Ziegander
2011-05-30, 12:35 AM
The Fighter
http://www.wizards.com/dnd/images/mhbk_gallery/76949_CN.jpg
Alignment: Any
Hit Die: 1d12
"Fear me, the last King of Men, and know this: by Eldanil, the blade broken, I shall cut you down!" - Eldorado, Human Fighter.
Making a Fighter
A Fighter is a warrior of consummate skill who excels upon the front lines, but while a Warblade relies on glorious and meticulous martial arts or a Mageknight empowers his strikes with arcane might, a Fighter supplements his exceptional combat training with an heirloom of legendary power.
In every story featuring a warrior of great deed, every myth or legend, the hero acquires or possesses a mighty magical item. Whether our hero freed the sword from the stone or discovered the ring within a cave he wields it in the name of his quest.
The coming of the hero and his icon are foretold, by ancient scrolls, or by signs in the stars, or by oracles in ivory towers. The omen of his quest is something that has been awaited by monarchs and commoners alike. The herald of a new dawn.
The Fighter exemplifies this mythic hero through and through. He is the foretold champion and bearer of ancient relics. Through him comes the hope or the doom of the world. Through him comes the founding of a new legacy and the ushering in of a new era.
Abilities: Like all front-liners a Fighter benefits from a high score in Strength, Dexterity, and Constitution. However, unlike a Barbarian, a Fighter knows that there is much more to combat than the physical side. Depending on his Heroic Legacy and his Combat Training (see below), a Fighter may value any of his Intelligence, Wisdom, or Charisma just as highly as any of his physical ability scores. An Intelligent Fighter is skilled and capable of drawing upon a wide variety of knowledge to borrow tactics from the mages. A Wise Fighter is cunning, able to watch the battlefield at all times and read his foes like books. A Charismatic Fighter is as gracious as he is intimidating, constantly haranguing the battlefield through the force of his personality.
Races: The Fighter class is one born out of any culture that produces both elite warriors and powerful artifacts. In fact, a Fighter would argue that in some cases each in turn forges the other. Human nations wield implements of practical yet sophisticated design, turning out Fighters whose legacies often coincide with the ambitious and adaptable nature of their race. Dwarf nations use tools of intricate and enduring stonework. Their legacies are wielded by Fighters of exceptional strength and impossible toughness. Elf nations create delicate and beautiful works of art, yielding legacies for graceful and esoteric Fighters.
Starting Gold: 5d6x10 (average 175gp).
Starting Age: As Fighter.
Level
BAB
Fort
Ref
Will
Special
1st
+1
+2
+2
+0
Bonus Feat, Heroic Legacy
2nd
+2
+3
+3
+0
Bonus Feat
3rd
+3
+3
+3
+1
Combat Training
4th
+4
+4
+4
+1
Heroic Legacy
5th
+5
+4
+4
+1
Bonus Feat
6th
+6/+1
+5
+5
+2
Combat Training
7th
+7/+2
+5
+5
+2
Heroic Legacy
8th
+8/+3
+6
+6
+2
Bonus Feat
9th
+9/+4
+6
+6
+3
Combat Training
10th
+10/+5
+7
+7
+3
Heroic Legacy
11th
+11/+6/+1
+7
+7
+3
Bonus Feat
12th
+12/+7/+2
+8
+8
+4
Combat Training
13th
+13/+8/+3
+8
+8
+4
Heroic Legacy
14th
+14/+9/+4
+9
+9
+4
Bonus Feat
15th
+15/+10/+5
+9
+9
+5
Combat Training
16th
+16/+11/+6/+1
+10
+10
+5
Heroic Legacy
17th
+17/+12/+7/+2
+10
+10
+5
Bonus Feat
18th
+18/+13/+8/+3
+11
+11
+6
Combat Training
19th
+19/+14/+9/+4
+11
+11
+6
Heroic Legacy
20th
+20/+15/+10/+5
+12
+12
+6
Bonus Feat, Living Legend
Class Skills (6 + Int modifier): Appraise, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Escape Artist, Handle Animal, Heal, Intimidate, Jump, Knowledge (Any), Listen, Profession, Ride, Sense Motive, Spot, Survival, Swim, Tumble, and Use Magic Device.
Weapons and Armor Proficiency: A Fighter is proficient with all simple and martial weapons, with light, medium, and heavy armors, and with all shields (including Tower Shields).
Bonus Feats: As usual, except you get three fewer, drawn from the list of Fighter Bonus Feats (along with some new feats below).
Heroic Legacy (Ex): Whether by birthright or by happy chance a Fighter is inheritor to an age of heroes. Perhaps he is the last of his kind, the one final champion to stand unflinching into the bloody maw of evil. Perhaps he is a reluctant savior, thrust into a conflict that only he can finish, for better or worse. Whatever the case, where once stories were told to the Fighter of other men, now other men will be told stories of the Fighter.
A Fighter is destined to do great or terrible things, and perhaps chief among them is to wield an item of legendary power and significance against his foes. His coming ushers in a new era, foretold by the sign of the man that awakens the world.
At 1st level and every three levels thereafter, by choosing one of the abilities in the spoiler below, a Fighter begins to awaken the power destined to be his. The first ability you select must be an Omen. This Omen is but a taste of the power you will soon master, and marks an item you own as something more than mundane.
When you select an Omen, choose an item in your possession. That item becomes masterwork quality, and while you hold it, wear it, or otherwise clearly display it the item exhibits extraordinary, magical, even supernatural behavior.
After you have selected an Omen you cannot select another Omen. At 4th level and every third level afterward you must select another Legacy ability. All Heroic Legacy abilities you choose at 4th level and onward apply to the item you chose upon selecting an Omen.
When you display your item's Omen you also draw attention to yourself. Other creatures will quickly notice the power inherent in your legacy and, especially if they know it's potential, will attempt to take possession. With a Knowledge (History) check, DC 15, any creature (including yourself) can recall the name of your held item (make one up). For every 5 points a creature beats the DC it is able to identify one of your Heroic Legacy features. Retry is only possible after the creature gains a level or racial hit die.
Any time you attack a foe, if that foe knows of your item's Omen, it must succeed on a Will save, DC 10+1/2 Fighter level+Your Charisma modifier+Your number of Heroic Legacy features, to avoid spending its next round in pursuit of defeating you and stealing your item. When a creature fails, for 1 round, it must include you as a target or within the area of any attack or harmful effect it uses, and it must use movement to approach you if it has no ranged effects.
Though your enemies may try to steal your Legacy item, only you can properly wield it. While you do not hold, wear, or display your item neither your item's Omen or its Heroic Legacies function (unless otherwise noted). Likewise, not even another Fighter can steal your Legacy item and gain access to your item's powers. However, any Fighter, including you, may take possession of another Fighter's Legacy item and with a Use Magic Device check made as a swift action (DC 20 +5/Heroic Legacy) utilize that item's power for 1 round, and 1 round only.
Omen Menu
Note: For all purposes your chosen Omen is also considered a Heroic Legacy.
Tranquility [Omen]
While you hold, wear, or otherwise display your item you gain a +2 bonus to will saves and exude a constant Calm Emotions aura as the spell. Once per day/Heroic Legacy, while holding, wearing, or displaying the item you may attempt a DC 15 Concentration check as a swift action. If you succeed you regain 1d8 hit points. For every 5 points you exceed the check DC you regain an additional 1d8 hit points.
Foeseeker [Omen]
You needn't hold, wear, or display your item to display this Omen. When you gain this Omen choose a type of creature and some type of signal. Whenever the chosen type of creature approaches within 60ft of your item, whether you hold/wear/display it or not, the item produces the chosen signal, indicating the presence (though not the exact location) of the chosen type of creature(s).
Additionally, you deal +1 damage/Heroic Legacy and automatically overcome all damage reduction against the chosen type of creature while you hold, wear, or display your item.
Once per day/Heroic Legacy, when you damage a creature of the chosen type with an attack, the attack deals an extra 1d6 damage/Heroic Legacy of the same type(s).
Evening Star [Omen]
While you hold, wear, or display your item you may cause it to produce illumination equivalent to the Light spell at-will, though you may choose any shape or form for the illumination from torchfire to a illusionary cloud of fireflies, to pure radiance.
Invisible creatures within this light do not get the +2 bonus on attack rolls and suffer a -1 penalty to saving throws and AC/Heroic Legacy. Creatures get a +5/Heroic Legacy bonus to Listen and Spot checks made to pinpoint invisible creatures within the light.
Once per day/Heroic Legacy, as a standard action, you may teleport in a flash of light up to a distance equal to 20ft/Heroic Legacy. Creatures adjacent to your starting point must succeed on a Fort save (DC 10+1/2 Fighter level+Constitution modifier) to avoid being blinded for 1 round. Creatures that succeed on their saves are Dazzled for 1 round.
Rune-carved Reputation [Omen]
Upon your chosen item, runes are etched, however tiny they must be to cover the item, detailing events in your life. Any creature with an Intelligence score 10 or higher that sees or hears you knows your name, even if they don't know how. With a DC 10 Intelligence check any creature with an Intelligence score 10 or higher can recall a story they've heard about you, even if it isn't true.
While you hold, wear, or display your item you gain a +2 bonus on all Bluff, Diplomacy, and Intimidate checks.
While you hold, wear, or display your item, once per day/Heroic Legacy you may duplicate the effects of Bardic Music to produce an Inspire Courage effect as a Bard of your class level.
Everything Burns [Omen]
While you hold, wear, or display your item it is warm to the touch and begins to grow hotter, glowing red or white if made of metal. Creatures that touch or are hit by the item are dealt 1 point of fire damage/Heroic Legacy and you ignore an amount of Fire Resistance up to your Fighter level (even Fire Immunity is reduced to Fire Resistance 50, then an appropriate amount of that Resistance is ignored).
Once per day/Heroic Legacy, as an immediate action, you may cause the item to flare up dealing a creature that touches or is hit by the item an additional 1d6 fire damage/Heroic Legacy. The damaged creature must succeed on a Reflex save (DC 10+1/2 Fighter level+Strength modifier) to avoid catching fire for 1 round per class level. These flames are supernatural and require 1 entire round to put out.
Tongues [Omen]
Add the Perform skill to your list of class skills.
While you hold, wear, or display your item any creature within 30ft of you is able to understand your language. You gain a +2 bonus to all Diplomacy, Gather Information, Perform, and Sense Motive checks.
Once per day/Heroic Legacy you may duplicate the effects of Sirensong (http://www.giantitp.com/forums/showthread.php?t=199131) to produce a Distraction or Fascinate effect as a Beguiler of your class level.
Resilience [Omen]
For each Heroic Legacy you've gained (including this one), your item's Hardness increases by 3 and it's hit points increase by 10, in addition to any increases gained by enhancement. Damage dealt to your item is healed at the rate of 1 hit point per hour/Heroic Legacy.
For each Heroic Legacy, while you hold, wear, or display the item you gain Hardness 1 and 3 temporary hit points. Temporary hit points gained this way last for 24 hours (in this way you cannot simply hold the item, get hit, and then hold it again to "heal" yourself).
Ophidian [Omen]
While you hold, wear, or display the item your tongue becomes thinner, narrower, black, and forked. You gain the ability to taste through smell and vice versa as well as the ability to influence snakes as if through Wild Empathy (http://www.d20srd.org/srd/classes/druid.htm). You gain the Scent quality, a +2 bonus to Survival checks, a +2 bonus to saving throws vs Disease and Poison, and one extra 5ft step per round/Heroic Legacy.
Absolute Chill [Omen]
While you hold, wear, or display the item it begins to grow cold to the touch, gathering frost, and chilling creatures other than you to the bone. Creatures that touch or are hit by the item are dealt 1 point of cold damage/Heroic Legacy and you ignore an amount of Cold Resistance up to your Fighter level (even Cold Immunity is reduced to Cold Resistance 50, then an appropriate amount of that Resistance is ignored).
Once per day/Heroic Legacy, as an immediate action, you may cause the item to flare up dealing a creature that touches or is hit by the item an additional 1d6 cold damage/Heroic Legacy. The damaged creature must succeed on a Fortitude save (DC 10+1/2 Fighter level+Constitution modifier) to avoid being Immobilized for 1 round then Slowed for 1 round per class level. A creature whose save succeeds is still Slowed for 1 round.
Pelta Lunata [Omen]
Add the Control Shape (http://www.d20srd.org/srd/monsters/lycanthrope.htm) skill (bottom of page) to your list of class skills and choose two ability scores.
While you hold, wear, or display your item, you are considered a Shifter in terms of race requirements and you gain the Shapechanger subtype. While under the light of the moon, once per day/Heroic Legacy you may, as a free action, make a Control Shape check DC 15. If your check succeeds you "shift" gain a +2 bonus to the chosen ability scores and gain two natural Claw attacks dealing 1d4 damage for a medium character. This state lasts for a number of minutes equal to your class level, or until you spend at least 1 minute apart from moonlight. For every 5 points you beat the Control Shape check you may add +1 to your chosen ability scores OR gain the benefit of any [Shifter] feat you qualify for.
If under the light of a full moon, you automatically shift, consuming one of your uses per day, and the duration of the effect lasts indefinitely or until you spend at least 8 hours apart from the full moonlight.
The Control Shape skill may be used to prematurely end a shift, even while under moonlight, as normal using the Return to humanoid form DCs.
While shifted you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. You can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.
Ghostfolly [Omen]
Add Hide and Move Silently to your list of class skills.
While you hold, wear, or display your item you are unable to be tracked unless you wish it and you exude no scent. You gain a +2 bonus on all Hide and Move Silently checks. You are under the constant protection of a Nondetection effect as the spell, and once per day/Heroic Legacy you may produce a Modify Memory effect as the spell.
Blood Begets Blood [Omen]
While you hold, wear, or display your item, wounds you inflict seep blood, dealing additional damage over time. Anytime you deal damage to a creature or an object the damaged thing suffers 1 point of bleed damage per round/Heroic Legacy for 1 minute, or 10 minutes if you scored a critical hit. The bleeding can be stopped with a Heal check DC 10 +5/Heroic Legacy or by any effect that restores at least 1 hit point/Heroic Legacy.
When reduced to -1 or more hit points you automatically stabilize.
With 8 or more hours of rest you regain hit points equal to 1/Heroic Legacy.
Witch Hammer [Omen]
Choose a signal for your item. Whenever a spellcaster or creature capable of using spell-like abilities approaches within 60ft of your item, whether you hold/wear/display it or not, the item produces the chosen signal, indicating the presence (though not the exact location) such creature(s).
While you hold, wear, or display your item you gain a +2 bonus to saving throws against against spells or spell-like abilities.
Once per day/Heroic Legacy you may ready an action to make a Knowledge (Arcane) check when a spell is cast or a spell-like ability is used within your line of sight. The DC of the check is 10 +4/spell level, and if it succeeds the spell or spell-like ability fizzles as if countered and is wasted.
Sight Beyond Sight [Omen]
While you hold, wear, or display your item you may focus your vision at-will as a standard action gaining the benefits of a magnifying glass, a spyglass, or See Invisibility as the spell for 1 round. Among other things, this allows you to perfectly calculate the distance between you and any target. You also gain low-light vision if you didn't already have it. If you did have low-light vision you gain darkvision if you didn't already have it.
For 1 round per day/Heroic Legacy, activated as a free action, you may gain the benefit of True Seeing as the spell.
Lorestealer [Omen]
Add Decipher Script and Spellcraft to your list of class skills.
You gain a +2 bonus to all Knowledge checks.
Choose a signal for your item. Whenever a prayer book, spellbook, or scroll approaches within 60ft of your item, whether you hold/wear/display it or not, the item produces the chosen signal, indicating the presence (though not the exact location) of such.
Once per day/Heroic Legacy, you may prepare and cast a single spell from any prayer book or spellbook you possess so long as you understand the script it is written in and have identified the spell. The spell's level may not be higher than 1/Heroic Legacy.
Measure the Man [Omen]
While you hold, wear, or display your item you may observe any creature within 30ft for 3 rounds. If you do you learn any skills the creature has ranks in, how many ranks, and all feats the creature possesses.
Once per day/Heroic Legacy, as a swift action, you may make an Appraise check to produce a Detect Thoughts effect as the spell against any creature you have observed for 3 or more rounds. The check DC is 12 + the CR of the creature, while he save DC to resist the effect is 10+1/2Fighter level+Wisdom modifier. You may maintain concentration on the effect as a free action.
Any creature whose thoughts you detect loses the benefits of any feats the two of you share and automatically fails skill checks if you possess as many or more ranks in the same skill.
Sanctified [Omen]
While you hold, wear, or display the item weapons you wield are always treated as if they were aligned to match your alignment (Good aligned if you're Good, etc). Furthermore, you gain DR X/alignment where X equals the number of Heroic Legacy features you have and alignment corresponds to the alignments that oppose your own (Evil if you are Good, but Chaotic and Evil if you are both Lawful and Good).
Once per day/Heroic Legacy, you may produce a Protection from [Alignment] effect as the spell, but only to protect yourself and only from an alignment which opposes your own.
Mindsplinter [Omen]
While you hold, wear, or display the item creatures within 5ft/Heroic Legacy with an attitude toward you of unfriendly or worse are dealt 1 point of nonlethal sonic damage/Heroic Legacy per round. You ignore an amount of Sonic Resistance up to your Fighter level (even Sonic Immunity is reduced to Sonic Resistance 50, then an appropriate amount of that Resistance is ignored).
Once per day/Heroic Legacy, as a standard action that doesn't provoke attacks of opportunity, you may deal 1d8 points of sonic damage/Heroic Legacy to all creatures within 10ft, confusing them for 3 rounds. Those creature are entitled to a Fortitude save DC 10+1/2 Fighter level+Wisdom modifier to halve the damage and negate the confusion.
Beastmaster [Omen]
You gain the Wild Empathy (http://www.d20srd.org/srd/classes/druid.htm) feature as a Druid of your class level and a +2 bonus to Handle Animal, Ride, and Wild Empathy checks.
While you hold, wear, or display you may speak with animals as well as magical beasts as if via the Speak with Animals spell.
Once per day you may produce a Summon Nature's Ally effect as the spell with a level up to 1/Heroic Legacy. The duration of the effect is 24 hours rather than 1 round per level and the summoned creature(s) gains benefits as if it were your Animal Companion and you possessed an effective Druid level of half your Fighter levels (rounded down).
The Traveler [Omen]
While you hold, wear, or display your item you benefit from a constant Endure Elements effect as the spell, you ignore up to 10ft of difficult terrain per round, and you are immune to fatigue.
You gain a +2 bonus to all Balance, Escape Artist, Jump, Survival, and Tumble checks
You gain a +4 bonus to all Climb and Swim checks and can take 10 with either skill even when you are distracted or threatened.
Finally, for 1 round per day/Heroic Legacy, activated as a free action, you may gain the benefit of Freedom of Movement as the spell.
Lion's Roar [Omen]
While you hold, wear, or display your item you gain a +2 bonus on all charisma-based checks, as well as a +2 bonus to all Intimidate checks (for a total +4 bonus to Intimidate).
Once per day/Heroic Legacy, as a standard action you may clearly present your item causing it to release a mighty roar that can be heard for roughly 1 quarter mile. Unfriendly creatures in that area that can see you are shaken for 1 minute. Unfriendly creatures in that area, that you threaten, are deafened for 3 rounds and must succeed on a Will save (DC 10+1/2 Fighter level+Charisma modifier) or become frightened for 1 minute.
Stormchaser [Omen]
While you hold, wear, or display your item it buzzes and quivers, static electricity sparking all over it. Creatures that touch or are hit by the item are dealt 1 point of electricity damage/Heroic Legacy and you ignore an amount of Electricity Resistance up to your Fighter level (even Electricity Immunity is reduced to Electricity Resistance 50, then an appropriate amount of that Resistance is ignored).
Once per day/Heroic Legacy, as an immediate action, you may cause the item to flare up dealing a creature that touches or is hit by the item an additional 1d6 electricity damage/Heroic Legacy. The damaged creature must succeed on a Will save (DC 10+1/2 Fighter level+Dexterity modifier) or become entangled for 1 round per class level. At the start of the entangled creature's round it takes 1d6 additional electricity damage. A creature entangled in this way may spend 1 entire round shrugging the effect off.
Shadow Eater [Omen]
While you hold, wear, or display your item, at-will, as a standard action you may draw surrounding shadows into the item, effectively turning non-magical darkness into shadowy illumination or shadowy illumination into bright illumination within a 30ft area and causing your item to appear as if shaped by an empty blackness. This effect lasts for 1 minute per Fighter level. Creatures that touch or are hit by the item while this effect persists are dealt 1 point of negative energy damage/Heroic Legacy.
Once per day/Heroic legacy, as a standard action you may expel the blackness from your item to produce a magical Darkness effect as the spell, or a Deeper Darkness effect with three or more daily uses.
Heroic Legacies
Magic Vestment
Prerequisite: Omen item must be armor, clothing, or a shield.
Benefit: Your chosen item gains a +1 enhancement bonus per four Fighter levels granting it additional hardness and hit points as well as increasing your armor class.
This enhancement bonus is added to armor's armor bonus or a shield's shield bonus and gives any enhanced clothing an armor bonus of +1 or higher.
This enhancement bonus does not stack with any existing enhancement bonus possessed by the item.
Greater Magic Vestment
Prerequisite: Magic Vestment, Fighter level 10
Benefit: Your item gains an additional +1 effective enhancement bonus per four Fighter level which may be used only to add magical armor/shield properties to the item such as glamered or fortification. You may save these effective enhancement bonuses as you gain levels in order to qualify for a more powerful property later.
This effective enhancement bonus does not increase your armor class.
Magic Weapon
Prerequisite: Omen item must be a manufactured weapon
Benefit: Your chosen item gains a +1 enhancement bonus per four Fighter levels granting it additional hardness and hit points as well as increasing your attack and damage rolls made with it.
This enhancement bonus does not stack with any existing enhancement bonus possessed by the item.
Greater Magic Weapon
Prerequisites: Magic Weapon, Fighter level 10
Benefit: Your item gains an additional +1 effective enhancement bonus per four Fighter level which may be used only to add magical weapon properties to the item such as flaming or wounding. You may save these effective enhancement bonuses as you gain levels in order to qualify for a more powerful property later.
This effective enhancement bonus does not increase your attack or damage rolls.
Resistance
Prerequisites: Fighter level 8
Benefit: While you hold, wear, or display your item you gain a +1 resistance bonus on all saving throws per four Fighter levels.
Skill Enhancement
Prerequisites: 5 ranks in any skill
Benefit: Choose a single skill in which you have 5 or more ranks. While you hold, wear, or display your item you gain a +5 circumstance bonus to checks with the chosen skill per four Fighter levels and once per day per Heroic Legacy you may reroll one skill check of the chosen skill.
Special: You may take this Legacy any number of times. Choose a new skill each time you take it.
Ability Enhancement
Prerequisites: None.
Benefit: Choose one of your ability scores. While you hold, wear, or display your item you gain a +1 enhancement to the chosen ability score per Heroic Legacy (to a maximum of +6). Once per day per Heroic Legacy you may take 20 on an ability check of the chosen score.
Special: You may take this Legacy up to six times, choosing a new ability score each time.
Deflection
Prerequisites: Fighter level 8
Benefit: While you hold, wear, or display your item you gain a +1 deflection bonus to AC per four Fighter levels.
Resist Energy
Prerequisites: None.
Benefit: Choose one type of energy from among acid, cold, electricity, fire, or sonic. While you hold, wear, or display your item you gain Energy Resistance 5/Heroic Legacy against the chosen type of energy. This Energy Resistance stacks with all others you already possess against the same type of energy.
If this Legacy would cause you to have more than Energy Resistance 30 to any type of energy your Energy Resistance is replaced with Energy Immunity.
Wizardry I (or II or III or IV or V or VI)
Prerequisites: Knowledge (Arcane) 3 ranks (or 6 ranks or 9 ranks or 12 ranks or 15 ranks or 18 ranks respectively)
Benefit: Choose a single 1st (or 2nd or 3rd or 4th or 5th or 6th) level spell from the Wizard/Sorcerer spell list. Three times per day, by touching the item and speaking a command word, you (and only you) may use the chosen spell as a spell-like ability with a caster level equal to your Fighter level.
Special: Gaining Wizardry II or higher does not require lower versions of the same ability.
Special: You may take this Legacy any number of times.
Mysticism I (or II or III or IV or V or VI)
Prerequisites: Knowledge (Religion) 3 ranks (or 6 ranks or 9 ranks or 12 ranks or 15 ranks or 18 ranks respectively)
Benefit: Choose a single 1st (or 2nd or 3rd or 4th or 5th or 6th) level spell from the Cleric spell list. Three times per day, by touching the item and speaking a command word, you (and only you) may use the chosen spell as a spell-like ability with a caster level equal to your Fighter level.
Special: Gaining Mysticism II or higher does not require lower versions of the same ability.
Special: You may take this Legacy any number of times.
Shamanism I (or II or III or IV or V or VI)
Prerequisites: Knowledge (Nature) 3 ranks (or 6 ranks or 9 ranks or 12 ranks or 15 ranks or 18 ranks respectively)
Benefit: Choose a single 1st (or 2nd or 3rd or 4th or 5th or 6th) level spell from the Druid or Wu Jen spell lists. Three times per day, by touching the item and speaking a command word, you (and only you) may use the chosen spell as a spell-like ability with a caster level equal to your Fighter level.
Special: Gaining Shamanism II or higher does not require lower versions of the same ability.
Special: You may take this Legacy any number of times.
Latent Power I (or II or III or IV or V or VI)
Prerequisites: Knowledge (Psionics) 3 ranks (or 6 ranks or 9 ranks or 12 ranks or 15 ranks or 18 ranks respectively)
Benefit: Choose a single 1st (or 2nd or 3rd or 4th or 5th or 6th) level psionic power from any power list. Three times per day, by touching the item and speaking a command word, you (and only you) may manifest the chosen power as a Psi-like ability.
Special: Gaining Latent Power II or higher does not require lower versions of the same ability.
Special: You may take this Legacy any number of times.
Incantation I (or II or III or IV)
Prerequisites: Knowledge (Arcane) 4 ranks, Knowledge (Nature) 4 ranks, Knowledge (Planes) 4 ranks, Knowledge (Religion) 4 ranks (or 8 ranks or 12 ranks or 16 ranks)
Benefit: Choose a single Least (or Lesser or Greater or Dark) invocation from the Warlock or Dragonfire Adept lists. Any time you touch the item, any number of times per day, you may use that invocation with a caster level equal to your Fighter level.
Special: Gaining Incantation II or higher does not require lower versions of the same ability.
Special: For the purposes of this legacy Eldritch Blast and Breath Weapon may both be treated as Least invocations and Breath Effects as Least, Lesser, Greater, and Dark invocations corresponding to minimum levels 2, 5, 10, and 15 respectively. An Eldritch Blast or Breath Weapon gained in this way deals 1d6 damage per Heroic Legacy.
Special: You may take this Legacy any number of times.
Sublime Art
Prerequisites: None.
Benefit: This Legacy works much like the Martial Study feat, however, you may take it more than three times, and even though you are not an initiator, for the purposes of gaining maneuvers and initiating those maneuvers you have an effective initiator level equal to your Fighter level.
When you take this Legacy choose a discipline of martial maneuvers. The key skill for the discipline becomes a class skill for all your classes. Select any one maneuver or stance from the chosen discipline for which you meet the prerequisites. Once per day/Heroic Legacy, as a swift action, you may recover all of your expended maneuvers.
Special: You may take this Legacy any number of times, each time you may choose a new discipline or one that you have already chosen.
Vestige Bound I (or II or III or IV or V or VI)
Prerequisites: Knowledge (Planes) 3 ranks (or 6 ranks or 9 ranks or 12 ranks or 15 ranks or 18 ranks respectively)
Benefit: Choose a single 1st (or 2nd or 3rd or 4th or 5th or 6th) level Vestige. You gain the Soul Binding class feature, as a Binder. You have an effective Binder level equal to your Fighter level.
Once per day, while touching the item, you may summon and attempt to bind with the chosen vestige through the use of your Soul Binding feature. Because a splinter of the vestige itself is within your item you have no need to draw the vestige's sign, although you do need to make the normal Binding check, which takes between 1 full round (at -10 to your check) and 1 minute, as normal.
Special: Gaining Vestige Bound II or higher does not require lower versions of the same ability.
Special: You may take this Legacy any number of times. Though no matter how many times you take it you may only bind with a single Vestige at a time.
Constant Effect
[...]
Constant Companion
[...]
much more to come...
Combat Training (Ex): More than anything, a Fighter is focused on bloody, gritty, face-to-face combat. A Fighter prefers to look his foes in the eyes when he sends them to the afterlife. At 3rd level and every three levels thereafter, by choosing one of the following, a Fighter exerts his mastery of combat over the battlefield in new ways:
Battlefield Terror: A Fighter may use the Intimidate skill even on creatures that are immune to fear or are non-intelligent, although these creatures get a +5 bonus to their opposed check.
A Fighter adds his Strength modifier to Intimidate checks in addition to his Charisma modifier, and only adds either modifier if it's positive.
Once per encounter, a Fighter may attempt to demoralize a target he just hit with a melee attack as a free action.
Mass Demoralization: Requires Battlefield Terror. Required level 6. The Fighter may choose to use the Demoralize Opponent option against any creatures within 5ft per Fighter level.
Rapid Demoralization: Requires Battlefield Terror and Mass Demoralization. Required level 12. The Fighter may use the Demoralize Opponent option as a swift action.
Trained Reflexes: This ability works just like the Combat Reflexes feat (and counts as such for the purposes of prerequisites) except that the Fighter gains additional attacks of opportunity each round equal his Dexterity modifier or 1/2 his class level, whichever is higher.
Combat Superiority: Requires Combat Reflexes or Trained Reflexes. Whenever a creature within the Fighter's threatened area performs an action other than attacking the Fighter, including movement (even 5ft steps), that creature provokes an attack of opportunity from the Fighter. Further, the Fighter has a +4 insight bonus to attack rolls made as part of an attack of opportunity.
Cover: Requires Combat Reflexes or Trained Reflexes. Required level 9. Whenever an ally within the Fighter's threatened area is within the area of, or included as a target of any effect requiring a Reflex save, the Fighter may spend an immediate action to enter that ally's square. This movement doesn't provoke attacks of opportunity. If he does, his ally is pushed into any open adjacent square of the ally's choice, or knocked prone if there is no open square. The Fighter blocks line of sight to his ally and grants it total cover, but is himself exposed to the effect and automatically fails any associated Reflex save. The Fighter does not count as his own ally for the purpose of this ability.
When a Fighter uses Cover he gives up one of his attacks of opportunity for the round.
Extend Reach: Required level 6. Add 5ft to your reach. This may be taken a second time.
Supreme Reach: Requires Extend Reach. Required level 12. Add 10ft to your reach.
Exceptional Speed: Increase all movement speeds by 10ft. This training may be taken any number of times.
Tactical Relocation: Requires Exceptional Speed. As an immediate action, you move 10ft but lose your move action next round.
Abundant Step: Requires Exceptional Speed and Tactical Relocation. Required level 12. As a swift or immediate action you may teleport a distance up to half your highest speed. The destination of this teleport must be within your line of sight. If you use Abundant Step when it isn't your turn you lose your move action next round.
Uncanny Dodge: As Barbarian. Taking this a second time grants Improved Uncanny Dodge.
Pounce: At the end of a charge you may make a full attack.
AC Bonus: While you wear light or no armor you may add your Wisdom bonus to your AC. While you wear no armor you gain a bonus to AC equal to +1 per four Fighter levels. This bonus applies against touch attacks and while you are flat-footed, but not while you are helpless or stunned.
Cunning: Requires AC Bonus and Uncanny Dodge. Required level 12. You are never flat-footed and are always able to act in the surprise round.
Unarmed Strike: As Monk.
Weapon Flurry: As Flurry of Blows but with any weapon for which you are proficient.
Evasion: As Monk.
Penetrating Blow: Overcome DR as if with a magic weapon while wielding any type of weapon (manufactured or natural). Taking this a second time allows you to overcome DR as if with a silvered and cold iron weapon. Taking this a third time allows you to overcome DR as if with an adamantine weapon.
Improved Evasion: Required level 9th. As Monk.
Alacritous Strikes: Requires Exceptional Speed and Weapon Flurry. Required level 9. You may make a full attack as a standard action.
Greater Flurry: Requires Weapon Flurry. Required level 12. As Monk but with any weapon for which you are proficient.
Aura of Courage: You are immune to fear. Allies within 10ft of you gain a +4 bonus to saving throws against fear effects.
Smiting Strike: Once per encounter you may add your Charisma modifier to an attack roll. If the attack hits you deal 1d6 extra damage. This training may be taken any number of times, each time grants an extra Smiting Strike per encounter and your Smiting Strikes deal an extra 1d6 damage.
The second time you take Smiting Strike, a target struck by your Smiting Strikes becomes Fatigued.
The fourth time you take Smiting Strike, a target struck by your Smiting Strikes becomes Exhausted.
The sixth time you take Smiting Strike, a target struck by your Smiting Strike must succeed on a Fort save (DC 10+1/2 Fighter level+Strength modifier) or become permanently Paralyzed, or, if immune, Dazed for 1 round and Staggered until it gets 8 hours of rest.
Sneak Attack: As Rogue. This training may be taken any number of times, each time grants 1d6 extra damage on sneak attacks.
Array of Stunts: Required level 12. The Fighter is able to use either two swift actions, one swift action and one immediate action, or two immediate actions per round as he sees fit.
Combat Logistics: Requires Exceptional Speed, Extend Reach, and Array of Stunts. Required level 18. If you are not Fatigued or Exhausted, once during your turn you may take an extra move or standard action. If you do you may not do so again for 1d4 rounds, during which time you are Fatigued.
Crippling Strike: Requires Sneak Attack. Required level 12. As Rogue.
Defensive Roll: Required level 12. Once per encounter, when an attack would deal you enough damage to reduce you to 0 or fewer hit points you may make a Reflex save DC 10+CR of the attacker. If your save succeeds you take no damage at all.
Opportunist: Required level 6. Whenever a creature you threaten is hit by a melee attack from a creature other than you, you may make an attack of opportunity against the struck creature.
Devastating Reflexes: Requires Combat Reflexes or Trained Reflexes, and Combat Superiority. Required level 18. Whenever the Fighter makes an attack of opportunity, it is treated as if against a helpless foe and as though it were a Coup de Grace.
Skill Mastery: Required level 9. As Rogue. You may take this ability any number of times.
More to come...
Living Legend (Ex): Having mastered the legacy destined to him, a Fighter of 20th level and higher has left his mark on history, his deeds forever remembered for shaping a new era. Once per day the Fighter may choose to lose any one Heroic Legacy or Combat Training he has gained and take a new one he meets all of the prerequisites for.
NOTE: At your discretion you may utilize a version of the Legend (https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B8lf_LtvhqMlMTQ1MzU4YWQtZTlhYy00MTRlLThlZjI tZDYzOTQxYWFjNGQ4&hl=en&authkey=CL-xzbQI) multiclassing rules, treating some of the Fighter's class features as Tracks. All of the Fighter's Heroic Legacies may be treated as one Track and all of the Fighter's Combat Training may be treated as another. Enjoy!
http://www.wizards.com/dnd/images/mhbk_gallery/76949_CN.jpg
Alignment: Any
Hit Die: 1d12
"Fear me, the last King of Men, and know this: by Eldanil, the blade broken, I shall cut you down!" - Eldorado, Human Fighter.
Making a Fighter
A Fighter is a warrior of consummate skill who excels upon the front lines, but while a Warblade relies on glorious and meticulous martial arts or a Mageknight empowers his strikes with arcane might, a Fighter supplements his exceptional combat training with an heirloom of legendary power.
In every story featuring a warrior of great deed, every myth or legend, the hero acquires or possesses a mighty magical item. Whether our hero freed the sword from the stone or discovered the ring within a cave he wields it in the name of his quest.
The coming of the hero and his icon are foretold, by ancient scrolls, or by signs in the stars, or by oracles in ivory towers. The omen of his quest is something that has been awaited by monarchs and commoners alike. The herald of a new dawn.
The Fighter exemplifies this mythic hero through and through. He is the foretold champion and bearer of ancient relics. Through him comes the hope or the doom of the world. Through him comes the founding of a new legacy and the ushering in of a new era.
Abilities: Like all front-liners a Fighter benefits from a high score in Strength, Dexterity, and Constitution. However, unlike a Barbarian, a Fighter knows that there is much more to combat than the physical side. Depending on his Heroic Legacy and his Combat Training (see below), a Fighter may value any of his Intelligence, Wisdom, or Charisma just as highly as any of his physical ability scores. An Intelligent Fighter is skilled and capable of drawing upon a wide variety of knowledge to borrow tactics from the mages. A Wise Fighter is cunning, able to watch the battlefield at all times and read his foes like books. A Charismatic Fighter is as gracious as he is intimidating, constantly haranguing the battlefield through the force of his personality.
Races: The Fighter class is one born out of any culture that produces both elite warriors and powerful artifacts. In fact, a Fighter would argue that in some cases each in turn forges the other. Human nations wield implements of practical yet sophisticated design, turning out Fighters whose legacies often coincide with the ambitious and adaptable nature of their race. Dwarf nations use tools of intricate and enduring stonework. Their legacies are wielded by Fighters of exceptional strength and impossible toughness. Elf nations create delicate and beautiful works of art, yielding legacies for graceful and esoteric Fighters.
Starting Gold: 5d6x10 (average 175gp).
Starting Age: As Fighter.
Level
BAB
Fort
Ref
Will
Special
1st
+1
+2
+2
+0
Bonus Feat, Heroic Legacy
2nd
+2
+3
+3
+0
Bonus Feat
3rd
+3
+3
+3
+1
Combat Training
4th
+4
+4
+4
+1
Heroic Legacy
5th
+5
+4
+4
+1
Bonus Feat
6th
+6/+1
+5
+5
+2
Combat Training
7th
+7/+2
+5
+5
+2
Heroic Legacy
8th
+8/+3
+6
+6
+2
Bonus Feat
9th
+9/+4
+6
+6
+3
Combat Training
10th
+10/+5
+7
+7
+3
Heroic Legacy
11th
+11/+6/+1
+7
+7
+3
Bonus Feat
12th
+12/+7/+2
+8
+8
+4
Combat Training
13th
+13/+8/+3
+8
+8
+4
Heroic Legacy
14th
+14/+9/+4
+9
+9
+4
Bonus Feat
15th
+15/+10/+5
+9
+9
+5
Combat Training
16th
+16/+11/+6/+1
+10
+10
+5
Heroic Legacy
17th
+17/+12/+7/+2
+10
+10
+5
Bonus Feat
18th
+18/+13/+8/+3
+11
+11
+6
Combat Training
19th
+19/+14/+9/+4
+11
+11
+6
Heroic Legacy
20th
+20/+15/+10/+5
+12
+12
+6
Bonus Feat, Living Legend
Class Skills (6 + Int modifier): Appraise, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Escape Artist, Handle Animal, Heal, Intimidate, Jump, Knowledge (Any), Listen, Profession, Ride, Sense Motive, Spot, Survival, Swim, Tumble, and Use Magic Device.
Weapons and Armor Proficiency: A Fighter is proficient with all simple and martial weapons, with light, medium, and heavy armors, and with all shields (including Tower Shields).
Bonus Feats: As usual, except you get three fewer, drawn from the list of Fighter Bonus Feats (along with some new feats below).
Heroic Legacy (Ex): Whether by birthright or by happy chance a Fighter is inheritor to an age of heroes. Perhaps he is the last of his kind, the one final champion to stand unflinching into the bloody maw of evil. Perhaps he is a reluctant savior, thrust into a conflict that only he can finish, for better or worse. Whatever the case, where once stories were told to the Fighter of other men, now other men will be told stories of the Fighter.
A Fighter is destined to do great or terrible things, and perhaps chief among them is to wield an item of legendary power and significance against his foes. His coming ushers in a new era, foretold by the sign of the man that awakens the world.
At 1st level and every three levels thereafter, by choosing one of the abilities in the spoiler below, a Fighter begins to awaken the power destined to be his. The first ability you select must be an Omen. This Omen is but a taste of the power you will soon master, and marks an item you own as something more than mundane.
When you select an Omen, choose an item in your possession. That item becomes masterwork quality, and while you hold it, wear it, or otherwise clearly display it the item exhibits extraordinary, magical, even supernatural behavior.
After you have selected an Omen you cannot select another Omen. At 4th level and every third level afterward you must select another Legacy ability. All Heroic Legacy abilities you choose at 4th level and onward apply to the item you chose upon selecting an Omen.
When you display your item's Omen you also draw attention to yourself. Other creatures will quickly notice the power inherent in your legacy and, especially if they know it's potential, will attempt to take possession. With a Knowledge (History) check, DC 15, any creature (including yourself) can recall the name of your held item (make one up). For every 5 points a creature beats the DC it is able to identify one of your Heroic Legacy features. Retry is only possible after the creature gains a level or racial hit die.
Any time you attack a foe, if that foe knows of your item's Omen, it must succeed on a Will save, DC 10+1/2 Fighter level+Your Charisma modifier+Your number of Heroic Legacy features, to avoid spending its next round in pursuit of defeating you and stealing your item. When a creature fails, for 1 round, it must include you as a target or within the area of any attack or harmful effect it uses, and it must use movement to approach you if it has no ranged effects.
Though your enemies may try to steal your Legacy item, only you can properly wield it. While you do not hold, wear, or display your item neither your item's Omen or its Heroic Legacies function (unless otherwise noted). Likewise, not even another Fighter can steal your Legacy item and gain access to your item's powers. However, any Fighter, including you, may take possession of another Fighter's Legacy item and with a Use Magic Device check made as a swift action (DC 20 +5/Heroic Legacy) utilize that item's power for 1 round, and 1 round only.
Omen Menu
Note: For all purposes your chosen Omen is also considered a Heroic Legacy.
Tranquility [Omen]
While you hold, wear, or otherwise display your item you gain a +2 bonus to will saves and exude a constant Calm Emotions aura as the spell. Once per day/Heroic Legacy, while holding, wearing, or displaying the item you may attempt a DC 15 Concentration check as a swift action. If you succeed you regain 1d8 hit points. For every 5 points you exceed the check DC you regain an additional 1d8 hit points.
Foeseeker [Omen]
You needn't hold, wear, or display your item to display this Omen. When you gain this Omen choose a type of creature and some type of signal. Whenever the chosen type of creature approaches within 60ft of your item, whether you hold/wear/display it or not, the item produces the chosen signal, indicating the presence (though not the exact location) of the chosen type of creature(s).
Additionally, you deal +1 damage/Heroic Legacy and automatically overcome all damage reduction against the chosen type of creature while you hold, wear, or display your item.
Once per day/Heroic Legacy, when you damage a creature of the chosen type with an attack, the attack deals an extra 1d6 damage/Heroic Legacy of the same type(s).
Evening Star [Omen]
While you hold, wear, or display your item you may cause it to produce illumination equivalent to the Light spell at-will, though you may choose any shape or form for the illumination from torchfire to a illusionary cloud of fireflies, to pure radiance.
Invisible creatures within this light do not get the +2 bonus on attack rolls and suffer a -1 penalty to saving throws and AC/Heroic Legacy. Creatures get a +5/Heroic Legacy bonus to Listen and Spot checks made to pinpoint invisible creatures within the light.
Once per day/Heroic Legacy, as a standard action, you may teleport in a flash of light up to a distance equal to 20ft/Heroic Legacy. Creatures adjacent to your starting point must succeed on a Fort save (DC 10+1/2 Fighter level+Constitution modifier) to avoid being blinded for 1 round. Creatures that succeed on their saves are Dazzled for 1 round.
Rune-carved Reputation [Omen]
Upon your chosen item, runes are etched, however tiny they must be to cover the item, detailing events in your life. Any creature with an Intelligence score 10 or higher that sees or hears you knows your name, even if they don't know how. With a DC 10 Intelligence check any creature with an Intelligence score 10 or higher can recall a story they've heard about you, even if it isn't true.
While you hold, wear, or display your item you gain a +2 bonus on all Bluff, Diplomacy, and Intimidate checks.
While you hold, wear, or display your item, once per day/Heroic Legacy you may duplicate the effects of Bardic Music to produce an Inspire Courage effect as a Bard of your class level.
Everything Burns [Omen]
While you hold, wear, or display your item it is warm to the touch and begins to grow hotter, glowing red or white if made of metal. Creatures that touch or are hit by the item are dealt 1 point of fire damage/Heroic Legacy and you ignore an amount of Fire Resistance up to your Fighter level (even Fire Immunity is reduced to Fire Resistance 50, then an appropriate amount of that Resistance is ignored).
Once per day/Heroic Legacy, as an immediate action, you may cause the item to flare up dealing a creature that touches or is hit by the item an additional 1d6 fire damage/Heroic Legacy. The damaged creature must succeed on a Reflex save (DC 10+1/2 Fighter level+Strength modifier) to avoid catching fire for 1 round per class level. These flames are supernatural and require 1 entire round to put out.
Tongues [Omen]
Add the Perform skill to your list of class skills.
While you hold, wear, or display your item any creature within 30ft of you is able to understand your language. You gain a +2 bonus to all Diplomacy, Gather Information, Perform, and Sense Motive checks.
Once per day/Heroic Legacy you may duplicate the effects of Sirensong (http://www.giantitp.com/forums/showthread.php?t=199131) to produce a Distraction or Fascinate effect as a Beguiler of your class level.
Resilience [Omen]
For each Heroic Legacy you've gained (including this one), your item's Hardness increases by 3 and it's hit points increase by 10, in addition to any increases gained by enhancement. Damage dealt to your item is healed at the rate of 1 hit point per hour/Heroic Legacy.
For each Heroic Legacy, while you hold, wear, or display the item you gain Hardness 1 and 3 temporary hit points. Temporary hit points gained this way last for 24 hours (in this way you cannot simply hold the item, get hit, and then hold it again to "heal" yourself).
Ophidian [Omen]
While you hold, wear, or display the item your tongue becomes thinner, narrower, black, and forked. You gain the ability to taste through smell and vice versa as well as the ability to influence snakes as if through Wild Empathy (http://www.d20srd.org/srd/classes/druid.htm). You gain the Scent quality, a +2 bonus to Survival checks, a +2 bonus to saving throws vs Disease and Poison, and one extra 5ft step per round/Heroic Legacy.
Absolute Chill [Omen]
While you hold, wear, or display the item it begins to grow cold to the touch, gathering frost, and chilling creatures other than you to the bone. Creatures that touch or are hit by the item are dealt 1 point of cold damage/Heroic Legacy and you ignore an amount of Cold Resistance up to your Fighter level (even Cold Immunity is reduced to Cold Resistance 50, then an appropriate amount of that Resistance is ignored).
Once per day/Heroic Legacy, as an immediate action, you may cause the item to flare up dealing a creature that touches or is hit by the item an additional 1d6 cold damage/Heroic Legacy. The damaged creature must succeed on a Fortitude save (DC 10+1/2 Fighter level+Constitution modifier) to avoid being Immobilized for 1 round then Slowed for 1 round per class level. A creature whose save succeeds is still Slowed for 1 round.
Pelta Lunata [Omen]
Add the Control Shape (http://www.d20srd.org/srd/monsters/lycanthrope.htm) skill (bottom of page) to your list of class skills and choose two ability scores.
While you hold, wear, or display your item, you are considered a Shifter in terms of race requirements and you gain the Shapechanger subtype. While under the light of the moon, once per day/Heroic Legacy you may, as a free action, make a Control Shape check DC 15. If your check succeeds you "shift" gain a +2 bonus to the chosen ability scores and gain two natural Claw attacks dealing 1d4 damage for a medium character. This state lasts for a number of minutes equal to your class level, or until you spend at least 1 minute apart from moonlight. For every 5 points you beat the Control Shape check you may add +1 to your chosen ability scores OR gain the benefit of any [Shifter] feat you qualify for.
If under the light of a full moon, you automatically shift, consuming one of your uses per day, and the duration of the effect lasts indefinitely or until you spend at least 8 hours apart from the full moonlight.
The Control Shape skill may be used to prematurely end a shift, even while under moonlight, as normal using the Return to humanoid form DCs.
While shifted you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. You can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.
Ghostfolly [Omen]
Add Hide and Move Silently to your list of class skills.
While you hold, wear, or display your item you are unable to be tracked unless you wish it and you exude no scent. You gain a +2 bonus on all Hide and Move Silently checks. You are under the constant protection of a Nondetection effect as the spell, and once per day/Heroic Legacy you may produce a Modify Memory effect as the spell.
Blood Begets Blood [Omen]
While you hold, wear, or display your item, wounds you inflict seep blood, dealing additional damage over time. Anytime you deal damage to a creature or an object the damaged thing suffers 1 point of bleed damage per round/Heroic Legacy for 1 minute, or 10 minutes if you scored a critical hit. The bleeding can be stopped with a Heal check DC 10 +5/Heroic Legacy or by any effect that restores at least 1 hit point/Heroic Legacy.
When reduced to -1 or more hit points you automatically stabilize.
With 8 or more hours of rest you regain hit points equal to 1/Heroic Legacy.
Witch Hammer [Omen]
Choose a signal for your item. Whenever a spellcaster or creature capable of using spell-like abilities approaches within 60ft of your item, whether you hold/wear/display it or not, the item produces the chosen signal, indicating the presence (though not the exact location) such creature(s).
While you hold, wear, or display your item you gain a +2 bonus to saving throws against against spells or spell-like abilities.
Once per day/Heroic Legacy you may ready an action to make a Knowledge (Arcane) check when a spell is cast or a spell-like ability is used within your line of sight. The DC of the check is 10 +4/spell level, and if it succeeds the spell or spell-like ability fizzles as if countered and is wasted.
Sight Beyond Sight [Omen]
While you hold, wear, or display your item you may focus your vision at-will as a standard action gaining the benefits of a magnifying glass, a spyglass, or See Invisibility as the spell for 1 round. Among other things, this allows you to perfectly calculate the distance between you and any target. You also gain low-light vision if you didn't already have it. If you did have low-light vision you gain darkvision if you didn't already have it.
For 1 round per day/Heroic Legacy, activated as a free action, you may gain the benefit of True Seeing as the spell.
Lorestealer [Omen]
Add Decipher Script and Spellcraft to your list of class skills.
You gain a +2 bonus to all Knowledge checks.
Choose a signal for your item. Whenever a prayer book, spellbook, or scroll approaches within 60ft of your item, whether you hold/wear/display it or not, the item produces the chosen signal, indicating the presence (though not the exact location) of such.
Once per day/Heroic Legacy, you may prepare and cast a single spell from any prayer book or spellbook you possess so long as you understand the script it is written in and have identified the spell. The spell's level may not be higher than 1/Heroic Legacy.
Measure the Man [Omen]
While you hold, wear, or display your item you may observe any creature within 30ft for 3 rounds. If you do you learn any skills the creature has ranks in, how many ranks, and all feats the creature possesses.
Once per day/Heroic Legacy, as a swift action, you may make an Appraise check to produce a Detect Thoughts effect as the spell against any creature you have observed for 3 or more rounds. The check DC is 12 + the CR of the creature, while he save DC to resist the effect is 10+1/2Fighter level+Wisdom modifier. You may maintain concentration on the effect as a free action.
Any creature whose thoughts you detect loses the benefits of any feats the two of you share and automatically fails skill checks if you possess as many or more ranks in the same skill.
Sanctified [Omen]
While you hold, wear, or display the item weapons you wield are always treated as if they were aligned to match your alignment (Good aligned if you're Good, etc). Furthermore, you gain DR X/alignment where X equals the number of Heroic Legacy features you have and alignment corresponds to the alignments that oppose your own (Evil if you are Good, but Chaotic and Evil if you are both Lawful and Good).
Once per day/Heroic Legacy, you may produce a Protection from [Alignment] effect as the spell, but only to protect yourself and only from an alignment which opposes your own.
Mindsplinter [Omen]
While you hold, wear, or display the item creatures within 5ft/Heroic Legacy with an attitude toward you of unfriendly or worse are dealt 1 point of nonlethal sonic damage/Heroic Legacy per round. You ignore an amount of Sonic Resistance up to your Fighter level (even Sonic Immunity is reduced to Sonic Resistance 50, then an appropriate amount of that Resistance is ignored).
Once per day/Heroic Legacy, as a standard action that doesn't provoke attacks of opportunity, you may deal 1d8 points of sonic damage/Heroic Legacy to all creatures within 10ft, confusing them for 3 rounds. Those creature are entitled to a Fortitude save DC 10+1/2 Fighter level+Wisdom modifier to halve the damage and negate the confusion.
Beastmaster [Omen]
You gain the Wild Empathy (http://www.d20srd.org/srd/classes/druid.htm) feature as a Druid of your class level and a +2 bonus to Handle Animal, Ride, and Wild Empathy checks.
While you hold, wear, or display you may speak with animals as well as magical beasts as if via the Speak with Animals spell.
Once per day you may produce a Summon Nature's Ally effect as the spell with a level up to 1/Heroic Legacy. The duration of the effect is 24 hours rather than 1 round per level and the summoned creature(s) gains benefits as if it were your Animal Companion and you possessed an effective Druid level of half your Fighter levels (rounded down).
The Traveler [Omen]
While you hold, wear, or display your item you benefit from a constant Endure Elements effect as the spell, you ignore up to 10ft of difficult terrain per round, and you are immune to fatigue.
You gain a +2 bonus to all Balance, Escape Artist, Jump, Survival, and Tumble checks
You gain a +4 bonus to all Climb and Swim checks and can take 10 with either skill even when you are distracted or threatened.
Finally, for 1 round per day/Heroic Legacy, activated as a free action, you may gain the benefit of Freedom of Movement as the spell.
Lion's Roar [Omen]
While you hold, wear, or display your item you gain a +2 bonus on all charisma-based checks, as well as a +2 bonus to all Intimidate checks (for a total +4 bonus to Intimidate).
Once per day/Heroic Legacy, as a standard action you may clearly present your item causing it to release a mighty roar that can be heard for roughly 1 quarter mile. Unfriendly creatures in that area that can see you are shaken for 1 minute. Unfriendly creatures in that area, that you threaten, are deafened for 3 rounds and must succeed on a Will save (DC 10+1/2 Fighter level+Charisma modifier) or become frightened for 1 minute.
Stormchaser [Omen]
While you hold, wear, or display your item it buzzes and quivers, static electricity sparking all over it. Creatures that touch or are hit by the item are dealt 1 point of electricity damage/Heroic Legacy and you ignore an amount of Electricity Resistance up to your Fighter level (even Electricity Immunity is reduced to Electricity Resistance 50, then an appropriate amount of that Resistance is ignored).
Once per day/Heroic Legacy, as an immediate action, you may cause the item to flare up dealing a creature that touches or is hit by the item an additional 1d6 electricity damage/Heroic Legacy. The damaged creature must succeed on a Will save (DC 10+1/2 Fighter level+Dexterity modifier) or become entangled for 1 round per class level. At the start of the entangled creature's round it takes 1d6 additional electricity damage. A creature entangled in this way may spend 1 entire round shrugging the effect off.
Shadow Eater [Omen]
While you hold, wear, or display your item, at-will, as a standard action you may draw surrounding shadows into the item, effectively turning non-magical darkness into shadowy illumination or shadowy illumination into bright illumination within a 30ft area and causing your item to appear as if shaped by an empty blackness. This effect lasts for 1 minute per Fighter level. Creatures that touch or are hit by the item while this effect persists are dealt 1 point of negative energy damage/Heroic Legacy.
Once per day/Heroic legacy, as a standard action you may expel the blackness from your item to produce a magical Darkness effect as the spell, or a Deeper Darkness effect with three or more daily uses.
Heroic Legacies
Magic Vestment
Prerequisite: Omen item must be armor, clothing, or a shield.
Benefit: Your chosen item gains a +1 enhancement bonus per four Fighter levels granting it additional hardness and hit points as well as increasing your armor class.
This enhancement bonus is added to armor's armor bonus or a shield's shield bonus and gives any enhanced clothing an armor bonus of +1 or higher.
This enhancement bonus does not stack with any existing enhancement bonus possessed by the item.
Greater Magic Vestment
Prerequisite: Magic Vestment, Fighter level 10
Benefit: Your item gains an additional +1 effective enhancement bonus per four Fighter level which may be used only to add magical armor/shield properties to the item such as glamered or fortification. You may save these effective enhancement bonuses as you gain levels in order to qualify for a more powerful property later.
This effective enhancement bonus does not increase your armor class.
Magic Weapon
Prerequisite: Omen item must be a manufactured weapon
Benefit: Your chosen item gains a +1 enhancement bonus per four Fighter levels granting it additional hardness and hit points as well as increasing your attack and damage rolls made with it.
This enhancement bonus does not stack with any existing enhancement bonus possessed by the item.
Greater Magic Weapon
Prerequisites: Magic Weapon, Fighter level 10
Benefit: Your item gains an additional +1 effective enhancement bonus per four Fighter level which may be used only to add magical weapon properties to the item such as flaming or wounding. You may save these effective enhancement bonuses as you gain levels in order to qualify for a more powerful property later.
This effective enhancement bonus does not increase your attack or damage rolls.
Resistance
Prerequisites: Fighter level 8
Benefit: While you hold, wear, or display your item you gain a +1 resistance bonus on all saving throws per four Fighter levels.
Skill Enhancement
Prerequisites: 5 ranks in any skill
Benefit: Choose a single skill in which you have 5 or more ranks. While you hold, wear, or display your item you gain a +5 circumstance bonus to checks with the chosen skill per four Fighter levels and once per day per Heroic Legacy you may reroll one skill check of the chosen skill.
Special: You may take this Legacy any number of times. Choose a new skill each time you take it.
Ability Enhancement
Prerequisites: None.
Benefit: Choose one of your ability scores. While you hold, wear, or display your item you gain a +1 enhancement to the chosen ability score per Heroic Legacy (to a maximum of +6). Once per day per Heroic Legacy you may take 20 on an ability check of the chosen score.
Special: You may take this Legacy up to six times, choosing a new ability score each time.
Deflection
Prerequisites: Fighter level 8
Benefit: While you hold, wear, or display your item you gain a +1 deflection bonus to AC per four Fighter levels.
Resist Energy
Prerequisites: None.
Benefit: Choose one type of energy from among acid, cold, electricity, fire, or sonic. While you hold, wear, or display your item you gain Energy Resistance 5/Heroic Legacy against the chosen type of energy. This Energy Resistance stacks with all others you already possess against the same type of energy.
If this Legacy would cause you to have more than Energy Resistance 30 to any type of energy your Energy Resistance is replaced with Energy Immunity.
Wizardry I (or II or III or IV or V or VI)
Prerequisites: Knowledge (Arcane) 3 ranks (or 6 ranks or 9 ranks or 12 ranks or 15 ranks or 18 ranks respectively)
Benefit: Choose a single 1st (or 2nd or 3rd or 4th or 5th or 6th) level spell from the Wizard/Sorcerer spell list. Three times per day, by touching the item and speaking a command word, you (and only you) may use the chosen spell as a spell-like ability with a caster level equal to your Fighter level.
Special: Gaining Wizardry II or higher does not require lower versions of the same ability.
Special: You may take this Legacy any number of times.
Mysticism I (or II or III or IV or V or VI)
Prerequisites: Knowledge (Religion) 3 ranks (or 6 ranks or 9 ranks or 12 ranks or 15 ranks or 18 ranks respectively)
Benefit: Choose a single 1st (or 2nd or 3rd or 4th or 5th or 6th) level spell from the Cleric spell list. Three times per day, by touching the item and speaking a command word, you (and only you) may use the chosen spell as a spell-like ability with a caster level equal to your Fighter level.
Special: Gaining Mysticism II or higher does not require lower versions of the same ability.
Special: You may take this Legacy any number of times.
Shamanism I (or II or III or IV or V or VI)
Prerequisites: Knowledge (Nature) 3 ranks (or 6 ranks or 9 ranks or 12 ranks or 15 ranks or 18 ranks respectively)
Benefit: Choose a single 1st (or 2nd or 3rd or 4th or 5th or 6th) level spell from the Druid or Wu Jen spell lists. Three times per day, by touching the item and speaking a command word, you (and only you) may use the chosen spell as a spell-like ability with a caster level equal to your Fighter level.
Special: Gaining Shamanism II or higher does not require lower versions of the same ability.
Special: You may take this Legacy any number of times.
Latent Power I (or II or III or IV or V or VI)
Prerequisites: Knowledge (Psionics) 3 ranks (or 6 ranks or 9 ranks or 12 ranks or 15 ranks or 18 ranks respectively)
Benefit: Choose a single 1st (or 2nd or 3rd or 4th or 5th or 6th) level psionic power from any power list. Three times per day, by touching the item and speaking a command word, you (and only you) may manifest the chosen power as a Psi-like ability.
Special: Gaining Latent Power II or higher does not require lower versions of the same ability.
Special: You may take this Legacy any number of times.
Incantation I (or II or III or IV)
Prerequisites: Knowledge (Arcane) 4 ranks, Knowledge (Nature) 4 ranks, Knowledge (Planes) 4 ranks, Knowledge (Religion) 4 ranks (or 8 ranks or 12 ranks or 16 ranks)
Benefit: Choose a single Least (or Lesser or Greater or Dark) invocation from the Warlock or Dragonfire Adept lists. Any time you touch the item, any number of times per day, you may use that invocation with a caster level equal to your Fighter level.
Special: Gaining Incantation II or higher does not require lower versions of the same ability.
Special: For the purposes of this legacy Eldritch Blast and Breath Weapon may both be treated as Least invocations and Breath Effects as Least, Lesser, Greater, and Dark invocations corresponding to minimum levels 2, 5, 10, and 15 respectively. An Eldritch Blast or Breath Weapon gained in this way deals 1d6 damage per Heroic Legacy.
Special: You may take this Legacy any number of times.
Sublime Art
Prerequisites: None.
Benefit: This Legacy works much like the Martial Study feat, however, you may take it more than three times, and even though you are not an initiator, for the purposes of gaining maneuvers and initiating those maneuvers you have an effective initiator level equal to your Fighter level.
When you take this Legacy choose a discipline of martial maneuvers. The key skill for the discipline becomes a class skill for all your classes. Select any one maneuver or stance from the chosen discipline for which you meet the prerequisites. Once per day/Heroic Legacy, as a swift action, you may recover all of your expended maneuvers.
Special: You may take this Legacy any number of times, each time you may choose a new discipline or one that you have already chosen.
Vestige Bound I (or II or III or IV or V or VI)
Prerequisites: Knowledge (Planes) 3 ranks (or 6 ranks or 9 ranks or 12 ranks or 15 ranks or 18 ranks respectively)
Benefit: Choose a single 1st (or 2nd or 3rd or 4th or 5th or 6th) level Vestige. You gain the Soul Binding class feature, as a Binder. You have an effective Binder level equal to your Fighter level.
Once per day, while touching the item, you may summon and attempt to bind with the chosen vestige through the use of your Soul Binding feature. Because a splinter of the vestige itself is within your item you have no need to draw the vestige's sign, although you do need to make the normal Binding check, which takes between 1 full round (at -10 to your check) and 1 minute, as normal.
Special: Gaining Vestige Bound II or higher does not require lower versions of the same ability.
Special: You may take this Legacy any number of times. Though no matter how many times you take it you may only bind with a single Vestige at a time.
Constant Effect
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Constant Companion
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much more to come...
Combat Training (Ex): More than anything, a Fighter is focused on bloody, gritty, face-to-face combat. A Fighter prefers to look his foes in the eyes when he sends them to the afterlife. At 3rd level and every three levels thereafter, by choosing one of the following, a Fighter exerts his mastery of combat over the battlefield in new ways:
Battlefield Terror: A Fighter may use the Intimidate skill even on creatures that are immune to fear or are non-intelligent, although these creatures get a +5 bonus to their opposed check.
A Fighter adds his Strength modifier to Intimidate checks in addition to his Charisma modifier, and only adds either modifier if it's positive.
Once per encounter, a Fighter may attempt to demoralize a target he just hit with a melee attack as a free action.
Mass Demoralization: Requires Battlefield Terror. Required level 6. The Fighter may choose to use the Demoralize Opponent option against any creatures within 5ft per Fighter level.
Rapid Demoralization: Requires Battlefield Terror and Mass Demoralization. Required level 12. The Fighter may use the Demoralize Opponent option as a swift action.
Trained Reflexes: This ability works just like the Combat Reflexes feat (and counts as such for the purposes of prerequisites) except that the Fighter gains additional attacks of opportunity each round equal his Dexterity modifier or 1/2 his class level, whichever is higher.
Combat Superiority: Requires Combat Reflexes or Trained Reflexes. Whenever a creature within the Fighter's threatened area performs an action other than attacking the Fighter, including movement (even 5ft steps), that creature provokes an attack of opportunity from the Fighter. Further, the Fighter has a +4 insight bonus to attack rolls made as part of an attack of opportunity.
Cover: Requires Combat Reflexes or Trained Reflexes. Required level 9. Whenever an ally within the Fighter's threatened area is within the area of, or included as a target of any effect requiring a Reflex save, the Fighter may spend an immediate action to enter that ally's square. This movement doesn't provoke attacks of opportunity. If he does, his ally is pushed into any open adjacent square of the ally's choice, or knocked prone if there is no open square. The Fighter blocks line of sight to his ally and grants it total cover, but is himself exposed to the effect and automatically fails any associated Reflex save. The Fighter does not count as his own ally for the purpose of this ability.
When a Fighter uses Cover he gives up one of his attacks of opportunity for the round.
Extend Reach: Required level 6. Add 5ft to your reach. This may be taken a second time.
Supreme Reach: Requires Extend Reach. Required level 12. Add 10ft to your reach.
Exceptional Speed: Increase all movement speeds by 10ft. This training may be taken any number of times.
Tactical Relocation: Requires Exceptional Speed. As an immediate action, you move 10ft but lose your move action next round.
Abundant Step: Requires Exceptional Speed and Tactical Relocation. Required level 12. As a swift or immediate action you may teleport a distance up to half your highest speed. The destination of this teleport must be within your line of sight. If you use Abundant Step when it isn't your turn you lose your move action next round.
Uncanny Dodge: As Barbarian. Taking this a second time grants Improved Uncanny Dodge.
Pounce: At the end of a charge you may make a full attack.
AC Bonus: While you wear light or no armor you may add your Wisdom bonus to your AC. While you wear no armor you gain a bonus to AC equal to +1 per four Fighter levels. This bonus applies against touch attacks and while you are flat-footed, but not while you are helpless or stunned.
Cunning: Requires AC Bonus and Uncanny Dodge. Required level 12. You are never flat-footed and are always able to act in the surprise round.
Unarmed Strike: As Monk.
Weapon Flurry: As Flurry of Blows but with any weapon for which you are proficient.
Evasion: As Monk.
Penetrating Blow: Overcome DR as if with a magic weapon while wielding any type of weapon (manufactured or natural). Taking this a second time allows you to overcome DR as if with a silvered and cold iron weapon. Taking this a third time allows you to overcome DR as if with an adamantine weapon.
Improved Evasion: Required level 9th. As Monk.
Alacritous Strikes: Requires Exceptional Speed and Weapon Flurry. Required level 9. You may make a full attack as a standard action.
Greater Flurry: Requires Weapon Flurry. Required level 12. As Monk but with any weapon for which you are proficient.
Aura of Courage: You are immune to fear. Allies within 10ft of you gain a +4 bonus to saving throws against fear effects.
Smiting Strike: Once per encounter you may add your Charisma modifier to an attack roll. If the attack hits you deal 1d6 extra damage. This training may be taken any number of times, each time grants an extra Smiting Strike per encounter and your Smiting Strikes deal an extra 1d6 damage.
The second time you take Smiting Strike, a target struck by your Smiting Strikes becomes Fatigued.
The fourth time you take Smiting Strike, a target struck by your Smiting Strikes becomes Exhausted.
The sixth time you take Smiting Strike, a target struck by your Smiting Strike must succeed on a Fort save (DC 10+1/2 Fighter level+Strength modifier) or become permanently Paralyzed, or, if immune, Dazed for 1 round and Staggered until it gets 8 hours of rest.
Sneak Attack: As Rogue. This training may be taken any number of times, each time grants 1d6 extra damage on sneak attacks.
Array of Stunts: Required level 12. The Fighter is able to use either two swift actions, one swift action and one immediate action, or two immediate actions per round as he sees fit.
Combat Logistics: Requires Exceptional Speed, Extend Reach, and Array of Stunts. Required level 18. If you are not Fatigued or Exhausted, once during your turn you may take an extra move or standard action. If you do you may not do so again for 1d4 rounds, during which time you are Fatigued.
Crippling Strike: Requires Sneak Attack. Required level 12. As Rogue.
Defensive Roll: Required level 12. Once per encounter, when an attack would deal you enough damage to reduce you to 0 or fewer hit points you may make a Reflex save DC 10+CR of the attacker. If your save succeeds you take no damage at all.
Opportunist: Required level 6. Whenever a creature you threaten is hit by a melee attack from a creature other than you, you may make an attack of opportunity against the struck creature.
Devastating Reflexes: Requires Combat Reflexes or Trained Reflexes, and Combat Superiority. Required level 18. Whenever the Fighter makes an attack of opportunity, it is treated as if against a helpless foe and as though it were a Coup de Grace.
Skill Mastery: Required level 9. As Rogue. You may take this ability any number of times.
More to come...
Living Legend (Ex): Having mastered the legacy destined to him, a Fighter of 20th level and higher has left his mark on history, his deeds forever remembered for shaping a new era. Once per day the Fighter may choose to lose any one Heroic Legacy or Combat Training he has gained and take a new one he meets all of the prerequisites for.
NOTE: At your discretion you may utilize a version of the Legend (https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B8lf_LtvhqMlMTQ1MzU4YWQtZTlhYy00MTRlLThlZjI tZDYzOTQxYWFjNGQ4&hl=en&authkey=CL-xzbQI) multiclassing rules, treating some of the Fighter's class features as Tracks. All of the Fighter's Heroic Legacies may be treated as one Track and all of the Fighter's Combat Training may be treated as another. Enjoy!