| Post/Author/DateTime | Post |
|---|---|
| Bhaal00603-24-07, 04:29 PM | The Warmaster I was looking through my books for a prestige class for my fighter when I realized there were a whole lot that require you to take cross class skill, or multiclass out of fighter to meet the skill prereq's, and those ones didn't fit the flavor I wanted, and some of the good ones have alignment or race restricions, so I made this PrC, tell me what you think of it. Lvl BAB Fort Will Ref Special Tactical Points 1 +1 +2 +0 +2 Combat Mastery 1 2 +2 +2 +0 +2 Bonus Feat 2 3 +3 +3 +1 +3 Combat Mastery 3 4 +4 +3 +1 +3 4 5 +5 +4 +1 +4 Combat Mastery 5 6 +6/+1 +4 +2 +4 Bonus Feat 6 7 +7/+2 +5 +2 +5 Combat Mastery 7 8 +8/+3 +5 +2 +5 8 9 +9/+4 +6 +3 +6 Combat Mastery 9 10 +10/+5 +6 +3 +6 Bonus Feat 10 Requirements: BAB: +5 Skills: Intimidate, 8 ranks Feats: Combat Expertise Skills: Bluff(Cha), Climb(Str), Craft(Int), Handle Animal(Cha), Intimidate(Cha), Jump(Str), Knowledge(Dungeoneering)(Int), Knowledge(History)(Int), Ride(Dex), Sense Motive(Wis), Spot(Wis), Swim(Str), Tumble(Dex) Skill Points: 4 + Int Modifier Proficiencies: A Warmaster gains proficiency with one weapon of his choice, he otherwise gains no other prficiencies. Tactical Points: A Warmaster gains a number of Tactical points equal to his level, Tactical Points can be spent as a swift action to achieve a varying number of effects, a Warmaster gains an additional Tactical Point for each point of intelligence bonus he has. Tactical point regenerate at 1/round, more than one Tactical Point can be spent at a time. Tactical points can achieve the following actions. Going First In a Suprise Round: A Warmaster can spend one TP to act first in a suprise round. Reroll: A Warmaster can spend 1TP to reroll any d20 roll, this may be used after the Warmaster knows whether or not the roll was a success or failure, he takes the better of the two rolls. Bonus: A Warmaster can spend TP to gain a bonus on any attack roll, saving throw, damage roll, or opposed roll equal to the number of TP spent times 2. Combat Mastery: As a Warmaster gains progesses he masters the finer points of fighting. Beggining at 1st level and at every odd numbered levele thereafter he may choose a combat mastery. Unstoppable: A warmaster that chooses this Combat Mastery gains an additional +4 bonus to bull rush attempts and no longer provokes an attack of oppertunity when initiating a bull rush. Overpowering: A Warmaster that chooses this Combat Mastery gains an additional +4 bonus to disarm attempts and no longer provokes an attack of opertunity when initiating a disarm attempt. Iron Vise: A Warmaster that chooses this Combat Mastery gains an additional +4 bonus on grapple checks and no longer porvokes an attack of oppertunity when initiating a grapple. Mighty Sunder: A Warmaster that chooses this Combat Mastery gains an additional +4 on sunder attempts and no longer provokes an attack of oppertunity when initiating a sunder attempt. Take Down: A Warmster that chooses this Combat Mastery gains an additional +4 on trip attempts and no longer provokes an attack of oppertunity when iniating a trip. Defensive Stance: A Warmaster that Chooses this Combat Mastery gains the Dwarven Defender ability of the same name. Demoralizing Shout: A Warmster that chooses this Combat Mastery gains the ability to make a shout as free action to demoralize his enemies, any creature that fails against the Warmasters intimidate check takes a -4 penealty on attack and damage rolls for a number of rounds equal to the Warmasters class level. 1TP Pounce: A Warmaster that chooses this Combat Mastery can make a full attack at the end of a charge. Bonus Feats: A Warmaster gains bonus feats from the fighter list. War master levels stack with fighter levels for the pupose of qualifing for feats. |