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2013-01-09, 10:01 PM (ISO 8601)
- Join Date
- Nov 2008
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- Pittsburgh
- Gender
Fighting-Man (PF based) (Mundane Base Class)
SpoilerOk so for a while now I have been working on a few different projects trying to bring the fighter and other mundane classes up to par with the tier 2-1 characters.
I have come to realize what mundane fighter types really needs.
-Way to boost themselves to overcome obstacles or to make themselves better.
-Options in and out of battle
-A way to not be dependent on money
-A way to not be dependent on other players (rely on your friends but don't use them as a crutch)
-Be able to take on an appropriate level challenge
-Have some boost to social interactions
I think Pathfinder is on the right direction, however they fell to the same traps that WoTC did when they created 3.5
My idea is to essentially gestalt 2 classes for each type of character "fighting-man", "magic user", "healer", and "skill monkey".
The following is my attempt at the "Fighting-Man" a gestalt of sorts of the PF Barbarian and Fighter (using some archetypes of each) with a dash of rogue in there.
Fighting-Man
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+0|FBF, Fast Movement, Rage, Bravery
2nd|+2|+3|+0|+0|FBF, Rage Power, DR 1/-, Uncanny Dodge
3rd|+3|+3|+1|+1|Rage Power, Magic-Resistant, Talent, Trap Sense +1, Armor Training
4th|+4|+4|+1|+1|FBF, DR 2/-
5th|+5|+4|+1|+1|Rage Power, Improved Uncanny Dodge, Weapon Training
6th|+6/+1|+5|+2|+2|FBF,Talent, DR 3/-, Trapsense +2
7th|+7/+2|+5|+2|+2|Rage Power, Armor Training
8th|+8/+3|+6|+2|+2|FBF, DR 4/-
9th|+9/+4|+6|+3|+3|Rage Power, Talent, Trapsense +3,Weapon Training
10th|+10/+5|+7|+3|+3|FBF, DR 5/-
11th|+11/+6/+1|+7|+3|+3|Rage Power, Armor Training, Greater Rage
12th|+12/+7/+2|+8|+4|+4|FBF, Talent, DR 6/-, Trapsense +4
13th|+13/+8/+3|+8|+4|+4|Rage Power, Weapon Training
14th|+14/+9/+4|+9|+4|+4|FBF, DR 7/-
15th|+15/+10/+5|+9|+5|+5|Rage Power, Talent, Trapsense +5, Armor Training
16th|+16/+11/+6/+1|+10|+5|+5|FBF, DR 8/-
17th|+17/+12/+7/+2|+10|+5|+5|Rage Power, Weapon Training, Tireless Rage,
18th|+18/+13/+8/+3|+11|+6|+6|FBF, Talent, DR 9/-, Trapsense +6
19th|+19/+14/+9/+4|+11|+6|+6|Rage Power, Armor Mastery
20th|+20/+15/+10/+5|+12|+6|+6|FBF, DR 10 /-, Weapon Mastery, Mighty Rage
[/table]
Bravery
The Fighting-Man is Immune to Fear, this fear immunity can't be overcome in any way unless the Fighting-Man multiclasses into a class that doesn't gain immunity to fear. (Treat this entry as the most specific case when comparing to other class features and new rules.)
Fast Movement
Medium or Light Armor:A Fighting-Man's land speed is faster than the norm for her race by +10 feet.
Heavy Armor: If the Fighting-Man is wearing heavy armor this bonus is reduced to +5 ft.
Rage/Focus
Medium or Light Armor: A Fighting-Man can call upon inner reserves of strength and ferocity, granting him additional combat prowess. Starting at 1st level, a Fighting-Man can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, he can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a Fighting-Man can rage per day. A Fighting-Man can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a Fighting-Man gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the Fighting-Man 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a Fighting-Man cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A Fighting-Man can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A Fighting-Man cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a Fighting-Man falls unconscious, her rage immediately ends, placing her in peril of death.
Heavy Armor:When a Fighting-Man rages in heavy armor, instead of making a normal rage he applies a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when he gains greater rage and +8 when he gains mighty rage. He may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a rage in heavy armor the Fighting-Man gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage and uses turns/day as a Fighting-Man in medium or light armor.
Talent
The Fighting-Man isn't all about combat, he knows that sometimes the battle is won outside the battlefield. At 3rd level and every 3 levels afterward the Fighting man picks up an (Ex) Rogue Talent from the following list.
Spoiler
- Camouflage (Ex)
- Canny Observer (Ex)
- Charmer
- Convincing Lie (Ex)
- Esoteric Scholar (Ex)
- False Friend (Ex)
- Fast Stealth (Ex)
- Follow Clues (Ex)
- Guileful Polyglot (Ex)
- Hard to Fool (Ex)
- Honeyed Words (Ex)
- Ledge Walker (Ex)
- Quick Disguise (Ex)
- Strong Impression
- Strong Stroke (Ex)
- Wall Scramble (Ex)
Damage Reduction (DR)
The Fighting-Man gains damage reduction. Subtract the number listed from the damage the Fighting-Man takes each time he is dealt damage from any attack (physical or magical). Damage reduction can reduce damage to 0 but not below 0. This damage reduction stacks with material damage reduction when reducing physical attacks (weapon or natural attacks).
Magic-Resistant:
As susperstitious rage power (this replaces superstitious rage power) except you gain a +3 moral bonus on all saves versus spells, spell-like abilities, and supernatural effects. This bonus increases by +1 for every 3 levels of Fighting-Man you obtain.
Armor/Weapon Training
This class feature is the same as Pathfinder Fighter's class features.
Armor/Weapon Mastery
This class feature is the same as Pathfinder Fighter's class features.
NOTE
Not finished yet, I still need to do some editing and such.
This is a work in progress, I will have 3-4 more classes to go along with this.
I will be changing the name of the class, perhaps to Warrior since I like that above "Fighter" or "Soldier".Last edited by Clericzilla; 2013-01-09 at 10:08 PM.
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2013-01-09, 10:02 PM (ISO 8601)
- Join Date
- Nov 2008
- Location
- Pittsburgh
- Gender
Re: Fighting-Man (Gestalt Pathfinder Mundane Base Class)
Saved for later