View Full Version : The true Generalist Fighter [PEACH]

2013-03-07, 10:35 AM
So, the spellcasting classes get all schools of magic available to them, right? And the melee classes only get a single fighting "style", right? So the fighter is only ever a fighter and the barbarian only ever a barbarian whereas the wizard is a summoner, a blaster, a necromancer, an enchanter or an illusionist as he wants, right? Well, since the spellcasters' power comes at least 75% from the number of options they got, let's see what happens if we extend the same idea to a melee class.

The ability table below is meant to catch the most important warrior archetypes. Feel free to add more ability trees if you need other archetypes.

Alignment: Any
Hit Die: d10

Class Skills
Athletics (Str), Craft (Int), Intimidate (Cha), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis)

Skill Points: 4 skill points per level

Table: The Fighter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features

+0|Bonus feat, fighter ability

+0|Bonus feat

+1|fighter ability

+1|Bonus feat, weapon adaptation

+1|fighter ability

+2|Bonus feat, style adaptation

+2|fighter ability

+2|Bonus feat

+3|fighter ability

+3|Bonus feat

+3|fighter ability, rapid retraining

+4|Bonus feat

+4|fighter ability

+4|Bonus feat

+5|fighter ability

+5|Bonus feat

+5|fighter ability

+6|Bonus feat, fighter ability

+6|Bonus feat, fighter ability

+6|Bonus feat, fighter ability[/table]

The fighter gets a bonus feat from the fighter feat list. At lvl 4, the fighter gains weapon adaptation; if one of his bonus feats is weapon-specific, it now applies to all weapons of the same weapon style instead of a single weapon. At lvl 6, the fighter has extensively trained with all weapons; he can adapt all his weapon or style specific feats to a new weapon style he is proficient with after spending 1 minute of using a weapon of the new style - either in combat or as an exercise out-of combat.

A fighter gets a number of special abilities based on his extensive training, martial prowess, mastery of combat and tactics, his inner strength and fortitude. These abilities are Extraordinary in nature and, when required, the saving throw DC is equal to 10 + 1/2 class level + the fighter's strength or constitution modifier (whichever is higher). A fighter can choose abilities from the following ability trees, provided he meets the prerequisites. A fighter may gain a bonus ability instead of a bonus feat - or a bonus feat instead of an ability.
Weapon Master (no prereq)
Weapon Training: +1 attack/damage to a weapon style. Each additional time +1 to current styles and add a new style. Can be taken once per 4 class levels
Weapon Defense: +1/2 fighter level armor bonus to AC against attacks you're aware of as long as you're considered armed with a weapon you have weapon focus for. This bonus works against touch attacks but not incorporeal touch attacks. It doesn't stack with other existing armor.
Weapon Parry: Once per round, make an attack roll with a weapon you're considered armed and proficient with against an incoming attack or touch attack. If you beat the enemy's attack roll, you foil their attack. Take this ability a second time to employ it against ranged attacks and ranged touch attacks.
Weapon Mastery: a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (2 becomes 3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.
Armor Master (no prereq)
Armor Training: Each time you take this ability, increase the max dexterity bonus of any armor you wear by 1 and reduce the armor check penalty by 1. This ability can be taken once plus 1 more time per 5 fighter levels.
Armor Mastery: When wearing armor or using a shield, you have DR X/-, where X is the number of Armor Master abilities you've taken.
Shield Block: once per round make an attack roll using 1d20 + BAB + strength modifier + shield bonus to AC against an attacker's melee or ranged attack roll. If you win, you may take the attack on your shield. If you win by 5 or more, you deflect this attack harmlessly. Take this ability a second time to use it against touch and ranged touch attacks.
Deflective Shield: You can deflect attacks with your shield. Add your shield bonus to AC normally against touch attacks and ranged touch attacks.
Tribal Warlord (not lawful)
Bear Totem: +2 enhancement bonus to constitution at lvl 1-5, +4 at lvl 6-10, +6 at lvl 11-15, +8 at lvl 16-20.
Bull Totem: As above, except for strength.
Lion Totem: As above, except for charisma
Wolf Totem: As above, except for dexterity.
Wolverine Totem: Rage ability as a barbarian of that level. Take twice for Greater Rage, three times for Mighty Rage.
Warrior of Faith (must adhere to a strict code of faith)
Smite: Choose a specific alignment (i.e. lawful good or chaotic evil). As a standard action you may perform a single attack against a creature of that alignment with a morale bonus to attack equal to charisma and a morale bonus to damage equal to your Fighter level.
Conditioning: You have trained up your stamina to better resist extraordinary or supernatural bodily harm. Add your constitution modifier to fortitude saves again (in addition to the one time you add it normally, that is).
Withstand: You have trained extensively against traps and supernatural area attacks. Reflex save becomes a good save for your fighter levels. Take twice to add your charisma modifier to reflex saves.
Mental Fortitude: You have trained extensively against mental influence and subversion against your faith. Will becomes a good save for your fighter levels. Take twice to add your charisma modifier to will saves
Mettle: This works as "Evasion", except for fortitude and will saves.
Tactician (not chaotic)
Combat Mobility: You may move your speed as part of a full attack action. Taking this ability twice means you can move twice your speed, separated as you choose before, after or between attacks in a full attack.
Instant Counter: Once per round, if an enemy within reach of your melee attacks or range of your ranged attacks takes a move/standard/full round action other than attack, charge or full attack, you may make an attack against him. If you do and you hit, you deal damage normally and the enemy must make a fortitude save or lose the action he was attempting. This fighter ability requires fighter level 8th.
Adaptive Stance: As a free action at the beginning of your turn, take a penalty of up to 1 per 4 fighter levels to one of attack, weapon damage, reflex saves or AC. You get twice the penalty you took as a bonus to one of the other two until the beginning of your next round.
Read the Terrain: Choose a number of terrain types equal to 1/3 your fighter level (minimum 1). You and all allies within 30 ft that follow tactical advice you have prepared pre-combat get +1 competence bonus to either AC or attack rolls when fighting in that terrain type. You may pick this ability one additional time per 5 fighter levels.
Always Ready: You may declare a readied action outside combat. This allows you to react to a situation you expect might happen even if you lose initiative or are surprised. If your readied action is triggered, you are no longer considered flat-footed.
Kensai (not chaotic)
Ancestral Guidance: A number of times per day equal to your charisma modifier you can, as a standard action, gain a bonus equivalent to Guidance. At 7th level, you gain a bonus as per Heroism instead. At 14th level, you gain a bonus as per Greater Heroism.
Ancestral Weapon Skill: You have inherited much of your ancestors' great talent with weapons. When wielding a weapon for which you have weapon focus, you gain an effective enhancement bonus to it. +1 for levels 5-8, +2 for levels 9-12, +3 for levels 13-16 and +4 for levels beyond 16th. This does not stack with a weapon's existing enhancement bonus, if any.
Ancestral Armor Expertise: As above, except it applies to any armor you're proficient with.
Ancestral Shield Expertise: As above, except for shields you're proficient with.
Ancestral Talisman: You have inherited your ancestors' great toughness and endurance. Pick either armor class or saving throws. You get +1 natural armor to AC or +1 resistance bonus to saving throws per 4 fighter levels. Pick this ability twice for both. This does not stack with magic items or spells giving similar bonuses but does stack with racial, class or feat bonuses.
Slayer (not good)
Poison Use: You have no danger of poisoning yourself when applying poison to a weapon. Also, if you are using a dagger, shortword, rapier or similar light piercing or slashing weapon, you may apply poison to it as a swift action. If you are using a bow, you may do the same to one arrow per round.
Dirty Trick: Forgo your normal attack damage in the melee attack action or in one of your attacks in a full-attack melee action. If hit, the enemy must make a reflex save or be blinded for 1 round per 8 fighter levels (minimum 1).
Stunning Blow: Forgo all extra attacks when performing a full attack. If you hit with your remaining first attack, you deal damage normally and the enemy must make a fortitude save or be stunned for 1 round per 8 fighter levels (minimum 1).
Deathstrike: Forgo all extra attacks when performing a full attack. If you hit with your remaining first attack, you deal damage normally and the enemy must make a fortitude save or take 2 extra damage per fighter level per attack you did not take.
Decapitation: Whenever a fighter rolls a natural 20 with a weapon he has weapon focus in and confirms the threat, he can decapitate the enemy by cutting off his head, wrenching it off or smashing it to bits. Effectively he can declare one attack per round to be Vorpal (before rolling the attack roll). A fighter needs to be 16th level before picking this ability.
Master Archer (weapon focus in a ranged weapon)
Improved Aim: During a full attack with a ranged weapon, you may forgo iterative attacks to better aim at a target. For every such attack you forgo, you get +2 to attack and damage with any remaining attacks.
Distant Shot: Your ranged weapon has no maximum range; you may shoot at a target regardless of distance provided you can see them with your own eyes.
Improved Accuracy: Each time you choose this ability, pick a condition that would add a miss chance or situational AC bonus against ranged attacks to your targets other than total cover. From now on, you ignore the miss chance or situational bonus provided by that condition or situation.
Piercing Shots: Your shots can hit enemies even through cover. If a barrier would physically block your shots at an enemy (i.e. provide total cover or otherwise stop your attacks) you may still attempt to shoot through it. Roll damage normally and reduce it by the barrier's hardness and 1/4 of the barrier's HP; that much damage is dealt to the barrier. If no damage remains, your shot failed to penetrate. If there is damage remaining, your shot penetrates and deals the remaining damage to the enemy taking cover behind the barrier. If a barrier has no hardness or HP (such as a powerful hurricane leading your shots astray or a magical barrier of some sort) you still deal half damage. You must use a "mighty" weapon of at least +8 modifier to employ this ability.
Witch Hunter (must not be able to cast spells)
Disrupt Magic: Spellcasters may no longer cast defensively in your reach unless they have the Combat Casting feat and a base caster level (without temporary/item bonuses) at least equal to your BAB.
Mage Slayer: When attacking a spellcaster (or presumed spellcaster), you may take a penalty to your attack roll. For every -1 penalty you get, reduce any spell bonuses to their AC by 2 and any miss chance due to spells by 10%.
Defeat Illusion: You have learned how to recognize and overcome illusions. As a swift action make a spot check opposed by any illusions' caster level + spell level + 11. Success means you recognize them as false. Success by 5 or more means you can see through the illusion normally. You do not need to physically interact with an illusion to thus see through it. If the illusion has an auditory component, you may also make listen checks.
Evade the Arcane: As an immediate action, you may make a reflex save against a spell or spell-like effect targeted or aimed at you. Success means you jump, roll aside or otherwise dodge at the precise moment of the casting, causing the caster to accidentally aim at the ground you were standing on rather than you. Some spells might still affect you even if you avoid being the primary target (i.e. chain lightning, horrid wilting) while others might fail entirely (finger of death, energy drain). This ability works regardless to whether the original spell allowed a save. If it did, the reflex save DC is equal to the spell's original DC and if you fail you can still save against the spell's normal effects. If it did not, the reflex save DC is what a spell of that level would have had if it did have a save. Failing it means you get affected normally.
Slay the Unnatural: You have trained extensively to exploit common mistakes when spellcasters lead others in combat, You gain a competence bonus to AC, saving throws and attack rolls equal to 1/3 your fighter level, round up, against summoned creatures or creatures whose actions are controlled or otherwise directed by a spellcaster (such as dominated or charmed opponents or called creatures under direct control). In addition, you double your strength bonus to damage against them.

2013-03-07, 11:05 AM
The fighter abilities are in trees? Requiring the previous option?

I like this, I think it is a huge advancement for the fighter. He is modulate and can be diverse, but specialist classes still retain a solid draw. I'd call this one of the better fighters around.

I would give him an expanded skill list though, it feels lacking. Needs some polish and a good look rough of e fighter abilities yet.

2013-03-07, 11:47 AM
The abilities aren't in trees - those relatively few abilities that have prerequisites say so. Many other abilities simply give benefits that scale with levels or with how many times they are taken. Now a few words on ability types you may find below;

Attacks: Because the fighter entirely lacked special moves he can play with, and had to rely on standard and full attacks, I added a few such. Now enemies can be blinded, stunned, aimed at for better bonuses, poisoned, even slain with a single blow. All the additions are non-supernatural moves that are iconic or fairly easily explained so as not to go to maneuver territory.
Counters: Several abilities that allow the fighter to answer to specific difficulties that have plagued fighters for ages, add some tactics to playing a fighter and allow the fighter more actions in the action economy the way quickened spells and the like do for wizards. Again, not an exceptionally large option pool and not outright supernatural moves so as not to stray into Tome of Battle territory.
Specializations: The bread and butter of fighters, as it has always been. Passive bonuses to specific weapons - but also to armors and shields and the ability to shift them around a bit via retraining. Why should only wizards get to change memorized spells?
Boosts: Abilities that enhance the fighter's stats to improve his combat ability - mainly in the role of a tank. Better saves, mettle, damage reduction and armor but also rage and a reflavored divine grace to get the barbarian or paladin feel for those that want it.
Enhancements: Abilities that give the same kind of bonuses as items. This is fairly important - spellcasters always had the advantage because their spells could be cast without magic items and their buffs could be used in addition to magic items - not to mention that casters could get items at half cost via crafting. This type of abilities narrows the gap significantly in those situations and/or allows fighters an equivalent to (but very different than) item crafting balance-wise, without messing up the fighter's flavor.