Warrior Class Ideas

Starting Abilities

Starting HP : Warriors begin play with Constitution Score + 10 HP

Starting Skills : Warriors begin play with their choice of 4 + Int Mod in Trained skills, and gain 4 + Int Mod in skill points.

Base Defense Bonus : Warriors have a +2 bonus to Fortitude, and can choose to have a +1 in either Reflex or Will.

Starting Feats : A character that starts play as a Warrior also gains the following feats.

  • Simple Weapons Proficiency
  • Martial Weapons Proficiency
  • Light Armor Proficiency
  • Medium Armor Proficiency
  • Improved Unarmed Strike
  • Choice of : Exotic Weapon Proficiency, Heavy Armor Proficiency, Shield Proficiency

Basics

Level up HP : +2d4 + 2 + Constitution Modifier
Level up Skill Points : +4 points + Intelligence Modifier

Level BAB Caster Level Edge Maximum Abilities
1 +1 1/2 5 Warrior Bonus Feat, Warrior Talent, General Bonus Feat
2 +2 1 6 Warrior Talent
3 +3 1 1/2 6 Warrior Bonus Feat, General Bonus Feat
4 +4 2 7 Warrior Talent, Ability Increase
5 +5 2 1/2 7 Warrior Bonus Feat
6 +6 (Full -1/-1) 3 8 Warrior Talent, General Bonus Feat
7 +7 (Full 0/ 0) 3 1/2 8 Warrior Bonus Feat
8 +8 (Full +1/+1) 4 9 Warrior Talent, Ability Increase
9 +9 (Full +2/+2) 4 1/2 9 Warrior Bonus Feat, General Bonus Feat
10 +10 (Full +3/+3) 5 10 Warrior Talent
11 +11 (Full +7/+7) 5 1/2 10 Warrior Bonus Feat
12 +12 (Full +8/+8) 6 11 Warrior Talent, General Bonus Feat, Ability Increase
13 +13 (Full +9/+9) 6 1/2 11 Warrior Bonus Feat
14 +14 (Full +10/+10) 7 12 Warrior Talent
15 +15 (Full +11/+11) 7 1/2 12 Warrior Bonus Feat, General Bonus Feat
16 +16 (Full +16/+16) 8 13 Warrior Talent, Ability Increase
17 +17 (Full +17/+17) 8 1/2 13 Warrior Bonus Feat
18 +18 (Full +18/+18) 9 14 Warrior Talent, General Bonus Feat
19 +19 (Full +19/+19) 9 1/2 14 Warrior Bonus Feat
20 +20 (Full +20/+20) 10 15 Warrior Talent, Ability Increase

Talents and Abilities

  • Combat Feat [Req: ] Gain 1 additional Warrior-type feat.

Edge abilities

  • Fury Charge [Req: ] Whenever you are dealt damage by an attack, gain 1 EDGE.
  • Combat Focus [Req: ] As a Full Action that draws AoO, you may focus and gain 2 EDGE. Alternately, as a Standard Action you may gain 1 EDGE.
  • Combat Focus II [Req: Combat Focus, BAB +10] As a Full Action that draws AoO, you may focus and gain 4 EDGE. Or, As a Standard Action, you may gain 2 EDGE. Finally, you may also gain 1 EDGE as a Move action. Supercedes the effects of Combat Focus.
  • Momentum [Req: ] Whenever you move at least 20 ft (4 squares) in a turn, you gain 2 EDGE.

Berserker/Barbarian Talents (STR-based)

  • Berserk Mind [Req: ; Swift Action] Spend 3 EDGE, be immune to mind-affecting skills or effects for 2 + CON rounds. Add 2 rounds for 2 EDGE. Can only be used once per encounter.
  • Greater Berserk Mind [Req: Berserk Mind, BAB +10] When using Berserk Mind, Spend 2 EDGE, gain an additional +1 to all saving throws.
  • Incredible Berserk Mind [Req: Greater Berserk Mind, BAB +20] When using Greater Berserk Mind, Spend 4 EDGE, gain an additional +3 to all saving throws.
  • Berserk Toughness [Req: Berserk Mind; Swift Action] During Berserk Mind, Spend 4x EDGE, gain +Xd6 HP.
  • Unconquered Will [Req: Berserk Mind; Immediate Action] During Berserk Mind, Spend 5 EDGE, reroll a failed saving throw with a +4 bonus.
  • Berserk Speed [Req: ; Swift Action] Spend 3 EDGE, gain +2 to DEX and +2 squares movement for 2 + CON rounds. Add 2 rounds for 2 EDGE. Can only be used once per encounter.
  • Greater Berserk Speed [Req: Berserk Speed, BAB +10] When using Berserk Speed, Spend 2 EDGE, gain an additional +2 to DEX and +2 squares movement.
  • Incredible Berserk Speed [Req: Greater Berserk Speed, BAB + 10] When using Greater Berserk Speed, Spend 4 EDGE, gain an additional +4 to DEX and +1 Attack on a Full Attack action.
  • Storm of Fury [Req: Berserk Speed] During Berserk Speed, Spend 2x EDGE, gain +X Attack(s) on a Full Attack action, but have -X to attacks and -2X to AC until the start of next turn.
  • Blade Dancer [Req: Berserk Speed] During Berserk Speed, whenever you drop an opponent to 0 HP, Spend 1 EDGE to add a free 5-foot step to your attack action.
  • Berserk Strength [Req: ] Spend 3 EDGE, gain +2 to STR and CON for 2 + (new) CON rounds. Add 2 rounds for 2 EDGE. Can only be used once per encounter.
  • Greater Berserk Strength [Req: Berserk Strength, BAB +10] When using Berserk Strength, Spend 2 EDGE, gain an additional +2 to STR and CON.
  • Incredible Berserk Strength [Req: Greater Berserk Strength] When using Greater Berserk Strength, Spend 4 EDGE, gain an additional +4 to STR and CON.
  • Suicidal Assault [Req: Berserk Strength; Swift] During Berserk Strength, Spend X Edge, gain +2X to Attacks, but have -X to AC until the start of next turn.
  • Mighty Throw [Req:Berserk Strength] During Berserk Strength, you can choose to spend 2 EDGE as part of a trip attempt with a +4 bonus. If you do, and the trip attempt is successful, then your target can be thrown up to 10 feet away from you. You choose the direction that your target is thrown in if this ability succeeds. If the opponent cannot complete this movement due to objects or creatures in the way, then they stop in the nearest empty space, and the target and any objects it would have collided with take 1d6 damage for each unused square of movement. Also, you may spend X Additional EDGE on this power to throw the target 10X additional feet.
  • Skin of Stone [Req: ] Gain DR 2/-.
  • Heart of Iron [Req: Skin of Stone, BAB +10] Gain DR 3/- When using Medium armor or only mediumly encumbered. Stacks with Skin of Stone.
  • Soul of Diamond [Req: Heart of Iron, BAB +13] Gain DR 4/- when using only Light armor or only lightly encumbered. Stacks with Skin of Stone and Heart of Iron.

Harrier/Archer Talents (DEX-based)

  • Combat Speed [Req: ] Your base speed improves by 10 ft (2 squares).
  • Improved Combat Speed [Req: Combat Speed, BAB +6] Your base speed improves by 20 ft (4 squares) when using Medium armor or only mediumly encumbered. Stacks with Combat Speed.
  • Greater Combat Speed [Req:Improved Combat Speed, BAB +12] Your base speed improves by 30 ft (6 squares) When using Light armor or only lightly encumbered. Stacks with Combat Speed and Improved Combat Speed.
  • Blazing Speed [Req: ] If you move at least 30 ft (6 squares) in a round, then you gain a +2 bonus to attacks and defense, as well as +1d6 damage on all attacks until the start of your next round.
  • Double Time [Req: Blazing Speed] If you spend 1 EDGE, then you can increase your movement speed this turn by +10 feet (2 squares).
  • Bleed 'em Dry [Req: Blazing Speed] If you move at least 10 ft (2 squares) in a round, you may spend 2 EDGE to cause 3 points of BLEEDING damage on your next attack.
  • Disemboweling Strike [Req: Blazing Speed, BAB +5] If you move at least 10 ft (2 squares) in a round, you may spend 9 EDGE in order to deal 1d4 CON damage on your next attack.
  • Dazing Strike [Req: Blazing Speed] If you move at least 10 ft (2 squares) in a round, you may spend 3 EDGE in order to give your next attack an additional effect. Your target must make a FORT save (DC 10 + 1/2 Character Level + DEX + 2 * (Additional Edge Spent)) or be CONFUSED. Your target gains an additional save each round at +1 to shake off this effect. You may spend a maximum of 5 additional EDGE on this effect to increase its DC.
  • Dual Strike [Req: Blazing Speed] If you move at least 10 ft (2 squares) in a round, you may spend 5 EDGE in order to gain an additional attack this turn.
  • Hamstring [Req: Blazing Speed] If you move at least 10 ft (2 squares) in a round, then you may spend 5 EDGE in order to give your next attack an additional effect. Your target must make a REF save (DC 10 + 1/2 Character Level + DEX + 2 * (Additional Edge Spent)) or be SLOWED. Your target gains an additional save each round at +1 to shake off this effect. You may spend a maximum of 5 additional EDGE on this effect to increase its DC.

New Mechanic: Edge

Edge is a new mechanic designed primarily for Fighters. The idea of it is to give fighters more potential power than they had in standard 3.5 D&D, as well as to saddle them with a resource mechanic that forces them to think more strategically than at default. In theory, this mechanic will both allow them to be more powerful AND to make them less dependent on heavily pre-planned feat chains or singular high powered feats and their effects.

At its base, Edge can be spent to gain a +1 to any roll, check, or save before it is actually rolled. Gaining Edge can by default be done in only a few generalized ways : By rolling a natural 20 on any skill roll, check, or save, or by having a natural 1 "activated" by the GM spending Edge on it.

You can gain new ways to both gain and spend Edge as Warrior talents, although I am considering a limit on the total number of ways you can gain Edge on one character.

As for abilities that spend Edge, if you meet any pre-set conditions (including usage of actions), then you can activate the ability for the listed Edge cost. If an ability says "Spend [number] Edge", then spending that number of Edge activates that ability. It cannot be stacked with itself, however. If an ability says "Spend X Edge", then you can spend any amount of Edge on that ability for increasing effects.

Notes (a.k.a. Rambling On and On)

Edge was designed to be "Smaller" than an Action Point, allowing it to be gained or spent quickly as a result. I've seen many ways to mess with the mechanics of fighters, but none have quite had the satisfying appeal of Iron Heroes and the Tome of Battle : Book of Nine Swords. Book of Experimental Might's solution, while certainly having merit, struck me as mostly bland. Too many of the feats that allowed for Boosting just gave you what amounted to a Luck reroll rather than any truly interesting change in the game. In this case having a theoretical 20-feat Fighter combined with the Boosts made it seem of the proper power level, just boring.

In the end, I chose Iron Heroes in part because I didn't have to rebuild it from the ground up as in the case of Tome of Battle's set of abilities. Edge is mostly based on the Token mechanics, filtered through Mutants & Masterminds to make sure token costs keep an overall consistency.

Please note that the Caster Level mechanics are there mostly to appease me and my penchant for A) High magical fantasy and B) multiclass character builds. With it I can ease the amount of work it takes to build a viable multiclass, and it is an easy mechanic to remove later.

Also: Don't worry, Edge was made for Fighters, certainly, but I have had some revelations regarding its use for Rogues as well. Which is great for ME, since I was deathly afraid of having to make another subsystem. >:P

Styles

Styles are now outdated. May use them later.
Tiger Claw Style Completed
Diamond Mind Style Still considering basic

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