The Fighter Class[spoiler]
Alignment: Any.
Hit Die: d10.
Class Skills: The fighter's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Spot, Listen, Sense Motive, Diplomacy, and Swim (Str).
Skill Points:4 + Int modifier.
Weapon and Armor Proficiency: The fighter is proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light) and shields.
Lvl BaB Fort/Ref/Will Special 1 +1 +2/+0/+0 Bonus Feat, Combat Experience
2 +2 +3/+0/+0 Bonus Feat
3 +3 +3/+1/+1
4 +4 +4/+1/+1 Bonus Feat
5 +5 +4/+1/+1
6 +6 +5/+2/+2 Bonus Feat
7 +7 +5/+2/+2
8 +8 +6/+2/+2 Bonus Feat
9 +9 +6/+3/+3
10 +10 +7/+3/+3 Bonus Feat
11 +11 +7/+3/+3
12 +12 +8/+4/+4 Legendary Feat
13 +13 +8/+4/+4
14 +14 +9/+4/+4 Legendary Feat
15 +15 +9/+5/+5
16 +16 +10/+5/+5 Legendary Feat
17 +17 +10/+5/+5
18 +18 +11/+6/+6 Legendary Feat
19 +19 +11/+6/+6
20 +20 +12/+6/+6 Legendary Feat
Class features:
Bonus Feats: identical from the core class feature, same list.
Legendary Feats: At 12th level and beyond, the fighter reaches a new plateau in his martial training. The fighter gains a legendary feat at 12th level, and every two levels thereafter (14th, 16th, 18th, etc.). The legendary feats must be drawn from the Combat feats from
Races of War, or from the following list from the Epic Level Handbook: Combat Archery, Dire Charge, Distant Shot, Epic Endurance, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Weapon Focus, Epic Weapon Specialization, Epic Will, Great Constitution, Great Dexterity, Great Strength, Improved Combat Reflexes, Improved Manyshot, Improved Whirlwind Attack, Instant Reload, Overwhelming Critical (Devastating Critical), Penetrate Damage Reduction, Perfect Two Weapon Fighting, Storm of Throws, Swarm of Arrows, Two Weapon Rend, Uncanny Accuracy.
For Legendary Feats taken from the Epic Level Handbook, all prerequisites are waived unless they are other Epic/Legendary feats.
Note: If desired, the Fighter may choose to pick a feat from the bonus feat list, rather then the legendary feat list.
Combat Experience: the fighter is the paradigm of combat prowess and experience. He knows more tricks and moves than any other warrior, and he can surprise his opponents with his fighting skills.
As an immediate action the fighter may obtain a bonus to a single attack or damage roll equal to his fighter class level. This may be declared after the results of an attack roll are determined. Uses of this ability may also be used to fuel certain feats (listed below). The fighter gains one use of this ability per levels of the fighter class he has taken.
Combat Experience Feats: All of these feats are to be considered bonus feats for the fighter, and require at least a few fighter levels to be useful.
In the Nick of Time: Requisites: Combat Experience class feature
Description: You are really good at avoiding things.
Benefits: As an immediate action, you can consume one of your daily uses of Combat Experience to reroll a failed saving throw. You can also use this ability to recieve a saving throw against an effect which does not normally allow one. Your DM adjudicates what kind of save you may take, and the effects of a successful save.
Ex: a fighter is the target of a Forcecage spell. He decides to use one of his daily Combat Experience uses to obtain a saving throw. The DM decides that he can make a Reflex saving throw to roll out of the way. If he's successful, he evades the spell (the cage is there, but he moves away before it is formed). Now the fighter can make his save, calculated normally.
Will of the Warrior: Requisites: Combat Experience class feature
Description: you can shrug off some damage with the force of your will.
Benefits: As an immediate action, you can consume one of your daily uses of Combat Experience to reduce all damage you take until the end of your next turn by an amount equal to your base attack bonus. This stacks with any damage reduction and resistances you might already have.
Focused Strike: Requisites: Combat Experience class feature
Description: you can strike with unerring accuracy.
Benefits: As an immediate action, you can consume one of your daily uses of Combat Experience to achieve one of the following effects:
- You can increase the critical multiplier of your weapon for a single attack by 1. This can be declared after you know the results of a critical confirmation.
- You can ignore any miss chances on an attack. This can be declared after a miss chance has been rolled.
Destructive Blows: Requisites: Combat Experience class feature, Str 15+.
Description: you can unleash devastating attacks.
Benefits: As a swift action, you can consume one of your daily uses of Combat Experience to add twice you Str modifier (instead of 1.5) to damage if you wield a two-handed weapon until the end of turn.
You can similarly add 1.5 times you Str modifier to damage with weapons you wield with one hand instead of your base Str modifier.
Fast as Lighting: Requisites: Combat Experience class feature
Description: You can attack with blinding speed.
Benefits: As an immediate action, you can consume one of your daily uses of Combat Experience to perform a single attack at your highest attack bonus
Great Experience: Requisites: Combat Experience class feature.
Description: your experience increases.
Benefits: The number of daily uses of Combat Experience the character possesses is increased by 3. This feat may be taken multiple times.
Expert Parry: Requisites: Combat Experience class feature.
Description: you are well trained in the art of parrying blows.
Benefits: As an immediate action, you can consume one of your daily uses of Combat Experience to parry an attack. When you would otherwise be struck by an attack, you can use this ability to cause it to miss instead.
Foil Action:Requisites: Combat Experience class feature.
Description: You can interrupt the actions of others.
Benefits: By consuming one of your daily Combat Experience uses, you may attempt to monkeywrench any action an opponent is taking. The Fighter may throw sand into a beholder's eye, bat aside a key spell component, or strike a weapon hand with a thrown object, but the result is the same: the opponent's action is wasted, and any spell slots, limited ability uses, or the like used to power it are expended. A Fighter must be within 30 feet of his opponent to use this ability, and must hit with a touch attack or ranged touch attack. Using Foil Action is an Immediate action. A Fighter may not wait until an action is partially completed before deciding to attempt to foil the action, but must instead attempt to foil an action as it is declared. Note that this means that a Fighter may not foil a Full Attack (because it is not declared until after it has already begun), nor may he foil a move or charge action that began out of range.
At 17th level, Foil Action may be used at up to 60 feet. [/spoiler]
I use the
Warmage redesign by Koumei, which can be found
here, with the following tweaks to the spell list.
Warmage spell list (modifed by Koumei, and then me):[spoiler]
Cantrips: Dancing Lights, Darkness, Detect Magic, Detect Poison, Disrupt Undead, Ghost Sound, Light, Magic Missile, Mending, Message, Purify Food and Drink, Rouse, Stand
Level 1: Alarm, Detect Scrying, Detect Secret Doors, Disguise Self, Endure Elements, Entangle, Firespray, Grease, Mass Rouse, Mass Stand, Mount, Obscuring Mist, Shocking Grasp, Silent Image, Ventriloquism
Level 2: Arcane Lock, Continual Flame, Fireball, Jet of Steam, Gust of Wind, Incendiary Slime, Locate Object, Mass Enlarge Person, Mass Reduce Person, Misdirection, Protection From Arrows, Pyrotechnics, Resist Energy, Scare, Scorching Ray, See Invisibility, Whispering Wind
Level 3: Caustic Mire, Caustic Smoke, Deep Slumber, Dispel Magic, Flame Arrow, Fly, Horrid Sickness, Invisibility Sphere, Lightning Bolt, Major Image, Mass Resist Energy, Mordenkainen's Faithful Hound, Nondetection, Protection From Energy, Rage, Sleet Storm, Stinking Cloud, Wall of Fire, Water Breathing, Wind Wall
Level 4: Confusion, Dimension Door, Dimensional Anchor, Evard's Black Tentacles, Fear, Fire Shield, Fire Trap, Hallucinatory Terrain, Ice Storm, Move Earth, Scrying, Shout, Solid Fog, Stone Shape, Wall of Fire, Wall of Ice
Level 5: Cloudkill, Cone of Cold, Deltane's Fiery Tentacles, Fire and Brimstone, Fire Seeds, Greater Dispel, Dismissal, Fabricate, Lightning Leap, Mass (Bull's Strength, Cat's Grace, Bear's Endurance), Mind Fog, Mirage Arcana, Nightmare Terrain, Prying Eyes, Seeming, Sending, Tactical Teleportation, Telepathic Bond, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Force, Wall of Stone, Waves of Fatigue
Level 6: Acid Fog, Chain Lightning, Contingency, Guards and Wards, Mass Fly, Mass Suggestion, Storm of Fire and Ice, Sunburst, True Seeing, Veil, Wall of Iron, Wall of Thorns
Level 7: Banishment, Control Weather, Deadly Lahar, Earthquake, Forcecage, Greater Teleport, Incendiary Cloud, Mass Hold Person, Mass Invisibility, Mordenkainen's Sword, Phase Door, Planeshift, Prismatic Spray, Reverse Gravity, Waves of Exhaustion, Whirlwind
Level 8: Deadly Sunstroke, Dimensional Lock, Greater Prying Eyes, Greater Shout, Horrid Wilting, Mass Charm Monster, Mass Polymorph, Prismatic Wall, Storm of Vengeance
Level 9: Astral Projection, Elemental Swarm, Etherealness, Firestorm, Foresight, Mass Hold Monster, Meteor Swarm, Prismatic Deluge, Prismatic Sphere, Timestop, Towering Thunderhead, Wail of the Banshee
[/spoiler]
Altered Spells:
[spoiler]
Chain Lightning: this acts as a Lightning Bolt (and may be bounced, as below), except that every time a target takes damage from it (whether they make the save or not), another smaller bolt shoots out to another target of your choice within 50 feet. This requires a Ranged Touch Attack, and if the target is struck, they take half the original damage. If a bolt bounces over someone multiple times, multiple secondary bolts are launched. An individual can be hit by the primary bolt and one or more secondary bolts (though not secondary bolts that are caused by them getting struck) in the same casting.
Cone of Cold: this works like normal, except the entire area of effect is coated in ice (functioning like a Grease spell that is automatically Dispelled, square-by-square, by Fire effects) and anyone who fails the save takes 1d6 Dexterity damage.
Firestorm: this spell functions as normal, except that it lasts for as long as the Warmage concentrates. The area of effect cannot be moved, however.
Flame Arrow: when cast, all arrows fired from within 50' of the caster during the next round deal an additional amount of Fire Damage equal to 2d6 plus her Caster Level.
Lightning Bolt: when cast by a Warmage, Lightning Bolts may bounce off surfaces, either at a 90 degree angle or 180 degrees straight back at the caster, caster's choice.
Mass ___: the spell works just as normal, except it affects one subject per caster level.
Mass Polymorph: this works only on willing targets, affecting two subjects per caster level. Use my Polymorph fix from the spells section to determine how it works.
Meteor Swarm: this causes four meteors to rain down from the sky, all at different points. Make a ranged touch attack against four different targets (including sections of ground). The targets, if hit, take 10d6 Bludgeoning Damage. Then, all within a 20' radius of each meteor takes 1d6 Fire damage per caster level (if multiple blasts hit the same person, they are damaged multiple times) with a Ref save for half (each time, if struck multiple times). If the targets of the meteors were hit by the attacks, they automatically fail the save.
The area then becomes difficult ground, with the 5' square points of impact becoming deep craters (10' deep pits).
[/spoiler]
Here is a tome-styled evil version of the Rainbow Servant that I made.
Naga ApostleThe coatl are not the only serpents to tutor mortals in their ways. The Naga Lords, fiendish
ha-naga that aspire to divine ascension, also grant mortals a touch of their power. In return, they ask that these mortals spread word of the power of their masters, and encourage others to worship them and make dark sacrifices to them. The mortals are rewarded with many of the abilities of their masters, including immortality for as long as they remain loyal subjects.
[spoiler]Prereqs: Able to cast 3rd level arcane spells, Knowledge (Planes or Dungeoneering) 4, non-good
HD: d4 (Same as Rainbow Servant)
BAB: medium
Saves: Good Will, Bad Ref and Fort
Skills: 4 per level
Class skills: Bluff, Hide, Move Silently, Disguise, Gather Information, Diplomacy, Use Magic Device, Knowledge (all), Spellcraft, Concentration
Spellcasting: +1 at every level
Naga Apostle 1 Detect Good (at will, as Paladin's Detect Evil),
Evil subtype,
ImmortalityNaga Apostle 2
Attune Domain (
Charm)
Naga Apostle 3 Heat Vision (Darkvision 60', or double range if already have it)
Naga Apostle 4 Attune Domain (
Travel)
Naga Apostle 5 Forked Tongue (add class level to Bluff as a racial bonus, can take 10 on Bluff)
Naga Apostle 6 Magical Flight (60', perfect)
Naga Apostle 7 Snake in the Grass (add class level to Hide as a racial bonus, can take 10 when hiding)
Naga Apostle 8 Attune Domain (
Trickery)
Naga Apostle 9 False Skin (add class level to Disguise as a racial bonus, can take 10 on this skill)
Naga Apostle 10 Cleric Spell Access (as Rainbow Servant)
Snake in the Grass: As the Dark Serpent's powers grow, he gains the ability to manipulate the coloring of his own skin. At 7th level, this allows him to add his class level to Hide checks, and take 10 while hiding (normally impossible as it is an opposed check).
False Skin: At 9th level, his control of his chameleon powers has improved to the point where he can make fine manipulations to aid him in using the Disguise skill. He adds his class level as a racial bonus to Disguise checks, and can take ten on them.[/spoiler]