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Ziegander
2013-01-05, 02:25 PM
http://medias.lepost.fr/ill/2011/10/19/h-20-2618288-1319039926.jpg

The Fighter

Alignment: Any
Hit Die: 1d10

{table=head]Level|BAB|Fort|Ref|Will|Special |
Bonus Feats

1st|+1|+2|+2|+2|The Art of War, Weapon Focus|
1

2nd|+2|+3|+3|+3|Fighting Style|
2

3rd|+3|+3|+3|+3|Weapon Specialization (1 Weapon, +1 Dice)|
2

4th|+4|+4|+4|+4|Fighting Style|
3

5th|+5|+4|+4|+4|Weapon Specialization (1 Weapon, +2 Dice)|
3

6th|+6/+1|+5|+5|+5|Fighting Style|
4

7th|+7/+2|+5|+5|+5|Weapon Specialization (2 Weapons, +3 Dice)|
4

8th|+8/+3|+6|+6|+6|Improved Fighting Style|
5

9th|+9/+4|+6|+6|+6|Weapon Specialization (2 Weapons, +4 Dice)|
5

10th|+10/+5|+7|+7|+7|Improved Fighting Style|
6

11th|+11/+6/+1|+7|+7|+7|Weapon Specialization (3 Weapons, +5 Dice)|
6

12th|+12/+7/+2|+8|+8|+8|Improved Fighting Style|
7

13th|+13/+8/+3|+8|+8|+8|Weapon Specialization (3 Weapons, +6 Dice)|
7

14th|+14/+9/+4|+9|+9|+9|Greater Fighting Style|
8

15th|+15/+10/+5|+9|+9|+9|Weapon Specialization (4 Weapons, +7 Dice)|
8

16th|+16/+11/+6/+1|+10|+10|+10|Greater Fighting Style|
9

17th|+17/+12/+7/+2|+10|+10|+10|Weapon Specialization (4 Weapons, +8 Dice)|
9

18th|+18/+13/+8/+3|+11|+11|+11|Greater Fighting Style|
10

19th|+19/+14/+9/+4|+11|+11|+11|Weapon Specialization (5 Weapons, +9 Dice)|
10

20th|+20/+15/+10/+5|+12|+12|+12|Perfect Fighting Style, Peerless Warrior|
11
[/table]

Class Skills (6 + Int modifier): Appraise, Balance, Bluff, Climb, Craft, Diplomacy, Escape Artist, Handle Animal, Hide, Intimidate, Jump, Knowledge (Architecture & Engineering, Geography, History, Local, Nature, or Nobility & Royalty), Listen, Move Silently, Perform (Weapon Drill), Profession, Ride, Sense Motive, Sleight of Hand, Spot, Survival, Swim, and Tumble.

Weapon & Armor Proficiency
A Fighter is proficient with all weapons, all armors, and all shields (including Tower Shields). Furthermore, he automatically possesses the Improved Unarmed Strike feat.

The Art of War (Ex): When gaining feats from the list of Fighter Bonus Feats, a Fighter's ability scores are treated as though they were a minimum of 13 for the purposes of meeting prerequisites. At 5th level and every five levels thereafter this minimum increases by 2.

Weapon Focus (Ex): Regardless of a Fighter's Fighting Style (see below), his career is focused on the use of weapons in the heat of battle. This ability allows a Fighter to improve his weapons without the use of magic and treat any weapon he wields as though it were a magically enhanced weapon.

Starting at 1st level, when a Fighter attacks with a weapon, it is treated as a magic weapon (though it does not yet receive any enhancement bonus to attack rolls). At 5th level any weapon the Fighter wields gains a +1 enhancement bonus to attack and damage rolls. This enhancement bonus does not stack with a weapon's existing enhancement bonus and improves by +1 every four levels thereafter.

Furthermore, a Fighter may sacrifice experience points and/or valuables to improve his weapons, adding special weapon abilities, such as Keen or Flaming, at any time. This process requires 8 hours of work for each 1,000 gp in the price of the magical features and the sacrifice of an equivalent value in gold pieces and/or goods. The Fighter may instead elect to pay some of this cost using his own experience points, substituting half the cost in valuables with a sacrifice of 1/25 the market price of the magic item his weapon will become. A Fighter may even use this ability to add special abilities to his Unarmed Strike if he wishes.

Bonus Feats
At 1st level, a Fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The Fighter gains an additional bonus feat at 2nd level and every two Fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as Fighter bonus feats. A Fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums (though see The Art of War above).

*(Borrowed from Pathfinder Fighter, of all things, then tweaked.)
Upon reaching 4th level, and once every even level thereafter, a Fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the Fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A Fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Fighting Style (Ex): Starting at 2nd level, a Fighter begins to combine his combat skills into a unique and powerful style. While other fighting men can learn to Dodge or Power Attack, only the Fighter can unlock his feats' true potential. Select one of the following styles at 2nd level and again at every even level thereafter:

Styles

Totally awesome stuff that adds unique, Fighter-Only functionality to multiple feats at a time. Coming soon...

Learned Expert Style
This style grants you extra benefits when using the Combat Expertise, Improved Disarm, Improved Feint, Improved Trip, and/or Whirlwind Attack feats.

Combat Expertise - When you use the Combat Expertise feat and a creature misses you with a melee attack before the start of your next turn, that creature provokes an attack of opportunity from you that you may only use to attempt to Disarm, Feint, or Trip that creature. You do not provoke attacks of opportunity for doing so, and failing does not allow the creature to Disarm or Trip you in return.
Improved Disarm - Whenever you successfully Disarm a creature, you may make an attack against that creature as a free action.
Improved Feint - You may Feint in combat as a move action.
Improved Trip - Whenever you successfully Trip a creature, if you also successfully hit with your free attack, the struck creature must succeed at a Reflex saving throw (DC 10 + 1/2 Fighter level + Int mod) or be able to take only a move action or a standard action on its next turn (its choice).
Whirlwind Attack - You may use this feat's benefit as a standard action rather than a full-round action.


Whirling Dervish Style
This style grants you extra benefits when using the Dodge, Mobility, Spring Attack, and/or Whirlwind Attack feats.

Dodge - You get a +1 dodge bonus to AC at all times. When the target of your Dodge feat misses you with an attack you may take a 5ft step as a free action even if it isn't your turn.
Mobility - You may take a 5ft step in addition to your other movement on your turn.
Spring Attack - You gain a +2 bonus to AC and Reflex saves during any round in which you made a successful Spring Attack.
Whirlwind Attack - Any creature you hit while using this feat is unable to make attacks of opportunity for 1 round.


Open Hand Style
This style grants you extra benefits when using the Improved Unarmed Strike, Deflect Arrows, Improved Grapple, Snatch Arrows, and/or Stunning Fist feats.

Improved Unarmed Strike - You deal 1d6 damage with your Unarmed Strike.
Deflect Arrows - If you possess this feat, then you may add your Wisdom modifier to your AC while wearing light or no armor and carrying no shield.
Improved Grapple - ? ? ? ?
Snatch Arrows - Once per round, you may deflect, but not snatch, a magical ranged-touch attack that targets you as if it was an arrow.
Stunning Fist - You may ignore the Base Attack Bonus prerequisite of this feat. Further, you may use this feat as many times per day as a Monk.


War Rider Style
This style grants you extra benefits when using the Mounted Combat, Mounted Archery, Ride-By Attack, Spirited Charge, and/or Trample feats.
...

Combat Archery Style
This style grants you extra benefits when using the Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Manyshot, Shot On The Run, and/or Improved Precise Shot feats.
...

Brute Strength Style
This style grants you extra benefits when using the Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, and/or Improved Sunder feats.
...

Dual Tempest Style
This style grants you extra benefits when using the Two-Weapon Fighting, Two-Weapon Defense, Improved Two-Weapon Fighting, and/or Greater Two-Weapon Fighting feats.
...


Starting at 8th level, a Fighter may choose Fighting Styles from among the following:

Improved Styles
...

Starting at 14th level, a Fighter may choose Fighting Styles from among the following:

Greater Styles
...

At 20th level, a Fighter may choose a single Fighting Style from among the following:

Perfect Styles
...

Weapon Specialization (Ex): At 3rd level, a Fighter chooses a single weapon from the many he has trained with. When the Fighter makes a successful attack using that weapon he rolls that weapon's damage dice a second time and adds that result to the total damage his attack deals. Every two levels after 3rd, the Fighter rolls that weapon's damage dice yet another time, always adding these extra dice to the total damage of his attacks.

Every four levels after 3rd, a Fighter chooses another single weapon to apply the benefits of Weapon Specialization to. For example, at 3rd level, a Fighter might have chosen Greatsword, and at 7th level a Fighter might have chosen Longbow. When he makes a successful attack with one of those weapons he rolls 8d6 + other modifiers with his Greatsword and 4d8 + other modifiers with his Longbow.

Peerless Warrior (Ex): Place possibly unnecessary capstone here.

Amnoriath
2013-01-06, 05:27 PM
http://medias.lepost.fr/ill/2011/10/19/h-20-2618288-1319039926.jpg

The Fighter

Alignment: Any
Hit Die: 1d10

{table=head]Level|BAB|Fort|Ref|Will|Special |
Bonus Feats

1st|+1|+2|+2|+2|The Art of War, Weapon Focus|
1

2nd|+2|+3|+3|+3|Fighting Style|
2

3rd|+3|+3|+3|+3|Weapon Specialization (1 Weapon, +1 Dice)|
2

4th|+4|+4|+4|+4|Fighting Style|
3

5th|+5|+4|+4|+4|Weapon Specialization (1 Weapon, +2 Dice)|
3

6th|+6/+1|+5|+5|+5|Fighting Style|
4

7th|+7/+2|+5|+5|+5|Weapon Specialization (2 Weapons, +3 Dice)|
4

8th|+8/+3|+6|+6|+6|Improved Fighting Style|
5

9th|+9/+4|+6|+6|+6|Weapon Specialization (2 Weapons, +4 Dice)|
5

10th|+10/+5|+7|+7|+7|Improved Fighting Style|
6

11th|+11/+6/+1|+7|+7|+7|Weapon Specialization (3 Weapons, +5 Dice)|
6

12th|+12/+7/+2|+8|+8|+8|Improved Fighting Style|
7

13th|+13/+8/+3|+8|+8|+8|Weapon Specialization (3 Weapons, +6 Dice)|
7

14th|+14/+9/+4|+9|+9|+9|Greater Fighting Style|
8

15th|+15/+10/+5|+9|+9|+9|Weapon Specialization (4 Weapons, +7 Dice)|
8

16th|+16/+11/+6/+1|+10|+10|+10|Greater Fighting Style|
9

17th|+17/+12/+7/+2|+10|+10|+10|Weapon Specialization (4 Weapons, +8 Dice)|
9

18th|+18/+13/+8/+3|+11|+11|+11|Greater Fighting Style|
10

19th|+19/+14/+9/+4|+11|+11|+11|Weapon Specialization (5 Weapons, +9 Dice)|
10

20th|+20/+15/+10/+5|+12|+12|+12|Perfect Fighting Style, Peerless Warrior|
11
[/table]

Class Skills (6 + Int modifier): Appraise, Balance, Bluff, Climb, Craft, Diplomacy, Escape Artist, Handle Animal, Hide, Intimidate, Jump, Knowledge (Architecture & Engineering, Geography, History, Local, Nature, or Nobility & Royalty), Listen, Move Silently, Perform (Weapon Drill), Profession, Ride, Sense Motive, Sleight of Hand, Spot, Survival, Swim, and Tumble.

Weapon & Armor Proficiency
A Fighter is proficient with all weapons, all armors, and all shields (including Tower Shields). Furthermore, he automatically possesses the Improved Unarmed Strike feat.

The Art of War (Ex): When gaining feats from the list of Fighter Bonus Feats, a Fighter's ability scores are treated as though they were a minimum of 13 for the purposes of meeting prerequisites. At 5th level and every five levels thereafter this minimum increases by 2.

Weapon Focus (Ex): Regardless of a Fighter's Fighting Style (see below), his career is focused on the use of weapons in the heat of battle. This ability allows a Fighter to improve his weapons without the use of magic and treat any weapon he wields as though it were a magically enhanced weapon.

Starting at 1st level, when a Fighter attacks with a weapon, it is treated as a magic weapon (though it does not yet receive any enhancement bonus to attack rolls). At 5th level any weapon the Fighter wields gains a +1 enhancement bonus to attack and damage rolls. This enhancement bonus does not stack with a weapon's existing enhancement bonus and improves by +1 every four levels thereafter.

Furthermore, a Fighter may sacrifice experience points and/or valuables to improve his weapons, adding special weapon abilities, such as Keen or Flaming, at any time. This process requires 8 hours of work for each 1,000 gp in the price of the magical features and the sacrifice of an equivalent value in gold pieces and/or goods. The Fighter may instead elect to pay some of this cost using his own experience points, substituting half the cost in valuables with a sacrifice of 1/25 the market price of the magic item his weapon will become. A Fighter may even use this ability to add special abilities to his Unarmed Strike if he wishes.

Bonus Feats
At 1st level, a Fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The Fighter gains an additional bonus feat at 2nd level and every two Fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as Fighter bonus feats. A Fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums (though see The Art of War above).

*(Borrowed from Pathfinder Fighter, of all things, then tweaked.)
Upon reaching 4th level, and once every even level thereafter, a Fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the Fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A Fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Fighting Style (Ex): Starting at 2nd level, a Fighter begins to combine his combat skills into a unique and powerful style. While other fighting men can learn to Dodge or Power Attack, only the Fighter can unlock his feats' true potential. Select one of the following styles at 2nd level and again at every even level thereafter:

Styles

Totally awesome stuff that adds unique, Fighter-Only functionality to multiple feats at a time. Coming soon...

Learned Expert Style
This style grants you extra benefits when using the Combat Expertise, Improved Disarm, Improved Feint, Improved Trip, and/or Whirlwind Attack feats.

Combat Expertise - When you use the Combat Expertise feat and a creature misses you with a melee attack before the start of your next turn, that creature provokes an attack of opportunity from you that you may only use to attempt to Disarm, Feint, or Trip that creature. You do not provoke attacks of opportunity for doing so, and failing does not allow the creature to Disarm or Trip you in return.
Improved Disarm - Whenever you successfully Disarm a creature, you may make an attack against that creature as a free action.
Improved Feint - You may Feint in combat as a move action.
Improved Trip - Whenever you successfully Trip a creature, if you also successfully hit with your free attack, the struck creature must succeed at a Reflex saving throw (DC 10 + 1/2 Fighter level + Int mod) or be able to take only a move action or a standard action on its next turn (its choice).
Whirlwind Attack - You may use this feat's benefit as a standard action rather than a full-round action.


Whirling Dervish Style
This style grants you extra benefits when using the Dodge, Mobility, Spring Attack, and/or Whirlwind Attack feats.

Dodge - You get a +1 dodge bonus to AC at all times. When the target of your Dodge feat misses you with an attack you may take a 5ft step as a free action even if it isn't your turn.
Mobility - You may take a 5ft step in addition to your other movement on your turn.
Spring Attack - You gain a +2 bonus to AC and Reflex saves during any round in which you made a successful Spring Attack.
Whirlwind Attack - Any creature you hit while using this feat is unable to make attacks of opportunity for 1 round.


Open Hand Style
This style grants you extra benefits when using the Improved Unarmed Strike, Deflect Arrows, Improved Grapple, Snatch Arrows, and/or Stunning Fist feats.

Improved Unarmed Strike - You deal 1d6 damage with your Unarmed Strike.
Deflect Arrows - If you possess this feat, then you may add your Wisdom modifier to your AC while wearing light or no armor and carrying no shield.
Improved Grapple - ? ? ? ?
Snatch Arrows - Once per round, you may deflect, but not snatch, a magical ranged-touch attack that targets you as if it was an arrow.
Stunning Fist - You may ignore the Base Attack Bonus prerequisite of this feat. Further, you may use this feat as many times per day as a Monk.


War Rider Style
This style grants you extra benefits when using the Mounted Combat, Mounted Archery, Ride-By Attack, Spirited Charge, and/or Trample feats.
...

Combat Archery Style
This style grants you extra benefits when using the Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Manyshot, Shot On The Run, and/or Improved Precise Shot feats.
...

Brute Strength Style
This style grants you extra benefits when using the Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, and/or Improved Sunder feats.
...

Dual Tempest Style
This style grants you extra benefits when using the Two-Weapon Fighting, Two-Weapon Defense, Improved Two-Weapon Fighting, and/or Greater Two-Weapon Fighting feats.
...


Starting at 8th level, a Fighter may choose Fighting Styles from among the following:

Improved Styles
...

Starting at 14th level, a Fighter may choose Fighting Styles from among the following:

Greater Styles
...

At 20th level, a Fighter may choose a single Fighting Style from among the following:

Perfect Styles
...

Weapon Specialization (Ex): At 3rd level, a Fighter chooses a single weapon from the many he has trained with. When the Fighter makes a successful attack using that weapon he rolls that weapon's damage dice a second time and adds that result to the total damage his attack deals. Every two levels after 3rd, the Fighter rolls that weapon's damage dice yet another time, always adding these extra dice to the total damage of his attacks.

Every four levels after 3rd, a Fighter chooses another single weapon to apply the benefits of Weapon Specialization to. For example, at 3rd level, a Fighter might have chosen Greatsword, and at 7th level a Fighter might have chosen Longbow. When he makes a successful attack with one of those weapons he rolls 8d6 + other modifiers with his Greatsword and 4d8 + other modifiers with his Longbow.

Peerless Warrior (Ex): Place possibly unnecessary capstone here.

It is more modular but one can't help you but notice a bit of overkill. I mean why does it have all good saves and skills? Maybe make a section for backgrounds to warrant different skills, saves, and other abilities? Also the weapons specialization ability is an outright Vital Strike 9 times over for every attack and multiplies. This just stomps on every other non major caster with impunity. Also I don't know get how the fluff always necessarily warrants an ancenstral weapon+greater magic weapon(maybe a weapon master/Kensai background?).