Dragonus45
2012-06-21, 12:35 PM
So this is going to be the first bit of homebrew i put up, and i decided to start with something that i never see. A fighter fix. I've had it sitting on me heard drive for a while now and after playing with it a little and diving the forums for what people think is wrong with the fighter i came up with this.
http://cdn.obsidianportal.com/images/46950/swordsman.gif
{table=head] Level | Base Attack Bonus | Fort Save | Ref Save |Will Save | Abilities | Strategies
1 | +1 | +2 | +2 | +0 | Bonus Feat Chosen Weapon +1d6 | 1
2 | +2 | +3 | +3 | +0 | Bonus Feat | 1
3 | +3 | +3 | +3 | +1 | Adonis, Armor Training, | 2
4 | +4 | +4 | +4 | +1 | Chosen Weapon +2d6, Expanse | 2
5 | +5 | +4 | +4 | +1 | Bonus Feat, Weapon Training | 2
6 | +6/+1 | +5 | +5 | +2 | Tactical Charge , Expanse | 3
7 | +7/+2 | +5 | +5 | +2 | Chosen Weapon +3d6, Armor Training | 3
8 | +8/+3 | +6 | +6 | +2 | Bonus Feat, Expanse | 3
9 | +9/+4 | +6 | +6 | +3 | Weapon Training, Swift Step | 4
10| +10/+5 | +7 | +7 | +3 | Chosen Weapon +4d6, Full swing, Tactical Charge 2, Expanse 4
11 | +11/+6/+1 |+7 | +7 | +3 | Bonus Feat, Armor Training | 4
12 | +12/+7/+2 | +8 | +8 | +4 | Expanse | 5
13 | +13/+8/+3 | +8 | +8 | +4 | Chosen Weapon +5d6, Weapon Training| 5
14 | +14/+9/+4 | +9 | +9 | +4 | Bonus Feat, Expanse | 5
15 | +15/+10/+5 | +9 | +9 | +5 | Armor Training, The Final Push | 6
16 | +16/+11/+6/+1 | +10 | +10 | +5 | Chosen Weapon +6d6, Expanse | 6
17 | +17/+12/+7/+2 | +10 | +10 | +5 | Bonus Feat, Weapon Training | 6
18 | +18/+13/+8/+3 | +11 | +11 | +6 | Expanse The Best Equipment | 7
19 | +19/+14/+9/+4 | +11 | +11 | +6 | Chosen Weapon +7d6, Armor Training | 7
20 | +20/+15/+10/+5 | +12 | +12 | +6 | Bonus Feat, Master of Battle, Expanse | 7
[/table]
HD d10
Skills will be handled later, I'm wanting input for that as well.
Bonus Feat: Everyone knows what this does.
Chosen Weapon: At first level a Fighter selects a kind of weapon. Once per turn a fighter may declare an attack with the chosen weapon. If the attack hits he deals the listed damage as extra. This damage does not multiply on a critical hit. Every 3rd level thereafter (4th 7th 10th 13th 16th 19th) the number increases as shown on the table.
Strategy: At the beginning of the day a fighter may prepare for his day, he may select a number of feats equal the number shown on the table that he meets the prerequisites for and for the rest of the day gain all the abilities of said feat. He may not use this ability to qualify for a feat. A fighter may reselect one tactic by spending half an hour practicing, meditating, or performing some other flavorful description to represent the act. He may only do this a number of times equal to his Con Modifier.
Adonis: As an immediate action a fighter may expend one strategy to gain his con bonus to all of his saves for a number of rounds equal to the modifier.
Armor Training: Starting at 3rd level, a fighter learns to be comfortable in a suit of armor, He selects one piece of armor. Whenever he is wearing that armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. He also increases the base ac by +1 and suffers no penalty for sleeping in the armor. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. A fighter may select a new piece of armor by wearing it for one combat and then sleeping in for one night. These may be done in either order.
Weapon Training: At 5th level and four levels thereafter the fighter may select another kind of weapon to use his strike ability with.
Tactical Charge: a fighter does not require a straight line to charge. He may move up to the full movement in any way he wants as long as he makes a DC 20 athletics check. At 10th level he may expend a strategy double his charge movement.
Swift Step: A fighter may as an immediate action spend a strategy to move half his speed.
Full Swing: Once per round a fighter may make his full attack as a standard action.
The final push: By expending three Strategies as an immediate action the fighter may take his turn no matter his initiative. If he uses this ability to gain a second turn in a round he becomes exhausted.
Expanse: As a fighter gains experience he learns the value advantage. Starting at 2nd level, a fighter gains one advantage. She gains an additional advantage for every 2 levels of fighter attained after 2nd level. A fighter cannot select an individual advantage more than once.
http://cdn.obsidianportal.com/images/46950/swordsman.gif
{table=head] Level | Base Attack Bonus | Fort Save | Ref Save |Will Save | Abilities | Strategies
1 | +1 | +2 | +2 | +0 | Bonus Feat Chosen Weapon +1d6 | 1
2 | +2 | +3 | +3 | +0 | Bonus Feat | 1
3 | +3 | +3 | +3 | +1 | Adonis, Armor Training, | 2
4 | +4 | +4 | +4 | +1 | Chosen Weapon +2d6, Expanse | 2
5 | +5 | +4 | +4 | +1 | Bonus Feat, Weapon Training | 2
6 | +6/+1 | +5 | +5 | +2 | Tactical Charge , Expanse | 3
7 | +7/+2 | +5 | +5 | +2 | Chosen Weapon +3d6, Armor Training | 3
8 | +8/+3 | +6 | +6 | +2 | Bonus Feat, Expanse | 3
9 | +9/+4 | +6 | +6 | +3 | Weapon Training, Swift Step | 4
10| +10/+5 | +7 | +7 | +3 | Chosen Weapon +4d6, Full swing, Tactical Charge 2, Expanse 4
11 | +11/+6/+1 |+7 | +7 | +3 | Bonus Feat, Armor Training | 4
12 | +12/+7/+2 | +8 | +8 | +4 | Expanse | 5
13 | +13/+8/+3 | +8 | +8 | +4 | Chosen Weapon +5d6, Weapon Training| 5
14 | +14/+9/+4 | +9 | +9 | +4 | Bonus Feat, Expanse | 5
15 | +15/+10/+5 | +9 | +9 | +5 | Armor Training, The Final Push | 6
16 | +16/+11/+6/+1 | +10 | +10 | +5 | Chosen Weapon +6d6, Expanse | 6
17 | +17/+12/+7/+2 | +10 | +10 | +5 | Bonus Feat, Weapon Training | 6
18 | +18/+13/+8/+3 | +11 | +11 | +6 | Expanse The Best Equipment | 7
19 | +19/+14/+9/+4 | +11 | +11 | +6 | Chosen Weapon +7d6, Armor Training | 7
20 | +20/+15/+10/+5 | +12 | +12 | +6 | Bonus Feat, Master of Battle, Expanse | 7
[/table]
HD d10
Skills will be handled later, I'm wanting input for that as well.
Bonus Feat: Everyone knows what this does.
Chosen Weapon: At first level a Fighter selects a kind of weapon. Once per turn a fighter may declare an attack with the chosen weapon. If the attack hits he deals the listed damage as extra. This damage does not multiply on a critical hit. Every 3rd level thereafter (4th 7th 10th 13th 16th 19th) the number increases as shown on the table.
Strategy: At the beginning of the day a fighter may prepare for his day, he may select a number of feats equal the number shown on the table that he meets the prerequisites for and for the rest of the day gain all the abilities of said feat. He may not use this ability to qualify for a feat. A fighter may reselect one tactic by spending half an hour practicing, meditating, or performing some other flavorful description to represent the act. He may only do this a number of times equal to his Con Modifier.
Adonis: As an immediate action a fighter may expend one strategy to gain his con bonus to all of his saves for a number of rounds equal to the modifier.
Armor Training: Starting at 3rd level, a fighter learns to be comfortable in a suit of armor, He selects one piece of armor. Whenever he is wearing that armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. He also increases the base ac by +1 and suffers no penalty for sleeping in the armor. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. A fighter may select a new piece of armor by wearing it for one combat and then sleeping in for one night. These may be done in either order.
Weapon Training: At 5th level and four levels thereafter the fighter may select another kind of weapon to use his strike ability with.
Tactical Charge: a fighter does not require a straight line to charge. He may move up to the full movement in any way he wants as long as he makes a DC 20 athletics check. At 10th level he may expend a strategy double his charge movement.
Swift Step: A fighter may as an immediate action spend a strategy to move half his speed.
Full Swing: Once per round a fighter may make his full attack as a standard action.
The final push: By expending three Strategies as an immediate action the fighter may take his turn no matter his initiative. If he uses this ability to gain a second turn in a round he becomes exhausted.
Expanse: As a fighter gains experience he learns the value advantage. Starting at 2nd level, a fighter gains one advantage. She gains an additional advantage for every 2 levels of fighter attained after 2nd level. A fighter cannot select an individual advantage more than once.