Sub-Epic Offerings

Here's a version of the base Fighter class I use in my campaigns. The fact that the Fighter sucks so bad compared to every other class, I find very unfortunate. Not every person wants to be a magic user, but they shouldn't be punished for being a sword and steel type. Here's my more balanced, far more powerful and more viable Fighter, the Improved Fighter, Fighter +, or as it's been long known in my circles The Real Deal Fighter.

Improved, the Fighter class and its abilities should look as follows:


The Real Deal Fighter

BAB:
Full as Fighter
Good Saves: Fort
HD: d10

Class Skills: 2+ int (Acrobatics, Climb, Craft, Handle Animal, Heal, Intimidate, Knowledge Dungeoneering, Knowledge Engineering, Perception, Profession, Ride, Sense Motive, Survival, Swim)

Weapon Prof: All simple and martial weapons, all armors, all shields including tower shields

CLASS FEATURES

1 Footwork +1, Bonus Feat

2 Defensive Training +1, Bonus Feat, Bravery +1

3 Ambush 1d6, Armor Training 1

4 Maneuver Training 1, Bonus Feat

5 Footwork +2, Weapon Training 1

6 Defensive Training +2, Bonus Feat, Bravery +2

7 Armor Training 2

8 Maneuver Training 2, Parry 1/ Round, Bonus Feat

9 Advanced Weapon Training, Weapon Training 2

10 Footwork +3, Defensive Training +3, Bonus Feat, Bravery +3

11 Armor Training 3

12 Maneuver Training 3, Counter Attack, Bonus Feat

13 Ambush 2d6, Weapon Training 3

14 Defensive Training +4, Bonus Feat, Bravery +4

15 Footwork +4, Armor Training 4

16 Maneuver Training 4, Parry 2/ Round, Bonus Feat

17 Weapon Training 4

18 Defensive Training +5, Bonus Feat, Bravery +5

19 Armor Mastery

20 Footwork +5, Maneuver Training 5, Active Dodge, Bonus Feat, Weapon Mastery


Fighter Improvements/ New Abilities

This is to be added to the existing Pathfinder Fighter and all Archetypes

Skills: Acrobatics, Heal, Perception and Sense Motive added to Skill List

Abilities:

Maneuver Training: At 4th level, a Fighter can select one Combat Maneuver to receive additional training. She gains a +1 bonus on Combat Maneuver checks when performing that Combat Maneuver and a +1 bonus to their CMD when defending against that maneuver.

At 8th level and every 4 levels thereafter, the Fighter becomes further trained in another Combat Maneuver, gaining the above +1 bonus Combat Maneuver checks and to CMD. In addition, the bonuses granted by all previous Maneuver Training increase by 1 each. (For example, if a Fighter chooses grapple at 2rd level and sunder at 8th level, their bonuses to grapple +2 and bonuses to sunder are +1. If they then choose bull rush upon reaching 12th level, their bonuses to grapple are +3, to sunder are +2, and to bull rush are +1.)

Defensive Training: A fighter learns to make the most out of the equipment they have and the tools at their disposal. At 2nd level, and every 4 levels thereafter (6th, 10th, 14th, and 18th) they gain an additional point of either Shield, Armor or Dodge bonus to AC. Shield when they are armed or with a shield, Armor if they are wearing armor or have natural armor, or Dodge if they lightly armored on unarmored and are not flat footed, to AC. This bonus stacks with all other bonuses and each point must be chosen individually.

Footwork: A fighter learns how to dodge and parry attacks even when unarmored and gains a dodge bonus to AC equal to 1/4th his level starting at level 1 to a minimum of 1. This bonus applies if the Fighter is unarmored and unencumbered and is not flat footed or otherwise denied their dex bonus to AC. This ability counts as a Dex bonus for purposes of increasing Armor Class when used with Armor and can apply up to the max Dex bonus of a particular armor type and stacks with Armor Training.

Ambush: A Fighter knows how to surprise unwary foes and strike hard when the enemy is not expecting it. Starting at 3rd Level the Fighter deals 1d6 extra precision based damage on all attacks during a surprise round. This only applies when the Fighter initiates the surprise round, not when being surprised. At 13th level this damage increases to 2d6.

Parry: At 8th level a fighter may attempt to block a single melee attack 1/round. As an immediate action, they must make an opposed attack roll against a foe who has just made a melee attack against them, the weapon types must be within one size category of one another and the fighter must be armed with a manufactured weapon or using a shield in order to use this ability, though this can be used unarmed against an unarmed attacker, it can also be used without penalty against the natural attacks of enemies however, the size of the enemy must be within 1 size category of the Fighter and the blocked attack must make sense to be able to be blocked, (up to GM discretion), if the Fighter succeeds in the roll they effectively block the foe’s attack negating the damage. If a weapon of a different material is used to parry an attack, the attack is treated as a sunder attempt against the weapon if it is made of a weaker material. At 16th level a Fighter may attempt to block a second attack per round though a parry attempt may only be attempted once per attack per round.

Counter Attack: At 12th level a Fighter may make a counter attack against any foe he successfully parries in a round. This must be a single melee attack with either an unarmed attack or with a manufactured weapon. This ability can only be used once per round even if multiple parry attempts are successful.

Active Dodge: At 20th level a fighter may automatically dodge a single attack roll once per round as an immediate action 3+ Dex Modifier times per day. This ability must be used before the results of an attack roll are known.

Improvements at a Glance (by level)

1 Footwork +1

2 Defensive Training +1

3 Ambush 1d6

4 Maneuver Training 1

5 Footwork +2

6 Defensive Training +2

7

8 Maneuver Training 2, Parry 1/ Round

9

10 Footwork +3, Defensive Training +3

11

12 Maneuver Training 3, Counter Attack

13 Ambush 2d6

14 Defensive Training +4

15 Footwork +4

16 Maneuver Training 4, Parry 2/ Round

17

18 Defensive Training +5

19

20 Footwork +5, Maneuver Training 5, Active Dodge
 
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Obly99

Hero
Here's a version of the base Fighter class I use in my campaigns. The fact that the Fighter sucks so bad compared to every other class, I find very unfortunate. Not every person wants to be a magic user, but they shouldn't be punished for being a sword and steel type. Here's my more balanced, far more powerful and more viable Fighter, the Improved Fighter, Fighter +, or as it's been long known in my circles The Real Deal Fighter.
Your version is really nice, although I wouldn't put that the footwork bonus counts as Dex for the armor maxima Dex limitation (I understand the reasoning behind it but the fighter desperately needs buffs) and I would put that the parry works like the Opportune Parry and Riposte of the swashbuckler (with some difference for work with counter attack)
Eventually, take a look at these alternative versions of a buffed fighter, they might interest you:
 

Your version is really nice, although I wouldn't put that the footwork bonus counts as Dex for the armor maxima Dex limitation (I understand the reasoning behind it but the fighter desperately needs buffs) and I would put that the parry works like the Opportune Parry and Riposte of the swashbuckler (with some difference for work with counter attack)
Eventually, take a look at these alternative versions of a buffed fighter, they might interest you:
I play tested it with the dex bonu...mechanics and idea but it was just too strong
 
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Eventually, take a look at these alternative versions of a buffed fighter, they might interest you:
The Legendary Fighter is pretty cool, definitely similar to the one I made above, but also interesting. I think it's Feat/Latent Feat system is interesting.
The Revised Fighter is a little much tbh, I don't like how it can fight against supernatural threats with no issue, that kind of defeats the point of being a fighter imo honestly.
 


Merry Christmas everyone, here's another Boss Class used in my game setting extensively, this is my wife's personal favorite class.

This is derived from the Pathfinder Shadowdancer class: Shadowdancer – d20PFSRD

And the Tome Shadowdancer 3rd Party Class: Shadowdancer, Tome (3.5e Prestige Class)

Shadowdancer
Roguelike masters of shadow, these evasive denizens of the night stalk foes unseen from the cover of darkness striking with precision and disappearing before they’re ever seen, they command powerful magical abilities drawn from the Plane of Shadow.

BAB: ¾ as Rogue
Good Saves: Ref
HD: d6

Class Skills: Class Skills (6 + Int modifier per level)

Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy, Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Perception (Wis), Perform, Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Use Magic Device (Cha).

Weapon Prof: As Rogue, Rapiers, Repeating Crossbows, Simple weapons, no armor proficiencies, bucklers

CLASS ABILITIES

1: Darkvision 60, Shadow Slide, Shadow Strike 1d6

2: Hide in Plain Sight, Sneak Attack 1d6

3: Darkness, Shadow Strike 2d6

4: Evasion, Darkvision 120, Uncanny Dodge, Sneak Attack 2d6

5: Improved Shadow Slide, Shadow Door, Shadow Walk, Shadow Strike 3d6

6: Rogue Talent, Shadow Illusion, Summon Shadow, Sneak Attack 3d6

7: Darkvision 240, Shadow Strike 4d6

8: Shadow Call, Shadow Jump 40ft, Sneak Attack 4d6

9: Shadow Pounce, Deeper Darkness, Shadow Strike 5d6

10: Defensive Roll, Improved Uncanny Dodge, Sneak Attack 5d6

11: See In Darkness, Shadow Strike 6d6

12: Rogue Talent, Shadow Jump 80ft, Sneak Attack 6d6

13: Improved Shadow Strike, Shadow Vanish, Shadow Strike 7d8

14: Slippery Mind, Sneak Attack 7d6

15: Shadow Friends, Shadow Strike 8d8

16: Shadow Power, Shadow Jump 160ft, Sneak Attack 8d6

17: Mirrorshard Blade, Mirrorshard Blade (Mirror), Shadow Strike 9d8

18: Mirrorshard Blade (Reflection), Rogue Talent, Sneak Attack 9d6

19: Mirrorshard Blade (Blinding Light), Phantasmal Image, Shadow Strike 10d8

20: Mirrorshard Blade (Reflective Offense), Improved Evasion, Shadow Master, Shadow Jump 320ft, Sneak Attack 10d6

Darkvision (Su): A Shadowdancer can see up to 60 feet in darkness, this range doubles every 3 levels to a maximum of 240 feet at 7th level

Shadow Strike (Su): As an attack action, a 1st-level shadowdancer can hit somebody with a bolt of darkness. A shadow strike has short range, (25 feet +5 feet every 2 levels) and strikes as a ranged touch attack. This deals 1d6 cold damage every odd level (1,3,5,7,9, etc) Feats and abilities such as Two Weapon Fighting and Rapid Shot that grant extra attacks do not grant extra uses of this ability per round though the attack may be used with Iterative Attacks.

At 7th level, a shadowdancer's shadow strike can, at her option, deal Negative Energy Damage instead of cold damage.

Shadow Slide (Sp): At 1st level, a shadowdancer can use Dimension Slide as a spell-like ability at will using the shadowdancer’s level as the caster level.. This works just like the psionic power, except that you must start and end in a shadow. You can start in your own shadow and end in someone else's.

Hide in Plain Sight (Su) At 2nd level a shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Darkness (Sp): At 3rd level the Shadowdancer can cast Darkness as a Spell Like ability at will using the shadowdancer’s level as the caster level.

Sneak Attack (Ex): The Shadowdancer deals 1d6 additional precision damage to any foe who is denied their dexterity bonus. At every even level (2,4,6,8, etc) the damage is increased by an additional d6.

Evasion (Ex) At 4th level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.

Uncanny Dodge (Ex) At 4th level, a shadowdancer cannot be caught flat footer, even if the attacker is invisible. She still loses her Dex bonus to AC if immobilized. A shadowdancer with this ability can still lose her Dex bonus to AC if an opponent successfully uses the feint action against her.

If a shadowdancer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Improved Shadow Slide (Su): At 5th level, you can Shadow Slide as a move action, the ability becomes a supernatural ability as well.

Shadow Door (Sp): At 5th level, the shadowdancer gains the ability to use Dimension Door as a spell-like ability at will using the shadowdancer’s level as the caster level.. As with Shadow Slide, she must start and end in a shadow.

Shadow Walk (Sp): At 5th level, the shadowdancer gains the ability to use Shadow Walk as a spell-like ability at will using the shadowdancer’s level as the caster level.

Rogue Talent: At 6th level, and every six levels thereafter (6,12,18) a shadowdancer gains a special ability that allows her to confound her foes. This functions as the Rogue Talent class feature. A shadowdancer cannot select an individual talent more than once. If a shadowdancer has the Advanced Talents rogue class feature, she can chose from the Advanced Talents list instead.

Shadow Illusion (Sp): When a shadowdancer reaches 6th level, she can create visual illusions. This ability functions as Silent Image using the shadowdancer’s level as the caster level. A shadowdancer can use this ability once per day for every two shadowdancer levels she has attained. The DC for this ability is Charisma based.

Summon Shadow (Su) At 6th level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. This shadow has a number of hit points equal to half the shadowdancer’s total. The shadow uses the shadowdancer’s base attack bonus and base save bonuses.

If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fort save. If the saving throw fails, the shadowdancer gains one permanent negative level. A successful saving throw avoids this negative level. A destroyed or dismissed shadow companion cannot be replaced for 30 days.

Shadow Call (Sp) At 8th level, a shadowdancer can create creatures and effects out of raw shadow. This ability functions as Shadow Conjuration using the shadowdancer’s level as the caster level. A shadowdancer can use this ability 1+ Charisma Modifier (if positive) times per day at 8th level, plus one additional time per day for every two levels attained beyond 4th (2/day at 10th level, 3/day at 12th level, 4/day at 14th level, etc). The DC for this ability is Charisma based.

Upon reaching 20th level, this ability functions as Greater Shadow Conjuration.

Shadow Jump (Su) At 8th level, a shadowdancer gains the ability to travel between shadows as if by means of a Dimension Door spell as an immediate action. The limitation is that the magical transport must begin and end in an area with at least some dim light. A shadowdancer can jump up to a total of 40 feet each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. Every four levels the distance a shadowdancer can jump each day doubles (80 feet at 12th, 160 feet at 16th, and 320 feet at 20th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment, this ability may not be used more than once per round.

Shadow Pounce (Ex): At 9th level, the shadowdancer can make a full attack action after using any of her Shadow movement abilities. If she uses this ability, it immediately ends her turn.

Deeper Darkness (Sp): At 9th Level the Shadowdancer may cast Deeper Darkness as a Spell Like ability at will using the shadowdancer’s level as the caster level.

Defensive Roll (Ex): Starting at 10th level, once per day, a shadowdancer can attempt to avoid a lethal blow. This functions as the rogue’s Advanced Talent of the same name.

Improved Uncanny Dodge (Ex): At 10th level and higher, shadowdancer can no longer be Flanked. This defense denies a Rogue the ability to Sneak Attack the Shadowdancer by flanking her, unless the attacker has at least four more rogue levels than the target has shadowdancer levels.

If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum Rogue level required to flank the character.

See in Darkness (Su): At 11th level the Shadowdancer can see perfectly in darkness of any kind, including that created by Deeper Darkness

Shadow Vanish (Sp): At 13th level, a shadowdancer can cast Greater Teleport as a spell-like ability at will. They can only take themselves and up to 50 pounds of objects, however. When disappearing, a shadowdancer seems to shrink and vanish into her own shadow and when reappearing she seems to explode in a burst of shadows.

Improved Shadow Stirke (Su): 13th level the shadow strike can deal Force Damage as the target creature's own shadow turns to attack them. The damage increases a die size (from 1d6 to 1d8) as well.

Slippery Mind (Ex) At 14th level, a shadowdancer becomes resilient to enchantment spells. This ability represents the Shadowdancer’s ability to wriggle free from magical effects that would otherwise control or compel her. If a she is affected by an enchantment spell or effect and fails her Saving Throw she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her Saving Throw

Shadow Friends (Su): At 15th level, a shadowdancer can create a shadow friend. This works like the Unseen Servant spell, except the shadowdancer can see through the eyes and hear through the ears of her shadow friend. She may only have one such "friend" at a time.

Shadow Power (Sp) At 16th level, a shadowdancer can use raw shadow to damage her foes. This ability functions as Shadow Evocation using the shadowdancer’s level as the caster level. A shadowdancer can use this ability 1+ Charisma Modifier (If Positive) per day at 16th level, and one additional time per day ever 2 levels thereafter (2/day at 18th level, 3/day at 20th level) The DC for this ability is Charisma-based.

At 20th Level this ability functions as Greater Shadow Evocation

Mirrorshard Blade (Su): At 17th level, the shadowdancer gains the ability to create a special weapon, the Mirrorshard Blade. As a free action usable once per round, she can create a Mirrorshard Blade (two if she has Two-Weapon Fighting). To do this, she must have a mirror or piece of a mirror on hand. She automatically has proficiency with this weapon. A Mirrorshard Blade has a reach of 5' and deals 1d8 slashing damage, as well as one point of Constitution damage, and has an enhancement bonus equal to 1/3 the shadowdancer's character level. A Mirrorshard Blade threatens a critical on an 18-20 and has a critical multiplier of ×2; the Constitution damage is also multiplied on a critical. Mirrorshard Blades have a range increment of 10', and instantly return to the hand of the user when thrown. Mirrorshard Blades also have the following special properties that are acquired as the shadowdancer levels up.

Mirrorshard Blade: Mirror (Su): At 17th level, as an immediate action, you may make an attack against any ray fired at you once per round. If your attack roll beats the attack roll used to hit you, you reflect the ray back at the caster.

Mirrorshard Blade: Reflection (Su): At 18th level, the wielder of a Mirrorshard Blade always has a single Mirror Image. The images created by this ability, if destroyed, can all be reformed once per round as a free action. The Mirrorshard Blade must be drawn for this ability to function however it continues to function even after the blade has been used and remains until the Mirrorshard Blade is sheathed.

Mirrorshard Blade: Blinding Light (Su): At 19th Level, as a move action, the wielder of a Mirrorshard Blade can reflect any nearby light, causing all within 30' to make a Fortitude save (DC 10 + ½ character level + Dex modifier) or be Blinded for 3 rounds. Creatures with light sensitivity take a -4 penalty to their save and are permanently blinded if they fail the save. If they pass, light-sensitive creatures are Dazzled for three rounds.

Phantasmal Image (Sp): At 19th level, a shadowdancer can use Major Image as a spell-like ability at will. The images are made from real shadow pulled from the Plane of Shadow, and as such are not mind-affecting figments and are not foiled by True Seeing

Mirrorshard Blade: Reflective Offense (Su): At 20th Level, enemies always count as flat-footed against any attacks you make with your Mirrorshard Blades. Improved Uncanny Dodge by a character of at least 4 levels higher than the shadowdancer can counter this.

Improved Evasion (Ex) This ability, gained at 20th level, works like Evasion (see above). A shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, she takes only half damage even if she fails her saving throw.

Shadow Master (Su) At 20th level, whenever a shadowdancer is in an area of dim light, she gains Damage Reduction of 10/—, a +2 luck bonus on all saving throws, and her Shadow Call and Shadow Power abilities function as Greater Shadow Conjuration and Greater Shadow Evocation respectively. In addition, whenever she successfully scores a critical hit against a foe who is in an area of dim light, that foe is blinded for 1d6 rounds.
 
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Obly99

Hero
Today I will post a class created by my inspired by Gilgamesh of the Fate series (Gilgamesh). Its a boss class but imo you can you can use it as a PC option if you does not allow the Two-Weapon Fighting and its feat tree in combination with Gate and reduce to 3 times per day the Gate of Babylon ability. For the rest I hope you like it.

Herald of Babylon

There are many ways to fight but one of the strangest is the art of pairing the weapons with which one comes into contact and then using them in turn against enemies. While it is extremely eccentric as an art, it has undoubtedly proved effective for taking down large amounts of enemies in no time. Originated, it is said, by a king of ancient times dressed in gold extremely eccentric, arrogant, narcissistic but with undoubtedly a good taste in terms of alcohol, it has now spread all over the world among those who want to imitate him.

Alignment: Any.

Hit Die: d10.

Starting Gold: 3d12×10 gp (190 gp).

Starting Age: As fighter.

Class Skills

The herald of babylon’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks Per Level: 4 + Int modifier.

Table: Herald of Babylon
Level​
Base Attack Bonus​
Fort​
Ref​
Will​
Special​
Weapon Bound​
1st​
+1​
+0​
+2​
+2​
Ego of the King, Gate, Weapon Bound​
1​
2nd​
+2​
+0​
+3​
+3​
Bonus Feat​
2​
3rd​
+3​
+1​
+3​
+3​
Bonus Feat​
2​
4th​
+4​
+1​
+4​
+4​
Bonus Feat​
2​
5th​
+5​
+1​
+4​
+4​
Bonus Feat​
3​
6th​
+6/+1​
+2​
+5​
+5​
Increase Range, Whirlwind Attack​
3​
7th​
+7/+2​
+2​
+5​
+5​
Bonus Feat​
3​
8th​
+8/+3​
+2​
+6​
+6​
Bonus Feat​
3​
9th​
+9/+4​
+3​
+6​
+6​
Celestial Chain, Increase Range​
4​
10th​
+10/+5​
+3​
+7​
+7​
Bonus Feat​
4​
11th​
+11/+6/+1​
+3​
+7​
+7​
Bonus Feat​
5​
12th​
+12/+7/+2​
+4​
+8​
+8​
Bonus Feat, Increase Range​
5​
13th​
+13/+8/+3​
+4​
+8​
+8​
Giant Shooter​
5​
14th​
+14/+9/+4​
+4​
+9​
+9​
Bonus Feat​
5​
15th​
+15/+10/+5​
+5​
+9​
+9​
Deflector, Increase Range​
6​
16th​
+16/+11/+6/+1​
+5​
+10​
+10​
Celestial Prison​
6​
17th​
+17/+12/+7/+2​
+5​
+10​
+10​
Bonus Feat​
6​
18th​
+18/+13/+8/+3​
+6​
+11​
+11​
Increase Range​
7​
19th​
+19/+14/+9/+4​
+6​
+11​
+11​
Bonus Feat​
7​
20th​
+20/+15/+10/+5​
+6​
+12​
+12​
Gate of Babylon, Unlimited Blade Works​
Unlimited​

Class Features
All of the following are class features of the herald of babylon.

Weapon and Armor Proficiency
Herald of babylon are proficient with all simple weapons. Herald of babylon are not proficient with armor or shields of any kind.

Ego of the King (Ex)
At 1st level, when unarmored and unencumbered, the herald of babylon adds his Charisma bonus (if any) to his AC and his CMD. In addition, a herald of babylon gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four herald of babylon levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the herald of babylon is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

The herald of babylon can use his Charisma modifier in place of his Wisdom modifier for his Will saving throws.

Gate (Su)
At 1st level, the herald of babylon learns the art of recalling the weapons to which he is bound. By connecting to its armory, it summon weapons to attack. He can pull out weapons from directly behind him, or prepare numerous weapons midair, loaded like bullets. Activate the gate is a free action, which create a number of visual weapons equal to 10 per herald level, the gate attacks must use the type of bound weapons appearance (ex: if you have a greatsword, a longbow and a greataxe as bound weapons and you have only longbow and greataxe appear in the images, you can only make attacks with longbow and greataxe, not with the greatsword). The items passing through the gate behind him form gold-glowing energy ripples in the empty air as they appear instantly for strike. Regardless of which weapon is recalled, it is always considered a ranged weapon with the following differences:

- the range of the weapon is 30 ft. without any range increment

- ammo is created autonomously and automatically reloads after each shot

- any weapons with the automatic, misfire, semi-automatic, slow-firing and touch property no longer have it (mainly firearms)

- he gains a bonus equal to his Charisma modifier on damage rolls when using this weapons (a composite longbow does not add Strength but the gun training feature of the gunslinger and similar abilities stack)

- in place of Dexterity, the herald uses Charisma for the attack roll

- the herald do not provoke attacks of opportunity when firing with gate while threatened

While the portal is active the herald is always considered armed, threatens the area in which his gate has range and can make attack of opportunity with the bound weapons through the gate. The herald can make iterative attacks with bound weapons, choosing the same weapon for each attack or in any combination he wants. Weapons (or bullets) after hitting or missing immediately dissolve. All the weapons and projectiles are always golden (this is a simple visual effect). Gate create multiple copies of the same originary bound weapon, which are used for striking (all attacks use a different copy, the same copy is never used for more than one attack since it dissolves immediately afterwards). As a swift action the materialized copies can be changed, allowing different weapon bound. Even if it is a supernatural, once the weapons are materialized for striking (after the attack roll his rolled) they are real, even if only for a brief moment: they ignore the effect of dead magic zones or antimagic fields except for the fact that any magical weapons do not function magically within the area. The herald can use haste and Two Weapon Fighting (and its feat tree) with gate, in this case, all the weapons count as light weapon for calculate the penalty and because he does not have an “off-hand”, he always add his full Charisma modifier to damage. If the herald is in an area of Dimensional Lock or other area effect that block planar travel, he cannot use gate (he can still use gate while under non-area effect that block planar travel like dimensional anchor).

Weapon Bound (Su)
The herald can bound with a weapon by carrying it for at least a week. A 1st level herald start the adventure with a weapon already bound. Bounding to a weapon causes its essence to appear within the arsenal: an extradimensional space linked to the herald. This essence is used to create perfect replicas of the weapon in question (see gate), even their magial property (other than the speed weapon ability which cannot be used). The herald has a limit on how many weapon essences he can have stored in the arsenal, this limit is shown in the column: Weapon Bound. As an 8-hours ritual, the herald can "lose" an essence to free up a place in the arsenal. The herald cannot bount to an unique weapon like artifact. The herald is always proficient with the bound weapons (but not automatically the real ones) and ignore ability score prerequisite for use the weapon. Weapons must be the appropriate size for the herald to be able to bond with them.

Bonus Feat
At the following levels the herald gains the following feats without the need to meet their prerequisites. If the herald already have the feat, he can chose another combat feat for which he meets the prerequisite.

2nd: Point-Blank Shot

3rd: Precise Shot

4th: Rapid Shot

5th: Deadly Aim

7th: Combat Reflexes (use Charisma in place of Dexterity for the addition number of attacks of opportunity)

8th: Cut from the Air (using your bound weapon even if normally only melee attack can be used)

10th: Smash from the Air

12th: Improved Precise Shot

14th: Clustered Shot

17th: Pinpoint Targeting

19th: Spellcut

Increase Range
At 6th level and every 3 level thereafter the range of gate increase by 30 ft.

Whirlwind Attack (Su)
At 6th level, when the herald use the full-attack action, he can give up his regular attacks and instead make one ranged attack at his highest base attack bonus against each opponent within reach of gate. All attacks are made with a -2 penalty. He must make a separate attack roll against each opponent. When he use the Whirlwind Attack ability, he also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. This ability can be used once per encounter.

Celestial Chain (Su)
At 9th level, the herald can make as a standard action a ranged grapple combat maneuver without provoke attack of opportunity against a creatune within the reach of gate. He add his Charisma bonus to his base attack bonus and size bonus when determining his Combat Maneuver Bonus instead of his Strength bonus for this special maneuver. If he succeed the target is grapple from golden chains that appear from portals around him but the herald do not gain the grappled condition. The grapple continues in the following rounds with the ordinary rules with the difference that the herald never gains the grappled condition and the target cannot reverse the grapple.

Giant Shooter (Su)
At 13th level, the herald can bound and use, without penalty, with weapons one size larger than he could normally use. At 20th level he can use weapons two size larger than he could normally use and siege weapon. Bound siege weapons use the rules of gate with the following additions:

- he does not need a crew for use it

- bound siege weapons never mishap or misfire

- the herald his always proficient in bound siege weapons even if normally is not possible (like the Ram)

- bound siege weapons reaim as a free action

To summarize many other rules that would come too: bound siege weapons behave like normal ranged weapons in the hands of the herald. A normal attack roll against the enemy or square's AC (in the case of machines that make area attacks like the catapult) hits and does damage, the weapon automatically reloads as free without the need for check(s) (as in the case of the catapult) or crew and the herald never takes penalties to hit or damage for the type of weapon (as in the case of the ballista).

Deflector (Ex)
At 15th level, the herald can use Cut from the Air and Smash from the Air against melee attacks, not only ranged attacks.

Celestial Prison (Su)
At 16th level, the herald can use celestial chain against all enemies in the area of gate. The herald make one combat maneuver: any enemy in the area whose CMD is equal to or lower than the result are grappled. The grapple continues in the following rounds with the ordinary rules with the difference that the herald make only one CMB check against all enemies, never gains the grappled condition, the targets cannot reverse the grapple and if one or more enemies free themselves, this does not affect the others still grappled. This ability can be used a number of times per day equal to 3 + Charisma modifier.

Gate of Babylon (Su)
At 20th level, the herald has proved himself worthy of having access to the ancient king's treasury, which is said to contain all the weapons of the ancient world. The herald can chose from three option:
  • effect an area around himself of 10 ft. per herald level wide, 30 ft. per herald level in height
  • effect a line in front of him of 20 ft. per herald level long, 5 ft. per herald level wide, 5 ft. per herald level in height
  • effect a single enemy within 10 ft. per herald level
In the first two options a tempest of weapons hit the area and all creatures within takes 2d6 damage per herald level with a Reflex save DC 10 + ½ herald level + Charisma modifier for half damage. The herald can choose to exclude a number of creature in the area equal to his Charisma modifier. In the third option the storm of weapons target a single enemy which takes 3d6 damage per herald level with a Reflex save DC 10 + ½ herald level + Charisma modifier for half damage. Targets that have total cover from the point of origin of the effect (from the sky for the first option, from the herald himself for the second and third) are immune to Gate of Babylon. Even if it is a supernatural, once the weapons are materialized they are real, even if only for a brief moment: they ignore the effect of dead magic zones or antimagic fields. This ability can be used once every hour, with a maximum number of time per day equal to the herald Charisma modifier (every time he can chose any option, not only the one that he used the last time). If the herald is under an effect that block planar travel (like dimensional anchor and dimensional lock), he cannot use Gate of Babylon.

Unlimited Blade Works (Su)
At 20th level, the herald can now bound with an unlimited number of weapons. He can now bound as a standard action with all weapons, even artifacts. The range of gate is now equal to 10 ft. per herald level.
 

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Today I will post a class created by my inspired by Gilgamesh of the Fate series (Gilgamesh). Its a boss class but imo you can you can use it as a PC option if you does not allow the Two-Weapon Fighting and its feat tree in combination with Gate and reduce to 3 times per day the Gate of Babylon ability. For the rest I hope you like it.

Herald of Babylon

There are many ways to fight but one of the strangest is the art of pairing the weapons with which one comes into contact and then using them in turn against enemies. While it is extremely eccentric as an art, it has undoubtedly proved effective for taking down large amounts of enemies in no time. Originated, it is said, by a king of ancient times dressed in gold extremely eccentric, arrogant, narcissistic but with undoubtedly a good taste in terms of alcohol, it has now spread all over the world among those who want to imitate him.

Alignment: Any.

Hit Die: d10.

Starting Gold: 3d12×10 gp (190 gp).

Starting Age: As fighter.

Class Skills

The herald of babylon’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks Per Level: 4 + Int modifier.

Table: Herald of Babylon
Level​
Base Attack Bonus​
Fort​
Ref​
Will​
Special​
Weapon Bound​
1st​
+1​
+0​
+2​
+2​
Ego of the King, Gate, Weapon Bound​
1​
2nd​
+2​
+0​
+3​
+3​
Bonus Feat​
2​
3rd​
+3​
+1​
+3​
+3​
Bonus Feat​
2​
4th​
+4​
+1​
+4​
+4​
Bonus Feat​
2​
5th​
+5​
+1​
+4​
+4​
Bonus Feat​
3​
6th​
+6/+1​
+2​
+5​
+5​
Increase Range, Whirlwind Attack​
3​
7th​
+7/+2​
+2​
+5​
+5​
Bonus Feat​
3​
8th​
+8/+3​
+2​
+6​
+6​
Bonus Feat​
3​
9th​
+9/+4​
+3​
+6​
+6​
Celestial Chain, Increase Range​
4​
10th​
+10/+5​
+3​
+7​
+7​
Bonus Feat​
4​
11th​
+11/+6/+1​
+3​
+7​
+7​
Bonus Feat​
5​
12th​
+12/+7/+2​
+4​
+8​
+8​
Bonus Feat, Increase Range​
5​
13th​
+13/+8/+3​
+4​
+8​
+8​
Giant Shooter​
5​
14th​
+14/+9/+4​
+4​
+9​
+9​
Bonus Feat​
5​
15th​
+15/+10/+5​
+5​
+9​
+9​
Deflector, Increase Range​
6​
16th​
+16/+11/+6/+1​
+5​
+10​
+10​
Celestial Prison​
6​
17th​
+17/+12/+7/+2​
+5​
+10​
+10​
Bonus Feat​
6​
18th​
+18/+13/+8/+3​
+6​
+11​
+11​
Increase Range​
7​
19th​
+19/+14/+9/+4​
+6​
+11​
+11​
Bonus Feat​
7​
20th​
+20/+15/+10/+5​
+6​
+12​
+12​
Gate of Babylon, Unlimited Blade Works​
Unlimited​

Class Features
All of the following are class features of the herald of babylon.

Weapon and Armor Proficiency
Herald of babylon are proficient with all simple weapons. Herald of babylon are not proficient with armor or shields of any kind.

Ego of the King (Ex)
At 1st level, when unarmored and unencumbered, the herald of babylon adds his Charisma bonus (if any) to his AC and his CMD. In addition, a herald of babylon gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four herald of babylon levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the herald of babylon is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

The herald of babylon can use his Charisma modifier in place of his Wisdom modifier for his Will saving throws.

Gate (Su)
At 1st level, the herald of babylon learns the art of recalling the weapons to which he is bound. By connecting to its armory, it summon weapons to attack. He can pull out weapons from directly behind him, or prepare numerous weapons midair, loaded like bullets. Activate the gate is a free action, which create a number of visual weapons equal to 10 per herald level, the gate attacks must use the type of bound weapons appearance (ex: if you have a greatsword, a longbow and a greataxe as bound weapons and you have only longbow and greataxe appear in the images, you can only make attacks with longbow and greataxe, not with the greatsword). The items passing through the gate behind him form gold-glowing energy ripples in the empty air as they appear instantly for strike. Regardless of which weapon is recalled, it is always considered a ranged weapon with the following differences:

- the range of the weapon is 30 ft. without any range increment

- ammo is created autonomously and automatically reloads after each shot

- any weapons with the automatic, misfire, semi-automatic, slow-firing and touch property no longer have it (mainly firearms)

- he gains a bonus equal to his Charisma modifier on damage rolls when using this weapons

- in place of Dexterity, the herald uses Charisma for the attack roll

- the herald do not provoke attacks of opportunity when firing with gate while threatened

While the portal is active the herald is always considered armed, threatens the area in which his gate has range and can make attack of opportunity with the bound weapons through the gate. The herald can make iterative attacks with bound weapons, choosing the same weapon for each attack or in any combination he wants. Weapons (or bullets) after hitting or missing immediately dissolve. All the weapons and projectiles are always golden (this is a simple visual effect). Gate create multiple copies of the same originary bound weapon, which are used for striking (all attacks use a different copy, the same copy is never used for more than one attack since it dissolves immediately afterwards). As a swift action the materialized copies can be changed, allowing different weapon bound. Even if it is a supernatural, once the weapons are materialized for striking (after the attack roll his rolled) they are real, even if only for a brief moment: they ignore the effect of dead magic zones or antimagic fields except for the fact that any magical weapons do not function magically within the area. The herald can use haste and Two Weapon Fighting (and its feat tree) with gate, in this case, all the weapons count as light weapon for calculate the penalty and because he does not have an “off-hand”, he always add his full Charisma modifier to damage. If the herald is in an area of Dimensional Lock or other area effect that block planar travel, he cannot use gate (he can still use gate while under non-area effect that block planar travel like dimensional anchor).

Weapon Bound (Su)
The herald can bound with a weapon by carrying it for at least a week. A 1st level herald start the adventure with a weapon already bound. Bounding to a weapon causes its essence to appear within the arsenal: an extradimensional space linked to the herald. This essence is used to create perfect replicas of the weapon in question (see gate), even their magial property (other than the speed weapon ability which cannot be used). The herald has a limit on how many weapon essences he can have stored in the arsenal, this limit is shown in the column: Weapon Bound. As an 8-hours ritual, the herald can "lose" an essence to free up a place in the arsenal. The herald cannot bount to an unique weapon like artifact. The herald is always proficient with the bound weapons (but not automatically the real ones) and ignore ability score prerequisite for use the weapon. Weapons must be the appropriate size for the herald to be able to bond with them.

Bonus Feat
At the following levels the herald gains the following feats without the need to meet their prerequisites. If the herald already have the feat, he can chose another combat feat for which he meets the prerequisite.

2nd: Point-Blank Shot

3rd: Precise Shot

4th: Rapid Shot

5th: Deadly Aim

7th: Combat Reflexes (use Charisma in place of Dexterity for the addition number of attacks of opportunity)

8th: Cut from the Air (using your bound weapon even if normally only melee attack can be used)

10th: Smash from the Air

12th: Improved Precise Shot

14th: Clustered Shot

17th: Pinpoint Targeting

19th: Spellcut

Increase Range
At 6th level and every 3 level thereafter the range of gate increase by 30 ft.

Whirlwind Attack (Su)
At 6th level, when the herald use the full-attack action, he can give up his regular attacks and instead make one ranged attack at his highest base attack bonus against each opponent within reach of gate. All attacks are made with a -2 penalty. He must make a separate attack roll against each opponent. When he use the Whirlwind Attack ability, he also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. This ability can be used once per encounter.

Celestial Chain (Su)
At 9th level, the herald can make as a standard action a ranged grapple combat maneuver without provoke attack of opportunity against a creatune within the reach of gate. He add his Charisma bonus to his base attack bonus and size bonus when determining his Combat Maneuver Bonus instead of his Strength bonus for this special maneuver. If he succeed the target is grapple from chains that appear from portals around him but the herald do not gain the grappled condition. The grapple continues in the following rounds with the ordinary rules with the difference that the herald never gains the grappled condition and the target cannot reverse the grapple.

Giant Shooter (Su)
At 13th level, the herald can bound and use, without penalty, with weapons one size larger than he could normally use. At 20th level he can use weapons two size larger than he could normally use and siege weapon. Bound siege weapons use the rules of gate with the following additions:

- he does not need a crew for use it

- bound siege weapons never mishap or misfire

- the herald his always proficient in bound siege weapons even if normally is not possible (like the Ram)

- bound siege weapons reaim as a free action

To summarize many other rules that would come too: bound siege weapons behave like normal ranged weapons in the hands of the herald. A normal attack roll against the enemy or square's AC (in the case of machines that make area attacks like the catapult) hits and does damage, the weapon automatically reloads as free without the need for check(s) (as in the case of the catapult) or crew and the herald never takes penalties to hit or damage for the type of weapon (as in the case of the ballista).

Deflector (Ex)
At 15th level, the herald can use Cut from the Air and Smash from the Air against melee attacks, not only ranged attacks.

Celestial Prison (Su)
At 16th level, the herald can use celestial chain against all enemies in the area of gate. The herald make one combat maneuver: any enemy in the area whose CMD is equal to or lower than the result are grappled. The grapple continues in the following rounds with the ordinary rules with the difference that the herald make only one CMB check against all enemies, never gains the grappled condition, the targets cannot reverse the grapple and if one or more enemies free themselves, this does not affect the others still grappled.

Gate of Babylon (Su)
At 20th level, the herald has proved himself worthy of having access to the ancient king's treasury, which is said to contain all the weapons of the ancient world. The herald can chose from three option:
  • effect an area around himself of 10 ft. per herald level wide, 30 ft. per herald level in height
  • effect a line in front of him of 20 ft. per herald level long, 5 ft. per herald level wide, 5 ft. per herald level in height
  • effect a single enemy within 10 ft. per herald level

In the first two options a tempest of weapons hit the area and all creatures within takes 10 damage per herald level with a Reflex save DC 10 + ½ herald level + Charisma modifier for half damage. The herald can choose to exclude a number of creature in the area equal to his Charisma modifier. In the third option the storm of weapons target a single enemy which takes 20 damage per herald level with a Reflex save DC 10 + ½ herald level + Charisma modifier for half damage. Targets that have total cover from the point of origin of the effect (from the sky for the first option, from the herald himself for the second and third) are immune to Gate of Babylon. Even if it is a supernatural, once the weapons are materialized they are real, even if only for a brief moment: they ignore the effect of dead magic zones or antimagic fields. This ability can be used once every hour, with a maximum number of time per day equal to the herald Charisma modifier (every time he can chose any option, not only the one that he used the last time). If the herald is under an effect that block planar travel (like dimensional anchor and dimensional lock), he cannot use Gate of Babylon.

Unlimited Blade Works (Su)
At 20th level, the herald can now bound with an unlimited number of weapons. He can now bound as a standard action with all weapons, even artifacts. The range of gate is now equal to 10 ft. per herald level.
I actually really like this class. This is a very interesting and fun class mechanically. I'm definitely going to make a few characters with this.

The only things I see that could be game breaking are the Gate of Babylon and Celestial Prison powers. Gate of Babylon deals honestly way too much damage. 20 per level? Come on. That's 400 damage at 20th, in an aoe. I get that it's basically usable once per encounter, but even if it did 20d10 or 2d6per level or 2d6+20, or even 20d20 it would be very strong, but at least it would potentially not just instantly win the fight, but it being a supernatural ability and it dealing a flat 400 let's it one shot just about anything and there's no variable mechanic. That's too much, imo.

And Celestial Prison can target everyone in a 180 ft radius with a grapple attempt without being grappled himself and he can spam it, if he could do this once per encounter or 3+Charisma modifier times per day, okay, it'd be strong but at least it had some limitation, but just being able to infini-spam it means even if you break free he can just do it again, so you really can't do anything except try to get out of grapples every round.
 

Obly99

Hero
I actually really like this class. This is a very interesting and fun class mechanically. I'm definitely going to make a few characters with this.
Happy you will use it!
The only things I see that could be game breaking are the Gate of Babylon and Celestial Prison powers. Gate of Babylon deals honestly way too much damage. 20 per level? Come on. That's 400 damage at 20th, in an aoe. I get that it's basically usable once per encounter, but even if it did 20d10 or 2d6per level or 2d6+20, or even 20d20 it would be very strong, but at least it would potentially not just instantly win the fight, but it being a supernatural ability and it dealing a flat 400 let's it one shot just about anything and there's no variable mechanic. That's too much, imo.
The 20 per level is single target with a Reflex for half (and potentially evasion or improved evasion) but yes it is pretty a lot.
And Celestial Prison can target everyone in a 180 ft radius with a grapple attempt without being grappled himself and he can spam it, if he could do this once per encounter or 3+Charisma modifier times per day, okay, it'd be strong but at least it had some limitation, but just being able to infini-spam it means even if you break free he can just do it again, so you really can't do anything except try to get out of grapples every round.
Can only be used a number of times per day equal to 3+Cha but cut the last sentence. Edited.
 
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Happy you will use it!

The 20 per level is single target but yes it is pretty a lot.
Ah I see, still a flat 10 damage per level or 200 damage in an aoe is a lot. Or 400 to a single target. I think it should be stepped back a bit. With other high damaging moves like maximized disintegrate you have to hit the spell with a ranged touch, then overcome spell resistance and they get a Fort save vs the effect. And it deals basically half this amount of damage. I mean i guess theres a reflex for half, but, Idk, maybe it's fine, but it just seems overpowered.
Can only be used a number of times per day equal to 3+Cha but cut the last sentence. Edited.
Ah okay cool ty
 

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