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View Full Version : The Warrior – THIS is how you make a tier-3 Fighter fix



nonsi
2012-05-06, 02:16 AM
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Fixing the core Fighter: Motivations & Strategy:

The core Fighter is missing several major aspects that are crucial for keeping up the pace at higher levels as primary combatant:
- The option of taking more combat actions than other classes could, without some serious magical support.
- The ability to draw on his inner reserves and shrug off assaults others take to full effect....... or recover (in mid-fight) from a condition he didn't manage to shrug off.
- The ability to figure what goes on around him on the battlefield without putting too much effort into it.
- The ability to handle magical falsehoods and mind manipulations.
- The ability to eventually not be helpless when facing a magical barrier
- The upper hand in combat tactics, but not necessarily in terms of pumped up hit/damage/AC, since there are plenty of means for pushing them up.
- And last but not least - a proper name. “Fighter”, to me, is as lame a name as 'Magic-User'.

The core Fighter was meant to be:
1. A class built for beginners, which requires it to be both robust and very difficult to trash-build.
2. A tailor-made generalist that can fill a lot of combat roles.

This Fighter fix is meant to encompass all [full BAB, no spells/spell-like/supernatural abilities] classes into one effective class that does it all without dipping when it comes to martial combat:
- Defend efficiently
- React quickly
- Shrug off punishment
- Evade hazards
- Return the favor with some extra
- Accomplish all the above without adding the ToB maneuvers rules.
It is also meant to fit into the core rules without the need for further house rules, and to allow a large variety of Warrior archetypes, each remaining a contributing factor throughout its 20-levels career.
Note: The above definition automatically means that whatever the core Fighter qualifies for in any given level - so does the Warrior, which is basically the Fighter as it should've been in the first place.

As for what stands behind choosing the name "Warrior" over "Fighter"...
Nowadays, a fighter is someone who enters the ring to fight his opponents under the restriction of safety rules and the supervision of a referee.
A warrior is someone who meets unexpected threats, knowing that the other side would probably try to rip his head off (soldiers are warriors, not fighters).



BAB: 1:1

Saves: good Fort, poor Ref & Will

Skill points per level: 4 + INT-mod
Class skills: Balance, Climb, Craft, Diplomacy, Handle Animals, Heal, Hide, Intimidate, Jump, Knowledge (dungeoneering / geography / history / local / nobility and royalty), Listen, Move Silently, Profession, Ride, Sense Motive, Spot, Survival and Swim.

Weapons and armor proficiencies: Warriors are proficient with weapons according to the core/UA rules (DM’s & players’ choice). They’re also proficient in the use of medium armor, shields and bucklers.
Alternative Equipment Packages:
- A warrior may trade 1 Weapon Training (see below) for gaining heavy armor and tower shield proficiency.
- A warrior may trade medium armor, shield and buckler proficiency for any single combat feat they could normally take at 1st level, plus having Tumble as class skill.


Class Features:

{table=head] Level |
Art Of War |
Combat Edge |
Warrior's Insights |
Weapon Training

1 | Warcraft, Combat Training, Bonus Feat |
+1 | Physical Prowess (1 , +1) |
3 Weapons

2 | Bonus Feat | | Combat Focus (Maintain / Expend) |

3 | Warcraft | | Warrior Talent |

4 | Bonus Feat, Combat Adaptation (1)|
+2 | Ever Vigilant (Maintain) |

5 | Warcraft | | Physical Prowess (2 , +2) |
4 Weapons

6 | Bonus Feat | | Second Wind (Expend) |

7 | Warcraft |
+3 | Warrior Talent |

8 | Bonus Feat, Combat Adaptation (2)| | Tide of Battle (Expend) |

9 | Warcraft | | Physical Prowess (3 , +3) |
5 Weapons

10 | Bonus Feat|
+4 | Veteran's Grit (Maintain) |

11 | Warcraft | | Warrior Talent |

12 | Bonus Feat, Combat Adaptation (3)| | Action without Thought (Maintain / Expend) |

13 | Warcraft |
+5 | Physical Prowess (4 , +4) |
6 Weapons

14 | Bonus Feat | | Battleshaper (Expend) |

15 | Warcraft | | Warrior Talent |

16 | Bonus Feat, Combat Adaptation (4)|
+6 | Find the Mark (Expend) |

17 | Warcraft | | Physical Prowess (5 , + 5) |
7 Weapons

18 | Bonus Feat | | Through the Haze (Maintain) |

19 | Warcraft |
+7 | Warrior Talent |

20 | Bonus Feat, Combat Adaptation (5)| | Combat Supremacy (Maintain) |
[/table]



The table columns and what they represent:

Art Of War
This set of abilities represent a warrior's extensive combat training and active practice.

Combat Edge
Most of the Warrior's abilities detailed in the next 2 columns provide the indicated values as bonuses to attack, damage, opposed rolls and other aspects (read on).
This feature comes instead of all Weapon Focus tree feats (except for Weapon Focus itself). Since those feats are tagged Fighter-only feats and since I'm aiming for built-in advantage, I consider this a massive improvement, since now feats will not be wasted on stat-improvements that are instead gained automatically.

Warrior's Insights
These are Warrior-exclusive battlefield insights. Even Warrior Talents, which the player may choose from, are basically random insights that the character has picked along the way (as in "Eureka"), during his many years of adventuring.

Weapon Training
A warrior starts his career with 3 weapons with which he gains combat advantage over others. Any weapon a warrior chooses for Weapon Training gains the indicated bonuses in the Combat Edge column to attack rolls, damage scores, shield AC and opposed checks (trip, sunder, disarm etc). These bonuses are doubled for all cases that are relevant for Ever Vigilant (see below). At the indicated levels, he may select additional weapons that gain this bonus.
For the purpose of qualifying for feats, PrCs and anything else that might be relevant, a warrior counts as having Weapon Focus with all weapons that he's chosen for Weapon Training.
Special: Weapons associated with one of a warrior's weapons of choice (belong to the same weapon group a-la UA) gain 1/2 Combat Edge bonuses, rounded down.
Note: A warrior can - instead of a weapon - choose to specialize in the use of a particular shield size, granting it all the bonuses as per weapons (now Sword&Board can actually count for something).




Warcraft (Ex)

Throughout his career, a warrior's training grants him access to many combat advantages that most other characters cannot grasp.
These abilities are taken from the more martially inclined official classes as follows:

{table=head] Source Class |
Associated Feature |
Minimum Level + Other Requirements |
Notes & Extras

{colsp=4}

{colsp=4}

Barbarian | Rage | 1 | During rage, you gain 10ft speed increase with the notable restrictions on armor & load

| Uncanny Dodge | 3 |

| Im. Uncanny Dodge | 9 |

| Greater Rage | 11, Rage | During rage, you gain DR 2/-. This value increases by +2 for each 3 levels past 11th

| Tireless Rage | 15, Greater Rage |

| Mighty Rage | 19, Greater Rage | Your rage associated DR now also counts as energy resistance vs. all energy types

{colsp=4}

{colsp=4}

Crusader | Steely Resolve | 1 | Matches the Crusader's according to class level

| Furious Counterstrike | 3, Steely Resolve |

| Zealous Surge | 3 | Works once between rests (because it's not important enough to warrant rest)

| Mettle | 5 |

{colsp=4}

{colsp=4}

Knight | Bulwark of defense | 3 |

| Shield Ally | 7 |

| Improved Shield Ally | 11, Shield Ally |

| Impetuous Endurance | 15 |

{colsp=4}

{colsp=4}

Ranger | Evasion | 9 |

{colsp=4}

{colsp=4}

Swashbuckler | Acrobatic Charge | 7 |

| Weakening Critical | 13 |

| Wounding Critical | 17 |

{colsp=4}

{colsp=4}

Other Warcrafts | Pack Mule | 3 | See below

| Evaluate Combat Gear | 3, Craft (Weaponsmithing, Armorsmithing, Bowmaking] 2 ranks each | See below

| Discern Battle | 5, Track | See below

| Assess the Enemy | 7 | See below

| Fearless Rage | 7, Rage | The warrior is immune to fear while raging

| Improved Mettle | 15, Mettle | Same as Improved Evasion, but applied to effects that provoke Fort/Will saves

| Deathless Frenzy | 17, Tireless Rage | See below

| Improved Evasion | 19, Evasion | Same as the core Monk's 9th level ability of the same name
[/table]


Pack Mule
You have become used to long journeys with a heavy pack and the use of a wide variety of weaponry and equipment.
This grants you 3 equipment associated benefits.
1. You suffer no penalties for carrying medium load.
2. You add your CON-mod to your STR-score when determining your loads. This ability does not affect your "lift over head", "lift off ground", or "push/drag" weight (note that this increase is in effect only to the point where heavy load is still below the value of "lift over head").
3. You may retrieve stored items without provoking AoOs.

Evaluate Combat Gear
Your Warrior class level counts as Appraise ranks for the purpose of estimating the market value of any combat equipment (weapons, armors and ammunition) - including magical gear.
Once per item, regard 1/2 your Warrior level as caster level for the purpose of benefiting from Identify spell. This, however, is not applicable for all magical enhancements, but only for enhancements that are directly associated with combat. So, if for instance a warrior with this ability would gain a flaming spear that can make you fly 3 times a day, he'd only have a chance of revealing the flaming capability. The warrior may be adequately trained at figuring combat associated runes, but anything else is total gibberish to him.

Discern Battle
The warrior may study a site where creatures did battle and learn about what took place there with amazing accuracy and uncanny insight. This ability requires 10 minutes and may be used on one corpse or 10ft radius area at a time. Using this ability on a corpse is similar to the Speak With Dead spell except that the effect can only provide answers to questions related to the fighting that took place immediately before the creature's death (the ability fails if the warrior tries to use it on a creature that did not die from violence). Using this ability on an area is similar to the Stone Tell spell except that the effect cannot reveal information about anything covered or concealed in the area and only reveals information about the most recent violence done in the area.

Assess the Enemy
You have battled against a multitude of foes, and learned to identify them quickly. Your level counts as the number of ranks in any Knowledge skill for the purpose of identifying creatures to gain strategic advantage and in planning for a large battle (Heroes of Battle), and a warrior always counts as trained in any such knowledge check. This does not apply to any other aspect of Knowledge and does not stack with actual ranks in any of the various Knowledge skills.

Deathless Frenzy
The warrior's adrenaline keeps him going when others would fall.
So long as the warrior is raging, he cannot be dazed, disabled, paralyzed, petrified, staggered, stunned, unconscious or killed by HP loss.
Once the rage ends, the warrior is subjected to any of these effects that he was subjected to while raging.



Note: A warrior may, instead of taking a Warcraft, decide to take a Bonus Feat and 2 skill points, or a Bonus Feat and a combat associated skill trick. In all cases, he must meet all the prerequisites, alleviated by Combat Training.



Combat Training (Ex)
For the purposes of qualifying for "Fighter feats" (gained by either class progression or character progression), you treat your ability scores as though they were 2 points higher than they actually are at 1st level.
At level 6 and each 5 class-levels thereafter, this bonus increases by +1 (max +5 at level 16).
Furthermore, once per day, a warrior may spend 1d4 hours training with a specific weapon he’s not proficient with and gain proficiency with that specific weapon (doesn't apply to other weapons of the same type). This temporary weapon training is lost in 2 cases:
- More than 1 day per warrior level has passes since the last time the warrior has trained with the weapon and it was not used in battle.
- The warrior has completed an hour of training with another weapon for the purpose of gaining temporary proficiency.


Bonus Feat (Ex)
Same as the core Fighter.
A warrior automatically qualifies for any Fighter ACF that requires a feat trade. Furthermore, a warrior is not bound to taking an ACF exactly at the stated level. Once the stated level is gained, the said ACF is available from there on.


Physical Prowess (Ex)
Choose one prowess from the listed below. You gain +1 to all checks detailed for the specified prowess.
At 5th level and every 4 levels thereafter, you get to choose an additional prowess and the bonus to all possesses you possess scales by a cumulative +1.
Applied Force: Strength checks to break or burst items, as well as all Sunder checks.
Honed Defenses: Select one saving throw. You add your Combat Prowess bonus to this saving throw.
Routine Wariness: All initiative checks.
Skills of War: All opposed combat associated skill checks (Bluff, Listen, Sense Motive, Sleight of Hand, Spot, Tumble…) and ability-based checks.
Survival Training: All ability checks and skill checks associated with survival, such as Balance checks made to avoid falling when balancing or moving through rough terrain, avoiding nonlethal damage from a forced march, resisting drowning etc.


Combat Focus and its derivatives (Ex)

Combat Focus (Maintain/Expend)
Starting at 2nd level, a warrior gains enhanced combat readiness and combat-oriented frame of mind.
Combat Focus activates automatically the instance a warrior is aware of immediate danger.
Combat Focus lingers for the entire encounter, unless the warrior expends it or loses it due to conditions. Any condition that disables the warrior, totally prevents him from taking willful action or hampers his determination (e.g. fascinated, panicked, paralyzed... etc) also causes him to lose his Combat Focus.
As long as Combat Focus is active, the warrior gains his Combat Edge bonus to all saves.
A warrior can enter and leave Combat Focus outside of combat as a free action, for a total of [5 rounds + 1 round / level] within a given 10 minutes period (you can't remain constantly on your toes).
Also, as a swift/immediate action, a warrior can voluntarily end his focus to gain a bonus to a single d20 roll (save, attack roll, ability check, level check, etc) equal to 1/2 his class level. He may choose to do so after learning the result, possibly changing a failed result into a successful one.
If Combat Focus is lost due to conditions, it returns at the beginning of the warrior's next combat-turn to come after the last of them has ended. If it is expended voluntarily during the warrior's turn, it is regained automatically at the beginning of the warrior's next turn. If it is expended voluntarily as an immediate action, it is regained automatically once the warrior's next turn has ended.
As a warrior gains levels, new benefits are gained that are based on this feature. These benefits either derive from Combat Focus' maintained state or by expending it to traverse obstacles that would cripple others or perform tasks that are beyond the capabilities of others.

Ever Vigilant (Maintain)
Starting at 4th level, while benefiting from Combat Focus, the warrior gains his Combat Edge score as bonus to the following:
- Listen & Spot checks
- Attack rolls when making AoOs and when attacking targets that are flanked, flatfooted or lose their Dex-bonus to AC for any other reason.
- All melee-related opposed checks (bull rush, disarm, feint, grapple, overrun and trip). Furthermore, the warrior does not provoke AoOs when initiating combat maneuvers that require opposed checks.

Second Wind (Expend)
Starting at 6th level, by expending his Combat Focus as a free action, the warrior can heal as many HP as he'd gain with a full night's rest and remove any and all of the following effects: confused, temporarily crippled (hampred movement), dazed, dazzled, exhausted, fatigued, nauseated, shaken, sickened, slowed and stunned. This applies only to damage and conditions sustained during the current encounter. Once the encounter is over, the damage/conditions cannot be negated with this ability.

Tide of Battle (Expend)
By 8th level, the warrior has learned to flawlessly place himself where he is most needed in combat or at the end of a charge.
He may spend a swift action to make a full attack as a standard action.
As an immediate action, he may expend his Combat Focus to take a 5-foot step. This is in addition to any other movement he takes during his turn, even another 5ft step.
As a swift action, he may expend his Combat Focus to take a single move action (except when spending his entire combat-turn running).
Also, the warrior may act as if he had readied an action, by expending his Combat Focus as an immediate action, subject to the normal rules for readied actions.

Veteran's Grit (Maintain)

A 10th level warrior is a hard target to take down and even harder to take out of a situation.
During Combat Focus, the warrior gains Fast Healing 3.
Furthermore, As long as the warrior benefits from Combat Focus, even after succumbing to attacks, spell effects or supernatural abilities that cause conditions, the warrior is able to partially or totally shrug them off.
When he's subjected to one of the following conditions, replace his condition with the condition one cell to the right on the table.

{table=head] Condition |
Becomes... |
Becomes... |
Becomes... |
Becomes

Cowering | Panicked | Frightened | Shaken | None

Paralyzed | Stunned | Dazed | Dazzled | None

| Blown away | Knocked Down | Checked | None

| Fascinated | Dazed | Dazzled | None

| | Blinded | Dazzled | None

| | Nauseated | Sickened | None

| | Exhausted | Fatigued | None

| | Slowed | Entangled | None

| | Ability Drained | Ability Damaged | None
[/table]

Note: Veteran's Grit takes effect for existing conditions as well as conditions suffered during Combat Focus, but no condition is affected more than once.


Action Without Thought (Maintain/Expend)
While benefiting from Combat Focus, if a 12th level warrior is subject to a Mind-Afflicting effect, the effect is delayed for 1 round per Warrior level, or until it's expended (whichever comes first). He can choose to end his Combat Focus as an immediate action to thwart a single mind-afflicting effect altogether. Multiple effects cannot be delayed via Action Without Thought, but while an effect is delayed, the warrior knows of its nature and may choose to succumb to it and focus on a new effect, hoping his gamble was worthwhile and the latter is more severe.

Battleshaper (Expend)
14th level warriors gain an extra swift or immediate action every combat round (meaning, in a single combat round you can either take 2 immediate actions, 2 swift actions, or 1 immediate action and 1 swift action).
Each round, you have the option of performing one of the following:
- You can trade an immediate action and your Combat Focus to gain an extra move action.
- You can trade a swift action and your Combat Focus to gain an extra standard action.

Find the Mark (expend)
A 16th level warrior's combat-rich background grants him insight of the best ways to attack in order to find the chink in his target's armor.
As a swift action, the warrior can expend his Combat Focus to gain his Combat Edge bonus on all attack & damage scores until the beginning of his next turn. Alternatively, he can make but a single attack as a standard action, but resolve it as a touch attack. If this touch attack hits, it ignores DR and deals double damage (regarding crit, the weapon's base damage is doubled).

Through the Haze (Maintain)
An 18th level warrior has seen it all, faced it all and lived to tell.
While benefiting from Combat Focus the warrior is immune to illusory effects, and can vaguely see invisible creatures, although invisible creatures still benefit from total concealment.

Combat Supremacy (Maintain/Regain)
A 20th-level warrior, except for actively expending Combat Focus or losing it due to conditions, is in a constant state of Combat Focus.
Furthermore, once per encounter, if the warrior voluntarily ends his Combat Focus, he may regain it as a free action - but no sooner than when the action that triggered the expenditure of Combat Focus is completed.
In addition, during Combat Focus, the warrior enjoys 3 benefits:
- As long as the warrior is on his feet (or otherwise when his movement is unhindered), he's never surprised, never flat-footed, and cannot be flanked.
- The warrior never provokes AoOs for attacking, performing a combat maneuver or moving unhindered. This ability is not in effect when confronting an opponent that exceeds his Warrior level by 4 levels or more (if such thing ever happens).
- Any attack against the warrior provokes an AoO, unless the attacker is another warrior of level-20 or higher.


Warrior Talent (Ex)

Battlefield Commander
The warrior always succeeds at Aid Another attempts and may use them from any distance, as long as he is aware of his ally's position and his ally can both see and hear him.
The bonus from the warrior's Aid Another attempts increases to match his Combat Edge bonus.
Finally, rather than grant an ally a bonus to AC or to an attack roll, he may instead use Aid Another to grant an ally the use of a combat feat from his repertoire for the rest of the encounter.

Combat Threat
Whenever a creature within the warrior's threatened area "ignores" the warrior during its combat turn (doesn't target him with an attack, combat maneuver, special ability or a spell), that creature provokes an AoO from the warrior.

Combat Threat Excellence
Requirements: Combat Threat, 11th level
Whenever a creature within the warrior's threatened area performs any action other than attacking the warrior, including movement (even 5ft steps), that creature provokes an AoO from the warrior and loses its Dex-bonus to AC for that AoO.

Combat Threat Supremacy
Requirements: Combat Threat Excellence, 19th level
The warrior can slay his foes with awe-inspiring ease. Whenever the warrior makes an AoO, it is treated as if against a helpless foe (Coup de Grace).

Engage
Choose an enemy in your threat range. You assume a position to hinder them.
As long as you attack your chosen enemy at least once in a given combat round, that enemy takes a penalty on attack rolls equal to your Combat Edge score when attacking anyone else but you.

Lunging Strike
Requirements: 7th level
The warrior has adopted wide stances that allow him to extend his reach with all weapons (including unarmed strike) by 5ft.

Maneuvers Expertise
Requirement: 7th level
Once per round, the warrior can substitute any normal attack with one of the following combat maneuvers that normally requires a standard action to execute:
- Aid Another
- Bull Rush
- Escape Grapple
In addition, the warrior may execute the following maneuvers as an attack action, even if not possessing the appropriate "Improved <MANEUVER NAME>" feat.
- Disarm
- Feint
- Sunder
- Trip
The warrior uses the attack bonus he would normally use for this Maneuver.
Note that one cannot Bull-Rush more than 5ft as an attack action.

Maneuvers Mastery
Requirement: 15th level, Maneuvers Expertise
The warrior can now substitute any attack (including AoOs, by expending an immediate action) with a combat maneuver that normally requires a standard action to execute (see Maneuvers Expertise).

Skillful Attack
Requirements: 7th level
The warrior may use any of the following skills once per round, as part of a single melee attack: Bluff, Handle Animal, Intimidate and Jump.
He may use any of the following skills once per round as part of a single ranged attack: Balance, Listen, Ride and Spot.

Skillful Onslaught
Requirements: Skillful Attack, 11th level
The warrior can now make multiple uses of Skillful Attack in a single round and is only limited by the number of his attacks per round (including any and all additional attacks).


Combat Adaptation (Ex)
Starting at 4th level, a warrior may spend a swift action to gain access to a combat feat to which he meets the prerequisites until the end of the encounter. To take a feat in such manner, a warrior must have seen it in action at some point in the past.
The warrior may spend a swift action later on during an encounter to replace a chosen feat with another.
At 8th level, a warrior may simultaneously benefit from two feats to which he meets the prerequisites, but must spend separate swift actions to gain them when the need arises.
For each 4 levels above 8th, a warrior may simultaneously benefit from one additional feat, as noted above.
A warrior may even take a temporary feat that has another temporary feat as prereq, as long as he takes them in the appropriate order.
Starting at 12th level, a warrior may spend a standard action and invest 2 adaptations to gain the benefit of a Warcraft to which he qualifies (and by level 16, use one temporary Warcraft to qualify for another).
A 12th level warrior may also spend a full round action to completely re-select all of his Combat Adaptations.




// ==================================================



A final touch for the big picture . . .



Here's the best guide I know of for maximizing what one can do with the core Fighter and feats (http://www.dandwiki.com/wiki/Fighters'_Handbook_By_Dictum_Mortuum_(3.5e_Optimiz ed_Character_Build)).
Well, if it's good enough for the core Fighter, it would be just as useful with my Warrior.


And to nail down all possible warrior archetypes, a handful of new feats is required:

Armor Mastery: Medium
Requirements: BAB +4, STR 15+, Medium Armor Proficiency
Benefit: Medium armor no longer hinders your base land speed, your max-DEX with light/medium armor is +1 above normal and your ACP with light/medium armor is -1 below normal.

Armor Mastery: Heavy
Requirements: BAB +9, STR 19+, Heavy Armor Proficiency, Armor Mastery: medium
Benefit: Heavy armor no longer hinders your base land speed, your max-DEX with any armor is +2 above normal and your ACP is -2 below normal.

Close Combat Archery
Requirements: BAB +6, Mobility, Shot on the Run
Benefit: You can attack with a Bow (any type) or tossed objects even while threatened and not provoke AoOs.

Crom’s Hammer
You call upon the blessings of the god of war to imbue your weapon with whatever metallic property you require.
Requirements: Warrior level 4 or BAB +7, Craft (weaponsmith) 2, Knowledge (religion) 2, Pierce Magical protection, worshiper of the god of war.
Benefit: As a move action that doesn’t provoke AoOs, you make your weapon count as either adamantine, cold iron or silver for the remainder of the encounter. You may repeat the ritual to imbue your weapon with multiple effects.
Only masterwork metal weapons may be affected in this manner.

Dispelling Strike
Requirements: Combat Edge +4, Mage Slayer, Pierce Magical Protection.
Benefit: As a standard action, you can make s single attack with one of your favorite weapons against a target creature, object or area that's affected by magical effect(s). If you'r attack hits, you deal damage as normal (when relevant) and the target is affected by Dispel Magic as if by a caster of a level equal to your Warrior level.
You may use this feat a number of times per day equal to your unmodified Con-bonus (minimum 1)

Dust of the Damned
You have learned an ancient battle ritual that taps into otherworldly forces and allows you to strike true against incorporeal opponents by reciting a long-forgotten war chant as you fight. This feat was originally created in ancient times, to allow warrior heroes to do battle against Ghosts. The end result turned out to be effective against all incorporeal opponents.
Requirements: Warrior level 6 or BAB +9, Spellcraft 4, Knowledge (religion) 4, Pierce Magical Concealment, Pierce Magical protection
Benefit: As a standard action that provokes AoOs, you may recite the chant you have learned. For the remainder of the encounter, your weapon is enhanced with the Ghost Touch property.
You may call upon Dust of the Damned 3 times between one sunrise and the next.

Force Breaking Strike
Your unique combat observation, offensive training and heavy experience in dealing with spellcasters grant you insight to find seemingly nonexistent vulnerabilities in continuous force effects.
Requirements: Warrior level 16th, Spellcraft 4 ranks, Mage Slayer, Pierce Magical Concealment, Pierce Magical Protection
Benefit: By spending your extra swift action, you may augment your 'Find the Mark' option to make your attack count as Disintegrate spell for the purpose of dispelling a continuous force effect.
You may use this feat a number of times per day equal to your unmodified Wis-bonus (minimum 1)

Breach All Barriers
This is the point where the warrior becomes a neigh unstoppable force.
Requirements: Spellcraft 7 ranks, Force Breaking Strike
Benefit: You may issue a Force Breaking Strike as a full round action to shatter any magical barrier in a single blow. This does not make you immune to any backlash that barrier might carry (e.g. Prismatic Wall).

Hindering AoO
Requirements: Combat Edge +2, Combat Reflexes
Benefit: Whenever you make an AoO due to movement, roll a Bull Rush check vs. your target.
If you win, the target immediately stops as if they had ended their movement for the turn.
Special: A warrior can attemp (and succeed in) this maneuver even against creatures who're 2 size categories or more larger than himself.

Hoplite
You're an expert at fighting with a spear and shield.
Requirements: BAB +2, Weapon Training: Spear/Longspear, Weapon Training: Shield.
Benefit: You may wield a Spear/Longspear in one hand and a shield in the other, utilizing the shield to maneuver your spear in battle.

Mobile Assault
Requirements: Warrior level 12, Balance 4 ranks, Mobility, Spring Attack.
Benefit: When making full round multiple attacks, you may take 5ft steps before, in between or after each attack, as long as the total distance doesn't exceed 1/2 your base movement speed. You may also make multiple attacks while moving up to your speed, assigning any of your attacks to whichever target you see fit, but provoking movement based AoOs as normal.
Note: It did not elude me that this is better than Bounding Assault and Rapid Blitz combined. At mid-high levels their benefits range from negligible to none, except for doing away with mooks, which is not exactly the dream maneuver at those levels.

Two Weapons Whirlwind Attack
Requirements: BAB +10, Perform (dance) 5 ranks, Tumble 5 ranks, TWF, Whirlwind Attack.
Benefit: You make a Whirlwind attack with both weapons - primary as well as offhand weapon.




Btw, I happen to have stumbled upon these "D&D Next” Fighter Design Goals (http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120430).
To my better judgment, this Fighter remake covers them all easily (except for #6, which is neither obtainable nor desirable) - and much more.

.

Doorhandle
2012-05-06, 02:34 AM
The combat focus and discern battle abilities are both useful and sound perfect for the fluff of a soldier: which I would suggest as a class name because warrior is not only already the name of an NPC class, but has connotations of a vagrant who just likes to fight and is good at it (which is, granted, the vast majority of adventurers) rather than the disciplined, regimental example here.

To be honest, I never like temporary feat-grabbing abilities, as they sound like a pain to look-up mid-battle, but I'll let it slide as I have not experience with such things.

Otherwise: Looks good.

Ashtagon
2012-05-06, 02:40 AM
Aside from an improved skill list and extra skill points, how does this guy meet the tier 3 requirement for being able to do something besides his primary role of "fight"?

Solid tier 4 so far.

nonsi
2012-05-06, 02:47 AM
I chose the name 'Warrior' because swashbucklers, rangers and barbarians (and many other archetypes, I guess) are not necessarily soldiers. That doesn't mean they can't be disciplined.
I saw a film yesterday on NAT GEO about this tribe where the rite of initiation includes dancing barefoot through a raging campfire (and not a small one). They may be uneducated, but there's no chance on earth they could do that if they were undisciplined.

nonsi
2012-05-06, 02:58 AM
Aside from an improved skill list and extra skill points, how does this guy meet the tier 3 requirement for being able to do something besides his primary role of "fight"?

Solid tier 4 so far.

Re-read Combat Focus - the part that starts with "A warrior can voluntarily enter Combat Focus outside of combat".
Now re-read Ever Vigilant, Second Wind, Veteran's Grit, Action Without Thought, Through the Haze and Combat Focus Perfection.

But now I see that this "outside of combat" period needs to lengthen with level progression.
I'll make it a total of 5 rounds in a 10min period, which one doesn't have to take consecutively, and increase it by +1 round for each even level passed 2.
This will be enough, I guess.

silphael
2012-05-06, 08:31 AM
I think the duration of the Combat Focus should be longer, or scale quicker. I see no issue with a level 20 warrior being continuously under Combat Focus, for example.

NeoSeraphi
2012-05-06, 08:45 AM
Re-read Combat Focus - the part that starts with "A warrior can voluntarily enter Combat Focus outside of combat".
Now re-read Ever Vigilant, Second Wind, Veteran's Grit, Action Without Thought, Through the Haze and Combat Focus Perfection.


I did, and I agree with her. The ability to see through illusions, resist mind-affecting, and cancel out status ailments is not Tier 3 stuff. Tier 3 is the ability to do your job right, and also do other stuff. That means skills, and also things like stealth, scouting, being a face, finding traps, flying, swimming, buffing, debuffing, creating illusions, healing, summoning, teleporting, things the party needs when you're not fighting. This guy gets none of that. I would say he's a solid Tier 4.

Also, fighters need Appraise. A fighter is a master weapons specialist. He knows how much that sword you're wielding costs. I would say give him Appraise as a class skill, then around level 3 give him a bonus to Appraise checks related to weapons and armor equal to half his class level or so, and then at a higher level give him the ability to use an Appraise check to identify items, which takes an hour and he can't take 20 on the check. High DC, but doable. The ability to identify weapons and armor the party finds at-will, that will help him reach the Tier 3 mark (but it won't do it by itself).

nonsi
2012-05-06, 11:45 AM
I did, and I agree with her. The ability to see through illusions, resist mind-affecting, and cancel out status ailments is not Tier 3 stuff. Tier 3 is the ability to do your job right, and also do other stuff. That means skills, and also things like stealth, scouting, being a face, finding traps, flying, swimming, buffing, debuffing, creating illusions, healing, summoning, teleporting, things the party needs when you're not fighting. This guy gets none of that. I would say he's a solid Tier 4.

Also, fighters need Appraise. A fighter is a master weapons specialist. He knows how much that sword you're wielding costs. I would say give him Appraise as a class skill, then around level 3 give him a bonus to Appraise checks related to weapons and armor equal to half his class level or so, and then at a higher level give him the ability to use an Appraise check to identify items, which takes an hour and he can't take 20 on the check. High DC, but doable. The ability to identify weapons and armor the party finds at-will, that will help him reach the Tier 3 mark (but it won't do it by itself).

Ok... Appraise, Hide & Move Silently. Check. Now Commando is also viable.

Bonus to Appraise checks will come at level 5.
Identify will come at level 15.
(later on. Too tired now)

But I don't think 6 skill points per level, or having Search & Trapfinding would be appropriate. That would be stepping on the skillmonkeys' toes.


As for the 'but it won't do it by itself' bit... I don't see what else is needed.
Athlete: check.
Acrobat: check.
Negotiator: almost. One could negotiate decently without Bluff as class skill
Sentinel: check.
Scout: check.
Wanderer: check.
Combat Medic: check.


Regarding flying, buffing, debuffing, creating illusions, summoning, teleporting - those don't belong in the warrior's basket of responsibilities to provide.
There's magical gear and there are allies of other classes. That should suffice.

nonsi
2012-05-06, 11:47 AM
I think the duration of the Combat Focus should be longer, or scale quicker. I see no issue with a level 20 warrior being continuously under Combat Focus, for example.

Any suggestions how long and the scaling bit ?

silphael
2012-05-06, 07:19 PM
I was thinking about something like round/level with 4-5 rounds at first level, this number of rounds being on a 1.5 minutes basis.

ngilop
2012-05-06, 09:20 PM
I like this fighter fix. but a lot of the abilites are almost identicel to the one Kenneth made Here (http://www.giantitp.com/forums/showpost.php?p=12509867&postcount=7) ( minus the ToB like Maneuvers those are page 8) nobody ever said what 'tier' his creation was so.. you may or may not want to use it

anyways, trapfinding makes no sense so I agree with you on that one, teh fighter is about combat, not about cutting wires or propping springs. 4 skills points/level to me is the sweet spot for non InT based and non skill focused classes.

also, stay away from anything that is supernatural in my opinion. the fighter should be a, to quote TV tropes, a bad-ass normal


I have to disagree with neo-seraphi on the fighter getting appriase though. just becuase one knows how to master a weapon and most effectly end one's life with it, doesn;t mean they know how much it cost whihc the total cost of anything is a sum of so mnay variables that are outside of anything the fighter would knwo it ludicrous to think that just becuase thef ighter is a weapon master with the halberd, that doesn;t mean he knows how much it costs. you have to factor in things liek, the cost fo coal, iron, the repuatation of the smith doing the frabrication, what typ eof leather teh grip is wrapped in, what tree was sued to make teh wood for the scabard, and numerous other things that iw ould assume the guy whos pend his life leraning how to beat teh living daylihgts out of somebody would not really have time to learn.

nonsi
2012-05-07, 06:29 AM
I like this fighter fix. but a lot of the abilites are almost identicel to the one Kenneth made Here (http://www.giantitp.com/forums/showpost.php?p=12509867&postcount=7) ( minus the ToB like Maneuvers those are page 8)

I Saw it.
In terms of power, it does produce greater numbers all over the board.
But that's not what I was after at all.
If a fighter gets his hands on a spellcaster, the result is usually the same: spellcaster is dead.
The problem is that usually:
1. Mr. fighter is not gonna gets his hands on mr. spellcaster.
2. Mr. spellcaster is gonna turn mr. fighter off like a switch.

My Warrior is powerful enough out of the box to not be outshined in martial combat be an averagely optimized druid, so beyond that, options & action-economy seemed a lot more important than pushing stats even further.




I have to disagree with neo-seraphi on the fighter getting appriase though. just becuase one knows how to master a weapon and most effectly end one's life with it, doesn;t mean they know how much it cost whihc the total cost of anything is a sum of so mnay variables that are outside of anything the fighter would knwo it ludicrous to think that just becuase thef ighter is a weapon master with the halberd, that doesn;t mean he knows how much it costs. you have to factor in things liek, the cost fo coal, iron, the repuatation of the smith doing the frabrication, what typ eof leather teh grip is wrapped in, what tree was sued to make teh wood for the scabard, and numerous other things that iw ould assume the guy whos pend his life leraning how to beat teh living daylihgts out of somebody would not really have time to learn.

On the make-sense aspect, I totally agree with you. However, sometimes there's some compromise on the make-sense part for the sake of balance.
I'm still contemplating if NeoSeraphi's suggestion merits the make-sense compromise (I mean, the ability to identify equipment instead of the party arcanist - is that what's gonna bring a character closer to tier 3?).

NeoSeraphi
2012-05-07, 08:27 AM
On the make-sense aspect, I totally agree with you. However, sometimes there's some compromise on the make-sense part for the sake of balance.
I'm still contemplating if NeoSeraphi's suggestion merits the make-sense compromise (I mean, the ability to identify equipment instead of the party arcanist - is that what's gonna bring a character closer to tier 3?).

Like I said, not by itself. But the ability to be useful at things other than fighting is what makes a character Tier 3. Extra options is usually better, if that's where you're aiming.

Now, there's absolutely nothing wrong with Tier 4 classes. I enjoy playing tier 4 classes. They're pretty damned good at combat, and nothing else, but that's all they need to do really. However, if you want a Tier 3 character, he can't just rule combat, he has to have a bag of tricks outside of it too.

nonsi
2012-05-07, 10:57 AM
Now, there's absolutely nothing wrong with Tier 4 classes. I enjoy playing tier 4 classes. They're pretty damned good at combat, and nothing else, but that's all they need to do really. However, if you want a Tier 3 character, he can't just rule combat, he has to have a bag of tricks outside of it too.

I totlly agree, but the issues mentioned in post #5 together with the skill-associated roles specified in post #8 - aren't they enough to be considered a reasonable bag of tricks outside of combat, without the need for unnatural powers ?

Regarding the Appraise bit, I'm considering of doing something in the spirit of 'Assess the Enemy' Warcraft, limited to weapons & armors only.
EDIT: actually, I think it should be a Warcraft.

nonsi
2012-05-07, 11:09 AM
I was thinking about something like round/level with 4-5 rounds at first level, this number of rounds being on a 1.5 minutes basis.

Ok, I took your advice.

nonsi
2012-05-19, 06:04 AM
I've added another Warcraft - 'Evaluate Combat Gear' - that was inspired by NeoSeraphi's suggestion.

Also, given 'Combat Focus' feature was intended (among other things) to come instead the majority of the 'Combat Focus' feat tree from PHBII, I was thinking of incorporating 'Combat Vigor' into 'Veteran's Grit' and wonder if it would be over doing it.

Other than the above, if anyone finds any room for other improvements, do share.

nonsi
2012-05-21, 10:32 AM
Ok, changes have been made:
- 'Combat Focus' Will save bonuses have been simplified and made level-scaling - starting lower but ending higher.
- 'Ever Vigilant', 'Veteran's Grit', 'Find The Mark' and 'Combat Focus Perfection' have been improved.

eftexar
2012-05-21, 09:26 PM
This is a really solid class. I think that it definitely leans towards the high end of tier 4. At first I was worried when I saw the table because it seemed like a lot, but at a second glance I realized I was wrong.
What I do worry about is that warcraft makes some of the original classes obsolete (which may not be a bad thing). It is obviously better than the barbarian, the knight, and the swashbuckler at their own jobs.

nonsi
2012-05-22, 07:33 AM
This is a really solid class. I think that it definitely leans towards the high end of tier 4. At first I was worried when I saw the table because it seemed like a lot, but at a second glance I realized I was wrong.
What I do worry about is that warcraft makes some of the original classes obsolete (which may not be a bad thing). It is obviously better than the barbarian, the knight, and the swashbuckler at their own jobs.

Definitely.
All melees are sub par once you pass 7th level, so this class allows you to realize practically any martial-combat role you'd envision.
Not including high end maneuvers, this class is better than any and all official base classes at their own game. This was intentional. There's nothing wrong with melees reclaiming their position as the party's meat shield. There's no reason why every mundane-martial-combat archetype should require a different base class when all of them do mundane-martial-combat (weapons, physique & wits).
Also, the reason I was so fascinated with this endeavor is that it was incredibly challenging. Creating a stand-alone base class that's decent and fun throughout all 20 levels, very customizable and at the same time mundane in terms of the means of doing what it does was next to an impossible task.
And I do believe I managed to hit tier-3, thanks to doubling the skill points, expanding the class-skills list and the out-of-combat Combat Focus option. So now, one has a wide selection of skill-associated roles to choose from (but can't be exceptionally good at many of them in a single character build) and the ability to dare quite a lot in out-of-combat situations, knowing the odds for survival are in his favor (but definitely not guaranteed). It's not a solid tier-3 like the Bard or Factotum and it's not a skillmonkey like the Rogue or Scout, but stepping on their toes was never the intent.

eftexar
2012-05-22, 11:17 PM
Hmm... No arguments with overshadowing some of the melee classes, but I'm not sure if you quite reached tier 3. Sure you have a lot of abilities (and all of them are interesting), but a large number of them seem to be passive. Sure this class could fight and even own a lot of tier 3s, but it's out of combat options aren't as great as most tier 3s and it doesn't have alot of active abilities.

nonsi
2012-05-25, 09:36 AM
Hmm... No arguments with overshadowing some of the melee classes, but I'm not sure if you quite reached tier 3. Sure you have a lot of abilities (and all of them are interesting), but a large number of them seem to be passive. Sure this class could fight and even own a lot of tier 3s, but it's out of combat options aren't as great as most tier 3s and it doesn't have alot of active abilities.

Ok, I have no idea how that happened, but this is the 1st time that I see your reply (I refreshed an hour ago and it wasn't there).

Now, regarding the passiveness issue . . .
Expending Combat Focus allows modifying any single d20 roll. That seems quite active to me.
Ever Vigilant also counts for when initiating maneuvers.
Tide of Battle & Battleshaper grant extra actions.
Warrior Talent offers quite a few battlefield control options.
And that's without mentioning 7 general feats that you can assign to practically anything that doesn't involve magic.


Anyway, the Warrior's out of combat options are as far as I felt comfortable pushing them. Beyond that, the only thing you wouldn't have altogether is Trapfinding, since with so many modifiers & options, it doesn't really need SA (reminder: UMD can still be taken using C-C skills)........... and there's always the Rogue + Able Learner combo, if you insist.


Btw, if it's at all interesting, I've just added a note in the description of Weapon Training to make sword & board viable.

Icedaemon
2012-05-25, 09:41 AM
Nice! I do like the 'generalist who specializes' build strategy - tried to do something like this myself half a year ago or so, but was too busy with other matters.

Edit:

From a purely thematic standpoint, "Evaluate Combat Gear" ought not to give the full benefits of identification. While finding out passive bonuses via apparaisal and experimentation makes sense, certain magical command-word based and some other highly circumstantial aspects of the item ought to remain unknown.

nonsi
2012-05-25, 04:34 PM
From a purely thematic standpoint, "Evaluate Combat Gear" ought not to give the full benefits of identification. While finding out passive bonuses via apparaisal and experimentation makes sense, certain magical command-word based and some other highly circumstantial aspects of the item ought to remain unknown.


I tend to agree, to a certain degree.
While it makes little sense that that such feature should grant the ability to deduce that a certain spear can make you fly with the proper command word, if that same spear has a command that makes it flame out - knowledge to the latter should be available via this ability.
I'm just not sure how to word it out.

This conclusion derives mainly from the fact that whenever I saw or read a scene that involved identifying a newly found weapon as magical, there was always someone in there that could at least partially figure it out from the runes inscribed on it - and it wasn't always a spellcaster.

nonsi
2012-05-26, 01:05 PM
Ok, I've been having some thoughts about making a swap between 2 class features.
I'll explain my motivations and I'd like some feedbacks from my fellow brewers if it's the right decision or not.

The features I'm thinking of swapping are 'Through the Haze' and 'Battleshaper'.
The motivations are as follows:
- 'Through the Haze' is something along the lines of "by now, the warrior has seen it all", and a 14th level warrior is quite well resistant most of the time to all sorts of manipulations anyway.
- By level 14, a fullscale spellcaster played halfway decently has a huge edge over noncasters, so 'Battleshaper' at this level seems almost crucial.

So people, what do you say ?

Manly Man
2012-05-26, 04:16 PM
I'd say go ahead. Having the better abilities come faster is something that would probably bump it up just that much closer to Tier 3. Yes, they're the same abilities, but the one that is, obviously, quite a bit better comes earlier, letting them keep up with other folks of their level. Granted, having extra actions like that is awesome no matter when you get them, but the sooner the better, I say.

Veklim
2012-05-27, 06:25 AM
I agree with Manly Man (great handle/pic/quote btw!) in that Battleshaper is a seriously sweet ability, and the earlier you get it the more options are opened within the class. Whereas Through the Haze is also rather nice (as is just about everything about this class in honesty!) I feel that immunities for mundane classes should tend towards the upper end of the class anyhow. Considering you can have IUD, Mettle & Evasion in play by level 9, combined with the option of Combat Focus expenditure, you've already given the class a range of tools by which they can limit problems from all the stuff Through the Haze helps with, and then some. This makes the ability less vital than it otherwise may have been. The swap, therefore, makes perfect sense and I'm in no doubt that this will give an extra edge to the Warrior both as a whole and as a supreme combatant. Go for it!

On a separate issue, this class can't actually take a good number of the Fighter bonus feats from many of the books, because it has nothing stating it's levels count as Fighter levels for the purposes of requirements, so stuff like weapon specialisation are actually off-bounds at present. It's a small issue requiring a single line of text, and I'm pretty sure this was an unintentional oversight, but there it is! :smallbiggrin: Also, I assume the class uses the Fighter chassis for BAB and saves, but as of yet I've not actually seen it state as such anywhere (but I may just be displaying astounding selective blindness!)...

Midwoka
2012-05-27, 06:52 AM
Also, I assume the class uses the Fighter chassis for BAB and saves, but as of yet I've not actually seen it state as such anywhere (but I may just be displaying astounding selective blindness!)...

It's the second thing in nonsi's post, blindy. =)
Right under the Spoiler tag.


BAB: 1:1

Saves: good Fort, poor Ref & Will

(admittedly, it IS weird not having it in the table of class features)

Veklim
2012-05-27, 07:08 AM
.........oh yeah.........

I hate my selective blindness...you'd never have guessed I have 20:20 vision! :smalltongue: I can see why it's not all there on the table, there's a lot of other stuff to fit into an honestly not-that-large space!

My other point stands though, as far as I can see anyhow! :smallamused:

Midwoka
2012-05-27, 07:22 AM
My other point stands though, as far as I can see anyhow! :smallamused:

If it was about the levels not counting for Fighter feats, nonsi actually covered that too.


Combat Edge
Most of the Warrior's abilities detailed in the next 2 columns provide the indicated values as bonuses to attack, damage, opposed rolls and other aspects (read on).
This feature comes instead of all Weapon Focus tree feats (except for Weapon Focus itself). Since those feats are Fighter-only feats and since I'm aiming for built-in advantage, I consider this a massive improvement, since now feats will not be wasted on stat-improvements that are instead gained automatically.

So it was an intentional omission. I seem to remember some cool Fighter-only feats from Player's Handbook II or Complete Warrior, though, so I still see some problems with losing them entirely.

Veklim
2012-05-27, 07:30 AM
Exactly, whereas Combat Edge makes some things redundant, there are a fair few feats which require fighter levels which are funky and currently inaccessible. It's not a huge issue considering everything else this class does, but it'd be nice to have the option there.

Manly Man
2012-05-27, 09:33 AM
(great handle/pic/quote btw!)

I was actually going to start off with a pic of Bill Door and a quote from Reaper Man, but I couldn't find anything that would fit right for the avatar, so meh. Still, one of my favorite quotes. Love the book, and I liked the animation a lot.

As for the fighter feats issue, perhaps just do the simple thing and have the class be treated as a fighter a level or two lower than the actual fighter class when it comes to qualifying for anything, as it seems to be a bit more fair. The fighter gets squat for class abilities, whereas this one gets plenty of them, so the benefits of fighter-exclusive feats should be just that little bit harder to get, considering what huge amount of appeal this one's got over fighters.

nonsi
2012-05-27, 04:29 PM
Ok, I've switched "Through The Haze" and "Battleshaper", as intended.
I've also added a note in the 1st spoiler to cover the "counts as Fighter of equal level" bit and opened up Bonus Feats for Fighter ACFs.
Also, I've added some extra stuff at the bottom of the OP.

Did I forget anything ?
Is anything inappropriate fluff-wise or crunch-wise ?
Any other suggestions/reservations or general impressions ?



@Manly Man
I see no reason to count the Warrior as a Fighter of lower level than his Warrior level for anything.
Taking Achilles as an example (that 1-on-1 scene was one of motion picture's finest moments :smallsmile:) . . . no way he was more than 8HD, given how quickly he fell by the hands of Paris. However, if you take Driving Attack feat for instance, the BAB +14 requirement means he got a feat he shouldn't be having 5HD north of his position.
There are plenty of Fighter feats out there with requirements set too high, just to say that some of them are available only to the big boys.
For a feat to require more than Fighter-level/BAB +8, it should be something bordering the physically impossible.

nonsi
2012-05-28, 01:04 AM
Oooops. The extra stuff at the bottom of the OP was left in preview mode.
Now it's there.

nonsi
2012-05-30, 09:21 AM
Ok, people. I’ve reached a point where I can’t find anything more to add or tweak.

In this Fighter remake, I’ve set out to address issues that the core class was supposed to be inherently effective at, throughout all 20 levels, but in practice was quite the opposite:
- Build-Wise Versatility – Real Build-Wise Versatility, which remains relevant for mid-high levels
- In-Game Versatility – ditto
- Survivability
- Action Economy
- Mobility
- Self Reliance
- Battlefield Control
- Battlefield Awareness
- Real Combat Strategy
- Multiple Out-of-Combat Options

The goal was to address all the above under the restriction of this Fighter-Fix not being able to bend or break the gameworld's laws of reality.


So there it is. The agenda specified, the means presented.


So, what do you say?
Is anything left overwhelming / underwhelming?
Did I manage to cover all of the core Fighter’s known issues adequately, or did I miss any?


Share your thought people.

nonsi
2012-06-18, 10:52 AM
.
Just in case anyone's interested . . .
I've added 2 new Warcrafts (Fearless Rage & Deathless Frenzy) and 3 new feats (Dispelling Strike, Force Breaking Strike & Hindering AoO)
.

nonsi
2013-01-26, 01:55 AM
Greetings to all playgrounders,

I’m sort’a necro-reviving this thread, but it’s not really thread-necromancy, because I started it and the class in question is the same class, so I see no point in opening a new one.

Anyways, to make a long story short, Morph Bark’s analysis (http://www.giantitp.com/forums/showpost.php?p=14422526&&postcount=505) of my Warrior (http://www.giantitp.com/forums/showpost.php?p=13182574) got that paranoid concern in me that maybe I missed something, so I’ve been busting my brains for the last 4 days to see if there’s any reason to conclude why my Warrior isn’t a solid T-3, but for the life of me can’t find any.


In the meantime, I also made a handful of improvements to my warrior (for those of you who’ve examined this class in the past):
- Added ”Physical Prowess” (see the description in the edited OP) at levels 1, 5, 9, 13 & 17.
- Speeded up Combat Focus recovery, under the assumption that if a warrior gains it automatically at the start of combat, there’s no reason why it shouldn’t automatically refresh as soon as possible, should the warrior’s condition allows it (also requires less bookkeeping).
- Slightly improved Combat Focus, Find the Mark & Combat Focus Perfection (the last one renamed "Combat Supremacy").
- Added 3 Warcrafts: the Imp. Versions of Uncanny Dodge, Evasion & Mettle (also separated Uncanny Dodge from Combat Focus).
- Added 2 new Warrior Talents: Maneuvers Expertise & Maneuvers Mastery
- Made Lounging Strike a 7th level Warrior Talent (brought down from 11th) and nixed the prereq talent.
- Added a new feat: "Breach All Barriers"


So, if anyone finds a convincing argument why the Warrior is not a solid T-3 class, please let me know.