Marcotic
2007-02-25, 09:31 PM
Fighter.
(all of this is in addition to regular class features)
D10 Hit dice.
Skills 2 per level.
Add listen, tumble, diplomacy and knowledge (geography) to class skills.
At level one you get to choose one of these 2 options
A. Skirmisher
at level 5 and every 5 levels there after you gain a +5 to your light armor & load speed
at level 10 and every 10 levels there after you gain a +5 to your medium armor & load speed.
At 7th level you can travel across terrain that would normally slow your movement with no penalty, so long as these movements don’t require a swim or climb check.
At 11th level, you can tumble in medium armor and or while carrying a medium load, (with a -10 penalty). For every fighter level above 11th, reduce this penalty by one.
B. Guardian
At level 5 and every 5 levels there after, you gain bonus hit points.
At level 5 you gain 5 extra.
At level 10 you gain 10 extra.
At level 15 you gain 20 extra.
At level 20 you gain 40 extra.
At 7th level you may substitute your dexterity for your constitution when it comes to AC bonuses.
At 11th level, he gains the ability to apply his constitution modifier to touch attacks.
Both fighter type gets
Tactics
At 9th level you gain an insight bonus to hit to any opponent you have seen in combat within the last hour.
At level 9 it is 1.
At level 13 it is 2.
At level 17 it is 3.
At level 19 it is 4
As a standard action, you can explain the weakness that you found in your enemy’s defense to any/all allies that can hear and understand you, granting them this same insight bonus.
At 9th level, you gain a +2 on opposed trip, disarm, and bull rush, and feint, checks. You also gain the ability to attack an opponent immediately (with the same base attack bonus) after they fail one of these checks against you.
At 11th level, and every odd fighter level there after, this bonus increases by one. At 15th level, The fighter may consider himself one size category higher when it comes to being denied disarm, grapple bull rush and trip attempts due to size.
Starting at level 9 All fighters can ignore Ability score requirements for feats, so long as they are taken while currently in the fighter class.
All fighters can use their Fighter level plus charisma modifier for their feint checks, instead of their bluff modifier.
A fighter can retrain himself in his weapon focus weapon. This takes 1 hour of dedicated retraining, and includes retraining with weapon focus, weapon specialization, greater weapon focus and Greater weapon specialization. IF this makes any feats or class abilities illegal (if those feats were required on a specific weapon for entry into a PrC), they are held dormant until the fighter retrains himself with the required weapon.
A fighter automatically gains the weapon focus tree up to greater weapon specialization, as soon as his fighter levels allow it.
At level 11 a fighter who is weilding a weapon he has weapon specialzation with gains a +4 bonus to will saves this bonus increases to 6 at level 12
(all of this is in addition to regular class features)
D10 Hit dice.
Skills 2 per level.
Add listen, tumble, diplomacy and knowledge (geography) to class skills.
At level one you get to choose one of these 2 options
A. Skirmisher
at level 5 and every 5 levels there after you gain a +5 to your light armor & load speed
at level 10 and every 10 levels there after you gain a +5 to your medium armor & load speed.
At 7th level you can travel across terrain that would normally slow your movement with no penalty, so long as these movements don’t require a swim or climb check.
At 11th level, you can tumble in medium armor and or while carrying a medium load, (with a -10 penalty). For every fighter level above 11th, reduce this penalty by one.
B. Guardian
At level 5 and every 5 levels there after, you gain bonus hit points.
At level 5 you gain 5 extra.
At level 10 you gain 10 extra.
At level 15 you gain 20 extra.
At level 20 you gain 40 extra.
At 7th level you may substitute your dexterity for your constitution when it comes to AC bonuses.
At 11th level, he gains the ability to apply his constitution modifier to touch attacks.
Both fighter type gets
Tactics
At 9th level you gain an insight bonus to hit to any opponent you have seen in combat within the last hour.
At level 9 it is 1.
At level 13 it is 2.
At level 17 it is 3.
At level 19 it is 4
As a standard action, you can explain the weakness that you found in your enemy’s defense to any/all allies that can hear and understand you, granting them this same insight bonus.
At 9th level, you gain a +2 on opposed trip, disarm, and bull rush, and feint, checks. You also gain the ability to attack an opponent immediately (with the same base attack bonus) after they fail one of these checks against you.
At 11th level, and every odd fighter level there after, this bonus increases by one. At 15th level, The fighter may consider himself one size category higher when it comes to being denied disarm, grapple bull rush and trip attempts due to size.
Starting at level 9 All fighters can ignore Ability score requirements for feats, so long as they are taken while currently in the fighter class.
All fighters can use their Fighter level plus charisma modifier for their feint checks, instead of their bluff modifier.
A fighter can retrain himself in his weapon focus weapon. This takes 1 hour of dedicated retraining, and includes retraining with weapon focus, weapon specialization, greater weapon focus and Greater weapon specialization. IF this makes any feats or class abilities illegal (if those feats were required on a specific weapon for entry into a PrC), they are held dormant until the fighter retrains himself with the required weapon.
A fighter automatically gains the weapon focus tree up to greater weapon specialization, as soon as his fighter levels allow it.
At level 11 a fighter who is weilding a weapon he has weapon specialzation with gains a +4 bonus to will saves this bonus increases to 6 at level 12