User:TK-Squared/Lavabox/Kiral

Variant Fighter
Maneuvers: As Warblade, except you choose 3 disciplines to draw maneuvers from. You also gain the Stone Dragon discipline.



Fighter ACF:
Rather than training in those bulky and unsightly bulks of armour, you're trained in the art of showing your muscles and repelling lesser blows with their glistening SWEAT.

Lose: You lose Physical Prowess, Tower Shield Profiency, Heavy Armour Proficiency and Medium Armour Profiency.

Gain: You gain a d12 HD and DR 2/Adamantine at level 1. Every two levels are (3rd, 5th, 7th), this damage reduction increases by 2.

Fighter ACF:
You are quick, no need to be kept back by armour. Instead, you rely on your movement and abilities to crash down upon your enemies from above.

Lose: Light armour profiency, Shield Proficiency, Martial Weapon Profiency

Gain: You gain a good reflex save. Whenever you make an attack where you drop from above the enemy, you deal extra damage equal to your Fighter level. Tiger Claw maneuvers that involve jump checks are included in this.

Fighter ACF:
You channel the anger and power of your ancestors. Rather than be bogged down by tactics and all that rubbish, you decide it is better to beat the ever living shit out of your opponents and hope for the best.

Lose: Heavy Armor Proficiency, Medium Armor Proficiency, Tower Shield Proficiency, Shield Proficiency, Physical Prowess.

Gain: At first level, the Fighter gains the Tome Barbarian's rage ability. He replaces his Physical Prowess ability with Rage Dice (1d6 at 3rd, 2d6 at 5th, etc).

Feat: [Fighter]
You taunt an opponent, maybe wiggling your finger at him or shouting out some insult about his mother (preferably accusing her of being sexually adventurous or maybe likening her to a whale). Whatever it is, you force them to attack you.

Prerequisite: Fighter 1+ or BAB 2.

Benefit: You gain the ability: Taunt (Ex): As a swift action, you may taunt a single opponent. The opponent must make a Will Save (DC 10 + 1/2 Character Level + Strength modifier) or focus all his attention on you. If they try to attack anyone else, they take a -4 penalty to attacks. However, they gain a +1 on attacks against you. This is a mind-affecting ability.

Feat: [Racial]
Rather than waste your time on learning how to sneak around or use your vision to see in the grimdark, you instead harness your energies to be absolutely badass.

Prerequisite: Hobgoblin, Level 1.

Benefit: Instead of gaining Darkvision, you only gain Low-light vision. You also lose your bonuses to Move Silently. Instead, you gain another +2 Constitution. You also take a -1 to Wisdom-based skills. Special: This can only be taken at first level.

Feat: [Fighter]
You valiantly step between your opponent and incoming attacks, taking the blow instead of them.

Prerequisite: Fighter 4+ or BAB 8.

Benefit: You gain the ability: Sacrifice (Ex): As an immediate action, you may make 5ft step into a square. The square must be adjacent to an ally that is the focus of a reach attack, a charge attempt or a ranged attack (from more than 5ft away). You step into the way of the attack and the enemy makes an attack roll against you instead. The square you step into must be between the attack and your ally. You must choose to use this ability before you know the result of the attack.

Feat: [General]
Through your dragon-like stone something or other, you're pretty sweet at this stone shit. You also ignore that stupid restriction.

Prerequisite: Con 13+, Access to Stone Dragon Discipline

Benefit: You are no longer restricted to using Stone Dragon maneuvers only while on the ground. Also, choose a Stone Dragon maneuver that you qualify for and that you do not already know. You gain the maneuver as an extra readied maneuver. This maneuver cannot be changed.

Feat: [Fighter]
Through instinct, learning or just some really cool tricks, you have figured out the power of STEALING. But, not just any old stealing. You steal weapons.

Prerequisite: Improved Disarm, Fighter 6 or BAB +12

Benefit: Whenever you disarm an opponent with your unarmed strike, you gain proficiency in disarmed weapon for a number of rounds equal to 1 + the number of times the opponent has attacked you with the weapon. You also gain a +4 bonus to attempts to disarm opponents with an unarmed strike.

Feat: [General]
You have learnt how to manipulate your Martial Spirit stance to give you more health per hit.

Prerequisite: Access to Devoted Spirit discipline, Martial Spirit

Benefit: Whenever in the Martial Spirit stance, you heal a number of hit points equal to your initiator level, instead of 2, per hit. Also, whenever you drop an opponent, you heal 1d10 + your initiator level in hit points