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    Default The Fighter Incarnate [3.5 Base Class] (PEACH)

    The class is now available in .pdf form for printing. Note: May contain typos and slight wording differences.

    "Father, father! I was reading a story, where this warrior stood face to face with a dragon, and won! And this warrior hardly wore any magic items at all, save for his sword. If it were a mighty mage like you, I could understand, but this one was as mundane as a broomstick! How can this be?", the boy asked of his father.
    "Well, there are warriors, and there are the true warriors. The one you read of must have been the incarnation of the fighting spirit itself, one which has rather limited need of magical trinkets." The mage drew a deep breath.
    "Hmmm. In fact, I may have a book on warriors such as these. Here, let me show it to you! It is titled..."

    The Fighter Incarnate

    Alignment
    Any.

    Hit Die
    d10

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Paths known Focuses active Determination available
    1 +1 +2 +0 +2 Bonus Feat 1 0 1
    2 +2 +3 +0 +3 Bonus Feat 2 0 2
    3 +3 +3 +1 +3 Lesser Focus 3 1 2
    4 +4 +4 +1 +4 Bonus Feat 4 1 3
    5 +5 +4 +1 +4 Lesser Focus 4 1 3
    6 +6/+1 +5 +2 +5 Bonus Feat 4 1 4
    7 +7/+2 +5 +2 +5 Lesser Focus 5 2 5
    8 +8/+3 +6 +2 +6 Bonus Feat 5 2 5
    9 +9/+4 +6 +3 +6 Greater Focus 5 2 6
    10 +10/+5 +7 +3 +7 Bonus Feat 6 2 7
    11 +11/+6/+1 +7 +3 +7 Greater Focus 6 3 8
    12 +12/+7/+2 +8 +4 +8 Bonus Feat 6 3 9
    13 +13/+8/+3 +8 +4 +8 Greater Focus 7 3 10
    14 +14/+9/+4 +9 +4 +9 Bonus Feat 7 3 11
    15 +15/+10/+5 +9 +5 +9 Greatest Focus 7 4 12
    16 +16/+11/+6/+1 +10 +5 +10 Bonus Feat 8 4 13
    17 +17/+12/+7/+2 +10 +5 +10 Greatest Focus 8 4 14
    18 +18/+13/+8/+3 +11 +6 +11 Bonus Feat 8 4 16
    19 +19/+14/+9/+4 +11 +6 +11 Greatest Focus 9 5 18
    20 +20/+15/+10/+5 +12 +6 +12 Bonus Feat, Moment of Heroism 10 5 20
    Class Skills
    The Fighter Incarnate's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str) and Tumble (Dex).

    Skill points at 1st level
    (4+ Int modifier) x4
    Skill points at each additional level
    4+ Int modifier

    Class Features

    All of the following are class features of the Fighter Incarnate.

    Weapon and Armor Proficiency
    A Fighter Incarnate is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields)

    Bonus Feats:
    At 1st level, a Fighter Incarnate gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat grated to a human character. The Fighter Incarnate gains an additional bonus feat at 2nd leveland every two Fighter Incarnate levels thereafter. These bonus feats must be drawn from the feats noted as Fighter bonus feats (in other words, it shares the bonus feat list with the Fighter class described in the PHB). A Fighter Incarnate must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

    Determination (Ex)
    Every hero has within him or herself a special quality, something that sets them apart from the ordinary person. Be it determination, primal rage, faith, honor, or sheer discipline, this is the resource (called by the common name Determination) that Fighter Incarnates draw on to push their capabilities beyond those of lesser warriors.
    A Fighter Incarnate possesses the number of points of Determination shown on the Fighter Incarnate table. In addition, one point of Determination is gained for every three levels gained in other classes (So a Fighter Incarnate 2/Crusader 3 would have three points of available to him, two from his Fighter Incarnate levels, and one from his Crusader levels). Feats, items and spells may further boost this amount.
    Determination is used by “investing” it in the Fighter Incarnate's paths (see below). Investing Determination is a swift action, and Determination remains invested until another swift action is taken to invest it otherwise. Determination is never consumed or destroyed when used.
    There is a limit to the amount of Determination a hero can invest in any one of his Paths. This maximum is either the hero's Constitution modifier or the value given on the following table, whichever is lower:

    Character level Max
    1-4 1
    5-8 2
    9-12 3
    13-16 4
    17-20 5

    Paths (Ex)
    All Fighter Incarnates know a few special abilities beyond those represented by feats and skill points. These are called Paths, although none but the most educated of Fighter Incarnates know them by that name. For most, the Path abilities are simply what they are, a trick, technique or instinct put to use in battle.
    Unless otherwise noted, the abilities given by Paths are Extraordinary in nature, their use does not provoke attacks of opportunity, and the DC of any saving throw given against them is 10 + the Fighter Incarnate's Constitution modifier + Invested Determination.
    The effects of Paths can be increased by investing Determination in the Path (see above) or taking a Focus (see below).
    A Fighter Incarnate knows the number of Paths shown on the Fighter Incarnate table. A Path does not need to be prepared or readied, like a Feat, it is always there, ready to be used.

    Focus (Ex)
    Beyond the constant abilities represented by Paths, some are only unlocked through extraordinary practice or gift. Starting at 3rd level, Fighter Incarnates start obtaining Focus abilities, a powerful subset of Path abilities.

    Lesser focuses Greater Focuses Greatest Focuses
    Crown Arms Heart
    Hands Eye Shoulders
    Feet Voice Soul

    At third level, the Fighter Incarnate may have only one Focus active at once, more Focuses can be activated simultaneously as the Fighter Incarnate advances in levels (as shown on the Fighter Incarnate table).
    Before a Focus can be activated, its corresponding location must be unlocked. At 3rd level, only one of the Crown, Hands, and Feet locations is available, more locations are unlocked as the Fighter Incarnate progresses, resulting in a 7th level Fighter Incarnate having access to all the lesser Focuses, a 9th level Fighter Incarnate having access to all the lesser Focuses and one of the Greater Focuses, and so on.
    Reallocating which Focuses are active takes five minutes of concentration, exercise, or meditation (every Fighter Incarnate has his own way to prepare himself for battle). They remain active indefinitely, or until another five minutes are taken to re-choose which Focuses are active.
    Once a Focus has been activated, it is activated for all Paths which are associated with that Focus.

    Moment of Heroism (Ex)
    At 20th level, the Fighter Incarnate can go all out in a way no others can. Activating this ability is a free action. He can do so no more than once per day, and only in response to a highly dramatic situation, as given on the list below.
    • The Fighter Incarnate witnesses the death of a loved one, his mentor, his cohort or other minion, or a player character.
    • The Fighter Incarnate witnesses an enemy torturing someone.
    • An item with a market price of more than 100000 GP belonging to the Fighter Incarnate is destroyed by his enemy.
    • The Fighter Incarnate has been restrained by his enemy.
    • The Fighter Incarnate faces a vastly superior enemy in combat.
    • The Fighter Incarnate succeeds on a check vs. fear forced by a superior enemy.
    • The Fighter Incarnate succeeds on a save vs. an Illusion spell, an Enchantment (Charm) spell, or an Enchantment (Compulsion) spell cast by a superior enemy.
    • The Fighter succeeds on a Sense Motive check against the Bluff check of a superior enemy.

    For these purposes, a "player character" is an allied player character, the "enemy" may never be a player character, a superior enemy is an enemy with a CR higher than the Fighter Incarnate's character level, and a vastly superior enemy is an enemy with a CR 3 or more higher than the Fighter Incarnate's character level.
    Once activated, a Moment of Heroism lasts for a number of rounds equal to 3 + the Fighter Incarnate's Constitution modifier. During a Moment of Heroism, every single one of the Fighter Incarnate's Paths is considered full of Determination, up to the cap for each Path.
    Last edited by Ernir; 2014-05-15 at 06:11 AM.
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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

    The Paths

    Path of the Anvil
    Spoiler
    Show
    The Path of the Anvil refers not to a physical anvil, but the strength, stability, and force of blows the instrument represents. A Fighter Incarnate who follows the Path of the Anvil gains a +1 bonus on Fortitude saves, and a +2 resistance bonus on any check or saving throw to resist being bull rushed, tripped, overrun, or trampled.
    Determination: Every point of Determination invested in the Path of the Anvil increases the resistance bonus on the checks and saving throws by 1.
    Focus: The Foot
    You gain the Trample special ability, which follows all rules regarding such attacks, using a 1d8 Slam attack (assuming a medium creature) as the base die.
    Focus: The Arms
    Your melee attacks ignore the hardness of objects.
    Focus: The Shoulders
    The force of your blows leaves your opponents a battared, crippled mess. As a full-round action, make a single attack with a bludgeoning weapon. If this attack hits, your opponent must make a Fortitude save or be permanently Paralyzed, its spine being severed. A Remove Paralysis, Heal or Regenerate spell can remove the condition. It may be repaired nonmagically with a DC 40 Heal check, taking 1d6 hours.

    Path of the Berserker
    Spoiler
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    The Path of the Berserker is a way of life as much as it is a way to fight. The Fighter Incarnate who follows this path gains strength, resilience, and the ability to crush through the defenses of his enemies.
    You gain a +2 bonus to Strength and Constitution, and your AC is decreased by 2. These bonuses do not stack with those granted by a Barbarian's Rage ability.
    Determination: Investing Determination into the Path of the Berserker is strenuous. It can be done only once per encounter, after which the Determination is locked until the end of the encounter. While Determination is invested, the bonus on your Strength and Constitution is increased by 2 for each invested point. The Determination remains invested for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier, after which the bonuses are lost.
    Focus: The Hand
    The benefits associated with this Focus vary depending on the amount of Determination invested into this Path.
    1 Determination: Any weapon you wield overcomes DR/Magic.
    2 Determination: Any weapon you wield overcomes DR/Cold Iron and DR/Silver
    3 Determination: Any weapon you wield overcomes any alignment-based DR.
    4 or more Determination: Your weapons can overcome any DR at all, even DR/-.
    Focus: The Arms
    You excel at pushing aside your enemies. As a special benefit when making a bull rush, if you force an opponent to move into a wall or other solid object, he stops as normal. However, your momentum crushes him against it, dealing an amount of bludgeoning damage equal to 2d6 + Determination x (your strength modifier).
    Focus: The Heart
    You gain DR/- equal to twice the amount of Determination invested in this Path.

    Path of the Butcher
    Spoiler
    Show
    A Fighter Incarnate who follows the Path of the Butcher possesses advanced knowledge (or highly honed instincts) on how to quickly disable an opponent – or how to end them in one fell stroke. You gain a +2 bonus on rolls made to confirm critical hits.
    Determination: Your bonus on rolls made to confirm critical hits increases by 2 for each point of Determination invested in the Path of the Butcher.
    Focus: The Hand
    You know how to deal extraordinarily painful wounds. As a standard action, make a normal attack. If the attack hits and successfully deals damage, the target must succeed on a Will save or be overcome by pain for one round. A creature overcome by pain can only take a single move action or standard action each round, and can not take full-round actions. Its ability to perform swift, free, and immediate actions is not affected.
    The use of this ability is not inherently Evil, but it may nevertheless be against the holy vows undertaken by Paladins, exalted paragons, and some Clerics.
    Focus: The Arm
    You know how to strike at your opponents' limbs in a way that hinders their actions. As a standard action, make a normal attack. If the attack hits and successfully deals damage, the target must succeed on a Fortitude save or lose the ability to use that limb.
    If the limb was holding an item, it is not automatically dropped, but any items held in a disabled limb are treated as “poorly secured” for the purposes of being disarmed or having the item grabbed.
    If the limb is holding a weapon with which the target is proficient, you must succeed on an opposed attack roll to damage the limb. A limb which can be used to deliver a natural attack (such as a claw, tentacle, or hoof attack) is treated as holding a weapon for this purpose.
    If the limb is used for movement, the creature's speed for that form of movement drops to [Creature's original speed] x ([Number of undamaged limbs]/[Original number of limbs]). For example, a humanoid with a damaged leg moves at half its original speed, and a spider with two damaged legs moves at ¾ speed. A creature who has less than half its original number of movement-related limbs undamaged is Immobilized with respect to that form of movement.
    Restoring the limb to use requires a DC 20 Heal check (taking 1 hour), a Regeneration spell, or magically healing the subject of an amount of hit point damage equal to the amount of damage the attack that damaged the limb dealt. The Fast Healing special ability does not restore the limb, but the Regeneration ability does, as if it were magical healing.
    Focus: The Heart
    Any weapon you use is treated as having the Vorpal property.

    Path of the Combat Acrobat
    Spoiler
    Show
    A Fighter Incarnate who follows the Path of the Combat Acrobat gains a +2 insight bonus on Balance, Escape Artist, Jump and Tumble checks.
    Determination: For every point of Determination invested in the Path of the Combat Acrobat increases the bonus on skill checks by 2.
    Focus: The Foot
    You can reduce falling damage by 1d6 points per point of Determination invested in the Path of the Combat Acrobat. For example, if you fall 30 feet while 2 points of Determination are invested, you would take only 1d6 points of damage, rather than 3d6 points.
    Focus: The Arm
    You are able to move in short bursts of speed, handily outmaneuvering less nimble opponents. You can move up to your speed as a swift action. This ability is usable every 1d4 rounds.
    Focus: The Shoulders
    There are few obstacles that can hold back a master of the Path of the Combat Acrobat. You are constantly considered to be under a Freedom of Movement effect.

    Path of the Cunning
    Spoiler
    Show
    The Path of the Cunning emphasizes reflexes, ability to think on your feet, and avoiding danger. A Fighter Incarnate who follows the Path of the Cunning gains the Uncanny Dodge ability.
    Determination: Every point of Determination invested in the Path of the Cunning gives you a +1 enhancement bonus on Reflex saves.
    Focus: The Foot
    You gain the Evasion ability.
    Focus: The Eye
    You gain the Evasion ability and the Improved Evasion ability.
    Focus: The Heart
    You gain the Mettle ability.

    Path of the Dragon-slayer
    Spoiler
    Show
    The threat posed by winged monsters and flying magicians is great for most warriors. A Fighter Incarnate who follows the Path of the Dragon-slayer knows ways to deal with those who dare not stand on the ground and fight. He can perform trips against flying creatures, even if they are not using natural methods of flight or have perfect maneuverability (a flying creature that is tripped stalls mid-flight, as if it had failed to maintain a minimum forward speed), and enemies performing a dive attack against him do not gain a bonus on their damage rolls.
    Determination: You gain a bonus to AC, applicable only against creatures who have the higher ground with respect to you, equal to the number of points of Determination invested in the Path of the Dragon-slayer.
    Focus: The Hands
    Whenever you make a successful attack vs. a creature with a fly speed, that creature must make a Reflex save or have its fly speed reduced to half its original for a number of rounds equal to your Constitution modifier. Note the effect this has on fliers with average or worse maneuverability. If the target of the attack has more than one fly speed (such as a dragon under the influence of a Fly spell), only one fly speed is affected per attack. The target may choose which of its fly speeds is affected first.
    Focus: The Arms
    When your opponents refuse to come down, you must go to them. After making a successful attack against a creature at least one size category larger than you, you may make a climb check with a DC equal to the creature's AC. On a successful check, you drag yourself into the creature's space as a free action, and can continue on with your turn as normal. You are then considered "latched on" to that creature until the start of your next round - if the creature moves, you follow along. At the start of your next round, you may repeat the climb check vs. the creature's AC to continue being latched on as a free action. Being latched on does not impede your actions, but you must keep holding the weapon you used to make the initial attack or fall off (you can attack with that weapon as normal). The attack must be made with a weapon that creates some kind of physical connection between you and the creature, such as a melee weapon, a harpoon, or an arrow attached to a rope capable of supporting your weight.
    Focus: The Shoulders
    As a standard action, you may make an attack. If the target of the attack has a fly speed, it must make a Fortitude save or lose the fly speed for a number of rounds equal to your Constitution modifier. If the target of the attack has more than one fly speed (such as a dragon under the influence of a Fly spell), only one fly speed is affected per attack. The target may choose which of its fly speeds is affected first.

    Path of the Hunter
    Spoiler
    Show
    Not all warriors are generalists, able to fight palace guards as well as they fight dragons. A Fighter Incarnate who follows the Path of the Hunter has studied one type of foe available as a Ranger favoured enemy above all others, gaining a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
    Determination: Each point of Determination invested in the Path of the Hunter increases the bonus on skill checks and damage rolls by +2.
    Focus: The Hand
    When the Fighter Incarnate deals damage to his chosen foe, the foe must make a Reflex save or be Entangled for a number of rounds equal to the amount of Determination invested in the Path of the Hunter at the time the damage was dealt. No creature can be forced to make this save more than once per round.
    Focus: The Eye
    The Fighter Incarnate gains an Insight bonus to AC and on saving throws equal to the amount of Determination invested in the Path of the Hunter. This bonus applies only against the Fighter Incarnate's chosen foe.
    Focus: The Soul
    When the Fighter Incarnate deals damage to his chosen foe, the foe must make a Fortitude save or be instantly slain. No creature can be forced to make this save more than once per round.
    Special: This Path can be taken more than once. Every time this path is taken, it applies to a new creature type. Multiples of this Path are considered separate Paths for purposes of investing Determination.

    Path of the Imperious Commander
    Spoiler
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    A Fighter Incarnate who follows the Path of the Imperious Commander gains a +4 competence bonus on Intimidate checks.
    Determination: For every point of Determination invested in the Path of the Imperious Commander, the bonus on Intimidate checks increases by 2.
    Focus: The Crown
    Your gaze causes enemy creatures (but not allies) to become shaken for 1 minute (Will negates). This otherwise functions as normal for a gaze attack. This is a mind-affecting fear effect.
    Focus: The Voice
    Your voice is so domineering that you can stop people in their tracks with a single word. As a standard action, you cause one creature within 30' of you to become paralyzed for one round if it fails a Will save. This is a language-dependent, mind-affecting compulsion effect.
    Focus: The Soul
    Your every action causes your opponents to tremble. Whenever you charge, make a full attack, initiate a martial Strike (Tome of Battle), or spend a standard action specifically to invoke this ability, all enemies within 30' must make a Will saving throw or become shaken. At your option, if this ability contributes to raising an opponent's fear status to Panicked, you may cause it to Cower in awe instead.

    Path of the Juggernaut
    Spoiler
    Show
    A Fighter Incarnate who follows the Path of the Juggernaut becomes as unstoppable as an avalanche. You gain a +2 bonus on saving throws against any spell or effect that would cause you to be stunned or dazed.
    Determination: Every point of Determination invested in the Path of the Juggernaut increases the bonus on saving throws by 2.
    Focus: The Foot
    You ignore the effects of difficult or slippery terrain, are immune to the Slow spell, and are not slowed down when passing through a Solid Fog or an area of Black Tentacles.
    Focus: The Arm
    You can smash or break through obstacles as part of movement, rather than those activities requiring an action of their own. Simply attempting to move into an obstructed space entitles you to smashing or breaking attempts against each object in that square. Attempts to break and/or smash objects are otherwise made as normal (smashing involves attacking an object with an appropriate weapon, breaking involves making a strength check against it). You must decide whether to attempt to break or smash when entering any given square, you can not attempt both. A failed attempt to destroy an obstacle shunts you back into your previous square. You can then immediately try again, if it so wish, and have movement remaining. You can attempt to charge through obstacles in this way, but a failed attempt to destroy an obstacle ruins the charge, and the limitation of charge attacks not being possible against a creature to which you did not have line of sight at the beginning of your turn still applies.
    Focus: The Shoulders
    You gain the ability to make break attempts against Walls of Force (and other physical force effects) as if they were objects with a break DC of 32.

    Path of the Lion's Heart
    Spoiler
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    A Fighter Incarnate who follows the Path of the Lion's Heart gains tremendous strength, courage, and the ability to perform devastating charges. You gain a +1 competence bonus on Strength checks and Strength-based skill checks, such as Climb and Jump checks and checks made to break down doors or to bull rush an opponent.
    Determination: Every point of Determination invested in the Path of the Lion's Heart increases the competence bonus by 1.
    Focus: The Hand
    When you use the charge action, you can make a full attack at the end of your charge.
    Focus: The Voice
    As a standard action, you roar at your enemies. This counts as a demoralize attempt (see the Intimidate skill description) against all enemies within 30'.
    Focus: The Heart
    You and all allies within 30' gain immunity to fear effects.

    Path of the Mage-killer
    Spoiler
    Show
    A Fighter Incarnate who follows the Path of the Mage-killer has through extensive training and intense focus learned to steel himself against the effects of some spells. You gain Spell Resistance 5.
    Determination: For every point of Determination invested in the Path of the Mage-killer, the SR increases by 5.
    Focus: The Foot
    You are an expert in preventing your opponents from escaping once you have them cornered. Whenever an opponent you threaten takes a 5' step or tumbles to move away from you, you may as an immediate action move up to your speed to maintain your relative positioning.
    Focus: The Eye
    You are constantly watchful for signs of your opponents casting spells, being prepared to thwart their efforts in an instant. When you observe an opponent casting a spell, you can take a standard action as an immediate action, which must be used to avoid the spell or harm the spellcaster.
    Focus: The Soul
    Opponents within your threatened space can not perform immediate actions out of turn. Their ability to perform other actions, including swift actions, is not affected.
    In addition, you can interrupt any Conjuration (Teleportation) spell cast within your threatened space, causing it to automatically fail.

    Path of the Marksman
    Spoiler
    Show
    The Path of the Marksman emphasizes ranged combat. You gain a +2 insight bonus on damage rolls made with ranged weapons.
    Determination: For every point of Determination invested in the Path of the Marksman, the insight bonus increases by 2.
    Focus: The Foot
    You do not provoke attacks of opportunity for using a ranged weapon, and your ranged weapons are considered to threaten all squares adjacent to you.
    Focus: The Eye
    The range increment of any ranged weapon you wield is doubled, and you gain an insight bonus on spot checks equal to the damage bonus.
    Focus: The Shoulder
    You gain the ability to make "power shots". On your action, before making attack rolls for a round, you may choose to subtract a number less than or equal to your base attack bonus from all ranged attacks you make for one round. You add that number multiplied by invested Determination divided by two to damage rolls (in other words, you gain bonus damage equal to N*Determination/2, where N is the number you subtracted from your attack rolls) for one round.

    Path of the Mauler
    Spoiler
    Show
    A Fighter Incarnate who follows the Path of the Mauler gains a +2 morale bonus on strength checks (but not strength-based skill checks), such as those to break down doors or bull rush an opponent.
    Determination: Every point of Determination invested in the Path of the Mauler increases the morale bonus by 2.
    Focus: The Hand
    You gain a morale bonus on unarmed strike damage equal to the morale bonus on Strength checks granted by the Path of the Mauler. You also gain the benefits of the Improved Unarmed Strike feat.
    Focus: The Arm
    The critical threat range of any melee weapon you wield is doubled. This does not stack with any other effect that increases a weapon's threat range, such as the Improved Critical feat or the Keen Weapon special quality.
    Focus: The Shoulders
    For the purposes of grappling, whether spells and creatures' special attacks (such as Improved Grab) can affect you, and strength checks, you are treated as a creature of a size category according to the Determination invested in this Path rather than a creature of your own size category.
    • 1 Determination or less: Normal
    • 2 Determination: Large
    • 3 Determination: Huge
    • 4 Determination: Gargantuan
    • 5 Determination: Colossal
    • 6 Determination or more: Does not increase your effective size, but continues to provide a +4 size bonus on the relevant checks for each Determination invested beyond 5.


    Path of the Mineral Warrior
    Spoiler
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    Dwarves, Drow and Kobolds all claim to be the inspiration for the techniques represented by the Path of the Mineral Warrior. Which of them is right is a mystery most likely lost to time, but regardless of its source, the Path is a great boon to anyone likely to do battle underground. A Fighter Incarnate who follows the Path of the Mineral Warrior gains effective Darkvision 30', due to his great talent when it comes to fighting in the dark.
    Determination: Each point of Determination invested in the Path of the Mineral Warrior increases the range of the Darkvision by 30'.
    Focus: The Foot
    The Fighter Incarnate gains Tremorsense with 10' of range per point of Determination invested in the Path of the Mineral Warrior.
    Focus: The Eye
    The Fighter Incarnate never suffers a miss chance on his attacks due to conditions of poor visibility, such as those due to normal or magical darkness and fogs.
    Focus: The Shoulders
    The Fighter Incarnate gains a Burrow speed with a speed of 5' per point of Determination invested in the Path of the Mineral Warrior.

    Path of the Outnumbered
    Spoiler
    Show
    Most see being outnumbered on the field of battle as a disadvantage. A Fighter Incarnate who follows the Path of the Outnumbered only sees more targets. Opponents gain no bonus on their attack rolls for flanking you.
    Determination: You gain a morale bonus on damage rolls equal to twice the amount of Determination invested in the Path of the Outnumbered. You only get this bonus if two or more opponents are currently within your threatened space.
    Focus: The Crown
    You gain a morale bonus on attack rolls equal to the number of opponents within your threatened space.
    Focus: The Arms
    As a standard action, you can move up to your speed and make a single attack against any creature you move past, provoking attacks of opportunity normally. You cannot attack any single creature more than once.
    Focus: The Shoulders
    Every time you make an attack against an opponent that is flanking you, you may make a free attack against the other flanker. If the opponent is flanking with more than one partner, choose one.

    Path of the Peerless Athlete
    Spoiler
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    There is no creature alive more physically capable than a true Fighter Incarnate. A Fighter Incarnate who follows the Path of the Peerless Athlete gains a +4 perfection bonus on all strength-based skill checks, and automatically succeeds on all constitution checks to continue running (this results in a dramatic increase in the Fighter Incarnate's long-term overland speed).
    Determination: Each point of Determination invested in the Path of the Peerless Athlete increases the perfection bonus by +4.
    Focus: The Foot
    The Fighter Incarnate's land speed as well as his swim and climb speeds (if any) are increased by 10' for each point of Determination invested in the Path of the Peerless Athlete.
    Focus: The Arm
    The Fighter Incarnate is always considered to have a running start when making a jump check. When making a High Jump, the jump skill DC is equal to the distance to be cleared rather than four times the distance.
    Focus: The Heart
    The Fighter Incarnate gains perfect control over his own breathing, allowing him to hold his breath as long as he has to - effectively, he does not need to breathe as long as this Focus is active. He gains immunity to all harmful vapors and gases (such as Cloudkill and Stinking Cloud effects, as well as inhaled poisons), drowning, and the negative effects of vacuum, high altitude, and water pressure.

    Path of the Rider
    Spoiler
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    The art of fighting on the back of a mount is a noble one, practiced in many cultures. A Fighter Incarnate who follows the Path of the Rider gains a +4 competence bonus on Ride checks.
    Determination: Each point of Determination invested in the Path of the Rider increases the competence bonus by +2.
    Focus: The Foot
    The limit of you not being able to perform a full attack if your mount moves more than 5' in a round no longer applies. Note that this does not grant the ability to perform a full attack on a charge (that is a separate ability).
    Focus: The Voice
    Being separated from their mount is a nightmare that plagues many knights, but not a Fighter Incarnate who follows the Path of the Rider. As a move action, you can issue a call towards a single mount. This mount must be a creature you own, or one with which you share a special bond or relationship.When hearing the call, the mount instantly begins traveling to your location. The range of this call is one mile, plus one mile per point of Determination invested in the Path of the Rider. As long as a passable path exists between your mount and your location, and the mount is not specifically restrained, it arrives within 30' of your location in 1d4 rounds. Staircases, the mount being asleep, barriers the mount is capable of breaking or getting past, and distance (within the range of the ability) do not cause additional delay. For the call to be effective, you must be able to speak in a clear voice, and the mount may not be deaf.
    Focus: The Soul
    Whenever you are mounted, the mount may use any or all of your AC, saving throw modifiers, and maximum hit points in place of its own, if doing so would be beneficial.
    A mount using your hit point total in place of its own means that its own maximum number of hit points is replaced by your own maximum number, not that you share one pool of hit points. Damage is tracked separately, not shared or calculated relatively - a mount that takes damage in excess of its own hit points (but less than your own) can die or lose consciousness the moment you release the reins. For example, a if a human Fighter Incarnate with 200HP rides a horse that normally has 40 HP into combat, the mount's maximum hit points would be set to 200HP. If the mount takes 100 points of damage during the combat, it dies (unless healed) when the Fighter Incarnate dismounts, 100 points of damage being way beyond what it could tolerate without his aid. If the Fighter Incarnate had a wound (10 points of damage) before mounting, the horse would still get the Fighter's full maximum hit points - the rider would go into battle with 190HP remaining, and the horse 200HP. If the horse had a wound of 10 points of damage before being mounted by a healthy rider, the wound would transfer absolutely as well, and the pair would ride into battle with the rider at 200HP and the horse with 190HP remaining.
    These benefits apply only while you are conscious, and only to mounts of animal (1 or 2) intelligence.

    Path of the Shadow Warrior
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    Some warriors are more difficult to pin down than others. A Fighter Incarnate who follows the Path of the Shadow Warrior gains a 10% miss chance against ranged attacks.
    Determination: Each point of Determination invested in the Path of the Shadow Warrior increases the miss chance by 5%.
    Focus: The Crown
    You gain the Hide in Plain Sight ability.
    Focus: The Voice
    You can feint in combat as a move action. If you have the Improved Feint feat, you can feint as a swift action.
    Focus: The Shoulders
    The miss chance provided by this path applies to melee attacks as well as ranged attacks.

    Path of the Stalwart
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    Fighter Incarnates are usually the embodiment of physical health, and those who follow the Path of the Stalwart more so than most. You are immune to all diseases, and the conditions of being sickened and fatigued.
    Determination: You gain an enhancement bonus on Fortitude saves equal to the amount of Determination invested in the Path of the Stalwart.
    Focus: The Crown
    You are immune to the conditions of being exhausted and nauseated.
    Focus: The Eye
    You are immune to the conditions of being dazzled, blinded, deafened and confused.
    Focus: The Heart
    You gain immunity to energy drain, death effects, and death from massive damage.

    Path of the Stoic
    Spoiler
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    A Fighter Incarnate who follows the Path of the Stoic is extremely hard to sway. He is immune to possession (such as by a Magic Jar attack) and attempts to magically control him, such as those exercised by Enchantment (Compulsion) and Enchantment (Charm) spells.
    Determination: For every point of Determination invested in the Path of the Stoic, the Fighter Incarnate gains a +1 bonus on Will saves.
    Focus: The Crown
    The Fighter Incarnate shares his immunity to possession, Enchantment (Compulsion), and Enchantment (Charm) effects with all allies within 30'.
    Focus: The Eye
    Your gaze subjects enemy creatures (but not allies) to a Calm Emotions effect, as per the spell (Will negates). This otherwise functions as normal for a gaze attack.
    Focus: The Heart
    You are immune to mind-affecting effects. Instead of gaining a bonus on saving throws, investing Determination into the Path of the Stoic while this Focus is active allows you to share the immunity with one ally within 30' for each point of Determination invested.

    Path of the Tactician
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    A Fighter Incarnate who follows the Path of the Tactician focuses on swiftly disabling his enemies, and never being caught unprepared. You gain a +2 insight bonus on initiative checks.
    Determination: For every point of Determination invested in the Path of the Tactician, the insight bonus on initiative checks granted by the Path increases by 1.
    Focus: The Foot
    In combat, you are always where you want to be. When you roll initiative, you can reposition yourself, moving a distance up to one-half your speed. This is not an action, this is a representation of how optimally you place yourself at the start of every battle.
    Focus: The Arm
    All allies within 30' of you when initiative is rolled gain a +2 bonus on the check. This bonus granted to your allies does not increase with invested Determination, although your own bonus does (as normal).
    Focus: The Heart
    As a full-round action, you grant all allies within 30' of you an extra move action. See the Marshal ability.

    Path of the Vigilant Defender
    Spoiler
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    Since few warriors are capable of taking punishment the way Fighter Incarnates can, it frequently falls upon their shoulders to protect the more vulnerable members of their party. Enemies within the threatened space of a Fighter Incarnate who follows the Path of the Vigilant Defender take a -2 penalty on attack rolls against anyone other than the Fighter Incarnate. The enemies are aware of this penalty as soon as they enter your threatened space.
    Determination: For every point of Determinatination invested in the Path of the Vigilant Defender, the penalty on attack rolls suffered by threatened enemies increases by 1.
    Focus: The Crown
    Enemies within your threatened space can not use the Withdraw action in combat. An enemy attempting to use the Tumble skill to pass through your threatened space takes a penalty on the skill check equal to four times the amount of Determination invested in the Path of the Vigilant Defender.
    Focus: The Eye
    When an opponent attempts to move in position to threaten one of your allies (that is, move so that your ally is positioned within the opponent’s threatened space), you can move up to 10’ per Determination invested in the Path of the Vigilant Defender (up to a maximum of your speed) as an immediate action. As is normal for immediate actions, resolve this movement before your opponent's action takes effect. He may therefore change his action in response to your movement. For example, if you use the movement to place yourself in between your ally and his would-be attacker, the opponent may choose to move around you (provided he has a high enough speed to do so) to attack the ally you were trying to defend, move to attack you or another ally, or take some other action entirely.
    Focus: The Soul
    Enemies within your threatened space provoke an attack of opportunity from you if they make an attack against or cast a targeted spell on anyone other than you (this is a provocation separate from the one of casting a spell to begin with, and thus the cast defensively use of the Concentration skill does not apply).
    Enemies become aware of this as soon as they enter your threatened space.

    Path of the Watchman
    Spoiler
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    A Fighter Incarnate who follows the Path of the Watchman gains a +4 insight bonus on Spot checks.
    Determination: For every point of Determination invested in the Path of the Watchman, the bonus on Spot checks increases by 2.
    Focus: The Crown
    You gain the ability to see invisible creatures and objects normally (as if under the effect of a See Invisibility spell)
    Focus: The Eye
    You learn how to rely on your instincts and senses other than your eyes. You gain Blindsight out to 10' + 10' per invested Determination.
    Focus: The Soul
    You see all things as they truly are, as if you were under the effect of a True Seeing spell.

    Path of the Weapon Master
    Spoiler
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    A Fighter Incarnate who follows the path of the Weapon Master gains a +1 bonus on attack rolls with whatever manufactured weapon he is using and with which he is proficient.
    Determination: The weapon gains an enhancement bonus on attack and damage rolls equal to the amount of Determination invested in the Path of the Weapon Master.
    Focus: The Foot
    You can use your weapons in ways that would get lesser warriors killed in an instant - you can lunge across the battlefield and parry close to your chest with equal ease. When using a reach weapon, you can strike creatures adjacent to you. When using a non-reach weapon, your natural reach is doubled, without you losing your ability to attack adjacent creatures. Reach weapons that already threaten adjacent squares (such as the spiked chain) receive no additional benefit. Finally, you threaten space as a creature one size larger than you are.
    Focus: The Arm
    As a move action, you can prepare to make a debilitating attack. If the next melee attack that you make is successful, the target must succeed on a Fortitude saving throw or be stunned until the beginning of your next turn. If the attack is unsuccessful, your preparation goes for nothing, and you must prepare again if you wish to reuse the ability. You can stay prepared indefinitely.
    Focus: The Soul
    You can make a full attack as a standard action.
    Last edited by Ernir; 2012-06-14 at 07:11 PM.
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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

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    The Epic Fighter Incarnate
    Hit Die
    d10

    Skill Points at Each Additional Level
    4 + Int modifier

    Bonus Feats
    The epic Fighter Incarnate gains a bonus feat (selected from the list of epic fighter bonus feats) every two levels after 20th (starting at 22nd level).

    Determination (Ex)
    The limit of how much Determination a Fighter Incarnate can invest in one of his Paths continues to increase at epic levels. Consult the following table to determine your capacity:
    Character level Max
    21-24 6
    25-28 7
    29-32 8
    33-36 9
    37-40 10
    ... ...

    Paths (Ex)
    The Fighter Incarnate does not continue to learn additional Paths after 20th level.

    Focus (Ex)
    The Fighter Incarnate does not continue to learn additional Focuses after 20th level.

    Feats

    Blade Magic Aptitude
    You may be but a dabbler in the sublime way of the martial adepts, but you are a damned good one.
    Prerequisites: Martial Study, Fighter Incarnate level 4th.
    Benefit: Your current and future martial maneuvers gained through the Martial Study feat can be recovered using the Warblade's recovery method.
    In addition, you gain a bonus martial maneuver known for every current and future instance of the Martial Study feat you have (as if you had taken the feat again, except for that this does not count against the limit of the Martial Study feat not being able to be taken more than three times). Effectively, you double the number of maneuvers you gain from the Martial Study feat.
    Special: A fighter may select Blade Magic Aptitude as one of his fighter bonus feats.

    Extra Determination
    You possess Determination beyond even that of most Fighter Incarnates.
    Prerequisites: Con 13, Character level 6th.
    Benefits: You gain 2 extra points of Determination.
    Special: A fighter may select Extra Determination as one of his fighter bonus feats.

    Expanded Path Capacity
    You are able to push one of your Paths to its absolute maximum.
    Prerequisites: Con 15, access to Paths.
    Benefit: Choose one of your Paths. The Determination capacity of that Path is increased by 1, to a maximum of your Constitution modifier. From this point on, the Determination capacity for that Path is one point higher than normal.
    Special: A fighter may select Expanded Path Capacity as one of his fighter bonus feats.
    This feat can be taken more than once. Every time it is taken, select a new Path to which to apply it.

    Rapid Refocus
    It only takes you a moment to completely re-evaluate your strategy.
    Prerequisites: Access to one or more Focuses.
    Benefit: You can re-choose which of your Focuses are active as a full-round action that does not provoke attacks of opportunity.
    Normal: Re-choosing your active focuses takes five minutes.

    [Special:[/b] A fighter may select Rapid Refocus as one of his fighter bonus feats.

    Magic Items

    Vestment of the True Warrior
    Price: 15000 GP
    Body Slot: Varies, see table
    Aura: Moderate; (DC 18) transmutation
    Activation: -
    Weight: Varies, see table

    The item appears mundane, but when the warrior picks it up, he can sense the power within.

    Some magic items have little to no power of their own, their sole purpose being to augment the innate gifts of heroes. While worn, a Vestment of the True Warrior links to one of your active Focuses. Someone who does not have any Focuses active gains no benefit.
    The item expands the Determination capacity of all of your Paths that grant the Focus by 1, to a maximum of your Constitution modifier.
    Eight different kinds of Vestments of the True Warrior exist, each occupying a different body slot and relating to a different Focus. The Soul Focus is special, and is not covered (but see the Warrior's armor enhancement).

    Item Focus Body Slot Weight
    Warrior's Bracers Arms Arms 2lb.
    Warrior's Faceguard Eye Face 2lb.
    Warrior's Helmet Crown Head 3lb.
    Warrior's Greaves Feet Feet 4lb.
    Warrior's Gauntlets Hands Hands 2lb.
    Warrior's Tunic Heart Torso 1lb.
    Warrior's Cloak Shoulders Shoulders 1lb.
    Warrior's Insignia Voice Throat -

    Prerequisites: Craft Wondrous Item, Expanded Path Capacity
    Cost to Create: 7,500 gp, 600 XP, 15 days.


    Warrior's

    Price: 15000 GP
    Property: Armor
    Caster level: 6th
    Aura: Moderate; (DC 18) abjuration
    Activation: -

    The armor looks worn, well-used. When the warrior puts it on, he looks as if he was born to wear it.

    If the user of a Warrior's suit of armor has an active Soul Focus, the enhancement expands the Determination capacity of any Path that grants the Focus by 1, to a maximum of your Constitution modifier.
    Someone who does not have an active Soul focus gains no benefit.

    Prerequisites: Craft Magic Arms and Armor, Expanded Path Capacity
    Cost to Create: 7,500 gp, 600 XP, 15 days.
    Last edited by Ernir; 2014-05-15 at 06:12 AM.
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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

    Author's notes

    So. This is another Fighter fix. Or more of a Fighter replacement than a fix.

    This obviously represents an enormous jump in power from that of the PHB Fighter. This is intentional. My intent was to make a mundane warrior that could actually stand toe to toe with the Sorcerer, power-wise (Tier 2, for those who are into that).

    My design goals are/were as follows.
    A to-do list:
    • Provide a means to get the immunities I see Fighters as needing in the rocket tag that is high level D&D.
    • Expand the skill list, and increase the Fighters' ability to use them.
    • Get Fighters to participate in the action economy.
    • Make Tanking a more relevant party role. (Unaccomplished)
    • Battlefield control. (Unaccomplished)


    A NOT-to-do list:
    • Flight. Flight is important, but this is one thing I think not even the most badass individual on the planet should be able to pull that off without growing wings or resorting to magic.
    • Teleportation. Again, I see this as firmly magical.
    • Natural attacks. I want the Fighters to look 100% human, and while growing 400 sets of claws is both cool and useful, it's not something I think a Fighter should be pulling off.
    • Anything else that shouts MAAAAAGIC! all over the place.
    • Overlap with the Tome of Battle. That's what dipping Warblade/taking Martial Study feats is for.
    • Feats. Paths should not be providing too much in the way of feats. Fighters need stuff feats can't provide, not more feats.


    This does make a whole lot of other base classes (such as the Barbarian) relatively obsolete. I am aware of this.
    Also, this is, perhaps obviously, massively inspired by pretty much stolen from the Magic of Incarnum mechanics.

    How badly did I miss my mark?

    CHANGELOG:
    May 15, 2014. Updated to new GitP table format.
    May 8, 2012. Path of the Rider and Path of the Juggernaut added. Many (mooostly) minor tweaks.
    March 26, 2011. Epic progression added.
    February 24, 2011: (Ex) Descriptors added to the class ability names. Some logical errors fixed, minor updates.
    February 27, 2011: Path of the Dragon-slayer, Path of the Peerless Athlete and Path of the Vigilant Defender added. Paths sorted in alphabetical order for the first time.
    November 27th, 2010: Typos fixed. Added the Blade Magic Aptitude feat. Added the Vestment of the True Warrior wondrous items, and the Warrior's armor enhancement. Added a capstone to the class.
    August 3, 2010: Willpower renamed Determination. Focuses no longer prevent the simultaneous use of magic items.
    August 2, 2010: Path of the Diplomat removed, Path of the Hunter and Path of the Mineral Warrior added. Willpower amount changed. Quite a few typos fixed.
    Last edited by Ernir; 2014-05-15 at 06:13 AM.
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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

    I like it simple yet elegant but thats just me

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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

    OOOOH, I likes it much.

    Though, I would drop the Path of the Diplomat entirely, as it seems well out of the fighter's purview to be mentally/magically dominating creatures.

    I would change the table to read "Paths Known" and "Active Focuses" to make it a bit clearer.
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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

    Quote Originally Posted by peterpaulrubens View Post
    OOOOH, I likes it much.

    Though, I would drop the Path of the Diplomat entirely, as it seems well out of the fighter's purview to be mentally/magically dominating creatures.
    That path has been bugging me for a while, actually. (And so has the
    Path of the Shadow Warrior). I wanted a Path to give them a social option aside from Intimidate, but I think I missed the goal, here. The sense of nonmagicalness is getting way too thin, particularly with the Greatest Focus.

    Quote Originally Posted by peterpaulrubens View Post
    I would change the table to read "Paths Known" and "Active Focuses" to make it a bit clearer.
    Good idea.

    Anyone know how to make multilined table entries?
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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

    Path of the Outnumbered is... not very powerful.

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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

    This... is pretty good.

    Actually, I may have just created the first optimization for this class. (Not a great one, but an optimized build nonetheless). Fighter Incarnate 3/ Monk 1 or 2/ Psychic Warrior X. Path of the Lion's Heart, take the lesser focus, you can now FoB on a charge. Monk 1 or 2, take Tashalatora (a feat that lets one of your psionic classes count as monk for FoB, AC bonus and speed boosts), and Flying Kick, a feat that makes unarmed strikes do +1d12 on a hit on a charge. Boom, up to 5 attacks at BAB that do 2d8 +1d12 damage on a successful hit at lv. 20, BEFORE applying other feats, magic/psionic items, and your Psywarrior powers.

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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

    First: Willpower makes me think of Will, as in the Saving Throw. Actually, I thought Will was short for Willpower (though a quick check of the SRD shows me that I am wrong). I think Determination might work better - it sounds more Fighter-ish to me anyway.

    Second: Do the Bonus Feats come from the Fighter Bonus Feat List, or can you take any Feat you can justify as "combat-oriented"?

    Third: BAB is usually written out with Iteratives in the table (+16/+11/+6/+1 at 16th, for example) - I think technically by RAW your table would imply that the Fighter Incarnate never gets Iteratives (though, now that I think about it, I almost like that idea... hmm - too much of a system overhaul though.)

    Fourth: Yay Incarnum!

    Fifth: I haven't read the individual Paths. Sorry. There're just... a lot of them. I'll try to later when I have time.

    Sixth: On tanking: The most efficient and successful way to make Tanks work is, I think, to steal a term from WoW/4e, "Marks" - give the Tank ways to either force someone to attack him, or else punish them dearly for attacking anyone else.

    3.5 has very little of this - there's the Shield Other effect (lets you soak some damage for another; is decent but they're probably still better off attacking the Wizard), the Knight's Test of Mettle (decent but save DC requires Knight levels and anyone but you attacking the target breaks the effect), the Goad feat (absolutely awful), the Crusader's Defensive Rebuke (requires being adjacent to protected ally), and as far as I know, that's about it.

    I suggest adding some features like these to the various Paths. Goading enemies into attacking only you on a failed Will save (I know you've played DotA - consider something like Axe's Taunt ability), getting free attacks of opportunity against those who attack an ally next to you, etc. That will allow you to tank, because foes will have a very serious deterrence against ignoring you (the tank's usual problem).

    Hope that helps!

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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

    Quote Originally Posted by Ernir View Post
    I wanted a Path to give them a social option aside from Intimidate, but I think I missed the goal, here. The sense of nonmagicalness is getting way too thin, particularly with the Greatest Focus.
    I think Imperious Commander could add to Diplomacy and Intimidate without being overpowered.
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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

    Quote Originally Posted by Ernir View Post
    The sense of nonmagicalness is getting way too thin, particularly with the Greatest Focus.
    Speaking of wich, why the "extraordinary abilities that somehow stop magic items"? It's not like he would be broken or anything if he could equip your average equipment. In particular because of flying (how your FI in the story ever beated a dragon whitout flying that I would really like to know)

    Actualy, your class seems to reward the player for investing in scrolls and potions and pretend he's a caster even more than normal.

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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

    Quote Originally Posted by Glimbur View Post
    Path of the Outnumbered is... not very powerful.
    Seriously? I thought that was one of the more breakable ones.

    It's a crapload of attacks you're getting. And I kind of assumed you wouldn't be taking it unless you regularly find yourself able to threaten enough enemies to make the morale bonuses stack up.

    The Arms bind is a near-duplicate of the Dance of Death ability given by the Paimon Vestige (ToM). I find it fairly good, really. Again, assuming there's a bunch of people on the battlefield.

    The Shoulder bind doubles your number of attacks. Should I make these attacks not AoOs but just plain free attacks?
    Quote Originally Posted by Lateral Master View Post
    This... is pretty good.
    Whoo! \o/

    Quote Originally Posted by DragoonWraith View Post
    First: Willpower makes me think of Will, as in the Saving Throw. Actually, I thought Will was short for Willpower (though a quick check of the SRD shows me that I am wrong). I think Determination might work better - it sounds more Fighter-ish to me anyway.
    Huh. I still like Willpower, but that may be some WoD influence creeping in.

    Quote Originally Posted by DragoonWraith View Post
    Second: Do the Bonus Feats come from the Fighter Bonus Feat List, or can you take any Feat you can justify as "combat-oriented"?
    That's the Fighter Bonus Feat List.
    In fact, that is nearly a copypasta of the PHB Fighter entry.

    Quote Originally Posted by DragoonWraith View Post
    Third: BAB is usually written out with Iteratives in the table (+16/+11/+6/+1 at 16th, for example) - I think technically by RAW your table would imply that the Fighter Incarnate never gets Iteratives (though, now that I think about it, I almost like that idea... hmm - too much of a system overhaul though.)
    Oh, oops. That table did look off. I'll fix that.

    Quote Originally Posted by DragoonWraith View Post
    Fourth: Yay Incarnum!
    Yep. I recently borrowed the book. After I managed to crunch it into my cranium, MoI has become one of my top three favourite D&D sourcebooks (along with the MIC and the ToB).

    Quote Originally Posted by DragoonWraith View Post
    Sixth: On tanking: The most efficient and successful way to make Tanks work is, I think, to steal a term from WoW/4e, "Marks" - give the Tank ways to either force someone to attack him, or else punish them dearly for attacking anyone else.

    3.5 has very little of this - there's the Shield Other effect (lets you soak some damage for another; is decent but they're probably still better off attacking the Wizard), the Knight's Test of Mettle (decent but save DC requires Knight levels and anyone but you attacking the target breaks the effect), the Goad feat (absolutely awful), the Crusader's Defensive Rebuke (requires being adjacent to protected ally), and as far as I know, that's about it.

    I suggest adding some features like these to the various Paths. Goading enemies into attacking only you on a failed Will save (I know you've played DotA - consider something like Axe's Taunt ability), getting free attacks of opportunity against those who attack an ally next to you, etc. That will allow you to tank, because foes will have a very serious deterrence against ignoring you (the tank's usual problem).
    I had in mind to make a Path that gives some kind of Test of Mettle ability, at least. Mechanics to absorb others' damage/hurt those who hurt your friends/hurt those who don't hurt you would be cool too, I just haven't figured out how to make Paths for those abilities yet.

    Quote Originally Posted by DragoonWraith View Post
    Hope that helps!
    It does, thanks.

    Quote Originally Posted by Oslecamo View Post
    Speaking of wich, why the "extraordinary abilities that somehow stop magic items"? It's not like he would be broken or anything if he could equip your average equipment. In particular because of flying (how your FI in the story ever beated a dragon whitout flying that I would really like to know)
    The idea was that the Focus abilities largely replace magic items. A lot of the Paths deviate from that, but the original idea was to create a warrior who actually has a chance of not getting cluster****ed in a higher level game without having a Third Eye Conceal on his face, a Ring of Evasion on one finger and a ring of Freedom of Movement on the other, and a golf bag of different DR-countering weapons in his Haversack.
    A FI can get away with using fewer of these than any non-spellcaster I can think of. I thought of the Focuses taking up your magic item slots as a balancing factor for that.

    On your parenthesis: Anti-air tactics are a valid concern, one I should probably have paid more attention to. Right now, I guess the FI's best bet would have been to Path of the Butcher away the dragon's wings, forcing it down. Not a sure bet, but I hope he'd stand a better chance than an equally well funded Fighter.

    Any ideas on a Path of the Dragonslayer or a Path of the One Who Throws Really Huge Rocks?
    Quote Originally Posted by Oslecamo View Post
    Actualy, your class seems to reward the player for investing in scrolls and potions and pretend he's a caster even more than normal.
    I don't see that. It does free up your WBL a lot, but I don't see any synergy at all between the Path abilities and turning yourself into an UMD-caster.
    Last edited by Ernir; 2010-05-25 at 07:05 PM.
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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

    Quote Originally Posted by Ernir View Post
    Huh. I still like Willpower, but that may be some WoD influence creeping in.
    Heh, never played it.

    Quote Originally Posted by Ernir View Post
    That's the Fighter Bonus Feat List.
    In fact, that is nearly a copypasta of the PHB Fighter entry.
    Thought it sounded familiar; seeing as it doesn't say "Fighter Incarnate Bonus Feat List", you should probably specify.

    Quote Originally Posted by Ernir View Post
    Oh, oops. That table did look off. I'll fix that.
    Cool.

    Quote Originally Posted by Ernir View Post
    Yep. I recently borrowed the book. After I managed to crunch it into my cranium, MoI has become one of my top three favourite D&D sourcebooks (along with the MIC and the ToB).
    Hmm... yeah, I pretty much agree.

    Quote Originally Posted by Ernir View Post
    I had in mind to make a Path that gives some kind of Test of Mettle ability, at least. Mechanics to absorb others' damage/hurt those who hurt your friends/hurt those who don't hurt you would be cool too, I just haven't figured out how to make Paths for those abilities yet.
    I'd actually add abilities like that to several different paths not necessarily focused exclusively on the idea. Figure it's something most Fighter Incarnates are going to want to be able to do, and sprinkle it around pretty liberally, would be my suggestion, giving them each an option of that type that fits within their own theme.

    For example, the Eye Focus on the Path of the Stoic strikes me as a little odd, and something like "every enemy in a 20 ft Burst around you must pass a Will save or attack you exclusively for 1+Willpower rounds; you gain a +4 Stoic bonus to AC" might make a lot of sense for a Stoic (I see a Stoic as absorbing a lot of hits and shrugging them off, ya know, stoically), so you might do something like that.

    Picking another at random, say the Marksman (I haven't even read the Marksman's bonuses, so I don't know where to put this) can get a free shot against anyone attacking an ally in 30 ft., every time they attack. Works nicely in buffing their Action Economy, and really punishes people for attacking an ally (though a Marksman, come to think of it, is probably not really so much a tank - maybe make this a bonus on your rock-hurling dude?).

    Quote Originally Posted by Ernir View Post
    It does, thanks.
    No problem!

    Quote Originally Posted by Ernir View Post
    I don't see that. It does free up your WBL a lot, but I don't see any synergy at all between the Path abilities and turning yourself into an UMD-caster.
    Well, it frees up WBL, it prevents using other items, and you still need some magical effects. Investing in UMD now seems like an almost must...

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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

    Quote Originally Posted by Ernir View Post
    The Arms bind is a near-duplicate of the Dance of Death ability given by the Paimon Vestige (ToM). I find it fairly good, really. Again, assuming there's a bunch of people on the battlefield.
    By itself it's pretty underwhelming. You're spreading out your attacks to all your enemies, whereas they're all hitting you. Odds are they get the better end of the bargain.

    But, if you combine it with say, the foot bind of the Magekiller path, and all your opponents are out of reach when you smack them so they can't return AoOs on you, it gets much better. But that may not be that many battle fields where you can stay out of reach like that.

    So, it has potential to be good in the right situation.. but you're giving up something else that may be good more often. So the Outnumbered feels a little lackluster.

    Adding something to the Path of the Outnumbered Arms bind that limits the AoOs against you may be good; like maybe they only get an AoO on you if you fail to damage them.

    Also, you probably want to clarify how the Outnumbered morale bonus works with the Arm bind. Is it the threatened space at the start of your turn? at each attack? I.e... with the Arm bind you could be facing lots of enemies, but be moving so that no more than one is in your threatened space at one time. I'd personally go with "most advantageous"; either the bonus as it was at your starting square, or your bonus at the current square, whichever is greater.
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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

    Quote Originally Posted by Ernir View Post
    Any ideas on a Path of the Dragonslayer or a Path of the One Who Throws Really Huge Rocks?
    Actualy, I have. Check the rope combat chain. I made it specifically as an flavourfull non-magical way for fighters to counter air oponents with swords.

    Quote Originally Posted by Ernir View Post
    I don't see that. It does free up your WBL a lot, but I don't see any synergy at all between the Path abilities and turning yourself into an UMD-caster.
    -You still have your WBL.
    -There's just so much you can pimp out your sword.
    -Your paths don't stack with magic items.
    -Your paths stack with temporary buffs.
    -Temporary buffs can be gained from scrolls.
    -You've got spare WBL to spend.
    -Get UMD
    -?
    -Profit as you fly polymorphed greater resistanced hasted with your paths working at full power!

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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

    Quote Originally Posted by Ernir View Post
    [I]

    Bonus Feats:
    At 1st level, a Fighter Incarnate gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat grated to a human character. The Fighter Incarnate gains an additional bonus feat at 2nd leveland every two Fighter Incarnate levels thereafter.. .. .
    So, just out of curiosity - was that on purpose that you gave the extra feat to everyone? Say an elf takes this, the way it is worded, they would get this human feat as well, right?

    Just noticed it and thought I would ask.

    Also, I'm looking it over, and really like what I see. I'm no master of homebrewing, but I think it's very well done, so kudos.
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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

    Ok, to me it seems like a fighter with a ton of bonuses.
    What do you lose by picking this class instead of fighter?
    The same HD, the same amount of bonus feats, the same BAB, More skills, bonus class features, two high saves, and gets "magic items" (or something in corresponding strength) for free.

    Why would people ever pick up a fighter again?

    No, it was not a rhetorical question. Please answer and give me some insight

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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

    Quote Originally Posted by Yuven View Post
    Ok, to me it seems like a fighter with a ton of bonuses.
    What do you lose by picking this class instead of fighter?
    The same HD, the same amount of bonus feats, the same BAB, More skills, bonus class features, two high saves, and gets "magic items" (or something in corresponding strength) for free.

    Why would people ever pick up a fighter again?

    No, it was not a rhetorical question. Please answer and give me some insight
    Well, nothing, other than the fact that this is a fighter replacement.

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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

    Quote Originally Posted by DueceEsMachine View Post
    So, just out of curiosity - was that on purpose that you gave the extra feat to everyone? Say an elf takes this, the way it is worded, they would get this human feat as well, right?
    You are reading it incorrectly. If he had meant to give the bonus human feat to anyone, in addition to the 1st level fighter feat, there would be an additional set of commas in there. See below for how it would read if he meant that.

    Bonus Feats:
    At 1st level, a Fighter Incarnate gets a bonus combat-oriented feat, in addition to the feat that any 1st-level character gets,and the bonus feat granted to a human character. The Fighter Incarnate gains an additional bonus feat at 2nd level and every two Fighter Incarnate levels thereafter.. .. .
    I would write it this way

    Bonus Feats:
    At 1st level, a Fighter Incarnate gets a bonus combat-oriented feat, which is in addition to any other feat that is normally available at this level. The Fighter Incarnate gains an additional bonus feat at 2nd level and every two Fighter Incarnate levels thereafter.. .. .
    Last edited by Eldonauran; 2010-05-26 at 07:56 PM.

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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

    Quote Originally Posted by Lateral Master View Post
    Well, nothing, other than the fact that this is a fighter replacement.
    So, the point was to get rid of fighters altogether(or close to)?

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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

    Ya. See fourth post.

    They do NOT suck at fighting. They just suck at everything other than fighting.
    Last edited by Lateral; 2010-05-27 at 02:06 PM.

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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

    Quote Originally Posted by Yuven View Post
    So, the point was to get rid of fighters altogether(or close to)?
    Well... Fighters suck at fighting, and are the second worst class in the PHB, and can't really do anything. So we like to replace them. It's a good thing to do.

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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

    Quote Originally Posted by Ernir View Post
    There is a limit to the amount of Willpower a hero can invest in any one of his Paths. This maximum is either the hero's Constitution modifier or the value given on the following table:
    You should clarify whether the maximum limit is the greater or lesser of the two.

    This is a pretty good class so far, just pointing out a nitpick I found.

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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

    You might add in natural attacks or improved unarmed damage.

    Not grow claws and teeth style of natural attacks, but putting finger through skull kind.

    Action economy wise
    Something like the Chimera bind that allowed for an extra move/standard action at the cost of next turns move/standard action.
    Extra far 5' steps, movement during a full attacks like Paimon's or dervishes dance. Move with oppurtunity attacks.

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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

    On the Path of the Mauler, 'willpower' isn't bolded.
    It looks really good to me!

    You said that spells can give extra willpower... for some reason, I made one.

    Might Of Heroes
    Enchantment (Mind Affecting)

    Level: Clr 3, Drd 3, Pal 2, Sor/Wiz 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 min./level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    The target gains additional willpower equal to his total class level in any classes that grant willpower. This bonus may not be higher than your caster level. At the end of the duration, this bonus willpower is lost along with all benefits derived from it.
    Last edited by Lix Lorn; 2010-05-27 at 05:47 AM.
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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

    Add Daze to the Path of the Stalwart

    Could you put up a sample character so we can make sure what you wrote is what you meant for your abilities?

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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

    Quote Originally Posted by Oslecamo View Post
    Actualy, I have. Check the rope combat chain. I made it specifically as an flavourfull non-magical way for fighters to counter air oponents with swords.
    Cool stuff. High level feat chains providing tactical options are something the Fighter can really use too (perhaps more so than anything I have done here ).

    Quote Originally Posted by Oslecamo View Post
    -You still have your WBL.
    -There's just so much you can pimp out your sword.
    -Your paths don't stack with magic items.
    -Your paths stack with temporary buffs.
    -Temporary buffs can be gained from scrolls.
    -You've got spare WBL to spend.
    -Get UMD
    -?
    -Profit as you fly polymorphed greater resistanced hasted with your paths working at full power!
    OK.
    Is this something you see as a problem with the Incarnum classes as well?

    Because really, if loading up on cross-class UMD is what people want to do, I'm not sure what anyone can do to stop them... =/

    Quote Originally Posted by DueceEsMachine View Post
    So, just out of curiosity - was that on purpose that you gave the extra feat to everyone? Say an elf takes this, the way it is worded, they would get this human feat as well, right?

    Just noticed it and thought I would ask.
    That section is almost straight from the PHB.

    You know, I'm actually kind of glad that the piece of text which is raising the most eyebrows is one I didn't write.

    Quote Originally Posted by Yuven View Post
    Ok, to me it seems like a fighter with a ton of bonuses.
    What do you lose by picking this class instead of fighter?
    The same HD, the same amount of bonus feats, the same BAB, More skills, bonus class features, two high saves, and gets "magic items" (or something in corresponding strength) for free.

    Why would people ever pick up a fighter again?

    No, it was not a rhetorical question. Please answer and give me some insight
    I consider this a Fighter replacement, it's not suitable to be used in games where the unmodified Fighter class is intended to be anything but an NPC class (at most).

    Quote Originally Posted by Krazddndfreek View Post
    You should clarify whether the maximum limit is the greater or lesser of the two.
    Ah, right. Will do.

    Quote Originally Posted by Lans View Post
    You might add in natural attacks or improved unarmed damage.

    Not grow claws and teeth style of natural attacks, but putting finger through skull kind.

    Action economy wise
    Something like the Chimera bind that allowed for an extra move/standard action at the cost of next turns move/standard action.
    Extra far 5' steps, movement during a full attacks like Paimon's or dervishes dance. Move with oppurtunity attacks.
    Interesting ideas, I'll look into it.

    Paimon's ability is already there in the Path of the Outnumbered, but that may be subject to change.


    Quote Originally Posted by Lix Lorn View Post
    On the Path of the Mauler, 'willpower' isn't bolded.
    Oops. Fix on the way.

    Quote Originally Posted by Lix Lorn View Post
    You said that spells can give extra willpower... for some reason, I made one.

    Might Of Heroes
    Enchantment (Mind Affecting)

    Level: Clr 3, Drd 3, Pal 2, Sor/Wiz 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 min./level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    The target gains additional willpower equal to his total class level in any classes that grant willpower. This bonus may not be higher than your caster level. At the end of the duration, this bonus willpower is lost along with all benefits derived from it.
    Hmm. A problem I see with that - every class increases Willpower. So for the cost of a 3rd level slot by an equal level caster, you're doubling your Willpower reserve.

    Quote Originally Posted by Lans View Post
    Add Daze to the Path of the Stalwart

    Could you put up a sample character so we can make sure what you wrote is what you meant for your abilities?
    Hmm. Daze immunity is powerful as hell, but yes, it's something that's really hard for mundanes to get. Need to reshuffle the Stalwart abilities a bit to fit it in.

    As for a sample character - it's on the to-do list.

    Quote Originally Posted by Lix Lorn View Post
    It looks really good to me!
    Quote Originally Posted by Krazddndfreek View Post
    This is a pretty good class so far, just pointing out a nitpick I found.
    Quote Originally Posted by DueceEsMachine View Post
    Also, I'm looking it over, and really like what I see. I'm no master of homebrewing, but I think it's very well done, so kudos.
    Whoo! \o/
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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

    What would happen if a fighter incarnate, with path of the anvil and use the special strike from the shoulder focus on a gelatinous cube? There might be a spine in there (from a previous lunch), but I don't think breking it will paralyze him.

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    Default Re: The Fighter Incarnate [3.5 Base Class] (WIP) (PEACH)

    Quote Originally Posted by Ernir View Post
    Cool stuff. High level feat chains providing tactical options are something the Fighter can really use too (perhaps more so than anything I have done here ).
    Well thanks!

    I should really go back to that project if I wasn't busy with classes and my custom monsters and my PbP campaigns grumble grumble

    Quote Originally Posted by Ernir View Post
    OK.
    Is this something you see as a problem with the Incarnum classes as well?

    Because really, if loading up on cross-class UMD is what people want to do, I'm not sure what anyone can do to stop them... =/
    That's kinda the point. People may complain about the tree christmas effect, but they'll still want to spend their WBL in shiny powerfull stuff at every oportunity. Someone playing incarnum won't exactly discard magic items. He'll just seek ways to bypass the limitations and still come out as a christmas tree.

    Just like a druid will get wildshape armor and pimp his animal companion with metal barding and wild clasps in everything else and the wizard will have a fullplate made of magic scrolls and metamagic rods.

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