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<blockquote data-quote="Greatwyrm" data-source="post: 1537007" data-attributes="member: 479"><p>Well, here's basically what I was thinking when I was making up abilities. I started with the basics of a fighter. The BAB, skills, and hit dice all seemed like what I wanted.</p><p></p><p>Over 10 levels, an advanced fighter would be giving up 3 bonus feats to take this class. I tried to take three core ideas and spread them out over the levels. You'd get abilities at every level, but they aren't really powerful until later on.</p><p></p><p>The first was the intimidation focus. Then the resistance to fear. Finally the extra damage against fearful targets. The intimidation is better, but still requires an opposed check and takes up either a standard action or your movement (voiding a Full Attack on either). I wanted them to be resistant to fear, but it didn't seem right to make them totally immune, like a paladin. Finally, the extra damage looked like it was about right in comparison with similar abilities like Favored Enemy and Sneak Attack.</p><p></p><p>When I was done, it seemed kinda silly that an "iron willed" warrior would still have a poor Will save. Since rangers and paladins have two good saves and a number of abilities, it didn't seem out of line.</p><p></p><p>For a little more background, these soldiers are elite warriors from a country that believes mainly in fighting hard and playing hard. Their position in the world leaves them subject to various threats, so everyone gets at least a little militia training. Some people are able to take the fight hard mentality and demonstrate it before they even start swinging. The kind of warrior where you may not know if he's the best in the land, but he can make you think he's better than you (and just might be).</p><p></p><p>I didn't really see them as leadership types, although I can see where that might work. I saw them more as a "status symbol" with some punch. Not only do we have to face the evil wizard, but his henchmen are lead by a Kerlun mercenary - now we're really in trouble.</p></blockquote><p></p>
[QUOTE="Greatwyrm, post: 1537007, member: 479"] Well, here's basically what I was thinking when I was making up abilities. I started with the basics of a fighter. The BAB, skills, and hit dice all seemed like what I wanted. Over 10 levels, an advanced fighter would be giving up 3 bonus feats to take this class. I tried to take three core ideas and spread them out over the levels. You'd get abilities at every level, but they aren't really powerful until later on. The first was the intimidation focus. Then the resistance to fear. Finally the extra damage against fearful targets. The intimidation is better, but still requires an opposed check and takes up either a standard action or your movement (voiding a Full Attack on either). I wanted them to be resistant to fear, but it didn't seem right to make them totally immune, like a paladin. Finally, the extra damage looked like it was about right in comparison with similar abilities like Favored Enemy and Sneak Attack. When I was done, it seemed kinda silly that an "iron willed" warrior would still have a poor Will save. Since rangers and paladins have two good saves and a number of abilities, it didn't seem out of line. For a little more background, these soldiers are elite warriors from a country that believes mainly in fighting hard and playing hard. Their position in the world leaves them subject to various threats, so everyone gets at least a little militia training. Some people are able to take the fight hard mentality and demonstrate it before they even start swinging. The kind of warrior where you may not know if he's the best in the land, but he can make you think he's better than you (and just might be). I didn't really see them as leadership types, although I can see where that might work. I saw them more as a "status symbol" with some punch. Not only do we have to face the evil wizard, but his henchmen are lead by a Kerlun mercenary - now we're really in trouble. [/QUOTE]
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