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    Barbarian in the Playground
     
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    Default The might of the weapons - The Reworked Fighter [PEACH]

    Tier 1 Fighter


    GAME RULE INFORMATION

    Alignment: Any

    Hit dice: d10

    Class Skills
    The fighter’s class skills (and the key ability for each skill) are Balance (Dex), Diplomacy (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), Swim (Str) and Use Magic Device (Cha).

    Skill Points at 1st Level
    (4 + Int modifier) ×4.

    Skill Points at Each Additional Level
    4 + Int modifier.

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    {table=head]{colsp=6}Table 1-1: The tier 1 fighter
    Lvl|BAB|Fort|Ref|Will|Special|
    1|+1|+2|+0|+0|Fighter’s Role, Bonus Feat, Fighter trick|
    2|+2|+3|+0|+0|Bonus Feat|
    3|+3|+3|+1|+1|Fighter Trick|
    4|+4|+4|+1|+1|Bonus Feat|
    5|+5|+4|+1|+1|Fighter Trick|
    6|+6/+1|+5|+2|+2|Bonus Feat|
    7|+7/+2|+5|+2|+2|Fighter Trick|
    8|+8/+3|+6|+2|+2|Bonus Feat|
    9|+9/+4|+6|+3|+3|Fighter Trick|
    10|+10/+5|+7|+3|+3|Bonus Feat|
    11|+11/+6/+1|+7|+3|+3|Fighter Trick|
    12|+12/+7/+2|+8|+4|+4|Bonus Feat|
    13|+13/+8/+3|+8|+4|+4|Fighter Trick|
    14|+14/+9/+4|+9|+4|+4|Bonus Feat|
    15|+15/+10/+5|+9|+5|+5|Fighter Trick|
    16|+16/+11/+6/+1|+10|+5|+5|Bonus Feat|
    17|+17/+12/+7/+2|+10|+5|+5|Fighter Trick|
    18|+18/+13/+8/+3|+11|+6|+6|Bonus Feat|
    19|+19/+14/+9/+4|+11|+6|+6|Fighter Trick|
    20|+20/+15/+10/+5|+12|+6|+6|Bonus Feat, Fighter Trick, Reality molder[/table]


    Class Features
    All of the following are class features of the fighter.

    Weapon and Armor Proficiency
    A fighter is proficient with all simple, martial weapons and one additional exotic weapon of the fighter’s choice and with all armor (heavy, medium, and light) and shields (including tower shields).

    Bonus Feats
    At 1st level, a fighter 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 gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats (plus the annexed feats below). A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. Spending one hour on any day he can retrain three bonus feats and choose any other feat from the fighter’s list. The fighter must meet all prerequisites to get a new feat this way, and any feat he does not meet the prerequisites anymore becomes dormant and inactive until he meets the prerequisites again.
    Annexes feats: when the fighter receives a bonus feat he may choose a feat from the list from the player’s handbook (and any other fighter bonus feat printed on any other d20 book) or any of the following feats as long as he is able to fulfill any requirements as usual:

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    Book of Vile Darkness (3.0)

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    Deformity (Clawed Hands)
    Deformity (Eyes)
    Deformity (Face)
    Deformity (Gaunt)
    Deformity (Obese)
    Poison Immunity
    Vile Ki Strike
    Vile Natural Attack
    Willing Deformity


    Complete Adventurer

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    Appraise Magic Value
    Brachiation
    Danger Sense
    Death Blow
    Deft Opportunist
    Dive for Cover
    Expert Tactician
    Force of Personality
    Hear the Unseen
    Improved Swimming
    Insightful Reflexes
    Leap Attack
    Quick Reconnoiter
    Tactile Trapsmith


    Complete Arcane

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    Communicator
    Insightful
    Necropolis Born
    Night Haunt
    Pierce Magical Concealment
    Pierce Magical Protection
    Soul of the North
    Spell Hand


    Complete Mage

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    Delay Potion
    Fey Heritage
    Fey Legacy
    Fey Power
    Fey Presence
    Fey Skin
    Fiendish Heritage
    Fiendish Legacy
    Fiendish Power
    Fiendish Presence
    Fiendish Resistance
    Magic Device Attunement


    Complete Warrior

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    Clever Wrestling
    Dash
    Defensive Throw
    Earth’s Embrace
    Eagle Claw Attack
    Fleet of Foot
    Flick of the Wrist
    Flying Kick
    Greater Kiai Shout
    Hold the Line
    Improved Familiar
    Karmic Strike
    Kiai Shout
    Monkey Grip
    Pin Shield
    Roundabout Kick
    Swarmfighting
    Throw Anything
    Zen Archery
    Elusive Target
    Raptor School
    Anvil of Thunder
    Bear Fang
    Crescent Disarm
    Hammer’s Edge
    High Sword Low Axe
    Lightning Mace
    Net and Trident
    Quick Staff
    Spinning Halberd
    Three Mountains


    Defenders of the Faith (3.0)

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    Improved Shield Bash
    Shield Charge


    Deities and Demigods (3.0)

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    Blindsight 5-foot radius
    Eyes in the back of your head
    Fleet of Foot
    Greater Multiweapon Fighting
    Greater Two-weapon Fighting
    Hold the Line
    Improved Grapple
    Improved Multiweapon Fighting
    Improved Sunder
    Jack of All Trades
    Knock Down
    Power Critical
    Sharpshooting
    Superior Expertise


    Draconomicon

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    Adroit Flyby Attack
    Improved Maneuverability
    Improved Multiattack
    Improved Rapidstrike
    Improved Snatch
    Large and in Charge
    Multisnatch
    Power Climb
    Power Dive
    Rapidstrike
    Rend


    Dragon Magic

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    Draconic Senses
    Dragonfire Assault
    Dragontouched


    Dragonlance Campaign Setting (3.0)

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    Flyby Breath
    Honor-bound


    Drow of the Underdark

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    Cautious Attack
    Gift of the Spider Queen
    Imperious Command
    Knight of Lolth
    Master of Poison
    Sadistic Reward
    Vermin Trainer
    Verminfriend


    Dungeonscape

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    Quick Reconnoiter
    Trap Engineer
    Weapon and Torch


    Expanded Psionics Handbook

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    Aligned Attack
    Autonomous
    Body Fuel
    Deep Impact
    Chaotic Mind
    Cloak Dance
    Closed Mind
    Fell Shot
    Focused Sunder
    Force of Will
    Ghost Attack
    Greater Psionic Fist
    Greater Psionic Shot
    Greater Psionic Weapon
    Hostile Mind
    Mental Leap
    Mind over Body
    Narrow Mind
    Psionic Body
    Psionic Charge
    Psionic Dodge
    Psionic Fist
    Psionic Hole
    Psionic Meditation
    Psionic Shot
    Psionic Talent
    Psionic Weapon
    Return Shot
    Sidestep Charge
    Speed of Thought
    Unavoidable Attack
    Up the Walls
    Wild Talent
    Wounding Attack


    Forgotten Realms Campaign Setting (3.0)

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    Magical Training


    Frostburn

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    Attitude Adaptation
    Cold Endurance
    Improved Cold Endurance
    Mountaineer
    Sea Legs
    Sugliin Mastery


    Ghostwalk (3.0)

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    Dancing Blade
    Foe Hunter
    Resist Ghost


    Herroes of Horror

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    Blood Calls to Blood
    Debilitating Strike
    Deformity (Skin)
    Deformity (Tall)
    Deformity (Teeth)
    Deformity (Tongue)
    Disease Immunity
    Font of Life
    Lunatic Insight
    Master of Knowledge
    Pure Soul
    Spirit Sense
    Surge of Malevolence
    Tainted Fury
    Unnatural Will
    Willing Deformity


    Kingdoms of Kalamar (3.0)

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    Awareness
    Blessed
    Cat Burglar
    Circle of Friends
    Commanding Presence
    Dragon Blood
    Eidetic Memory
    Expert Tactician
    Expert Timing
    Eyes of Fury
    Fast Healer
    Fearless
    Fearsome Appearance
    Final Breath
    Finding the Secrets
    Fist of Steel
    Glib Tongue
    Gorgeous
    Guardian
    Hammer and Anvil
    Hardiness
    Immovability
    Improve Cover
    Improved Subdual
    Inheritance
    Instant Stand
    Knock Prone
    Know your Enemy
    Legacy
    Light-footed
    Like Mind
    Linguist
    Lone Wolf
    Loyalty’s Reward
    Meditate
    Mind like Water
    Movement Check
    Natural Engineer
    Natural Mathematician
    Natural Swimmer
    Noble Bearings
    Patience
    Push
    Pyro
    Quick Dismount
    Ram
    Rapid Ready
    Resist Disease
    Resist Poison
    Scholar
    Shield Specialization
    Shock Resistant
    Skeptic
    Skill Prodigy
    Smashing Blow
    Spell Dodge
    Sprint
    Stately Demeanor
    Stonebones
    Targeted Attack
    Tough as Nails
    Undying
    Unerring Strike


    Libris Mortis

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    Enduring Life
    Ghost Scarred
    Improved Toughness
    Lasting Life
    Positive Energy Resistance
    Tomb-born Resilience
    Tomb-born Vitality
    Tomb-tainted Soul
    Undead Leadership
    Unquenchable Flame of Life
    Vampire Hunter


    Magic of Incarnum

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    Azure Toughness
    Bonus Essentia
    Cerulean Fortitude
    Cerulean Reflexes
    Cerulean Will
    Cobalt Charge
    Cobalt Critical
    Cobalt Expertise
    Cobalt Power
    Cobalt Precision
    Healing Soul
    Improved Essentia Capacity
    Incarnum Resistance
    Midnight Dodge
    Open Greater Chakra
    Open Least Chakra
    Open Lesser Chakra
    Sapphire Sprint
    Shape Soulmeld
    Soul Sight
    Split Chakra


    Masters of the Wild (3.0)

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    Brachiation
    Clever Wrestling
    Flyby Attack
    Improved Flight
    Improved Swimming
    Multiattack
    Remain Conscious
    Resist Disease
    Resist Poison
    Resistance to Energy
    Shadow
    Snatch
    Wingover


    Miniatures Handbook

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    Battlefield Inspiration
    Danger Sense
    Dash
    Deft Opportunist
    Mage Slayer
    Second Wind
    Sidestep


    Monster Manual I

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    Awesome Blow
    Flyby Attack
    Hover
    Improved Natural Armor
    Improved Natural Attack
    Multiattack
    Multiweapon Fighting
    Snatch
    Wingover


    Planar Handbook

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    Acheron Flurry
    Air Heritage
    Anarchic Heritage
    Axiomatic Heritage
    Celestial Heritage
    Earth Heritage
    Fiendish Heritage
    Fire Heritage
    Improved Elemental Heritage
    Improved Outer Plane Heritage
    Natural Heavyweight
    Neraph Charge
    Neraph Throw
    Shadow Heritage
    Water Heritage


    Player’s Handbook II

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    Bounding Assault
    Combat Tactician
    Crushing Strike
    Driving Attack
    Fade into Violence
    Hindering Opportunist
    Indomitable Will
    Keen Eared Scout
    Leap of Heavens
    Overwhelming Assault
    Rapid Blitz
    Slashing Flurry
    Stalwart Defense
    Steadfast Determination
    Trophy Collector
    Two-weapon Rend
    Weapon Supremacy


    Races of Destiny

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    Able Learner
    City Slicker
    Diverse Background
    Fearless Destiny
    Heroic Destiny
    Human Heritage
    Inside Connection
    Protected Destiny
    Urban Stealth
    Urban Tracking
    Crowd Tactics
    Roofwalker


    Races of Stone

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    Axespike
    Battle Hardened
    Dwarven Armor Proficiency
    Earth Adept
    Earth Master
    Earth Sense
    Fling Ally
    Fling Enemy
    Heavy Lithoderms
    Improved Rock Hurling
    Rock Hurling
    Shielded Axe
    Steady Mountaineer
    Tunnel Fighting
    Tunnel Riding
    Turtle Dart


    Races of the Dragon

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    Dragon Trainer
    Extraordinary Trapsmith
    Wing Expert


    Races of the Wild

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    Able Sniper
    Aerial Reflexes
    Aerial Superiority
    Agile Athlete
    Born Flyer
    Deilah Thaun’s Luck
    Defensive Archery
    Diving Charge
    Elf Dilettante
    Expeditious Dodge
    Flick of Wrist
    Improved Flight
    Plunging Shot
    Underfoot Combat
    Yondalla’s Sense
    Confound the Big Folk
    Wolfpack


    Savage Species (3.0)

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    Area Attack
    Blowhard
    Crush
    Cumbrous Dodge
    Cumbrous Fortitude
    Cumbrous Reflexes
    Cumbrous Will
    Detach
    Dust Cloud
    Extended Reach
    Extra Item Space
    Final Strike
    Fling Enemy
    Gape of the Serpent
    Great Flyby Attack
    Greater Multigrab
    Greater Multiweapon Fighting
    Greater Mighty Roar
    Improved Flyby Attack
    Improved Multiattack
    Improved Multiweapon Fighting
    Improved Scent
    Involuntary Rage
    Mighty Leaping
    Mighty Roar
    Multigrab
    Multitasking
    Pain Mastery
    Poison Immunity
    Poison Resistance
    Power Dive
    Prehensile Tail
    Rending Constriction
    Roll with It
    Stamp
    Thunderclap
    Uncanny Scent
    Vicious Wound
    Wingstorm


    Secrets of Sarlona

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    Altitude Adaptation
    Breath Control
    Cold Endurance
    Flying Tiger
    Mountain Stance
    Stone Breaker
    Wind and Fire


    Song and Silence

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    Acrobatic
    Athletic
    Charlatan
    Chink in the Armor
    Dash
    Expert Tactician
    Fleet of Foot
    Flick of the Wrist
    Jack of All trades
    Persuasive
    Pyro
    Quicker than the Eye
    Shadow
    Snatch Weapon
    Trustworthy


    Stormwrack

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    Aquatic Shot
    Breathing Link
    Clever Wrestling
    Curling Wave Strike
    Expert Swimmer
    Flying Fish Leap
    Great Captain
    Old Salt
    Rapid Swimming
    Sahuagin Flip
    Sailor’s Balance
    Scourge of the Seas
    Sea Legs
    Swim-by Attack
    Toothed Blow


    Sword and Fist (3.0)

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    Blindsight, 5-foot radius
    Circle Kick
    Close-Quarters Fighting
    Death Blow
    Dirty Fighting
    Dual Strike
    Eagle Claw Attack
    Expert Tactician
    Eyes in the Back of your Head
    Feign Weakness
    Fists of Iron
    Hold the Line
    Improved Overrun
    Improved Sunder
    Knock Down
    Mantis Leap
    Monkey Grip
    Off-hand Parry
    Pin Shield
    Power Lunge
    Prone Attack
    Rapid Reload
    Remain Conscious
    Sharp-shooting
    Shield Expert
    Snatch Arrows
    Throw Anything
    Zen Archery


    Tome of Battle

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    Avenging Strike
    Blade Meditation
    Desert Fire
    Desert Wind Dodge
    Devoted Bulwark
    Evasive Reflexes
    Iron Heart Aura
    Martial Stance
    Martial Study
    Rapid Assault
    Shadow Blade
    Snap Kick
    Stone Power
    Sudden Recovery
    White Raven Defense


    Tome of Magic

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    Bind Vestige
    Improved Bind Vestige
    Defense against the Supernatural
    Expel Vestige
    Favored Vestige
    Favored Vestige Focus
    Ignore Special Requirements
    Improved Binding
    Practiced Binder
    Rapid Pact Making
    Rapid Recovery
    Skilled Pack Making
    Supernatural Crusader
    Supernatural Opportunist
    Minor Utterance of the Evolving Mind
    Obscure Personal Truename
    Personal Truename Backlash
    Truename Training
    Utterance of the Evolving Mind
    Utterance of the Crafted Tool
    Utterance of the Perfected Map



    These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.

    Fighter’s Role
    Every day the fighter may choose one role he can act in a party from the list below. If he does not, it is assumed he continued with the same role as he was the day before. At each level he gains an ability (as seen on the table 1-2) he can activate twice a day as a standard action (and doesn’t cause attacks of opportunity) unless stated otherwise in its description.

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    {table=head]{colsp=7}Table 1-2: The fighter’s roles
    Lvl|Stronghold|Diplomat|Trickster|Scout|Commander|Supportive|Assassin|
    1|Shielding|Hypnosis|Lullaby|Disguise|Invocation I|Resist|Doom|
    2|Hardness Stance|Friend Stance|Grease|Indentify|Magic Weapon|Bless|Scare
    3|Inspire|Dead friends|Enfeeblement|Detect Thoughts|Invocation II|Attunement with life|Desecrate
    4|Energy Resistance|Undetectable Alignment|Idiocy|Invisibility|Inspire|Remove fear|Speak with dead|
    5|Heroism|Suggestion|Slow|Alter Self|Tactical teachings|Remove paralysis|Enfeeblement|
    6|Energy Protection|Truth Aura|Exhaustion|Keen senses|Invocation III|Lesser restoration|Exhaustion|
    7|Stone Stance|Befriend Monster|Poison|Locate Creature|Treat invocation|Remove curse|Bestow curse|
    8|Lesser Invulnerability|Lesser Duty|Fear|Greater Invisibility|Invocation IV|Death ward|Fear|
    9|Greater Heroism|Lesser planar friend|Difficult terrain|Commune with nature|Stone teachings|Neutralize Poison|Contagion|
    10|Mass inspiration|Domination|Feeblemind|Mislead|Invocati on V|Restoration|Cloudkill|
    11|Invulnerability|Mass Suggestion|Animal trick|Veil|Deathless vigor|Disruption weapon|Magic jar|
    12|War Stance|Planar friend|Grapple Monster|Probe Thoughts|Invocation VI|Raise dead|Circle of death|
    13|Fighter’s Luck|Duty|Stone Trick|Wind walk|Resurrection|invocation Regeneration|Finger of death|
    14|Spell Resistance|Control Undead|Prismatic Trick|Control weather|Invocation VII|Greater restoration|Destruction|
    15|Iron Stance|Demanding|Antipathy|Discern location|Iron teaching|Resurrection|Horrid wilting
    16|Greater Luck|Greater planar friend|Mass Grapple|Control Plants|Invocation VIII|Heal|Trap the soul|
    17|Animal Stance|Spider Stance|Burial|Etheralness|Heal Invocation|Mass heal|Energy draining|
    18|Master’s Luck|True Domination|Shadow Tricks|Astral voyage|Invocation IX|True resurrection|Soul bind|
    19|Flash Attacks|Passage through|Soul Bind|Shapechange|Flash teachings|Miracle|Murder|
    20| | | | | | |[/table]


    Stronghold Role: the fighter may choose the specialty that allows him to face powerful enemies and lets him survive most punishment while keeping his colleagues alive.
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    Shielding: On the 1st level the stronghold fighter may choose to shield an ally, when he does, the ally receives +4 shield bonus to AC and becomes immune to magic missiles for 1 minute/level. The fighter must be adjacent to the target of the shielding at all times while this effect is active or the target loses all its benefits. If the fighter becomes adjacent to the target before the time of effect ends its effects come back as usual.

    Hardness Stance: On the 2nd level the stronghold fighter may receive +4 to AC 1 hour/level.

    Inspire: On the 3rd level the stronghold fighter may give +4 in any ability (strength, dexterity, constitution, intelligence, wisdom or charisma) for 1 minute/level. He can choose to give this boost to himself instead.

    Energy Resistance: On the 4th level the stronghold fighter may give himself the ability to ignore the first 10 damage each attack from the specified energy type (acid, cold, electric, fire or sonic) for 10 minutes/level.

    Heroism: On the 5th level the stronghold fighter can call upon himself great courage and pride to fight and do everything better. He can give himself +2 morale bonus on attack rolls, saves and skill checks for 10 minutes/level.

    Energy Protection: On the 6th level the stronghold fighter can use an improved version of the energy resistance. He can negate 10 + his fighter level from the specified energy type (acid, cold, electric, fire or sonic) for 10 minutes/level.

    Stone Stance: On the 7th level the stronghold fighter may use a special fighting technique to resist more the enemies’ attacks. He gains damage reduction 10/adamantine for 10 minutes/level or until he absorbs 10 points of damage/fighter class (maximum 150 points).

    Lesser Invulnerability: On the 8th level the stronghold fighter can use his unbelief to excise effects of magic. No magic of 3rd level or lower can affect him for 1 round/level. If the fighter has some magical effect on him while he uses this technique that is suppressed until the effect of invulnerability is over. For example, if he had drunk a potion of bull’s strength and used this ability, his strength would go back to normal and then, when the invulnerability ends, his strength grows again due to the potion.

    Greater Heroism: On the 9th level the stronghold fighter gains the ability bring from his heart the courage and bravery to become better at everything he does. He can give himself +4 morale bonus on attack rolls, saves and skill checks, immunity to fear effects and temporary hit points equal to his fighter level for 1 minute/level.

    Mass Inspiration: On the 10th level the stronghold fighter can inspire a group of creatures giving +4 on any ability (strength, dexterity, constitution, intelligence, wisdom or charisma) for 1 minute/level. The fighter can affect one creature/level, but not of which can be more than 30 ft. apart.

    Invulnerability: On the 11th level the stronghold fighter can activate a technique similar to lesser invulnerability, but capable of halting 4th level spells in addition to 3rd level and lower.

    War Stance: On the 12th level the stronghold fighter may put himself into a fighting stance capable of fighting like a machine. He gains +4 on Str, Dex and Con, +4 natural armor bonus to AC, +2 competence bonus on all saves and proficiency on any exotic weapon (he must choose one while he activate this stance). However, he may not use any fighter ability (inclusive stances or tricks) while he’s in the war stance. He may stay on this stance for 1 round/level.

    Fighter's Luck: On the 13th level the stronghold fighter gains extraordinary tactical thinking, but anyone can perceive his great luck at surviving this long. He may activate this extraordinary luck and every attack using a weapon made of metal or wood against the fighter have a 50% chance of failure (and the attacker must make a ref save DC = 10 + fighter’s level or he drops the weapon). While this is active no ranged attack with a weapon made of metal or wood will hit the fighter. It lasts 1 round/level.

    Spell Resistance: On the 14th level the stronghold fighter’s unbelief in magic or religion make him more resistant against spells. He may activate this ability in response to a magical attack (thus it is not a standard action to activate, but a swift action) and the fighter gains spell resistance = 12 + fighter level.

    Iron Stance: On the 15th level the stronghold fighter may activate a stance of defense capable of grand power. While this is active he has damage reduction 15/adamantine and is immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning and spells that affect his physiology or respiration. In addition he takes only half damage from acid and fire damage and gain +6 enhancement bonus to strength score, but has a -6 reduction on dexterity (to a minimum of dexterity 1) and his speed is half the normal. While this stance is active the fighter has a 50% arcane failure chance, -8 armor check penalties (as if he was wearing a full plate armor) and cannot drink (and thus cannot use potions) or play wind instruments.

    Greater Luck: On the 16th level the fighter becomes so lucky it is almost like magic (but never mention it to the fighter). He can activate this ability and then he begins to attune himself to the universe and gains an insight bonus equal to his fighter level (maximum 25) to any attack roll, opposed skill check, saving throw or AC against a single attack. This luck lasts 1 hour/level, but it ends when the check is made.

    Animal Stance: On the 17th level the stronghold fighter can hypnotize himself and any willing creature to believe they are animals. This thought exercise is so powerful that they start to fight like animals. All creatures must take the same animal aspect, for example, one target cannot think he is a snake while the other thinks he is a swan. This ability lasts 1 hour/level, but the target can go back to his or her old self with a full round action (and this only ceases the hypnosis for himself) The transformation is similar to polymorph, the only difference is that the appearance of the targets does not change. Any extraordinary attack the creature whose form was taken has is possessed by the target while in animal form (yes, even poison bites and such). If it has flight speed, swimming speed, etc, the target get those too (he may fly flapping his arms). The HD of the assumed form cannot exceed the fighter’s level (up to a maximum of 20 HD).

    Master's Luck: On the 18th level the stronghold fighter becomes so lucky that hardly any trouble you go unnoticed. When he activates this ability he begins to notice every danger around him. For 10 minutes/level the fighter becomes aware if an rogue was going to attempt to make an sneak attack against him, if a creature were to leap out of a hiding place, if he was targeted with a spell or ranged attack or if he’d step or activate any kind of trap. While this is active he’s never surprised or flat-footed. In addition, this ability gives a +2 insight bonus to AC and reflex save (but this is lost whenever he cannot apply his dex to AC).

    Flash Attacks: On the 19th level the stronghold fighter is regarded as a master of combat and is so nimble that is capable of acting so fast that enemies appear to be frozen on time. He acts 1d4+1 of apparent rounds after he uses this ability. He can damage enemies and use any ability he has during this time.

    Diplomat role: the fighter may choose to find diplomatic ways when attacking everybody with weapons will solve all problems.
    Spoiler
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    Hypnosis: On the 1st level the diplomat fighter can make rhythmic movements to completely draw the attention of the targets. He must be able to move to use this ability. When he does he may fascinate 2d4HD of creatures since two of them cannot be more than 30 ft. apart. The targets can try a will saving throw to negate this effects with the DC of 11+fighter’s constitution score. It lasts for 2d4 rounds or it stops when the fighter stops his rhythmic movements.

    Friend Stance: On the 2nd level the diplomat fighter is capable of convincing people he is their friend and that he is trustful. This ability must aim a humanoid target and it takes the target to the friendly attitude. The target may try a will save (DC = 11+fighter’s CON score) or be affected by this ability. This ability makes them more open to his suggestions, but it gives no control over the target. This makes them friendly for one hour/ fighter’s level, but after the end of the effect they do not go automatically back to the old attitude towards the fighter. For example, the fighter uses the friend stance to make a hostile thief friendly. When the effect ends he does not go back to being hostile, but if the fighter does something to bring the worst of him (like robbing the thief) he may become hostile again. Anytime the fighter or any obvious ally attack a friendly character affected by this ability it end immediately and the target reacts normally. If this ability is attempted in a creature in combat it has a +5 bonus on its saving throw.

    Dead Friends: On the 3rd level the diplomat fighter is so good at convincing people that is able to try a diplomatic approach with the undead. When the fighter uses this ability the target, that must be an intelligent undead capable of understanding the fighter’s language, see the fighter as an ally or worst case a pretty nice person. Its attitude goes to friendly and it will observe any suggestion from the fighter with an open mind, but it won’t do anything that is against its nature. If it is attacked by the fighter or any obvious ally of his, the ability stops being effective. It lasts for 1 day/level. The target may try a will save (DC = 12 + fighter’s CON score) or be affected by this ability.

    Undetectable Alignment: On the 4th level the diplomat fighter is very good at hiding his true self. He may activate this ability to hide completely his or someone else’s alignment from divination for 12 hours.

    Suggestion: On the 5th level the diplomat fighter becomes so persuasive that he can make any proposal seem like a great idea. The fighter makes a suggestion and the target will obey it since it is not something obviously harmful to itself. The character tries its best to do it, but the effects of this ability after 1 hour/fighter level. A will save (DC 13 + fighter’s CON score) negate this effect.

    Truth Aura: On the 6th level the diplomat fighter gets an aura of persuasion capable of making everybody tell the truth. The fighter may activate any time as a free action an aura that makes everybody who fails a will save (DC 13 + fighter’s CON score) tell the truth. This aura has a range of 25 ft. + 5 ft./fighter level/2 and lasts for 1 minute/level.

    Befriend Monster: On the 7th level the diplomat fighter becomes so persuasive that he can convince almost any creature to regard him as a friend. It brings the target to regard the fighter as an ally (friendly attitude) if it fails a will save (DC 14 + fighter’s CON score). The target obeys the fighter’s suggestions as long as it is not obviously harmful to itself or against its nature. If it is attacked by the fighter or by an obvious ally it immediately stops being affected by this ability. It lasts for one day/fighter level.

    Lesser Duty: On the 8th level the diplomat fighter has such a powerful sense of duty that he can share it to another creature. A lesser duty places a command on a creature to carry out some service or to refrain from some action or course of activity, as desired by the fighter. The creature must have 7 or fewer Hit Dice and be able to understand him. While a lesser duty cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity. The affected creature must follow the given instructions until the duty is completed, no matter how long it takes. If the instructions involve some open-ended task that the recipient cannot complete through his own actions the ability remains in effect for a maximum of one day per fighter level. A clever recipient can subvert some instructions. If the subject is prevented from obeying the lesser duty for 24 hours, it takes a –2 penalty to each of its ability scores. Each day, another –2 penalty accumulates, up to a total of –8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the duty. The target may try a will saving throw (DC = 14 + fighter’s CON score) or become affected by lesser duty.

    Lesser Planar Friend: On the 9th level the diplomat fighter is so great at social interaction that he has some friends outside his own plane. This friend may be called anytime and will come instantly to help the fighter with best of his abilities. The outsider must have 6 HD or less.

    Domination: On the 10th level the diplomat fighter can make someone so enthralled by his speech technique that they become almost mindless, obeying his master. The fighter must share a language with the target, then he commands it to obey his orders. If the target fails a will saving throw (DC = 15 + fighter’s CON score) it will obey the fighter for one day/level.

    Mass Suggestion: On the 11th level the diplomat fighter is so adorable and popular that he gains the ability to have a great speech and give an order to a group of characters and they will think that it’s a great idea. It is equal to suggestion except that it affects one creature/level and the will save is against a DC = 16 + fighter’s CON score.

    Planar Friend: On the 12th level the diplomat fighter starts to have influential friends everywhere. Even on other planes. It is exactly like lesser planar friend, but it calls up to three outsiders totaling no more than 12 HD.

    Duty: On the 13th level the diplomat fighter has such an impressive authority that the duty he imposes other is like a second nature to those affected. A duty places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must be able to understand you. While a duty cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity. The affected creature must follow the given instructions until the duty is completed, no matter how long it takes. If the instructions involve some open-ended task that the recipient cannot complete through his own actions the ability remains in effect for a maximum of one day per caster level. A clever recipient can subvert some instructions. If the subject is prevented from obeying the duty for 24 hours, the subject takes 3d6 points of damage each day it does not attempt to follow the duty. Additionally, each day it must make a Fortitude saving throw (DC 16 + fighter’s CON score) or become sickened. These effects end 24 hours after the creature attempts to resume the duty. The duty can be negated by a will saving throw (DC = 16 + fighter’s CON score).

    Control Undead: On the 14th level the diplomat fighter is able to completely control undead. He robs them the will to do anything they would do. The undead may attempt a will saving throw (DC 17 + fighter’s CON score) or be affected by this ability. The fighter may control any number of undead at any time as long as the HD of all undead combined is not superior to fighter level x2. This ability controls completely them and they obey mindlessly. It lasts 1 minute/level.

    Demanding: On the 15th level the diplomat fighter has such authority that he can give an idea to someone that will sound so reasonable and good that will make them do it – even if they’re miles away! One friendly outsider will deliver words for words for the target and then they’ll be affected by suggestion (just like the ability above) with DC = 18 + fighter’s CON score to the will save. The outsider cannot be harmed in any way and will reach the destiny in one round.

    Greater Planar Friend: On the 16th level the diplomat fighter has a real influential friend on the planes. This ability will call him just like lesser planar friend but it can call up to three outsiders with a total of no more than 18 HD.

    Spider Stance: On the 17th level the diplomat fighter is such a master of reading facial expressions that he can guess really accurately what they are thinking just by looking at them. This ability allows the fighter to eavesdrop as a standard action on the thoughts of up to eight other creatures who fail a will saving throw (DC = 18 + fighter’s CON score) at once, hearing as desired: individual trains of thought in whatever order you desire, information from all minds about one particular topic, thing, or being, one nugget of information per fighter level or a study of the thoughts and memories of one creature of the group in detail. Once per round, if you do not perform a detailed study of one creature’s mind, you can attempt (as a standard action) to implant a suggestion in the mind of any one of the affected creatures. The creature can make another Will saving throw to resist the suggestion, using the save DC of the spider stance. Success on this saving throw does not negate the other effects of the spider stance for that creature.

    True Domination: On the 18th level the diplomat fighter is such a great diplomat he can even control other people’s actions. If the target fails on a will save with DC = 19 + fighter’s CON score or they will be completely under the fighter’s control. It lasts for one day/level.

    Passage Through: On the 19th level the diplomat fighter can ask for some of his friends to open passages to another plane. Using this ability has two effects. First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction. Second, you may then call a particular individual or kind of being through the passage.
    The passage itself is a circular hoop or disk from 5 to 20 feet in diameter (caster’s choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when activating the ability, and anyone or anything that moves through is shunted instantly to the other side. A passage has a front and a back. Creatures moving through the passage from the front are transported to the other plane; creatures moving through it from the back are not.
    Planar Travel: As a mode of planar travel, the passage functions much like a plane shift spell, except that the passage opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a passage from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you—anyone who chooses to step through the portal is transported. A passage cannot be opened to another point on the same plane; the ability works only for interplanar travel. You may hold the passage open only for a brief time (no more than 1 round per fighter level), and you must concentrate on doing so, or else the interplanar connection is severed.
    Calling Creatures: The second effect of the passage is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you activate the ability, you cause the passage to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the passage, although they may choose to do so of their own accord. This use of the ability creates a passage that remains open just long enough to transport the called creatures. This use of the ability has an XP cost (see below).
    If you choose to call a kind of creature instead of a known individual you may call either a single creature (of any HD) or several creatures. You can call and control several creatures as long as their HD total does not exceed your caster level. In the case of a single creature, you can control it if its HD does not exceed twice your caster level. A single creature with more HD than twice your caster level can’t be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.
    A controlled creature can be commanded to perform a service for you. Such services fall into two categories: immediate tasks and contractual service. Fighting for you in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task; you need not make any agreement or pay any reward for the creature’s help. The creature departs at the end of the last round.
    If you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the lesser planar ally spell for appropriate rewards. (Some creatures may want their payment in “livestock” rather than in coin, which could involve complications.) Immediately upon completion of the service, the being is transported to your vicinity, and you must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.
    Failure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack you. It has a XP Cost equal to 1,000 XP (only for the calling creatures function).



    [TO BE CONTINUED]
    Last edited by lorddrake; 2014-01-31 at 09:09 AM.
    "Evil is so passè, I prefer to be thought of as just a genius."


    Homebrew - The awesome Tier 1 Fighter!

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    Default Re: The might of the weapons - The Tier 1 Fighter

    Trickster Role: the fighter may choose the path of the playful to try to amplify his chances at surviving by making his opponents incapable of fighting back.
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    On the 1st level the trickster fighter may talk in a really boring way or sing softly a very calming song. He targets a 4 HD of creatures and they must save against a will check (DC = 11 + fighter’s CON score) or fall asleep and then they’re considered helpless. It lasts for one minute/fighter’s level.
    On the 2nd level the trickster fighter starts to carry a very strange fluid that takes no place, is weightless and cannot be stolen. This mysterious fluid is very slippery and can be used to coat an item or to get some surface slippery. If used in a surface anyone standing over it must make a reflex save (DC = 11 + fighter’s CON score) or fall, and must make another reflex save any round they stay over this surface. Of used on an object anyone who wants to handle it must make a reflex save or let it fall. It lasts one round/fighter’s level.
    On the 3rd level the trickster fighter may apply a powerful attack that causes no damage. He, instead of aiming at vital organs, tries to hit pressure points and muscles capable of making the enemy weaker. The fighter must announce before that he is making this enfeeblement attack, then he must make an attack check and overcome the target’s AC (If he misses it, it is considered a wasted use of this ability), then the target gets a penalty to STR score equal to 1d6+1 per two fighter levels (maximum 1d6+5). The target’s STR score cannot go below 1. This effect lasts for one minute/fighter level.
    On the 4th level the trickster fighter may show people failure in their logic mesmerizing even the brightest mind. He must be adjacent to the target and then he uses his infallible logic to cause distraction to the target, and then he hits them in the head with an attack roll. This ability causes may cause an attack of opportunity, but if successful causes 1d6 of INT, WIS and CHA damage. This effect lasts for 10 minutes/fighter level.
    On the 5th level the trickster fighter is capable of applying a powerful demotivational speech that makes their enemies slower. When the target hears the rambling speech of the fighter he may try a will save (DC = 13 + fighter’s CON score) or become slowed. The fighter may affect a quantity of creatures equal to his fighter level as long as two of them cannot be 30 ft. apart from each other. A slowed creature can only take a single move action or standard action each turn, but not both (nor may take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed. Multiple slow effects don’t stack. It lasts for one round/fighter level.
    On the 6th level the trickster fighter apply a powerful group of fast hits on precise pressure points. He must make an attack check, if he succeeds making his opponent exhausted if the target fails a fortitude save (DC = 13 + fighter’s CON score). Even if the target is successful on his save he becomes fatigued. This effect lasts one minute per fighter level.
    On the 7th level the trickster fighter may use a very specific type of poison on his weapon. This poison takes no place, is weightless and cannot be stolen. Using this ability is riskless for the fighter. He does not have to coat his weapon with venom previously for this to work he is so good at it that he does it instantaneously, but only with this kind of poison. The enemy hit by this attack have a fortitude save to prevent 1d10 of temporary constitution damage and another fortitude save to prevent a secondary 1d10 of temporary constitution damage. Both saves’ DC = 10 + half fighter level + fighter’s CON score.
    On the 8th level the trickster fighter is so fierce he can make his enemies flee. He howls and every living creature on a cone must make a will save (DC = 14 + fighter’s CON score) or become panicked for one round per fighter level. Even if the target makes the save it will be shaken for one round.
    On the 9th level the trickster fighter may show a great feat of strength by stomping so hard on the ground that the terrain starts to crumble and crush all who is on the 20 ft. radius that this ability affects for one round per fighter level. Every creature within the area of the ability must make a grapple check, opposed by the grapple check of the crushing rocks. Treat the rocks crushing a particular target as a Large creature with a base attack bonus equal to the fighter level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The rocks are immune to all types of damage. Once it grapples an opponent, it may make a grapple check each round on the fighter’s turn to deal 1d6+4 points of bludgeoning damage. The rocks continue to crush the opponent for one round per fighter level or the opponent escapes. Any creature that enters the area of the ability is immediately attacked by the rocks. Even creatures who aren’t grappling with the rocks may move through the area at only half normal speed.
    On the 10th level the trickster fighter is able to tell how much his opponent is unintelligent and rude. When the opponent hears this he must make a will saving throw (DC = 15 + fighter’s CON score) or have his or her intelligence and charisma to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a –4 penalty on its saving throw.
    On the 11th level the trickster fighter convinces a creature that he is actually an small a fragile little animal. You change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard, monkey, or toad). The subject takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows:
    The target retains its own alignment (and personality, within the limits of the new form’s ability scores).
    If the target has the shapechanger subtype, it retains that subtype.
    The target retains its own hit points.
    The target is treated has having its normal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form’s base attack bonus, base save bonuses, and all other statistics derived from Hit Dice.
    The target also retains the ability to understand (but not to speak) the languages it understood in its original form. It can write in the languages it understands, but only the form is capable of writing in some manner (such as drawing in the dirt with a paw).
    With those exceptions, the target’s normal game statistics are replaced by those of the new form. The target loses all the special abilities it has in its normal form, including its class features.
    If the new form would prove fatal to the creature (for example, if you polymorphed a landbound target into a fish, or an airborne target into a toad), the subject gets a +4 bonus on the save.
    If the subject remains in the new form for 24 consecutive hours, it must attempt a Will save.
    If this save fails, it loses its ability to understand language, as well as all other memories of its previous form, and its Hit Dice and hit points change to match an average creature of its new form. These abilities and statistics return to normal if the effect is later ended.
    The DC for the saves is equal to 15 + fighter’s Con score.
    On the 12th level the trickster fighter is so prevented that he carries some chains and some rope to ensnare his foes. This equipment is weightless, takes no space to carry and cannot be stolen and can only be used by this particular ability. The target makes a fortitude save or become paralyzed for one round per fighter level. It is aware and breathes normally but cannot take any actions, even speech (because it is gagged). Each round on its turn, the subject may attempt a new saving throw to end the effect (This is a full-round action that does not provoke attacks of opportunity). A winged creature that is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.
    On the 13th level the trickster fighter is so witty that he can make someone believe they’ve been petrified. The target must make a will save or become psychologically petrified. This effect is so powerful that only a placebo effect can bring someone back to his own self, or, in other words, to bring someone back from this condition you must cast a real stone to flesh, miracle, wish, disenchant or any similar effect. The mind of the target is so convinced by this effect that it makes the target tireless and supply any need for water, food and any kind of biological need. In game terms it means that the target becomes petrified and acts like it is true.
    On the 14th level the trickster fighter uses a metallic weapon to reflect a source of light dividing it into seven colors with hypnotic effects. Every creature is affected by it in a cone shaped burst of color. Any creature with 8 HD or less automatically becomes blinded by 2d4 rounds. Creatures on the cone is hit by one ray of light or more and the target believes that they’re being affected by several weird effects just like magic! The table below show the possible effects. Roll a d8 to each affected creature:
    {table=head]{colsp=3}Table 1-3: the prismatic trick (all DC = 17 + fighter’s CON score)
    1d8|Color of Beam|Effect
    1|Red|20 points of fire damage (Reflex half damage)
    2|Orange|40 points of acid damage (Reflex half damage)
    3|Yellow|80 points of electricity damage (Reflex half damage)
    4|Green Poison|(Kills; fortitude partial, take 1d6 of CON damage instead)
    5|Blue|Turned to stone (fortitude negates)
    6|Indigo|Insane, as insanity spell (will negates)
    7|Violet|Sent to another plane (will negates)
    8|Struck by two rays|Roll twice more, ignoring any “8” results.[/table]

    On the 15th level the trickster fighter is capable of convincing creatures to stay away from a place or object. He causes an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by him. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named. Creatures of the designated kind or alignment feel an overpowering urge to leave the area or to avoid the affected item. A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the ability is in effect. A creature that makes a successful saving throw (DC 18 + fighter’s CON score) can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature’s Dexterity score by 4 points.
    On the 16th level the trickster fighter can use his ropes and chains to stop one or more creatures, no two of which can be more than 30 ft. apart. Apart for the group capacity and the DC (19 + fighter’s CON score) this functions just like grapple monster.
    On the 17th level the trickster fighter can show an astounding feat of strength. He can stomp the ground and open a huge abyss throwing one foe there and shutting him down there for as long as possible unless the target is successful on a reflex save (DC 19 + fighter’s CON score). The target is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the earth. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball, a locate object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does. A wish or miracle spell will not free the recipient, but will reveal where it is entombed. If you know the target’s name and some facts about its life, the target takes a –4 penalty on its save.
    On the 18th level the trickster fighter may use shadow as a mean of killing trick. Acting really fast and playing with lights and shadows, the fighter may scare an opponent to death. You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes. The target first gets a Will save (DC = 19 + fighter’s CON score) to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save (same DC) or die from fear. If a subject’s Fortitude save succeeds, it still takes 3d6 points of damage and is stunned for 1 round. The subject also takes 1d4 points of temporary Strength damage. It can affect any number of creatures, no two of which can be more than 30 ft. apart.
    On the 19th level the trickster fighter is so witty and crafty he can use his unbelief to trap the soul of a deceased to a weapon. He draws the soul from a newly dead body and imprison it in a black weapon. The subject must have been dead no more than 1 round per fighter level. The soul, once trapped in the weapon, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. Only by destroying the weapon or dispelling the ability on the weapon can one free the soul (which is then still dead). To make this special receptacle weapon the fighter must spend 1000 GP for each HD the creature had. The weapon after the ability is performed is incapable of causing damage.

    Scout role: the fighter is able to choose the way of the scout. Going ahead of the main party, analyzing the surroundings and never being caught unguarded by enemies.
    Spoiler
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    On the 1st level the scout fighter may use his special keen sense of clothing to be able to deceive his foes. He makes himself—including clothing, armor, weapons, and equipment—look different. He can seem 1 foot shorter or taller, thin, fat, or in between. He cannot change his body type. Otherwise, the extent of the apparent change is up to him. He could add or obscure a minor feature or look like an entirely different person. The ability does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of him or his equipment. If he uses this ability to create a disguise, he gets a +10 bonus on the Disguise check.
    On the 2nd level the scout fighter starts to notice the way things function. He can activate this ability and determine all the properties of a magical item, including how it is activated and how many charges are left. This ability does not affect an artifact.
    On the 3rd level the scout fighter may concentrate to “read” their surface thoughts by watching them. The ability lets the fighter detect thoughts in a cone shaped area of 60 ft for 1 minute per level as long as he maintains concentration. He detects surface thoughts. The amount of information revealed depends on how long he studies a particular area or subject. On the 1st Round he notes the presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher). On the 2nd Round he can discover the number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than his own Intelligence score), he is stunned for 1 round and the ability ends. This ability does not let him determine the location of the thinking minds if he can’t see the creatures whose thoughts he is detecting. On the 3rd Round he listens to surface thoughts of any mind in the area. A target’s Will save prevents him from reading its thoughts, and he must activate this ability again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up. Each round, he can turn to detect thoughts in a new area.
    On the 4th level the scout fighter may disappear from sight by blending himself with the environment. Activating this ability the scout fighter becomes invisible, but will become visible again if he attacks or causes harm to a foe as in the invisibility spell. This ability may function for 1 minute/level.
    On the 5th level the scout fighter is so proficient in psychology that he can convince others his appearance is of another creature. He assumes the form of a creature of the same type as his normal form. The new form must be within one size category of his normal size. The maximum HD of an assumed form is equal to his tier 1 fighter level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself.
    You retain your own ability scores. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell-like special attacks and qualities of your normal form.
    He doesn’t acquire the physical qualities of the new form. The changing is purely cosmetic. He looks like the new form. He does not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form as well. His creature type and subtype (if any) remain the same regardless of his new form. He cannot take the form of any creature with a template, even if that template doesn’t change the creature type or subtype.
    He can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under his control, but they must fall within the norms for the new form’s kind. He is effectively disguised as an average member of the new form’s race. If he uses this ability to create a disguise, he gets a +10 bonus on his Disguise check.
    When the change occurs, his equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and he’ll only be able to use them when he dismisses this ability.
    On the 6th level the scout fighter’s senses are so keen that he can locate a known object anywhere. He senses the direction of a well-known or clearly visualized object. Ha can search for general items, in which case he locates the nearest one of its kind if more than one is within 600 ft. from the fighter. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the ability fails. He cannot specify a unique item unless he has observed that particular item firsthand (not through divination).
    On the 7th level his senses are so powerful and his instincts so acute that he can find creatures as well. This ability functions like the previous one, except this ability locates a known or familiar creature.
    He slowly turns and senses when he is facing in the direction of the creature to be located, provided it is within 600 ft. from the fighter. Ha also knows in which direction the creature is moving, if any.
    The ability can locate a creature of a specific kind or a specific creature known to him. It cannot find a creature of a certain type. To find a kind of creature, he must have seen such a creature up close (within 30 feet) at least once.
    Running water blocks the ability. It cannot detect objects. It can be fooled by mislead, nondetection, and polymorph spells.
    On the 8th level the scout fighter may become invisible and still attack his opponents without becoming visible again, but this way he can continue invisible only one round/level.
    On the 9th level the scout fighter is so attuned with the land that he can notice things that only expert trackers could. He instantly gains knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.
    In outdoor settings, the ability operates in a radius of 1 mile per fighter level. In natural underground settings—caves, caverns, and the like—the radius is limited to 100 feet per fighter level. The ability does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.
    On the 10th level the scout fighter is so good at misdirection and confusing tactics that he can flee to one direction and people will think he is going on another direction. The foes will think he is going in a direction the fighter chooses for 1 round/level.
    On the 11th level the scout fighter is a disguise master. He can, with this ability, disguise any group of willing individuals to any appearance his mind can conceive. The targets will look, sound, feel, taste and smell like the creature that the disguise would copy. It lasts for 1 hour/level.
    On the 12th level the scout fighter has such a psychological understanding of creatures that he can read deep thoughts and memories from a creature. If the target fails a fortitude save (DC 16 + fighter’s CON score) the subject’s memories and knowledge are accessible to the fighter, ranging from memories deep below the surface to those still easily called to mind. He can learn the answer to one question per round as long as he maintains concentration and the subject is within 50 ft. He can also probe a sleeping subject, though the subject may make a Will save against the DC of the probe thoughts ability to wake after each question. Subjects who do not wish to be probed can attempt to move beyond the power’s range, unless somehow hindered. He poses the questions telepathically, and the answers to those questions are imparted directly to his mind. The fighter and the target do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to his questions.
    On the 13th level the scout fighter is so graceful and agile that he can use the air currents and clouds to hop and move around for 10 minutes/level. When the time ends, the fighter falls taking 1d6 points of damage per 10 feet of fall.
    On the 14th level the scout fighter has such a comprehension of the weather that he knows, that, sometimes, the flapping wings of a butterfly may cause a hurricane on the other side of the world. It means that with a slight calculation and some arm swinging he can change the weather of a 2 mile radius.
    It takes 10 minutes to activate this ability and an additional 10 minutes for the effects to manifest. He can call forth weather appropriate to the climate and season of the area he is in based on the table 1-4.
    He controls the general tendencies of the weather, such as the direction and intensity of the wind. He cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. When he select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until he uses a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.
    Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.

    {table=head]{colsp=2}Table 1-4 – The weather
    Season|Possible Weather
    Spring|Tornado, thunderstorm, sleet storm, or hot weather
    Summer|Torrential rain, heat wave, or hailstorm
    Autumn|Hot or cold weather, fog, or sleet
    Winter|Frigid cold, blizzard, or thaw
    Late winter or early spring (coastal area)|Hurricane-force winds[/table]

    On the 15th level the scout fighter is so good at locating creatures and objects that he can find them anywhere. Only the direct intervention of a deity can prevent the fighter to locate one object or a single individual. This ability reveals the name of the creature or object’s location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.
    To find a creature with the ability, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.
    On the 16th level the scout fighter has such a powerful presence that the plants feel that they have to obey him no matter what. This ability enables the fighter to control the actions of one or more plant creatures for one minute/level as long as their HD is not over his fighter level x2. He commands the creatures by voice and they understand him, no matter what language he speaks. Even if vocal communication is impossible the controlled plants do not attack him. At the end of the ability, the subjects revert to their normal behavior.
    Suicidal or self-destructive commands are simply ignored.
    On the 17th level the scout fighter has overcome his physical body. He rips through space with his will and travels with his colleagues to the ethereal plane and they stay there for 1 minute/level. If he ends the ability and they become material while inside a material objects (such as a solid wall), they are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that they travel.
    On the 18th level the scout fighter uses his powerful will to enter a state of self hypnosis to travel to the astral plane. By freeing his spirit from your physical body, this ability allows him to project an astral body onto another plane altogether.
    He can bring the astral forms of other willing creatures with him, provided that these subjects are linked in a circle with him at the time of activation of the ability. These fellow travelers are dependent upon him and must accompany him at all times. If something happens to him during the journey, his companions are stranded wherever he left them.
    He projects his astral self onto the Astral Plane, leaving his physical body behind on the Material Plane in a state of suspended animation. The ability projects an astral copy of him and all he wears or carries onto the Astral Plane. Since the Astral Plane touches upon other planes, he can travel astrally to any of these other planes as he wills. To enter one, he leaves the Astral Plane, forming a new physical body (and equipment) on the plane of existence he has chosen to enter.
    While he is on the Astral Plane, his astral body is connected at all times to his physical body by a silvery cord. If the cord is broken, he is killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to his body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.
    The fighter and his companions may travel through the Astral Plane indefinitely. His bodies simply wait behind in a state of suspended animation until he chooses to return their spirits to them. The ability lasts until he desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of his body back on the Material Plane (which kills him).
    On the 19th level the scout fighter can hypnotize himself into thinking he is any non-unique creature (of any type) from Fine to Colossal size. This ability functions like polymorph, except that it does not change his appearance really, but people will perceive him as what he thinks he is. This assumed form cannot have more than his fighter level in Hit Dice (to a maximum of 25 HD). Unlike polymorph, this ability allows incorporeal or gaseous forms to be assumed.
    He gains all extraordinary and supernatural abilities (both attacks and qualities) of the assumed form, but he loses his own supernatural abilities. He also gain the type of the new form in place of his own. The new form does not disorient him. Parts of his body or pieces of equipment that are separated from him do not revert to their original forms.
    He can become just about anything he is familiar with. He can change form once each round as a free action. The change takes place either immediately before his regular action or immediately after it, but not during the action. If he uses this ability to create a disguise, he gets a +10 bonus on your Disguise check.

    Commander Role: the fighter may choose to be proficient with leading other warriors and being able to inspire them into battle.
    Spoiler
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    On the 1st level the commander fighter may activate this ability and summon a warrior from seemingly nowhere. He appears and fights and helps the fighter the best way he can for one round per fighter level. He has the same statistics as one 1st level astral construct, except he has no SU or PS abilities. He looks like an ordinary humanoid of appropriated size (Halfling, gnome, goblin, etc for a small construct; human, elf, dwarf, orc, etc for medium and so on), but he has no particular quality of the specie he seems to be (as the attunement with rocks of dwarves, for example). If he has special qualities sometimes it will show in his anatomy (if he flies, he will have wings, even if he looks like a dwarf, for example).
    On the 2nd level the commander fighter may imbue power on a crafted or natural weapon with power from his will and knowledge. It gives the weapon a +1 enhancement bonus on attack and damage rolls for 1 minute/level.
    On the 3rd level the commander fighter may summon a more powerful warrior. This ability works like the 1st level one, but it summons a creature with the 2nd level astral construct statistics.
    On the 4th level the commander fighter may use his commanding voice to grant the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + fighter level (to a maximum of 1d8+10 temporary hit points at fighter level 10th).
    On the 5th level the commander fighter chooses one ally to teach some combat techniques. This makes the ally more attuned to the fighting arts, giving a +1 luck bonus on attack and weapon damage rolls for every three caster levels the fighter has (at least +1, maximum +3). The bonus doesn’t apply to spell damage.
    On the 6th level the commander fighter may summon a more powerful warrior. This ability works like the 1st level one, but it summons a creature with the 3rd level astral construct statistics.
    On the 7th level the commander fighter may channel his will to repair constructs and heal summoned creatures (the warriors called from the Invocation ability also benefit from this healing). It heals 1d8 points of damage + 1d8/3 levels (6d8 maximum).
    On the 8th level the commander fighter may summon a more powerful warrior. This ability works like the 1st level one, but it summons a creature with the 4th level astral construct statistics.
    On the 9th level the commander fighter is so persuading that an ally will feel like nothing could harm them, making their skin as hard as stone. The subject gains damage reduction 10/adamantine for 10 minutes/level or until he absorbs 10 points of damage/fighter class (maximum 150 points).
    On the 10th level the commander fighter may summon a more powerful warrior. This ability works like the 1st level one, but it summons a creature with the 5th level astral construct statistics.
    On the 11th level the commander fighter may hypnotize an ally into thinking that the subject is larger and stronger than they really are. This ability causes them to think the ally grew, doubling his height and multiplying his weight by 8. This increase changes his size category to the next larger one, and he gains a +4 size bonus to Strength and a +2 size bonus to Constitution. He gains a +2 enhancement bonus to his natural armor. He gains damage reduction 3/silver. At 12th level this damage reduction becomes 6/silver, and at 15th level it becomes 9/silver (the maximum). His size modifier for AC and attacks changes as appropriate to his new size category. This ability doesn’t change his speed. Determine space and reach as appropriate to his new size.
    If insufficient room is available for the desired growth, it does not matter, since it is an imaginary growth.
    All equipment he wears or carries is similarly enlarged by the ability. Melee and projectile weapons deal more damage. Other magical properties are not affected by this ability. Any enlarged item that leaves his possession (including a projectile or thrown weapon) functions as an item of its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
    Magical effects that increase size do not stack with this ability.
    On the 12th level the commander fighter may summon a more powerful warrior. This ability works like the 1st level one, but it summons a creature with the 6th level astral construct statistics.
    On the 13th level the commander fighter may yell with all his passion toward a fallen summoned creature and bring them back to life. It summon again a creature that has been banished
    Upon completion of the ability, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level, or 2 points of Constitution if the subject was 1st level. (If this reduction would bring its Con to 0 or lower, it can’t be resurrected). This level loss or Constitution loss cannot be repaired by any means.
    You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age.
    On the 14th level the commander fighter may summon a more powerful warrior. This ability works like the 1st level one, but it summons a creature with the 7th level astral construct statistics.
    On the 15th level the commander fighter is so persuading that an ally will feel like nothing could harm them, making their skin as hard as iron. While this is active he has damage reduction 15/adamantine and is immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning and spells that affect his physiology or respiration. In addition he takes only half damage from acid and fire damage and gain +6 enhancement bonus to strength score, but has a -6 reduction on dexterity (to a minimum of dexterity 1) and his speed is half the normal. While this stance is active the subject has a 50% arcane failure chance, -8 armor check penalties (as if he was wearing a full plate armor) and cannot drink (and thus cannot use potions) or play wind instruments.
    On the 16th level the commander fighter may summon a more powerful warrior. This ability works like the 1st level one, but it summons a creature with the 8th level astral construct statistics.
    On the 17th level the commander fighter treats injuries of summoned creatures and constructs with his willpower. The fighter shouts at the subject to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 200 points at 20th level.
    Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points. If used against an undead creature, this ability does not act like harm.
    On the 18th level the commander fighter may summon a more powerful warrior. This ability works like the 1st level one, but it summons a creature with the 9th level astral construct statistics.
    On the 19th level the commander fighter is regarded as a master of tactics and commanding. He is so good at giving orders and inspiring his allies that he is capable of teaching one ally to act so fast that enemies appear to be frozen on time. The subject acts 1d4+1 of apparent rounds after he uses this ability. He can damage enemies and use any ability he has during this time.

    Supportive role: the fighter may choose the set of abilities that make him capable of helping his allies at becoming more powerful in battle and healing them when they’re hurt.
    Spoiler
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    On the 1st level the supportive fighter can talk to an ally to make them more apt to resist many kinds of effects. He imbues the subject with bravery that protects it from harm, granting it a +1 resistance bonus on saves for one minute.
    On the 2nd level the supportive fighter may use his imposing presence to inspire his allies. This ability fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects for 1 minute/level. This ability dispels bane. This bonus does not apply to the fighter that activates it.
    On the 3rd level the supportive fighter has such a medical experience he can, with a glance, notice the general status of one’s health. Activating this ability he can determine the condition of creatures near death within 30 ft for 10 minutes/level. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct). This ability sees through any spell or ability that allows creatures to feign death.
    On the 4th level the supportive fighter is able to instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the ability, that effect is suppressed for the duration of the ability.
    On the 5th level the supportive fighter has such a imposing voice that he can make paralyzed and slowed creatures move normally. He yells as he activates this ability and frees one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul’s touch or a slow spell. If the ability is activated on one creature, the paralysis is negated. If activated on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If activated on three or four creatures, each receives another save with a +2 resistance bonus.
    On the 6th level the supportive fighter can treat morale problems with the same facility with which he treats wounds. He speaks to one ally and with it dispels any magical effects reducing one of the subject’s ability scores or cures 1d4 points of temporary ability damage to one of the subject’s ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.
    On the 7th level the supportive fighter has such strength of will that he will scare off bad curses. He looks angry at someone afflicted by a curse and instantaneously removes all curses on an object or a creature. This ability does not remove the curse from a cursed shield, weapon, or suit of armor, although the ability typically enables the creature afflicted with any such cursed item to remove and get rid of it. Certain special curses may not be countered by this ability or may be countered only by a fighter of a certain level or higher.
    On the 8th level the supportive fighter may keep death away. He talks to an ally giving strength of will similar to his own, making the subject immune to all death spells, magical death effects, energy drain, and any negative energy effects. This ability doesn’t remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level. This ability does not protect against other sorts of attacks even if those attacks might be lethal.
    On the 9th level the supportive fighter may use his technical knowledge to purge poison from a person or an object.
    On the 10th level the supportive fighter can boost the morale in order to restore drained energy of a single target. This ability functions like lesser restoration, except that it also dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level. A character who has a level restored by restoration has exactly the minimum number of experience points necessary to restore him or her to his or her previous level.
    Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.
    Restoration does not restore levels or Constitution points lost due to death.
    On the 11th level the supportive fighter may use his knowledge of anatomy and healing to teach an ally to kill efficiently an undead. He chooses one ally, for 1 round/level that ally will be deadly to undead. Any undead creature with HD equal to or less than his fighter level must succeed on a Will save (DC 15 + fighter’s CON score) or be destroyed utterly if struck in combat with this ally’s weapon.
    On the 12th level the supportive fighter may treat a fallen creature, bringing them back to life. He restores life to a deceased creature. He can raise a creature that has been dead for no longer than one day per fighter level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the ability does not work; therefore, a subject that wants to return receives no saving throw.
    Coming back from the dead is an ordeal. The subject of this ability loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can’t be raised). This level/HD loss or Constitution loss cannot be repaired by any means. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.
    A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the ability closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this ability.
    A creature who has been turned into an undead creature or killed by a death effect can’t be raised by this ability. Constructs, elementals, outsiders, and undead creatures can’t be raised. The ability cannot bring back a creature that has died of old age.
    On the 13th level the supportive fighter may inspire one ally to have strong will to live and ability to heal themselves. The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the ability is activated, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.
    Regenerate also cures 4d8 points of damage +1 point per fighter level (maximum +35), rids the subject of exhaustion and/or fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead).
    On the 14th level the supportive fighter is so good at restoring morale and healing that he almost magically make his allies feel better. This ability functions like lesser restoration, except that it dispels all negative levels afflicting the healed creature. This effect also reverses level drains by a force or creature, restoring the creature to the highest level it had previously attained. The drained levels are restored only if the time since the creature lost the level is no more than one week per caster level.
    Greater restoration also dispels all magical effects penalizing the creature’s abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects. Greater restoration does not restore levels or Constitution points lost due to death.
    On the 15th level the supportive fighter may yell with all his passion toward a fallen creature and bring them back to life. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be resurrected, but the portion receiving the ability must have been part of the creature’s body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead no longer than 10 years per caster level.
    Upon completion of the ability, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level, or 2 points of Constitution if the subject was 1st level. (If this reduction would bring its Con to 0 or lower, it can’t be resurrected). This level loss or Constitution loss cannot be repaired by any means.
    You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can’t be resurrected.
    On the 17th level the supportive fighter treats injuries creatures with his willpower. The fighter shouts at the subject to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 200 points at 20th level.
    Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points. If used against an undead creature, this ability does not act like harm.
    On the 18th level the supportive fighter has such a powerful and commanding voice that he can make all his allies better by shouting at them. This ability functions like heal, except that all allies near the fighter (60 ft. or less) benefit from it. The maximum number of hit points restored to each creature is 250.
    On the 19th level the supportive fighter may change the functioning of the universe by disbelieving it. He may shout and make a condition go away, he may rip the space with his sword in order to make a planar trip or convince himself that he is stronger than he really is. In all instances it functions as a Miracle spell.

    [YET MOAR AHEAD]
    Last edited by lorddrake; 2012-10-07 at 05:39 PM.
    "Evil is so passè, I prefer to be thought of as just a genius."


    Homebrew - The awesome Tier 1 Fighter!

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    Default Re: The might of the weapons - The Tier 1 Fighter

    Assassin Role: the fighter may choose to become proficient in applying venoms, diseases and death upon his enemies with wicked techniques.
    Spoiler
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    On the 1st level the assassin fighter has the power to look upon an enemy face and make them shaken if they fail a will save (DC 11 + fighter’s CON score).
    On the 2nd level the assassin fighter have a sinister look, the creatures that fails a will save (DC 12+ fighter’s CON score) becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect. It affects one living creature per three fighter levels.
    On the 3rd level the assassin fighter may charge a place with his negative feelings. This ability imbues an area with negative energy for 2 hours/level in a 20 ft.-radius area. Each Charisma check made to turn undead within this area takes a -3 profane penalty, and every undead creature entering a desecrated area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.
    Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).
    Desecrate dispels consecrate.
    On the 4th level the assassin fighter may look long and seriously at a corpse and some of things that happened to that person may be answered by his awesome capacity of rational deduction. He may ask himself one question per two fighter levels. The knowledge he is able to acquire is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive.
    This spell does not let you actually speak to the person (whose soul has departed). It instead draws on forensic evidences stored in the corpse.
    This ability does not affect a corpse that has been turned into an undead creature.
    On the 5th level the assassin fighter is able to weaken an opponent by hitting them on they joints and muscles. He must announce his intent before making his attack roll. If the fighter strikes successfully and the target takes damage from the attack, the enfeeblement attack succeeds. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Strength score cannot drop below 1.
    On the 6th level the assassin fighter is able to tire an opponent by hitting them on they joints and muscles. He must announce his intent before making his attack roll. If the fighter strikes successfully and the target takes damage from the attack, the exhaustion attack succeeds.
    The subject is immediately exhausted for 1 minute/level. A successful Fortitude save (DC 13 + fighter’s CON score) means the creature is only fatigued.
    A character that is already fatigued instead becomes exhausted.
    This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell’s duration expires.
    On the 7th level the assassin fighter is so wicked that he wants something bad happening to someone and it happens. He places a curse on the subject and if he fails a will save (DC 14 + fighter’s CON score) choosing one of the following three effects.
    -6 decrease to an ability score (minimum 1).
    -4 penalty on attack rolls, saves, ability checks and skill checks.
    Each turn, the target has a 50% chance to act normally, otherwise, it takes no action.
    He may also invent his own curse, but it should be no more powerful than those described above.
    The curse bestowed by this ability cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
    On the 8th level the assassin fighter may roar with all his heart. With this he creates an invisible cone of terror that causes each living creature in the area to become panicked for 1 round/level unless it succeeds on a Will save (DC 14 + fighter’s CON score). If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.
    On the 9th level the assassin fighter is able to inflict a disease on an opponent by hitting them with sickening weaponry. He must announce his intent before making his attack roll. If the fighter strikes successfully and the target takes damage from the attack, the contagion attack succeeds. The subject contracts a disease selected from the table 1-5, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use a fortitude save DC 14 + fighter’s CON score for the initial saving throw).
    {table=head]{colsp=3}Table 1-5: diseases
    Disease|DC|Damage|
    Blinding sickness|16|1d4 Str¹|
    Cackle fever|16|1d6 Wis|
    Filth fever|12|1d3 Dex and 1d3 Con|
    Mindfire|12|1d4 Int|
    Red ache|15|1d6 Str|
    Shakes|13|1d8 Dex|
    Slimy doom|14|1d4 Con|[/table]
    1. Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease’s save DC) or be permanently blinded.

    On the 10th level the assassin fighter may conjure from within himself a cloud of killing gas. He generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (DC 15 + fighter’s CON score) – in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud. It stays around the fighter in a 20 ft.- radius and 20 ft. tall. This ability does not affect the fighter that activated it, but it may affect any ally in the area of effect.
    A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one’s breath doesn’t help, but creatures immune to poison are unaffected by the spell.
    Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.
    On the 11th level the assassin fighter can imprint his will and life force in a black weapon for 1 hour/level or until he returns to his own body. By activating this ability, he places his soul in a gem or large crystal (known as the magic jar), leaving his body lifeless. Then he can attempt to take control of a nearby body, forcing its soul into the magic jar. He may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The ability ends when he sends his soul back to his own body, leaving the receptacle empty.
    To activate the ability, the magic jar must be within 200 ft. and he must know where it is, though he does not need line of sight or line of effect to it. When he transfers his soul upon activating, his body is, as near as anyone can tell, dead.
    While in the magic jar, he can sense and attack any life force within 10 feet per fighter level (and on the same plane of existence). He does need line of effect from the jar to the creatures. He cannot determine the exact creature types or positions of these creatures. In a group of life forces, he can sense a difference of 4 or more Hit Dice between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.)
    He could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.
    Attempting to possess a body is a full-round action. It is blocked by protection from evil or a similar ward. He possesses the body and force the creature’s soul into the magic jar unless the subject succeeds on a Will save (DC 15 + fighter’s CON score). Failure to take over the host leaves his life force in the magic jar, and the target automatically succeeds on further saving throws if he attempt to possess its body again.
    If he is successful, his life force occupies the host body, and the host’s life force is imprisoned in the magic jar. He keeps his Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow him to make more attacks (or more advantageous two-weapon attacks) than normal. He can’t choose to activate the body’s extraordinary or supernatural abilities. The creature’s spells and spell-like abilities do not stay with the body.
    As a standard action, he can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when he shifts from the jar to his own body.
    If the host body is slain, he returns to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.
    If the ability ends while he is in the magic jar, he returns to his body (or die if his body is out of range or destroyed). If the ability ends while he is in a host, he returns to his body (or die, if it is out of range of his current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the ability.
    On the 12th level the assassin fighter is capable of murdering a group of weak creatures very fast. In a circle of 40ft.-radius he slays 1d4 HD worth of living creatures fighter level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst’s point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted. All those affected has to fail a fortitude save (DC 16 + fighter’s CON score) to be affected by this ability.
    On the 13th level the assassin fighter may give a heart attack to those who oppose him by looking at them. The target is entitled to a Fortitude saving throw (DC 17 + fighter’s CON score) to survive the attack. If the save is successful, the creature instead takes 3d6 points of damage +1 point per caster level (maximum +25).
    The subject might die from damage even if it succeeds on its saving throw.
    On the 14th level the assassin fighter may burn an opponent with his fiery passion. This ability instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly. If the target’s Fortitude saving throw (DC 17 + fighter’s CON score) succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this ability is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.
    On the 15th level the assassin fighter is capable of evaporate the moisture from the body of each subject living creature by using his fiery passion, dealing 1d6 points of damage per fighter level (maximum 20d6) to those who fail a fortitude save (DC 18 + fighter’s CON score). Even those who succeed this saving throw still takes half the damage. This ability is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per fighter level (maximum 20d8).
    On the 16th level the assassin fighter has the insidious ability to trap a creature’s soul and body into a black weapon. This ability forces a creature’s life force (and its material body) into the weapon. It holds the trapped entity indefinitely or until the weapon is broken and the life force is released, which allows the material body to reform. If the trapped creature is a powerful creature from another plane it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the weapon imprisoning it is broken.
    This allows a Will save (DC 18 + fighter’s CON score) to avoid the effect. If the creature’s name is spoken as well, the save DC increases by 2. If the save is successful, the weapon breaks.
    On the 17th level the assassin fighter has such cunning and finesse that he can drain energy from an opponent as he attacks them. He must announce his intent before making his attack roll. If the fighter strikes successfully and the target takes damage from the attack, the Energy draining attack succeeds. If the attack succeeds, the subject gains 2d4 negative levels.
    If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).
    Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.
    There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject must make a Fortitude saving throw (DC 19 + fighter’s CON score) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject’s character levels is permanently drained.
    On the 18th level the assassin fighter so cunning and sadist that he can use his imposing presence to trap the soul of a deceased to a weapon. He draws the soul from a newly dead body and imprisons it in a black weapon. The subject must have been dead no more than 1 round per fighter level. The soul, once trapped in the weapon, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. Only by destroying the weapon or dispelling the ability on the weapon can one free the soul (which is then still dead). To make this special receptacle weapon the fighter must spend 1000 GP for each HD the creature had. The weapon after the ability is performed is incapable of causing damage.
    On the 19th level the assassin fighter is so menacing and connected to the energies of death that he is able to utter a single word that instantly kills one creature of his choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by this ability.
    Last edited by lorddrake; 2012-10-07 at 05:40 PM.
    "Evil is so passè, I prefer to be thought of as just a genius."


    Homebrew - The awesome Tier 1 Fighter!

  4. - Top - End - #4
    Firbolg in the Playground
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    Default Re: The might of the weapons - The Tier 1 Fighter

    Without even looking at the abilities (which aren't there? Why post the topic before having anything but a table?) I can say this won't be tier 1. It might be tier 2 if those fighter tricks are absolutely over the top powerful, but just the fact that you have such limited number of tricks limits you to tier 2 straight up. Chances are once those abilities are posted, you'll be closer to the 3-5 range.
    If my text is blue, I'm being sarcastic.But you already knew that, right?


  5. - Top - End - #5
    Barbarian in the Playground
     
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    Default Re: The might of the weapons - The Tier 1 Fighter

    Fighter tricks

    The tier 1 fighter may choose one fighter trick from the following list at his first level and each two subsequent levels thereafter. Some of those tricks have a level requirement that the character must have before choosing the trick.

    An attack is a standard action that must be used with a regular attack - melee or ranged. You apply the regular (armed or unarmed) damage plus the effects of the attack listed below. You may use only one attack each round. The attack may be part of a full-attack routine but it modifies only the first attack, not all of them.

    Activating a stance is a free action, but you can only activate them once a round and you can maintain it as long as you please.You cannot have more than one stance active at the same time.

    Using a technique is a standard action, but you can only activate one each round and it has an instantaneous duration unless noted otherwise.

    1st level requirement

    Spoiler
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    Burning attack: choosing this trick the fighter may add fire damage to a weapon attack as he hits an opponent once per encounter. It deals fighter’s level times his CON score of fire damage plus his normal weapon damage. This trick may be chosen more than once, but the damage does not stack, it instead gives more uses per encounter. The opponent hit by this attack must succeed a reflex save (DC 10 + fighter’s CON score + fighter level) or catch fire taking 1d6 + fighter’s CON score point of damage per turn until the flames are put out (movement action) or three rounds passes.

    Freezing attack: choosing this trick the fighter may add cold damage to a weapon attack as he hits an opponent once per encounter. It deals fighter’s level times his CON score of cold damage plus his normal weapon damage. This trick may be chosen more than once, but the damage does not stack, it instead gives more uses per encounter. The opponent hit by this attack must succeed a reflex save (DC 10 + fighter’s CON score + fighter level) or he is pinned for three rounds (fortitude saving throw to stop this effect each round with the same DC).

    Caustic attack: choosing this trick the fighter may add acid damage to a weapon attack as he hits an opponent once per encounter. It deals fighter’s level times his CON score of acid damage plus his normal weapon damage. This trick may be chosen more than once, but the damage does not stack, it instead gives more uses per encounter. The opponent hit by this attack takes 1d4 points of damage per turn he washes the acid away (movement action) or three rounds passes.

    Shocking attack: choosing this trick the fighter may add electricity damage to a weapon attack as he hits an opponent once per encounter. It deals fighter’s level times his CON score of electricity damage plus his normal weapon damage. This trick may be chosen more than once, but the damage does not stack, it instead gives more uses per encounter. The opponent hit by this attack must succeed a reflex save (DC 10 + fighter’s CON score + fighter level) or he is stunned for three rounds (fortitude saving throw to stop this effect each round with the same DC).

    Thunderous attack: choosing this trick the fighter may add sonic damage to a weapon attack as he hits an opponent once per encounter. It deals fighter’s level times his CON score of sonic damage plus his normal weapon damage. This trick may be chosen more than once, but the damage does not stack, it instead gives more uses per encounter. The opponent hit by this attack must succeed a reflex save (DC 10 + fighter’s CON score + fighter level) or he is deafened for three rounds (fortitude saving throw to stop this effect each round with the same DC).

    Ki attack: choosing this trick the fighter may add force damage to a weapon attack as he hits an opponent once per encounter. It deals fighter’s level times his CON score of force damage plus his normal weapon damage. This trick may be chosen more than once, but the damage does not stack, it instead gives more uses per encounter.

    Specialized attack: choosing this trick the fighter may add more damage to a weapon attack as he hits an opponent when a specific situation is in place. It deals fighter’s level times his CON score of damage plus his normal weapon damage. This trick may not be chosen more than once.
    • Flat-footed – The fighter deals more damage when the enemy is in this condition.
    • Specific enemy – The fighter has a specific pray to which he deals more damage. He must choose a single creature Imp, for example. He cannot choose any group – like Elementals or Goblinoids.
    • Specific quality – Against flying enemies, creatures with arcane magic, creatures with psionic powers, creatures with divine magic, creatures with a specific subtype, members of a specific religion, etc.
    • Other – other unique traits may be chosen depending on setting and the will of gods.


    Illumination stance: The fighter may shed a light from his weapon at will, capable of illuminating for 60 ft. at will.

    Tough guy technique: The fighter may endure extreme hot or cold environments without taking damage 1 hours/fighter level per day.

    Defensive stance: When the fighter activates the defensive stance he gains a +4 armor bonus and a +4 shield bonus on his AC. No two stances may be active at the same time.

    Observant stance: When the fighter activates the observant stance he gains an intuitive sense that alerts him to danger from traps, giving him the ability a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

    Precision attack: Once per encounter the fighter may use a full round action to realize an attack with +20 bonus to hit.

    Thrown-any-weapon attack: the fighter may use a melee weapon to attack an enemy up to 10ft. from him. The weapon then goes back to the fighter who thrown it unless the enemy uses an ability to deflect or catch the weapon.

    Fleeing stance: the fighter may activate this stance to add 30ft. to his movement.

    Falling stance: the fighter may activate this stance and receive no damage from falling any height.

    Fearless slap attack: the fighter may use a nonlethal attack to remove any fear effect from a subject as long as it receives at least 1 point of damage.

    Ghost stance: the fighter may activate this stance and, as he travels, he removes the trace left by him and his companions, leaving them untraceable by any tracker.

    Soothing stance: the fighter may activate this stance to calm animals around him. No animals will attack him and his colleagues unless provoked.

    Lasso trick technique: the fighter may use a rope or whip to entangle all creatures in a area of 40ft. unless they beat a reflex saving throw (DC 10 + fighter’s level + fighter’s CON score).

    Leap technique: the fighter gets a +10 enhancement bonus on a Jump check. The enhancement bonus increases to +20 at fighter level 5th, and to +30 (the maximum) at fighter level 9th. This technique has a free action activation.


    3rd level requirement

    Spoiler
    Show
    Energy stance: the fighter gains energy resistance 10 against the energy type chosen: fire, sonic, acid, cold or electric.

    Uncanny sight stance: the fighter can see invisible creatures or objects when on this stance.

    Puny joke technique: the fighter tells a joke and a creature with Int greater than 2 does nothing for 1d4+1 turns if it fails a will saving throw (DC 10 + fighter level + fighter’s Con score).

    Confusing stance: the opponents get a 20% miss chance when trying to hit the fighter in this stance.

    Strength technique: the fighter teaches a creature to apply more strength and to better wield weapons or push things around. When he does this the target gets a +4 enhancement bonus to his Str score for 1 minute/fighter level.

    Dexterity technique: the fighter teaches a creature to move more gracefully and to better aim or dodge. When he does this the target gets a +4 enhancement bonus to his Dex score for 1 minute/fighter level.

    Constitution technique: the fighter teaches a creature to be healthier and to better resist poison or survive blows and cuts. When he does this the target gets a +4 enhancement bonus to his Con score for 1 minute/fighter level.

    Intelligence technique: the fighter teaches a creature to focus more on studies and to better understand the world or rationalize. When he does this the target gets a +4 enhancement bonus to his Int score for 1 minute/fighter level.

    Wisdom technique: the fighter teaches a creature to understand the world and to better adapt or read peoples’ feelings. When he does this the target gets a +4 enhancement bonus to his Wis score for 1 minute/fighter level.

    Charisma technique: the fighter teaches a creature to speak and to better convince people or to treat one’s appearance. When he does this the target gets a +4 enhancement bonus to his Cha score for 1 minute/fighter level.

    Spider stance: the fighter can climb freely with his normal movement speed up walls and on ceilings upside down.

    Paralysis attack: the fighter may render an opponent paralyzed. The opponent hit by this attack must succeed a will save (DC 10 + fighter’s CON score + fighter level) or he is paralyzed for 1 round/level. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.) A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

    Wild Swing Technique: the fighter may swing a weapon ferociously causing a great gust of wind. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors.

    Protective stance: when the fighter activates this stance he chooses a creature to protect and shield from blows and attacks. Whenever that creature takes hit point damage it is halved and the fighter receives that same amount of damage.

    Mystery stance: When he activates this stance, the fighter has his alignment completely undetectable. No magic, psionic power or similar effect is able to discern the fighter’s alignment.


    5th level requirement

    Spoiler
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    Disbelief technique: the fighter may concentrate all his disbelief to suppress the magic of a creature or an object. It functions exactly like dispel magic except that instead of caster level it is fighter level and it cannot be used to counterspell.

    Weird sense stance: when the fighter activates this stance he open all his senses to locate and understand mystical forces. He knows the location and power of all magical auras within his sight. An aura’s power depends on a spell’s functioning level or an item’s caster level, as noted in the description of the detect magic spell. If he concentrates on a specific creature within 120 feet of him as a standard action, he can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.

    Dexterous stance: the opponents get a 50% miss chance when trying to hit the fighter in this stance.

    Reaching the Sky Stance: when this stance is activated the fighter has a 30ft. flight speed. At the 7th level the speed goes up to 60ft., at the 9th it goes up to 90ft. (maximum).

    Haste technique: the fighter teaches a creature to be faster than any creature for 1 round/level. When he does this the target when making a full attack action, may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels slow.

    Slowing attack: the fighter knows how to hit opponents in order to make their muscles heavier and less dexterous. The opponent hit by this attack must succeed a will save (DC 10 + fighter’s CON score + fighter level) or he is slowed for 1 round/level. Multiple slow effects don’t stack. Slowing attack dispels haste.

    Deep breath stance: when the fighter activates this stance he has no need for breathing. He may travel underwater or anywhere with no air and do not fear suffocation.

    Sand attack: the fighter plays dirty sometimes. He may use sand or dirt to throw at enemies to blind them. The opponent hit by this attack must succeed a reflex save (DC 10 + fighter’s CON score + fighter level) or he is blinded for 1 round/level.

    Wake-up Slap attack: the fighter may use a nonlethal attack to remove paralysis, disease, blidness, deafness or curse from a subject as long as it receives at least 1 point of damage.

    Green thumb stance: when the fighter activates this stance he must remain in the same place. Any plants around him will grow stronger, more fertile and larger by his sheer willpower in 100ft. radium. This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures. The area must have brush and trees in it for this spell to take effect. This also raises their potential productivity over the course of the next year to one-third above normal. This stance has no effect on plant creatures.

    Blight stance
    : when the fighter activates this stance he must remain in the same place. Any plants around him will grow weaker, less fertile and smaller by his sheer willpower in 100ft. radium. It causes normal vegetation to shrink to about one-third of their normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed. It also reduces their potential productivity over the course of the following year to one third below normal. This stance has no effect on plant creatures.

    Darkvision stance: when active this stance confers the fighter with 60ft. darkvision.

    Through-his-teeth technique: once in a day the fighter may lie so convincingly he might fool even the most attentive and untrusting He gain a +30 bonus on Bluff checks made to convince another of the truth of his words. (This bonus doesn’t apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.) If a magical effect is used against him that would detect his lies or force him to speak the truth the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + his fighter level to succeed. Failure means the effect does not detect his lies or force him to speak only the truth.


    7th level requirement

    Spoiler
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    Disbelief attack: when in this stance the fighter uses his disbelief to stop dimensional travel of other creatures. If the opponent is hit by this attack it blocks extradimensional travel. Forms of movement barred by this attack include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell. This attack does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.

    Head-blow attack: the fighter may apply force to confuse and disorient their foes. The opponent hit by this attack must succeed a will save (DC 10 + fighter’s CON score + fighter level) or he is confused for 1 round/level. Roll on the following table at the beginning of each subject’s turn each round to see what the subject does in that round.

    {table=head]{colsp=2}Table 1-6: Confusion behavior
    d%|Behavior|
    01-10|Attack the fighter with melee or ranged weapons (or close with fighter if attack is not possible).|
    11-20|Act normally|
    21-50|Do nothing but babble incoherently|
    51-70|Flee away from caster at top possible speed.|
    71-100|Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).|[/table]

    A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

    Deathless stance: the fighter may use his will to avoid negative energy and death. When it is activated the fighter is immune to all death spells, magical death effects, energy drain, and any negative energy effects. This spell doesn’t remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level. This stance does not protect against other sorts of attacks even if those attacks might be lethal.

    Lie detection stance: when in this stance the fighter knows when someone is lying or being truthful.

    Freedom Stance: the fighter may use his strength, will and dexterity to free himself from the worst situations. This stance enables him to move and attack normally, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin. This also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom stance does not, however, allow water breathing.

    Life-force attack: the fighter may use a nonlethal attack to give a chance of a creature to reincarnate. If the target dies within 1 day/fighter level it is brought back to life like it would if received a Reincarnate spell from a druid of the same level. This only affects a subject as long as it receives at least 1 point of damage from this attack.

    Rusting attack: the fighter may use his knowledge of weapons and armor to weaken iron. What is hit by this attack is rusts as in Rusting Grasp. Creatures and tended objects have a fortitude save (DC 10 + fighter’s CON score + fighter level) to avoid its effects.


    9th level requirement

    Spoiler
    Show
    Disbelief slap attack: the fighter may use a nonlethal attack to conduce his disbelief to a target having and effect equal to a Break enchantment spell as long as it receives at least 1 point of damage.

    Dismissal attack: the fighter may hit an outsider so hard that it sends it back to his native plane. This attack forces an extraplanar creature back to its proper plane if it fails a special Will save (DC = 10 + fighter’s level + fighter’s Con score - creature’s HD). If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.

    Teleportation technique: the tier 1 fighter is so fierce that he can rip space apart and be somewhere else. This technique instantly transports him to a designated destination, which may be as distant as 100 miles per fighter level. Interplanar travel is not possible. He can bring along objects as long as their weight doesn’t exceed his maximum load. He may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with him.
    He must have some clear idea of the location and layout of the destination. The clearer his mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.
    To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table.

    {table=head]{colsp=5}Table 1-7: Familiarity
    Familiarity|On target|Off target|Similar Area|Mishap
    Very familiar|01-97|98-99|100|-|
    Studied carefully|01-94|95-97|98-99|100|
    Seen casually|01-88|89-94|95-98|99-100|
    Viewed once|01-76|77-88|89-96|97-100|
    False destination (1d20 + 80)|-|-|81-92|93-100|[/table]


    Familiarity

    “Very familiar” is a place where he has been very often and where he feels at home. “Studied carefully” is a place he knows well, either because he can currently see it, he’s been there often, or he has used other means (such as scrying) to study the place for at least one hour. “Seen casually” is a place that he has seen more than once but with which he is not very familiar. “Viewed once” is a place that he has seen once, possibly using magic.

    “False destination” is a place that does not truly exist or if he is teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to him. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for him to hope to arrive at or even be off target from.

    On Target

    He appears where he wants to be.

    Off Target

    He appears safely a random distance away from the destination in a random direction. Distance off target is 1d10×1d10% of the distance that was to be traveled. The direction off target is determined randomly

    Similar Area

    You wind up in an area that’s visually or thematically similar to the target area.

    Generally, you appear in the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead.

    Mishap

    He and anyone else teleporting with him have gotten “scrambled.” They take 1d10 points of damage, and he rerolls on the chart to see where he winds up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take more damage and must reroll.

    True Understanding Stance: when the fighter activates this stance he dives deep into his thoughts and gains total knowledge about one subject. He may ask himself about anything, but his mind will tire fast and give only brief answers to his questions. (All questions are answered with “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other one-word answer.) He must roll a d20 when attempting these questions, if it is a number 1 the answer will be false – because he deduced something wrong. He may ask himself one question per fighter level and it will tire him so much that he will leave this stance and he will only be able to activate it again the next day.

    Fighter sign language technique: the fighter may teach his colleagues his special sign language. Activating it they can communicate without making any sounds for 1 hour/level. After this period of time they completely forget the sign language because of adventurers’ short span of attention.

    Soul mail technique: the fighter may focus his mind in one message and one addressee. The message, for no apparent reason, may only have 25 words. For mysterious reasons the fighter feels that the message reaches his addressee. And more mysteriously it does.

    Soul slap attack: This attack removes the burden of evil acts or misdeeds from the subject by slapping some sense into the target. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. It works as long as the target receives at least 1 point of damage and desires atonement. Atonement may be cast for one of several purposes, depending on the version selected.

    Reverse Magical Alignment Change

    If a creature has had its alignment magically changed, atonement returns its alignment to its original status.

    Restore Class

    A paladin who has lost her class features due to committing an evil act may have her paladinhood restored to her by this spell.

    Redemption or Temptation

    You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. Upon attack, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally.

    Though the attack description refers to evil acts, atonement can also be used on any creature that has performed acts against its alignment, whether those acts are evil, good, chaotic, or lawful.

    Disbelief sight stance: the fighter receives the ability to see all things as they actually are. He sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet. This sight, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the stance effects cannot be further enhanced with magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.

    Wing technique: the fighter may use his weapons to redirect and change the winds. He alters wind force in the area surrounding him. He can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist for 10 minutes/level or until he chooses to alter his handiwork, which requires concentration. He may create an “eye” of calm air up to 80 feet in diameter at the center of the area if he so desire, and he may choose to limit the area to any cylindrical area less than 400 ft.

    Wind Direction

    He may choose one of four basic wind patterns to function over the technique’s area.
    • A downdraft blows from the center outward in equal strength in all directions.
    • An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.
    • A rotation causes the winds to circle the center in clockwise or counterclockwise fashion.
    • A blast simply causes the winds to blow in one direction across the entire area from one side to the other.

    Wind Strength

    For every three fighter levels, he can increase or decrease wind strength by one level. Each round on his turn, a creature in the wind must make a Fortitude save (DC 10 + fighter’s CON score + fighter level) or suffer the effect of being in the windy area.
    • Strong winds (21+ mph) make sailing difficult.
    • A severe wind (31+ mph) causes minor ship and building damage.
    • A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.
    • Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder.
    • A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.


    11th level requirement

    Spoiler
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    Disbelief area technique: the fighter may gather his total unbelief in magic and create a zone of 10-ft.-radius emanation, centered on him in which magic fails to work. This invisible barrier surrounds him and moves with him. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.
    A disbelief area suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within a disbelief area counts against the suppressed spell’s duration.
    Summoned creatures of any type and incorporeal undead wink out if they enter a disbelief area. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. (The effects of instantaneous conjurations are not affected by disbelief area because the conjuration itself is no longer in effect, only its result.)
    A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures’ spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field, though Mage's Disjunction might.
    If an antimagic field shares any space with a disbelief area the antimagic field winks out. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by disbelief area technique (if the spell is unaffected by an antimagic field so is immune to the disbelief area’s effects). Artifacts and deities are unaffected by this technique.
    Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.

    Greater Disbelief technique: the fighter may concentrate all his disbelief to suppress the magic of a creature or an object. It functions exactly like greater dispel magic except that instead of caster level it is fighter level and it cannot be used to counterspell.

    Repellent stance: the fighter may use his natural body odor to prevent creatures from approaching him for 1 round/level. He decides how big the repellent field is at the time of activating this stance (up to 10 ft. /level). Any creature within or entering the field must attempt a will save (DC 10 + fighter’s CON score + fighter level). If it fails, it becomes unable to move toward him for the duration of the spell. Repelled creatures’ actions are not otherwise restricted. They can fight other creatures and can cast spells and attack the fighter with ranged weapons. If he moves closer to an affected creature, nothing happens. (The creature is not forced back.) The creature is free to make melee attacks against him if he comes within reach. If a repelled creature moves away from him and then tries to turn back toward him, it cannot move any closer if it is still within the stance’s area.

    Analytical sight technique: the fighter is such a deduction master that he can analyze all spells and magical properties present in a number of creatures or objects equal to his fighter level. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level if the creature fails a will save (DC 10 + fighter’s CON score + fighter level).
    An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object. An object that makes its save cannot be affected by any other Analytical sight technique for 24 hours.

    Morale technique: the fighter may use his most moving speech to inspire his colleagues. As an additional requirement the fighter must have at least one of the following tricks: Strength technique, Dexterity technique, Constitution technique, Intelligence technique, Wisdom technique or charisma technique. When he activates any of those required techniques or receives one of the following spells: bull’s strength, cat’s grace, bear’s endurance, fox’s cunning, owl’s wisdom or eagle’s splendor the fighter may activate the Morale technique as a free action to apply those effects to one creature/level, no two of which can be more than 30 ft. apart.

    Master traveler technique: the fighter, activating this technique, can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale. The locale can be outdoors, underground, or even inside a maze spell. It works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as he is at the time of activation.
    The technique enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, it enables the fighter to sense trip wires or the proper word to bypass a glyph of warding. The technique ends when the destination is reached or the duration of 10 minutes/level ends, whichever comes first. This technique can be used to remove the subject and its companions from the effect of a maze spell in a single round.

    Monstrous strength technique: the fighter may use a powerful punch that creates kinetic waves that moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.
    However, in no event can rock formations be collapsed or moved. The area to be affected determines the activation time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.
    This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.
    The technique cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle. It has no effect on earth creatures.

    Monster attack: the fighter may send waves of negative energy and fury by roaring like a monster. Each round, he may target a single living creature, striking it with waves of evil power. Depending on the target’s HD, this attack has as many as three effects.

    {table=head]{colsp=2}Table 1-8: Monster growl effects|
    HD|Effect
    10 or more|Sickened for 10 minutes
    5-9|Panicked for 1d4 rounds, sickened for 10 minutes
    4 or less|Comatose, panicked and sickened|[/table]
    The effects are cumulative and concurrent.

    Comatose

    The subject falls into a catatonic coma for 10 minutes per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a sleep effect, and thus elves are not immune to it.

    You may choose a new target each round for 1 round per three fighter levels. You must spend a standard action each round after the first to target a foe.


    13th level requirement

    Spoiler
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    Ricochet stance: the fighter may use his disbelief in magic to make it backfire and affect the caster. Spells and spell-like effects targeted on the fighter are turned back upon the original caster. This stance turns only spells that have the fighter (and only him) as a target. Effect and area spells are not affected. This stance also fails to stop touch range spells.
    From seven to ten (1d4+6) spell levels are affected by the ricochet. The exact number is rolled secretly.
    When he is targeted by a spell of higher level than the amount of ricochet he has left, that spell is partially turned. The subtract the amount of ricochet left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, him and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected.
    If the fighter and the attacker are both warded by Ricochet stance or Spell Turning effects in operation, a resonating field is created. Use the table presented in the Spell Turning entry to determine the results.

    Worldripper technique: the fighter may employ his most powerful swing of his weapon to rip open a passage between worlds and take colleagues with him to another plane. He moves himself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by this technique at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination. The opened rip closes as soon as the fighters (and his colleagues) cross it.


    15th level requirement

    Spoiler
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    Worldblock disbelief stance: when in this stance, the fighter’s concentrated disbelief in magic makes extradimensional next to impossible. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once he is in this stance in a 20 ft.-radius emanation centered on a point in space, extradimensional travel into or out of the area is not possible.
    A Worldblock disbelief stance does not interfere with the movement of creatures already in ethereal or astral form when the stance is activated, nor does it block extradimensional perception or attack forms. Also, the stance does not prevent summoned creatures from disappearing at the end of a summoning spell.

    Mindblank stance: when this stance is activated, the fighter empties his mind and leaves his identity, becoming one with the universe and stuff. The fighter is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mindblank stance even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subject’s mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn’t detected. Scrying attempts that are targeted specifically at the subject do not work at all.

    Faithless stance: the fighter uses his disbelief to shield himself against the unnatural magic. He gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities). This stance may be used in conjunction with any other stance.

    Intuition stance: the fighter opens his soul for the universe to conspire to make him safe. This grants him a powerful sixth sense in relation to himself. Once he may choose to use its effect. This spell grants you an insight bonus equal to his caster level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, he can apply the insight bonus to hic AC against a single attack (even if flat-footed). Activating the effect doesn’t take an action; you can even activate it on another character’s turn if needed. He must choose to use the moment of prescience before he makes the roll it is to modify. Once used, the stance ends and cannot be activated again that day.

    Ringing head attack: the fighter attack an opponent in the head and starts a ringing sound inside the opponent’s head that makes it want to dance! As long as it receives at least 1 point of damage in this attack the subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping for 1d4 rounds. This effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn.

    Stasis shocking attack: the fighter applies such might on an attack that the target ends up in a static catatonic state. The fighter must succeed on an attack and, as long as the target receives at least 1 point of damage in this attack he gets a fortitude saving throw to avoid the added effects of this attack. It places the subject into a state of suspended animation. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the effect is removed (such as a freedom spell or a freedom attack from a tier 1 fighter).

    Groundripper technique: the fighter uses all his strength and furious technique to create an earthquake with a punch. Then an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of a Groundripper technique depends on the nature of the terrain where it is cast.

    Cave, Cavern, or Tunnel

    The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.

    Cliffs

    Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).

    Open Ground

    Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.

    Structure

    Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).

    River, Lake, or Marsh

    Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.

    Pinned beneath Rubble

    Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.
    Last edited by lorddrake; 2012-10-07 at 05:41 PM.
    "Evil is so passè, I prefer to be thought of as just a genius."


    Homebrew - The awesome Tier 1 Fighter!

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    Default Re: The might of the weapons - The Tier 1 Fighter

    17th level requirement

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    Freedom attack: the fighter uses a nonlethal attack to free a creature from any form of spells and effects that restrict its movement, including binding, entangle, grappling, imprisonment, maze, paralysis, petrification, pinning, sleep, slow, stunning, temporal stasis, and web. It works as long as the target receives at least 1 point of damage from this attack (with the exception of temporal stasis that renders the target immune to damage).

    Imprisonment attack: the fighter uses such force against a creature that the hit burrows the target underground and leaves the target in a static sleep (as in temporal stasis spell). In everything but the attack this resembles the Imprisonment spell.

    Greater Intuition stance: the fighter connects his soul to the waves of creation or any hippie thing kids keep talking about. This grants him a powerful sixth sense in relation to himself or another. Once this stance is activated, he receives instantaneous warnings of impending danger or harm. He is never surprised or flat-footed. In addition, the stance gives him a general idea of what action he might take to best protect himself and gives him a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever he would lose a Dexterity bonus to AC.

    Warp reality technique: this is the mightiest technique of a tier 1 fighter. By simply speaking aloud, he can alter reality to better suit him. Even reality warping, however, has its limits. It can produce any one of the following effects.
    • Duplicate any wizard or sorcerer spell of 8th level or lower.
    • Duplicate any other spell of 6th level or lower.
    • Undo the harmful effects of many other spells, such as geas/quest or insanity.
    • Create a nonmagical item of up to 25,000 gp in value.
    • Create a magic item, or add to the powers of an existing magic item.
    • Grant a creature a +1 inherent bonus to an ability score. Two to five warp reality techniques activated in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two activations for a +2 inherent bonus, three for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies.
    • Remove injuries and afflictions. A single activation can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, the fighter could heal all the damage he and his companions have taken, or remove all poison effects from everyone in the party, but not do both with the same activation. A reality warp can never restore the experience point loss from casting a spell or the level or Constitution loss from being raised from the dead.
    • Revive the dead. An activation of this technique can bring a dead creature back to life by duplicating a resurrection spell. It can revive a dead creature whose body has been destroyed, but the task takes two activations, one to recreate the body and another to infuse the body with life again. This technique cannot prevent a character who was brought back to life from losing an experience level.
    • Transport travelers. A reality warp can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save (DC 10+fighter’s CON score + fighter’s level) to negate the effect.
    • Undo misfortune. An activation can undo a single recent event. The reality warp forces a reroll of any roll made within the last round (including his last turn). Reality reshapes itself to accommodate the new result. For example, an activation could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save (DC 10+fighter’s CON score + fighter’s level) to negate the effect.

    You may try to use a warp reality technique to produce greater effects than these, but doing so is dangerous. (The effect may pervert his intent into a literal but undesirable fulfillment or only a partial fulfillment.)
    Duplicated spells allow saves but not spell resistance (but save DCs are 10 + fighter’s CON score + fighter’s level).

    Unlike other techniques, Warp reality technique has unique costs and these are:

    1. When a it duplicates a spell with a material component that costs more than 10,000 gp, the fighter must provide that component.
    2. The minimum XP cost for activating this technique is 5,000 XP. When it duplicates a spell that has an XP cost, he must pay 5,000 XP or that cost, whichever is more. When a wish creates or improves a magic item, he must pay twice the normal XP cost for crafting or improving the item, plus an additional 5,000 XP.

    Greater Worldripper technique: the fighter is able to rip the world to bring a chosen creature to the plane he is in or to create a tunnel between worlds. The rip itself is a circular hoop or disk from 5 to 20 feet in diameter (fighter’s choice), oriented in the direction he desires when it comes into existence (typically vertical and facing him). It is a two-dimensional window looking into the plane he specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.
    A rip has a front and a back. Creatures moving through the rip from the front are transported to the other plane; creatures moving through it from the back are not.

    Planar Travel

    As a mode of planar travel, a rip functions much like a plane shift spell, except that the gate opens precisely at the point he desires. Deities and other beings who rule a planar realm can prevent a rip from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with him—anyone who chooses to step through the portal is transported. A rip cannot be opened to another point on the same plane; it works only for interplanar travel.
    He may hold the gate open only for a brief time (no more than 1 round per fighter level), and you must concentrate on doing so, or else the interplanar connection is severed.

    Calling Creatures

    The second effect of the gate spell is to call an extraplanar creature to his aid (a calling effect). By naming a particular being or kind of being as he activates the technique, he causes the gate to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the gate, although they may choose to do so of their own accord. This use of the spell creates a rip that remains open just long enough to transport the called creatures. This use of the spell has an XP cost of 1000 XP.
    If he chooses to call a kind of creature instead of a known individual you may call either a single creature (of any HD) or several creatures. You can call and control several creatures as long as their HD total does not exceed your fighter level. In the case of a single creature, you can control it if its HD do not exceed twice his fighter level. A single creature with more HD than twice his caster level can’t be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.
    A controlled creature can be commanded to perform a service for him. Such services fall into two categories: immediate tasks and contractual service. Fighting for him in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task; he need not make any agreement or pay any reward for the creature’s help. The creature departs at the end of the spell.
    If he chooses to exact a longer or more involved form of service from a called creature, he must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the lesser planar ally spell for appropriate rewards. (Some creatures may want their payment in “livestock” rather than in coin, which could involve complications.) Immediately upon completion of the service, the being is transported to his vicinity, and he must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.
    Failure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack the fighter.

    Implosion strike attack: the fighter may attack a creature and try to destroy its internal organs. It creates a destructive resonance in a corporeal creature’s body. For each round he attacks, he causes one creature to collapse in on itself, killing it as long as it receives at least 1 point of damage and fails a fortitude save (DC 10 + fighter’s Con Score + fighter level). He can target a particular creature only once with each day. Implosion strike attack has no effect on creatures in gaseous form or on incorporeal creatures.

    Fury of the Death god stance: when the fighter activates this stance he must remain completely immobile. He calls for all anger within his soul to cause the world to rip apart his enemies. This stance creates an enormous black storm cloud. Lightning and crashing claps of thunder appear within the storm. Each creature beneath the cloud must succeed on a Fortitude save (DC 10 + fighter’s level + fighter’s Con Score) or be deafened for 1d4×10 minutes.
    If he does not maintain concentration on the inner anger after activating it, the stance ends. If he continues to concentrate, the spell generates additional effects in each following round, as noted below. Each effect occurs during his turn.

    2nd Round

    Acid rains down in the area, dealing 1d6 points of acid damage (no save).

    3rd Round

    He calls six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 10d6 points of electricity damage. A creature struck can attempt a Reflex save (same DC from the deafening effect) for half damage.

    4th Round

    Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save).

    5th through 10th Rounds

    Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters.

    Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the Fury of the Death god stance’s save DC + the level of the spell the caster is trying to cast. This stance cannot be activated twice the same day.


    Reality Molder

    When the fighter reaches the 20th level he has a will capable of making the universe sit in a corner and cry and obey. The fighter creates a finite plane with limited access: a demiplane. Demiplanes created by this power are very small, very minor planes.
    A character can only activate this ability while on the Ethereal Plane. When he does it, a local density fluctuation precipitates the creation of a demiplane. At first, the fledgling plane grows at a rate of 1 foot in radius per day to an initial maximum radius of 180 feet as it rapidly draws substance from surrounding ethereal vapors and protomatter.
    The fighter determines the environment within the demiplane when he first activates it, reflecting most any desire the fighter can visualize. He determines factors such as atmosphere, water, temperature, and the general shape of the terrain. This ability cannot create life (including vegetation), nor can it create construction (such as buildings, roads, wells, dungeons, and so forth). The fighter must add these things in some other fashion if he desires. Once the basic demiplane reaches its maximum size, the fighter can continue to activate this ability to enlarge the demiplane, adding another 180 feet of radius to the demiplane each time. This ability can be activated once every week.
    Last edited by lorddrake; 2014-01-31 at 07:54 AM.
    "Evil is so passè, I prefer to be thought of as just a genius."


    Homebrew - The awesome Tier 1 Fighter!

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    Barbarian in the Playground
     
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    Default Re: The might of the weapons - The Tier 1 Fighter

    Now it is basically done. The Tier 1 fighter has taken me months of fun and some tough work. I have some things to do yet and those are:

    [TO DO LIST]

    • Explain better attack, stance and technique.
    • Put the edition number on the books' list of feats.
    • Add custom feats and more tricks (maybe).
    • Hear what people has to say.
    • Remove everything familiar-related from the bonus feat list.
    • Rework the paragraphs. This may take a while.
    • Work around the CD/DC confusion
    • Magic item crafting
    • Rework system to manage tool-assisted casting instead of wizard-like fighter



    If there are more things that I come up later I'll add here.
    Last edited by lorddrake; 2014-02-10 at 01:39 PM.
    "Evil is so passè, I prefer to be thought of as just a genius."


    Homebrew - The awesome Tier 1 Fighter!

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    Barbarian in the Playground
     
    Gideon Falcon's Avatar

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    Default Re: The might of the weapons - The Tier 1 Fighter

    What you have to understand about the Tier system: It's not just about power. It's about scope. Tier 3 doesn't mean that you can't take on Tier 1 (at least, it shouldn't), it means that there are things Tier 1 can do that you can't, but don't need to.
    The best way I've seen it expressed is that Tier 3 represents a gunner that can shoot down every bullet from a mini-gun before they hit him while using a flint-lock pistol that jams, Tier 2 is a character with Teleportation, Mind Control, or something similar, and Tier 1 represents characters with all of those game-changing abilities at once.
    Thus, the goal for fighters is not Tier 1, it's Tier 3 done right. By drawing from legendary heroes and Teddy Roosevelt, their fighting skills can do ridiculous things while still being 'non-magical,' but there are things that you simply can't do without bringing magic into the equation.
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    Default Re: The might of the weapons - The Tier 1 Fighter

    Quote Originally Posted by Gideon Falcon View Post
    What you have to understand about the Tier system: It's not just about power. It's about scope. Tier 3 doesn't mean that you can't take on Tier 1 (at least, it shouldn't), it means that there are things Tier 1 can do that you can't, but don't need to.
    The best way I've seen it expressed is that Tier 3 represents a gunner that can shoot down every bullet from a mini-gun before they hit him while using a flint-lock pistol that jams, Tier 2 is a character with Teleportation, Mind Control, or something similar, and Tier 1 represents characters with all of those game-changing abilities at once.
    Thus, the goal for fighters is not Tier 1, it's Tier 3 done right. By drawing from legendary heroes and Teddy Roosevelt, their fighting skills can do ridiculous things while still being 'non-magical,' but there are things that you simply can't do without bringing magic into the equation.
    Yes, I know that. The Tier 1 fighter was actually a tongue-in-cheek thing. I wanted a "fighter" that could do anything a Tier 1 could. That was the experiment I tried here.
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    Default Re: The might of the weapons - The Tier 1 Fighter [PEACH]

    And so I opened it for PEACHing.
    Last edited by lorddrake; 2012-09-14 at 02:44 PM.
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    Default Re: The might of the weapons - The Tier 1 Fighter [PEACH]

    I'm bumping this because I really would like some imput on this.
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    Default Re: The might of the weapons - The Tier 1 Fighter [PEACH]

    First of all I can relate to the feeling of wanting input. All the spoilers are giving me headaches .

    This basically gets feats from an expanded list, and tricks.

    The feats seem a bit put together at random, and they can be attractive for dips, for example obtain familiar doesn't strike me as a fighter related feat, and there is no way in hell for the fighter to qualify for said feat only taking fighter levels (that should put it as a bad feat to get as a bonus feat being a fighter). What process did you follow to select the bonus feats?

    The tricks are a big read and I will try to go over them
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    Default Re: The might of the weapons - The Tier 1 Fighter [PEACH]

    I chose feats with two characteristics. Those that were mundane (augment skills, attack with pointy sticks, etc) and those that emulated other classes' features as long as a fighter could qualify. I probably left the Obtain Familiar pass on the basis that he could imitate the class feature, but didn't notice the caster level requirement. That is a shame.

    I'll take it off as soon as I can.
    Last edited by lorddrake; 2012-09-15 at 09:23 AM.
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    Default Re: The might of the weapons - The Tier 1 Fighter [PEACH]

    I just finished removing every familiar-related feat from the list (which made me sad, since I was picturing a fighter with a speaking crow over his shoulder).

    So, I'm still expecting some input. I know it is a lot of text, but you don't have to read it all to comment. Skimming might give you some idea on what this is all about.
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    Default Re: The might of the weapons - The Tier 1 Fighter

    Quote Originally Posted by Gideon Falcon View Post
    By drawing from legendary heroes and Teddy Roosevelt, their fighting skills can do ridiculous things...
    As always, the best part of a thread is its responses.

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    Default Re: The might of the weapons - The Tier 1 Fighter

    Quote Originally Posted by Doxkid View Post
    As always, the best part of a thread is its responses.
    It is always nice when people have things to say as well.
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    Default Re: The might of the weapons - The Tier 1 Fighter [PEACH]

    690 views!
    I mean to get to 1000 and if nobody answers until we get there I'll surprise you!

    By doing absolutely nothing...
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    Default Re: The might of the weapons - The Tier 1 Fighter [PEACH]

    I'm seriously almost giving it up. =(

    If you read (even skimming is enough to have a feel on what this class can do) please post what you think about it.
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    Default Re: The might of the weapons - The Tier 1 Fighter [PEACH]

    Needs more paragraphs.

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    Default Re: The might of the weapons - The Tier 1 Fighter [PEACH]

    Quote Originally Posted by Ashtagon View Post
    Needs more paragraphs.
    What do you mean by that? Do you think it needs some space between Tricks, or something else?
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    Default Re: The might of the weapons - The Tier 1 Fighter [PEACH]

    I think Ashtagon means that the Tricks are very difficult to read because there are no breaks in the writing. I read about four lines into the "trickster" set and completely lost my place; this is what mean people mean when they say "wall of text". People aren't going to review something that is both difficult to read and very long.

    Also, some of the language you chose is very confusing; I would recomend proofreading and trying to use more standardized terms.
    Spoiler
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    For example, you say "When he does he may fascinate 2d4HD of creatures since two of them cannot be more than 30 ft. apart. The targets can try a will saving throw to negate this effects with the DC of 11+fighter’s constitution score. It lasts for 2d4 rounds or it stops when the fighter stops his rhythmic movements."

    I had to read this at least twice before I was certain I understood it. It would be better to say "The fighter may fascinate up to 2d4HD worth of creatures within 100 ft, no two of which can be more than 30 ft. apart. Every creature may make a will save (DC=10+ the fighter's Con score) to resist the effect. The effect lasts until the fighter stops moving, but not more than a maximum of 2d4 rounds."

    That way even if the mechanics are complicated, at least people can understand what you want them to do.


    With regards to the overall class, the definition of "Tier 1" is that virtually every build has or can gain access to multiple abilities, any one of which can make it very hard for the DM to challenge that character with appropriate level enemies. Does your class have suceed at this test?
    It seems like you've tried to meet this benchmark by giving the fighter many at-will buffs, immunities, and spell like abilities. (also, you never say if any of these are supposed to be Extraordinary, SLA, or Supernatural effects) While you have suceeded at making a class that is more powerful, I'm not sure it feels very much like a Fighter, particular for certain roles such as the Diplomat. Your thread is titled "The might of weapons" but all this classes' best abilities seem to have very little to do with actually fighting. I could use a few of my bonus feats to take things like Improved Unarmed Strike and walk around pretending I'm a monk.


    I'm also not convinced this a good target to aim for, since anything except another Tier 1 or 2 can very easily feel left out. Mechanically, why should I play a Barbarian, Rogue, or Ranger when this class will quickly eclipse them all?

    P.S. Also don't repeatedly bump your post and beg for reviews; it's poor forum etiquette.
    Last edited by Deepbluediver; 2012-10-06 at 08:42 AM.
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    Default Re: The might of the weapons - The Tier 1 Fighter [PEACH]

    Quote Originally Posted by Deepbluediver View Post
    I think Ashtagon means that the Tricks are very difficult to read because there are no breaks in the writing. I read about four lines into the "trickster" set and completely lost my place; this is what mean people mean when they say "wall of text". People aren't going to review something that is both difficult to read and very long.
    Yes, I'll try and give some breaks and try to better it.

    Quote Originally Posted by Deepbluediver View Post
    Also, some of the language you chose is very confusing; I would recomend proofreading and trying to use more standardized terms.
    Spoiler
    Show
    For example, you say "When he does he may fascinate 2d4HD of creatures since two of them cannot be more than 30 ft. apart. The targets can try a will saving throw to negate this effects with the DC of 11+fighter’s constitution score. It lasts for 2d4 rounds or it stops when the fighter stops his rhythmic movements."

    I had to read this at least twice before I was certain I understood it. It would be better to say "The fighter may fascinate up to 2d4HD worth of creatures within 100 ft, no two of which can be more than 30 ft. apart. Every creature may make a will save (DC=10+ the fighter's Con score) to resist the effect. The effect lasts until the fighter stops moving, but not more than a maximum of 2d4 rounds."

    That way even if the mechanics are complicated, at least people can understand what you want them to do.
    Yes, my English is not 100% and I'm aware of that. I'll accept your suggestion and I'll reread (again) to find anything else that may be confusing.

    And I thank you so very much for bringing this up.

    Quote Originally Posted by Deepbluediver View Post
    With regards to the overall class, the definition of "Tier 1" is that virtually every build has or can gain access to multiple abilities, any one of which can make it very hard for the DM to challenge that character with appropriate level enemies. Does your class have suceed at this test?
    It seems like you've tried to meet this benchmark by giving the fighter many at-will buffs, immunities, and spell like abilities. (also, you never say if any of these are supposed to be Extraordinary, SLA, or Supernatural effects) While you have suceeded at making a class that is more powerful, I'm not sure it feels very much like a Fighter, particular for certain roles such as the Diplomat. Your thread is titled "The might of weapons" but all this classes' best abilities seem to have very little to do with actually fighting. I could use a few of my bonus feats to take things like Improved Unarmed Strike and walk around pretending I'm a monk.
    Well, the class is supposed to be capable of fulfilling any kind of role as a Tier 1 would, regardless what the "fighter" is suposed to be, because the fighter is not supposed to be a tier 1.

    Let us see. A wizard is a tier 1. He can detect traps (with magic) a thing we don't think a stereotypical wizard should go around doing, for example. With magic a wizard may fulfill the role of the diplomat and it is a thing a wizard in its "supposed" role is not meant to do.

    Being a Tier 1 is being able to do things he is not supposed to do.

    And, finally, the Tier 1 fighter is also able to be a very good fighter, by choosing several tricks that cause damage (over what a normal fighter is able) with different kinds of energy and capable of causing several conditions additionally.

    He is able to take unnarmed feat and be like a monk (a monk is also a kind of fighter, a unnarmed fighter). But so could the original fighter, am I wrong?


    Quote Originally Posted by Deepbluediver View Post
    I'm also not convinced this a good target to aim for, since anything except another Tier 1 or 2 can very easily feel left out. Mechanically, why should I play a Barbarian, Rogue, or Ranger when this class will quickly eclipse them all?
    Well, it is a problem, really. This class was not made to be a serious thing, actually. But a match to the Tier 1s out there. This class was not meant to be friends with the tiers below. It was not even meant as a class to be played for real. It is a joke class.

    That said, I think a group with only T1 fighters may be a interesting sight, since these guys may take different trick trees, different feat trees and end up with very different characters with very distinct sets of abilities.

    Quote Originally Posted by Deepbluediver View Post
    P.S. Also don't repeatedly bump your post and beg for reviews; it's poor forum etiquette.
    I was not aware of that, and for this I am trully sorry and it won't happen again. But you may notice great length of time between the last few bumps I made. I was honestly sad because nobody was posting, because it was a thing I made and was pretty proud of it. And I know people on these foruns are really knowledgeable of all D20 things.

    And I really appretiate your criticism. Thank you very much.
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    Default Re: The might of the weapons - The Tier 1 Fighter [PEACH]

    As a character that permanently learns a limited number of "spells", no matter how powerful those "spells" may be, it's still a T2.
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    Default Re: The might of the weapons - The Tier 1 Fighter [PEACH]

    Flicker is correct, however, I must say that this is a very impressive attempt. This is the single most comprehensive and powerful tier 1 fighter attempt I've ever read. It's clear you put a lot of time and text into this fix, which is good because WotC put a hell of a lot more time and text into writing the wizard than they did the fighter.

    For suggestions, I find it odd that the Support fighter gets no healing until Regenerate. Healing is not overpowered, so I suggest you just tack CLW/CMW/CSW/CCW (but without the ability to harm undead) at the levels the cleric gets them, and just let the Support Fighter have more abilities per level than the other fighters (not unbalanced at all. He's giving up the ability to beast on people for 24 hours, he should get something out of it).

    I suggest you rename this thread, as until you do, all of the comments you're going to read are comments from disappointed PEACHers who wanted to see a Tier 1. Your guy is a fairly strong Tier 2 in my opinion (if not, he's the top of Tier 3 hands down), so be proud of it. Call it a Tier 3 fighter fix and no one will complain, instead they'll all post how impressed they are by it.

    A LOT of your instances of the term "DC" are written as "CD". That's very distracting and it's not at all good for the thread. It's confusing and it disrupts the flow of your thread.

    Fearless Slap Attack is freaking awesome. I love it.

    Specific Enemy and Flat-Footed are weaker but more damage-dealing versions of Sneak Attack and Favored Enemy. Totally fine. I like it. This fighter can take the place of all the other crappy melee classes, but that's fine because you could have four of these fighters in the same party and it would be a diverse and effective party (which is a clear sign of Tier 2 in my opinion).

    Trickster is awesome. It reminds me a lot of my Charlatan class. Using a bluff to convince a character that he is a monkey and then casting baleful polymorph is fantastic. But I suggest you go all the way with the flavor. Instead of the opponent making a Will save, make the fighter make a Bluff check and have the enemy oppose it with a Sense Motive check with a bonus equal to his/her HD. That actually makes the save easier (because skill checks are so easy to optimize) while making the mechanics fit with the fluff and it also mixes it up a bit and gives the Trickster stuff to do when the enemy has optimized saves.

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    Default Re: The might of the weapons - The Tier 1 Fighter [PEACH]

    Quote Originally Posted by Flickerdart View Post
    As a character that permanently learns a limited number of "spells", no matter how powerful those "spells" may be, it's still a T2.
    I'm sorry, but I can't understand why. I mean, I thought the Tier 1 is the guy who could take any role anywhere and master it with a little prep time.
    This fighter is able to do this. What keeps this little dude from Tier 1? Is it the name "fighter"?

    Quote Originally Posted by NeoSeraphi View Post
    Flicker is correct, however, I must say that this is a very impressive attempt. This is the single most comprehensive and powerful tier 1 fighter attempt I've ever read. It's clear you put a lot of time and text into this fix, which is good because WotC put a hell of a lot more time and text into writing the wizard than they did the fighter.

    For suggestions, I find it odd that the Support fighter gets no healing until Regenerate. Healing is not overpowered, so I suggest you just tack CLW/CMW/CSW/CCW (but without the ability to harm undead) at the levels the cleric gets them, and just let the Support Fighter have more abilities per level than the other fighters (not unbalanced at all. He's giving up the ability to beast on people for 24 hours, he should get something out of it).
    I thought it for a time... I didn't want to give him a healing role. Initially I thought on putting a trick that could heal proportionally to the fighter level (as the damage bonus). I might have forgotten.

    Quote Originally Posted by NeoSeraphi View Post
    I suggest you rename this thread, as until you do, all of the comments you're going to read are comments from disappointed PEACHers who wanted to see a Tier 1. Your guy is a fairly strong Tier 2 in my opinion (if not, he's the top of Tier 3 hands down), so be proud of it. Call it a Tier 3 fighter fix and no one will complain, instead they'll all post how impressed they are by it.
    I ask the same thing. Why is he not a tier 1? What would make it a tier 1?

    Quote Originally Posted by NeoSeraphi View Post
    A LOT of your instances of the term "DC" are written as "CD". That's very distracting and it's not at all good for the thread. It's confusing and it disrupts the flow of your thread.
    I have to ask your forgiviness on this. In my native language it is written CD (classe de dificuldade), that is why it happens.

    Quote Originally Posted by NeoSeraphi View Post
    Fearless Slap Attack is freaking awesome. I love it.
    Thank you, I liked that as well.

    Quote Originally Posted by NeoSeraphi View Post
    Specific Enemy and Flat-Footed are weaker but more damage-dealing versions of Sneak Attack and Favored Enemy. Totally fine. I like it. This fighter can take the place of all the other crappy melee classes, but that's fine because you could have four of these fighters in the same party and it would be a diverse and effective party (which is a clear sign of Tier 2 in my opinion).

    Trickster is awesome. It reminds me a lot of my Charlatan class. Using a bluff to convince a character that he is a monkey and then casting baleful polymorph is fantastic. But I suggest you go all the way with the flavor. Instead of the opponent making a Will save, make the fighter make a Bluff check and have the enemy oppose it with a Sense Motive check with a bonus equal to his/her HD. That actually makes the save easier (because skill checks are so easy to optimize) while making the mechanics fit with the fluff and it also mixes it up a bit and gives the Trickster stuff to do when the enemy has optimized saves.
    I didn't want to make skill checks because it is a thing written in stone. If you take several of those to optimize to be a great trickster you won't be able to be an awesome diplomat tomorrow, or things like this.

    That all said I have to add that I have very very very little time to work this because I have a new job now and I won't be able to be as frequent on this forum as I was...

    So changes may take long time...

    EDIT: Oh, my! You were so right. There was CDs plaguing all over the place like a disease! Over 10 of those on each post and I thought I have excised them before posting the text.
    Last edited by lorddrake; 2012-10-07 at 05:45 PM.
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    Default Re: The might of the weapons - The Reworked Fighter [PEACH]

    I worked on making it a less 'wall-of-text' in the first two roles. I'll be working on the others soon.

    Any comments and criticism is appretiated, as always.
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    Default Re: The might of the weapons - The Reworked Fighter [PEACH]

    This is going in the right direction. My problems with it are primarily conceptual and organizational:

    Too Much Stuff: You have a set of feats from 10 books, a series of 6 20-part class features, and a separate set of floating class feature selectable by all fighters. One of those is enough for a single class, having three is too much.

    Too Much Fighting: A fighter can easily stomp all over fights if he wants to, but one of the big problems with the fighter going past T4 is class-granted utility. But you give the fighter the ability to circumvent physical obstacles, bypass magic traps, scout, craft, and/or diplomacize without hypnotizing dudes.

    Too Much Magic: The fighter's class abilities are based on SLAs, which is a fine thing to do when you want to make him strong. But giving him the "shielding" ability that grants +4 AC for 1 min/lvl makes it very blatantly obvious that you're copypasting spells out of the PHB. And every time I notice that, I think about how this is a reskinned mage and not a fighter.

    In addition to that, the fighters bonus feats include Deformity feats, dragon heritage feats, and his tricks involve making your weapons glow and shoot acid. In the end, he just feels like an (Ex) mage with a sword.
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    Default Re: The might of the weapons - The Reworked Fighter [PEACH]

    First of all I appretiate you taking some time to respond here. Thank you. =D

    Quote Originally Posted by Just to Browse View Post
    This is going in the right direction. My problems with it are primarily conceptual and organizational:

    Too Much Stuff: You have a set of feats from 10 books, a series of 6 20-part class features, and a separate set of floating class feature selectable by all fighters. One of those is enough for a single class, having three is too much.
    I don't think I quite agree on this one. I mean, if this Fighter wants to be on par with other heavy-weight Tier 1's and 2's, it needs more of those habilities and powers. Some people above already mentioned that I could not accomplish Tier 1 god-like powers with this Fighter as is, so I guess removing customization (feats and tricks) or specialization (roles) will decrese naturally its powers and versatility (declining this class to higher tiers even more).

    Quote Originally Posted by Just to Browse View Post
    Too Much Fighting: A fighter can easily stomp all over fights if he wants to, but one of the big problems with the fighter going past T4 is class-granted utility. But you give the fighter the ability to circumvent physical obstacles, bypass magic traps, scout, craft, and/or diplomacize without hypnotizing dudes.
    I'm sorry. I didn't quite understand this topic. Are you saying that the fighter should not do these things? I mean, sorcerers could ignore traps in several different ways and still put up a fight and they are nothing to a versatility of a mage. If it is about martial prowess, well, cleric and druid say hello.

    Quote Originally Posted by Just to Browse View Post
    Too Much Magic: The fighter's class abilities are based on SLAs, which is a fine thing to do when you want to make him strong. But giving him the "shielding" ability that grants +4 AC for 1 min/lvl makes it very blatantly obvious that you're copypasting spells out of the PHB. And every time I notice that, I think about how this is a reskinned mage and not a fighter.

    In addition to that, the fighters bonus feats include Deformity feats, dragon heritage feats, and his tricks involve making your weapons glow and shoot acid. In the end, he just feels like an (Ex) mage with a sword.
    I understand what you mean and you are quite right. I started this originally as a joke - a fighter who can bend the universe with willpower and weapon prowess etc. This is the concept of this Fighter. He seems like a mage (and has many similarities to the concept of a mage) on purpose.
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    Default Re: The might of the weapons - The Reworked Fighter [PEACH]

    I really only have one thing to say about this, and that is that my inner storyteller/writer is cringing at the name "Tier One Fighter". It's just so meta-gamy I can't stand it.
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    Default Re: The might of the weapons - The Reworked Fighter [PEACH]

    Quote Originally Posted by Erberor View Post
    I really only have one thing to say about this, and that is that my inner storyteller/writer is cringing at the name "Tier One Fighter". It's just so meta-gamy I can't stand it.
    I understand what you mean. This class, though, was not meant to be a serious rework of the Fighter. Really it is meant as a joke (or a sort of game I made myself play).

    Sometimes we need characters meaningful, with a story behind. This is not this special case. It was an attempt at achieving a Tier 1 who would somehow be silly (bending the reality with its muscles and weapons) and powerful and versatile enough to be up against the true horrors out there (wizard, druid and cleric) even though I apparently failed at delivering a true tier 1.

    I am still proud of this silly concept, though. But this is as it is. A silly, funny concept.
    "Evil is so passè, I prefer to be thought of as just a genius."


    Homebrew - The awesome Tier 1 Fighter!

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