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View Full Version : Fighter Rewrite, Critasisim Needed



Nero24200
2009-01-08, 05:53 PM
Hello all. This is my first time post in the homebrew section. When looking at most of the classes I've always thought they might be more intersting if they had this ablity, or that ability, or could do this or that. Saddly though, I'm not particularly good at seeing the balancing factors or potential overpowering/underpowering aspect of most abilites.

And so I'd like to show my fighter re-write. Are it's abilitie's balanced? Specificially I'm trying to balance this class against the same level of classes as perhaps the Tob classes or the Psion. I'm also trying to balance out the alternative features (i.e, in this case I'm hoping to make the combat styles balanced against each other).


And so I present the Fighter (Note, I've never had to make a table here before, so I appoligize if I get this wrong and make eyesore in it's place >.>)

{table]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+0|Combat Style (1st Step)
2nd|+2|+3|+0|+0|Combat Focus 1/Day
3rd|+3|+3|+1|+1|Threat -2
4th|+4|+4|+1|+1|Skillful Insight
5th|+5|+4|+1|+1|Combat Style (2nd Step)
6th|+6|+5|+2|+2|Defensive Insight
7th|+7|+5|+2|+2|Combat Focus 2/Day
8th|+8|+6|+2|+2|Threat -4
9th|+9|+6|+3|+3|Oppertunistic Insight
10th|+10|+7|+3|+3|Combat Style (3rd Step)
11th|+11|+7|+3|+3|Stable Insight
12th|+12|+8|+4|+4|Combat Focus 3/Day
13th|+13|+8|+4|+4|Threat -6
14th|+14|+9|+4|+4|Protective Insight
15th|+15|+9|+5|+5|Combat Style (4th Step)
16th|+16|+10|+5|+5|Offensive Insight
17th|+17|+10|+5|+5|Combat Focus 4/Day
18th|+18|+11|+6|+6|Threat -8
19th|+19|+11|+6|+6|Aggressive Insight
20th|+20|+12|+6|+6|Combat Style (5th Step)
[/table]

Hit Die: 10 Hit points + Con Modifier per Level

Alignment: Any

Skill Points: 4 + Int modifier (or four times this number at 1st level).
Class Skills: The fighter’s class skills (and the key ability for each skill) are Balance (Dex), Concentrate (Con), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering, Geography, History, Nobility and Royalty) (Int), Perform (Weapon Drill) (Cha), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), and Use Rope (Dex).

CLASS FEATURES
All of the following are class features of the Fighter.

Weapons and Amour Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Combat Style: At 1st level, a fight must select a combat style. The chosen style determines what abilities the fighter gains at 1st level, 5th level, 10th level, 15th level and 20th level.
Combat Focus (Ex): At 2nd level, the fighters study and martial training allows the fighter to throw aside enchantments more easily when engaged in combat. Whenever the fighter is in combat, or any other situation in which the fighter cannot “Take 10” on skill checks, the fighter may choose to roll a concentration check in place of a will save against any fear effect. The fighter may use this ability two times per day at 7th level, 3 times per day at 12th level, and finally 3 times per day at 17th level.
Threat (Ex):At the start of any encounter, as a swift action during the fighter’s first available turn, the fighter may choose to make a hit-dice check (modified by the fighter’s intelligence modifier) opposed by the will saves of all opponents. Every opponent who fails the save takes a -2 penalty to any attack rolls not directed at the fighter. This penalty increases to -4 once the fighter reaches 8th level, to -6 when the fighter reaches 13th level, and to -8 when the fighter finally reaches 18th level. Opponents immune to fear affects are also immune to this ability.
Insight (Ex): At 4th level, the fighter’s natural talent and intellect become one, enabling the fighter to gain advantage using cunning and insight. At 4th level the fighter may add his or her intelligence modifier (if positive) to any rolls to oppose an opponents disarm or sunder.
At 6th level, the fighter may also apply this bonus to his or her amour class as a dodge bonus.
At 8th level, the fighter may also apply this bonus to attack rolls for any attacks of opportunity.
At 11th level, the fighter may also apply this bonus to any checks to oppose an opponent’s bull rush, overrun or trip attempts.
At 14th level, the fighter’s intelligence bonus to amour class changes to an unnamed bonus which also applies to touch amour.
At 16th level, the fighter may also apply this bonus to his or her attack rolls with weapons.
And lastly, at 19th level the fighter may also apply this bonus to his or her weapon damage rolls.

The Combat Styles avalible are duelist, archer, tempest, skirmisher and sentinal

The Archer
ARCHER
The archer only gains the following abilities whilst using a bow, crossbow, or throwing weapons.
1st Step – Lesser Bulls-Eye (Ex): In exchange for a -4 penalty to armour class, the archer may choose, as a swift action, to deal X2 damage on the first ranged attack he or she makes in that round. (In the event of a critical hit, damage is not doubled. Instead this ability simply increases the multiplier by 1).
2nd – Weak Bulls-Eye (Ex): Whilst making use of the Bulls-Eye ability, the archer instead deals X3 damage on the first ranged attack he or she makes. (With the multiplier of a critical hit increasing by 2 points instead of 1).
3rd – Improved Bulls-Eye (Ex): Whilst making use of the Bulls-Eye ability, the archer instead deals X4 damage on the first ranged attack he or she makes. (With the multiplier of a critical hit increasing by 3 points instead of 2).
4th – Greater Bulls-Eye (Ex): Whilst making use of the Bulls-Eye ability, the archer instead deals X5 damage on the first ranged attack he or she makes. (With the multiplier of a critical hit increasing by 4 points instead of 3).
5th – Archer’s Bulls-Eye (Ex): Whilst making use of the Bulls-Eye ability, the archer instead deals X6 damage on the first ranged attack he or she makes. (With the multiplier of a critical hit increasing by 5 points instead of 4).

The duelist
DUELIST
A duellist only gains the following abilities whilst wielding a weapon in one hand and only if not wearing medium or heavy armour, or carrying a medium or heavy load.
1st Step - Slashing Flurry (Ex): At first level the duellist becomes able to attack his or her opening with a series of fast attacks. The duellist may choose to take a -4 penalty on attack rolls for a single round as a swift action, but in exchange the duellist gains +1D6 precision damage on all weapons damage rolls. Contrary to the name, the duellist may use this ability with non-slashing weapons.
2nd Step – Improved Flurry (Ex): At 5th level, the duellist’s ability to flurry improves. When making use of his or her Slashing flurry attack, the duellist deals an additional +1D6 points of damage (to a total of +2D6). All other aspects of the attack remain the same.
3rd Step – Bane Flurry (Ex): At 10th level, the duellist is able to unleash his or her barrage of attacks to harm foes that might normally be immune to it. Whilst using flurry on opponents immune to precision damage (such as constructs), the duellist instead adds half his or her extra precision damage used with flurry (rounding down). In addition, the damage dealt whilst flurrying increases to +3D6.
4th Step – Greater Flurry (Ex): At 15th level, the duellist becomes even more deadly whilst flurrying, being better able to maintain accuracy. The penalty tied to attack rolls whilst flurrying lessens to -3, rather than -4. In addition, the duellist’s bonus flurry damage increases by another +1D6 (to a total of +4D6).
5th Step – Duellist’s Flurry (Ex): At 20th level, the duellist is the epitome of skill and cunning. The penalty tied to attack rolls whilst flurrying lessens to -2, rather than -3. In addition, the duellist’s bonus flurry damage increases by another +1D6 (to a total of +5D6).


The Sentinal
SENTINAL
The sentinel only gains the following abilities if wielding a shield (Note, this only applies if the character is wielding the shield, these bonuses are not gained whilst using animated shields).
1st Step – Defensive Stance (Ex): At 1st level a sentinel may throw him or herself in front of an opponent, taking blows in place of an ally. The defender may choose to take half the weapon damage for any ally within an adjacent square to the defender. The ally takes the other half of the damage as normal. Special effects, such as a stun ability or fear affect, still effect the ally as normal. In addition, the sentinel’s shield bonus to AC whilst using a shield increases by +1.
2nd Step – Aggressive Stance (Ex): At 5th level the sentinel becomes better able to expose a foes weak points whilst adopting a defensive stance. Any 5-foot step within a sentinel’s threatened squares still provoke attacks of opportunity from the sentinel. In addition, the sentinel’s shield bonus to AC whilst using a shield increases by +2 instead of +1.
3rd Step – Shield Wall Stance (Ex): at 10th level the sentinel becomes better able to block unusual attacks using a shield. Any area effects, such as a spell or special ability such as a dragon’s breath attack, has its area of effect blocked by the sentinel, essentially allowing any ally behind the sentinel to avoid damage or other harmful effects from such abilities. In addition, the sentinel’s shield bonus to AC whilst using a shield increases by +3 instead of +2.
4th Step – Greater Defensive Stance (Ex): At 15th level the sentinel is even more adept at protecting his or her allies. Whilst using defensive stance, the sentinel may choose to take half of an ally’s damage, or take the full amount instead. If using the latter ability, special effects which activate on the attacks, such as a fear or stun effect, affect the sentinel rather than the ally. In addition, the sentinel’s shield bonus to AC whilst using a shield increases by +4 instead of +3.
5th Step – Sentinel Stance (Ex): At 20th level, the sentinel becomes the epitome of the defensive shield bearing fighting style. The sentinel gains damage reduction 10/- whilst using Greater Defensive Stance to fully block weapon damage for an ally, but only for those attacks. In addition, the sentinel’s shield bonus to AC whilst using a shield increases by +5 instead of +4.


The Skirmisher
SKIRMISHER
A skirmisher only gains any of the following abilities if wielding a great weapon or a spear/lance.
1st Step – Furious Assault (Ex): At 1st level, the skirmisher is able to move so swiftly that his or her strikes are more lethal on a charge. Whilst charging, the skirmisher automatically deals +1D8 weapon damage on a successful attack.
2nd Step – Terrifying Assault (Ex): At 5th level the skirmisher quickly becomes a terrifying sight to behold whilst rushing towards an opponent. Anyone charged by the skirmisher must pass a will save (DC 10 + half the skirmisher’s level + the skirmisher’s constitution modifier) or become shaken. In addition, the damage dealt on a charge increases from +1D8 to +1D12.
3rd Step – Pouncing Assault (Ex): At 10th level, the skirmisher becomes a blur of movement whilst striking at an unknowing foe. Whilst charging a flat-footed opponent, the skirmisher may take a full attack action, all attacks gaining a +2 bonus to hit for charging. In addition, the bonus damage dealt on a charge increases from +1D12 to +2D8.
4th Step – Fearsome Assault (Ex): At 15th level, the skirmisher is an even more unnerving sight to any unfortunate witness. Anyone charged by the skirmisher now also takes a -2 penalty to attack rolls on top of the effects for being shaken on a failed will save. In addition, the bonus damage dealt on a charge increases from +2D8 to +2D12.
5th Step – Skirmisher’s Assault (Ex): At 20th level, the skirmisher becomes the epitome of the mobile fighting style. The skirmisher no longer suffers an armour class penalty whilst charging, and gains a +1 bonus on attack rolls for each previous successful attack for the rest of the skirmisher’s turn. In addition, the bonus damage dealt on a charge increases from +2D12 to +3D8.


The Tempest
TEMPEST
A tempest only gains the following abilities whilst wielding either a double weapon or two single weapons.
1st Step – Two-Weapon Initiate (Ex): At 1st level, the tempest is talented enough to wield two weapons with ease. The character automatically gains the feat “Two Weapon Fighting” for free. In addition, the character gains a +1 bonus to all damage rolls whilst wielding two weapons.
2nd Step - Two-Weapon Apprentice (Ex): At 5th level, the tempest is able to fend of attacks on both flanks far more easily with the aid of two weapons. The character automatically gains the feat “Improved Two-Weapon Fighting” as soon as he/she meets the BAB prerequisites for it (i.e, as soon as the character has a BAB or +6 or higher). In addition, the character gains the uncanny dodge ability whilst using two weapons. In addition, the damage bonus gained for wielding two weapons increases to +3.
3rd Step – Two Weapon Warrior (Ex): At 10th level, the tempest’s attack’s in combat become almost a blur of movement. The character automatically gains the feat “Greater Two-Weapon Fighting” as soon as he/she meets the BAB prerequisites for it (i.e, as soon as the character has a BAB or +11 or higher). The character may also attack with both weapon whilst charging or as a standard action. In addition, the damage bonus gained for wielding two weapons increases to +5.
4th Step – Two Weapon Master (Ex): At 15th level the tempest’s skill with two weapons become a remarkable sight. The character gains the ability Improved Uncanny Dodge. In addition, the character gains a 4th off-hand attack as soon as he or she gains a BAB of +16, albeit at a penalty of -15. In addition, the damage bonus gained for wielding two weapons increases to +9.
5th Step – Two Weapon Tempest (Ex): At 20th level the tempest becomes the epitome of skill and martial talent. The character no longer takes the -2 penalty for fighting with two weapons. In addition, the damage bonus gained for wielding two weapons increases to +11.


Boy that was alot. Anyway, constructive feedback welcome :)

Pie Guy
2009-01-08, 10:43 PM
Duelist is underpowered. The -4 is dehibilitating compared to the small amount of damage increase.

Count Platypus
2009-01-09, 01:59 AM
the problem i see with this build is you can get all these benefits, or ones very like them, through the use of prestige classes, or even base classes in some cases. i like the idea of revamping the fighter to make it more unique, but i would recommend doing something more original with it then a straight damage or AC progression.