Fighter Templates -General Changes: Hit dice is now d12.
Crafty Fighter: A quick-witted fighter who relies on tricks and deceit to ruin her foes.
"Oops! Did I do that?" Lilla Marina, Crafty Fighter.
[spoiler]Remove: Medium and Heavy armor proficiencies, and proficiency with tower shields.
Add:
Class Skills: Balance, Bluff, Tumble - A Crafty Fighter is deft and deceptive.
Change -2 to 4 skillpoints/level
Cheap Shot: A Crafty Fighter deals extra damage equal to her Fighter level when she strikes a flatfooted or flanked foe.
Canny Defense: A 3rd level Crafty Fighter adds her intelligence modifier to her armor class. Any effect that would negate her dexterity bonus to AC also negates this ability.
Tricky Dodge: A 5th Crafty Fighter can attempt to dodge one attack per round by rolling a feint check against her opponent's attack roll. This expends an attack of opportunity.
One for Flinching: Once a round, when a 9th or higher level Crafty Fighter is attacked, she may make a feint attempt to fake out her opponent. If she succeeds, she may spend one of her attacks of opportunity to strike the foe back. This does not stop the first hit from striking if the attacker would have hit normally.
Rapid Counter: In a round when a 13th or higher level Crafty Fighter has not used any of her other attack of opportunity-oriented special abilities, she may attack twice on an attack off opportunity, instead of once as normal.
Redirect Charge: Upon reaching 15th level, a Crafty Fighter can use her trickery to send one enemy careening into another. When charged, a Crafty Fighter may make a feint attempt. If the she succeeds, she may redirect the attacking creature's course up to ninety degrees. The affected creature must finish half of its total charge movement, though it may use any applicable special ability it possesses to turn during this charge, or stop and attack the first unit it collides with. This expends an attack of opportunity.
Deceptive Defense: When a 20th level Crafty Fighter is adjacent to at least one foe, any attacks against her have a 25% chance of missing, and instead being rolled against one of the adjacent foes. If there is only one enemy adjacent the the Crafty Fighter, its attack rolls are made without the miss chance, but any incoming attacks still have a chance of targeting it instead of her.[/spoiler]
Dreadnought: A highly combat-proficient soldier, fearless, ruthless, and vicious.
"If you value your lives, you will clear my path." - Corden "Deathbringer" Brenn, Juggernought.
[spoiler]Add:
Class Skills: Autohypnosis (I know it's not core, but I believe it fits the concept. Any alternative ideas would be appreciated), Knowledge (Dungeoneering, Geography, History) - A Dreadnought is focused, and has learned a lot to do with battle in his experience as a soldier.
Ruthless Charge: Anytime a Dreadnought charges, he adds his level to the damage of his attack.
Downcasting Rebuke: When a 5th or higher-level Dreadnought is truck for damage, so long as he is still conscious after the blow is resolved, any attack that he successfully scores against the first foe who struck him has a chance of knocking the enemy down. After the attack is resolved, the Dreadnought may choose to initiate a trip attempt. The attempt is rolled as normal, but the Dreadnought cannot be tripped in retaliation if he fails to trip his target.
Mighty Assault: At 9th level, a Dreadnought becomes able to initiate a bullrush attempt after a successful hit with a charge, or after forgoing a full-attack in favor of a single successful hit. The bullrush is rolled as normal, but the Dreadnought does not follow his opponent no matter how far he is pushed back. This ability may be combined with Downcasting Rebuke, Maiming Strike (see below) and/or Show of Force (see below).
Show of Force: A 13th or higher level Dreadnought can attempt to demoralize any one opponent within ten feet of him after a successful strike on a foe, if this attack is the only attack he has made this turn. This ability may be combined with Mighty Assault, Downcasting Rebuke and/or Maiming Strike (see below).
Maiming Strike: Upon reaching 15th level, a Dreadnought's strikes become so powerful that they have a chance of maiming foes. After a successful hit with a charge attack, or after forgoing a full-attack in favor of a successful hit, a Dreadnought may choose to attempt maiming his foe in addition to dealing normal damage. The target must make a fortitude save (DC=fighter level+strength modifier) or suffer one of the following effects at the option of the Dreadnought:
1. 2 damage to a physical or mental stat.*
2. Movement cut to one-half normal until healed.
3. Nauseated for 1d3 rounds.
*(Physical stat damage from this effect does apply to corporeal undead and constructs, as it so badly damages the walking corpse/machine that it imposes an additional degree of ineptitude upon the undead or artificial creature. Obviously one cannot damage an undead creature's constitution score, as it is non-existant.)
This ability may be combined with Mighty Assault, Downcasting Rebuke and/or Show of Force
Strike of Immeasurable Power: A 20th level Dreadnought can unleash an immensely powerful attack once per encounter, possibly killing or knocking a foe unconscious in one fell swoop. Unlike with his other abilities, a Dreadnought must declare that he is using this ability before he strikes. This attack must also be the only attack during his turn. If he hits, the target must succeed a fortitude save (DC=fighter level+strength mod) or be killed instantly or knocked unconscious at the Dreadnought's option. Even if the target does succeed, he takes damage as if the Dreadnought had charged, and the Dreadnought may still add any of his applicable abilities.[/spoiler]
Eldritch Warrior: A warrior wildly talented, but completely untrained in the arcane arts. Uses magic to strengthen his abilities.
"I wish I actually knew how to do that..." - Cadrin MacGreggor, Eldritch Warrior.
[spoiler]Add:
Class Skills: Concentration, Spellcraft, Use Magical Device
Wild Arcana: An Eldritch Warrior adds his charisma bonus all of his damage rolls as an energy type of his choice.
Arcane Surge: A 5th or higher level Eldritch Warrior can add extra damage die of the same size as his weapon's (minimum of 1d6. If the weapon has multiple damage die, the extra die rolled is 1d12) to a number of attacks equal to 1/4 his Fighter level per encounter. This extra damage increases an additional die at levels eight, twelve, sixteen, and twenty. This damage is dealt in the form of the same element as he has chosen for his Wild Arcana damage on the same attack.
Cursed Blade: A 9th or higher level Eldritch Warrior can use his intense will to ruin his opponent's combat ability. Once every 1d4 rounds, in tandem with a melee attack (successful or otherwise) an Eldritch Warrior can attempt to curse his foe within 30ft. The enemy must make a will save (DC=fighter level+charisma modifier) or take a penalty to attack, AC or caster level (at the Eldritch Warrior's option) equal to 1/4 the Eldritch Warrior's Fighter level. This ability may not be used at the same time as Arcane Surge.
Cloak of Energy: At 13th level, an Eldritch Warrior's innate magical talent and fierce determination combine to form an effective defense against other magic. He gains spell resistance equal to 10+his Fighter level+ his charisma modifier. An Eldritch Warrior may voluntarily lower his spell resistance for any spell.
Shockwave: Upon reaching 15th level, an Eldritch Warrior becomes able to focus his arcane energies into a kinetic blast in attempt to push crowding foes away from him. He must spend a full-round action (that does not provoke attacks of opportunity) to use this ability. All enemies within a 10-foot radius of the Eldritch Warrior must make a reflex save (DC=Fighter level+charisma modifier) or be pushed back 5ft+5ft/5 points check failed by.
Raw Arcana: Extra damage from 20th level Eldritch Warrior's Arcane Surge and Wild Arcana can now be untyped energy. In addition, the Eldritch Warrior may expend all uses of Arcane Surge for one encounter on a single attack.[/spoiler]
Hexblade Templates -General changes:Spell progression becomes the 5/9th spell progression
Access to the following 5th level spells: Prying eyes, Dominate Person, Feeblemind, Blight, Waves of Fatigue, Baleful Polymorph
Hexblade Curse is usable 1/encounter to begin with, and increases in uses every 9 levels, and is thus 3/encounter at level 18.
Curseblade - A swordsman unrivaled in the ways of making a fool out of one's opponent.
"[Something witty here]" - Bob the Curseblade.
[spoiler]Add:
Class Skills?
Blade of Malice: A Curseblade deals an extra amount of damage equal to his Hexblade level against opponent's under the effect of his curse.
Curse of the Bumbling Fool: A 6th level Curseblade incurs the negatives from his Hexblade's Curse to the target's AC in addition to the normal effect.
Carve Cursed Glyph: A 14th level Curseblade is sadistically artful in his hexing, carving cursed seals into the armor and bodies of his foes. As a standard action, a Curseblade may make an attack against a foe and, if the attack succeeds, immediately follow up with a Spellcraft check (DC10+creature's CR+creature's dexterity modifier) to carve a vile rune into his foe's armor. If successful this special ability duplicates the effects of Symbol of Pain, with a caster level equal to the Curseblade's own caster level. This ability can be used only once per encounter.
Wound the Soul: At 20th level a Curseblade becomes so adept at his vile carving that he can even damage the soul. Once per encounter (this ability does not expend the Carve Cursed Glyph use), the Curseblade may spend a full-round action in the form of a single attack to cut a rune so terrible that the target must make a will save (DC10+1/2Duskblade level+Charisma bonus) or take a number of negative levels equal to 1/4 the Hexblade's level.[/spoiler]
Luckthief - A crafty warrior who revels in the stolen fortunes of her foes.
"I'm not cheating. I'm just better than you," - Cira Lyton, Luckthief.
[spoiler]Add:
Class skills?
Siphon Fortune: When a Luckthief curses an enemy she gains a Luck bonus on attack, damage, or a particular skill (at his option) equal to 1+1/4 her Hexblade level. The Luckthief is allowed to pick two options in one use at 9th level, and all three at 18th. These bonuses last until the end of the encounter, and do not stack.
Turnabout: A 6th level Luckthief may turn a single opponent's attack back upon himself a single time per combat. The player may see the number rolled on the die, but may not know the result of the attack before declaring the use of this ability. The attack roll is then used on the attacker and, if it hits, deals damage as normal. This number of uses of this ability increases by one additional time per combat every at 10th level, and by one again every four levels thereafter.
Siphon Magic: Any time a 14th level Luckthief uses her turnabout ability, she may also attempt to steal a spell effect from the creature, or a magic property from the weapon he is holding. The creature is allowed a will save (DC10+1/2Duskblade level+Charisma Modifier) to resist the effects of this ability. This theft lasts a number of rounds equal to the Luckthief's level, or until the luckthief uses the ability again. At the end of the abilities duration (or when it is cut short as mentioned before), any stolen spell effect (if its duration is long enough) or weapon property returns to where it was before the Luckthief stole it.
Special note: No, a Luckthief cannot gain permanent bonuses to her, or lengthen her theft of spells, by a second Luckthief using Turnabout on her. Bad powergamer. No biscuit.
Serious version of special note: If they were already stolen by another Luckthief, they return to where they were before then, and so on.
Master Luckthief: A 20th level Luckthief can steal terrible amounts of fortune from her opponents. When the luckthief curses separate opponents with her Hexblade Curse, the bonuses she gains from Siphon Fortune stack for a number of rounds equal to half her hexblade level.[/spoiler]
Malicious Mage - A quick-casting combat mage whose spells manifest his spite.
"Wither you wretch!" - Poladro Chavena, Malicious Mage.
[spoiler]Add:
Class skills?
Cursed Casting: Any enemy struck by a harmful spell cast by the Malicious Mage takes a negative on attack and damage rolls equal to the level of the spell. A successful will save (DC determined as the spell) negates this effect. Penalties from this ability stack with Hexblade's Curse.
Lingering Bite: A 6th level Malicious Mage's harmful spells leave a lingering pain in those who suffer them. The Malicious Mage's harmful spells bestow HP damage equal to the level of the spell cast, for a number of rounds equal to 1/2 his Duskblade level.
Curse of the Sloth: A 14th level Malicious Mage may slow his opponents down in addition to the other harmful effects of a spell. If the enemy fails a will save (as the spell's would be), his movement is reduced by half for a number of rounds equal to 1/2 his duskblade level.
Bestow Failure: Three times per combat, a 20th level Malicious Mage masters the art of lacing his spells with spite, and can bestow utter failure upon one opponent's next dice roll. If he casts a harmful spell upon an opponent, he may choose to use this ability to bestow a -10 on the creature's next dice roll. The victim is unaware of the effects of this spell; in fact, it might be best that the GM roll the will save for him.[/spoiler]