Kobold-Bard
2009-06-17, 08:05 AM
...ok, so it is another Fighter fix, but since you're here you may as well take a look anyway.
This is my first ever attemt at homebrewing, so please be honest, but also please be gentle, lest you crush my fragile spirit :smalltongue:
Without further ado I give you:
The Fighter
Edit: spoilered for your own good.
Fighters have the following game statistics.
Abilities: Constitution is the Fighter's most important statistic, both for high Hit Points and because it gives him increased freedom when selecting feats. Strength and Dexterity are essential to a Fighter, which is most important depends on the individual Fighter's combat style. Lastly a high Charisma allows him to maximise his Haggle and Penetrating Strike abilities.
Alignment: Any.
Hit Die: d10
The Fighter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Bonus Feats|Special
1st|
+1|
+2|
+0|
+0|Bonus Feat|Constitution Control
2nd|
+2|
+3|
+0|
+0||Combat Training (Weapon Focus), Haggle
3rd|
+3|
+3|
+1|
+1|Bonus Feat|
4th|
+4|
+4|
+1|
+1||Combat Training (Weapon Specialization)
5th|
+5|
+4|
+1|
+1|Bonus Feat|
6th|
+6/+1|
+5|
+2|
+2||Combat King
7th|
+7/+2|
+5|
+2|
+2|Bonus Feat|
8th|
+8/+3|
+6|
+2|
+2||Combat Training (Greater Weapon Focus), Spellbreaking Strike
9th|
+9/+4|
+6|
+3|
+3|Bonus Feat|
10th|
+10/+5|
+7|
+3|
+3||Combat Training (Improved Critical)
11th|
+11/+6/+1|
+7|
+3|
+3|Bonus Feat|Resist Antimagic
12th|
+12/+7/+2|
+8|
+4|
+4||Combat Training (Greater Weapon Specialization)
13th|
+13/+8/+3|
+8|
+4|
+4|Bonus Feat|
14th|
+x14/+9/+4|
+9|
+4|
+4||Greater Spellbreaking Strike
15th|
+15/+10/+5|
+9|
+5|
+5|Bonus Feat|
16th|
+16/+11/+6/+1|
+10|
+5|
+5||Improved Resist Antimagic
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Bonus Feat|
18th|
+18/+13/+8/+3|
+11|
+6|
+6||Combat Training (Weapon Supremacy)
19th|
+19/+14/+9/+4|
+11|
+6|
+6|Bonus Feat|True Resist Antimagic
20th|
+20/+15/+10/+5|
+12|
+6|
+6||Master At Arms[/table]
Class Skills
The fighter's class skills (and the key ability for each skill) are: Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nobility & royalty) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (4+Int Modifier) x 4.
Skill Points at Each Additional Level: 6+Int Modifier.
Class Features
All the following are class features of the engineer.
Weapon and Armor Proficiencies: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 3rd level and every two fighter levels thereafter (5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums (see Constitution Control below).
Constitution Control (Ex): When selecting bonus Fighter feats a Fighter may substitute any Stat based prerequisite for their Constituton score or modifier. eg. a Fighter with a Dexterity score of 9 chooses Combat Reflexes as his fifth level Fighter feat and he may use his Constitution score of 15 to satisfy the prerequisites.
Combat Training (Ex): As a Fighter advances he constantly trains with the tools of his trade, steadily mastering every facet of them.
- At level 1 he gains Weapon Focus for all weapons that he is proficient with.
- At level 4 he gains Weapon Specialization for all weapons that he is proficient with.
- At level 8 he gains Greater Weapon Focus for all weapons that he is proficient with.
- At level 10 he gains Improved Critical for all weapons that he is proficient with.
- At level 12 he gains Greater Weapon Specialization for all weapons that he is proficient with.
- At level 18 he gains Weapon Supremacy for all weapons that he is proficient with.
Haggle (Ex): Fighter's are almost entirely dependant upon their equipment for success. At first level a Fighter may make a special check when purchasing equipment. He adds his Fighter level plus his Charisma Modifier to a d20 roll. The DC for the check is ????????????????
Combat King (Ex): At sixth Level Fighters begin to become the masters of offence. From now on he adds half his fighter level (rounded down) to his attack rolls and damage rolls for weapons that he is proficient with.
Spellbreaking Strike (Ex/Su): When a Fighter reaches level 8 he begins to understand the how to disrupt the magical defenses of others. Once per day/point of Charisma modifier the Fighter may utisize an effect that mimics the targeted effect of the Dispel Magic spell (use his Fighter level in place of a Caster Level) on any creature he successfully makes a lethal attack against with a weapon that he is proficient with. The Dispel takes effect before damage is dealt, but if the attack misses the Dispel attempt is wasted.
At 14th level Spellbreaking Strike improves to mimic he effect of Greater Dispel Magic. All other effects remain the same, and the Fighter does not gain any additional uses of this ability.
Resist Antimagic (Ex): Starting at level 11 the Fighter learns to resist effects that either dispel, supress or remove the magical properties of his equipment. At level 11 he can maintain the properties of the weapons he is currently wielding.
At level 15, in addition to his weapon the Fighter can also maintain the armour and shield that he is wearing.
At level 19 the Fighter can maintain all items that he has at once, anything he is carrying is essentially immune to dispelling, anti-magic and disjunction.
Master At Arms (Ex:) At level 20 the Fighter is the undisputed master of martial combat. From now on he adds his full Fighter level his attack rolls and damage rolls for weapons that he is proficient with. This ability replaces his Combat King ability.
-------------------------------------------------
1. Is it any good? How/why?
2. Need help with Haggle, it's not supposed to look like that.
3. I know names of stuff are crap, suggestions welcome.
4. Would Spellbreaking strike be Extraordinary or Suernatural?
Whadda think?
This is my first ever attemt at homebrewing, so please be honest, but also please be gentle, lest you crush my fragile spirit :smalltongue:
Without further ado I give you:
The Fighter
Edit: spoilered for your own good.
Fighters have the following game statistics.
Abilities: Constitution is the Fighter's most important statistic, both for high Hit Points and because it gives him increased freedom when selecting feats. Strength and Dexterity are essential to a Fighter, which is most important depends on the individual Fighter's combat style. Lastly a high Charisma allows him to maximise his Haggle and Penetrating Strike abilities.
Alignment: Any.
Hit Die: d10
The Fighter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Bonus Feats|Special
1st|
+1|
+2|
+0|
+0|Bonus Feat|Constitution Control
2nd|
+2|
+3|
+0|
+0||Combat Training (Weapon Focus), Haggle
3rd|
+3|
+3|
+1|
+1|Bonus Feat|
4th|
+4|
+4|
+1|
+1||Combat Training (Weapon Specialization)
5th|
+5|
+4|
+1|
+1|Bonus Feat|
6th|
+6/+1|
+5|
+2|
+2||Combat King
7th|
+7/+2|
+5|
+2|
+2|Bonus Feat|
8th|
+8/+3|
+6|
+2|
+2||Combat Training (Greater Weapon Focus), Spellbreaking Strike
9th|
+9/+4|
+6|
+3|
+3|Bonus Feat|
10th|
+10/+5|
+7|
+3|
+3||Combat Training (Improved Critical)
11th|
+11/+6/+1|
+7|
+3|
+3|Bonus Feat|Resist Antimagic
12th|
+12/+7/+2|
+8|
+4|
+4||Combat Training (Greater Weapon Specialization)
13th|
+13/+8/+3|
+8|
+4|
+4|Bonus Feat|
14th|
+x14/+9/+4|
+9|
+4|
+4||Greater Spellbreaking Strike
15th|
+15/+10/+5|
+9|
+5|
+5|Bonus Feat|
16th|
+16/+11/+6/+1|
+10|
+5|
+5||Improved Resist Antimagic
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Bonus Feat|
18th|
+18/+13/+8/+3|
+11|
+6|
+6||Combat Training (Weapon Supremacy)
19th|
+19/+14/+9/+4|
+11|
+6|
+6|Bonus Feat|True Resist Antimagic
20th|
+20/+15/+10/+5|
+12|
+6|
+6||Master At Arms[/table]
Class Skills
The fighter's class skills (and the key ability for each skill) are: Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nobility & royalty) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (4+Int Modifier) x 4.
Skill Points at Each Additional Level: 6+Int Modifier.
Class Features
All the following are class features of the engineer.
Weapon and Armor Proficiencies: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 3rd level and every two fighter levels thereafter (5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums (see Constitution Control below).
Constitution Control (Ex): When selecting bonus Fighter feats a Fighter may substitute any Stat based prerequisite for their Constituton score or modifier. eg. a Fighter with a Dexterity score of 9 chooses Combat Reflexes as his fifth level Fighter feat and he may use his Constitution score of 15 to satisfy the prerequisites.
Combat Training (Ex): As a Fighter advances he constantly trains with the tools of his trade, steadily mastering every facet of them.
- At level 1 he gains Weapon Focus for all weapons that he is proficient with.
- At level 4 he gains Weapon Specialization for all weapons that he is proficient with.
- At level 8 he gains Greater Weapon Focus for all weapons that he is proficient with.
- At level 10 he gains Improved Critical for all weapons that he is proficient with.
- At level 12 he gains Greater Weapon Specialization for all weapons that he is proficient with.
- At level 18 he gains Weapon Supremacy for all weapons that he is proficient with.
Haggle (Ex): Fighter's are almost entirely dependant upon their equipment for success. At first level a Fighter may make a special check when purchasing equipment. He adds his Fighter level plus his Charisma Modifier to a d20 roll. The DC for the check is ????????????????
Combat King (Ex): At sixth Level Fighters begin to become the masters of offence. From now on he adds half his fighter level (rounded down) to his attack rolls and damage rolls for weapons that he is proficient with.
Spellbreaking Strike (Ex/Su): When a Fighter reaches level 8 he begins to understand the how to disrupt the magical defenses of others. Once per day/point of Charisma modifier the Fighter may utisize an effect that mimics the targeted effect of the Dispel Magic spell (use his Fighter level in place of a Caster Level) on any creature he successfully makes a lethal attack against with a weapon that he is proficient with. The Dispel takes effect before damage is dealt, but if the attack misses the Dispel attempt is wasted.
At 14th level Spellbreaking Strike improves to mimic he effect of Greater Dispel Magic. All other effects remain the same, and the Fighter does not gain any additional uses of this ability.
Resist Antimagic (Ex): Starting at level 11 the Fighter learns to resist effects that either dispel, supress or remove the magical properties of his equipment. At level 11 he can maintain the properties of the weapons he is currently wielding.
At level 15, in addition to his weapon the Fighter can also maintain the armour and shield that he is wearing.
At level 19 the Fighter can maintain all items that he has at once, anything he is carrying is essentially immune to dispelling, anti-magic and disjunction.
Master At Arms (Ex:) At level 20 the Fighter is the undisputed master of martial combat. From now on he adds his full Fighter level his attack rolls and damage rolls for weapons that he is proficient with. This ability replaces his Combat King ability.
-------------------------------------------------
1. Is it any good? How/why?
2. Need help with Haggle, it's not supposed to look like that.
3. I know names of stuff are crap, suggestions welcome.
4. Would Spellbreaking strike be Extraordinary or Suernatural?
Whadda think?