Yakk
2009-11-19, 07:45 PM
The fighter mostly remains unchanged, except instead of merely bonus feats, the fighter class features are extended.
Fighter:
1 Bonus Feat, Flexible Tactics x2
2 Bonus Feat, Fighter Talent
3 Tactical Genius 1/encounter
4 Bonus Feat, Flexible Tactics (move action)
5 Fighter's Defence
6 Bonus Feat, Flexible Tactics x3
7 Fighter's Offence
8 Bonus Feat, Flexible Tactics (swift 1/day)
9 Skill Mastery, Tactical Genius 2/encounter
10 Bonus Feat, Flexible Tactics x4
11 Physical Mastery
12 Bonus Feat, Flexible Tactics (swift 1/encounter)
13 Unstoppable
14 Bonus Feat, Flexible Tactics x5
15 Tactical Genius (always)
16 Bonus Feat, Flexible Tactics (swift)
17 Flickering Blade (1/round)
18 Bonus Feat, Flexible Tactics (free 1/encounter)
19 Tactical Genius Mastery
20 Bonus Feat, Flexible Tactics (free 1/round), Flickering Blade (2/round)
As a general rule, a fighter may take a full round action and refresh all fighter once per encounter features so they can be used again.
All of these powers are (Ex).
Flexible Tactics: At level 1, the fighter has two tactical options. Whenever the fighter gains a bonus feat, they gain a bonus feat in each tactical option. The fighter can change which tactical option is active at any time by using a standard action. For other purposes, the fighter is considered to only have the bonus feats in the active tactical option.
At level 4, switching between tactical options is a move action.
At level 6, 10 and 14, the fighter gains additional tactical options. These have as many bonus feats as the original tactical options the fighter has.
At level 8, the fighter may switch between tactical options as a swift action once per day. At level 12, the fighter can instead switch between tactical options as a swift action once per encounter. At level 16, the fighter may switch between tactical options as a swift action at any time.
At level 18, the fighter may also switch between tactical options as a free action (even not on the fighter's turn) once per encounter. And at level 20, the fighter may switch between tactical options as a free action once per round.
Goal: This prevents "every feat in every book" problem: the fighter has a collection of tactical options. At the same time, the fighter is ridiculously flexible about what set of feats are active at any one time.
Tactical Genius: Starting at level 2, the fighter may reroll a failed grab, disarm, trip, sunder, or bull rush attempt once per encounter. This increases to twice per encounter at level 9 (but only once per roll). At level 15, this ability changes to being "roll twice on every grab, disarm, trip, sunder, or bull rush attempt". At level 19, this applies to any attack roll the Fighter makes.
Fighter's Defence: Starting at level 5, all Armor and Shields that the Fighter is using is given a +1 enhancement bonus. This increases by +1 every 3 additional Fighter levels. In addition, whenever an opponent makes a grab, disarm, trip, sunder or bull rush attempt on the Fighter, they must roll twice and take the lower result.
Fighter's Offence: Starting at level 7, all Weapons used by a Fighter are given a +1 enhancement bonus. This increases by +1 every 2 additional Fighter levels.
Skill Mastery: Starting at level 9, a Fighter gains an enhancement bonus of 1/2 their fighter level when making Jump, Climb, Ride, Swim and Intimidate checks.
Physical Mastery: Starting at level 11, a Fighter gains a +2 enhancement bonus to their Strength, Dexterity and Constitution stats. This increases to +4 at level 13 and +6 at level 15. Starting at level 17, the Fighter gains a +2 inherit bonus to their Strength, Dexterity and Constitution stats. This increases by +1 for every additional fighter level. These bonuses are to be considered when the Fighter is determining if he qualifies for a feat.
Unstoppable: Starting at level 13, a Fighter who fails a save may choose to ignore the failure. They are considered to have passed the save, and take whatever consequences from that pass occur. At the end of their next turn, they must save again against the effect, and if they fail, they suffer the consequences of failure at that point (you cannot use Unstoppable on this delayed save).
In addition, a Fighter may make a full attack as a standard action starting at level 13.
Flickering Blade: A Fighter may, once per round as a free action, make a full attack action, starting at level 17. AT level 20, the Fighter may use Flickering Blade twice per round.
This fighter mixes the "stance fighter" (where the fighter has more than one set of fighter bonus feats they can switch between) with a set of features intended to make the fighter more self reliant.
Bonus feats remain in the same structure as the standard fighter (so this is a strict improvement, making it easier to port).
By level 20, this fighter has:
+6 enhancement bonus to str/dex/con
+5 inherit bonus to str/dex/con
+7 enhancement bonus with any weapon they use
+6 enhancement bonus with any armor or shield they use
Forces a reroll on anyone trying a "tactical" attack (grab, trip, bull rush, disarm, sunder)
5 sets of fighter bonus feats (all 11 of them) that they can switch between as a free action 1/round.
The ability to delay failed saving throws for a round (and roll again).
The ability to make a full attack as a standard action.
The ability to make a full attack as a free action twice/round.
Rolls all attack rolls they make and takes the best result.
Many of these benefits are back-loaded, and it starts getting seriously crazy around level 10 or so. The capstone is the 2nd free action full attack.
Power curve wise, the fighter is close to the standard fighter from level 1-4: They have two pools of feats, and can land a single trip/disarm more often than standard.
From 5-8, they get a bit stronger. They are a tad less equipment dependent than the standard fighter, get better at switching between their stances, get a 3rd stance, etc.
At level 9-12, enhancement bonuses large enough to matter (and in hard enough to get areas) start to appear. Both skills and stats gain hefty bonuses, enough to make requesting a buff from the party cleric seriously optional.
From 13-16, the Fighter starts breaking the game. They can ignore failed saves for a round, they can make full attack actions as standard actions, etc. And the enhancement bonuses they get from the class are now large enough that they can set up their equipment presuming to extract extra benefits from them (going for more properties, and less enhancement).
From 17-20, they more than double in damage output. They go from 1 full attack with a move action per round, to 3 full attacks (2 of which don't have to be on the fighter's turn!) per round. Their accuracy goes up a bit more, and they can start exploiting constantly changing between their feat sets (twice per round at level 20). Much of the 'static bonus' equipment that a standard character would purchase or get buffs from the cleric are built in to the Fighter at this point.
Despite the above rapid increase in power, the high level fighter isn't breaking the game like a full spellcaster is. On the other hand, in terms of raw melee power, this fighter is probably exceeding CoDzilla options, which is a good thing.
Thoughts?
Fighter:
1 Bonus Feat, Flexible Tactics x2
2 Bonus Feat, Fighter Talent
3 Tactical Genius 1/encounter
4 Bonus Feat, Flexible Tactics (move action)
5 Fighter's Defence
6 Bonus Feat, Flexible Tactics x3
7 Fighter's Offence
8 Bonus Feat, Flexible Tactics (swift 1/day)
9 Skill Mastery, Tactical Genius 2/encounter
10 Bonus Feat, Flexible Tactics x4
11 Physical Mastery
12 Bonus Feat, Flexible Tactics (swift 1/encounter)
13 Unstoppable
14 Bonus Feat, Flexible Tactics x5
15 Tactical Genius (always)
16 Bonus Feat, Flexible Tactics (swift)
17 Flickering Blade (1/round)
18 Bonus Feat, Flexible Tactics (free 1/encounter)
19 Tactical Genius Mastery
20 Bonus Feat, Flexible Tactics (free 1/round), Flickering Blade (2/round)
As a general rule, a fighter may take a full round action and refresh all fighter once per encounter features so they can be used again.
All of these powers are (Ex).
Flexible Tactics: At level 1, the fighter has two tactical options. Whenever the fighter gains a bonus feat, they gain a bonus feat in each tactical option. The fighter can change which tactical option is active at any time by using a standard action. For other purposes, the fighter is considered to only have the bonus feats in the active tactical option.
At level 4, switching between tactical options is a move action.
At level 6, 10 and 14, the fighter gains additional tactical options. These have as many bonus feats as the original tactical options the fighter has.
At level 8, the fighter may switch between tactical options as a swift action once per day. At level 12, the fighter can instead switch between tactical options as a swift action once per encounter. At level 16, the fighter may switch between tactical options as a swift action at any time.
At level 18, the fighter may also switch between tactical options as a free action (even not on the fighter's turn) once per encounter. And at level 20, the fighter may switch between tactical options as a free action once per round.
Goal: This prevents "every feat in every book" problem: the fighter has a collection of tactical options. At the same time, the fighter is ridiculously flexible about what set of feats are active at any one time.
Tactical Genius: Starting at level 2, the fighter may reroll a failed grab, disarm, trip, sunder, or bull rush attempt once per encounter. This increases to twice per encounter at level 9 (but only once per roll). At level 15, this ability changes to being "roll twice on every grab, disarm, trip, sunder, or bull rush attempt". At level 19, this applies to any attack roll the Fighter makes.
Fighter's Defence: Starting at level 5, all Armor and Shields that the Fighter is using is given a +1 enhancement bonus. This increases by +1 every 3 additional Fighter levels. In addition, whenever an opponent makes a grab, disarm, trip, sunder or bull rush attempt on the Fighter, they must roll twice and take the lower result.
Fighter's Offence: Starting at level 7, all Weapons used by a Fighter are given a +1 enhancement bonus. This increases by +1 every 2 additional Fighter levels.
Skill Mastery: Starting at level 9, a Fighter gains an enhancement bonus of 1/2 their fighter level when making Jump, Climb, Ride, Swim and Intimidate checks.
Physical Mastery: Starting at level 11, a Fighter gains a +2 enhancement bonus to their Strength, Dexterity and Constitution stats. This increases to +4 at level 13 and +6 at level 15. Starting at level 17, the Fighter gains a +2 inherit bonus to their Strength, Dexterity and Constitution stats. This increases by +1 for every additional fighter level. These bonuses are to be considered when the Fighter is determining if he qualifies for a feat.
Unstoppable: Starting at level 13, a Fighter who fails a save may choose to ignore the failure. They are considered to have passed the save, and take whatever consequences from that pass occur. At the end of their next turn, they must save again against the effect, and if they fail, they suffer the consequences of failure at that point (you cannot use Unstoppable on this delayed save).
In addition, a Fighter may make a full attack as a standard action starting at level 13.
Flickering Blade: A Fighter may, once per round as a free action, make a full attack action, starting at level 17. AT level 20, the Fighter may use Flickering Blade twice per round.
This fighter mixes the "stance fighter" (where the fighter has more than one set of fighter bonus feats they can switch between) with a set of features intended to make the fighter more self reliant.
Bonus feats remain in the same structure as the standard fighter (so this is a strict improvement, making it easier to port).
By level 20, this fighter has:
+6 enhancement bonus to str/dex/con
+5 inherit bonus to str/dex/con
+7 enhancement bonus with any weapon they use
+6 enhancement bonus with any armor or shield they use
Forces a reroll on anyone trying a "tactical" attack (grab, trip, bull rush, disarm, sunder)
5 sets of fighter bonus feats (all 11 of them) that they can switch between as a free action 1/round.
The ability to delay failed saving throws for a round (and roll again).
The ability to make a full attack as a standard action.
The ability to make a full attack as a free action twice/round.
Rolls all attack rolls they make and takes the best result.
Many of these benefits are back-loaded, and it starts getting seriously crazy around level 10 or so. The capstone is the 2nd free action full attack.
Power curve wise, the fighter is close to the standard fighter from level 1-4: They have two pools of feats, and can land a single trip/disarm more often than standard.
From 5-8, they get a bit stronger. They are a tad less equipment dependent than the standard fighter, get better at switching between their stances, get a 3rd stance, etc.
At level 9-12, enhancement bonuses large enough to matter (and in hard enough to get areas) start to appear. Both skills and stats gain hefty bonuses, enough to make requesting a buff from the party cleric seriously optional.
From 13-16, the Fighter starts breaking the game. They can ignore failed saves for a round, they can make full attack actions as standard actions, etc. And the enhancement bonuses they get from the class are now large enough that they can set up their equipment presuming to extract extra benefits from them (going for more properties, and less enhancement).
From 17-20, they more than double in damage output. They go from 1 full attack with a move action per round, to 3 full attacks (2 of which don't have to be on the fighter's turn!) per round. Their accuracy goes up a bit more, and they can start exploiting constantly changing between their feat sets (twice per round at level 20). Much of the 'static bonus' equipment that a standard character would purchase or get buffs from the cleric are built in to the Fighter at this point.
Despite the above rapid increase in power, the high level fighter isn't breaking the game like a full spellcaster is. On the other hand, in terms of raw melee power, this fighter is probably exceeding CoDzilla options, which is a good thing.
Thoughts?