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| Ezell Pike02-19-07, 02:50 PM | Adventuring Fighter Requirements: Climb 4 ranks, Jump 4 ranks, Great Fortitude, Blind Fighting, Weapon Focus (any), Weapon Specialization, Athletic BAB : +5 HD: d10 Skill points per level 6 + int BAB: Full Saves: Good Fort Class Skills: Balance, Climb, Craft, Decipher Script, Escape Artist, Jumping, Listen, Ride, Swimming, Use Rope 1st: Natural Athlete, Disease Immunity 2nd: Deadly Swing x2 3rd: Blindsight, Surefooted 4th: Deadly Swing x3 5th: Advanced Mobility, Bonus Feat 6th: Deadly Swing x4 7th: Poison Immunity, Double Jointed 8th: Deadly Swing x5 9th: Threatening Presence, Erratic Charge 10th: Planned Assault Natural Athlete: Take 10 on skill checks involving Climb, Swim, or Jump even when threatened Disease Immunity: Gain Immunity to nonmagical diseases. Deadly Swing: As a standard action or as part of a charge inflict greater damage. ( as always with a critical hit if you double x3 it becomes x4 and so on) Blindsight: Gain Blindsight, for a number of rounds equal to your character level + your Fortitude save bonus. Does not need to be continuous. IE you may use 3 rounds now and use the rest later. Surefooted: Move normally over uneven terrain, may use charge through rough terrain. Gain +4 on balance checks. May use balance check to avoid being tripped. Advanced Mobility: Gain movement rate of 20’ when swimming or climbing retain Dex bonus when climbing or swimming and may attack without penalty for doing so. Bonus Feat: Gain bonus feat from the fighter list. Poison Immunity: Gain immunity to natural and alchemical poisons. Double Jointed: When making an Escape Artist attempt (even while grappled) roll twice and use the highest result. Threatening Presence: Allies gain bonuses as if flanking whenever they attack an opponent that you threaten. Erratic Charge: Change direction during charge. Charge up vertical surfaces. Planned assault: Make an attack at your highest base attack bonus as an immediate action. Only targets that you were aware of at the beginning of the round can be affected. |
| Ghenesh02-22-07, 11:09 AM | Sounds like a cool concept... but, what has Deadly Swing to do with an adventurer warrior? I would remove the feature entirely as it makes the class overpowered, heck i would take 8th levels in this class just to get Deadly Swing x5... it's simply broken. The rest of the features are good but need better wording and a table with features per level. Blindsight is a bit off, should be based off class level + Con modifier turns. Besides I would add good reflex save, another fighter bonus feat and the Evasion class feature. Maybe this fits better what and Adventuring Fighter should be: Adventuring Fighter Prerequisites: Base Attack Bonus: +4 Skills: Climb 4 ranks, Jump 4 ranks, Swim 4 ranks. Feats: Blind Fighting, Weapon Focus (any), Weapon Specialization (any), Athletic, Alertness. Special: Trapfinding special feature. Game Rule Information: Hit Die: d8. Class Skills (key ability): Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Open Lock (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str) and Tumble (Dex). Skill Points at each additional level: 6 + Int modifier Table 1: The Adventuring Fighter Fort Ref Will Level BAB Save Save Save Special 1st +1 +2 +2 +0 Natural Athlete 2nd +2 +3 +3 +0 Disease Inmunity, Evasion 3rd +3 +3 +3 +1 Fighter Bonus Feat, Surefooted 4th +4 +4 +4 +1 Blindsight 5th +5 +4 +4 +1 Advanced Mobility 6th +6 +5 +5 +2 Fighter Bonus Feat, Poison Inmunity 7th +7 +5 +5 +2 Double Jointed 8th +8 +6 +6 +2 Improved Evasion 9th +9 +6 +6 +3 Fighter Bonus Feat, Erratic Charge 10th +10 +7 +7 +3 Planned Assault I removed "Deadly Swing" and "Threatening Presence" cause I didn't liked them XD. Note that i added 2 extra fighter bonus feats. By the way, this should be on the Prestige Classes forum... i think |