Warrior Class Remakes

The homebrew forum

Moderator: Moderators

Post Reply
User avatar
JonSetanta
King
Posts: 5525
Joined: Fri Mar 07, 2008 7:54 pm
Location: interbutts

Warrior Class Remakes

Post by JonSetanta »

Warriors

Class Feats
• 3 feats +1 feat per level instead of normal class abilities
• Feats for each level and lower may be gained or swapped out depending on requirements met


BARBARIAN

Pure Muscle (Ex): The character adds their Base Attack Bonus as a racial bonus to Strength, and every even point of Base Attack Bonus as a racial bonus to Constitution.
Ability score adjustments from this ability do not stack with racial and enhancement bonuses.

Tremorsense (Ex): Level 3+. Distance is +60 feet each time this ability is taken.

Damage Reduction (Ex): Reduce damage taken from non-energy sources by an amount equal to half the character's level, rounded down. If a weakness to magic weapons or single alignment is added, increase the DR by 5 to a maximum value equal to the character's level.

Battle Spirit (Ex): Maneuver (Stance). This feat grants two stances, either of which is active as long as the character is conscious and spends a Swift action at the beginning of each round. Each stance activation lasts until the beginning of the next round and only one stance may be used in any given round.
Calm Stance: Gain +1 Competence bonus to AC and Reflex saves, and +2 Spot and Listen checks, for every 5 levels (levels 1, 6, 11, and 16).
Rage Stance: Gain +2 Competence bonus to attacks and damage, and reduce all damage taken by 2, for every 5 levels.

Wallbreaker (Ex): Level 5+. The character may shatter any section of a barrier with a single melee attack, destroying a section as large as the space a character takes up. The Strength DC to do so is the Open Stuck Doors DC -4. Barriers created by magical effects use the DC of the effect.

Greater Battle Spirit (Ex): BAB 11+. Add the following benefits to Battle Spirit stances;
Calm Stance: Gain Fast Healing +1 for every 5 levels, and can not be flanked.
Rage Stance: Immune to Mind-Affecting effects and Precision damage.

Fast Healing (Ex): Level 3, Constitution 19+. Heal 1 HP at the end of every 10 rounds. At level 6 increase the healing to 1 HP every round. Gaining this ability again increases the healing amount by 1 each time.

Regeneration (Ex): Level 8, Fast Healing 3, Constitution 23+. Convert all damage to nonlethal except from fire or acid. Limbs may be reattached or grow back after 3d6 minutes.

Scent (Ex): Survival 4 ranks.

Blood Purge (Ex): Maneuver (Boost). By spending HP on the character's turn they may remove hostile status conditions, one at a time.
-5 hp:
1 point of Ability Damage
Dazed
Fatigued
Sickened
-10 hp:
Exhausted
Nauseated
Poisoned
Stunned
-20 hp:
1 Negative Level
Blinded
Deafened
Diseased



FIGHTER

Power Attack (Ex): STR 13+ or CON 13+. BAB 1+. For each limb used on a melee or thrown weapon, add +1 more damage of the same physical type for every odd point of Base Attack. Taking this ability again increases the damage. This ability may not be taken more than once every odd level.

Stunning Strike (Ex): Maneuver (Boost). DEX 13+ or WIS 13+. By spending a Swift Action, until the end of the round each critical hit confirmed by the character within 60 feet may cause Stun to the target for no more than 1 round. The Swift action may be spent after attack roll is made.

Cleave (Ex): Maneuver (Strike). STR 13+. Whenever one of your melee attack actions hit you may spend a Swift action to attack again.

Great Cleave (Ex): Maneuver (Strike). Cleave, STR 15+. Whenever one of your melee attack actions hit you may spend a Swift action to deal an equal amount of damage to all opponents within reach that have equal or lesser AC.

Weapon Specialization (Ex): BAB 4+. For a single attack in each round all damage for one type of weapon is maximized. At BAB 12+, all damage for that type of weapon is maximized.

Perfect Strike (Ex): Maneuver (Strike). BAB 8+. Instead of making a Full Attack for the round, one attack is made that doesn't miss (still roll for concealment) and deals maximum and double damage. If more than one weapon is held, add the damage for both as if a single weapon. Roll for critical regardless. At BAB 16+ the attack doesn't miss, ignores concealment, hits incorporeal targets, and deals maximum and triple damage.

Whirlwind Attack (Ex): Maneuver (Boost). BAB 6+. By spending a Swift action, all further melee attacks made in the same round consider any or all opponents within reach as a single target. Use the highest AC of all opponents involved, +1 for each other opponent included. If any attack hits this adjusted AC, all opponents involved are hit for the same damage. The Swift action may be spent after attack roll is made.

Kinetic Force (Ex): Maneuver (Boost). BAB 4+. By spending a Swift action, all further melee attacks made in the same round gain +5 feet reach for every point of BAB. Damage dealt becomes Force type.

Lunge (Ex): STR 15+ or DEX 15+. BAB 6+. Add half the character's land movement distance to their reach. By spending a Swift action after one of the character's melee attack actions is resolved, the character may move in to the targeted space.

Intercepting Charge (Ex): Maneuver (Boost). BAB 11+. The character may Run in a straight line and make a Full Attack action as a Charge.

Penetrating Jab (Ex): BAB 6+. By spending a Move action the character ignores DR for 1 round against a single target or group. If the target is within Medium range they may be attacked once in the same round by a single melee touch attack at range.

Cut Space (Ex): BAB 6+. By spending a Move action the character may Teleport up to a Medium distance with up to a Heavy load carried.
At BAB 9+ the character may Teleport up to 1 mile per BAB to any familiar location or within line of sight.
At BAB 14+ the character may Teleport to a familiar location at any distance.

Sonic Barrier (Ex): BAB 6+. By spending a Move action the character grants full cover to their self and all allies within reach for 1 round. All enemies within the same distance are denied cover for 1 round.




RANGER

Multiweapon (Ex): By taking a -4 penalty to all attacks made in the round, the character gains one extra attack with a secondary limb for each attack granted by high Base Attack Bonus in a Full Attack action. Additional limbs beyond a single secondary limb are granted only one attack each. Each limb holding a light weapon reduces its attack roll penalty by 2. Alternately the character may add two or more weapon damage totals together as if a single weapon at any time they take a -4 penalty and either make an Attack of Opportunity or spend a Swift action before attacking, but not as an extra attack granted by the Multiweapon feat.

Favored Enemy (Ex): As the Ranger ability, but any selected type may be re-chosen after training for a season (12 weeks) cumulative time. Subtypes need not be chosen, but if such a focus is selected twice, double all bonuses applied. Physical attacks made against favored enemies deal an extra 1d6 Precision damage (or 1d6+3 against a specific subtype).

Hide in Plain Sight (Su): Maneuver (Boost). Hide 15 ranks. By spending a Swift action, the character may gain total concealment and become Invisible as the spell for 1 round, as long as no aggressive action is made.

Woodland Stride (Su): As the Ranger ability, but the character also gains +30 Enhancement bonus to movement of any type while in natural environments.

Impale (Ex): Each time a critical is scored by the character with a Piercing weapon the target is Slowed until they spend a Move action and lose 5 HP, removing the impaling weapon. The Piercing weapon may not be used while Slow condition is applied to the target in this way but may be regained at the end of the round once the weapon is removed.


ROGUE

Sneak Attack (Ex): DEX 13+ or INT 13+. Whenever an opponent denied their Dodge bonus is hit with an attack within 60 feat you may add 1d6 Precision damage. Taking this ability again increases the Precision damage by 3 each time. This ability may not be taken more than once every odd level.

Mobility (Ex): DEX 13+. Each time the character takes a Move action they gain +4 Dodge bonus to AC until the beginning of the next round.

Reslayer (Ex): The character ignores critical hit immunity and Precision resistance of Undead beings.

Unmaker (Ex): The character ignores critical hit immunity and Precision resistance of Construct beings.

Trapsense (Ex): The character knows of the presence and direction of all traps and actively hostile intent from Construct beings within 60 feet.

Boomerang Trick (Ex): DEX 13+ or INT 13+, BAB 4+. Every weapon thrown by the character gains the Returning property (see the DMG section on weapon Special Abilities), and doubles its range increment.

Flashstep (Ex): Maneuver (Boost). DEX 13+, BAB 5+. The character may make a Move action as an Immediate Action, but lose the next Move action or 5-foot step they would be allowed to make later in the same round.

Wraith Strike (Su): Maneuver (Boost). WIS 13+ or CHA 13+, BAB 7+. By spending a Swift action the next attack made ignores Armor bonuses. The Swift action may be spent after attack roll is made.

Unseen Strike (Ex): Maneuver (Boost). STR 13+ or DEX 13+, BAB 5+. By spending a Swift action the next attack made ignores Dodge bonuses. The Swift action may be spent after attack roll is made. This does not make the target flat footed.

Death Strike (Ex): Maneuver (Boost). DEX 15+ or INT 15+, Level 11+. Every time a critical hit is confirmed, a Swift action may be spent. If so, a target hit by the critical must make a Fortitude save against the attack roll or become Nauseated for 1 round and take an additional +5 Precision damage per level.

Improved Flashstep (Ex): Maneuver (Boost). DEX 15+, BAB 10+. The character may make a Move action and a single attack as an Immediate Action, but lose the next Move action or 5-foot step they would be allowed to make later in the same round, as well as one attack action.

Quickness (Ex): DEX 15+, BAB 5+. The character is permanently Hasted as by the spell effect. These bonuses and extra action do not stack with the Haste spell.

Outmaneuver (Ex): Maneuver (Boost). DEX 13+, BAB 3+. By spending a Swift action, a single target within reach of the character is flat footed against your attacks until the beginning of the next round if they fail a Reflex save against DC 10 +1/2 level +DEX of the attacker.

Hide In Shadow (Ex): Hide 8 ranks. The character may make Hide checks while under concealment even without anything to hide behind.


UNIVERSAL

Master Grip (Ex): The character is considered one size larger for the purpose of wielding melee and thrown weapons. This feat may be taken no more than 1 +1 times every 5 levels (1, 6, 11, 16, etc).

Enhanced Weapon (Su): The character's melee, thrown, and ranged attacks and damage gain a +1 enhancement bonus and another +1 every 4 levels (5, 9, 13, and 17). At level 8 such attacks add the character's alignment(s) to the damage type. The character glows with light out to 20 foot radius while the enhancement bonus is active.

Enhancing Touch (Su): All magical weapons used by the character gain weapon Special Abilities from the DMG of a combined modifier value up to +1 bonus and another +1 every 4 levels (5, 9, 13, and 17). The abilities may be swapped out after each sleep period.

Improved Action (Ex): The character gains +1 Swift action in a round for every 5 levels (1, 6, 11, and 16). Spending 2 Swift actions allows a reroll on a failed save, while spending 3 Swift actions allows a reroll on a failed attack.

Deflect (Ex): Maneuver (Counter). STR 13+ or DEX 13+, BAB 2+. As a Swift, attack, or Immediate action (that takes one of your next attacks) when you would normally be hit with a physical attack, you may deflect it with a weapon, shield, or trained unarmed strike so that you take no damage from it.
Make an attack roll against the opponent's attack bonus + 10 (if using a shield then add its AC bonus to the roll) and if you win or tie then the attack is deflected. You must be aware of the attack and not flatfooted. Attempting to deflect an attack counts as Immediate Action, but deflecting additional attacks requires readied attack actions.
Ranged weapons larger than the character can't be deflected unless the character has at least 21 Strength
Ranged attacks (rays and magical objects) generated by spell effects can’t be deflected unless the character has Spell Resistance.

Improved Deflect (Ex): Deflect, BAB 6+. As Deflect but if the opposed attack roll wins the object can be caught and held by any free hand. If the attack is opposed by your roll by 10 or more, it can be retargeted within the same range. Multiple attacks in the same round coming from a single opponent or group of opponents may be deflected using one action per source.

Block (Ex): Maneuver (Counter). STR 13+ or CON 13+. As an Immediate action that takes one of the attack actions in the character's next turn, roll damage as normal for a melee attack. You reduce damage equal to the damage 'dealt' against all attacks and effects dealt to chosen targets within your reach, until the beginning of the next round. If multiple damage rolls are attempted use the highest total.

Spell Resistance (Ex): Level 3. Gain SR equal to 10 + CHA modifier + level.

Guardian (Ex): Opponents hit with melee attacks are denied Attacks of Opportunity and further movement for 1 round, and can not attack anyone other than the character for 1 round.
At level 6+, opponents hit may be forced to move back to their original position (or as close as possible) from the beginning of their move action.
At level 11+, opponents within reach of the character not attack anyone other than the character until the beginning of their next turn in which they are out of reach.
At level 16+, opponents hit with a confirmed critical by the character are Paralyzed until the beginning of their next turn.


MULTIFEATS

Archery (Ex): requires Point Blank Shot feat
BAB 1+: Precise Shot feat and Rapid Shot feat
BAB 6+: Manyshot feat
BAB 11+: Improved Precise Shot feat and Far Shot feat
BAB 16+: Storm of Throws feat [Epic] and Swarm of Arrows feat [Epic]

Antimagic (Ex):
BAB 1+: +2 Resistance bonus to all saves and AC against magic
BAB 6+: +5 Resistance bonus to all saves and AC against magic
BAB 11+: +10 Resistance bonus to all saves and AC against magic
BAB 16+: constant Antimagic Field effect with a range of Self (can be suppressed)

Multiweapon (Ex): (version 2)
BAB 1+: Two-Weapon Fighting feat and Multiweapon Fighting feat
BAB 6+: Improved Two-Weapon Fighting feat and Improved Multiweapon Fighting feat
BAB 11+: Greater Two-Weapon Fighting feat and Greater Multiweapon Fighting feat
BAB 16+: Perfect Two-Weapon Fighting feat and Perfect Multiweapon Fighting feat
Last edited by JonSetanta on Sun Dec 19, 2010 6:47 pm, edited 2 times in total.
The Adventurer's Almanac wrote:
Fri Oct 01, 2021 10:25 pm
Nobody gives a flying fuck about Tordek and Regdar.
Post Reply