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View Full Version : The Fighter (Now Oddly Similar to the Binder!) PEACHING NEEDED!



wayfare
2012-05-09, 09:46 PM
Hey All:

We've all tried our hands at the fighter fix, all to varying degrees of success. After chatting with Vilpich about the nature of the fighter fix and its troublesome problems -- namely the "Why Can't I Be Gilgamesh?" problem -- I decided to make this fix.

My Goals:

1) To create a warrior who can slip between different heroic themes
2) To create a functional fighter that has stuff to do in and out of combat
3) To create a class near the top of tier 4 or the bottom of tier 3.


The Fighter

A man with a sword and shield can fight. A fighter aspires to more, to a legend on par with those mythic heroes that once walked the land, and are now sorely needed.

Fighters study the warriors of old, mastering their techniques and blending their styles into a unique and practical martial art. Though lacking the flash of Martial Adepts, Fighters support their party with an adaptable fighting style and superlative combat skill.

Hit Die: d10
Skill Points: 4 + Intelligence
Trained Skills: Appraise, Balance, Climb, Craft (Armor Smithing), Craft (Weapon Smithing), Diplomacy, Intimidate, Jump, Listen, Spot, Survival, Swim
Weapon Proficiencies: All Simple and Martial weapons
Armor Proficiencies: All armor and all shields

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Strike
1st|
+1|
+2|
+2|
+0|Bonus Feat|1d6
2nd|
+2|
+3|
+3|
+0|Fighting Tradition|1d6
3rd|
+3|
+3|
+3|
+1|Combat Mastery 1|1d6
4th|
+4|
+4|
+4|
+1|Bonus Feat|1d6
5th|
+5|
+4|
+4|
+1|Fighting Tradition|1d6
6th|
+6/+1|
+5|
+5|
+2|Bonus Feat|2d6
7th|
+7/+2|
+5|
+5|
+2|Combat Mastery 2|2d6
8th|
+8/+3|
+6|
+6|
+2|Bonus Feat|2d6
9th|
+9/+4|
+6|
+6|
+3|Fighting Tradition|2d6
10th|
+10/+5/|
+7|
+7|
+3|Bonus Feat, Tide of Battle|2d6
11th|
+11/+6/+1|
+7|
+7|
+3|Combat Mastery 3|2d6
12th|
+12/+7/+2|
+8|
+8|
+4|Bonus Feat|3d6
13th|
+13/+8/+3|
+8|
+8|
+4|Fighting Tradition|3d6
14th|
+14/+9/+4|
+9|
+9|
+4|Bonus Feat|3d6
15th|
+15/+10/+5|
+9|
+9|
+5|Combat Mastery 4|3d6
16th|
+16/+11/+6/+1|
+10|
+10|
+5|Bonus Feat|4d6
17th|
+17/+12/+7/+2|
+10|
+10|
+5|Fighting Tradition|4d6
18th|
+18/+13/+8/+3|
+11|
+11|
+6|Bonus Feat|4d6
19th|
+19/+14/+9/+4|
+11|
+11|
+6|Combat Mastery 5|4d6
20th|
+20/+15/+10/+5|
+12|
+12|
+6|Legendary Hero|4d6[/table]

Strike (Ex): The Fighter has a pool of damage dice he can allocate to successful attacks each round. On a successful attack, the fighter may add any or all of his Strike dice to the damage inflicted by his attack. Once Strike dice are added to an attack, they are effectively “spent” until the beginning of your next turn.

Fighting Traditions (Ex): The heroes of legend were more than simple warriors, they were icons who embodied the myriad aspects of war. Some were cunning tricksters who defeated their enemies with guile and treachery; others were mystic warriors who blended arcane power with mastery of blade and bow; still others were paragons of knightly renown, matchless fighters and deadly duelists.
Through intense study, the Fighter has learned to master the secrets of these iconic warriors, developing a heroic fighting style that grants great power. At 2nd level and every 3 levels thereafter, the Fighter learns one of the following fighting traditions (also called styles). Each tradition grants a host of abilities, which are described as follows:

Class Bonus: These features are permanent enhancements that the Fighter gains upon learning the Style.

Passive Effect: This power is only active when the Fighter is using the style.

Level "X" Bonus: At levels 5, 10 and 15 the fighter learns a new power that he can use while this style is active.

When a fighter begins his day, he gains the abilities of a single tradition of his choice automatically. A fighter can switch between traditions with 5 minutes of meditation and weapon practice.

Here are the 10 traditions:

Arcane Knight: This legendary hero combines raw arcane power with the combat skill only a master warrior can bring to bear. Wielding a weapon that hums with undiluted mystic energies, the Arcane Knight learns how to manipulate raw magic in simple, but impressive ways.

Some argue that this tradition was begun by Corellon himself, who assumed a wrathful aspect when facing his hated foe Grummsh. Oddly enough, Orcish shamans disagree with this legend, instead stating that the tradition was begun by a group of Orc warriors who were captured and tortured to reveal the secrets of the Arcane Knight to jealous elves. Whatever its provenance, this tradition has seen extensive use throughout the Ages, often sponsored by Church organizations that seek to counter Arcane power.

• Class Bonus: The Fighter adds Use Magic Device to his trained skill list.
• Passive Effect: While this style is active, the fighter may convert all Strike enhanced weapon damage to Force damage.
• 5th Level Bonus: The Fighter can teleport 15 feet as a move action, but cannot bypass barriers thicker than 5 feet. This movement increases by 5 feet at 10th level and every 5 levels thereafter.
• 10th Level Bonus: On a successful attack, you may sacrifice 2d6 Strike Damage to cast Break Enchantment on your opponent. Add your Combat Mastery bonus to the result of your Caster Level check to determine the effect of this power.
• 15th Level Bonus: You gain SR 12 + Fighter level against hostile spells (you determine what spells are hostile when they are cast upon you). If a spell fails to overcome your SR, you gain a bonus to your next Attack and Damage roll equal to the level of the spell.

Iron Knight: Sometimes, all that stands between victory and defeat is one man who refuses to back down. Fighters who emulate the Iron Knight seek to be that man, standing tall and strong in chaos of battle.

The Iron Knight combines a nearly impenetrable defense with a canny offense, slipping between enemy ranks to deliver a deadly strike without abandoning a stalwart defense. It is no surprise that Dwarves claim this Tradition as their own, as it is uniquely suited to Dwarven military mentality.

Kerdes Ironpick is a Dwarven exemplar who was known to use this style. She died defending her family hall against a Hobgoblin Invasion, but not before seeing her lord to safety and slaying 3 of the Hobgoblin Chieftan’s champions. Thanks to Kerdes’ Valor, Ironpick Hall still produces fine ore to supply the Dwarven Army – the best of which is marked with Kerdes’ personal seal.

• Class Bonus: Your Weapons gain 5 feet of reach.
• Passive Effect: Enemies treat all squares adjacent to the fighter as if they were difficult terrain. Allies (including the Iron Knight) within this area gain +2 AC and DR 2/-.
• 5th Level Bonus: You gain the Mettle extraordinary ability.
• 10th Level Bonus: When you damage an enemy, you may sacrifice 2d6 Strike damage to force your opponent to make a Fortitude Save DC (10 + ˝ level + Strength Modifier) or be Staggered for 1d4 rounds.
• 15th Level Bonus: Enemies treat all squares within a 10 foot radius of you as difficult terrain. Allies within this radius gain +4 to AC and DR 4/-.

Dervish: Striking with the speed and power of lightning, a fighter who adopts the Dervish style is a deadly threat at any range. Specializing in melee combat, the Dervish uses superior speed to deliver a deadly charge that ends with a flurry of lethal blows. Unmatched mobility allows the fighter to function easily as a scout, then switch suddenly to deadly vanguard at the first sign of trouble.

Xephs and Thri-Kreen are known for their deadly Dervish attack squads, making use of natural speed and deadly weaponry to eliminate unwary foes. Skarn are also known to employ Dervish fighters as elite troopers – single “unarmed” units that strike with power and vanish into a horde of Skarn knights.

Verron Copperhand was a Halfling hero who followed this Tradition extensively, raiding oppressive tax-collectors and spreading the ill-gotten coin to local Halfling families. While swift-footed Verron was never caught, the families that benefitted from his charity were often punished for his deeds. Eventually turned out by his friends, the bandit vanished from history, but not without a princely sum of gold to tide him over.

The Thri-Kreen knight known as “The Adjudicator” was also a deadly practitioner of this style, wielding dual crystalline greatswords with deadly speed. While the Adjudicator eventually fell against a tide of Gith pirates, his exploits lived on long in the race-memory of his people. Young Thri-Kreen who see a vision of the Dervish in their dreams are said to be marked for greatness – martial prowess and noble death are guaranteed by such a vision.

• Class Bonus: Add Tumble to your list of class skills.
• Passive Effect: The Fighter gains a +5 enhancement bonus to speed. This increases by 5 at 5th level and every 5 levels thereafter.
• 5th Level Bonus: The Fighter maximizes all damage inflicted as part of a charge attack.
• 10th Level Bonus: The Fighter gains the Pounce extraordinary ability
• 15th Level Bonus: When making a full attack, the Fighter makes all attacks at his highest attack bonus.

Artful Duelist: A form that demands incredible timing and precision, the Artful Duelist style emphasizes perfection in action. Artful Duelists do not possess the incredible speed of the Dervish, but act with such impeccable timing that their feats seem supernatural.

This style is well represented in the Elven tradition, and is a particular hallmark of Drow Fighter’s Societies, who often use this style to the exclusion of all others. The style has recently gained popularity with some humans, who term the style “Bravura” and conduct deadly duels that are as much about entertainment as they are about settling questions of honor.

Amarato Kaidan was a ronin from Kara-Tur famed for using this style. A superlative swordsman who made his living fighting “show duels” for the pleasure of wealthy nobles, Kaidan turned his odd social standing into a tool of vengeance. After years spent fighting beautiful but harmless duels, the ronin was invited to the home of the noble suspected of assassinating Kaidan’s former master. When the “duel” began, Kaidan knocked his sparring partner out and cut a swath through the nobles in attendance. His fate after that point is unknown, but no magistrate records his death.

• Class Bonus: You automatically confirm any critical you threaten.
• Passive Effect: When you hit an enemy, you gain a +1 insight bonus to AC against that enemy’s attacks for 1 round. If an enemy attacks and misses you, you gain a +1 insight bonus to attacks made against that enemy for 1 round.
These bonuses increase by 1 at 5th level and every 5 levels thereafter.
• 5th Level Bonus: Once per round, when you take damage, you may expend an attack of opportunity to roll your weapon damage. You reduce the damage taken by the result of your roll.
• 10th Level Bonus: Once per round, as a free action, you may make an attack against an opponent that attacks and misses you.
• 15th Level Bonus: Every time you land a critical hit, your opponent takes 2 points of ability damage targeting your choice of Strength, Dexterity, or Constitution.

Savage Slayer: A mere step removed from animal brutality, this Tradition emphasizes ruthless attack and awful displays of force. The goal of this style is to brutalize the enemy, to break their will and shatter hope. It is not a pretty style, but it certainly is effective.

This tradition has its origins in the mythic past, as the favored fighting style of the brothers Hextor and Heironeous. A powerful warding against the enemies of creation, many gods decried the use of this art as savage and uncivilized. While Heironeous eventually moved on to adopt a more knightly combat style, Hextor reveled in the brutality and slaughter created by this style.

• Class Bonus: Once per round, you can use Intimidate to Demoralize an enemy as a Swift Action.
• Passive Effect: While in this Style, use d8s for your Strike dice.
• 5th Level Bonus: You become immune to Dazing, Stunning, and Fear effects while in this style.
• 10th Level Bonus: You gain the Frightful Presence extraordinary ability. Your Frightful Presence activates whenever you reduce an enemy to 0 hp or lower. All enemies within 30 feet must make a Will Save or be Shaken for 1d6 rounds.
• 15th Level Bonus: You may sacrifice all Strike Dice to force an opponent hit by your attack to make a Fortitude Save (DC 10 + ˝ level + Strength modifier) or be instantly reduced to 0 hp. An opponent who successfully saves against this attack is immune to this effect for 24 hours.

Aligned Champion: A style studied by a rare few devoted knights, this tradition demands a singular focus and strength of belief. Transforming the fighters belief into both weapon and armor, this fighting style is especially useful for fighting outsiders and abominations.

Humans and Dwarves are most likely to learn this style, as these races typically cleave rather closely to their spiritual protectors. Fighters who adopt this style are often mistaken for paladins or crusaders, and many Aligned Champions serve as shieldmates to other exalted warriors.

The Jeves Bladearm was an oddly benevolent gith’sharath (battle sergeant) of great renown in the Githyanki empire. When summoned by Queen Vlaakith to his ascension, the grizzled warrior new not pride, but a strange dread in his heart. Such was his fear that he meditated on the Aligned Champion style and spirited a silver dagger into his audience with the magnificent queen. When Vlaakith revealed her true face and attempted to consume the gish, Jeves responded by burying the sliver dagger deep in the lich-queen’s side. Feeling pain for the first time in centuries, Vlaakith smote Jeves and cast his soul into the astral plane. It is said that the gith’sharath now wanders the Astral Plane, seeking allies to liberate his people.

• Class Bonus: Add Knowledge: Religion to your list of trained skills.
• Passive Bonus: When you activate this Style, choose one of your two Alignment components. Your weapon attacks gain that alignment subtype.
• 5th Level Bonus: You gain DR 5 that can only be bypassed by enemies of an opposed alignment to the one chosen when you assume this style.
• 10th Level Bonus: You are surrounded by a Magic Circle against your opposed alignment.
• 15th Level Bonus: You may sacrifice all Strike dice to Banish an outsider of an opposed alignment. The Outsider must make a Will Save DC (10 + ˝ level + Constitution modifier) or be cast out of this plane and into its home plane.

Sly Trickster: While not an honored fighting tradition, this style is more widely practiced than most fighters are willing to admit to. Combining unmatched tactical versatility with the ability to capitalize upon both enemy and ally attacks, the Sly Trickster style is an asset to any fighters arsenal.

Halflings are so bold as to claim ownership of this style, and most Halfling fighters are schooled in this tradition before any other. Jann also revel in the use of this style, and many of the most famous Jann heroes are depicted as Sly Tricksters in stories and songs.

Valeflor Argorsinia was a Tiefling who aspired to knighthood, but was inclined towards deception and trickery. Eventually embracing her chaotic side, Valeflor eventually created a mercenary company that served as vanguard for some of the more…liberally minded knightly orders. No unit aided by Valeflor ever lost a fight, and to this day “Swords of the Vale” mercenary company is an ally to good knights with open minds.

• Class Bonus: Add Bluff to your trained skills list.
• Passive Bonus: While this style is active, enemies who take Strike damage are Flat-Footed for 1 round.
• 5th Level Bonus: You can make an attack of opportunity against any enemy struck by an ally within weapon reach. You may only use this ability once per round, even if you can make multiple attacks of opportunity in a round.
• 10th Level Bonus: You can sacrifice 1d6 Strike damage to force your opponent to make a Fortitude Save DC (10 + ˝ level + Dexterity Modifier) or be Dazed for 1 round. You can instead sacrifice 2d6 Strike damage to Stun a foe or 3d6 Strike damage to Paralyze your enemy.
• 15th Level Bonus: When an opponent misses you with an attack, you can redirect that attack against any target within range of that attack. Use the attackers attack roll to resolve this maneuver, but add your Combat Mastery as a bonus to the roll.
You may use this ability once per round.

Masterful Captain: A style many fighters aspire to learn, every culture has some variation of this tradition. Most fighters do not learn the secrets of tactical command until late in their careers, but some attempt to learn this style early, the better to unite their allies. Fighters who use this style create opportunities for their allies, forging a unit that is far stronger than the sum of its parts.

Kressos Skurn was the father of the White Raven School of Tactics, but did not live to see his methodology codified into a martial discipline. The philosopher knight was instead a devout follower of this Tradition, and sought to create a knightly order on par with the legendary Terian Legionnaires. His treatises on the subject are required reading at most military academies, and some of his more philosophical ideas on small unit combat serve as the inspiration of White Raven maneuvers.

• Class Bonus: Add your Combat Mastery bonus to your Leadership score.
• Passive Effect: While this Style is active, allies within 10 feet of you gain +2 to Attack, Critical Confirmation, and Damage rolls. This radius increases by 5 feet at 5th level and every 5 levels thereafter.
• 5th Level Bonus: Allies apply your Combat Mastery bonus to combat maneuvers they attempt.
• 10th Level Bonus: Whenever you reduce an enemy to 0 hp or less, allies within your aura gain temporary hp equal to half your Fighter level.
• 15th Level Bonus: Whenever you or an adjacent ally has to make a Saving throw, apply the highest saving throw in the group to resist the effect. Whenever you or an adjacent ally is attacked, apply the highest AC in the group to the attack.

Rugged Survivor: Not so much a tradition as a state of mind, the Rugged Survivor style emphasizes endurance and adaptability. Most fighters pick this style up some time in their careers, the better to resist the rigors of a soldiers life.

The Rugged Survivor style was extensively practiced by the human warrior-philosophers of Terias, who taught a rigid hierarchy of combat styles – beginning with the Rugged Survivor style, the moving to the Iron Knight Style, and finally ending with the Masterful Captain style. This sequence, called the Terian Method, created the most impressive infantry ever seen in the mortal realms. While the fall of the Terian empire against an army of Slaadi is documented in the historical record, religious scholars claim that the fallen warriors were raised up as Archons to serve in the celestial host.

• Class Bonus: Your Fighter hit-dice become d12s.
• Passive Effect: While this Style is active, add your Constitution Modifier to your Saving Throws.
• 5th Level Bonus: You gain your choice of the Evasion, Mettle, and Uncanny Dodge extraordinary abilities.
• 10th Level Bonus: You gain any two of the above extraordinary abilities.
• 15th level Bonus: You gain all 3 of the above extraordinary abilities.

Deadly Sniper: Mastering the bow in the same way a warrior masters the sword is a feat of heroic proportions – so much time and effort goes in to earning and retaining that skill that few fighters ever make the attempt.

For those fighters that do make the attempt, the Deadly Sniper tradition grants unsurpassed power. A Deadly Sniper can make his arrows dance, piercing straight through enemies and leaving foes open to deadly follow-up attacks. At the highest levels of skill, a Deadly Sniper can darken the skies with a hail of razored steel.

Elves claim this tradition as their handiwork, but Halfling outriders are known to use the style to great effect from the backs of their warhounds.

• Class Bonus: Add your Combat Mastery bonus to the damage of ranged attacks you make.
• Passive Effect: While this style is active, the Critical Threat Range of ranged weapons increases by 1.
• 5th Level Bonus: As a standard action, you can fire a projectile that acts as a Line 30 effect. Opponents with the area of effect must make a Saving Throw DC (10 + ˝ level + Dexterity modifier) or take Weapon + Strike damage.
• 10th Level Bonus: While this style is active, any time you damage an enemy with a ranged attack, your next successful attack against that enemy inflicts maximum damage.
• 15th Level Bonus: As a full action, make a single attack against a target within range. On a hit the opponent takes Weapon + Strike damage, and all enemies Within 20 feet must make a Reflex Save DC (10 + ˝ level + Dexterity modifier) or take Strike damage.

Combat Mastery (Ex): A fighter of 3rd level is so confident in his use of the martial arts that he can perform certain maneuvers with skill surpassing other devoted combatants. When you attempt or attempt to resist a Bull Rush, Disarm, Feint, Grapple, or Trip you gain a +1 bonus to your roll. This bonus increases by 1 at 7th level and every 4 levels thereafter.
Additionally, owing to your long experience using armor, you reduce the armor check penalty of any armor you wear by your combat mastery bonus.

Tide of Battle (Ex): A fighter of 10th level can react to changing circumstances swiftly, adopting exactly the right mind-set to defeat his foe. Three times per day, a fighter can abandon one tradition and gain the benefits of any other tradition he knows as a move action.

Legendary Hero (Ex): A fighter of 20th level has ceased to emulate the heroes of legend – instead becoming one herself. The fighter chooses one Tradition she knows – this Tradition is always active and the fighter may have one additional Tradition active at any time.
The fighter becomes a hero of legend, her exploits attached to the school she ties herself to. As a living myth, the fighter seems larger than life, gaining a +2 bonus to all attributes and ignoring all aging penalties.

wayfare
2012-05-09, 09:48 PM
<Reserved For Secret Traditions>

wayfare
2012-05-09, 09:49 PM
Ok, all, let me have it!

I am looking for a good tier analysis for this class, so any hlep there (or anywhere else) would be appreciated.

Baphomet
2012-05-09, 10:38 PM
Huh. So, there's all these other fighter remakes that prompt people to say "but a fighter isn't supposed to be a _____!" And then you come along and let them decide what a fighter should be.

I haven't sat down and carefully studied all the forms, but my initial reaction is this has a nice bag of tricks and some extra damage you can add to attacks. I'd put it at tier 3.

wayfare
2012-05-09, 10:54 PM
Huh. So, there's all these other fighter remakes that prompt people to say "but a fighter isn't supposed to be a _____!" And then you come along and let them decide what a fighter should be.

I haven't sat down and carefully studied all the forms, but my initial reaction is this has a nice bag of tricks and some extra damage you can add to attacks. I'd put it at tier 3.

Thanks for taking a look!

Yeah, my primary design logic was to blast the idea of a fighter class wide-open. This fighter will never be a spellcaster, or a paladin, or a psychic warrior...but he can FAKE being those things just long enough to create some opportunity for his allies.

Lemmy
2012-05-09, 10:55 PM
I love it. It adds a lot of in-combat options for the fighter.

He is now a very good controler. Maybe you could add som

Although I believe Dervish might be a bit too good.

How about giving the fighter EWP at 1st level? So he can have an unique weapon with needing to spend a precious Feat. (Most Exotic Weapons are not worthy the feat, anyway.)

Why is the DC to resist the Iron Knight 10th level ability based on Dex instead of Str?

wayfare
2012-05-09, 10:58 PM
I love it. It adds a lot of in-combat options for the fighter.

He is now a very good controler. Maybe you could add som

Although I believe Dervish might be a bit too good.

How about giving the fighter EWP at 1st level? So he can have an unique weapon with needing to spend a precious Feat. (Most Exotic Weapons are not worthy the feat, anyway.)

Why is the DC to resist the Iron Knight 10th level ability based on Dex instead of Str?

Thanks for the suggestions, and great catch with the Iron Knight!

The Dervish does strike me as a bit "must have" for an uber-charger build, but hey, maybe people won't go with crazy damage when they have awesom supplementary abilities.

Djinn_in_Tonic
2012-05-09, 11:08 PM
Looks great, but the Class Bonuses need adjustment. Gaining a class skill or +5 feet of speed (I'd make it +10, non-scaling) is good. A leadership bonus isn't, since if I don't take Leadership it's useless, and Leadership can't be taken prior to level 6 anyway. Automatically confirming criticals, however, is downright insane, and FAR more powerful than most of the abilities granted by even high-level abilities of this class. I'd change that one completely. Maybe a bonus to CONFIRM criticals, or a +1 threat range that applies after other crit enhancements.

Othesemo
2012-05-09, 11:21 PM
I'd call the arcane knight Tier 3 by virtue of UMD. The others, I'd place at varying degrees throughout Tier 4. Since this is what you were shooting for, I don't see any problem there. No blatant abuses strike me while reading (except for the possibility of a thri-keen 6 weapon fighting charger, but I'm not sure how viable that would actually be).

Over all, good job. The class isn't my cup of tea, but it's nonetheless well made (and probably appealing to people who like fighter types).

wayfare
2012-05-09, 11:25 PM
Looks great, but the Class Bonuses need adjustment. Gaining a class skill or +5 feet of speed (I'd make it +10, non-scaling) is good. A leadership bonus isn't, since if I don't take Leadership it's useless, and Leadership can't be taken prior to level 6 anyway. Automatically confirming criticals, however, is downright insane, and FAR more powerful than most of the abilities granted by even high-level abilities of this class. I'd change that one completely. Maybe a bonus to CONFIRM criticals, or a +1 threat range that applies after other crit enhancements.

Would +4 to confirm criticals work better?

As for the leadership thing, wouldn't you just get a low leadership score if you took it?

Grod_The_Giant
2012-05-10, 12:01 AM
I would hesitate to include Leadership at all in the core class, given how many games restrict/ban it (and with good reason). Otherwise, this seems like a really cool class. I'll try to swing back and give the balance a better read-through, but it looks quite respectable.

One thought: given how, starting at 10th level, he can cycle through all the different traditions, perhaps give him the ability to change his feats in a similar manner?

nonsi
2012-05-10, 01:24 AM
I was just about to call your creation a masterpiece, but there are two annoying parts that are missing.
The first thing is that this class (unless I'm missing something) is just as fragile to all sorts of mental influence as the core Fighter. I'd consider giving it good Will saves, or at least his Combat Mastery as bonus.
The second thing is the action economy. A hero of legend, as you call it, should be able to move around the battlefield with grace and ease. I didn't notice anything particular that deals with this issue. Consider adding an appropriate feature along the way.
Also, just because 1st level seems a bit thin, I'd give it a scaling 1st level feature that makes it easier for a fighter to qualify for combat feats. If you start with low bonuses, then it wouldn't make it too frontloaded.


Other than the above (and taking the noteworthy comments above mine into account), amazing work.
There's more inspiration in this homebrew class than any I've encountered :cool:


EDIT: regarding aiming for tier 3 . . .
Add the following as class skills: Heal, Hide, Knowledge (dungeoneering / geography / local), Move Silently, Sense Motive and Tumble.

Heal is for the combat medic role.
Knowledge is for some self reliant adventuring.
Hide & Move Silently are for the Commando role.
Sense Motive goes hand in hand with Diplomacy and has some combat relevance here and there.
Tumble is for the lightly armored martial artist / swashbuckler.

Oh, and keep Craft general. There's bowyer, fletcher and I guess a few other combat associated craftsmanships.


Just noticed you have a typo in the table.
Level 11 Strike damage should be 3d6.

Heian
2012-05-10, 02:00 AM
This's my first post on these boards,
and I want just say how much I appreciated your Fighter remix, IMO one of the simplest to use, maintaining the actual "streamlined" Fighter style of playing, while being really efficient at giving depth and options to his smashing!!
Well done, I'm almost quitting doing my own Fighter revision XD.

Ah, and about the Tier, I think it's around lower tier 3 as you hoped.

Empedocles
2012-05-10, 06:46 AM
This is easily the best fighter fix I've seen :smallsmile:

When I get a chance I'll take a longer look at it, but one suggestion for now is to give them a power (not passive) that they can use at 1st level. It doesn't have to be especially good, but just something to make the fighter feel...special :smallbiggrin:

EDIT: Very low Tier 3. The dervish style is very good, so a dervish fighter might be a little higher (charges, makes a full attack at all +20, and maximizes damage :smallcool:).

EDIT #2: A psionically oriented combat style? Bonuses when psionically focused?

Kane0
2012-05-10, 07:34 AM
This is fan freakin tastic. I will now rewrite my fighter that i have planned for when my current character dies. :smallamused:

That is all.

wayfare
2012-05-10, 03:43 PM
Thanks for all the support, guys!

I am witing for a few more comments to trickle in before I start making changes, but here are the things I am thinking of doing:

1) Adding "Heal" to the skill list.

2) Adding a level 1 class feature that grants proficiency with any weapon, including improvised weapons.

3) Changing the Artful Duelist class ability to +4 on Critical Confirmation rolls, or the ability to feint as a swift action.

4) Changing the Masterful Commander bonus to gaining an NPC class cohort (just wait for my improved NPC classes and you'll understand why this is cool).

As an additional note, I'll be adding some "secret traditions" later today. You can only learn one secret tradition, and each tradition has prerequisites, requires that you meet somebody in the game world who can teach you the tradition, and requires that you use a feat to gain access to the tradition. Ideas include:

1) A psychic warrior tradition that allows you to gain psychic focus and morph your body to a degree.

2) A dragon tradition that turns your Strike dice into elementally aspected d8s? d10s? Also allows you to perform aoe elelemtal attacks by brandishing your weapon and grants training in Knowledge: Arcana.

3) An undead tradition that grants levels of fortification and allows you to drain health via your strike damage. Makes you immune to death effects.

4) A titan tradition that is all about smashing foes and creating earthquakes, probrbly boosts strike up to d10 to emulate the "maul of the titans"

5) A few god-specific traditions (and one for the Worm That Walks)

6) A celestial tradition derived from the "Terian Method"

7) An infernal tradition used by soldier demons

Any suggestions?

Winds
2012-05-10, 04:04 PM
Maybe a tradition/set of traditions devoted to elementals? Grant Knowledge: Planes as a class skill, treat Strike as a chosen element for more utility against DR, Regen and Resistances, and grant some resistances itself...


The class as a whole looks very nice. Good work.

nonsi
2012-05-10, 10:20 PM
1) Adding "Heal" to the skill list.
Hide & Move Silently: How do you intend to make a decent guerilla fighter a possibility without them?
Sense Motive: Why shouldn’t a fighter have a shot of not being easily duped by certain combat tricks? (also, see below)
Tumble: How will you allow the Swashbuckler archetype without it? (since the CW Swashbuckler is weaker than the core Fighter and should be absorbed by any decent Fighter fix)
Knowledge (dungeoneering / geography): a trustworthy leader of a group of soldiers should at least have those.
Remember that you're aiming going for out-of-the-box tier 3 (out-of-combat versatility). If you're happy with tier 4, ignore the above.


2) Adding a level 1 class feature that grants proficiency with any weapon, including improvised weapons.
This does very little beyond granting spiked chain proficiency free of feat tax.
Everything so far was inspirational. Don’t ruin it by adding a feature that doesn’t make sense.


3) Changing the Artful Duelist class ability to +4 on Critical Confirmation rolls, or the ability to feint as a swift action.
Either are good choices. I’d go with the first (your Fighter doesn’t have Bluff as class skill, so it wouldn't do much good anyway).


4) Changing the Masterful Commander bonus to gaining an NPC class cohort (just wait for my improved NPC classes and you'll understand why this is cool).
Cohort at 2nd level is way too much and uncalled for.


As an additional note, I'll be adding some "secret traditions" later today. You can only learn one secret tradition, and each tradition has prerequisites, requires that you meet somebody in the game world who can teach you the tradition, and requires that you use a feat to gain access to the tradition.
Sounds great.




Also, I still don't see anything that out-of-the-box grants a fighter some decent battlefield mobility or action-economy-associated martial advantage over other classes.
I’d suggest the following:
1. Nix Tide of Battle as a feature. Instead, put an asterisk next to Fighting Tradition at 9th level and in the description of Fighting Tradition state that that's when this option is gained.
2. Now give the Fighter special class features at levels 8 & 16 to deal with battlefield mobility and the action economy ( see what I did with my version of "Tide of Battle" and with "Battleshaper" (http://www.giantitp.com/forums/showthread.php?t=242257) for some inspiration).

Grod_The_Giant
2012-05-10, 11:50 PM
2. Now give the Fighter special class features at levels 8 & 16 to deal with battlefield mobility and the action economy ( see what I did with my version of "Tide of Battle" and with "Battleshaper" (http://www.giantitp.com/forums/showthread.php?t=242257) for some inspiration).

Full attack as a standard action at 8, one extra move action/turn at 16?

wayfare
2012-05-11, 01:07 AM
1) Adding "Heal" to the skill list.
Hide & Move Silently: How do you intend to make a decent guerilla fighter a possibility without them?
Sense Motive: Why shouldn’t a fighter have a shot of not being easily duped by certain combat tricks? (also, see below)
Tumble: How will you allow the Swashbuckler archetype without it? (since the CW Swashbuckler is weaker than the core Fighter and should be absorbed by any decent Fighter fix)
Knowledge (dungeoneering / geography): a trustworthy leader of a group of soldiers should at least have those.
Remember that you're aiming going for out-of-the-box tier 3 (out-of-combat versatility). If you're happy with tier 4, ignore the above.


2) Adding a level 1 class feature that grants proficiency with any weapon, including improvised weapons.
This does very little beyond granting spiked chain proficiency free of feat tax.
Everything so far was inspirational. Don’t ruin it by adding a feature that doesn’t make sense.


3) Changing the Artful Duelist class ability to +4 on Critical Confirmation rolls, or the ability to feint as a swift action.
Either are good choices. I’d go with the first (your Fighter doesn’t have Bluff as class skill, so it wouldn't do much good anyway).


4) Changing the Masterful Commander bonus to gaining an NPC class cohort (just wait for my improved NPC classes and you'll understand why this is cool).
Cohort at 2nd level is way too much and uncalled for.


As an additional note, I'll be adding some "secret traditions" later today. You can only learn one secret tradition, and each tradition has prerequisites, requires that you meet somebody in the game world who can teach you the tradition, and requires that you use a feat to gain access to the tradition.
Sounds great.




Also, I still don't see anything that out-of-the-box grants a fighter some decent battlefield mobility or action-economy-associated martial advantage over other classes.
I’d suggest the following:
1. Nix Tide of Battle as a feature. Instead, put an asterisk next to Fighting Tradition at 9th level and in the description of Fighting Tradition state that that's when this option is gained.
2. Now give the Fighter special class features at levels 8 & 16 to deal with battlefield mobility and the action economy ( see what I did with my version of "Tide of Battle" and with "Battleshaper" (http://www.giantitp.com/forums/showthread.php?t=242257) for some inspiration).

Thanks for your suggestions! Here are a few of my own throughts:

1) A guerilla fighter is a great idea, but i feel that it should be absorbed into a Tradition rather than a base ability of the fighter class. I'll add sense motive, as it is tied to some combat maneuvers (which is silly, I always thought it should be a base attack thing, but whatever).
Tumble is gained via the Dervish tradition

2) I understand your points about action economy, but isn't that covered in the dervish style? Enhancement bonuses to speed apply to 5 foot steps, so you have a character that can move a nice distance and full attack, or charge and full attack, etc.
Adding something focused purely on action ecenomy might be a nice way of creating a "Diamond Mind" inspired tradition -- I did want to add a class ability that allows you to force 10 on initiative checks.

3) Re cohorts: who will carry your spear!? I kind of imagine this as being the fighter version of an animal companion -- you get a guy who follows you around and isn't as good as you, but helps to set up flanks and has a supplemental skill list to fill in your weak spots.
Is that too much? I think it makes thematic sense -- go Masterful Captain and you get a page/bodyguard/second like many historical leaders did. But if its too much, I'll think of something else.

Milo v3
2012-05-11, 04:26 AM
This is the best fighter fix I have ever seen. Those Secret Traditions sound like they are going to be great. I hope to use this class in my campaign setting "Blades Of Keran" if that is okay with you.

Two things though.
Could you tell me what the Mettle ability does? I've never heard of it so I don't think I have whatever book it is mentioned in...

And secondly it would likely look more appealing if you placed the traditions at the bottom of the first post, that way the class features and the traditions are seperate.

nonsi
2012-05-11, 04:42 AM
1) A guerilla fighter is a great idea, but i feel that it should be absorbed into a Tradition rather than a base ability of the fighter class. I'll add sense motive, as it is tied to some combat maneuvers (which is silly, I always thought it should be a base attack thing, but whatever).
Tumble is gained via the Dervish tradition

Good call.
Btw, combat oriented SM is no BS. Ask any successful MMA practitioner. Wherever you go to study martial arts, they'll tell you to study your opponent's body language.





2) I understand your points about action economy, but isn't that covered in the dervish style? Enhancement bonuses to speed apply to 5 foot steps, so you have a character that can move a nice distance and full attack, or charge and full attack, etc.
Adding something focused purely on action ecenomy might be a nice way of creating a "Diamond Mind" inspired tradition -- I did want to add a class ability that allows you to force 10 on initiative checks.

1. Pounce comes only at 10th level and it doesn't allow you just any move action. You're still restricted to choosing between fullattack and single attack. You can attack, but you cant retrieve an item and attack, or attack and move away (unless you waste a feat slot on Spring Attack).
2. While guerilla is a role, any combatant that doesn't enjoy superior mobility is heavily crippled.
3. What if someone doesn't what to choose the Dervish tradition in terms of how they view their character? Does it seem reasonable to you to force the Dervish tradition down their throat if they want to do something meaningful without fullattacking from a standstill?
All the above say to me that without inherent mobility & action-economy advantage, a Fighter fix is incomplete.





3) Re cohorts: who will carry your spear!? I kind of imagine this as being the fighter version of an animal companion -- you get a guy who follows you around and isn't as good as you, but helps to set up flanks and has a supplemental skill list to fill in your weak spots.
Is that too much? I think it makes thematic sense -- go Masterful Captain and you get a page/bodyguard/second like many historical leaders did. But if its too much, I'll think of something else.

My view is that cohorts should be RP based, not crunch based.
If there's an ally on your side, either it eats away at your XP or it doesn't gain any.
Also, a cohort could get killed / lost / abducted / disabled and so on. So, in such cases, suddenly some of the fighter's features are suddenly switched off?
As far as my views go, a character's class-related resources should all remain within the boundaries of the character's skin and inwards (body and mind).
Given we'd all agree that RP is a sort of escapism from reality, the more common sense is put into it, the better it servs as escapism. For me, cohort-based class features defy common sense too much on that aspect.
As I said, this doesn't slide for me, but it's your class, so it's your call.

Sgt. Cookie
2012-05-11, 08:35 AM
To me the Rugged Survivor tradition seems... underwhelming. At least when compared to the other traditions.

Personaly, I would have given a bonus to AC equal to fighter levels at level 10, and DR/- equal to half his fighter levels + his con mod at level 15.

Makes the Rugged Survivor, well, more rugged and a better survivor.

Other than that, brilliant class. Will have to try this at some point.

nonsi
2012-05-11, 02:09 PM
Full attack as a standard action at 8, one extra move action/turn at 16?
I thought about it some more, and here's my suggestion for this homebrew:
Level 6: Full attack as a standard action.
Level 12: Spend an immediate action to gain an out-of turn 5ft-step. Once per encounter spend a swift action to gain an in-turn move action.
Level 18: Spend an immediate action to gain an out-of turn move action (now the fighter is not automatically helpless vs. forcecage). Once per encounter spend a swift action to gain an in-turn standard action.

Grod_The_Giant
2012-05-11, 03:39 PM
I thought about it some more, and here's my suggestion for this homebrew:
Level 6: Full attack as a standard action.
Level 12: Spend an immediate action to gain an out-of turn 5ft-step. Once per encounter spend a swift action to gain an in-turn move action.
Level 18: Spend an immediate action to gain an out-of turn move action (now the fighter is not automatically helpless vs. forcecage). Once per encounter spend a swift action to gain an in-turn standard action.

Might also draw some inspiration from Ziegander's Action Hero fix (http://www.giantitp.com/forums/showthread.php?p=11468240), for abuse of the action economy. I just had a player run one from 12-15, and at 20. It was...pretty intense. Didn't do much more than full attack, mind, but all the movement stuff made in almost impossible to hit him with an area attack, or bring him into full attack range.

nonsi
2012-05-11, 05:01 PM
Might also draw some inspiration from Ziegander's Action Hero fix (http://www.giantitp.com/forums/showthread.php?p=11468240), for abuse of the action economy. I just had a player run one from 12-15, and at 20. It was...pretty intense. Didn't do much more than full attack, mind, but all the movement stuff made in almost impossible to hit him with an area attack, or bring him into full attack range.

First and foremost, I'd like to state that this is no criticism, but rather just sharing my personal taste.

Ziegander's Action Hero (as well as your latest Fighter remake, btw) is very OP. There's just this slight problem regarding tanks armed with nukes. Quite soon things get boring. You just walk to your enemies and harvest them like wheat. Now where's the fun in that.

There's this particular thing that I really like about this fix that makes it a rare commodity: You actually have to adapt on a per-round basis (eventually), and with each set of advantages you select there's also a compromise of forfeiting an existing set of benefits. In a nutshell, it forces you to think and there's always this tension in the air. Also with Fighting Tradition it has succeeded in what all previous attempts have failed: the potential of embodying practically any mythical/fantasy archetype of a legendary hero ever in a single base class.
This is more or less what I was aiming for with my Warrior (credit goes to Ziegander on the Combat Focus feature and the maintain/expend mechanics, btw). Combat Focus bestows massive defensive bonuses with level progression, but many times, to accomplish meaningful stuff in combat, you have to lower your defenses, hoping that the enemy doesn't get to catch you off guard in the meantime. You can always "step on it", but it's up to you to decide when's the right time. And while my remake cannot compete with this one on the "any mythical/fantasy archetype of a legendary hero ever in a single base class" (which was never really the intent), it allows any "down-to-earth" style ever, a heavy bag of tricks and unparalleled level-wise customization, and it adequately handles the mobility & action-economy issues without going overboard. And for the 1st time, you have a Fighter remake that's not OP but is still a perfect base class for beginners (because it's just untrashable).

Grod_The_Giant
2012-05-11, 06:23 PM
Ziegander's Action Hero (as well as your latest Fighter remake, btw) is very OP. There's just this slight problem regarding tanks armed with nukes. Quite soon things get boring. You just walk to your enemies and harvest them like wheat. Now where's the fun in that.


Your tastes run to lower-powered games, mine to high-power. <shrug> I will say that the same game I mentioned earlier had a sorcerer, favored soul, and crusader in the party, and the action hero fighter was operating on that level.

Empedocles
2012-05-18, 09:05 PM
Waiting for secret traditions...:smallsmile:

This remains my all time favorite fighter fix that doesn't use the ToB