, Wis, or Cha modifier + 4 per hit after the first). This ability does not stack with the one granted by Combat Style Mastery, and you must declare which ability you are using.
One Hit: The enemy must make a Fortitude save or be sickened for a number of rounds equal to the damage taken from your attacks this round.
Two Hits: The enemy must make a Fortitude save or be nauseated for a number of rounds equal to your Int, Wis, or Cha modifier, whichever is highest.
Three Hits: The enemy must make a Fortitude save or be dazed for one round.
Four Hits: The enemy must make a Fortitude save or be knocked unconscious (treat as if they had taken nonlethal damage equal to greater than their current hit point total).
Five Hits: The enemy must make a Fortitude save or die.
Just That Good (Ex): A legendary warrior is someone who has devoted their lives to their craft, and his skill in combat is matched by few others, with some even triumphing over the most powerful mages. Your training in the arts of battle allow you to react easily to the unexpected, granting you a +1 bonus on saving throws. This bonus increases by 1 at 4th level and every four levels thereafter.
In addition, you skill is such that those who see your attacks could have sworn you were empowered by magic. You gain the same number as an enhancement bonus to attack and damage rolls made with weapons. You also overcome damage reduction as if your weapons were magical, and at level 20, you overcome damage reduction as if your weapons were epic.
Bonus Feat: At 2nd level and every three legendary warrior levels thereafter, you gain a bonus feat. These feats must be drawn from the fighter bonus feat list, and you must still meet all prerequisites for a bonus feat.
Evasion (Ex): At 2nd level or higher, if you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion cannot be used if you are wearing heavy armor. A helpless legendary warrior does not gain the benefit of evasion.
Athletics: A 2nd level or higher legendary warrior adds half his class level (rounded down) as a competence bonus to Balance, Climb, Jump, Swim, and Tumble checks.
AC Bonus (Ex): A legendary warrior is hard to hit in combat, be it because he anticipates blows, fights by instinct, or is simply has an oppressive presence on the battlefield. As long as he is not wearing heavy armor, a 3rd level legendary warrior gains a bonus to armor class equal to his Intelligence, Wisdom, or Charisma modifier, whichever is higher.
Uncanny Dodge (Ex): At 3rd level, you gain the ability to react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if you are immobilized.
If you already have uncanny dodge from a different class (barbarian or rogue, for example), you automatically gain improved uncanny dodge (see below) instead.
Deflect Arrows: A legendary warrior’s reflexes are so good that he can deflect attacks from range, forcing enemies to come closer to fight. At 4th level, you are treated as having the Deflect Arrows feat, even if you do not have the normal prerequisites for that feat.
Mettle (Ex): At 5th level and higher, a legendary warrior can resist magical and unusual attacks with great willpower or fortitude. If you make a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negate the effect. An unconscious or sleeping legendary warrior does not gain the benefit of mettle.
Inhuman Toughness (Ex): At 5th level and onwards, your durability, stamina, and toughness increases to preternatural levels, granting you DR 1/-. At 10th level, and every five levels thereafter, increase this damage reduction increases by 1 point.
Improved Uncanny Dodge (Ex): At 6th level and higher, you can no longer be flanked; you can react to opponents on opposite sides of you as easily as you can react to a single attacker. See the barbarian class feature (PH 26) for more information.
A Terror to Behold (Ex): Your presence on a battlefield can send all but the bravest running. At 7th level, you gain the frightful presence ability. This ability takes effect automatically whenever you attack or charge. Enemies within a radius of 30 feet are subject to the effect if they have up to the same amount of hit dice as you.
A potentially affected creature that succeeds on a Will save (DC 10 + ½ your legendary warrior level + your Cha modifier) remains immune to your frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Walk the Sky (Ex): At 9th level, your ability to run and jump has increased to the point where you can move in three dimensions as well as any mage. Using the air itself as a stepping stone, you gain a fly speed equal to your land speed with perfect maneuverability.
Improved Deflection (Ex): At 9th level, your skill at defending yourself from ranged attack improves. You may use your deflect arrows feat a number of times per round equal to the number of iterative attacks you get from your base attack bonus.
In addition, you add the Wall of Blades maneuver to your maneuvers known. If you already know this maneuver, you may instead learn any 2nd-level maneuver you qualify for.
Your Reputation Precedes You: At 10th level, your actions have gained you fame or infamy. You gain followers as if you had the leadership feat, drawing from the people you’ve impressed, helped or simply those who sought you out because of your reputation. If you already have the leadership feat, you instead add +2 to your leadership score.
Impossible Precision (Ex): At 10th level, your strikes grow cleaner, your weapons seem sharper, and your movements become ever more accurate. Against some foes, this even allows you to find weak points in otherwise unimpeachable defenses. Any weapon you wield is treated as Keen, doubling its threat range (this does not stack with other effects that increase threat range). In addition, your attacks overcome damage reduction as if they were weapons of every alignment and damage type (piercing, bludgeoning, and slashing).
Improved Evasion (Ex): At 11th level, your evasion ability improves. You still take no damage on a successful Reflex saving throw against attacks, but henceforth you takes only half damage on a failed save. A helpless legendary warrior does not gain the benefit of improved evasion.
Pouncing Charge: At 11th level onward, if you charge, you can follow your movement with a full attack.
Pierce the Veil (Ex): At 13th level, yours training has progressed to the point where you instinctively see things for what they really are. You can see through effects as if you were under the effect of a continuous True Seeing spell.
Walking Nightmare (Ex): At 14th level, your frightful presence ability improves. It can now affect creatures of greater hit dice than you, and can also affect creatures immune to fear. Your frightful presence ability triggers on you attacking, charging, or drawing a weapon, and affects all enemies who can see you take the action.
On a failed save, a creature with less HD than you is panicked for 4d6 rounds, and a creature with equal to or more HD than you is shaken for the same duration.
You Cannot Stop Me (Ex): At 14th level, you can focus your concentration to break free of bindings and move completely freely. Once per day per 2 class levels, you may act as if under a Freedom of Movement spell. This ability is activated as a free action, and lasts until the start of your next turn.
Incorruptible Determination (Ex): At 15th level, your will is so strong that an enemy trying to affect it is likely to be overpowered himself. You are immune to mind-affecting effects, and any creature that attempts to exert mental control over you (including domination and charm effects) must make a Will save (DC 10 + ½ your legendary warrior level + your Int, Wis, or Cha modifier) or be stunned for one round from the mental backlash. You can suppress and reactivate this ability as a free action.
Faster than the Eye Can See (Ex): At 16th level, your attacks move so quickly that some who watch may not even notice some of them. Any time you take an action that includes with a weapon, including a strike, you may make an additional attack at your highest attack bonus. This ability does not apply more than once per action, although it does stack with Haste and effects like it.
For instance, if a legendary warrior with the Unstoppable Force Combat Style Supremacy ability makes an attack against an opponent, he may make a second attack during the action. If he misses either of them, he could then attempt to hit another adjacent enemy with that miss, but he does not gain any extra attacks following the first bonus.
A legendary warrior with the Two-Weapon Fighting Combat Style Mastery may make an attack with each weapon when using Faster than the Eye Can See, but again, because all the attacks are part of the same action, he would not gain further additional attacks.
Shatter Fate (Su): A 18th level legendary warrior’s spirit is so strong that he can break through time and space itself. This ability gives you a powerful sixth sense as your brain comprehends things faster than they happen. You are treated as if you were under a constant Foresight effect. In addition, once per day, you can force reality to shape itself to your whims, allowing you to undo an event and forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result.
Untouchable Deflection (Ex): At 17th level, you are so skilled at deflecting attacks that you can use the deflect arrows feat to deflect any ranged attack, including unusually massive ones and ranged touch attacks like rays.
The Stuff of Legends (Ex): At level 20, you are truly a master of war, capable of unheard-of feats of strength and skill. Once per week, you can attempt an action of grand scale, as if you had cast Miracle for a powerful request. The specifics of how this works is up to the DM, but examples of such feats might be using your sword to slice through a mountain, destroying a soul, willing yourself back from the dead, or emulating some spell that fits thematically. This ability does not cost experience points.
In addition, your reputation is so awe-inspiring (or fearsome) that your frightful presence ability again increases in scope. It now triggers any time you make a threatening action, such as reaching for a weapon (although not necessarily your own) or simply raising your voice at an enemy.
EDIT: After a fairly long discussion with some friends about the class, I'm currently reworking it to fit more to the theme I had in mind (so badass he doesn't need spells) than the fairly all-over-the-place one it developed as I was making it (warrior who pretends to be a mage with random abilities). There will be edits to this first post for a while as I reshuffle stuff back together.
10/21: Did some reworking to tone down some of the things that just seemed like numbers added for no real reason, and fixed some formatting issues.
10/24: Added the Greater combat styles, lowered the level of the TWF ability to hit twice on an AoO.
10/26: Added the ability for ranged characters to use Dex for damage to keep up with the melee people.
11/1: Gave unarmed damage to the class at level one for the Unarmed combat style, because it makes no sense otherwise.