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View Full Version : Proud Warrior [3.5] Charisma Based Fighter Redux



Lix Lorn
2012-12-10, 05:55 PM
Proud Warrior
‘So, there I am, trapped in a dungeon and surrounded by skeletons-when this boy, couldn’t be more than fifteen, drops in and decapitates seven with a single whirling strike. It was the most amazing thing I’ve ever seen.’
Eleanor Fields (later Eleanor Woods,) on the Proud Warrior Caellach Woods.

Background: Of the three most common classes of battle, the Proud Warrior is the one who most stands out. He is the man who shatters the skylight as he drops onto the evil half dragon lich’s head, the woman who bounces of the walls like rubber as she tears a small army apart, the cool witted ‘berserker’ who socks the enemy in the face with that oversized flail-every, single, time. His power is gained entirely from force of will. He knows he can win this.
And the universe, although it doesn’t actually revolve around him, is willing to bend a little.
Races: The most common Proud Warriors are humans and elves, and a little more than a few Spellscales. In particular, Dwarves tend to be rare among their numbers, though this is more a racial proclivity than any inability.
Other Classes : Proud Warriors are a natural ally of Sorcerers. Anyone used to imposing their will on the world through magic will feel the kinship of these natural warriors. However, Druids in particular tend to find them too unpredictable, while Paladins can find them untrustworthy.
Role: A Proud Warrior is a frontline combatant above all others. As long as things are going well, he can cut a huge swathe in even an army. But as soon as something goes wrong, whether it be the end of a Cleaving streak or a failed attempt at a spectacular finish, he’s left stranded. His skill lies in speed and ability, not in power or survivability. As long as he has the first word, he has a chance.
Proud Warriors in the World: Proud Warriors are common adventurers and thrill seekers. A ‘normal’ job like that of a guard or a soldier can be highly boring in their eyes, and they tend to seek intrigue and adventure.
Inspiration: Fighters aren’t as simple as people think. Not everyone fights in the same way, or for the same reasons. Some fight for honour, or to hone their skills-others to show off.

Alignment : Any, regularly Chaotic Good.
Hit Die: d10
Starting Gold: As fighter.
Starting Age: As fighter.
Class Skills: The Proud Warrior’s class skills (And the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Perform (Cha), Ride (Dex), Spot (Wis), and Swim (Str).
Skill Points at 1st level-(4+ Int Modifier) x4
Skill Points per Level-4 + Int Modifier

PROUD WARRIOR


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+2

+0
Whirling Death


2nd

+2

+3

+3

+0
Proud Talent


3rd

+3

+3

+3

+1
Greater Whirling Death


4th

+4

+4

+4

+1
Confident Strike, Proud Talent


5th

+5

+4

+4

+1
Storm of Steel


6th

+6/+1

+5

+5

+2
Proud Talent


7th

+7/+2

+5

+5

+2
Belief Manifest


8th

+8/+3

+6

+6

+2
Pounce, Proud Talent


9th

+9/+4

+6

+6

+3
Flourish, Hypercompetence +1


10th

+10/+5

+7

+7

+3
Proud Talent, Grand Finale


11th

+11/+6/+1

+7

+7

+3
Greater Storm of Steel


12th

+12/+7/+2

+8

+8

+4
Greater Belief Manifest, Proud Talent


13th

+13/+8/+3

+8

+8

+4
Blade of Will


14th

+14/+9/+4

+9

+9

+4
Proud Talent


15th

+15/+10/+5

+9

+9

+5
Great Flourish


16th

+16/+11/+6/+1

+10

+10

+5
Heroic Skill, Proud Talent


17th

+17/+12/+7/+2

+10

+10

+5
Mighty Belief Manifest


18th

+18/+13/+8/+3

+11

+11

+6
Executioner, Proud Talent


19th

+19/+14/+9/+4

+11

+11

+6
Hypercompetence +2


20th

+20/+15/+10/+5

+12

+12

+6
Improved Grand Finale, Proud Talent



Weapon and Armour Proficiencies: A Proud Warrior is proficient with all armour and shields (Including Tower Shields), as well as all simple and martial weapons, and one exotic weapon of their choice. However, their style lends itself to a light skirmisher. Some of their class abilities will not work in medium or heavy armour.

Whirling Death: A Proud Warrior is always moving, relying on speed and skill to take down their enemies. At 1st level, they gain Cleave as a bonus feat, even if they do not meet the prerequisites. At 3rd level, they gain Greater Cleave as a bonus feat, even if they do not meet the prerequisites.

Proud Talent: At each even level, a Proud Warrior chooses a talent from the following list.
Armoured Grace
With this talent, a Proud Warrior can utilise medium armour without interfering with their class abilities, or any talent abilities they possess. In addition, they do not suffer speed reduction from their armour.

This ability may be taken a second time, extending its benefits to cover heavy armour.

A Thousand Cuts
On each attack, you deal bonus damage equal to your dexterity modifier. This damage is precision damage.

Deep Cuts Requires: A Thousand Cuts, ECL 11
Weapons you wield are treated as if they had the Wounding property.

Blade Artist
A Proud Warrior with this ability is beautiful-or terrifying to watch in action. Whenever they fight, they may make a Perform (Dance) check. Any character that watches them fight must make a will save with DC as follows, or have their attitude increased by one step. At the Warrior’s option, this may be due to intimidation or admiration.


Perform Result
DC


1-10
9+1/2 Class Level


11-15
11+1/2 Class Level


16-20
12+1/2 Class Level


21-30
13+1/2 Class Level


31-40
14+1/2 Class Level


Each +10 range
+1


This may only ever improve the attitude of any given character by one stage. As a note, enemies affected by this ability do not stop fighting, although they may be more easily persuaded-whether through fear or adoration-to stop fighting.
In addition, they gain a +2 competence bonus on Perform (Dance) checks.

Alternate versions of this ability could exist for other perform checks-a condescending speech delivered as one carves a contingent of troops to shreds holds a lot of power. Alternatively, Intimidate could be substituted.

Blade Guardian
You receive the Combat Reflexes feat, and may add one plus the highest Enhancement bonus amongst weapons you wield to your AC as a shield bonus.

Opportunity Knocks Requires: Blade Guardian, ECL 11
Whenever an ally successfully strikes a foe within range, that foe provokes an Attack of Opportunity.

Protective Vigilance Requires: Blade Guardian
You grant a shield bonus equal to your own to adjacent allies.

Blade Spiral (Ex)
The Proud Warrior gains Whirlwind Attack as a bonus feat, even if they don't meet the prerequisites. Whenever they make a full attack, they may sacrifice the first three attacks they would make (at the highest progressions) to make a single attack on each foe within range. If they do, each of those attacks suffers a -2 penalty.

Blade Tempest
You may wield a second one-handed or light weapon in your off-hand, suffering a -2 penalty to all attacks made with it. If you do, you may make one additional attack in a full attack, albeit with a -2 penalty. This counts as the Two Weapon Fighting feat for the purposes of prerequisites, and replaces the normal rules of Two Weapon Fighting for a character who has it.

Moving Circles Requires: Blade Tempest, ECL 11
You may make as many attacks with your off-hand as you do with your primary hand from a high base attack bonus, and at the same bonuses, except that attacks made with your off-hand have a -2 penalty. This counts as the Greater and Improved Two Weapon Fighting feats for the purposes of prerequisites.

Bonus Feat
A Proud Warrior may take a single fighter bonus feat instead of a Special Skill. You may take this talent no more than once every second effective character level.

Dancing On The Sky
Your agility surpasses all others. You gain a competence bonus to all movement speeds, as well as to Balance, Jump, and Tumble checks, equal to 10, plus 10 more for each seven effective character levels you possess.
This ability stolen word for word from Jiriku's monk (http://www.giantitp.com/forums/showthread.php?150122-3-5-The-Monk-Remixed).

Defensive Shot
You gain a +2 untyped bonus to AC against attacks of opportunity triggered by using a ranged weapon in a threatened square.

Execution Style Requires: Defensive Shot
When using a ranged weapon to shoot a foe 5ft or less from you, you may add your Strength modifier to the damage dealt, as well as a bonus of 1+1/4 of your ECL.

Distracting Flurry Requires: Defensive Shot
When you make a full attack with a ranged weapon that targets an enemy 5ft or less away from you, you gain a dodge bonus against that foe, as your foe is distracted from your rapid bombardment, and is therefore unable to attack you efficiently. The bonus is equal to 1+1/4 of your ECL.

Making Mistakes Requires: Distracting Flurry
When you use your Distracting Flurry ability, instead of you gaining a dodge bonus, the foe suffers the same amount as a penalty on attack rolls, regardless of who they target, until the beginning of your next turn.

Face to Face Requires: Defensive Shot, ECL 11
You no longer provoke attacks of opportunity for using ranged weapons while in a threatened square.

Distant Step
As a move action, you may teleport to a spot within 10ft and line of sight. At ECL 6, you no longer require line of sight.
After using this ability, you may not use it again for 10-Cha Mod rounds, minimum two.

Shimmer Step Requires: Distant Step, ECL 5
Distant Step’s range is increased to 25ft+5ft per two effective character levels.

World Stride Requires: Shimmer Step, ECL 11
You may use Distant Step to move as far as ten miles per effective character level. You may even take allies with you, but you divide your maximum distance per step by the number of characters of your size that you take. You must either know your destination well, or else move ‘that way’ in a straight line.

Eternal Step Requires: World Stride, ECL 14
You may use Distant Step to mimic Plane Shift, although you have no control over where on the plane you appear.

Dramatic Entrance
A Proud Warrior with this skill is immune to broken glass, as well as any other nonmagical hazard caused by entering a scene in a way that is more dangerous, but more awesome than the alternatives.

Fast Talking
Proud Warriors are renowned for being able to lie their way out of everything. With this ability, a Proud Warrior may attempt to feint in combat as a swift action.

They also gain a +2 competence bonus to bluff and diplomacy checks.

Find the Gap
As an attack action, the character makes a strike aimed for the chinks in the foe’s armour. If they hit, they ignore points of Damage Reduction, Energy Resistance, Resist, or other damage-reducing effects equal to twice their dexterity modifier, as well as dealing lethal damage regardless of regeneration.
After using this ability, the character may not use it again for 10-Cha mod rounds, minimum two.

Pinhole Strike Requires: Find the Gap, ECL 11
When the character uses Find the Gap, they ignore all points of applicable defensive abilities. In addition, they reduce the cooldown of this ability by two, minimum one.

Force Manifest
This ability allows a Proud Warrior to use their Belief Manifest ability to deal force damage. Rather than mimicking a weapon ability, the upgrades simply mimic the effects of Flaming or Fiery Burst, only with force damage.

Identical special abilities could apply to deal sonic, desiccation, or other damage types.

Obviously, this ability requires Belief Manifest to function.

Furious Flurry (Ex)
With lightning speed, you strike repeatedly. This talent allows you to make one additional attack in a full attack. After making a flurry, you may not use another one for 10-Cha mod rounds, minimum two.

Grand Flurry Requires: Furious Flurry, ECL 11
Your ability to strike repeatedly is without equal. You may now make a second additional attack in a full attack when making a flurry. In addition, subtract two from the cooldown of this ability, minimum 1.

Chaos Blade Requires: Grand Flurry
You may use a full round action to make a number of attacks equal to the number you would be entitled to in a full attack. Each one uses your full base attack bonus, with a -2 penalty, rather than suffering iterative attack penalties. They do suffer other penalties, such as TWF penalties, as normal.
After using this ability, you may not use it again for 25-Cha mod rounds, minimum two.

Gale’s Vanguard (Ex)
When you make a charge attack, you do not need to move directly towards the target. You may move in any straight line that brings them within range of the foe at some point. This charge never provokes attacks of opportunity from the target. When using this ability, You may only move their normal speed, rather than doubling it. Like Spring Attack, you make your attack from any point in this move. This ability counts as Spring Attack, Shot on the Run, and Flyby Attack for purposes of prerequisites.

Twisting Gale Requires: Gale’s Vanguard
When using Gale’s Vanguard’s special charge, you no longer need to move in a straight line.

Hurricane Point Requires: Gale’s Vanguard, ECL 11
When you use Gale’s Vanguard, you may make a second attack, at -5 to the attack roll, as if an iterative attack. They do not need to be against the same target, or from the same point.

Typhoon’s Path Requires: Hurricane Point, ECL 11
When using Gale’s Vanguard, you may make as many attacks during your movement as you could in a full attack. They do not need to be against the same target, or from the same point.
As a side benefit, the character gains the Pounce ability.

This talent is compatible with Spiral Strike, although the whirlwind attack is made from a single square during the movement.

I Got Perfection
Critical threats you achieve are automatically confirmed.
Some people houserule critical threats away - if so, remove this talent.

Impossible Balance (Ex)
You can stand on water and other liquids as if dry land.

Spidercat’s Grace Requires: Impossible Balance
You can stand on walls and ceilings without penalty.

Striding on the Sky Requires: Spidercat’s Grace, ECL 11
You can walk and stand on air as if it were land as you wish, although you must start and end each round on the ground.

Laughing at Gravity Requires: Striding on the Sky, ECL 11
You no longer need to end and begin a round on the ground - you may walk in three dimensions at will.

Instant Dash
Sometimes, you need to move now. By using this ability, you gain an additional move action. On your next turn, you may not take any actions, as if dazed. This applies even if immune to dazing. After using this ability, you may not use it again for 10-Cha mod rounds, minimum two.

Instant Strike Requires: Instant Dash
When you use your Instant Dash ability, you gain an additional standard action instead.

Sudden Storm Requires: Instant Strike, ECL 11
When you use your instant strike ability, you can unleash a flurry of action. You gain a full round of bonus actions instead of just a standard action.

A Momentary Forever Requires: Sudden Storm, BAB+17
When using Instant Dash, you gain up to 1d4+1 additional rounds of actions. However, when they end, you remain unable to act for a number of rounds equal to the additional rounds you gained from this ability.

Legion of One
As a full round action, you may move with such colossal speed that you appear to be in several places at once. You may make a move action, followed by a standard attack action, and repeat this action twice, for three targets. No single target may be attacked by this ability more than once.
After using this ability, you must wait for 10-Cha mod rounds, minimum two, before using it again.
Inspired by the Demented One’s discipline, Army of One.

Army of One Requires: Legion of One, ECL 11
When using Legion of One, your standard actions are instead full attacks. No foe can be struck by attacks from more than one full attack. Finally, reduce the cooldown of this ability by two, minimum one.
Inspired by the Demented One’s discipline of the same name.

Lightning Reload
A character with this talent can reload weapons incredibly quickly. He chooses a single weapon that usually requires a move action or longer to reload, such as crossbows, slings, or firearms. He may now reload the weapon as an action one degree easier-Instead of a move action, a swift action. Instead of a full round action, a move action.

A character may take this talent more than once, either to apply to additional weapons, or to increase his speed further. Taking this talent enough times for the same weapon that it is reduced past swift to a free action allows him to reload it freely, and therefore to make iterative attacks as his base attack bonus allows.

This stacks with similar effects, and counts as the Rapid Reload feat for the purpose of prerequisites.

Move Like The Wind (Ex)
This talent renders you an expert at dodging. It grants them a +1 dodge bonus to AC, and the Mobility feat, regardless of whether they meet the prerequisites. (This ability also counts as the Dodge feat for the purposes of prerequisites.)

Already Gone (Ex) Requires: Move Like The Wind
Some warriors can dodge before an attack is even launched, feeling the blow before it comes. Their dodge bonus to AC increases to match their Charisma modifier, although it is reduced back to one if they wear heavier than light armour.

One Step Ahead (Ex)
Some people can dodge absolutely anything. They gain the Evasion ability.

Not Even There (Ex) Requires: Reflex save +11, Evasion
You gain the Improved Evasion ability, as a rogue.

Overwhelming Power (Ex)
You gain a +2 competence bonus to your charisma score.

Irresistible Force (Ex) Requires: Overwhelming Power, ECL 11
Your bonus to charisma becomes +4.

Perfected Weapon
As a ritual, taking one hour, you may bind a weapon to yourself. It gains a weapon enhancement bonus equal to a fifth of your class level, which may be any legal combination of weapon abilities and enhancement bonus, and cannot be changed. Abilities stack with actual abilities, and you use the higher enhancement bonus. This ability may not increase an enhancement bonus beyond five, or the total bonus beyond ten.

Applying this ritual to a new weapon removes the benefits on the old one, unless you could wield all enhanced weapons simultaneously.

Pinpoint Strikes
When making attack rolls with weapons you are proficient with, you may use your dexterity modifier rather than your strength modifier.

Power Shot
You are an expert at applying your full strength. You add 0.5 to the Strength ratio of your weapon - so, for most ranged weapons, from Str mod to 1.5 Str mod.

In addition, if you have the Power Attack feat, you may use it with ranged weapons. Finally, all ranged weapons, including bows, allow you to apply your strength modifier to damage.

Quip
A Proud Warrior with this talent can make a witty comment as they strike their foes, allowing their force of personality to enhance their blow. The first time in a round they strike a foe, they may make a Perform (Comedy) roll, opposed by any of the enemy's perform talents. If they succeed, they replace their strength modifier with their charisma modifier for damage rolls until the beginning of their next round. If they fail, they consider their charisma modifier to be one lower for the purposes of Quip until the end of the encounter.
If your players are cool enough, consider letting them actually make quips, and giving bonuses for good ones. Also, allow them to swap out perform talents, as long as they can justify it.

Reflected Glory (Sp)
A Proud Warrior with this talent makes their allies seem cooler by comparison. A number of times per day equal to their charisma modifier, they may cast a spell similar to Eagle’s Splendour, using their class level as their caster level. The bonus to Charisma granted is equal to one, +1 for each four class levels the Warrior possesses. It may not increase an ally’s charisma score, before any other benefits, above the Proud Warrior’s base Charisma score.

Rising Tide (Ex)
You strike repeatedly, each attack striking with greater force.
As a free action, you may make each attack you make until your next turn deal bonus damage equal to the number of attacks you have made since the beginning of your turn. After using Rising Tide, you may not use it again for 10-Cha mod rounds, minimum two.
This includes attacks of opportunity, bonus full attacks, etcetera. It resets when a full round of actions have passed.

Tsunami Strikes Requires: Rising Tide, ECL 11
When using Rising Tide, each attack in a full attack after the second adds the previous two bonus damages together. This results in a series of five attacks dealing 1, 2, 3, 5, 8 bonus damage. Finally, subtract two from the cooldown of this ability, minimum one.

Note that this upgrade improves full attacks. Attacks made outside of full attacks do bonus damage only equal to their number in the chain.
Obviously, if you make more than one full attack, the base numbers that are added together will be higher.

Silver Tongue (Ex)
Your honesty shines through, even when you’re lying. You gain a bonus on bluff, diplomacy, and intimidate checks equal to a quarter of your character level, plus two.

Hero’s Promise (Ex) Requires: Silver Tongue, ECL 11
There comes a time when the most unlikely story is told to a guard, or a secretary, and it needs to be believed. The hero meets their eyes, promises it’s true, and they believe them.
This ability, once a day, adds a +20 competence bonus to a diplomacy check. Unlike its prerequisite, it may only be used to convince someone of the truth. It may be used dismounted.

Spiral Strike (Ex)
You gain the Whirlwind attack feat, except that using it uses up only the attacks you gain from your BAB. Other attacks you could make in a full attack are made as normal. After using this ability, you may not use it again for 10-Cha mod rounds, minimum two.

Tornado Slash Requires: Spiral Strike, ECL 11
Your Spiral Strike ability can be used as a standard action, although if you do so, you only make the whirlwind attack, and not any bonus attacks or benefits from making a full attack. In addition, lower that ability’s cooldown by two, minimum one.

A Standard action Spiral Strike is compatible with Gale’s Vanguard.

Sword Artist (Su)
A character with this talent moves like they are in a dance, truly magnificent to see. He can fascinate one character, plus one character for each third effective character level he possesses, with a single performance. This may be as part of a combat (although he may not fascinate those he fights), and has a DC equal to the result of the highest attack roll he makes that round - make an attack roll if he uses the ability without being in combat. They remain fascinated for as long as the character continues to ‘perform’, but the effect is broken if hostile action is taken towards them. If they pass their save, they are immune for 24 hours. After ceasing this ability, you may not do so again for 20-Cha mod rounds, minimum two.
This is a supernatural, mind-affecting ability.

Beautiful Blade (Ex) Requires: Sword Artist OR Blade Artist
They may make an Intimidate or a Diplomacy check as part of a round containing at least one attack, attempting to influence anyone they have not attacked in that fight. They may use their highest attack roll that round instead of a skill check. A character can only be influenced once in a 24 hour period by a character’s use of this ability.

This is a mind-affecting ability.

Dashing Blade (Su) Requires: Sword Artist OR Blade Artist
Once a day, as part of using Sword or Blade Artist, you may target one affected member with a Charm Person effect. At ECL 6 or higher, this upgrades to a Charm Monster effect. The save DC is based on your Charisma modifier.

Hero’s Blade Requires: Dashing Blade, ECL 11
You may use this ability a number of times per day equal to your Charisma modifier.

Hero’s Command Requires: Hero’s Blade, ECL 11
By using two uses of Hero’s Blade, you may cause a Dominate person effect instead. At ECL 17, you may instead cause a Dominate Monster effect.

Enraptured Audience Requires: Beautiful Blade, ECL 11
A number of times per day equal to your Charisma modifier, you may attempt to cause a Suggestion effect in a fascinated subject. They are entitled to a saving throw as normal.

At ECL 17, this upgrades to Mass Suggestion.

Trail of Death Requires: ECL 11
By declaring the use of this ability, whenever you use your cleave ability that round, you may immediately move your speed before making your free attack. After using this ability, you may not use it again for 25-Cha mod rounds, minimum two.

Uncanny Reflexes
You gain the Uncanny Dodge ability, as a rogue.

Perfect Paranoia Requires: Uncanny Reflexes, BAB+8
You gain Improved Uncanny Dodge, using your character level as your rogue level.

Unrivalled Agility
Focussing on your speed, you gain a +2 competence bonus to your dexterity score.

Eternal Alacrity Requires: Unrivalled Agility, ECL 11
Your training reaches a peak. Your bonus to Dexterity is increased to +4.

Vicious Blow Requires: ECL 11
Add one to the critical damage multiplier of your attacks.

One Strike Requires: Vicious Blow
As a free action, you may have a foe who takes at least one damage from one of your critical hits pass a Reflex save, or die. This effect does not apply to foes immune to critical hits. After this ability triggers, you cannot activate it again until you have made 10-Cha mod critical hits, minimum two.

Void Sheath
As a full round action, you may banish a weapon you own to an inaccessible extradimensional plane named Elsewhere. It is safe from all known effects there - only an ability that specifically references this ability or the name Elsewhere can interact with it.
You may recover the weapon as easily as drawing a weapon. Quick Draw applies.
You may not banish more weapons in this way than your dexterity modifier.

Most weapons can remain stored indefinitely, although they are freed by your death, but powerful artifacts are rarely content to be quiescent for long periods of time - and doing so with an artifact of enough importance is likely to cause a sudden increase in people trying to kill you.
This is intended to stop people simply using it as a safe deposit box for mcguffins. Magic wants to be free, and items want to be used.

Wind Blade (Su)
As a standard action, you can strike a foe at a distance with your blade. This has a range of 25ft, +5ft per point of Charisma modifier. It is in all ways except range treated as a normal melee attack.

In addition, you can make a full attack at range this way. If you do, you may not do so again for 10-Cha mod rounds, minimum two.

Confident Strike: At 4th level, a Proud Warrior relies on their self belief to guide their attacks. They may replace the ability score they use to make attack rolls (normally strength, or dexterity for ranged attacks) with their Charisma bonus. This ability does not work in medium or heavy armour.

Storm of Steel: At 5th level, a Proud Warrior’s speed has greatly enhanced. In any round where they make at least one attack on their turn, they may make a single additional bonus attack at their highest base attack bonus. This ability does not work in medium or heavy armour.
(This means that you gain additional attacks when charging, when using a Standard action to attack, when making a full attack, when using Spring Attack. You do NOT get another set of bonus attacks on AoOs, cleave attempts...)

At 11th level, this bonus increases to two additional attacks.

Belief Manifest: A Proud Warrior of at least 7th level has total belief that they can harm their opponents-and reality seems to go along with them. Their attacks are treated as having the Frost, Flaming, Shocking, Corrosive or Sonic enhancement. If they already do, then the bonus damage from that weapon ability is doubled to 2d6.
Changing the type of damage dealt is a swift action.

At 12th level, their attacks instead have the Icy Burst, Flaming Burst, Shocking Burst, Acidic Burst or Sonic Burst enhancements, matching the current descriptor above. If they already do, then the bonus damage from that weapon ability is doubled to 2d6, or 2d10 on a critical hit.

At 17th level, their attacks can convert all physical damage from their attack to match the type of their bonus damage.

These weapon enhancements do not count towards the weapons total maximum.

Pounce: A Proud Warrior of at least 8th level is an expert at lightning fast assault. They gain the Pounce ability. (When making a charge, they may follow up with a full attack.)

Flourish: A Proud Warrior of 9th level is skilled in slaying their opponents in the most impressive way possible. These methods tend to be particularly lethal. The critical range of their weapons is increased by one. (This does stack with abilities such as Improved Critical, but is applied after them)

At 15th level, this is increased. The threat range is now increased by two.

Hypercompetence: A Proud Warrior of 9th level is a true expert in the field of combat, albeit more by willpower than practice. They gain a +1 untyped bonus to all attack rolls and combat maneuvers such as grapples. At nineteenth level, this increases to a +2 bonus.

Grand Finale (Ex): As an attack action, a Proud Warrior of at least 10th level can attempt to end the battle with a single devastating strike. He can only attempt this if his opponent has remaining hit points of no more than half his class level times ten, and is within range of his weapon.
A Proud Warrior is always aware of whether an enemy is vulnerable to this attack.

If the Proud Warrior succeeds on their Attack Roll, which is made as normal, the victim must make a Reflex save with DC equal to 10 + half the Proud Warrior’s Class level + their Charisma Modifier, or be decapitated, stabbed through the heart or in some other spectacular way, slain.

If this ability fails to slay the target, it may not be used again that day.

At twentieth level, they may use the ability a second time after it fails. (Though after the attack has failed twice in one day, it’s unusable.)

Blade of Will: At 13th level, a Proud Warrior’s attacks cannot be stopped by any mortal force. Their attacks penetrate all damage reduction other than epic.

Heroic Skill At 16th level, a Proud Warrior’s mastery of the spectacular finish extends way beyond the normal. They may make critical hits even against creatures normally immune to this affect. Note that special abilities that normally trigger on a critical hit have no effect on these creatures unless they specifically say otherwise. In addition, they may deal precision damage to creatures normally immune, although they do only half the damage.

Executioner: At 18th level, the Proud Warrior’s skills are reaching their zenith. Their weapons are treated as having the Vorpal enhancement. This does not count towards the weapons maximum total enhancement bonus.

Feats
Extra Skill
Prerequisites: At least one Proud Warrior Special Skill
Benefits: Choose an additional skill.
Special: You may choose this feat an additional time for each five levels you have in Proud Warrior.

Calculated Effortlessness
Prerequisites: Int 13, about to or already have taken at least one level in Proud Warrior.
Benefits: All class abilities normally based on Charisma are instead based on Intelligence.
Normal: If you’re a martial nerd, you go into Shrewd Tactician rather than jumping about the place.

Natural Grace
Prerequisites: Wis 13, about to or already have taken at least one level in Proud Warrior.
Benefits: All class abilities normally based on Charisma are instead based on Wisdom.
Normal: When the sensible ones become warriors, they tend to be Noble Guardians, rather than quipping all the time.

So, this should be less OP and have more breadth than my original try.

Zman
2012-12-10, 06:20 PM
Hmm....don't have much time.

It has a powerful chassis, d10, full bab, two good saves.

Only thing that really jumps out at me is Poumce and Storm of Steel. 7 Attacks on the Charge at High Level.

I'll have too look at it further, but that is what jumps out at me.

Hiro Protagonest
2012-12-10, 06:56 PM
Heh. I think the first time I saw your mental stat fighters was before I joined the boards (I mostly checked out Homebrew back then. Your avatar was a Gallade).

Anyway. It needs a way to boost Will. Whether something like the crusader or paladin cha-to-save(s), or replacing the good Reflex with a good Will, or all good saves, or Reflex and Will both being medium saves (just gotta dig around for the medium save progression...).

Also, you forgot the 4th iterative on the BAB at level 20.

Lix Lorn
2012-12-10, 07:27 PM
Heh. I think the first time I saw your mental stat fighters was before I joined the boards (I mostly checked out Homebrew back then. Your avatar was a Gallade).

Anyway. It needs a way to boost Will. Whether something like the crusader or paladin cha-to-save(s), or replacing the good Reflex with a good Will, or all good saves, or Reflex and Will both being medium saves (just gotta dig around for the medium save progression...).

Also, you forgot the 4th iterative on the BAB at level 20.
http://oi52.tinypic.com/nccj0p.jpg
My Dawn caste Gardevoir, you mean? (grin)

Well, there's always Force of Personality. I don't want to make it too good at will, since it's goot at fort and reflex.

And whoops! So I did.


Hmm....don't have much time.

It has a powerful chassis, d10, full bab, two good saves.

Only thing that really jumps out at me is Poumce and Storm of Steel. 7 Attacks on the Charge at High Level.

I'll have too look at it further, but that is what jumps out at me.
Intentional! It has to have AT LEAST as good a chassis as a Fighter.

And intentional. =D Lots of attacks is really meant to be their main thing.

Quellian-dyrae
2012-12-10, 07:47 PM
Quip seems somewhat annoying to use in practice. Extra rolling, extra calculating. I'd probably make it so they only roll once per round, or even remove the roll altogether (I mean, how many opponents are going to have Perform (Comic)?)

It looks like Lightning Reload is basically worse than the existing feat (which they could get by spending their special skill on a bonus feat). What about instead, saying it functions as that feat, but also (or with a second purchase), they don't need to have a hand free to reload? After all, dual-wielding pistols (or crossbows) is a classic "cool guy" fighting style.

Doesn't Belief Manifest basically beat Blade of Will? Energy damage isn't subject to DR at all. Or is the intent just to be for the niche where you have a foe with DR and all five energy resistances?

I assume this is intentional, but figured I'd check since it's a bit abnormal. Grand Finale is an attack action, not a standard action, but specifies it uses highest BAB. So you can use it not only as part of a charge/AoO/spring attack/cleave, but also, as part of a full attack, and if you use it on an iterative attack, you use full BAB even if you normally wouldn't for that attack (so you can full attack to wear them down and make the final attack of the action a full-BAB finisher), right?

Lix Lorn
2012-12-10, 08:53 PM
Quip seems somewhat annoying to use in practice. Extra rolling, extra calculating. I'd probably make it so they only roll once per round, or even remove the roll altogether (I mean, how many opponents are going to have Perform (Comic)?)
On checking, it should be perform (comedy). I see your point, though. I may make it once per round, and allow any perform skill.


It looks like Lightning Reload is basically worse than the existing feat (which they could get by spending their special skill on a bonus feat). What about instead, saying it functions as that feat, but also (or with a second purchase), they don't need to have a hand free to reload? After all, dual-wielding pistols (or crossbows) is a classic "cool guy" fighting style.
Most of the benefit is that you can take it a second time, but yours is a good idea.


Doesn't Belief Manifest basically beat Blade of Will? Energy damage isn't subject to DR at all. Or is the intent just to be for the niche where you have a foe with DR and all five energy resistances?
...I forgot that. Changed!


I assume this is intentional, but figured I'd check since it's a bit abnormal. Grand Finale is an attack action, not a standard action, but specifies it uses highest BAB. So you can use it not only as part of a charge/AoO/spring attack/cleave, but also, as part of a full attack, and if you use it on an iterative attack, you use full BAB even if you normally wouldn't for that attack (so you can full attack to wear them down and make the final attack of the action a full-BAB finisher), right?
Oh whoops that was not intentional. If you use it last, it should have lowered bab.

Xefas
2012-12-11, 01:00 AM
This might just be evidence that I've completely lobotomized my D&D soul into only thinking about things in terms of the Tome of Battle, but I'd rather see the entire class be a Discipline. The Special Skill thing gives it a little bit of customizability, but otherwise it just reads like a list of moves, rather than a chassis to build a character from.

Y'know... "Proud Warrior", associated skill: Perform (Weapon Drill), associated weapons: any two handed martial or exotic weapon built for a character at least one size category larger than the wielder... Storm of Steel (Boost), Devastating Flourish (Strike), Hypercompetent Attitude (Stance)...

I dunno. Probably an instance of me only having a hammer.

Lix Lorn
2012-12-11, 11:34 AM
Pfft. Yeah, this is an attempt to leave the hammer in the toolbox. :smallbiggrin: