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Ziegander
2012-05-21, 09:00 PM
The Fighter

http://digital-art-gallery.com/oid/29/640x464_6561_Skullbreakers_2d_characters_fantasy_w arriors_picture_image_digital_art.jpg

Alignment: Any
Hit Die: 1d12

{table=head]Level|BAB|Fort|Ref|Will|Special |
M. Known|
M. Ready|
Stances

1st|+1|+2|+0|+0|Fighter's Path, Weapon Aptitude|
3|
3|
1

2nd|+2|+3|+1|+1|Combat Feat|
4|
3|
1

3rd|+3|+3|+1|+1||
5|
3|
2

4th|+4|+4|+2|+2|Path Mastery|
5|
4|
2

5th|+5|+4|+2|+2||
6|
4|
3

6th|+6/+1|+5|+3|+3|Combat Feat|
6|
4|
3

7th|+7/+2|+5|+3|+3||
7|
4|
4

8th|+8/+3|+6|+4|+4|Path Mastery|
7|
5|
4

9th|+9/+4|+6|+4|+4||
8|
5|
5

10th|+10/+5|+7|+5|+5|Combat Feat|
8|
5|
5

11th|+11/+6/+1|+7|+5|+5||
9|
5|
5

12th|+12/+7/+2|+8|+6|+6|Path Mastery|
9|
6|
6

13th|+13/+8/+3|+8|+6|+6||
10|
6|
6

14th|+14/+9/+4|+9|+7|+7|Combat Feat|
10|
6|
6

15th|+15/+10/+5|+9|+7|+7||
11|
6|
7

16th|+16/+11/+6/+1|+10|+8|+8|Path Mastery|
11|
7|
7

17th|+17/+12/+7/+2|+10|+8|+8||
12|
7|
7

18th|+18/+13/+8/+3|+11|+9|+9|Combat Feat|
12|
7|
8

19th|+19/+14/+9/+4|+11|+9|+9||
13|
7|
8

20th|+20/+15/+10/+5|+12|+10|+10|Path Mastery|
13|
7|
8
[/table]

Class Skills (4 + Int): Appraise, Balance, Craft, Handle Animal, Intimidate, Jump, Listen, Profession, Ride, Spot, and Swim. See also Fighter's Path.

Proficiencies: A Fighter is proficient with all simple weapons and with light armor. See also Fighter's Path.

Maneuvers & Stances
A Fighter begins play knowing three 1st level maneuvers, and a single 1st level stance. As a Fighter gains class levels, he learns additional maneuvers and stances. All Fighters may learn maneuvers and stances from the Iron Heart and White Raven disciplines, but depending on a Fighter's chosen Path (see Fighter's Path below) he may be able to learn maneuvers from additional disciplines.

In order to initiate a maneuver, a Fighter must first ready it. Once a readied maneuver has been initiated, it becomes expended. An expended maneuver cannot be used again until it has been recovered.

A Fighter may enter any stance he knows any time he is able to spend a swift action. He may remain in a stance indefinitely until such a time as he falls unconscious, spends a free action to dismiss his stance, or spends a swift action to enter a new stance. Stances are not initiated or expended, and do not need to be readied or recovered.

At 1st level, a Fighter may ready all three of his known maneuvers, but as he gains levels he must choose which he wishes to ready from among the many that he learns. A Fighter needs only a 5 minute rest to ready all of the maneuvers allowed to him, up to the number given in the M. Ready column in the table above (though during this rest he may be exercising, meditating, practicing, or some other light activity). His maneuvers remain readied until they are initiated, or until he chooses to spend 5 minutes to ready new ones.

A Fighter recovers all of his expended maneuvers during any rest of 5 minutes or more, or by spending a swift action after dealing damage with a successful weapon attack. A Fighter cannot initiate any maneuvers while he is recovering his maneuvers, and likewise cannot recover his maneuvers in the same turn that he initiated any maneuvers.

At 4th level and once at even level thereafter, a Fighter may swap out a single known maneuver for a new maneuver of any level he is able to learn. Effectively, he loses the old maneuver and learns a new maneuver. The new maneuver does not have to be the same level as the old maneuver.

Fighter's Path
At 1st level, choose one of the following paths: Barbarian, Hexblade, Paladin, or Ranger. Depending on his chosen path, the Fighter becomes proficient with different equipment, gains additional skills, has access to a few martial disciplines, and gains unique class features as he gains Fighter levels.

Paths

Path of the Barbarian
A Fighter that follows the Path of the Barbarian gains proficiency with the discipline weapons listed for the Stone Dragon (http://www.giantitp.com/forums/showthread.php?p=10595835), and Tiger Claw disciplines, as well as with medium armors, but does not gain proficiency with any shields. He may also learn maneuvers and stances from those disciplines.

A Fighter that follows the Path of the Barbarian has Climb, Knowledge (Nature), Search, and Survival as class skills.


At 1st level, the Fighter gains the ability to fly into a bloodthirsty Rage once per encounter. He may only do this if his hit points are at or below 50% of his normal hit points, and only if he has been dealt damage or subjected to a negative condition (http://www.d20srd.org/indexes/conditions.htm) this encounter. He may do this as a free action on his own turn, or as an immediate action on another creature's turn.

A Fighter that flies into a Rage gains a +4 bonus to Strength, a +2 bonus to AC and all saving throws, a +10ft bonus to speed, and may make an extra attack during a full-attack action. He may remain in this state for a number of rounds equal to 3 + Constitution modifier or until the end of the encounter (whichever comes first). When his Rage ends, the Fighter is Fatigued (http://www.d20srd.org/srd/conditionSummary.htm#fatigued) until he is able to rest for 5 or more minutes.
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At 4th level, the Fighter gains Fast Healing equal to half his class levels while Raging.
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At 8th level, the Fighter's bonuses while Raging increase to +6 to Str, +3 to AC and saves, and +15ft to speed respectively.
[br]
At 12th level, the Fighter that flies into a Rage delays all Mind-Afflicting effects and other negative conditions until the end of his Rage. Rounds spent in the Rage count against the duration of delayed effects.
[br]
At 16th level, the Fighter's bonuses while Raging increase to +8 Str, +4 to AC and saves, and +20ft to speed respectively.
[br]
At 20th level, the Fighter is no longer Fatigued after Raging and, moreover, is immune to Fatigue and Exhaustion. While Raging, he is immune to non-lethal damage.


The Path of the Hexblade
A Fighter that follows the Path of the Hexblade gains proficiency with the discipline weapons listed for the Black Heron (http://www.giantitp.com/forums/showthread.php?t=100874) and Witch Razor (http://www.giantitp.com/forums/showthread.php?t=102869) disciplines, as well as with shields, but does not gain proficiency with new armors or with Tower Shields. He may also learn maneuvers and stances from those disciplines.

A Fighter that follows the Path of the Hexblade gains two extra skill points per level and has Hide, Knowledge (Arcane), Move Silently, Spellcraft, Use Magic Device and Tumble as class skills.


At 1st level, the Fighter gains a Familiar (http://www.d20srd.org/srd/classes/sorcererWizard.htm#familiars) as a Sorcerer/Wizard would, using his Fighter level as his effective Sorc/Wiz level when determining his Familiar's abilities.
[br]
At 4th level, a creature hostile to the Fighter or his allies suffers a -2 penalty to AC and to saving throws while it is adjacent to the Fighter's familiar.
[br]
At 8th level, the Fighter may acquire an Improved Familiar as the feat. If he chooses not to, then his familiar gains the following spell-like abilities: At Will - Arcane Mark, Alter Self, and Prestidigitation; 3/day - Invisibility; 1/day - Bull's Strength.
[br]
At 12th level, the penalty for hostile creatures adjacent to the Fighter's familiar increases to -3.
[br]
At 16th level, the Fighter gains a bonus to AC and to saving throws equivalent to the penalty suffered by hostile creatures adjacent to his familiar as long as he is adjacent to his familiar or while he flanks with it.
[br]
At 20th level, the penalty to hostile creatures adjacent to the Fighter's familiar increases to -4.



The Path of the Paladin
A Fighter that follows the Path of the Paladin must be Lawful Good. He gains proficiency with the discipline weapons listed for the Golden Saint (http://www.giantitp.com/forums/showthread.php?t=76150) and Silver Crane (http://www.giantitp.com/forums/showthread.php?t=137386) disciplines, as well as with medium armor, heavy armor, and with all shields (even Tower Shields). He may also learn maneuvers and stances from those disciplines.

A Fighter that follows the Path of the Paladin has Diplomacy, Heal, Knowledge (Religion), and Sense Motive as class skills.


At 1st level...



The Path of the Ranger
A Fighter that follows the Path of the Ranger gains proficiency with the discipline weapons listed for the Dancing Leaf (http://www.giantitp.com/forums/showthread.php?t=85614) and the Solar Wind (http://www.giantitp.com/forums/showthread.php?t=193295) disciplines, as well as with shields, but does not gain proficiency with new armors or with Tower Shields. He may also learn maneuvers and stances from those disciplines.

A Fighter that follows the Path of the Ranger gains two extra skill points per level and has Climb, Disable Device, Escape Artist, Gather Information, Hide, Knowledge (Dungeoneering), Knowledge (Nature), Move Silently, Search, Speak Language, Survival, and Tumble as class skills.


At 1st level...




Weapon Aptitude (Ex): A Fighter applies the benefits of any feats he has, aside from any Weapon Proficiency feats he has, that normally apply only to specific weapons to any weapon he wields. For example, he may add the +1 bonus to attack rolls from his Weapon Focus (Greataxe) feat to any weapon he wields, or he could benefit from his Lightning Maces feat while wielding any two weapons.

Combat Feat
At 2nd level and at every four levels thereafter, a Fighter gains a bonus feat drawn from the list of Fighter Bonus Feats. He must meet the prerequisites of any feats he gains in this way.

Whenever he learns a new maneuver, the Fighter may also swap out a single Fighter Bonus Feat gained in this way for a new one, losing the old feat to gain another.

eftexar
2012-05-21, 09:20 PM
This is a rather unique approach for creating a fighter-fix class with maneuvers. Most of the fighter fixes I have seen with maneuvers seem tacked on. This doesn't feel like that.
I haven't read every ability in all the paths yet, but so far nothing seems to be a problem to me. I do have a couple of concerns though...
d12 seems to high for the hit die. I am sternly of the opinion that only certain class builds, such as the barbarian or defensive builds, should have a d12.
My biggest problem is the recovery method of instantly recovery every method as a swift action. Even if it does cost an attack, it really seems like you might as well allow all the maneuvers as at wills. This is part of the reason why I dislike the warblade, but am fine with the other initiators.
Why aren't you using your feat discipline? That was yours right?

Edit> I just noticed the really odd saves... I'm not particularly for breaking the mold with standard save progressions, but if you are going to why not actually use the medium progression? This is basically all good saves and I believe there should always be at least one bad save (unless all of them are of medium progression).

nonsi
2012-05-23, 12:33 AM
1. Appraise doesn't fit all types of man-at-arms (barbarian & ranger)
2. 8 stances seem excessive.
3. What does Tumble have to do with the Hexblade archetype?
4. You forgot at least 3 archetypes: Knight, Samurai & Swashbuckler
5. Weapon Aptitude: Weapon Focus tree feats or feats such as Improved Critical are ok, but don't include feats that are associated to weapon design. It makes no more sense than giving them wings.
6. Don't forget that for a Ranger that hit 6th level, range attacks should not provoke AoOs.

Daverin
2012-05-23, 12:55 AM
So, Zieg, I have to ask... how many fighter fixes is this now? :smalltongue:

Other than that, a simple yet effective fix.