New PrC: The Fantasy Fighter (Back from the Grave!!!) [Archive] - Wizards Community

Post/Author/DateTimePost
Ultima0071

08-14-07, 12:47 PM
Fantasy Fighter

http://fc02.deviantart.com/fs11/i/2006/228/7/e/Fantasy_fighter_III__Valkyrie_by_AngELof REbellion.jpg

“He just stood there, as still as a block of wood, for a couple of seconds. Then with sword raised, he attacked! One hit, two hits, three hits…twenty-five hits…thirty-nine hits in a row!”
-Fergo Therns discussing the recent sighting of a fantasy fighter using his combo.

The fantasy fighter is a very skilled swordsman with tons of raw potential. She usually is an ex-fighter who realized she could train in different, yet better ways. Unlike other physical classes, the fantasy fighter can use long distances to her advantage as well as short distances. She can unleash her raw potential in the form of energy to devastate her opponents.
Hit Die: d10

Requirements
To qualify to become a fantasy fighter, a character must fulfill the following criteria.
Race: Human
Alignment: Any Chaotic
Feats: Weapon Specialization (Greatsword)


The Fantasy Fighter

Level BaB Fort Ref Will

1st +1 +2 +0 +0
2nd +2 +3 +0 +0
3rd +3 +3 +1 +1
4th +4 +4 +1 +1
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3


Level Special

1st Fighter Ability
2nd Fighter Ability
3rd Sword
4th Fighter Ability
5th Fighter Ability
6th ----------
7th Fighter Ability
8th Fighter Ability
9th Blade
10th Combo



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

Armor and Weapon Proficiencies: Fantasy fighters gain no proficiency with any weapon or armor.

Fighter Ability: A fantasy fighter, as she advances, gains superior and mystical abilities. These abilities test the fighter’s full abilities and extend them far past her limitations.

Rush (Ex): A fantasy fighter can charge at an opponent and knock them back. This is exactly like bull rush except, if successful, knocks back the opponent 5 ft. per fantasy fighter level.

Wild Swing (Ex): A fantasy fighter can perform an amazing spinning attack damaging nearby opponents. He automatically gains the Whirlwind Attack feat. Because of the extreme strain it puts on your body, the fantasy fighter must at least level 5.

Beatdown (Ex): A fantasy fighter can give transfer some of her energy to her weapon and can attempt to deal massive damage with it. This attack deals an additional 1d4 for every 2 levels of Fantasy Fighter. This ability requires the Fantasy Fighter to sacrifice 1d4 points of temporary strength damage per use. This ability cannot be used if the fighter is fatigued or dazed. Warning: If the fighter has a temporary strength score above his normal one he takes 1d4 permanent strength damage.

Blitz (Ex): A fantasy fighter can study her opponent and gain an increased hit because of it. It takes one round to study an opponent. After studying, a fantasy fighter gains a +10 to all attack rolls against that opponent for 1 turn.

Air Render (Ex): A fantasy fighter can build up her aggression then release it in the form of energy from up to 30 ft. away. To use this attack a fantasy fighter must have a Line of Sight with her target. A fantasy fighter can take a standard action to deal 1d10 wind damage + 1d4 force damage for every two levels attained in fantasy fighter.

Far Fist (Ex): A fantasy fighter can build up aggression then release it in the form of energy up to 40 ft. away. To use this attack a fantasy fighter must have a Line of Sight with her target. A fantasy fighter can take a standard action to deal 1d8 wind damage + 1d6 force damage for every three levels attained in fantasy fighter. This attack also deals 1d6 wind damage to any opponents within 5 ft. of the target.

Air Blast (Ex): A fantasy fighter can spin her weapon with such force that it creates a small whirlwind. This attack is in the form of a full cone and does 1d8 wind damage for every two levels in fantasy fighter. This is a full round action.

Backdraft (Ex): A fantasy fighter can release her aggression in the form of a fiery blast. This is attack is in the form of a line (30 ft.) and does 1d8 fire damage for every two levels in fantasy fighter. This is a full round action.

Strikeback (Su): A fantasy fighter can attempt to stop and counter physical attacks. If an opponent attacks the fantasy fighter with a physical attack (non-ranged) she can attempt to make a reflex save (DC 15 + opponents strength modifier). If the reflex save is made, the attack misses and she gains an attack of opportunity against the attacking opponent. This ability can only be used a number of times equal to her dexterity modifier per day. After she has used all her Strikebacks for that day she becomes fatigued for 1d4 hours.

Sword: At 3rd level a fantasy fighter further increases her training thus granting her new abilities. She automatically receives the feats below without having to meet the prerequisites.

Greater Weapon Focus (Greatsword)
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus.

Blade: At 9th level a fantasy fighter increases her training by such a huge amount that she automatically receives new abilities. She automatically receives the feats below without having to meet the prerequisites.

Greater Weapon Specialization (Greatsword)
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization.

Combo: At 10th level a fantasy fighter has completed her training and gains the superior combo. Once per day a fantasy fighter can unleash this devastating attack on one of her foes. She is able to make a full-round action to attempt to strike an opponent. She can make a number of attacks equal to 1/4 her level. All attacks including normal ones are at full BaB. Each extra attack gets a -2 cumulative penalty (-2, -4, -6, -8, -10). The combo ends if she gets a natural 1 on her attack roll. She does not take any other effects from the roll. This ability cannot be used if the fantasy fighter is fatigued or if she has taken any strength damage.

Combo Attacks
Extra Attack BaB
1 -2
2 -4
3 -6
4 -8
5 -10
Ultima0071

08-14-07, 12:47 PM
3rd Prestige Class ^_^ Please PEACH
arderkrag

08-14-07, 12:59 PM
If amesomesauce were a real food group, this class would be the picture on the food chart.
Ultima0071

08-14-07, 01:37 PM
If amesomesauce were a real food group, this class would be the picture on the food chart.

??? Sorry I don't know what amesomesauce is lol. Repeat in a more "english" mannor?
deshrimp

08-14-07, 02:25 PM
I hope your ready, cause here is a major PEACH. As this stands now, I would dip into this class just for a couple of abilities, then get out. Especially when I use my Tank Fighter prestige class also. I would really hand out the damage.

Rush (Ex): A fantasy fighter can charge at a target, and with a successful hit, can knock them back 5 ft. per fighter level. This attack does normal weapon damage. ok, kinda like a bull rush only more distance. He obviously must charge at the opponent.
Wild Swing (Ex): A fantasy fighter can swing herself in a circle and can attempt to attack every target within 5 ft. of her. This attack does normal damage but has a -4 to each attack.This is slightly weaker than the whirlwind feat. Only difference is the -4 to attack. Also is this a full attack ability thus using all his attacks that round or not?
Beatdown (Ex): A fantasy fighter can give transfer some of her energy to her weapon and can attempt to deal massive damage with it. This attack does 4x the normal damage but has a -10 to hit. The fighter also looses 1d4 temporary strength points.This is a bit overpowered. 4x? and he can do this multiple times? Yea there is a penalty of -10 to hit and the str loss. Assume the fighter is backed by a cleric who cast bulls strength, so the first loss of str really isnt a loss then. Then he casts true strike +20 to hit. The -10 isnt really a loss either.
Also assume he is a medium sized creature with the powerful build trait. He wields a large size greatsword, deals 4x that damage? Thats an awful lot. In one hit. This could get up to massive damage rules.
Again i think its overpowered.
Blitz (Ex): A fantasy fighter can observe her opponent and can make an almost certain attack. This attack hits on everything except a 3 or lower. This attack does 1/4 of the normal damage.this is okay, but 1/4 is a little bit to much of a loss there. by this time the fighter backed by a cleric should be able to hit almost all the time anyways.
Air Render (Ex): A fantasy fighter can build up her aggression then release it in the form of energy from up to 30 ft. away. This attack does 1d4 force damage for every 3 points she has in her strength score.this is Ok. Assuming standard action. Damage is high, assuming average of 18 str at this point, thats 6d4 damage right? add some buffs and you easily could get a 22 or 24 str, thats what 7d4 or 8d4. This is kinda powerful, do due a round, and damage someone within 30 feet twice for 6,7,or 8d4 damage.
Far Fist (Ex): A fantasy fighter can build up aggression then realize it in the form of energy up to 40 ft. away. This attack also hits any people 10 ft. from the desired target. This attack does 1d4 force damage for every 4 points she has in her strength score.
same as before only a little less damage for more distance. who would take this? It hits only one person plus those 10 ft away. so you sacrifice damage for range and splash. whats the splash do? same damage? slightly better than Air render. Damage again would be what 4,5, or 6d4 damage, assuming same scenario as previously mentioned in air render.
Air Blast (Ex): A fantasy fighter can spin her weapon with such force that it creates a small whirlwind. This attack is in the form of a small cone (15 ft.) and does 1d8 wind damage for every two levels in fantasy fighter. ok, again, standard or full round? Damage is okay. This one is okay, I would make it a full round action. that way you only deal the damage to each person once (assume at least to opponents caught in cone).
Backdraft (Ex): A fantasy fighter can release her aggression in the form of a fiery blast. This attack does 1˝ times the normal weapon damage as fire damage. If successful, the fantasy fighter takes 1d8 fire damage.Okay so this one not only hurts, it backfires. The way this sits, it sounds like this attack makes your attack do fire damage instead of the normal damage. This gets powerful when you add a larger weapon. also, Is the str mod added? i assume not. the backfire on yourself is kinda pointless. You already sacrifice a normal attack + 1.5x str mod do deal 1.5 normal damage as fire damage.
Strikeback (Su): A fantasy fighter can attempt to stop and counter physical attacks. If an opponent attacks the fantasy fighter with a physical attack (weapon) she can attempt to make a DC 10 fortitude save. If this save is made she can stop the attack completely and counter with normal weapon damage.okay the DC is a little low. I would make the DC a Reflex save and make it equal to the attack roll. That makes it a little more useable. This ability is really overpowered. At the time you make it into the class, you already have a high Fort save. So DC 10 is nothing. This would be one of the abilities I would take as a dip use.
Sword: At 3rd level a fantasy fighter further increases her training thus granting her new abilities. She automatically receives the feats below without having to meet the prerequisites.

Greater Weapon Focus (Greatsword)
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus.This is okay.
Fantasy Growth: At 6th level a fantasy fighter becomes so superior that she can literally trade experience. If she wishes, a fantasy fighter can trade levels in fighter for levels in fantasy fighter. Doing this takes away all past abilities she has received from the fighter. This includes all base attack bonuses and saves.I'm confused with this one. So if i were a 6th level fighter/6th level fantasy fighter, I could trade my fighter levels and only lose a couple of saves and BAB (replaced by FF almost exactly the same)Lose what? Feats? can you technically lose feats?
Blade: At 9th level a fantasy fighter increases her training by such a huge amount that she automatically receives new abilities. She automatically receives the feats below without having to meet the prerequisites.

Greater Weapon Specialization (Greatsword)
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization.This is okay.
Combo: At 10th level a fantasy fighter has completed her training and gains the superior combo. Once per day a fantasy fighter can unleash many attacks one of her opponents. Her total attack bonus (all classes) equals the number of attacks she is able to make. All of her attacks gain a +1, no more no less. These attacks do the damage of her greatsword (2d6 + other damage) and cannot make a critical hit.I'm also confused with this one. So her BAB equals 4? se gets a +1 bonus to that? so +5? no crit? This ability is probably the worst described? It makes no sense.
nightside_samurai

08-14-07, 02:41 PM
Here's what I understand from the Combo ability:

I have a BAB +10. If I use the combo ability I can make 10 attacks at a +11 to hit bonus.
Ultima0071

08-14-07, 02:42 PM
To Deshrimp:

Argh, I knew it! My Fantasy Fighter was my first "final fantasy" class, so I didn't except to receive the "best" of comments. Here because you rate so well, help me on my Fantasy Assassin prestige class. He is my third "ff" class, so he has more D&D and less Final Fantasy.
Ultima0071

08-14-07, 02:43 PM
Here's what I understand from the Combo ability:

I have a BAB +10. If I use the combo ability I can make 10 attacks at a +11 to hit bonus.

No, as I said: "No less, no more" The highest [and lowest] attack bonus TOTAL is +1.
nightside_samurai

08-14-07, 02:46 PM
Maybe changing the wording from "All her attacks gain a +1" to "All attack are made with a +1 bonus to hit" or something like that so it isn't confusing.

It seems like a really fun class :D
Ultima0071

08-14-07, 03:02 PM
My classes usually are based moe off a ROLE PLAYING GAME (More flavor) than a ROLL PLAYING GAME (Rolling dice a ton instead of story). Also, my class with the most flavor [and its awesome] is my Fantasy Assassin (in my sig). Go check it out ;)
deshrimp

08-14-07, 03:07 PM
To Deshrimp:

Argh, I knew it! My Fantasy Fighter was my first "final fantasy" class, so I didn't except to receive the "best" of comments. Here because you rate so well, help me on my Fantasy Assassin prestige class. He is my third "ff" class, so he has more D&D and less Final Fantasy.Hey I wasnt trying to be mean or evil, just technical. Its what i do best. As for your assassin class, I havent gotten a chance to look at it.

Work on this one. It might become a great class. My Tank Fighter, as I mentioned somewhere, took me somewhere over a year to get it to where it is now.

I will continue to aid you in the construction of this and other Fantasy classes.
nightside_samurai

08-14-07, 03:08 PM
My classes usually are based moe off a ROLE PLAYING GAME (More flavor) than a ROLL PLAYING GAME (Rolling dice a ton instead of story). Also, my class with the most flavor [and its awesome] is my Fantasy Assassin (in my sig). Go check it out ;)

I'll definitely take a look. Would you mind if I used this one in my current game? I may add it in since I limited some books for my players and I wanted to give them some options.

Also, I just posted a new PrC myself, it's my first post here. So go check it out lol :D
Ultima0071

08-14-07, 03:33 PM
I changed it a little bit. Some abilities were too under-powered and the opposite for some others. I've added some more "flavor" to some moves like combo (now with judge points). I'l check your PrC out ^_^
captianhowdy

08-14-07, 03:49 PM
I would change the judge point thing to say that the monster killed must me within a certian close number to the Fantasy Fighters ELC or CR or something, otherwise you could just slaughter a cave of kobalts and come out with 30+ attacks whenever.
Or even worse, could be the same as a Bag o' Rats fighter. PC just carrys around a bag of small animals, drops as a free action, stops a few, and bam extra attacks.
Ultima0071

08-14-07, 03:51 PM
Editted =D
deshrimp

08-14-07, 06:07 PM
Here we go again. This time only the abilities that I feel need more work are critiqued this time.

Wild Swing (Ex): A fantasy fighter can perform an amazing spinning attack damaging nearby opponents. He automatically gains the Whirlwind Attack feat without needing to meet the prerequisites.kinda powerful. Even though it is a bonus feat which is fine, its still to soon. again 6th level fighter/1st level FF with 2 attacks, gain Whirlwind, attack all around him. I would make this one require a certain level otherwise you will have fighters take this class as a dip for this feat alone, then jump back to fighter.
Beatdown (Ex): A fantasy fighter can give transfer some of her energy to her weapon and can attempt to deal massive damage with it. This attack does 1d8 damage for every d4 of temporary strength points sacrificed (Maximum of 1d8 + 1d8 for every fantasy fighter level). If successful, the fantasy fighter is fatigued. Here is what I think this ability should be:
A fantasy fighter can give transfer some of her energy to her weapon and can attempt to deal massive damage with it. This attack deals an additional 1d4 for every 2 levels of Fantasy Fighter. This ability requires the Fantasy Fighter to sacrifice 1d4 points of temporary Str damage per use.
This allows multiple uses of this later on when you need such an ability, without the extreme loss of str.
Blitz (Ex): A fantasy fighter can observe her opponent and can make a certain attack. Unless a natural 1 is rolled, the fantasy fighter hits with her weapon. This is a full round action.Okay, still a little underpowered. Same as before, at this point the FF will still be able to hit most opponents, cept the really high armor ones. I would say that if he observes the opponent for a full round, he gains a bonus to his to hit rolls on all attacks the following round.
Air Render (Ex): A fantasy fighter can build up her aggression then release it in the form of energy from up to 30 ft. away. This attack does normal weapon damage (with strength bonus).Good. Gives the fighter a ranged attack without switching. This is okay. I would not include the Str bonus tho. If hes attacking with 'energy' his str would not play a part.
Far Fist (Ex): A fantasy fighter can build up aggression then realize it in the form of energy up to 40 ft. away. This attack also hits any people 10 ft. from the desired target with 50% of the target’s damage. This attack deals normal weapon damage (with dexterity bonus). better. But I would still say the total splash damage should be equal to 50% of original target, divided among all other targets within 5 ft (not 10).
Air Blast (Ex): A fantasy fighter can spin her weapon with such force that it creates a small whirlwind. This attack is in the form of a small cone (15 ft.) and does 1d8 wind damage for every two levels in fantasy fighter. This is a full round action.Good, I would make it a full cone instead.
Backdraft (Ex): A fantasy fighter can release her aggression in the form of a fiery blast. This is attack is in the form of a line (30 ft.) and does 1d6 fire damage for every two levels in fantasy fighter. This is a full round action.Good might want to make it a d8, otherwise its a little too weak.
Strikeback (Su): A fantasy fighter can attempt to stop and counter physical attacks. If an opponent attacks the fantasy fighter with a physical attack (weapon) she can attempt to make a reflex save (DC 20 + opponents total level). If the reflex save is made, the attack automatically misses and the fantasy fighter can counterattack with a standard action (physical).Much better. Still, the DC is too high now. I would make the DC = 15 + opponent Str mod. That way its like your trying to physically deflect his attack. also make it apply to melee attacks only. If you want to deflect ranged, get the deflect arrows feat.
Combo:[/B] At 10th level a fantasy fighter has completed her training and gains the superior combo. Once per day a fantasy fighter can unleash this devastating attack on one of her foes. She is able to make one standard attack with her greatsword for every judge point she has (see below). Better. I like the Judge Points system. see below for critique on it.
Judge Points: Judge points are the foundation of the fantasy fighter’s combo. To gain judge points you must kill a monster. If a fantasy fighter deals the final blow to a monster, thus killing it, she gains one judge point. The monster must be at least a CR of 3 below the fantasy fighter's level.This is good. I would however make a cap on it. Example go fight a ton of creatures at CR 3 below, bring a large group, Gain lots of EXP, split said EXP among party, hence gaining little EXP but gaining lots of Judge points. Follow? Good.
Ultima0071

08-14-07, 07:38 PM
Updated...again...again ^_^
Waldo_di

08-14-07, 08:15 PM
Alright here it comes...

Beatdown: Beat down is a really aggressive, low accuracy high damaging attack, The Fantasy fighter must declare if she's using beatdown before attacking. Using Beatdown is a standard action and can be only used with a melee weapon you make a single attack with your weapon taking 1/2 rounded up your melee to hit bonuses but doing double damage (double damage is calculated before DR).

Blitz: Blitz is almost the exact opposite of Beatdown you channel your aggresion to make your attacks more accruate at the cost of damage. The Fantasy Fighter must declare she's using Blitz before attacking. Using Blitz is a standard action and can only be used with a melee weapon. Your bonuses to hit are doubled while your damage is halfened (rounded down) (1/2 damage is calculated before DR)

Your Air Render is good but I'd make it say it takes a standard action to use it.

What's the range with airblast?

Far Fist is Fine.

Backdraft is fine.

Combo needs to be changed to something like once a day you can make a additional attack with a -4 to hit aganist an enemy based on how many allies are threatening him in melee(Max 4)

You can jack my Blitz and Beatdown there more true to final fantasy tactics also would you let me make the Fantasy Gladiator?
Ultima0071

08-14-07, 08:34 PM
I kind of made that before the fantasy assassin. But that's ok, I won't post it ;)
Ultima0071

08-14-07, 08:36 PM
Alright here it comes...

Beatdown: Beat down is a really aggressive, low accuracy high damaging attack, The Fantasy fighter must declare if she's using beatdown before attacking. Using Beatdown is a standard action and can be only used with a melee weapon you make a single attack with your weapon taking 1/2 rounded up your melee to hit bonuses but doing double damage (double damage is calculated before DR).

Blitz: Blitz is almost the exact opposite of Beatdown you channel your aggresion to make your attacks more accruate at the cost of damage. The Fantasy Fighter must declare she's using Blitz before attacking. Using Blitz is a standard action and can only be used with a melee weapon. Your bonuses to hit are doubled while your damage is halfened (rounded down) (1/2 damage is calculated before DR)

Your Air Render is good but I'd make it say it takes a standard action to use it.

What's the range with airblast?

Far Fist is Fine.

Backdraft is fine.

Combo needs to be changed to something like once a day you can make a additional attack with a -4 to hit aganist an enemy based on how many allies are threatening him in melee(Max 4)

You can jack my Blitz and Beatdown there more true to final fantasy tactics also would you let me make the Fantasy Gladiator?

They were originally similar but you have to understand that he needs to be fair (not bad; not excellent). So, I think I will stick to what I have now ^_^
Waldo_di

08-14-07, 08:40 PM
Alright Just Throwing out Ideas...
Ultima0071

08-14-07, 08:44 PM
Also, the post before that (which I made) says that you can make a fantasy gladiator. But don't expect me [not] to make one also. I already made one but didn't post it. I'm make SURE to post it SECOND ^_^ You helped me soooo much ^_^
Waldo_di

08-14-07, 08:55 PM
Actually I'll probably just help you with yours when you post yours. But, I might make a Sniper or something
Ultima0071

08-14-07, 09:06 PM
Here are the classes I want to make / have done:

Fantasy Fighter: Fighter
Fantasy Assassin: Assassin
Fantasty Gladiator: Gladiator

Fantasy Black Mage: Black Mage
Fantasy White Mage: White Mage
Sacred Fighter: Templar
Fantasy Defender: Defender
Advanced Bowman: Hunter
Fantasy Paladin
Waldo_di

08-14-07, 09:07 PM
Wow someone had some time on there hands...
Ultima0071

08-14-07, 09:13 PM
I'm sick right now. As in not being able to do anything fun. I have LOTS of time on my hands... :plotting:

*Starts typing the usual "Take-ove-the-world" plot*

10 Years Later...

:evillaugh :evillaugh :evillaugh :evillaugh :evillaugh :evillaugh :evillaugh :evillaugh :evillaugh :evillaugh
deshrimp

08-14-07, 10:51 PM
Fantasy Black Mage: Black Mage
Fantasy White Mage: White Mage
Sacred Fighter: Templar
Fantasy Defender: Defender
Advanced Bowman: Hunter
Fantasy PaladinOooo this could be fun. If your looking to make them I say Great! I'll be here to help with the D&D conversion. As for the actual classes, I dont think I'll try to make any of the Fantasy ones. I'm not to familiar with the FF Tactic games. Only the FF 1-10, 10-2, and 13.

The Black Mage is really gonna be interesting. I wouldnt mind working on the Magic system. That would be fun. But once again, I'm more of the D&D mechanics guy. I know how the game works, and aid those in developing Balanced systems/characters.

My current Classes (Tank Fighter and Black Mage) are almost complete. The Tank Fighter is play test ready, the Black Mage is almost ready.

Okay, Now on to the Critiqueing.
Ultima0071

08-14-07, 10:57 PM
Could you help me with my Fantasy Assassin then? It's been updated heavily. I am tired so I'm logging off soon. But I'll definitly start sometime tommorow. Also, don't go TOO hard on it =D
deshrimp

08-14-07, 11:11 PM
Wild Swing (Ex): A fantasy fighter can perform an amazing spinning attack damaging nearby opponents. He automatically gains the Whirlwind Attack feat. Because of the extreme strain it puts on your body, the fantasy fighter must at least level 5. Better. This means he needs to have experience first. Plus by this time if the fighter followed the tree to get the Whirlwind feat, he would have it slightly sooner. But this makes this one good. It means you cant dip into it to get a free, and powerful, feat.
Beatdown (Ex): A fantasy fighter can give transfer some of her energy to her weapon and can attempt to deal massive damage with it. This attack deals an additional 1d4 for every 2 levels of Fantasy Fighter. This ability requires the Fantasy Fighter to sacrifice 1d4 points of temporary strength damage per use.Good. The FF can use this multiple times, but needs to rest the more its used. I would put in a disclamer tho. Like this one: If the Fantasy Fighter is currently under the effects of a spell that temperarily boosts his STR, he does not lose the temp points, but his actual points.
This is to prevent the one part of this that would be abused.
Strikeback (Su): A fantasy fighter can attempt to stop and counter physical attacks. If an opponent attacks the fantasy fighter with a physical attack (non-ranged) she can attempt to make a reflex save (DC 15 + opponents strength modifier). If the reflex save is made, the attack automatically misses and the fantasy fighter can counterattack with a standard action (physical). This may need a limited uses per day. Otherwise it will be abused at higher levels. Maybe limit it to the Dex mod per day, or Dex mod per encounter. also Change the wording to say If the reflex save is made, the attack misses, and the Fantasy fighter gains an attack of opportunity.
Another idea is that instead of the DC, make it opposed Str or Dex rolls, like in a bull rush. its your call on that one
Also again at higher levels a DC 15 + opponents str mod wont be hard to make

The following abilities are just fine as they are now
Rush
Blitz
Air Blast
Backdraft

The following ability need only state that it requires Line of Sight from character:
Air Render

This ability also requires Line of sight from character, but the splash damage also needs line of sight from the target.
Far Fist

Combo: At 10th level a fantasy fighter has completed her training and gains the superior combo. Once per day a fantasy fighter can unleash this devastating attack on one of her foes. She is able to make one standard attack with her greatsword for every judge point she has (see below).Heres what I've been thinking about. BIG CHANGE

Combo: At 10th level a fantasy fighter has completed her training and gains the superior combo. Once per day a fantasy fighter can unleash this devastating attack on one of her foes. A fantasy fighter can take a full-round action to attempt to strike an opponent a number of times equal to 1/2 his character level + str mod. This attack functions like a normal attack however each attack is at his full BAB. He MUST make an attack roll for each strike in the combo. After using this ability the Fantasy Fighter is fatigued (-2 STR, -2 DEX) and can not use the beatdown ability until he has recovered from fatigue.
*Note* If the Fantasy Fighter rolls a 1 on any of his attacks, the combo ends and he is fatigued. There are no other adverse effects of fumbling.

This way the ability does not require the use of a new system, aforementioned Judge Points, to control a single ability.
Ultima0071

08-15-07, 12:06 PM
Updated :angel:

Also, I only have one more thing. For Blitz, will DC 20 + Opponent's Strength Modifier be enough?
deshrimp

08-15-07, 01:53 PM
Beatdown (Ex): A fantasy fighter can give transfer some of her energy to her weapon and can attempt to deal massive damage with it. This attack deals an additional 1d4 for every 2 levels of Fantasy Fighter. This ability requires the Fantasy Fighter to sacrifice 1d4 points of temporary strength damage per use. This ability cannot be used if the fighter is fatigued or dazed. Warning: If the fighter has a temporary strength score above his normal one he takes 1d4 permanent strength damage.Better, but permanent damage is harsh. Like I said before, just make it so that temporary str mods are not lost first. only actual str is lost.
Strikeback (Su): A fantasy fighter can attempt to stop and counter physical attacks. If an opponent attacks the fantasy fighter with a physical attack (non-ranged) she can attempt to make a reflex save (DC 15 + opponents strength modifier). If the reflex save is made, the attack misses and she gains an attack of opportunity against the attacking opponent. This ability can only be used a number of times equal to her dexterity modifier per day. After she has used all her Strikebacks for that day she becomes fatigued for 1d4 hours.okay this seems to be another toughy. Good on the Dex mod uses per day, but id say instead of a DC make opposed Dex checks. This is to imply that the deflection is based off of how quick and nimble they are. A strong, slow fighter is going to have a harder time throwing of a fast, dexterous rouges attack due to the speed and movement of the attack.
Combo:[/B] At 10th level a fantasy fighter has completed her training and gains the superior combo. Once per day a fantasy fighter can unleash this devastating attack on one of her foes. She is able to make a full-round action to attempt to strike an opponent. He can attack his opponent a number of times equal to 1/2 her character level + her Strength modifier. This attack functions like a normal one, but the fantasy fighter uses his full BaB for her attacks. She must make an attack roll for each attack and becomes fatigued for the rest of the encounter. Note: If a fantasy fighter rolls a natural 1 her combo stops and she becomes fatigued. She does not take any other affects from the fumble.VERY GOOD! I would add one word. all. uses her full BAB for all her attacks. otherwise this one is perfect. It removes the extreme number of combos capable, adds a simple number of attacks, (though I'm starting to think it should be 1/3 character level instead. Since at 20th lvl you get 10 + str mod attacks. Seems a little powerful. 1/3 rounded down character level might be better. add this ability with 10+str attacks with some other abilities you got and you have an awsome fighter at 20th level. but I do believe now that it should be 1/3 character level. This gives him 6 + str mod attacks at 20th level. by then he should have a really high str mod Say +6 giving him 12 attacks.
Another way of limiting this ability is to say that if he is fatigued, has any str damage (say from beatdown), or is in any other way limited in mobility, he can not use this ability.
Ultima0071

08-15-07, 02:01 PM
In the process of updating :thumbsup:

Instead of 1/3, how about keeping it at 1/2 and limiting it to once per week?
Waldo_di

08-15-07, 02:02 PM
You should just make it 2 additonal attacks at your highest BAB including you other attacks for combo otherwise you could have a riduculous strength like + 11 easily and you'd get 16 extra attacks. (+11, +4 base, +1 leveling up , +3 belt of gaints strength, +2 rage and +1 tomes easily. at 14th level)
deshrimp

08-15-07, 02:13 PM
You should just make it 2 additonal attacks at your highest BAB including you other attacks for combo otherwise you could have a riduculous strength like + 11 easily and you'd get 16 extra attacks. (+11, +4 base, +1 leveling up , +3 belt of gaints strength, +2 rage and +1 tomes easily. at 14th level)Hes got a point. I didnt think of that. A combo with a couple more extra attacks at Highest BAB is perfect. But still make it limited to a couple of times per day, You could also just give him 1/4 character level in extra attacks, giving him at 20th level 9 attacks. At that point thogh he would need to have a penalty apply to each successive attack such as -2 cummulative penalty to each EXTRA attack. this allows him to full attack with his (at 20th level) 4 normal attacks and make 5 more attacks at a -2, -4, -6, -8, -10 penalties.
Also limit this ability by saying that if he is fatigued, has any str damage (say from beatdown), or is in any other way limited in mobility, he can not use this ability.
Ultima0071

08-15-07, 02:23 PM
I see your point, but the Combo ability is supposed to be superior (far past) the other abilities. Hence the once-a-day cap. What about if it was 1/3 fatasy fighter's level + strength modifier AT A CAP. You cannot do more than your level in attacks. I might lower it or raise it depending on what you guys say :P
deshrimp

08-15-07, 02:43 PM
I understand That its superior, but this works fine.

give him 1/4 character level in extra attacks, giving him at 20th level 9 attacks. Have a penalty apply to each successive attack such as -2 cummulative penalty to each EXTRA attack. this allows him to full attack with his (at 20th level) 4 normal attacks and make 5 more attacks at a -2, -4, -6, -8, -10 penalties. Add In that ALL Attacks are at his BAB even his normal ones

Think of it this way, Even if superior, he gets 4 attacks at full BAB + 1/4 char lvl attacks, starting at Full BAB (at 20th lvl its 20), and progressing down by 2 each attack afterwards. so his attacks would look like this at lvl 20. +20/+20/+20/+20/+18/+16/+14/+12/+10. This is still better than a Fighter lvl 20 with +20/+15/+10/+5/+20/+20 (add in a couple extra attacks from special abilities.)

Also limit this ability by saying that if he is fatigued, has any str damage (say from beatdown), or is in any other way limited in mobility, he can not use this ability.
Ultima0071

08-15-07, 03:13 PM
Fighter COMPLETE
Ultima0071

08-15-07, 03:14 PM
Woot, completed!
deshrimp

08-15-07, 03:51 PM
Sorry not completed yet. But almost.

As for the Rush ability, Its kinda weak now that I look at it compared to the others, add additional damage such as 1d4 per 10 feat pushed back.

Beatdown (Ex): A fantasy fighter can give transfer some of her energy to her weapon and can attempt to deal massive damage with it. This attack deals an additional 1d4 for every 2 levels of Fantasy Fighter. This ability requires the Fantasy Fighter to sacrifice 1d4 points of temporary strength damage per use. This ability cannot be used if the fighter is fatigued or dazed. Warning: If the fighter has a temporary strength score above his normal one he takes 1d4 permanent strength damage.Again, I would still change it from permanent damage to say that he does not lose temperary str but actual str. gaining permanent str damage for have a cleric boost your str (part of the point in having a fighter backed by a cleric) is kinda harsh.
Strikeback (Su): A fantasy fighter can attempt to stop and counter physical attacks. If an opponent attacks the fantasy fighter with a physical attack (non-ranged) she can attempt to make a reflex save (DC 15 + opponents strength modifier). If the reflex save is made, the attack misses and she gains an attack of opportunity against the attacking opponent. This ability can only be used a number of times equal to her dexterity modifier per day. After she has used all her Strikebacks for that day she becomes fatigued for 1d4 hours.Once again, make this opposed Dexterity checks. As I stated earlier, A powerful, but slow fighter will have a harder time deflecting the attack of a nimble and fast rogue.
Combo: At 10th level a fantasy fighter has completed her training and gains the superior combo. Once per day a fantasy fighter can unleash this devastating attack on one of her foes. She is able to make a full-round action to attempt to strike an opponent. She can make a number of attacks equal to 1/4 her level. All attacks including normal ones are at full BaB. Each extra attack gets a -2 cumulative penalty (-2, -4, -6, -8, -10). This ability cannot be used if the fantasy fighter is fatigued or if she has taken any strength damage.Good but at that point your only giving him an extra attack at 20th level otherwise its pointless, your better off full attacking most of the time. Give him 1/4 lvl attacks plus normal attacks, same penalties, and a roll of 1 ends the combo.

Side not on the sword and blade abilities. *If the FF already has said feat, he gains no bonus from this ability.*
deshrimp

08-15-07, 04:08 PM
Okay last check on a few more things.


Level Special

1st Fighter Ability
2nd Fighter Ability
3rd Sword
4th Fighter Ability
5th Fighter Ability
6th ----------
7th Fighter Ability
8th Fighter Ability
9th Blade
10th Fighter Ability, Combo
Lose the Fighter Ability at 10th level He gains the powerful combo ability no need for another Fighter Ability.
Far Fist (Ex): A fantasy fighter can build up aggression then realize it in the form of energy up to 40 ft. away. This attack does normal weapon damage and also hits any person 5ft. away from the target. Anyone, except for the target, hit by this attack takes 50% of the total damage divided among evenly among them. This attack can only be used if the fantasy fighter has Line of Sight to the target.Make this a full round action.
Air Render (Ex): A fantasy fighter can build up her aggression then release it in the form of energy from up to 30 ft. away. To use this attack a fantasy fighter must have a Line of Sight to her target. This attack does normal weapon damage

Backdraft (Ex): A fantasy fighter can release her aggression in the form of a fiery blast. This is attack is in the form of a line (30 ft.) and does 1d8 fire damage for every two levels in fantasy fighter. This is a full round action.I just noticed this, These are similar abilities. The Backdraft ability is better tho. so no one will take air render. just remove air render and your set.
Ultima0071

08-15-07, 04:15 PM
I'm keeping air render just for flavor. K?
deshrimp

08-15-07, 04:57 PM
works for me. but jsut as a player, not many would use it.
Waldo_di

08-15-07, 07:40 PM
Combo should be limited to one extra attack for every 5 character levels or I think every 3 levels but gets -2 for each consecutive hit.
deshrimp

08-16-07, 03:19 PM
That would be good to, that gives you (assuming Best BAB) 4 normal attacks, and 4 more (at 20th) extra attacks, with a -2 to comulative to hit.

That gives an Attack Bonus of +20/+18/+16/+14/+12/+10/+8/+6 Which is really good. Again I would add that a roll of 1 ends the combo.
Ultima0071

08-16-07, 03:32 PM
Changes made. By the way, this is how it will work:

At level 20: +20 Normal, +20 Normal, +20 Normal, +20 Normal, +18 Extra, +16 Extra, +14 Extra, +12 Extra, +10 Extra
deshrimp

08-16-07, 03:46 PM
good, but make the extra attack progression so people know when they get an extra attack for the combo, and include the roll of 1 ends the combo.
Ultima0071

08-16-07, 03:53 PM
Done and Done :P
deshrimp

08-16-07, 04:00 PM
Add in the BAB chart so people know exactly what the BAB are with the penalties.
Ultima0071

08-25-07, 07:04 PM
Back
Ultima0071

09-24-07, 07:01 PM
Ressurected! *Lightning strikes*

It's alive!!!

(I have bumped this prestige class from who knows what page)
Ultima0071

12-04-07, 11:16 PM
Long needed bump. Also, a play-tester is highly needed.
Ioreck

12-04-07, 11:43 PM
As the class involves a greatsword, the pic has nothing to do with it lol

i suggest....

http://jasonengle.deviantart.com/art/Lord-of-the-Clans-14401299

cuz it rocks