Author Topic: The Fighter - Combat Prowess in a Class  (Read 5223 times)

Timeless Error

  • Ranger
  • Elite
  • ***
  • Posts: 251
  • Gender: Male
  • Emerald Knight
  • Typo Hammer Dev Team Problem Solver Eye of Seeing Ballot Box Dungeon Delver Art Aficionado
    • View Profile
    • Awards
The Fighter - Combat Prowess in a Class
« on: August 12, 2012, 04:31:11 PM »

Fighter
10 HP/level
5 skills
KOM varies 
  KDM varies

Martial Style
      Forger
Soldier
1
Focused Soldier
Child of Iron
Skilled Soldier
2
Smith's Sturdiness
Powerful Soldier
3
Sunder
Brilliant Soldier
4
Metalworker's Mastery
Mighty Soldier
5
Greater Sunder
Genius Soldier
6
Forger's Fortitude
Deadly Soldier
7
Lord of Iron
Saves: Fighters may choose Reflex or Will as their good save.  Fortitude is always a good save for Fighters.

The fighter is the supreme combatant.  Tough and versatile, with devastating offensive potential, a fighter unquestionably belongs at the forefront of the assault.  Fighters are a diverse lot, but the thing they all have in common with one another is their incredible, even fantastical, martial prowess.

Party Role: Almost all fighters stand in the front line, swinging away and absorbing damage while their squishier allies hide behind them (though some fighters who choose to train themselves in archery and knife-throwing rain death on their foes from behind the melee warriors).
Fighters in Your Game: While most fighters use one of the Martial Styles detailed below, that doesn’t mean that they were all trained in dojos or tutored by aging hermits living high up in the mountains.  A Crashing Wave disciple could be described as an untrained, raging, savage warrior, for example, even though they possess a martial artist track.
Multiclassing Tips: The Swashbuckler track works well with many of the Martial Styles, especially Shining Sun, and Smiting is very effective when combined with the Soldier track.  Players who desire a more traditional, archetypal fighter may be interested in switching out the Forger track for Acrobatic Adept, Discipline of the Crane, or Path of the Ancestors.

Though all fighters are, of course, masterful warriors, they vary greatly in their specific skills and talents.  At character generation, choose a single physical ability score (Strength Dexterity, or Constitution) to be your Key Offensive Modifier, and a single mental ability score (Intelligence, Wisdom, or Charisma) to be your Key Defensive Modifier.

The Forger

Forger

There are Blacksmiths, who craft weapons and armor, and then there are Forgers, who craft legends.  You are, of course, the latter.  No one knows their way around a smithy better or is more at home with a hammer and anvil in their hands.  However, your talents are not confined to the workshop – you have also developed a unique resilience that allows you to withstand furious onslaughts in the heat of battle.

--

1st Circle – Child of IronEX: Choose two items (each must be a weapon, armor, or a shield) in your possession.  A selected weapon increases its item bonus to attack rolls by 1, selected armor increases its item bonus to AC by 1, and a selected shield increases its deflection bonus to AC by 1.  The item to which these bonuses apply may be changed at the beginning of each [Scene].  If an item affected by Child of Iron is not used by you (or, at 4th circle, its intended recipient), it loses all the benefits of Child of Iron (and, at later circles, Metalworker’s Mastery and Lord of Iron).
          Additionally, between [Scenes], you may change or remove the mundane weapon properties of any weapon in your possession (this includes any weapons loaned to you by allies, or stolen from enemies – in other words, the weapon does not have to be yours in order for you to alter its properties).

2nd Circle – Smith’s SturdinessEX: You gain [Lesser resistance] to physical damage.

3rd Circle – SunderEX: Once per [Round], and a total number of times per [Encounter] equal to half the number of circles you have in this track, after a melee attack has been made against you, you can immediately (regardless of whether it hit or missed) force your opponent to make a Reflex save (DC 10 + 1/2 your level + your KOM) or be disarmed as if you had used the Disarm combat maneuver.

 
4th Circle – Metalworker’s MasteryEX: In addition to the two chosen items that you carry, Child of Iron can affect one item possessed by an ally (chosen at the beginning of each [Scene]).  Between [Scenes], you may change or remove the magical item properties of any magic item in your possession (this includes any items loaned to you by allies, or stolen from enemies – in other words, the item does not have to be occupying one of your item slots in order for you to alter its properties).  This only affects weapons created using the Item Point Buy rules.

5th Circle – Greater SunderEX: You may use your Sunder ability at will (though still only once per [Round]), and weapons affected by Sunder lose two weapon properties of the wielder's choice until the end of the [Encounter].

6th Circle – Forger’s FortitudeEX: You gain [Fast healing] equal to your character level and your [Lesser resistance] to physical damage increases to [Resistance].

7th Circle – Lord of IronEX: The items you select to be affected by your Child of Iron ability now have their item bonuses increased by two instead of one, and every weapon, armor, or shield you select for your Child of Iron ability gains one additional point that can be spent on magical enchantment. This does not change the slot the item takes up (so a Relic weapon that you use Child of Iron on has four points of enchantments, but still takes up a Relic slot).  Additionally, anyone wielding a weapon benefiting from your Child of Iron ability gains [Immunity] to being disarmed by the Disarm maneuver, and weapons affected by Child of Iron can never have their properties removed (although they can still be changed, such as using Metalworker’s Mastery or the Variable magic weapon property).

Martial Style, Part 1
Martial Style

No fighter is complete without an arsenal of offensive maneuvers.  Whether using broad, crushing sword-blows, masterfully-concocted tactical plans, or complex feints, twists, and turns that lure opponents into exposing themselves, you are a force to be reckoned with in any battle.

The traditional names of the techniques that fighters use sound supernatural, and indeed, to the common observer, the devastation that a powerful fighter wreaks can seem nigh magical, but Martial Style tracks grant only Extraordinary abilities.

Choose one of the following tracks to be your Martial Style track.

Crashing Wave

Crashing Wave

You always loved the ocean, and the part that fascinates you most is the rolling of the tides.  They sweep up and down the beach, carrying shells and debris, and can be both beautiful and frighteningly destructive.  You seek to emulate these crashing waves in the midst of combat.

All bonuses from this track are fury bonuses, which stack with other fury bonuses from this track. At the beginning of your turn, you may choose not to benefit from fury bonuses to attack rolls, damage and save DCs until the beginning of your next turn. Attacks and abilities that benefit from a fury bonus to attack rolls, damage or save DCs cannot also deal [Precision] damage.
 
1st Circle – TideEX: You are adept at emulating the motions of a restless sea, making slow, powerful swings that devastate your foes.  As a standard action, you may make a single melee attack.  This attack gains a bonus on the attack roll equal to the number of circles you have in this track and deals bonus damage equal to your level.

2nd Circle – Eroding WatersEX: You wear down your enemies like water on rock.  If you hit the same opponent with a Tide attack twice in the same [Encounter], they are [Fatigued] for the rest of the [Encounter].  If you hit the same opponent with Tide four times in the same [Encounter], they lose [Fatigued] and instead become [Exhausted] for the rest of the [Encounter].

3rd Circle – Roiling SeaEX: Your blows wax and wane like flowing waves.  When you make a Tide attack, you can opt to ignore two points of [Damage reduction] and [Resistance] per circle you have in this track.  In the following [Round], you gain two points of [Damage reduction] per circle you have in this track.  You cannot use this ability in two consecutive [Rounds].

4th Circle – Deadly CurrentEX: You toss your enemies to and fro like a riptide.  Your Tide attacks now deal bonus damage equal to twice your level instead of your level, and are treated as a hit with one of the following combat maneuvers, forcing your opponent to make a save against the effect of the chosen combat maneuver as normal: Bull Rush, Disarm, Grapple, or Trip (chosen at the time the Tide attack is made).

5th Circle – Ocean’s RoarEX: Behind every swipe of your sword is the rushing sound of water and the might of a tidal wave.  Whenever you use Roiling Sea, you can ignore four points of [Damage reduction] and resistance instead of two, your target becomes [Deafened] until the end of the [Encounter], and if your attack hits, you can make a [Bonus attack], and you gain three points of [Damage reduction] per circle you have in this track in the following [Round] instead of two.

6th Circle – WhirlpoolEX: You manipulate the battlefield, sending adversaries flying in all directions.  You are an eye of calm at the center of a vortex of destruction.  When you hit an opponent with a Tide attack, that opponent takes a penalty to attack rolls and AC equal to half your highest circle of the Crashing Wave track for the remainder of the [Encounter].  This penalty does not stack with itself.  Additionally, once per [Encounter] per five levels, as a free action once per [Round], all opponents in [Close] range of you must make a Fortitude save (DC 10 + 1/2 your level + your KOM) or be [Blown away] in a direction of your choice.

7th Circle – TsunamiEX: You are the ultimate embodiment of the destruction an ocean can wreak.  Your Tide attacks deal bonus damage equal to three times your level instead of twice your level, and opponents hit by your Tide attacks are [Energy drained].  Additionally, your Tide attacks are treated as hits with two of the combat maneuvers made available by Deadly Current instead of one.

Darting Kingfisher

Darting Kingfisher:

Most people see combat as a fight to the death with a mortal enemy.  You don’t look at it that way.  To you, a battle is as simple as a kingfisher hunting fish, predator and prey…and anyone who has seen you in action knows exactly which one is you.  You don’t believe in honorable duels, and you don’t salute your opponent before attacking them.  You are efficient, ruthless, and deadly.

All bonuses from this track are fury bonuses, which do not stack with other tracks’ fury bonuses.  A creature benefiting from a fury bonus may not benefit from other sources of [Precision] damage.

Some abilities in this track are denoted as [Kingfisher] abilities.  [Kingfisher] abilities may not be used together on the same attack (although they can be used together over the course of one attack action if applied to different attacks).

1st Circle – AmbushEX: You attack silently and without warning.  You don’t play by the rules in combat, and you’re proud of it.  You gain a +2 bonus to Acrobatics checks and the in-combat use of the Bluff skill, and you deal 1d4 bonus damage per circle you have in this track on successful attacks against [Flat-footed] opponents.

2nd Circle – Vicious DiveEX: Like a kingfisher swooping down from the branches, you appear out of nowhere and pierce your victim’s flesh.  Once per [Round], a [Flat-footed] opponent hit by one of your attacks becomes [Bleeding].

3rd Circle – Kingfisher’s StrikeEX: You knock the wind out of your prey or sweep them off their feet.  Once per [Round], a [Flat-footed] opponent hit by one of your attacks is [Slowed] for one [Round] or knocked [Prone].  This is a [Kingfisher] ability.  Additionally, your Vicious Dive ability applies to all successful attacks you make against [Flat-footed] opponents, not just one per [Round].

4th Circle – Kingfisher’s SpearEX: With a thrust to the hamstring or a similar deft maneuver, you severely hamper your foe’s mobility.  Once per [Round], a [Flat-footed] opponent hit by one of your attacks becomes [Entangled] for two [Rounds].  This is a [Kingfisher] ability. Whenever you use a [Kingfisher] ability, you inflict the [Battered] condition on your opponent.  Additionally, the bonus damage on successful attacks against [Flat-footed] opponents you gained from your Ambush ability now increases to 2d4 per circle you have in this track.

5th Circle – Kingfisher’s LashEX: You swipe for your target’s eyes, leaving them unable to defend themselves while they struggle to regain their sight.  Once per [Round], a [Flat-footed] opponent hit by one of your attacks becomes [Blinded] for two [Rounds].  This is a [Kingfisher] ability. Whenever you use a [Kingfisher] ability, you inflict the [Sickened] condition on your opponent.  Additionally, for every [Kingfisher] ability you have used on an opponent in this [Encounter], you gain a +1 bonus on attack rolls, and a +2 bonus to damage on attacks, against that opponent.

6th Circle – Kingfisher’s StunEX: You stun your unfortunate opponent with a sudden blow.  Once per [Round], and a total of three times per [Encounter], a [Flat-footed] opponent hit by one of your attacks must make a Fortitude save (DC 10 + 1/2 your level + your KOM) or become [Dazed].  This is a [Kingfisher] ability.  Additionally, whenever you use a [Kingfisher] ability, you inflict the [Prone] condition on your opponent. 

7th Circle – Death From AboveEX: Once per [Encounter], after making a successful attack and activating a [Kingfisher] ability (the opponent does not need to fail its save, if there is one), you can deal an extra 6 damage per level you possess and make the target [Nauseated].  This is a [Death] effect.
« Last Edit: December 24, 2012, 11:46:53 AM by Timeless Error »
Thanks to Aruius on GitP for creating my excellent avatar!

This space is dedicated to Nezzy, the noblest Roden of them all.  May he rest in peace and be undisturbed by toxic chemicals.

My Homebrew

--Timeless Error, Emerald Knight

Timeless Error

  • Ranger
  • Elite
  • ***
  • Posts: 251
  • Gender: Male
  • Emerald Knight
  • Typo Hammer Dev Team Problem Solver Eye of Seeing Ballot Box Dungeon Delver Art Aficionado
    • View Profile
    • Awards
Re: The Fighter - Combat Prowess in a Class
« Reply #1 on: August 12, 2012, 04:31:41 PM »
Martial Style, Part 2
Flickering Candle

Flickering Candle

You are not a fire elemental, but it might be said that you resemble one.  You almost seem to flicker as you move, and glowing sparks dance in your eyes.  In combat, you wait for your opponent to make a mistake, hypnotizing them with your fluid and acrobatic movements until they expose themselves to your devastating strikes.

1st Circle – Swaying FiresEX: You strike with the swiftness of a fleeting flame.  Once per [Round], as a move action or part of a move action, directly before making an attack, you can declare which opponent you will be attacking and make an Acrobatics check (DC 10 + your opponent’s level).  You deal bonus [Precision] damage on your next attack equal to the amount by which your Acrobatics check exceeded the DC.
       TumblerEX: Additionally, you gain a +2 bonus to Acrobatics checks.

2nd Circle – Flame StingEX: Those who thrust their hands into flames often find themselves burned.  As a standard action, make a single attack.  Whenever you are attacked until the beginning of your next turn, immediately after the attack is resolved, you can make an attack against the opponent that attacked you.  This attack is called a Flame Sting attack.  At 2nd circle you may only make one Flame Sting attack per [Round]. This expands to two Flame Sting attacks per [Round] at 4th circle, and three Flame Sting attacks per [Round] at 6th circle.  You can never use a Flame Sting attack in the same [Round] that you use a Once More! attack, and vice versa.
        Can’t Catch Me!EX: Additionally, once per [Round], when an attack misses you, you gain a number of temporary hit points equal to your KOM for one [Round].  This increases to twice your KOM at fourth circle and three times your KOM at sixth circle.
 
3rd Circle – Entrancing FlameEX: The beautiful and deadly movements of fire have been known to mesmerize onlookers.  If you are within the range of an opponent’s attack (whether it is melee or ranged), at your option, when they declare they are attacking, they must make a Will save (DC 10 + 1/2 your level + your KDM) or be forced to attack you instead of their intended target.
          Lightning Draw: Additionally, you treat all weapons as if they possess the [Quick-draw] property.

4th Circle – Dancing Fires EX: You sear your enemies like a burning torch.  Whenever you use Swaying Fires, the bonus [Precision] damage applies to all attacks you make against that opponent in that [Round].

5th Circle – Shifting EmbersEX: You spin and twist around your foes like a roaring inferno.  After making a Flame Sting attack, you can immediately move 10 ft.  Unless you are hit with an attack of opportunity for this movement, you gain a 20% [Miss chance] against the opponent you attacked for one [Round].  If that opponent is within [Melee] range, you can cause them to move 10 ft in the same direction, as well as to begin [Burning].  If that opponent is within [Close] range, you may make them [Flat-footed] against your attacks until the beginning of your next turn.

6th Circle – Raging FiresEX: With the deft skill of a trained martial artist, you can toss your opponents to and fro, felling them like logs beneath the heel of a devastating forest fire.  You can use Swaying Fires as a free action, and once per [Round], when an opponent is hit by an attack affected by Swaying Fires, they must make a Reflex save (DC 10 + 1/2 your level + your KOM) or become [Burning], [Entangled], and [Prone].

7th Circle – Servant of the Secret FireEX: You know the great techniques of the art of the Flickering Candle, taught only to the most loyal and skilled disciples.  Whenever you decide to use Entrancing Flame, it works automatically (instead of requiring a save).  Additionally, any Acrobatics check you make is treated as a natural 20.

Shining Sun

Shining Sun

When asked, “What is your weapon of choice?” you point at your fellow adventurers.  While you are an able combatant in your own right, your main strength is in inspiring or advising your allies.  Like the celestial body your style is named for, you light the way for your companions, illuminating the darkness that lies before them.

1st Circle – All-Seeing SunEX: Your shining rays lead your friends towards new levels of greatness.  You have learned that working as a team is of utmost importance in battle, so you ensure that your companions do so.  If two or more allies you have line of sight to threaten the same opponent, they gain a +1 bonus to attack rolls, and add half your level to damage on attacks against that opponent.

2nd Circle – Glowing SurgeEX: Through tactics, insight, or inspiring words, you can spur a companion forward.  Once per [Round], as a swift action, one ally you have line of sight to may move up to their movement speed in a direction of their choice.

3rd Circle – Dazzling SurgeEX: Upon hearing your words, or seeing you standing proud like a shining beacon amidst the chaos of war, those around you are instilled with renewed vigor and determination.  Once per [Encounter] per five levels, when you use Glowing Surge on an ally, that ally can make a single melee or ranged attack at the end of their movement.  This is a [Bonus attack].
 
4th Circle – Beams of InspirationEX: A shrewd warning or a piece of advice gives your fellow warrior an extra trick up their sleeve.  Once per [Round], and a total number of times per [Encounter] equal to one for every five levels you have, you can grant an ally an extra swift or move action.  The target ally can take no more than a total of three swift and immediate actions per [Round] using this ability.  This ability is not an action and can be used at any point during a [Round], even when it is not your turn.

5th Circle – Rays of DeathEX: In addition to inspiring hope in the minds of your allies, you also strike fear in the hearts of your enemies.  At the end of your turn, opponents in your [Close] range must make a Will save (DC 10 + 1/2 your level + your KOM) or become [Shaken].  You may only use this ability every other [Round].  This is a [Fear] [Mind-affecting] ability.

6th Circle – Blinding SurgeEX: You incite your comrades onward towards legend.  Once per [Encounter] when you use Glowing Surge and Dazzling Surge, you can affect two allies instead of one.  Additionally, your allies add half your level to initiative checks.

7th Circle – The Power of the Sun…:EX: …is in the palm of your hand.  Once per [Encounter] as a standard action, you can affect all allies you have line of sight to with your Glowing Surge and Dazzling Surge abilities.  If an ally hits with an attack granted by this Dazzling Surge, the opponent they hit is [Blinded].  A successful Fortitude save (DC 10 + ½ your level + your KOM) negates the [Blinded] condition.  This counts as a single use of your Dazzling Surge per [Encounter].

Unrelenting Storm

Unrelenting Storm

A storm is a visual and auditory symphony, filled with the roll of thunder and the flash of lightning.  Many, overwhelmed by its strange beauty, fear the storm, but you have chosen to allow it to overwhelm you and become a part of you.  You have learned to channel this energy through your hails of arrows and knives.

1st Circle – Iron LightningEX: You can turn any weapon you hold into a raindrop in a hurricane of steel.  Any melee weapon you wield (unless it is a natural attack with no other properties, such as an Unarmed Strike) gains the [Thrown] property, and two other weapon properties of your choice, for as long as you wield it, and any ranged weapon you wield (unless it is a natural attack with no other properties) gains three weapon properties of your choice for as long as you wield it.  Once made, this choice is permanent.  These properties cannot be removed or traded away from a weapon you wield in any way, including through the Variable enchantment.  You cannot grant a weapon the [Arcane] property with this ability.  Additionally, once per [Round] after you hit an opponent with an attack, that opponent must make a Fortitude save (DC 10 + ½ your level + your KOM) or become [Battered] for one [Round].

2nd Circle – Ride the HurricaneEX: You carry yourself high through the air, as if the very winds were at your command.  Once per [Round], when you hit with a ranged attack, you can choose to gain [Flying] and the Fly movement mode until the end of your next turn.  If you use this ability and you are already [Flying], you can instead choose to deal additional damage with your ranged attack equal to half your level.
 
3rd Circle – Raging TempestEX: You rend the battlefield with your ferocious onslaught.  Once per [Encounter] per five levels you possess, you can make a single ranged attack, as a standard action, that targets all opponents within its range.  Abilities and effects other than the attack’s normal damage that take place as the result of a hit or critical hit only activate once as a result of this attack, and apply to no more than one opponent you hit, of your choice.

4th Circle – Like the ThunderboltEX: Your attacks are faster and more powerful than bolts of lightning, and your foes are lucky to even see them coming before they strike.  On an attack action consisting only of ranged attacks, you can make one [Bonus attack], and once per [Round], an opponent hit with one of your ranged attacks must make a Reflex save (DC 10 + 1/2 your level + your KOM) or become [Slowed].  Additionally, whenever you use Ride the Hurricane, you can increase the range of any ranged weapon you wield by one range category (to a maximum of [Extreme] range).

5th Circle – Eye of the StormEX: As a true disciple of the way of the storm, you never allow the chaos of battle to influence you.  Ranged attacks you make do not provoke attacks of opportunity, and you gain a +3 bonus to ranged attack rolls.

6th Circle – Far-reaching RainsEX: No place is safe from your violent downpour.  If you are wielding a ranged weapon, you threaten all squares within your [Close] range.  You can make attacks of opportunity with ranged weapons.  Once per [Round], and once per [Encounter] per four levels in total, you can make an attack of opportunity against an opponent who provokes one even if you have already expended all of your attacks of opportunity for the [Round].  Additionally, whenever you use Ride the Hurricane, you deal bonus damage equal to your level, instead of half your level.

7th Circle – Distant TornadoEX: Sitting atop your pinnacle of furious glory, no enemy can touch you, and any fool who tries will feel the wrathful bite of your thunder and lightning.  Once per [Encounter] as an immediate action, when an opponent enters a square within your [Melee] range, you can immediately move up to your speed and make a ranged attack action.
« Last Edit: December 24, 2012, 11:47:59 AM by Timeless Error »
Thanks to Aruius on GitP for creating my excellent avatar!

This space is dedicated to Nezzy, the noblest Roden of them all.  May he rest in peace and be undisturbed by toxic chemicals.

My Homebrew

--Timeless Error, Emerald Knight

Timeless Error

  • Ranger
  • Elite
  • ***
  • Posts: 251
  • Gender: Male
  • Emerald Knight
  • Typo Hammer Dev Team Problem Solver Eye of Seeing Ballot Box Dungeon Delver Art Aficionado
    • View Profile
    • Awards
Re: The Fighter - Combat Prowess in a Class
« Reply #2 on: August 12, 2012, 04:32:00 PM »
The Soldier

Soldier

Some warriors depend on brute strength, others on technical skill.  You are clearly the latter, so refined that you never take a single misstep.  For every success you have, you gain momentum, which just makes you more potent.  Truly, you are a martial juggernaut, nigh impossible to best in combat.

--

This track's abilities depend on [Concentration points].  A [Concentration point] is a mechanic unique to the Soldier track, and can be used only to activate Soldier abilities.  [Concentration points] expire at the end of the [Encounter], and you can have and expend a maximum number of [Concentration points] equal to twice your level in any given [Round].  Spending [Concentration points] is a non-action that can be done at any point during a [Round] (not just on your turn), but any ability requiring the spending of [Concentration points] can only be used once per [Round] unless otherwise noted (see below).  It is not possible to reduce your [Concentration point] total below zero.
You start each [Encounter] with a number of [Concentration points] equal to the number of circles you have in this track.

*Amplifying: abilities with an asterisk can be used twice at the same time by spending twice the necessary [Concentration points], doubling their effects.  This allows a Soldier to bypass the once per [Round] limit on abilities.

1st Circle – Focused SoldierEX: Once per [Round], when you hit an opponent with an attack, or an attack misses you, you gain one [Concentration point].  Additionally, you gain all of the following abilities:
(Previous choices follow, then:)
       Dodge*: You can spend two [Concentration points] to gain a bonus to saves, and a deflection bonus to AC, equal to half the number of circles you have in this track for one [Round], minimum 1.
       Recharge: Once per [Round], you can spend a swift action to gain a number of [Concentration points] equal to your highest circle in this track.
       Strike: When you make an attack, you can spend two [Concentration points] to gain a +2 bonus on the attack roll.  If that attack hits, it deals additional damage equal to half your level.
       Withstand: You can spend two [Concentration points] to gain [Lesser resistance] against the damage dealt by one incoming attack, after you know the result of that attack.

2nd Circle – Skilled SoldierEX: You gain two [Concentration points] whenever the Focused Soldier ability activates, instead of one.  Additionally, you gain all of the following abilities:
       Feint:By spending three [Concentration points], you can force one opponent you have line of sight to to make a Will save (DC 10 + 1/2 your level + your KOM) or be affected as if you had successfully used the in-combat use of the Bluff skill against them.
       Terrify: By spending three [Concentration points], you can force one opponent you have line of sight to to make a Will save (DC 10 + 1/2 your level + your KOM) or be affected as if you had successfully used the in-combat use of the Intimidate skill against them.
       Veteran’s Analysis: By spending three [Concentration points], you can force one opponent you have line of sight to to make a Will save (DC 10 + 1/2 your level + your KOM) or be affected as if you had successfully used the in-combat use of the Perception skill against them.

3rd Circle – Powerful SoldierEX: You gain three [Concentration points] whenever the Focused Soldier ability activates, instead of two.  Additionally, you gain all of the following abilities:
       Adrenaline*: By spending four [Concentration points], for one [Round], you gain a number of temporary hit points equal to your character level and a 10 ft bonus to your movement speed.
       Disable*: When you make an attack, you can spend four [Concentration points].  If that attack hits, it reduces your opponent’s move speed by 10 ft for one [Round].
       Reorient: When you use Recharge, you now gain a number of [Concentration points] equal to twice your highest circle in this track.

4th Circle – Brilliant SoldierEX: You gain four [Concentration points] whenever the Focused Soldier ability activates, instead of three.  Once per [Encounter] per four levels, you may use one of the following abilities:
       Bash: When you make an attack, you can spend five [Concentration points] to cause that attack, if it hits to force the opponent to make a Fortitude save (DC 10 + ½ your level + your KOM) or be knocked [Prone].
       Duck: When your Armor Class is targeted by an attack, you can spend five [Concentration points] to gain a +5 bonus to AC against that one attack, and if your opponent misses you, and if they are in a square you threaten, you can make an attack of opportunity against them.
       Leap Attack*: Immediately before using a standard action, you can spend five [Concentration points] to move up to your movement speed.

5th Circle – Mighty SoldierEX: You gain five [Concentration points] whenever the Focused Soldier ability activates, instead of four.  Once per [Encounter] per four levels, you may use one of the following abilities:
       Keep Going: By expending six [Concentration points], you gain [Immunity] to [Unconscious] and [Dying] for one [Round], though you still die when your hit point total reaches your negative Constitution score.
       Lock Blades: By expending six [Concentration] points when an opponent leaves your [Melee] range, that opponent must make a Reflex save (DC 10 + ½ your level + your KOM) or become [Grappled] by you as if hit by the Grapple combat maneuver.
Additionally, you can use the following ability at will:
       Recuperate: When you use Recharge, you now gain a number of [Concentration points] equal to three times your highest circle in this track.

6th Circle – Genius SoldierEX: You gain six [Concentration points] whenever the Focused Soldier ability activates, instead of five.  Once per [Encounter] per five levels, you may use one of the following abilities:
       Redirect: When an opponent targets you with a single-target offensive action, you can expend seven [Concentration points], before you learn the result of the offensive action, to change its target to another opponent within the offensive action’s range.  The opponent whose offensive action is being redirected is entitled to a Reflex save (DC 10 + ½ your level + your KOM) to negate this effect.
       Send Flying: By spending seven [Concentration points] at the beginning of your turn, you can add devastating force to your blows.  For one [Round], every time you hit an opponent with an attack, that opponent is [Blown away].  A successful Reflex save (DC 10 + ½ your level + your KOM) negates the [Blown away] effect.

7th Circle – Deadly SoldierEX: You gain seven [Concentration points] whenever the Focused Soldier ability activates, instead of six. Once per [Encounter] per five levels, by expending eight [Concentration points], you may use one of the following abilities:
(Standard choices follow.)
Additionally, you can use the following ability at will:
       Rejuvenate: When you use Recharge, you now gain a number of [Concentration points] equal to four times your highest circle in this track.
       Untouchable: For one [Round], you gain [Greater resistance] to physical damage.  However, in the [Round] after that, you gain [Vulnerability] to physical damage.  You may not use Untouchable for two [Rounds] in a row.
       Wave of Death: When you make an attack, you can spend eight [Concentration points].  If that attack hits, it deals additional damage equal to three times your character level.

--

Iconic Feats for Martial Styles
[Iconic] Feats for Martial Styles
 
Going Solo [Iconic]
You understand the value of teamwork, but you also know how to duke it out with your foes one on one.
Prerequisites: Shining Sun track
Benefits: All-Seeing Sun gives you a +2 bonus to attack rolls instead of +1 (your other allies do not gain this benefit), and whenever you attack an opponent, you benefit from the All-Seeing Sun ability, even if there is no other ally threatening the opponent you are attacking.  At 10th level, All-Seeing Sun allows you to add your level to damage on attacks instead of half your level (your other allies do not gain this benefit), and your attacks inflict the [Dazzled] condition for one [Round] on opponents they hit.

Negating Blow [Iconic]
Allowing your opponents to stumble into your traps can be a dangerous business, so you’ve learned to defend yourself effectively while you do it.
Prerequisites: Flickering Candle track
Benefits: Once per [Encounter], directly before you make a Flame Sting attack, you may declare it to be a Negating Blow.  Your Flame Sting attack gains a +3 bonus on the attack roll, and if successful, the damage you took from the attack it was made in response to is halved.
 
Punisher [Iconic]
As the ultimate hunter, you have no mercy.
Prerequisites: Darting Kingfisher track
Benefits: Once per [Round], you may activate two [Kingfisher] abilities on the same attack.  Additionally, once per [Round], you may activate one [Kingfisher] ability that you have already used.
 
Sea Foam [Iconic]
Your blows carry the weight of an ocean.
Prerequisites: Crashing Wave track
Benefits: Whenever you miss with a Tide attack, the opponent you missed takes damage equal to your level.  This increases to twice your level when you gain your 4th circle in the Crashing Wave track and three times your level when you gain your 7th circle in the Crashing Wave track.

Wrath of the Thunder God [Iconic]
Your mastery of thunder and lightning is rivaled only by that of Thor and Zeus, and those of lesser power tremble at your presence.
Prerequisites: Relentless Storm track
Benefits: Once per [Round], one successful ranged attack you make while [Flying] forces the opponent it hit to make a Will save (DC 10 + 1/2 your level + your Charisma modifier) or become [Shaken].
« Last Edit: December 24, 2012, 11:49:03 AM by Timeless Error »
Thanks to Aruius on GitP for creating my excellent avatar!

This space is dedicated to Nezzy, the noblest Roden of them all.  May he rest in peace and be undisturbed by toxic chemicals.

My Homebrew

--Timeless Error, Emerald Knight

Yoder

  • Sage
  • Miniboss
  • *****
  • Posts: 814
  • Gender: Male
  • I exist.
  • Ballot Box Eye of Seeing Art Aficionado
    • View Profile
    • Awards
Re: The Fighter - Combat Prowess in a Class
« Reply #3 on: August 12, 2012, 04:43:04 PM »
Relentless Storm seems to be missing. EDIT: Nevermind, you just fixed it.

I haven't had time to do any more than to read over all the tracks, but you've got some neat ideas behind the tracks for sure.
"Trifles go to make perfection, and perfection is no trifle."
~ Michelangelo

My Homebrew

My friend just shared this: "Remember that time Gandalf convinced the whole party to flee so that he could take out the Balrog and not have to share any of the XP? Shows up the next session with fancy new robes and everything. What a jerk."

Exelixi

  • Barbarian
  • Ace
  • ****
  • Posts: 571
  • Gender: Female
  • Dwarfs can do lots of stuff. Like dig.
  • Contest Champion Dungeon Delver Eye of Seeing
    • View Profile
    • Awards
Re: The Fighter - Combat Prowess in a Class
« Reply #4 on: August 12, 2012, 08:04:21 PM »
Forger in general seems somewhat overpowered. And by "somewhat" I mean "why the fuck is this thing granting stacking Item bonuses?"
« Last Edit: August 12, 2012, 08:09:41 PM by Exelixi »
http://www.ruleofcool.com/smf/index.php/topic,1185.0.html - A point-buy chassis (class) system. Perfectly balanced by the judicious application of SCIENCE!

""Release your inner dwarf.  Then get him some ale!" -EspyLacopa
"I have no idea what Exelixi looks like. I just picture crow feathers and a claymore." -Fro

gkathellar

  • Tactician
  • Global Moderator
  • Ace
  • *****
  • Posts: 610
  • Gender: Male
  • My right hand was thunder, and my left was stone
  • Scroll of Scribes RoC Staff Dungeon Delver Eye of Seeing Dev Team Art Aficionado Magic 8-Ball
    • View Profile
    • Awards
Re: The Fighter - Combat Prowess in a Class
« Reply #5 on: August 12, 2012, 09:12:46 PM »
This is a huge undertaking, which is half of what draws my attention, so I'll take it piece by piece, starting with Forger.
  • 1st Circle is fine, and rather fitting. It's Blacksmith-lite in some ways, and I like the ability to adjust mundane weapons — in some games it won't mean anything, but depending on your GM your party may appreciate it quite a bit.
  • You can probably afford to drop the bonus HP from 2nd Circle, but in some ways it's highly dependent on the later circles, as both of these abilities start out pretty small but scale.
  • At the very least, Sunder needs to cost an Immediate action. You may want to contemplate getting rid of the property-removal, and at the very least you need to explain how it's randomly determined. In general, it'll be quite good, even if it's just a defensive disarm.
  • Metalworker's Mastery is where things start getting problematic. Not only is it unclear (does it only affect point buy equipment? does "loaned to you by an ally" mean you can redesign all your allies' equipment?) it's very powerful, the equivalent of tossing a superior version of a 4-point enchantment on all of your equipment at least. The stacking bonus that was nice at 1st circle is starting to get a little high, and that bonus HP is just excessive.
  • Greater Sunder has Sunder's problems.
  • Forger's Fortitude would be a decent 5th-circle without that bonus HP.
  • Bonus being too high aside (could be +2 at 7th and drop increase at 4th, maybe), I like Lord of Iron quite a bit, although the line "If an item affected by Child of Iron is not used by you (or, at 4th circle, its intended recipient), it loses all the benefits of Child of Iron (and, at later circles, Metalworker’s Mastery and Lord of Iron)" from Child of Iron is in direct conflict with this line: "Additionally, anyone wielding a weapon affected by your Child of Iron ability."

So conceptually, it's a very cool track, but it gets too powerful, especially with the +100 max HP.
Seven is the Number of Legend.
This is my mod voice.

Timeless Error

  • Ranger
  • Elite
  • ***
  • Posts: 251
  • Gender: Male
  • Emerald Knight
  • Typo Hammer Dev Team Problem Solver Eye of Seeing Ballot Box Dungeon Delver Art Aficionado
    • View Profile
    • Awards
Re: The Fighter - Combat Prowess in a Class
« Reply #6 on: August 13, 2012, 08:23:40 AM »
    This is a huge undertaking, which is half of what draws my attention, so I'll take it piece by piece, starting with Forger.
    • 1st Circle is fine, and rather fitting. It's Blacksmith-lite in some ways, and I like the ability to adjust mundane weapons — in some games it won't mean anything, but depending on your GM your party may appreciate it quite a bit.
    • You can probably afford to drop the bonus HP from 2nd Circle, but in some ways it's highly dependent on the later circles, as both of these abilities start out pretty small but scale.
    • At the very least, Sunder needs to cost an Immediate action. You may want to contemplate getting rid of the property-removal, and at the very least you need to explain how it's randomly determined. In general, it'll be quite good, even if it's just a defensive disarm.
    • Metalworker's Mastery is where things start getting problematic. Not only is it unclear (does it only affect point buy equipment? does "loaned to you by an ally" mean you can redesign all your allies' equipment?) it's very powerful, the equivalent of tossing a superior version of a 4-point enchantment on all of your equipment at least. The stacking bonus that was nice at 1st circle is starting to get a little high, and that bonus HP is just excessive.
    • Greater Sunder has Sunder's problems.
    • Forger's Fortitude would be a decent 5th-circle without that bonus HP.
    • Bonus being too high aside (could be +2 at 7th and drop increase at 4th, maybe), I like Lord of Iron quite a bit, although the line "If an item affected by Child of Iron is not used by you (or, at 4th circle, its intended recipient), it loses all the benefits of Child of Iron (and, at later circles, Metalworker’s Mastery and Lord of Iron)" from Child of Iron is in direct conflict with this line: "Additionally, anyone wielding a weapon affected by your Child of Iron ability."

    So conceptually, it's a very cool track, but it gets too powerful, especially with the +100 max HP.
    • I will go ahead and drop the hit points right now.  They were an afterthought, and I'll be more than happy to get rid of them.
    • As for Sunder, I didn't want to make it cost an immediate action because Forger was designed to be used in conjunction with the Soldier track, which uses up swifts.  For the majority of your adventuring career, you'll only be able to use it once or twice per [Encounter], but if you think it's unreasonable, I can find something to change.  What would you think if I dropped the property removal entirely, and instead of making it useable at will at 5th circle, I introduce the removal of properties there?
    • OK, I should begin by clarifying that yes, Metalworker's Master was intended for use on point buy items only, and I'll try to make that more clear in the wording of the track.  As for redesigning, yes, you're completely changing around the properties, and you can use it on the weapons of your allies as well.  However, can't you switch out the items in your item slots between [Scenes] anyway?  This ability only changes things mechanically if you're in an isolated place where there's no way to trade one item for another.
    • I'd be willing to remove the increase in item bonus if you feel it's necessary (making the +2 come at 7th circle).
    • I think changing "affected by" to "benefiting from" would fix the Lord of Iron contradiction you mentioned nicely.
    • Anyway, I'm going to remove the extra hit points and the contradiction right away.  What do you think about the rest?
    [/list]
    « Last Edit: August 13, 2012, 11:54:40 AM by Timeless Error »
    Thanks to Aruius on GitP for creating my excellent avatar!

    This space is dedicated to Nezzy, the noblest Roden of them all.  May he rest in peace and be undisturbed by toxic chemicals.

    My Homebrew

    --Timeless Error, Emerald Knight

    Djtooth

    • Rogue
    • Elite
    • ***
    • Posts: 447
    • Tourist wielding a Pez dispenser that holds kunai.
    • Ballot Box Dungeon Delver Eye of Seeing
      • View Profile
      • Awards
    Re: The Fighter - Combat Prowess in a Class
    « Reply #7 on: August 13, 2012, 06:01:45 PM »
    Great job, i really love this class.
    I like how you are expanding on ranged attackers giving them more than two paths to take.
    You have kept the versatility of 3.5s fighters without giving them bonus feats.
    Two dictionaries and a chicken were playing tag one day, they are joined by a tree and some marshmallows.

    Tenno Seremel

    • Shaman
    • Elite
    • ***
    • Posts: 417
    • Destiny is chain for the weak.
    • Typo Hammer Ballot Box
      • View Profile
      • Awards
    Re: The Fighter - Combat Prowess in a Class
    « Reply #8 on: August 14, 2012, 06:56:03 AM »
    Quote
    6th Circle – Kingfisher’s StunEX: You stun your unfortunate opponent with a sudden blow.  Once per [Round], and a total number of times per [Encounter] equal to half the number of circles you have in this track, a [Flat-footed] opponent hit by one of your attacks must make a Fortitude save (DC 10 + 1/2 your level + your KOM) or become [Dazed].  This is a [Kingfisher] ability.  Additionally, whenever you use a [Kingfisher] ability, you inflict the [Prone] condition on your opponent.
    Considering it's 6th circle and that Legend rounds down by default (page 10) you might want just write the number there.

    Timeless Error

    • Ranger
    • Elite
    • ***
    • Posts: 251
    • Gender: Male
    • Emerald Knight
    • Typo Hammer Dev Team Problem Solver Eye of Seeing Ballot Box Dungeon Delver Art Aficionado
      • View Profile
      • Awards
    Re: The Fighter - Combat Prowess in a Class
    « Reply #9 on: August 14, 2012, 08:04:35 AM »
    Great job, i really love this class.
    I like how you are expanding on ranged attackers giving them more than two paths to take.
    You have kept the versatility of 3.5s fighters without giving them bonus feats.
    Thanks, I'm glad you like it so much!

    Quote
    6th Circle – Kingfisher’s StunEX: You stun your unfortunate opponent with a sudden blow.  Once per [Round], and a total number of times per [Encounter] equal to half the number of circles you have in this track, a [Flat-footed] opponent hit by one of your attacks must make a Fortitude save (DC 10 + 1/2 your level + your KOM) or become [Dazed].  This is a [Kingfisher] ability.  Additionally, whenever you use a [Kingfisher] ability, you inflict the [Prone] condition on your opponent.
    Considering it's 6th circle and that Legend rounds down by default (page 10) you might want just write the number there.
    Ah, good catch.  I'll fix it right away.
    Thanks to Aruius on GitP for creating my excellent avatar!

    This space is dedicated to Nezzy, the noblest Roden of them all.  May he rest in peace and be undisturbed by toxic chemicals.

    My Homebrew

    --Timeless Error, Emerald Knight

    Firewalk

    • Mook
    • *
    • Posts: 12
      • View Profile
      • Awards
    Re: The Fighter - Combat Prowess in a Class
    « Reply #10 on: August 20, 2012, 12:54:38 PM »
    A few things:

    -Is Darting Kingfisher's first circle bonus damage supposed to be untyped (as opposed to Precision)? It looks like it would combine really well with Assassin.
    -Is Flickering Candle's Flame Sting supposed to be able to retaliate regardless of range? Or is it Melee/ within your melee reach?

    -Soldier's higher abilities are written in a way thatI'm finding bit confusing, when you get to the point where they're per encounter restricted as well as CP cost.
    I assume that each circle is tracked differently, but that the count is a total. So a 10th level fighter (2 4ths) could use 1 double hit and 1 duck and that'd be his 4th circle abilities spent fot the encounter?

    No idea power- wise but that's a lot to keep track of! When you combine that with Concentration points, the per encounter count over 5 different circles with different values, and then how often I've used Tide on an opponent....
    « Last Edit: August 20, 2012, 02:06:46 PM by Firewalk »

    Timeless Error

    • Ranger
    • Elite
    • ***
    • Posts: 251
    • Gender: Male
    • Emerald Knight
    • Typo Hammer Dev Team Problem Solver Eye of Seeing Ballot Box Dungeon Delver Art Aficionado
      • View Profile
      • Awards
    Re: The Fighter - Combat Prowess in a Class
    « Reply #11 on: August 20, 2012, 03:11:00 PM »
    A few things:

    -Is Darting Kingfisher's first circle bonus damage supposed to be untyped (as opposed to Precision)? It looks like it would combine really well with Assassin.
    Did you see the line at the top of the Darting Kingfisher track stating that all bonuses from the track are fury bonuses?
    -Is Flickering Candle's Flame Sting supposed to be able to retaliate regardless of range? Or is it Melee/ within your melee reach?
    Flickering Candle is intended for use with both melee and ranged attacks (the ability I included that allowed for switching weapons out-of-turn was intended to help with this, allowing a character to counterattack against both melee and ranged attackers in the same [Round]).

    -Soldier's higher abilities are written in a way thatI'm finding bit confusing, when you get to the point where they're per encounter restricted as well as CP cost.
    I assume that each circle is tracked differently, but that the count is a total. So a 10th level fighter (2 4ths) could use 1 double hit and 1 duck and that'd be his 4th circle abilities spent fot the encounter?
    Yes, that's correct.

    No idea power- wise but that's a lot to keep track of! When you combine that with Concentration points, the per encounter count over 5 different circles with different values, and then how often I've used Tide on an opponent....
    Hm...perhaps you're right, but in general, many things in Legend involve quite a bit of bookkeeping, and I designed the Soldier especially for someone who had a very tactical character concept in mind.  That said, the Soldier track was probably the hardest to balance out of all of these, and I could certainly use more critique on it (I'm very uncertain about how well it would function in its current form).

    Responses are bolded.
    « Last Edit: August 20, 2012, 03:12:34 PM by Timeless Error »
    Thanks to Aruius on GitP for creating my excellent avatar!

    This space is dedicated to Nezzy, the noblest Roden of them all.  May he rest in peace and be undisturbed by toxic chemicals.

    My Homebrew

    --Timeless Error, Emerald Knight

    Firewalk

    • Mook
    • *
    • Posts: 12
      • View Profile
      • Awards
    Re: The Fighter - Combat Prowess in a Class
    « Reply #12 on: August 20, 2012, 03:49:53 PM »
    Thanks, that clears things up. It still seems a lot to consider to run the soldier track, but I guess that is kind of the point. There's always p32 for simpler warriors.

    Forgot to say that I really like these tracks, and sorry to get nitpicky.

    Timeless Error

    • Ranger
    • Elite
    • ***
    • Posts: 251
    • Gender: Male
    • Emerald Knight
    • Typo Hammer Dev Team Problem Solver Eye of Seeing Ballot Box Dungeon Delver Art Aficionado
      • View Profile
      • Awards
    Re: The Fighter - Combat Prowess in a Class
    « Reply #13 on: August 20, 2012, 03:53:23 PM »
    Forgot to say that I really like these tracks, and sorry to get nitpicky.
    I'm glad to hear you like them.  Don't worry about the nitpicks, I want as much critique as I can get on this project.

    EDIT: I went ahead and made a few changes to the Forger track, as per gkathellar's recommendations.  Thoughts?
    « Last Edit: August 20, 2012, 04:32:11 PM by Timeless Error »
    Thanks to Aruius on GitP for creating my excellent avatar!

    This space is dedicated to Nezzy, the noblest Roden of them all.  May he rest in peace and be undisturbed by toxic chemicals.

    My Homebrew

    --Timeless Error, Emerald Knight

    Yoder

    • Sage
    • Miniboss
    • *****
    • Posts: 814
    • Gender: Male
    • I exist.
    • Ballot Box Eye of Seeing Art Aficionado
      • View Profile
      • Awards
    Re: The Fighter - Combat Prowess in a Class
    « Reply #14 on: August 20, 2012, 06:08:29 PM »
    Forger seems a lot more balanced now.
    "Trifles go to make perfection, and perfection is no trifle."
    ~ Michelangelo

    My Homebrew

    My friend just shared this: "Remember that time Gandalf convinced the whole party to flee so that he could take out the Balrog and not have to share any of the XP? Shows up the next session with fancy new robes and everything. What a jerk."