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| JimProfit02-19-08, 03:00 AM | My sortof attempt to bring the 4th edition classes to 3.5 early, mindyou this is entirely speculation and an attempt to revert rumored 4th edition classes to 3rd edition rules, but here goes something. *FIGHTER* http://upload.wikimedia.org/wikipedia/en/5/5d/Fighter_Final_Fantasy.png Hit Die: d12. BAB: Good Saves: Fortitude Good, Reflex Poor, Will Poor. Skill Points At 1st Level: (2 + Intelligence modifier) x 4. Skill Points At Each Additional Level: 2 + Intelligence modifier. Skills: Any six plus craft (int). Weapon/Armor Proficiencies: All simple weapons, martial weapons, and exotic weapons, all armor, and all shields. Starting Gold: 2d12 x 100 gp. 1) Weapon Sage* *Depending on the weapon group you picked, (simple, martial, or exotic) you gain differant abilities from level 1 to level 20. Weapon Group (Simple): 1: Defensive Stance 1/day 2: Improved Control +1 3: Damage Reduction /1 4: Defensive Stance 2/day Canny Fighting +1 5: Enhance Weapon +1 6: Defensive Stance 3/day Damage Reduction /2 Improved Control +2 7: Throw Anything 8: Defensive Stance 4/day Canny Fighting +2 9: Damage Reduction /3 10: Enhance Weapon +2 11: Bonus Feat Improved Control +3 12: Defensive Stance 5/day Damage Reduction /4 Canny Fighting +3 13: Bonus Feat 14: Bonus Feat 15: Damage Reduction /5 Enhance Weapon +3 16: Defensive Stance 6/day Canny Fighting +4 Improved Control +4 17: Bonus Feat 18: Damage Reduction /6 19: Bonus Feat 20: Defensive Stance 7/day Enhance Weapon +4 Canny Fighting +5 Defensive Stance (Ex): When he adopts a defensive stance, a fighter gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a fighter cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the fighter must make a fortitude save DC 20 or is is winded and takes a -2 penalty to Strength for the duration of that encounter. A fighter can only use his defensive stance a certain number of times per day as determined by his level. Using the defensive stance takes no time itself, but a fighter can only do so during his action. Improved Control (Ex): You gain a +1 on all attack rolls with simple weapons at second level, then an additional +1 at sixth, eleventh, and sixteenth level. Damage Reduction (Ex): You gain damage reduction as indicated by the amount of the appropiate level. Enhance Weapon (Ex): All simple weapons deal an additional amount of damage equal to the amount indicated for that level. Canny Fighting: At 4th level and every four levels there after canny fighting increases your AC bonus by +1. Throw Anything (Ex): At 7th level you can throw any simple weapon, even if the weapon is not normaly a throwing weapon as though it were. Weapons thrown this way are treated as followed: 1d8 crit: 20 multiplyer: x2 Bonus Feats: 11th, 13th, 14th, 17th, and 19th level you gain a bonus feat. These feats can be from any [General] category. Weapon Group (Martial): 1: Improve Armor +1 2: Improved Reaction +2 3: Bonus Feat 4: Improved Armor +2 5: Improved Reaction +4 6: Precise Strike +1d6 7: Bonus Feat 8: Improved Armor +3 9: Bonus Feat 10: Damage Reduction /3 11: Bonus Feat 12: Improved Armor +4 Precise Strike +2d6 13: Bonus Feat 14: Bonus Feat 15: Bonus Feat 16: Improved Armor +5 17: Bonus Feat 18: Precise Strike +3d6 19: Bonus Feat 20: Improved Armor +6 Improve Armor (Ex): As indicated at the appropiate level, as long as you are wearing armor, you gain additional AC bonus as indicated at the appropiate level. Improved Reaction (Ex): At second level you gain a +2 bonus to innitiaitve checks, at fifth level this bonus increases to +4. Precise Strike (Ex): At sixth, twelvth, and eighteenth level, you increase all damage dealt with martial weapons by +1d6. Damage Reduction (Ex): At tenth level you gain damage reduction of 3. Bonus Feat: 3rd, 7th, 9th, 11th, 13th, 14th, 15th, 17th, and 19th level you gain a bonus feat. These feats can be from any [General] category. Weapon Group (Exotic): 1: Favored Enemy +2 2: Bonus Feat 3: Bonus Feat 4: Second Favored Enemy 5: 6: Devestating Attack 1/day 7: Favored Enemy +4 8: 9: 10: Third Favored Enemy 11: 12: Devestating Attack 2/day 13: Fourth Favored Enemy 14: 15: 16: Fifth Favored Enemy 17: 18: Devestating Attack 3/day 19: Favored Enemy +8 20: Devestate The Enemy Favored Enemy (ex): At 1st, 7th, and 19th level you gain a bonus on all checks, (saving throws, attack rolls, damage rolls, grapple checks, etc) as indicated by the appropiate level against your favored enemy. Bonus Feat: Gains a bonust feat at second and third level. You may choose any [General] category as a bonus feat. Additional Favored Enemies (ex): At fourth, tenth, thirteenth, and sixteenth level you gain additional favored enemies to add to your list. Devestating Attack (ex): A number of times per day as indicated by the level, you can declare a devestating attack with an exotic weapon. The opponent must make a fortitude save (will save if undead or construct) DC 5+fighter level+charisma modifier (no less then 0). If they fail, the foe immideatly dies. Devestate The Enemy (ex): As long as you use an exotic weapon on one of your favored enemies, they have to make a fortitude save (will save if undead or construct) DC 5+fighter level+wis modifier (no less then 0) or drop to -1hp. |
| Leo02-19-08, 01:46 PM | You do realize that in 4e all classes will have abilities per ecounter, and your class hasn't got a single. Also the fighter will be a defender, so giving him the ability to kill enemies in one strike really doesn't fit the idea of defender. Actually, killing enemies in a single strike doesn't fit 4e at all. Save or dies are gonna die in the new edition. |