urkthegurk
2013-11-28, 10:41 PM
This fighter fix was inspired by a homebrew I saw on the boards a few months ago. I copied the text with the intention of working on it, however, the original thread is proving difficult to find. If anyone recognizes it, I'd like to include a link to it, give credit where it is due.
This is a bit of a work in progress, but I think the core elements are almost done. I'm still polishing, and I'll be honest that some of the abilities were just off the top of my head. BUT OTHERs were very considered, ok
Feedback would be much appreciated.
The Fighter
http://i.imgur.com/XaGIDl.jpg
Fighter
{table=head]Level|BAB|Fort|Ref|Will|Special |
Tactics
1st|+1|+2|+2|+2|Strike +1d6, Grit; Adventurer’s pouch, Bonus Feat|
1
2nd|+2|+3|+3|+3|Dungeoncrasher 1, Bonus Feat|
2
3rd|+3|+3|+3|+3|Strike +2d6, Mage Slayer, Bonus Feat|
2
4th|+4|+4|+4|+4|Shock Trooper, Adventurers Satchel|
2
5th|+5|+4|+4|+4|Strike +3d6, Extended Intimidation, Bonus Feat|
3
6th|+6/+1|+5|+5|+5|Dungeoncrasher 2, Killer's Strike|
3
7th|+7/+2|+5|+5|+5|Strike +4d6, Combat Brute, Bonus Feat|
4
8th|+8/+3|+6|+6|+6|Elusive Target, Adventurers Greatpack|
4
9th|+9/+4|+6|+6|+6|Strike +5d6, Swift Demoralization, Bonus Feat|
4
10th|+10/+5|+7|+7|+7|Pounce, Bonus Feat|
5
11th|+11/+6/+1|+7|+7|+7|Strike +6d6, Never Outnumbered, Bonus Feat|
5
12th|+12/+7/+2|+8|+8|+8|Armor Specialization, Adventurer's Bag of Holding I|
6
13th|+13/+8/+3|+8|+8|+8|Strike +7d6, Warrior's Strike|
6
14th|+14/+9/+4|+9|+9|+9|Bonus Feat, Adventurer's Bag of Holding II|
6
15th|+15/+10/+5|+9|+9|+9|Strike +8d6, Strike Magic|
7
16th|+16/+11/+6/+1|+10|+10|+10|Bonus Feat,Adventurer's Bag of Holding III|
7
17th|+17/+12/+7/+2|+10|+10|+10|Strike +9d6, Strike Heart|
8
18th|+18/+13/+8/+3|+11|+11|+11|Bonus Feat, Adventurer's Bag of Holding IV|
8
19th|+19/+14/+9/+4|+11|+11|+11|Strike +10d6, Strike Soul|
8
20th|+20/+15/+10/+5|+12|+12|+12|Bonus Feat, Adventurer's Portable Hole|
9
[/table]
Alignment: Any
Hit Die: 1d10
Class Skills:
Autohypnosis, Balance, Bluff, Climb, Craft, Handle Animal, Hide, Intimidate, Jump, listen, Knowledge (Dungeoneering, History, Local, Nobility and royalty, Nature), Move Silently, Ride, Search, Spot, Survival, Swim, Tumble.
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Tactics: A tactic is an empty slot for feats. At any point during the day the fighter can select 1 feat he meets the prerequisites for and for the rest of the day gain access to said feat. A fighter has a number of tactics as shown on the preceding table. Filling a tactic slot with a feat is a move action. A fighter can change all of the feats gained through his tactics by spending a full round action.
In addition, the fighter may train with others, and subsequently grant them the benefits of tactics, too. A fighter may train for an hour with another character, after which the fighter may assign them feats in the same way that they do for themselves. The fighter must have line of sight or verbal contact with the target for the feat to be assigned, but afterwards the ally retains their use as long as the characters are both on the same plane, unless the Fighter re-assigns their tactics in the usual way, described above. The training lasts for 24 hours, after which the fighter must re-train their ally.
Bonus Feats: At certain levels, a fighter can select bonus feats they meet the prerequisites for, and which is noted as being a fighter bonus feat.
Grit: A fighter is particularly resistant as a person, and the longer they keep up the struggle, the tougher they get. A fighter may re-roll any saving throw. They may use this ability a number of times per day equal to their Fighter level. They can use this ability multiple times on the same roll, up to a number of times equal to their Intelligence modifier (minimum 1 time), but they must use the last result rolled.
Strike: A fighter gets a strike pool, which may be used to provide a bonus to an attack roll, or to grant bonus damage dice. For each point spent from the pool, the fighter may take a +1 to any attack, or +1d6 bonus damage. This damage is of whatever damage type (or types) of the weapon that made the attack. A fighter can choose to activate the bonus to the attack roll after the roll has been made (but before the results are announced). Similarly, they may activate their bonus damage after a hit has been confirmed. A single attack may be modified by both attack and damage bonuses, as long as the fighter has the points to spend. They can spend 1+Int Mod (min 1) in this way on each of these abilities per strike.
Strike damage is not doubled on a critical. When this ability is first gained (at 1st level) the fighter can choose to either be a melee striker or a ranged striker. A melee striker applies the full bonus damage only to melee attacks he makes, and if he uses a strike on a ranged attack, the additional damage dealt from the strike is reduced by A ranged striker applies the full bonus damage only to ranged attacks he makes, and if he uses a strike on a melee attack, the additional damage dealt from the strike is reduced by half. Fighters apply the full damage of their strike, regardless of whether they normally apply it to melee or ranged weapons, when wielding thrown weapons.
A fighter's strike pool completely refreshes after an short rest.
At 6th Level, the Fighter gains the ability 'Killer Stike'. They may refresh their strike pool whenever they drop an opponent. An opponent is defined as any character who is actively engaged in combat with the fighter, and whom the fighter has dealt weapon damage to this combat. The fighter may count as having dropped the opponent if they are adjacent when they drop.
At 13th Level, the Fighter gains the ability 'Warrior Strike', and can refresh their strike pool anytime they successfully confirm a critical hit.
At 15th Level, the fighter gains the ability 'Strike Magic'. They may spend dice from their strike pool to reduce the DC of any spell by 1 per dice spent, as long as the spell also targets them. They can spend 1+int modifier dice in this way per use.
At 17th level, the fighter gains the ability 'Strike Heart'. They may spend dice from their strike pool to inflict 1 point of Constitution damage on a successful hit. They can spend 1+int modifier dice in this way per use.
At 17th level, the fighter gains the ability 'Strike Soul'. They may spend dice from their strike pool to inflict 1 negative level on a successful hit. They can spend 1+int modifier dice in this way per use.
ADVENTURER’S PACK
An adventurer’s pack contains a variety of tools, implements, containers, spare coins, and even alchemical items that are of use to adventurers in the field.
Table: Adventuring Gear
{table=head]
Item|
Cost|
Weight
Adventurer’s pack||
Pouch|25 gp|5 lbs.
Satchel|125 gp|25 lbs.
Greatpack|250 gp|50 lbs.
Bag of Holding I (http://www.dandwiki.com/wiki/SRD:Bag_of_Holding)|1250 gp|250 lbs.
Bag of Holding II (http://www.dandwiki.com/wiki/SRD:Bag_of_Holding)|2500 gp|500 lbs.
Bag of Holding III (http://www.dandwiki.com/wiki/SRD:Bag_of_Holding)|5000 gp|1000 lbs.
Bag of Holding IV (http://www.dandwiki.com/wiki/SRD:Bag_of_Holding)|7500 gp|1500 lbs.
Portable Hole (http://www.dandwiki.com/wiki/SRD:Portable_Hole_%28Wondrous_Item%29)|No Limit| Special (282 cu. ft.)|
[/table]
Table: Adventurer’s Pack
{table=head]Desired Item|DC
Mundane Item|20
Alchemical Item|25
Masterwork Item|30
Adventurer’s Satchel|-5
Adventurer’s Greatpack|-10[/table]
An adventurer’s pack contains a variety of tools, implements, containers, spare coins, and even alchemical items that are of use to adventurers in the field.
The contents of an adventurer’s pack are not specified when the pack is purchased; rather, you load the pack with a variety of goods suited to your expected travels. Later, you may attempt to withdraw any item of common adventuring gear from the pack, with success determined by a Knowledge (dungeoneering) check made to determine how well you chose the contents of the adventurer’s pack. Essentially, the pack grants you the unlimited ability to use Knowledge (dungeoneering) to Speak Authoritatively regarding its contents. When you purchase or find an adventurer’s pack, note the current gp value and weight of your pack on your character sheet, as later on you’ll be deducting the value of goods removed from the pack.
What you can pack
You may attempt to withdraw non-magical trade goods, equipment, tools, alchemical items, and any other items that your DM agrees could reasonably fit in the adventurer’s pack. You may not attempt to withdraw an item with a gp value or weight greater than the current gp value and weight of the pack, nor may you attempt to withdraw weapons, ammunition, armor, shields, spell foci, expensive spell components, poison, or any magical items. For examples of the equipment you might withdraw from an adventurer’s pack, consult Table: 7—8: Goods and Services in the Player’s Handbook, tables 4—2 through 4—6 in Complete Adventurer, Table 5—3: Alchemical Items in Complete Scoundrel, and other resources as approved by your DM.
How to withdraw an item from the pack
When you need something from the pack, make a Knowledge (dungeoneering) check as a move action to search the adventurer’s pack, with a DC determined by the type of item you are attempting to withdraw (see Table: Adventurer’s Pack, below). If you succeed, you remembered to pack the item in question and have withdrawn it from the pack. If you fail, you either didn’t think to pack that item, or you haven’t found it yet. You may not Take 10 when attempting to withdraw an item from an adventurer’s pack, as its contents represent your guesswork as to what equipment you might need. However, you may Take 20 (this takes about 2 minutes as you rummage around in the bottom of the pack searching for the item).
At the DM’s discretion, you may use a different skill when withdrawing items from the pack, so long as the skill is appropriate to the desired item. For example, you might roll Climb to draw forth a mountaineering kit or Perform (harp) to withdraw a set of harp strings.
If you are withdrawing something from an adventurer's pack that you yourself did not pack, use the Knowledge (dungeoneering) modifier of the person who originally packed it, rather than your own. You may not use alternate skills to draw forth items from a pack that you didn't pack yourself.
Emptying and filling the pack
An adventurer’s pack is not bottomless, and will eventually become depleted through use. Every time you successfully withdraw an item from the pack, reduce the pack’s gp value and weight by the gp value and weight of the withdrawn item. Once the gp value of the adventurer’s pack reaches its base value or its weight reaches the pack’s base weight, the pack is depleted and can no longer be used to withdraw items. However, a depleted pack is not empty. If the gp value is reduced to its base value, then pack contains a variety of useless junk and broken items sufficient to fill out the remaining weight within the container. If the weight is reduced to the pack’s base weight, then the pack contains a handful of coins, gems, or other valuable objects of negligible weight with value sufficient to round out the remaining gp value of the pack’s contents.
If you have access to appropriate shops or supplies (as determined by the DM), you can “recharge” a fully or partially depleted pack by spending gp equal to the difference between the pack’s initial value and its current value and repacking the pack with additional gear. “Recharging” a partially depleted pack also restores its current weight back to its initial weight.
Adventurer’s packs are available in different sizes. A belt pouch has an initial value of 26gp and initial weight of 5 ½ pounds. Its base value is 1gp and its base weight is ½ pound. A satchel has an initial value of 126gp and an initial weight of 26 pounds. Its base value is 1gp and its base weight is 1 pound. A greatpack has an initial value of 252gp and an initial weight of 52 pounds. Its base value is 2gp and its base weight is 2 pounds.
For more information on my source for the 'State Authoritively' rules, see here. (http://www.giantitp.com/forums/showthread.php?p=11090621)
Shock Trooper: enables the use of three tactical maneuvers.
Directed Bull Rush: To use this maneuver, you must make a successful bull rush attempt as part of a charge. For every square you push your foe back, you may also push that foe one square to the left or right.
Domino Rush: To use this maneuver, you must make a successful bull rush attempt that forces a foe into the same square as another foe. You may make a free trip attempt against both foes at the same time, and neither foe gets a chance to trip you if your attempt fails.
Heedless Charge: To use this maneuver, you must charge and make the attack at the end of the charge using your Power Attack feat. The penalty you take on your attack roll must be -5 or worse. In addition to normal charge modifiers (which give you a -2 penalty to AC and a +2 bonus on the attack roll), you can assign any portion of the attack roll penalty from Power Attack to your Armor Class instead, up to a maximum equal to your base attack bonus.
Combat Brute: enables the use of three tactical maneuvers.
Advancing Blows: To use this maneuver, you must make a successful bull rush attempt against a foe. During the next round, all your attacks against that foe gain a +1 bonus on attack and damage rolls for each square your bull rush moved that foe. For example, if you pushed an orc back 10 (2 squares) feet with a bull rush, you would gain a +2 bonus on attack and damage rolls against that orc on the following round.
Sundering Cleave: To use this maneuver, you must destroy a foe's weapon or shield with a successful sunder attempt (see page 158 of the Player's Handbook). If you do so, you gain an immediate additional melee attack against the foe. The additional attack is with the same weapon and at the same attack bonus as the attack that destroyed the weapon or shield.
Momentum Swing: To use this maneuver, you must charge a foe in the first round, and you must make an attack using your Power Attack feat in the second round. The penalty you take on your attack roll must be -5 or worse. Your attacks during the second round gain a bonus equal to your attack roll penalty x1-1/2, or x3 if you're using a two-handed weapon or a one-handed weapon wielded in two hands. For instance, if you choose to take a -6 penalty on your attack roll, you can deal an extra 9 points of damage, or an extra 18 points if you're using a two-handed weapon or a one-handed weapon wielded in two hands.
Mage Slayer: You gain a +1 bonus on Will saving throws. Spellcasters you threaten may not cast defensively (they automatically fail their Concentration checks to do so), but they are aware that they cannot cast defensively while being threatened by a character with this feat.
Dungeoncrasher: You excel at overwhelming traps, smashing through doors, and pushing aside your enemies. At 2nd level, you gain a +2 competence bonus on saves and to your Armor Class when attacked by traps. You also gain a +5 bonus on Strength checks to break a door, wall, or similar obstacle.
In addition, you gain a special benefi t when making a bull rush. If you force an opponent to move into a wall or other solid object, he stops as normal. However, your momentum crushes him against it, dealing an amount of bludgeoning damage equal to 4d6 points + twice your 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 you deal when bull rushing an opponent into a wall increases to 8d6 points + three times your Strength bonus.
Elusive Target: Enables the use of three tactical maneuvers.
Negate Power Attack: To use this maneuver, you must designate a specific foe to be affected by your Dodge feat. If that foe uses the Power Attack feat against you, the foe gains no bonus on the damage roll but still takes the corresponding penalty on the attack roll.
Diverting Defense: To use this maneuver, you must be flanked and the attacker must be affected by your Dodge feat. If the first attack of the round from the designated attacker misses you, it may strike another flanking foe instead; the attacking creature makes an attack roll normally, and its ally is considered flatfooted. You may choose the new target, however a creature cannot be caused to attack itself.
Cause Overreach: To use this maneuver, you must provoke an attack of opportunity from a foe by moving out of a threatened square. If the foe misses you, you can make a free trip attempt against this foe, and the foe does not get a chance to trip you if your attempt fails.
Pierce Magical Concealment: Your fierce contempt for magic allows you to disregard the miss chance granted by spells or spell-like abilities such as darkness, blur, invisibility, obscuring mist, ghostform (see page 109), and spells when used to create concealment effects (such as a wizard using permanent image to fill a corridor with illusory fire and smoke). In addition, when facing a creature protected by mirror image, you can immediately pick out the real creature from its figments. Your ability to ignore the miss chance granted by magical concealment doesn't grant you any ability to ignore nonmagical concealment (so you would still have a 20% miss chance against an invisible creature hiding in fog, for example).
Never Outnumbered: When you use Intimidate to demoralize and opponent (PHB 76), you can affect all enemies within 20 feet that can see you.
Armor Specialization: Choose one type of armor with which you are proficient. When wearing masterwork armor (including magic armor) of that type, you gain damage reduction 2/-. Any time you lose your Dexterity bonus to Armor Class, you lose the benefit of this feat, because you cannot properly deflect the blows of the enemy.
Extended Intimidation A target successfully intimidated by a 5th-level Fighter suffers lasting effects. Instead of ending when the Fighter leaves, as is normal for the Intimidate skill, the intimidation effect lasts for 24 hours after their departure. Thereafter, the target’s attitude toward the Fighter shifts to unfriendly, but a lingering fear remains. Whenever the Fighter returns to someone he has previously intimidated, they gain a +4 bonus on their Intimidate check to re-establish the effect.
Swift Demoralization: A 9th-level Fighter can use the demoralize opponent aspect
of the Intimidate skill as a swift action rather than as a standard action.
This is a bit of a work in progress, but I think the core elements are almost done. I'm still polishing, and I'll be honest that some of the abilities were just off the top of my head. BUT OTHERs were very considered, ok
Feedback would be much appreciated.
The Fighter
http://i.imgur.com/XaGIDl.jpg
Fighter
{table=head]Level|BAB|Fort|Ref|Will|Special |
Tactics
1st|+1|+2|+2|+2|Strike +1d6, Grit; Adventurer’s pouch, Bonus Feat|
1
2nd|+2|+3|+3|+3|Dungeoncrasher 1, Bonus Feat|
2
3rd|+3|+3|+3|+3|Strike +2d6, Mage Slayer, Bonus Feat|
2
4th|+4|+4|+4|+4|Shock Trooper, Adventurers Satchel|
2
5th|+5|+4|+4|+4|Strike +3d6, Extended Intimidation, Bonus Feat|
3
6th|+6/+1|+5|+5|+5|Dungeoncrasher 2, Killer's Strike|
3
7th|+7/+2|+5|+5|+5|Strike +4d6, Combat Brute, Bonus Feat|
4
8th|+8/+3|+6|+6|+6|Elusive Target, Adventurers Greatpack|
4
9th|+9/+4|+6|+6|+6|Strike +5d6, Swift Demoralization, Bonus Feat|
4
10th|+10/+5|+7|+7|+7|Pounce, Bonus Feat|
5
11th|+11/+6/+1|+7|+7|+7|Strike +6d6, Never Outnumbered, Bonus Feat|
5
12th|+12/+7/+2|+8|+8|+8|Armor Specialization, Adventurer's Bag of Holding I|
6
13th|+13/+8/+3|+8|+8|+8|Strike +7d6, Warrior's Strike|
6
14th|+14/+9/+4|+9|+9|+9|Bonus Feat, Adventurer's Bag of Holding II|
6
15th|+15/+10/+5|+9|+9|+9|Strike +8d6, Strike Magic|
7
16th|+16/+11/+6/+1|+10|+10|+10|Bonus Feat,Adventurer's Bag of Holding III|
7
17th|+17/+12/+7/+2|+10|+10|+10|Strike +9d6, Strike Heart|
8
18th|+18/+13/+8/+3|+11|+11|+11|Bonus Feat, Adventurer's Bag of Holding IV|
8
19th|+19/+14/+9/+4|+11|+11|+11|Strike +10d6, Strike Soul|
8
20th|+20/+15/+10/+5|+12|+12|+12|Bonus Feat, Adventurer's Portable Hole|
9
[/table]
Alignment: Any
Hit Die: 1d10
Class Skills:
Autohypnosis, Balance, Bluff, Climb, Craft, Handle Animal, Hide, Intimidate, Jump, listen, Knowledge (Dungeoneering, History, Local, Nobility and royalty, Nature), Move Silently, Ride, Search, Spot, Survival, Swim, Tumble.
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Tactics: A tactic is an empty slot for feats. At any point during the day the fighter can select 1 feat he meets the prerequisites for and for the rest of the day gain access to said feat. A fighter has a number of tactics as shown on the preceding table. Filling a tactic slot with a feat is a move action. A fighter can change all of the feats gained through his tactics by spending a full round action.
In addition, the fighter may train with others, and subsequently grant them the benefits of tactics, too. A fighter may train for an hour with another character, after which the fighter may assign them feats in the same way that they do for themselves. The fighter must have line of sight or verbal contact with the target for the feat to be assigned, but afterwards the ally retains their use as long as the characters are both on the same plane, unless the Fighter re-assigns their tactics in the usual way, described above. The training lasts for 24 hours, after which the fighter must re-train their ally.
Bonus Feats: At certain levels, a fighter can select bonus feats they meet the prerequisites for, and which is noted as being a fighter bonus feat.
Grit: A fighter is particularly resistant as a person, and the longer they keep up the struggle, the tougher they get. A fighter may re-roll any saving throw. They may use this ability a number of times per day equal to their Fighter level. They can use this ability multiple times on the same roll, up to a number of times equal to their Intelligence modifier (minimum 1 time), but they must use the last result rolled.
Strike: A fighter gets a strike pool, which may be used to provide a bonus to an attack roll, or to grant bonus damage dice. For each point spent from the pool, the fighter may take a +1 to any attack, or +1d6 bonus damage. This damage is of whatever damage type (or types) of the weapon that made the attack. A fighter can choose to activate the bonus to the attack roll after the roll has been made (but before the results are announced). Similarly, they may activate their bonus damage after a hit has been confirmed. A single attack may be modified by both attack and damage bonuses, as long as the fighter has the points to spend. They can spend 1+Int Mod (min 1) in this way on each of these abilities per strike.
Strike damage is not doubled on a critical. When this ability is first gained (at 1st level) the fighter can choose to either be a melee striker or a ranged striker. A melee striker applies the full bonus damage only to melee attacks he makes, and if he uses a strike on a ranged attack, the additional damage dealt from the strike is reduced by A ranged striker applies the full bonus damage only to ranged attacks he makes, and if he uses a strike on a melee attack, the additional damage dealt from the strike is reduced by half. Fighters apply the full damage of their strike, regardless of whether they normally apply it to melee or ranged weapons, when wielding thrown weapons.
A fighter's strike pool completely refreshes after an short rest.
At 6th Level, the Fighter gains the ability 'Killer Stike'. They may refresh their strike pool whenever they drop an opponent. An opponent is defined as any character who is actively engaged in combat with the fighter, and whom the fighter has dealt weapon damage to this combat. The fighter may count as having dropped the opponent if they are adjacent when they drop.
At 13th Level, the Fighter gains the ability 'Warrior Strike', and can refresh their strike pool anytime they successfully confirm a critical hit.
At 15th Level, the fighter gains the ability 'Strike Magic'. They may spend dice from their strike pool to reduce the DC of any spell by 1 per dice spent, as long as the spell also targets them. They can spend 1+int modifier dice in this way per use.
At 17th level, the fighter gains the ability 'Strike Heart'. They may spend dice from their strike pool to inflict 1 point of Constitution damage on a successful hit. They can spend 1+int modifier dice in this way per use.
At 17th level, the fighter gains the ability 'Strike Soul'. They may spend dice from their strike pool to inflict 1 negative level on a successful hit. They can spend 1+int modifier dice in this way per use.
ADVENTURER’S PACK
An adventurer’s pack contains a variety of tools, implements, containers, spare coins, and even alchemical items that are of use to adventurers in the field.
Table: Adventuring Gear
{table=head]
Item|
Cost|
Weight
Adventurer’s pack||
Pouch|25 gp|5 lbs.
Satchel|125 gp|25 lbs.
Greatpack|250 gp|50 lbs.
Bag of Holding I (http://www.dandwiki.com/wiki/SRD:Bag_of_Holding)|1250 gp|250 lbs.
Bag of Holding II (http://www.dandwiki.com/wiki/SRD:Bag_of_Holding)|2500 gp|500 lbs.
Bag of Holding III (http://www.dandwiki.com/wiki/SRD:Bag_of_Holding)|5000 gp|1000 lbs.
Bag of Holding IV (http://www.dandwiki.com/wiki/SRD:Bag_of_Holding)|7500 gp|1500 lbs.
Portable Hole (http://www.dandwiki.com/wiki/SRD:Portable_Hole_%28Wondrous_Item%29)|No Limit| Special (282 cu. ft.)|
[/table]
Table: Adventurer’s Pack
{table=head]Desired Item|DC
Mundane Item|20
Alchemical Item|25
Masterwork Item|30
Adventurer’s Satchel|-5
Adventurer’s Greatpack|-10[/table]
An adventurer’s pack contains a variety of tools, implements, containers, spare coins, and even alchemical items that are of use to adventurers in the field.
The contents of an adventurer’s pack are not specified when the pack is purchased; rather, you load the pack with a variety of goods suited to your expected travels. Later, you may attempt to withdraw any item of common adventuring gear from the pack, with success determined by a Knowledge (dungeoneering) check made to determine how well you chose the contents of the adventurer’s pack. Essentially, the pack grants you the unlimited ability to use Knowledge (dungeoneering) to Speak Authoritatively regarding its contents. When you purchase or find an adventurer’s pack, note the current gp value and weight of your pack on your character sheet, as later on you’ll be deducting the value of goods removed from the pack.
What you can pack
You may attempt to withdraw non-magical trade goods, equipment, tools, alchemical items, and any other items that your DM agrees could reasonably fit in the adventurer’s pack. You may not attempt to withdraw an item with a gp value or weight greater than the current gp value and weight of the pack, nor may you attempt to withdraw weapons, ammunition, armor, shields, spell foci, expensive spell components, poison, or any magical items. For examples of the equipment you might withdraw from an adventurer’s pack, consult Table: 7—8: Goods and Services in the Player’s Handbook, tables 4—2 through 4—6 in Complete Adventurer, Table 5—3: Alchemical Items in Complete Scoundrel, and other resources as approved by your DM.
How to withdraw an item from the pack
When you need something from the pack, make a Knowledge (dungeoneering) check as a move action to search the adventurer’s pack, with a DC determined by the type of item you are attempting to withdraw (see Table: Adventurer’s Pack, below). If you succeed, you remembered to pack the item in question and have withdrawn it from the pack. If you fail, you either didn’t think to pack that item, or you haven’t found it yet. You may not Take 10 when attempting to withdraw an item from an adventurer’s pack, as its contents represent your guesswork as to what equipment you might need. However, you may Take 20 (this takes about 2 minutes as you rummage around in the bottom of the pack searching for the item).
At the DM’s discretion, you may use a different skill when withdrawing items from the pack, so long as the skill is appropriate to the desired item. For example, you might roll Climb to draw forth a mountaineering kit or Perform (harp) to withdraw a set of harp strings.
If you are withdrawing something from an adventurer's pack that you yourself did not pack, use the Knowledge (dungeoneering) modifier of the person who originally packed it, rather than your own. You may not use alternate skills to draw forth items from a pack that you didn't pack yourself.
Emptying and filling the pack
An adventurer’s pack is not bottomless, and will eventually become depleted through use. Every time you successfully withdraw an item from the pack, reduce the pack’s gp value and weight by the gp value and weight of the withdrawn item. Once the gp value of the adventurer’s pack reaches its base value or its weight reaches the pack’s base weight, the pack is depleted and can no longer be used to withdraw items. However, a depleted pack is not empty. If the gp value is reduced to its base value, then pack contains a variety of useless junk and broken items sufficient to fill out the remaining weight within the container. If the weight is reduced to the pack’s base weight, then the pack contains a handful of coins, gems, or other valuable objects of negligible weight with value sufficient to round out the remaining gp value of the pack’s contents.
If you have access to appropriate shops or supplies (as determined by the DM), you can “recharge” a fully or partially depleted pack by spending gp equal to the difference between the pack’s initial value and its current value and repacking the pack with additional gear. “Recharging” a partially depleted pack also restores its current weight back to its initial weight.
Adventurer’s packs are available in different sizes. A belt pouch has an initial value of 26gp and initial weight of 5 ½ pounds. Its base value is 1gp and its base weight is ½ pound. A satchel has an initial value of 126gp and an initial weight of 26 pounds. Its base value is 1gp and its base weight is 1 pound. A greatpack has an initial value of 252gp and an initial weight of 52 pounds. Its base value is 2gp and its base weight is 2 pounds.
For more information on my source for the 'State Authoritively' rules, see here. (http://www.giantitp.com/forums/showthread.php?p=11090621)
Shock Trooper: enables the use of three tactical maneuvers.
Directed Bull Rush: To use this maneuver, you must make a successful bull rush attempt as part of a charge. For every square you push your foe back, you may also push that foe one square to the left or right.
Domino Rush: To use this maneuver, you must make a successful bull rush attempt that forces a foe into the same square as another foe. You may make a free trip attempt against both foes at the same time, and neither foe gets a chance to trip you if your attempt fails.
Heedless Charge: To use this maneuver, you must charge and make the attack at the end of the charge using your Power Attack feat. The penalty you take on your attack roll must be -5 or worse. In addition to normal charge modifiers (which give you a -2 penalty to AC and a +2 bonus on the attack roll), you can assign any portion of the attack roll penalty from Power Attack to your Armor Class instead, up to a maximum equal to your base attack bonus.
Combat Brute: enables the use of three tactical maneuvers.
Advancing Blows: To use this maneuver, you must make a successful bull rush attempt against a foe. During the next round, all your attacks against that foe gain a +1 bonus on attack and damage rolls for each square your bull rush moved that foe. For example, if you pushed an orc back 10 (2 squares) feet with a bull rush, you would gain a +2 bonus on attack and damage rolls against that orc on the following round.
Sundering Cleave: To use this maneuver, you must destroy a foe's weapon or shield with a successful sunder attempt (see page 158 of the Player's Handbook). If you do so, you gain an immediate additional melee attack against the foe. The additional attack is with the same weapon and at the same attack bonus as the attack that destroyed the weapon or shield.
Momentum Swing: To use this maneuver, you must charge a foe in the first round, and you must make an attack using your Power Attack feat in the second round. The penalty you take on your attack roll must be -5 or worse. Your attacks during the second round gain a bonus equal to your attack roll penalty x1-1/2, or x3 if you're using a two-handed weapon or a one-handed weapon wielded in two hands. For instance, if you choose to take a -6 penalty on your attack roll, you can deal an extra 9 points of damage, or an extra 18 points if you're using a two-handed weapon or a one-handed weapon wielded in two hands.
Mage Slayer: You gain a +1 bonus on Will saving throws. Spellcasters you threaten may not cast defensively (they automatically fail their Concentration checks to do so), but they are aware that they cannot cast defensively while being threatened by a character with this feat.
Dungeoncrasher: You excel at overwhelming traps, smashing through doors, and pushing aside your enemies. At 2nd level, you gain a +2 competence bonus on saves and to your Armor Class when attacked by traps. You also gain a +5 bonus on Strength checks to break a door, wall, or similar obstacle.
In addition, you gain a special benefi t when making a bull rush. If you force an opponent to move into a wall or other solid object, he stops as normal. However, your momentum crushes him against it, dealing an amount of bludgeoning damage equal to 4d6 points + twice your 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 you deal when bull rushing an opponent into a wall increases to 8d6 points + three times your Strength bonus.
Elusive Target: Enables the use of three tactical maneuvers.
Negate Power Attack: To use this maneuver, you must designate a specific foe to be affected by your Dodge feat. If that foe uses the Power Attack feat against you, the foe gains no bonus on the damage roll but still takes the corresponding penalty on the attack roll.
Diverting Defense: To use this maneuver, you must be flanked and the attacker must be affected by your Dodge feat. If the first attack of the round from the designated attacker misses you, it may strike another flanking foe instead; the attacking creature makes an attack roll normally, and its ally is considered flatfooted. You may choose the new target, however a creature cannot be caused to attack itself.
Cause Overreach: To use this maneuver, you must provoke an attack of opportunity from a foe by moving out of a threatened square. If the foe misses you, you can make a free trip attempt against this foe, and the foe does not get a chance to trip you if your attempt fails.
Pierce Magical Concealment: Your fierce contempt for magic allows you to disregard the miss chance granted by spells or spell-like abilities such as darkness, blur, invisibility, obscuring mist, ghostform (see page 109), and spells when used to create concealment effects (such as a wizard using permanent image to fill a corridor with illusory fire and smoke). In addition, when facing a creature protected by mirror image, you can immediately pick out the real creature from its figments. Your ability to ignore the miss chance granted by magical concealment doesn't grant you any ability to ignore nonmagical concealment (so you would still have a 20% miss chance against an invisible creature hiding in fog, for example).
Never Outnumbered: When you use Intimidate to demoralize and opponent (PHB 76), you can affect all enemies within 20 feet that can see you.
Armor Specialization: Choose one type of armor with which you are proficient. When wearing masterwork armor (including magic armor) of that type, you gain damage reduction 2/-. Any time you lose your Dexterity bonus to Armor Class, you lose the benefit of this feat, because you cannot properly deflect the blows of the enemy.
Extended Intimidation A target successfully intimidated by a 5th-level Fighter suffers lasting effects. Instead of ending when the Fighter leaves, as is normal for the Intimidate skill, the intimidation effect lasts for 24 hours after their departure. Thereafter, the target’s attitude toward the Fighter shifts to unfriendly, but a lingering fear remains. Whenever the Fighter returns to someone he has previously intimidated, they gain a +4 bonus on their Intimidate check to re-establish the effect.
Swift Demoralization: A 9th-level Fighter can use the demoralize opponent aspect
of the Intimidate skill as a swift action rather than as a standard action.