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2011-10-27, 08:40 PM (ISO 8601)
- Join Date
- Mar 2008
Re: What would a T1 Fighter look like? Lets Invent Something :)
The Martial Prodigy
some people don't need to be taught
BAB: full
Good Saves: fort and ref
Skill Points: 4+int
Class Skills: all
Schools: Diamond Mind, Iron Heart, Setting Sun, Stone Dragon, White Raven, Falcon's Eye, Iron Rain, Chthonic Serpent, Maula Kae, Piercing Point, Steel Mountain, Oncoming Storm, Broken Blade
Readied Maneuvers: class level plus 2
As a martial prodigy, you need not learn maneuvers. You work them out from first principles as needed. It takes you five minutes of thought and practice to replace one of your readied maneuvers or one hour to replace all of them. When picking new maneuvers, select from the above schools, the below special maneuvers, or custom maneuvers of comparable power with DM's approval. Once a maneuver is readied, you may use it all you like -- it is never expended. You can ready a stance like any other maneuver, in which case you can switch to it as a free action. You can also switch to a stance you have not readied in one minute of practice without effecting your readied maneuvers.
Additional maneuvers:
Time Slows Down:Spoiler
Diamond Mind (Boost)
Level: 3
Action: swift
Take a free move action
Time Crawls:Spoiler
Diamond Mind (Boost)
Level: 5
Action: swift
Take a free standard action
Time Stands Still (improved):Spoiler
Diamond Mind (Boost)
Level: 9
Action: swift
Take a free move and standard action, or a free full-round action
Ricochet:Spoiler
Falcon's Eye (Strike)
Level: 3
Action: Standard
Make a ranged attack normally. If it hits, attack another target with the ricochet (or the arrow coming out the back, or blood-spatter-to-the-eye, or whatever mechanism pleases you). Continue making attacks until one misses. Each takes a cumulative -1 penalty.
Knock Silly:Spoiler
Stone Dragon (Strike)
Level: 3
Action: Standard
Make an attack with a bludgeoning weapon at a -5 penalty. If it succeeds, the target must make a will save (dc damage dealt) or be knocked silly for one round. A creature that is knocked silly takes no actions, and believes anything he is told regardless of evidence. After 1 minute, the victim can make an new will save (same dc) if he encounters contradictory evidence. After 1 hour, he can reexamine his belief normally.
Natural Leaper:Spoiler
Tiger Claw (Stance)
Level: 3
While in this stance, you may leap up to 500ft in the air as a free action, take a standard action while at the peak of your jump, and take no damage for falling back down.
Awesome Leap:Spoiler
Tiger Claw (Other)
Level: 5
Action: Standard
You may jump to any point on the surface of the world provided you know the distance and direction. You may carry up to twice your weight in equipment or passengers. While you take no damage, whatever you land on takes 10d6 bludgeoning and 1d6 fire. Mobile creatures can avoid you with a dc 10 reflex save.
Preposterous Leap:Spoiler
Tiger Claw (Other)
Level: 7
Action: Standard
Like awesome leap, but you can land on another plane.
Instant Response:Spoiler
Iron Heart (Counter)
Level: 5
Action: Immediate
When combat begins, you may jump to the top of the initiative order.
Last edited by dspeyer; 2011-10-27 at 08:41 PM.
Looking for a monster? Making a monster?
Age of Wariors,, A Homebrew Sequel to Tome of Battle (see also the original thread, disciplines table and prestige class table)
All My Homebrew
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2011-10-27, 08:52 PM (ISO 8601)
- Join Date
- Nov 2008
- Location
- Ireland
- Gender
Re: What would a T1 Fighter look like? Lets Invent Something :)
When I tried to make a high-tier fighter I based it on Jack Rakan, who is basically what happens when Chuck Norris jokes are played seriously.
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2011-10-27, 11:58 PM (ISO 8601)
- Join Date
- Apr 2011
- Location
- You lost the game.
- Gender
Re: What would a T1 Fighter look like? Lets Invent Something :)
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2011-10-28, 11:13 AM (ISO 8601)
- Join Date
- Sep 2009
Re: What would a T1 Fighter look like? Lets Invent Something :)
Some ideas that might help (lifted from a mix of a few eventually-tier-2 variants of existing classes, and powered-up versions of some tier 3 fixes, I've been playing around with):
-Determination: The ability starts off by giving him a substantial bonus (maybe equal to level) on saves against fear, death, and compulsion effects (and if it doesn't allow a save, he gets a save (Fort for death effects, Will for everything else) with the bonus. Later on, he gains the ability to automatically succeed on such saves (unless he chooses to forfeit it), and any effect negated by Freedom of Movement, Death Ward, or Dimensional Anchor is subject to this ability.
-Battle Insight: Starts off by giving him Uncanny dodge, plus doing for all illusion and charm spells and sense motive checks what Determination does for fear/death/compulsion. It does not work when both the attacker (or spellcaster) and fighter are flat-footed (have not yet rolled initiative). Later on, it increases the same way Determination does.
-Weapon Specialization: Now instead of the existing feature, allows any "sacrifice attack bonus for X" feats to be used with the chosen weapon without sacrificing anything. Greater Weapon Specialization also doubles the bonus.
-Combat Maneuver Mastery: If a fighter has a combat maneuver feat for a maneuver that involves opposed checks (but not skill checks), he may negate any bonus his opponent has at the cost of negating the equivalent bonus for himself.
-Bonus Hit Dice: Every 3 levels, the fighter gets a bonus hit die. This hit die boosts hit points, saves, skills (fighter class skills only), and BAB (as well as anything affected by hit dice) as if it were a level of fighter, but does not contribute to ECL or give any class features.
-Mounted Combat Mastery: A fighter may use Mounted Combat (if he has it) an unlimited number of times per round, and he may add any dodge bonus he has to the ride check. His mount gains the benefit of all his defensive class features. (This is mainly to deal with the mobility issue, by letting him use flying mounts without creating a vulnerable point.)
-Superior Evasion: Evasion, plus does for all damaging magical effects that do not require attack rolls what Battle Insight does for illusion. If it does require an attack roll, the fighter adds his Reflex save modifier (except for his Dexterity bonus) to his AC for the purpose.
-Break Wall: Adds his level and any one ability bonus of his choice (other than STR) to his strength check to break barriers. Walls of Force can be broken with this, at a DC of 20.
Edit: Another really important one I forgot:
Combat reactions: Greater Celerity at-will as an extraordinary ability.Last edited by Yitzi; 2011-10-28 at 02:33 PM.
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2011-10-28, 12:35 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Switzerland
- Gender
Re: What would a T1 Fighter look like? Lets Invent Something :)
One ability that I liked (which would probably also be called something like Determination) was that the Fighter could ignore the effects of all failed saves (and secondary effects on successful saves) for X rounds.
Yes, he failed his save against Finger of Death, but his Willpower keeps him walking for another 30 seconds before he falls over. Which he will use to pound you into a fine powder.Resident Vancian Apologist
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2011-10-28, 12:39 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Switzerland
- Gender
Re: What would a T1 Fighter look like? Lets Invent Something :)
One ability that I liked (which would probably also be called something like Determination) was that the Fighter could ignore the effects of all failed saves (and secondary effects on successful saves) for X rounds.
Yes, he failed his save against Finger of Death, but his Willpower keeps him walking for another 30 seconds before he falls over. Which he will use to pound you into a fine powder.Resident Vancian Apologist
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2011-10-28, 12:47 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Switzerland
- Gender
Re: What would a T1 Fighter look like? Lets Invent Something :)
One ability that I liked (which would probably also be called something like Determination) was that the Fighter could ignore the effects of all failed saves (and secondary effects on successful saves) for X rounds.
Yes, he failed his save against Finger of Death, but his Willpower keeps him walking for another 30 seconds before he falls over. Which he will use to pound you into a fine powder.Resident Vancian Apologist
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2011-10-28, 12:51 PM (ISO 8601)
- Join Date
- Nov 2006
- Location
- Stuck in a bottle.
- Gender
Re: What would a T1 Fighter look like? Lets Invent Something :)
A tier 1 fighter, eh?
Interesting challenge. Consider it accepted.
*wanders off to brainstorm*
Ingredients
2oz Djinn
5oz Water
1 Lime Wedge
Instructions
Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.
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2011-10-28, 01:33 PM (ISO 8601)
- Join Date
- Sep 2009
- Gender
Re: What would a T1 Fighter look like? Lets Invent Something :)
My own ideas:
BAB: Good
Saves: All Good.
Hit Die: d12
Skills: All, expect Spellcraft and Use Magic Device.
Skillpoints: 8
Class features:
Starts with same proficiencies as normal.
Maneuver progression: As Warblade, with all disciplines allowed.
Sneak Attack: As Rogue
Rage: As Barbarian
Flurry of Blows, Unarmed strike damage: As Monk
Fast Movement: As Monk, expect the bonus is untyped instead of enhancement.
All non-supernatural Rage Feats, Rogue Feats and Monk Feats are added to list of Fighter Feats, including Epic Feats for those classes, with the expection of Craven (who wants to be a coward?).
Mettle at 1st level
Evasion and Uncanny Dodge at 2nd level
At 3rd level, Fighter becomes proficient with all weapons.
Starting from 4th level, Fighter get untyped bonus to all STR and DEX based skill and ability checks equal to his BAB. At 8th level, this bonus is doubled, and extended to Auto-Hypnosis, Intimidate, Craft, Spot, Listen, Search, Handle Animal, Bluff, Sense Motive and Survival. At 12th level, this bonus is tripled, and quadrupled at 16th.
Starting from 4th, he also gets untyped bonus to STR, DEX and CON equal to half his Fighter level.
At 6th level, Fighter gains all Fighter Feats he meets the prerequisites for. If he already has some feat and there would be no benefit to taking that feat twice, he gets to pick one general feat instead. Any feats he doesn't meet prerequisites for he gains the second he meets those prerequisites.
At 7th level and every level after that, he gains one more of all Fighter Feats which can be taken more than once and which bonuses stack.
At 10th level Fighter gains all Epic Fighter Feats he meets the prerequisites for. Any feats he doesn't meet prerequisites for he gains the second he meets those prerequisites. All skill requirements for these feats are ignored.
At 11th level and every level after that, he gains one more of all Epic Fighter Feats which can be taken more than once and which bonuses stack.
At 15th level a Fighter gets a bonus equal to his BAB to all craft checks, and can craft any non-magical piece of equipment with no GP-costs and one-tenth of the time required.
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I'm not 100% positive, but Epic Feats and Epic Skills should allow for enough crazy to push him to tier 2 at least.Last edited by Frozen_Feet; 2011-10-28 at 01:34 PM.
"It's the fate of all things under the sky,
to grow old and wither and die."