The Codex of War
The Tome of Battle - Digitally Remastered
The world of Dungeons & Dragons is filled with characters who pursue the warrior's way. Barbarians destroy their foes in the heat of berserk frenzies. Paladins rely on virtue and courage as they smite the wicked. Fighters master an array of maneuvers and techniques to overcome the monsters they encounter. It is the Fighter that explores and studies battle in its purest form, striving for perfection of his craft. Relying on skill of arms alone, rather than explosions of rage or investments of divine power, the Fighter's fighting style is peerless in the theater of war. Through discipline and determination, through knowledge, practice, and study, any character can dabble in fighting styles. A master of any style is capable of performing superhuman martial exploits and may sometimes transcend the natural world.
The Codex of War is meant to be much more than just a re-presentation of the rules found in the Tome of Battle. Before I'd gotten my eager hands on my copy of the Tome of Battle I had expected it to be a refinement, revision, and improvement of combat in general for D&D 3.5. What I received instead was something unexpected and enjoyable, but not quite the same thing. With my "digital remastering" of the Tome of Battle, the Codex of War aims more loftily toward that goal of fully re-rendering and improving the mechanics of D&D combat, which includes classes, feats, and Fighting Styles.
Base Attack Bonus: RedefinedA character's Base Attack Bonus means much more than just a number added to attack rolls. More even than the extra attacks gained at values +6, +11, and +16. Just as spellcasters access higher levels of spells as their caster levels increase, so too are fighting characters given access to higher levels of maneuvers as their Base Attack Bonus increases.
Later in this work information and rules detailing various Fighting Styles and their accompanying maneuvers and stances can be found. As a character's Base Attack Bonus increases, more of this material becomes available to it and in more powerful packages. See A Quick Primer of Fighting Styles below for more information.
At Base Attack Bonus +1, all characters are able to learn 1st level maneuvers (though they do not do so automatically). For every two points of Base Attack Bonus a character earns beyond that, he or she is able to learn maneuvers of a higher level. For example, a character with Base Attack Bonus +9 is able to learn 5th level maneuvers.
Furthermore, the "full attack action" is a thing of the past. A character may take all attacks entitled to him or her from Base Attack Bonus (as well as extra attacks from class features such as Flurry of Blows or spells such as Haste) anytime he or she uses the attack action or the charge action.
Changes to Combat RulesComing Soon!
A Quick Primer on Fighting StylesThe Codex of War describes rules for martial exploits which redefines the concepts of Base Attack Bonus, Style feats, and fighting characters of all types. Here are some of the salient terms and facts you will need to be familiar with as you parse the rest of the material.
Fighting Style: A Fighting Style is a family or school of maneuvers that share some common philosophy or effect. There are several Fighting Styles (such as Desert Wind, Devoted Spirit, Diamond Mind, Iron Heart, Setting Sun, Shadow Hand, Stone Dragon, Tiger Claw, and White Raven) and DMs are encouraged to work with their players to develop new Fighting Styles.
Maneuver: A maneuver is a specific, one-shot effect initiated by a character. In this way, a maneuver can be compared functionally to a spell; however maneuvers are not usually used up over the course of an adventuring day the way spells are. Any character with knowledge of one or more maneuvers begins each new encounter with all such maneuvers ready to use. When a character initiates a maneuver, it is temporarily expended until such time as he is able to perform a special action required to recover his maneuvers. The type of action necessary varies based on the Fighting Style that the maneuver belongs to.
There are three basic types of maneuvers - Boosts, Counters, and Strikes. In addition, each Fighting Style has a single Stance associated with it.
A Boost augments the initiating character's abilities in some manner. For example, a character studying the Desert Wind Fighting Style is able to use a Boost that wreathes his weapon in flame to deal extra fire damage on a successful hit.
A Counter is an immediate action that allows the initiating character to foil an enemy's actions. For example, practitioners of the Setting Sun Fighting Style are capable of using a Counter to avoid a foe's charge by stepping aside.
A Strike is a special attack that often deals additional damage and/or carries a special effect. For example, using a Strike from the Stone Dragon Fighting Style can allow the initiating character to smash through the toughest hides and through walls alike!
Stance: Each Fighting Style has an associated Stance, a particular pose or method of movement, that grants a character passive benefits. For example, the Stance of the White Raven Fighting Style is a slow, confident stride that inspires courage in one's allies and fear in one's enemies. Unlike other maneuvers, most stances can remain in effect for an indefinite time. All Stances of Fighting Styles a character knows are available to him or her at all times. A character can adopt a Stance, or change from one Stance to another, as a swift action. A character may simply end a Stance (without entering another) as a free action.
Initiate: A character that uses a maneuver is said to have initiated it. So instead of casting a spell, or manifesting a psionic power, a character initiates a maneuver.
Key Skill: Every Fighting Style is tied to a skill, such as Balance, Concentration, or Jump. Sometimes key skills come into play in the initiation of maneuver, but mostly they represent the ideals around which a Fighting Style is centered. Practitioners of a given Fighting Style add its key skill to their list of class skills and gain a bonus to checks using that skill that increases as they learn more maneuvers of the same Fighting Style.
Associated Weapons: Every Fighting Style has a list of Associated Weapons, one or more which must be wielded by an initiator to enter that style's Stance and to initiate any of that style's maneuvers.
Fighting Classes: RevisitedSpoiler
The Barbarian
A work in progress...
Spoiler
Alignment: Any
Hit Die: 1d12
{table=head]Level|BAB|Fort|Ref|Will|Special |Natural Armor|Speed Bonus
1st|+1|+2|+0|+0|Fast Movement, Rage, Unarmed Strike|+0|+5ft
2nd|+2|+3|+0|+0|Damage Resistance|+0|+5ft
3rd|+3|+3|+1|+1|AC Bonus|+0|+10ft
4th|+4|+4|+1|+1|Improved Rage|+0|+10ft
5th|+5|+4|+1|+1|Woodland Stride|+1|+10ft
6th|+6/+1|+5|+2|+2|Rage Power|+1|+10ft
7th|+7/+2|+5|+2|+2|Sickness Immunity|+1|+15ft
8th|+8/+3|+6|+2|+2|Improved Rage|+1|+15ft
9th|+9/+4|+6|+3|+3|Mental Toughness|+1|+15ft
10th|+10/+5|+7|+3|+3|Rage Power|+2|+15ft
11th|+11/+6/+1|+7|+3|+3|Fast Healing|+2|+20ft
12th|+12/+7/+2|+8|+4|+4|Improved Rage|+2|+20ft
13th|+13/+8/+3|+8|+4|+4|- - - -|+2|+20ft
14th|+14/+9/+4|+9|+4|+4|Rage Power|+2|+20ft
15th|+15/+10/+5|+9|+5|+5|Venom Immunity|+3|+25ft
16th|+16/+11/+6/+1|+10|+5|+5|Improved Rage|+3|+25ft
17th|+17/+12/+7/+2|+10|+5|+5|- - - -|+3|+25ft
18th|+18/+13/+8/+3|+11|+6|+6|Rage Power|+3|+25ft
19th|+19/+14/+9/+4|+11|+6|+6|Regeneration|+3|+30ft
20th|+20/+15/+10/+5|+12|+6|+6|Improved Rage, Deathless Rage|+4|+30ft[/table]
Class Skills (4 + Int modifier): Climb, Craft, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Dungeoneering), Knowledge (Geography), Knowledge (Nature), Listen, Move Silently, Ride, Spot, Survival, Swim, and Use Rope.
Weapon and Armor Proficiency
A Barbarian is proficient with all simple and martial weapons as well as the Net. A Barbarian is proficient with light armor and small shields.
Fast Movement (Ex): A Barbarian moves faster than characters of other classes, gaining a bonus to his base land speed as shown in the table above.
Rage (Ex): As a free action, a Barbarian that is neither Fatigued nor Exhausted may enter a state of Rage with effects that vary by character. At 1st level choose any two of Strength, Dexterity, or Constitution. When the Barbarian flies into a Rage, each of the chosen scores is increased by +4 until his Rage ends.
- If the Barbarian chooses Strength, then when he Rages, he is treated as one size category larger for the purposes of special attacks such as Grab and Overrun as well as for determining the size of weapons he may wield. He does not actually change size, so he does not gain any other bonuses.
[br]- If the Barbarian chooses Dexterity, then when he Rages, he may make an additional attack at his highest base attack bonus during any attack action he takes. If he does, all of his attacks in that action suffer a -2 penalty to their attack rolls.
[br]- If the Barbarian chooses Constitution, then when he Rages he gains a bonus to Will saving throws equal to his Constitution modifier.
A Barbarian may only Rage for a number of rounds each day equal to 4 + his Constitution modifier + his class level. When a Barbarian's Constitution modifier is temporarily increases (such as by entering Rage, or benefiting from a Bear's Endurance spell) he does not gain an extra rounds of Rage per day. While Raging, a Barbarian cannot perform any activities that require patience or concentration. After his Rage ends, a Barbarian is Fatigued for a number of rounds equal to twice the number of rounds spent Raging. A Barbarian may exit Rage as a free action, even if it isn't his turn.
Unarmed Strike (Ex): A 1st level Barbarian gains the Improved Unarmed Strike feat as a bonus feat.
Damage Resistance (Ex): Starting at 2nd level, when a Barbarian is dealt damage from any attack or spell, regardless of the type of that damage, or the nature of the attack, reduce that damage by ½ his class level, rounded down.
Damage Resistance even protects a Barbarian from untyped damage such as a Warlock's Eldritch Blast, damage that results directly from divine power such as half the damage dealt by a Cleric's Flame Strike spell, or other such esoteric energies.
This class feature does not stack with other forms of damage mitigation, such as Damage Reduction or Energy Resistance.
AC Bonus (Ex): Starting at 3rd level, a Barbarian gains a natural armor bonus to AC equal to his Constitution modifier as long as he wears light or no armor. This natural armor bonus increases as he gains levels starting at 5th level and at every five levels thereafter.
Improved Rage (Ex or Su): Starting at 4th level, a Barbarian's Rage gains some measure of improvement, adding greater bonuses to his ability scores, or offering a new bonus or ability. Choose an ability from the following list at 4th level and at every fourth class level thereafter. These abilities only apply during the Barbarian's Rage.
Abilities
Spoiler
These are a work in progress and very much incomplete.
Barbarian Level 4th
- Ability Boost (Ex) - While you Rage your Str, Dex, or Con increases by additional +2. May be taken multiple times.
- Animal Fury (Su) - Change Unarmed Strike into Bite or Claws.
- Athletic Rage (Ex) - Add ½ Barbarian level to all Climb, Jump, and Swim checks.
- Chaos Totem, Least (Su) - Add ½ Barbarian level to Escape Artist checks and gain bonus to AC against Lawful creatures.
- Elemental Totem, Least (Su) - Gain minor Elemental traits of Air, Earth, Fire, or Water Elemental.
- Intimidating Rage (Ex) - Demoralize Opponents within 30ft when you enter Rage, extend Intimidation duration.
- Primal Vitality (Ex) - Receive maximum healing, automatically stabilize when below 0 HP.
- Superstitious Rage (Ex) - Gain bonus to AC, saves against magic.
- Wild Hunt (Ex) - Gain Track and Scent while raging.
Barbarian Level 8th
- Chaos Totem, Lesser (Su) - Attacks considered Chaotic, gain bonus to attacks and saves against Lawful creatures.
- Elemental Totem, Lesser (Su) - Gain Elemental attacks, bonus to attacks against opposing Elementals.
- Fearless Rage (Ex) - Become immune to fear effects.
Barbarian Level 12th
- Chaos Totem, Greater (Su) - Confuse and deal extra damage to Lawful creatures.
- Elemental Totem, Greater (Su) - Deal extra elemental damage, Critical attacks cause splash damage.
- Relentless Stride (Ex) - Benefit from Freedom of Movement effect while you Rage.
- Spell Eater (Su) - Successful save against magic grants Temp HP.
- Superstitious Wrath (Ex) - Stagger and deal extra damage Aberrations, Constructs, Undead, and Outsiders.
Barbarian Level 16th
- Chaos Totem, True (Su) - Change forms while you Rage.
- Elemental Totem, True (Su) - Become an Elemental while you Rage.
- Mindless Rage (Su) - Ignore Mind-Afflicting effects while you Rage.
Woodland Stride (Ex): As Druid. 5th level.
Rage Power (Ex or Su): Starting at 6th level, a Barbarian develops a special skill or perhaps a supernatural ability that he must spend rounds of his Rage per day to activate. Choose a power from the following list at 6th level and at every fourth class level thereafter:
Powers
Spoiler
These are a work in progress and very much incomplete.
Barbarian Level 6th (Cost: 3 Rounds)
- Boastful Taunt (Ex) - Demoralize Opponent also causes foe to attack you.
- Favored by Spirits (Su) - Take d20 roll with +1d6 bonus.
- Fell Blow (Ex) - Make successful attack into a Critical attack.
- Flesh Wound (Ex) - Turn lethal damage from attack into non-lethal damage.
Barbarian Level 10th (Cost: 5 Rounds)
- Earthsplitter, Lesser (Ex) - Shockwave knocks creatures prone.
- Fell Blow, Improved (Ex) - Critical attack causes bleeding wound.
- Renewed Vigor (Ex) - Regain hit points.
Barbarian Level 14th (Cost: 7 Rounds)
- Earthsplitter (Ex) - Create difficult terrain.
- Fell Blow, Greater (Ex) - Critical attack causes bleeding and ability damage.
- Renewed Vitality (Ex) - Regain hit points and ability damage.
- Roused Anger (Ex) - Enter Rage even while Fatigued, Exhausted, or Unconscious.
- Spell Smasher (Su) - Make Sunder attack against magical effect.
Barbarian Level 18th (Cost: 9 Rounds)
- Earthsplitter, Greater (Ex) - Generate Earthquake effect.
- Fell Blow, Mighty (Ex) - Kill or Destroy a foe outright.
- Renewed Life (Su) - Negate [Death] effect, regain hit points, ability damage, and remove negative levels.
Sickness Immunity (Ex): Starting at 7th level, a Barbarian is immune to the Sickened and Nauseated conditions and is immune to all natural Diseases (though he is still subject to supernatural Diseases).
Mental Toughness (Ex): Starting at 9th level, a Barbarian gains Spell Resistance equal to his class level + 15 against all Mind-Affecting spells and spell-like abilities. He may raise or lower this Resistance as a free action (even if it isn't his turn).
Fast Healing (Ex): Starting at 11th level, a Barbarian gains Fast Healing 1.
13th Level Feature (Ex or Su): Hrmm...
Venom Immunity (Ex): Starting at 15th level, a Barbarian is immune to all poisons.
17th Level Feature (Ex or Su): Hrmm...
Regeneration (Su): Starting at 19th level, a Barbarian gains Regeneration 1/acid. He may use this ability to reattach severed limbs.
If the Barbarian is a living creature, then his Regeneration is also overcome by negative energy. If the Barbarian is an undead creature, then his Regeneration is also overcome by positive energy. If the Barbarian is neither living nor dead, then he does not gain Regeneration; however, his Fast Healing increases to equal to his Constitution modifier.
Deathless Rage (Su): Starting at 20th level, a raging Barbarian cannot be killed (or destroyed) from hit point damage. He may continue to fight on when reduced to 0 or fewer hit points, and even past -10 hit points, at no penalty as long as he has rounds of Rage to spend. Each round spent between 0 and -10 hit points costs two out of the Barbarian's rounds per day, while each round spent below -10 hit points costs him three rounds.
The Fighter
A work in progress...
Spoiler
Alignment: Any
Hit Die: 1d10
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+1|+1|Bonus Feat, Warrior's Aptitude
2nd|+2|+3|+1|+1|Advanced Training +1
3rd|+3|+3|+2|+2|Bonus Feat
4th|+4|+4|+2|+2|Tactical Awareness
5th|+5|+4|+3|+3|Bonus Feat
6th|+6/+1|+5|+3|+3|Advanced Training +2
7th|+7/+2|+5|+3|+3|Bonus Feat
8th|+8/+3|+6|+4|+4|Strategic Advantage
9th|+9/+4|+6|+4|+4|Bonus Feat
10th|+10/+5|+7|+5|+5|Advanced Training +3
11th|+11/+6/+1|+7|+5|+5|Bonus Feat
12th|+12/+7/+2|+8|+6|+6|Field Commander
13th|+13/+8/+3|+8|+6|+6|Bonus Feat
14th|+14/+9/+4|+9|+6|+6|Advanced Training +4
15th|+15/+10/+5|+9|+7|+7|Bonus Feat
16th|+16/+11/+6/+1|+10|+7|+7|Peerless Insight
17th|+17/+12/+7/+2|+10|+8|+8|Bonus Feat
18th|+18/+13/+8/+3|+11|+8|+8|Advanced Training +5
19th|+19/+14/+9/+4|+11|+8|+8|Bonus Feat
20th|+20/+15/+10/+5|+12|+9|+9|Lord of War
[/table]
Class Skills (6 + Int modifier): Appraise, Balance, Climb, Craft, Diplomacy, Disable Device, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Any), Listen, Move Silently, Perform (Weapon Drill), Profession, Ride, Search, Sense Motive, Spot, Survival, Swim, and Use Magic Device.
Weapon & Armor Proficiency
A Fighter is proficient with all weapons, all armors, and all shields (including Tower Shields and including Exotic weapons, armors, and shields).
Bonus Feats
At 1st level, and at every two Fighter class levels thereafter, a Fighter gains a bonus feat in addition to the feats that all characters get as a function of their character level. These bonus feats must be selected from those listed as fighter bonus feats.
After 8 hours of rest, a Fighter can choose to learn new bonus feats from the list of fighter bonus feats in place of bonus feats he has already learned. In effect, the Fighter loses any number of old bonus feats in exchange for new ones that he meets the prerequisites for. However, a Fighter cannot swap feats in such a way that his prerequisites (for other feats or for prestige classes, etc) would no longer be satisfied.
Warrior's Aptitude (Ex): A Fighter may, after a 5 minute rest, apply the benefits of a single feat he has that normally works only with a specific weapon, armor, or shield, to a new weapon, armor, or shield, as appropriate.
Advanced Training (Ex): Starting at 2nd level, the Fighter can select one group of weapons, armors, or shields, as noted below.
- When a Fighter chooses to train with a group of weapons he gains a +1 bonus to attack and damage rolls with those weapons, to the saving throw DC of saves elicited by attacks made with those weapons, as well as to all opposed checks made during special attacks with those weapons (such Disarm or Trip).
[br]- When a Fighter chooses to train with a group of armors he gains a +1 bonus to AC with those armors, increases the Max Dex Bonus of those armors by 1, and reduces the armor check penalty of those armors by 1.
[br]- When a Fighter chooses to train with a group of shields he gains a +1 bonus to AC with those shields and adds 1 point of that shield's AC bonus to his Touch AC, to Reflex saves made to avoid damage, and to checks he makes to resist special attacks (such as Bull Rush or Grapple).
Every four levels thereafter (6th, 10th, and so on), a Fighter becomes further trained in another group. In addition, the bonuses granted by previous groups increase by +1 each. For example, when a fighter reaches 6th level, he receives a +1 bonus with one group and a +2 bonus with the group he selected at 2nd level. Bonuses granted from overlapping groups do not stack, only the highest applies.
Weapon, armor, and shield groups do not include exotic weapons, exotic armors, or exotic shields. A Fighter may choose to train with exotic equipment, but he gains training in only a single exotic weapon, armor, or shield each time, rather than in a whole group.
Advanced Training Groups
SpoilerWeapon groups - Axes, Basic Weapons, Bows, Claw Weapons, Crossbows, Druid Weapons, Flails, Heavy Blades, Light Blades, Maces and Clubs, Monk Weapons, Picks and Hammers, Polearms, Slings and Thrown Weapons, and Spears and Lances.
Armor groups include - Light Armors, Medium Armors, and Heavy Armors.
Shield groups include - Small Shields, and Large Shields.
Alternatively, instead of picking a new group to train with, a Fighter can learn special abilities from the list given below. Each special ability the Fighter learns still increases the bonuses of previously chosen groups by +1.
Special Abilities
Spoiler
These are still very much a work in progress.
Armored Agility (Ex): Requires Light Armor Training +1. For every +1 of your Light Armor Training you also gain a +1 bonus to saving throws against any effect that would cease, hinder, or restrict your movement.
Brawler (Ex): Requires Close Weapons Training +1. Enemies cannot move out of one or more of your threatened squares without provoking opportunity attacks.
Crackshot (Ex): Requires Crossbow Training +1. You may add the higher of your Int or Wis bonuses (if any) to your damage roll on a successful Crossbow attack against an opponent that is denied its Dex bonus to AC.
Crackshot, Greater (Ex): Requires Crackshot; Crackshot, Improved; Crossbow Training +4. Whenever you attack a creature with a Crossbow using a contingent action, a readied action, or an opportunity attack, if the attack hits it is a Critical hit regardless of your d20 roll.
Crackshot, Improved (Ex): Requires Crackshot; Crossbow Training +2. Whenever you attack a creature with a Crossbow using a contingent action, a readied action, or an opportunity attack, that creature is denied its Dex bonus to AC against your attack.
Fortification (Ex): Requires Armor Training +1. For every +1 of your Armor Training you have a 10% chance of turning a Critical hit into a normal one.
Fortification, Improved (Ex): Requires Fortification; Armor Training +3. For every +1 of your Armor Training you have a 20% chance of turning a Critical hit into a normal one.
Hawkeye (Ex): Requires Bow Training +1. For every +1 of your Bow Training bonus gain a +2 bonus to Spot checks and add 5ft to the range increment for any Bow you attack with.
Improved Critical (Ex): Requires Weapon Training +3. You score a critical hit with this group of weapons on a d20 roll of 19 or 20.
Into the Fray (Ex): Requires Weapons Training +1; Light Armor Training +1. Whenever you move at least 10ft before making an attack with a weapon from your Weapon Training group, each +1 bonus to damage that attack would get is replaced by 1d6 extra damage on that attack.
Lore Warden (Ex): Requires Monk Weapons Training +1. Add your Wisdom bonus (if any) to all Knowledge checks and not just Knowledge (Geography) and Knowledge (History) checks. As long as you wear light or no armor and carry no shield, you also add your Wisdom bonus to your AC.
Maneuver Mastery (Ex): Requires Combat Expertise; Lore Warden; Monk Weapons Training +2. The bonus from your Combat Expertise feat increases to twice your Monk Weapons Training bonus.
Pack Mule, Heavy (Ex): Requires Heavy Armor Training +3. You suffer no penalties for carrying a Heavy load.
Pack Mule, Medium (Ex): Requires Medium Armor Training +1. You suffer no penalties for carrying a Medium load.
Safeshot (Ex): Requires Hawkeye; Bow Training +2. You do not provoke opportunity attacks for firing a Bow.
Up Close & Personal (Ex): Requires Brawler; Close Weapons Training +2. For every +1 of your Close Weapons Training bonus enemies adjacent to you suffer a -1 penalty to attack rolls and a -2 penalty on Listen and Spot checks when attacking or seeking creatures other than you.
Many more to come...
Tactical Awareness (Ex): Starting at 4th level, a Fighter adds his Intelligence bonus (if any) to all Listen and Spot checks he makes, his Wisdom bonus (if any) to all Knowledge (Geography) and Knowledge (History) checks he makes, and adds the higher of his Intelligence or Wisdom bonuses (if any) to Initiative checks he makes.
Strategic Advantage (Ex): Starting at 8th level, a number of times per day equal to his Intelligence bonus or his Wisdom bonus, whichever is higher (minimum 1/day), the Fighter may spend 5 minutes in preparation to ready a contingent action. Contingent actions are like readied actions (PHB 160) except that you may take them at any time in the next 24 hours and after you take a contingent action your initiative count does not change.
Field Commander (Ex): Starting at 12th level, by expending a use of his Strategic Advantage for the day and a swift or immediate action, a Fighter may grant an ally within 10ft an extra move action which can (and must) be taken immediately. The Fighter counts as his own ally for this purpose.
Additionally, when he uses Strategic Advantage to ready a contingent action, he may speak with an ally (who must be present during the whole 5 minutes of preparation), specifying conditions under which that ally takes the contingent action, rather than himself. This contingent action, performed by the ally, may be an action that the ally is capable of performing.
Peerless Insight (Ex): Starting at 16th level, a Fighter may use the Aid Another action from any distance and without making an attack roll as long as the intended ally can see and hear the Fighter. When the Fighter flanks with an ally or uses the Aid Another action he adds the higher of his Intelligence or Wisdom bonuses (if any) to the bonus he provides.
Additionally, other creatures cannot flank the Fighter or receive the benefits of the Aid Another action against the Fighter, unless any such creature has a higher Base Attack Bonus than him.
Lord of War (Ex): A 20th level Fighter surpasses the skill of lesser warriors with ease and is not surprised, flat-footed, or subject to critical hits or death effects from other creatures unless they possess a higher Base Attack Bonus than him.
He is immune to any Divination, Calling, and Transmutation effects that he wishes to be. Divinations do not reveal any information about him that he doesn't wish to be revealed, nor can they detect him.
The Paladin
A work in progress...
Spoiler
Alignment: Lawful Good
Hit Die: 1d8
{table=head]Level|BAB|Fort|Ref|Will|Special |1st|2nd|3rd|4th|5th
1st|+1|+2|+0|+0|Aura of Good, Detect Evil, Smite Evil|—|—|—|—|—
2nd|+2|+3|+0|+0|Battle Blessing, Divine Health|0|—|—|—|—
3rd|+3|+3|+1|+1|Smiting Spells|1|—|—|—|—
4th|+4|+4|+1|+1|Aura of Courage|1|—|—|—|—
5th|+5|+4|+1|+1|Divine Bond|2|—|—|—|—
6th|+6/+1|+5|+2|+2|Knight's Challenge|2|1|—|—|—
7th|+7/+2|+5|+2|+2|Aura of Resolve|2|2|—|—|—
8th|+8/+3|+6|+2|+2|Divine Bond|3|2|—|—|—
9th|+9/+4|+6|+3|+3|Divine Grace|3|2|—|—|—
10th|+10/+5|+7|+3|+3|Aura of Faith|3|3|1|—|—
11th|+11/+6/+1|+7|+3|+3|Divine Bond|3|3|2|—|—
12th|+12/+7/+2|+8|+4|+4|Daunting Challenge|3|3|2|—|—
13th|+13/+8/+3|+8|+4|+4|Aura of Justice|3|3|3|—|—
14th|+14/+9/+4|+9|+4|+4|Divine Bond|3|3|3|1|—
15th|+15/+10/+5|+9|+5|+5|Impetuous Endurance|3|3|3|2|—
16th|+16/+11/+6/+1|+10|+5|+5|Aura of Righteousness|3|3|3|3|—
17th|+17/+12/+7/+2|+10|+5|+5|Divine Bond|3|3|3|3|—
18th|+18/+13/+8/+3|+11|+6|+6|Banishing Challenge|3|3|3|3|1
19th|+19/+14/+9/+4|+11|+6|+6|Aura of Salvation|3|3|3|3|2
20th|+20/+15/+10/+5|+12|+6|+6|Divine Bond|3|3|3|3|3
[/table]
Class Skills (4 + Int modifier): Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Jump, Knowledge (History), Knowledge (Nobility), Knowledge (Religion), Listen, Ride, Sense Motive, Spot, and Swim.
Weapon and Armor Proficiency
A Paladin is proficient with all simple and martial weapons as well as the Bastard Sword. A Paladin is proficient with light, medium, and heavy armors as well as with small and large shields (including Tower Shields).
The Knight's Code
A Paladin fights not only to defeat her foes but to prove her honor, demonstrate her skill, and win renown across the land. The stories that arise from a Paladin's deeds are just as important to her as the deeds themselves. A Paladin wishes to uphold the solidarity of law and hopes that her example encourages others to lead righteous lives. Beyond this, a Paladin hopes to win glory and challenge herself and others.
The knight's code focuses on fair play: A victory achieved through pure skill is more difficult, and hence wins more glory, than one achieved through trickery or guile. By following the knight's code, a Paladin holds herself to a higher standard than she does others.
A Paladin does not gain Circumstance bonuses on attack rolls. She may still perform actions that grant allies these bonuses (such as setting a flanking position), but she forgoes her own bonus.A Paladin can choose to keep her bonus, but doing so violates her code of honor (see below).
[br]- A Paladin never deals lethal damage against a creature that is denied its Dexterity bonus to AC or against a prone creature. She can strike such a creature, but only with attacks that deal nonlethal damage.
[br]- A Paladin never cheats, lies, or steals.
If a Paladin violates any part of this code, she loses the benefits of her Aura of Good, Detect Evil, and Smite Evil class features for 1 hour as well as one prepared spell of the highest level of spells she has prepared (see below). If she has no further prepared spells when she violates the code, she takes a -2 penalty on attack rolls and saves for the rest of that day. This penalty can stack. A Paladin's betrayal of her code of conduct undermines the foundation of confidence and honor that drives her forward.
Aura of Good (Su): A Paladin radiates an aura of the same strength as a Good-aligned Cleric.
Detect Evil (Su): A Paladin is able to detect the presence or absence of Evil-aligned auras. This ability functions as if she were constantly casting the Detect Evil spell, but she cannot determine the number of evil auras, the power of any evil auras, or direction to or location of any evil auras.
This ability reveals information about a 60ft spherical-radius around the Paladin rather than a 60ft cone. This ability reveals all of its information without the Paladin's need for concentration, without her spending any actions, and on every round of the day, so long as the Paladin herself is conscious.
Smite Evil (Ex): A Paladin's righteous fervor allows her to attack evil foes more fiercely, allowing her to add her Charisma modifier to attack and damage rolls when attacking any Evil-aligned creature.
Spellcasting
A Paladin begins casting divine spells at 2nd level, drawn from the Paladin Spell List (given below), and has a caster level equal to her class level. She must prepare her spells after a time of prayer (or personal reflection) in the same way that a Cleric does, but the save DCs of her spells are 10 + ½ Paladin level + Charisma modifier. In order to cast a spell from her spell list, the Paladin must have a Charisma score equal to 10 + spell level.
Paladin Spell List
Spoiler
This spell list is FAR from complete and I could use your help in fleshing it out!
1st Level - Command, Cure Light Wounds, Divine Favor, Protection from Chaos/Evil, Remove Fear, Sanctuary, Shield of Faith, Shocking Grasp
2nd Level - Bear's Endurance, Bull's Strength, Consecrate, Cure Moderate Wounds, Daylight, Delay Poison, Eagle's Splendor, Lesser Restoration, Remove Paralysis, Resist Energy, Shield Other, Status, Zone of Truth
3rd Level - Bestow Curse, Cure Serious Wounds, Dispel Magic, Lesser Planar Ally, Magic Circle Against Chaos/Evil, Protection from Energy, Remove Blindness/Curse/Deafness/Disease,
4th Level - Air Walk, Cure Critical Wounds, Death Ward, Dimensional Anchor, Dismissal, Holy Sword, Neutralize Poison, Planar Ally, Restoration, Spell Immunity,
5th Level - Break Enchantment, Dispel Chaos/Evil, Greater Command, Greater Planar Ally, Hallow, Heal, True Seeing
Battle Blessing (Ex): A 2nd level Paladin is able to cast any Personal or Touch range spell from the Paladin Spell List as a swift action as long as she casts the spell on herself, a willing creature, or an item held or worn by a willing creature.
Divine Health (Su): Starting at 2nd level, a Paladin taps into a well of divine power that can regenerate damage dealt to her and can be used to heal others. She has a pool of healing points, with a maximum reserve up to her Paladin level × her Charisma modifier, which is automatically filled after 8 hours of rest. Anytime she loses hit points, if she has points of healing left in her pool, then she may subtract any number of them rather than lose those hit points. Anytime she regains hit points, for any reason, she may instead choose to add that many points to her healing pool.
As a standard action, a Paladin may sacrifice any number of points of healing from her pool and touch a creature to cure that creature of an equal amount of hit point damage. This is a positive energy effect and thus can be used to damage Undead creatures.
A Paladin with points of healing left in her pool that is brought to fewer than 0 hit points automatically stabilizes. This does not subtract any points from her healing pool.
Smiting Spells (Ex): A Paladin of 3rd level and higher may spontaneously the benefit of the Smiting Spell feat to any touch-range spells she casts from the Paladin Spell List without adjusting the spell slot or the casting time required to cast those spells.
Aura of Courage (Su): Starting at 4th level, each ally within 30ft of the Paladin (including the Paladin herself) gains a new saving throw against any Fear effect they are suffering from at the start of his or her turn. This ability does not grant a saving throw against effects that did not allow one in the first place.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Bond (Su): A 5th level Paladin chooses either to bond with her allies, with his equipment, or with the outer planes. A Paladin that bonds with her allies is able to sacrifice points from her Divine Health pool to assist them. A Paladin that bonds with her equipment adds sacred enhancements to her items. A Paladin that bonds with the outer planes gains the service of a holy companion. Each of these paths is described in more detail below.
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Divine Bond (Allies)
A Paladin that has bonded with her allies has access to special effects at 5th level and every three levels thereafter that she may use anytime she heals an ally via her Divine Health class feature. Each such effect requires that the Paladin expend a specific number of points from her healing pool, but does not diminish the amount of hit points regained by the recipient ally.
At 5th level, the Paladin can select one of the following any time she heals an ally and spends at least 5 points of Divine Health: Remove Fatigued, Remove Shaken, Remove Sickened.
At 8th level, the Paladin can select one of the following any time she heals an ally and spends at least 10 points of Divine Health: Remove Blindness, Remove Deafness, Remove Disease, Remove Paralysis.
At 11th level, the Paladin can select one of the following any time she heals an ally and spends at least 15 points of Divine Health: Remove Staggered, Remove Dazed, Remove Poison, Remove Stunned.
At 14th level, the Paladin can select one of the following any time she heals an ally and spends at least 20 points of Divine Health: Remove Curse, Remove Exhausted, Remove Frightened, Remove Nauseated.
At 17th level, the Paladin can select one of the following any time she heals an ally and spends at least 25 points of Divine Health: ...
At 20th level, the Paladin can select one of the following any time she heals an ally and spends at least 30 points of Divine Health: ...
Divine Bond (Equipment)
A Paladin that has bonded with her equipment gains access to a floating +1 enhancement bonus at 5th level, that she may apply to either any weapon she wields, any armor she wears, or any shield she holds. This enhancement bonus increases by +1 at every third level after 5th and stacks with any enhancement bonuses the Paladin's items already possess.
The Paladin applies this bonus whenever she prays to prepare her spells and may change the designation of the bonus each day between weapons, armors, or shields (or even divide the bonus between weapons, armors, and shields). She may forgo any amount of enhancement bonus in order to add magical properties of equivalent value to her weapons, armors, or shields, as she sees fit. In order to benefit from a magical property in this way, the item in question must first be magical itself and possess at least a +1 enhancement bonus.
At 5th level, the Paladin may apply the following magical properties to weapons, armors, or shields (as appropriate): Arrow Catching, Bashing, Blinding, Light Fortification, Defending, Flaming, Frost, Shock, Ghost Touch, or Merciful.
At 8th level, the Paladin may apply the following magical properties to weapons, armors, or shields (as appropriate): Animated, Arrow Deflection, Spell Resistance (13), Axiomatic, Flaming Burst, Icy Burst, Holy, or Shocking Burst.
At 11th level, the Paladin may apply the following magical properties to weapons, armors, or shields (as appropriate): Invulnerability (DR 5/magic), Moderate Fortification, Spell Resistance (15), or Speed.
At 14th level, the Paladin may apply the following magical properties to weapons, armors, or shields (as appropriate): Great Invulnerability (DR 10/magic), Spell Resistance (17), Brilliant Energy, or Dancing.
At 17th level, the Paladin may apply the following magical properties to weapons, armors, or shields (as appropriate): Great Invulnerability (DR 15/magic), Heavy Fortification, Negating, Reflecting, or Spell Resistance (19).
At 20th level, the Paladin may apply the following magical properties to weapons, armors, or shields (as appropriate): Acid Warding, Cold Warding, Fire Warding, Great Invulnerability (DR 5/epic), Great Spell Resistance (21), Infinite Arrow Deflection, Lightning Warding, Axiomatic Power, Distant Shot, Fiery Blast, Holy Power, Icy Blast, Lightning Blast, or Unerring Accuracy (applies to melee weapons as well).
Divine Bond (Planar)
A Paladin that has bonded with the outer planes is able to summon forth assistance from Good-aligned parts of the multiverse. As a full-round action, the Paladin may call out to her divine patrons in order to summon one of the following creatures to her aid:
At 5th level a Paladin may call either a Celestial Black Bear, a Celestial Heavy Warhorse, a Celestial Hippogriff, or a Lantern Archon.
At 8th level a Paladin may call either a Celestial Brown Bear, a Celestial Griffon, or a Hound Archon.
At 11th level a Paladin may call either a Celestial Elephant, a Celestial ...
At 14th level a Paladin may call either a Lammasu, or a Very Young Gold Dragon.
At 17th level a Paladin may call a Celestial Roc, a Couatl, or
At 20th level a Paladin may call a CR 12.
Any creature summoned in this manner serves the Paladin indefinitely, or until it is killed; however, the Paladin may only bear the service of one such creature at a time. She may dismiss a creature summoned in this way as a free action, sending it back to its home plane.
If a creature summoned in this way is killed, the Paladin is unable to summon a new companion for 30 days or until she gains a level, whichever comes first. During this period, she suffers a -2 penalty to attack rolls and saves.
Knight's Challenge (Ex): Starting at 6th level, a Paladin may, as a swift action, designate an opponent that she has line of sight and line of effect to. The designated creature must have an Intelligence score of 3 or higher and must be both able to see and hear her.
For remainder of the encounter, the Paladin gains a bonus to attack and damage rolls against the designated creature as if it were an Evil-aligned creature, and the designated creature must succeed on a Will save (DC 10 + 1/2 Paladin level + Charisma modifier) to avoid being compelled to abide by the Knight's Code (see above) and spending its turns attempting to close to melee range to attack only the Paladin with exclusively melee attacks. Such is the nature of this challenge that a Lawful creature suffers a -5 penalty to saving throws against its effects. This is a non-magical compulsion effect.
If a creature other than the Paladin deals damage to the designated creature during those rounds, or if the Paladin ends her turn and has not attacked the designated creature with a melee attack, then the designated creature is entitled to an additional Will save to break this effect at the start of its next turn.
A Paladin may only issue a Knight's Challenge once per encounter, and a creature cannot be designated via Knight's Challenge more than once in a 24-hour period.
Aura of Resolve (Su): Starting at 7th level, each ally within 30ft of the Paladin (including the Paladin herself) gains a new saving throw against any Charm or Compulsion effect they are suffering from at the start of his or her turn. This ability does not grant a saving throw against effects that did not allow one in the first place.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Grace (Su): Starting at 9th level, if the Paladin's Charisma modifier is higher than the normal ability modifier, then she adds it to her saving throw instead of the normal ability modifier (Constitution is the normal modifier for Fortitude saves, Dexterity is the normal modifier for Reflex saves, and Wisdom is the normal modifier for Will saves).
Aura of Faith (Su): Starting at 10th level, the attacks of each ally within 30ft of the Paladin (including the Paladin herself) are treated as good-aligned for the purposes of overcoming Damage Reduction.
This ability functions only while the Paladin is conscious, not if she is unconscious or dead.
Daunting Challenge (Ex): Starting at 12th level, whenever a Paladin designates a creature using his Knight's Challenge or Divine Challenge abilities, if that creature fails its Will save, then it is Shaken for the duration of the effect.
Aura of Justice (Su): Starting at 13th level, each ally within 30ft of the Paladin adds her Charisma bonus (if any) to attack and damage rolls when attacking Evil-aligned creatures.
This ability does not function if the Paladin herself has lost the benefit of her Smite Evil feature (see The Knight's Code above). If the Paladin is unconscious or dead, then allies within 30ft of her add their own Charisma bonuses (if any) to attack and damage rolls when attacking Evil-aligned creatures for 1 minute thereafter.
Impetuous Endurance (Ex): Starting at 15th level, a Paladin no longer automatically fails saving throws on a roll of 1.
Aura of Righteousness (Su): Starting at 16th level, each ally within 30ft of the Paladin (including the Paladin herself) gains DR 5/evil.
This ability functions only while the Paladin is conscious, not if she is unconscious or dead.
Banishing Challenge (Su): Starting at 18th level, whenever a Paladin designates a creature using her Knight's Challenge feature, if that creature fails its Will save by 5 or more, then it is Panicked for 3d6 × 10 minutes, turning and fleeing rather than attempting to engage the Paladin. Extraplanar creatures that fail their saves in this way are forced back to their home plane as the Dismissal spell.
Aura of Salvation (Su): Starting at 19th level, whenever the Paladin hits an Evil-aligned creature with an attack, each ally within 30ft of the Paladin (including the Paladin herself) regains hit points equal to the Paladin's Charisma modifier.