Kane0
2013-03-13, 06:20 PM
Version 3.02. I'm pretty happy with its progress so far, but feedback is always nice :smallsmile:
The Fighter
The Fighter is a front line warrior. He stands toe to toe with his enemies and trades blows that would kill lesser men in seconds. His fighting ability is derived almost entirely from discipline, training and physical prowess. The Fighter is a capable combatant in his own right but his true strength lies in his ability to adapt and contribute at all times during a fight, while still having a straightforward 'pick up and play' approach.
Starting Age: As Fighter
Starting Gold: As Fighter
Alignment: Any
HD: d10
Skills per level: 4 + Int
Class Skills: Acrobatics (3.5= Balance & Jump), Climb, Craft, Diplomacy, Intimidate, Know (Engineering, Dungeoneering, Local, History), Perception (3.5= Listen & Spot), Profession, Survival, Swim
Proficiencies: All Simple & Martial weapons, All armor and shields
Level
BAB
Fort
Ref
Will
Special
Adaptability
Bonus Feats
1
1
2
0
0
Combat Maneuver Mastery +1
1d4
-
2
2
3
0
0
Watchful Eye +1
1d4
-
3
3
3
1
1
Armsmaster +1
1d4
1
4
4
4
1
1
Armor Mastery I
1d4
1
5
5
4
1
1
Mettle
2d4
1
6
6
5
2
2
Watchful Eye +2
2d4
1
7
7
5
2
2
Armsmaster +2
2d4
2
8
8
6
2
2
Armor Mastery II
2d4
2
9
9
6
3
3
Combat Maneuver Mastery +2
3d4
2
10
10
7
3
3
Watchful Eye +3
3d4
2
11
11
7
3
3
Armsmaster +3
3d4
3
12
12
8
4
4
Armor Mastery III
3d4
3
13
13
8
4
4
Stride the Battlefield
4d4
3
14
14
9
4
4
Watchful Eye +4
4d4
3
15
15
9
5
5
Armsmaster +4
4d4
4
16
16
10
5
5
Armor Mastery IV
4d4
4
17
17
10
5
5
Combat Maneuver Mastery +3
5d4
4
18
18
11
6
6
Watchful Eye +5
5d4
4
19
19
11
6
6
Armsmaster +5
5d4
5
20
20
12
6
6
Battlemaster
5d4
5
Combat Maneuver Mastery
The fighter treats himself as one size category larger when beneficial for Grapple checks, Trip attempts, opposed strength checks, etc.
This increases to two size categories larger at level 9 and three size categories larger at level 17.
This ability does not allow the use of larger sized weapons without penalty.
Adaptability
The fighter gains extra dice at the beginning of his turn that he can choose to add to any d20 or weapon damage roll that round. Once used these dice are expended until the beginning of his next turn and any dice not used on that turn are not accumulated. Adaptability dice can be used out of combat and replenish at a rate of one die per minute.
A level 9 fighter gains 3d4 on his turn. On his first attack he opts to add 1d4 to his attack roll that barely missed, granting him a hit, which he uses his second d4 to add to damage. He does not use his third d4 in case he is forced to make a saving throw against an incoming spell but fortunately he does not have to, and he gets his full 3d4 to use on his next turn.
Fighter Bonus Feats
The Fighter gains a bonus feat from the Fighter Bonus Feat list (any feat with the [Combat] or [General] tag). The Fighter must still meet all prerequisites of these feats. Fighter Bonus Feats can be interchanged at the beginning of each day with one hour of preparation.
Watchful Eye
The Fighter gains a +1 bonus to all Initiative rolls, spot and listen checks, and checks to identify actions made during combat (such as identifying a spell being cast, Maneuver being used or class ability being activated). This bonus increases by +1 every 4 Fighter levels after 2nd.
Armsmaster
The fighter treats all non-magical weapons he wields as having an enchantment bonus equal to +1 for all purposes it would be beneficial, including overcoming DR/Magic and the enchantment bonus to attack and damage. This bonus increases by +1 every 4 levels after 3rd to a maximum of +5 at level 19.
Armor Mastery
The Fighter reduces the ACP and increases the Maximum Dexterity Bonus on any armor he wears by 1, and does not have his speed decreased by wearing armor. This bonus improves by 1 every 4 levels after 4th, to a maximum of 4 at level 16.
The fighter still takes the standard penalties when resting in medium or heavy armor.
Mettle
As Hexblade.
If you make a successful Fortitude or Will saving throw you negate the effect entirely instead of taking any reduced or partial effect.
Stride the Battlefield
The fighter is no longer subject to penalties for difficult terrain and increases his movement speed by 10'.
Battlemaster
The fighter gains a second swift action per turn, and can choose to use two swift actions to gain a second standard or move action on his turn.
All of these can be taken as Fighter Bonus Feats
Improved Adaptability
Pre-req: Adaptability class feature, BAB +4
Benefit: Increase your adaptability dice from d4s to d6s.
Adaptable Vigor
Pre-req: Adaptability class feature
Benefit: You can spend one or more of your adaptability dice as a swift action to gain temporary HP equal to 3x your adaptability dice roll. This temporary HP lasts one minute.
Adaptable Defense
Pre-req: Adaptable Vigor, Adaptability Class feature
Benefit: You can spend one or more of your adaptability dice as a swift action to gain a bonus to AC and DR/- equal to what is rolled from your adaptability dice for one round.
Shake it Off
Pre-req: Adaptable Vigor, Adaptability Class Feature
Benefit: If subject to an ongoing condition or penalty after failing a saving throw you can attempt another save at the same DC the next round by expending one adaptability die as a free action (maximum of once per round). You can add further adaptability dice to your saving throw as normal.
Adaptable Resistance
Pre-req: Adaptable Vigor, Adaptable Defence, Adaptability Class Feature
Benefit: You gain Spell Resistance equal to 10 + Fighter level + Strength Modifier.
As a swift action you can spend one or more of your Adaptability Dice to increase this by the result of your Adaptability die roll for one round.
Battlecry
Pre-req: Adaptability Class Feature
Benefit: You can expend one or more adaptability dice as a swift action to provide a bonus to attack and damage rolls to all allies within earshot for one round. The bonus equals half the amount rolled by your Adaptability dice, minimum +1.
Adaptable Opportunity
Pre-req: Adaptability Class Feature
Benefit: You can spend one or more Adaptability dice to gain extra attacks of opportunity that round equal to the number of Adaptability dice spent.
Special: This feat counts as having the Combat Reflexes feat for requirements of other feats, PrC entry, etc.
Deny Opportunity
Pre-Req: Adaptable Opportunity, Adaptability Class Feature
Benefit: You can expend one of your adaptability dice to ignore provoking attacks of opportunity from one action you take. This can only be done once per round.
Deny Escape
Pre-req: Adaptable Opportunity, Adaptability Class Feature
Benefit: You can spend one of your adaptability dice as an immediate action to make a 5' step towards an enemy that makes a 5' step to exit your threatened space.
Scathing Blow
Pre-req: Adaptability Class Feature, BAB +8
Benefit: You reduce all miss chance to weapon attacks by 5% per 3 Fighter levels, to a minimum of 0% miss chance.
Breach Defenses
Pre-req: Scathing Blow, Adaptability Class Feature, BAB +10
Benefit: If you hit an enemy with a weapon attack you can spend one or more adaptability dice to lower any Spell Resistance, Damage Reduction, Damage Resistance (one damage type), Fast Healing or Regeneration by half the result of your adaptability dice roll for one round, to a minimum of 0.
This feat cannot be used to affect immunities.
You cannot use this feat more than once per round.
Forge Lore
Pre-req: Fighter level 6
Benefit: You can craft magic weapons and armor as if you had the Craft Magic Weapons & Armor feat, a caster level equal to your fighter level and any required spells of a spell level equal to half your Fighter level or lower.
You must still provide materials, including time, XP & GP costs.
Eg. A level 10 fighter has a caster level of 10 and any 5th level spell or lower required to make a magic item with the Craft Magic Weapons & Armor feat.
(Joke Feat)
Yo Dawg
I heard you like feats so I made a feat to change your feats so you can feat while you feat!
Pre-req: Fighter level 11
Benefit: You can interchange your fighter bonus feats with a full round action instead of an hour's preparation.
-The whole thing has been entirely redone at least twice now.
-Adaptability has taken the front stage, a useful renewable resource that can be used to power most of the new feats included in a way similar to turn attempts with divine feats.
-Fighter bonus feats are fewer but changeable, allowing you to interchange these new feats to give them all a try or focus on feat chains like TWF.
-Other class features are basic and small number boosts to round him out and fill in dead levels. He gets treated as bigger for tripping/disarming/bullrushing/etc, treats non-magic weapons as magic, improves ACP & Max dex on armor and gets a small bonus to init, spot and listen.
-Mettle, Battlefield mastery and the capstone are the exception to this. Mettle is as Hexblade, Battlefield mastery allows you to ignore dificult terrain and the capstone gives you a second swift action per turn to use on adaptability shenanigans or to put toward an extra move or standard action on your turn.
The Fighter
The Fighter is a front line warrior. He stands toe to toe with his enemies and trades blows that would kill lesser men in seconds. His fighting ability is derived almost entirely from discipline, training and physical prowess. The Fighter is a capable combatant in his own right but his true strength lies in his ability to adapt and contribute at all times during a fight, while still having a straightforward 'pick up and play' approach.
Starting Age: As Fighter
Starting Gold: As Fighter
Alignment: Any
HD: d10
Skills per level: 4 + Int
Class Skills: Acrobatics (3.5= Balance & Jump), Climb, Craft, Diplomacy, Intimidate, Know (Engineering, Dungeoneering, Local, History), Perception (3.5= Listen & Spot), Profession, Survival, Swim
Proficiencies: All Simple & Martial weapons, All armor and shields
Level
BAB
Fort
Ref
Will
Special
Adaptability
Bonus Feats
1
1
2
0
0
Combat Maneuver Mastery +1
1d4
-
2
2
3
0
0
Watchful Eye +1
1d4
-
3
3
3
1
1
Armsmaster +1
1d4
1
4
4
4
1
1
Armor Mastery I
1d4
1
5
5
4
1
1
Mettle
2d4
1
6
6
5
2
2
Watchful Eye +2
2d4
1
7
7
5
2
2
Armsmaster +2
2d4
2
8
8
6
2
2
Armor Mastery II
2d4
2
9
9
6
3
3
Combat Maneuver Mastery +2
3d4
2
10
10
7
3
3
Watchful Eye +3
3d4
2
11
11
7
3
3
Armsmaster +3
3d4
3
12
12
8
4
4
Armor Mastery III
3d4
3
13
13
8
4
4
Stride the Battlefield
4d4
3
14
14
9
4
4
Watchful Eye +4
4d4
3
15
15
9
5
5
Armsmaster +4
4d4
4
16
16
10
5
5
Armor Mastery IV
4d4
4
17
17
10
5
5
Combat Maneuver Mastery +3
5d4
4
18
18
11
6
6
Watchful Eye +5
5d4
4
19
19
11
6
6
Armsmaster +5
5d4
5
20
20
12
6
6
Battlemaster
5d4
5
Combat Maneuver Mastery
The fighter treats himself as one size category larger when beneficial for Grapple checks, Trip attempts, opposed strength checks, etc.
This increases to two size categories larger at level 9 and three size categories larger at level 17.
This ability does not allow the use of larger sized weapons without penalty.
Adaptability
The fighter gains extra dice at the beginning of his turn that he can choose to add to any d20 or weapon damage roll that round. Once used these dice are expended until the beginning of his next turn and any dice not used on that turn are not accumulated. Adaptability dice can be used out of combat and replenish at a rate of one die per minute.
A level 9 fighter gains 3d4 on his turn. On his first attack he opts to add 1d4 to his attack roll that barely missed, granting him a hit, which he uses his second d4 to add to damage. He does not use his third d4 in case he is forced to make a saving throw against an incoming spell but fortunately he does not have to, and he gets his full 3d4 to use on his next turn.
Fighter Bonus Feats
The Fighter gains a bonus feat from the Fighter Bonus Feat list (any feat with the [Combat] or [General] tag). The Fighter must still meet all prerequisites of these feats. Fighter Bonus Feats can be interchanged at the beginning of each day with one hour of preparation.
Watchful Eye
The Fighter gains a +1 bonus to all Initiative rolls, spot and listen checks, and checks to identify actions made during combat (such as identifying a spell being cast, Maneuver being used or class ability being activated). This bonus increases by +1 every 4 Fighter levels after 2nd.
Armsmaster
The fighter treats all non-magical weapons he wields as having an enchantment bonus equal to +1 for all purposes it would be beneficial, including overcoming DR/Magic and the enchantment bonus to attack and damage. This bonus increases by +1 every 4 levels after 3rd to a maximum of +5 at level 19.
Armor Mastery
The Fighter reduces the ACP and increases the Maximum Dexterity Bonus on any armor he wears by 1, and does not have his speed decreased by wearing armor. This bonus improves by 1 every 4 levels after 4th, to a maximum of 4 at level 16.
The fighter still takes the standard penalties when resting in medium or heavy armor.
Mettle
As Hexblade.
If you make a successful Fortitude or Will saving throw you negate the effect entirely instead of taking any reduced or partial effect.
Stride the Battlefield
The fighter is no longer subject to penalties for difficult terrain and increases his movement speed by 10'.
Battlemaster
The fighter gains a second swift action per turn, and can choose to use two swift actions to gain a second standard or move action on his turn.
All of these can be taken as Fighter Bonus Feats
Improved Adaptability
Pre-req: Adaptability class feature, BAB +4
Benefit: Increase your adaptability dice from d4s to d6s.
Adaptable Vigor
Pre-req: Adaptability class feature
Benefit: You can spend one or more of your adaptability dice as a swift action to gain temporary HP equal to 3x your adaptability dice roll. This temporary HP lasts one minute.
Adaptable Defense
Pre-req: Adaptable Vigor, Adaptability Class feature
Benefit: You can spend one or more of your adaptability dice as a swift action to gain a bonus to AC and DR/- equal to what is rolled from your adaptability dice for one round.
Shake it Off
Pre-req: Adaptable Vigor, Adaptability Class Feature
Benefit: If subject to an ongoing condition or penalty after failing a saving throw you can attempt another save at the same DC the next round by expending one adaptability die as a free action (maximum of once per round). You can add further adaptability dice to your saving throw as normal.
Adaptable Resistance
Pre-req: Adaptable Vigor, Adaptable Defence, Adaptability Class Feature
Benefit: You gain Spell Resistance equal to 10 + Fighter level + Strength Modifier.
As a swift action you can spend one or more of your Adaptability Dice to increase this by the result of your Adaptability die roll for one round.
Battlecry
Pre-req: Adaptability Class Feature
Benefit: You can expend one or more adaptability dice as a swift action to provide a bonus to attack and damage rolls to all allies within earshot for one round. The bonus equals half the amount rolled by your Adaptability dice, minimum +1.
Adaptable Opportunity
Pre-req: Adaptability Class Feature
Benefit: You can spend one or more Adaptability dice to gain extra attacks of opportunity that round equal to the number of Adaptability dice spent.
Special: This feat counts as having the Combat Reflexes feat for requirements of other feats, PrC entry, etc.
Deny Opportunity
Pre-Req: Adaptable Opportunity, Adaptability Class Feature
Benefit: You can expend one of your adaptability dice to ignore provoking attacks of opportunity from one action you take. This can only be done once per round.
Deny Escape
Pre-req: Adaptable Opportunity, Adaptability Class Feature
Benefit: You can spend one of your adaptability dice as an immediate action to make a 5' step towards an enemy that makes a 5' step to exit your threatened space.
Scathing Blow
Pre-req: Adaptability Class Feature, BAB +8
Benefit: You reduce all miss chance to weapon attacks by 5% per 3 Fighter levels, to a minimum of 0% miss chance.
Breach Defenses
Pre-req: Scathing Blow, Adaptability Class Feature, BAB +10
Benefit: If you hit an enemy with a weapon attack you can spend one or more adaptability dice to lower any Spell Resistance, Damage Reduction, Damage Resistance (one damage type), Fast Healing or Regeneration by half the result of your adaptability dice roll for one round, to a minimum of 0.
This feat cannot be used to affect immunities.
You cannot use this feat more than once per round.
Forge Lore
Pre-req: Fighter level 6
Benefit: You can craft magic weapons and armor as if you had the Craft Magic Weapons & Armor feat, a caster level equal to your fighter level and any required spells of a spell level equal to half your Fighter level or lower.
You must still provide materials, including time, XP & GP costs.
Eg. A level 10 fighter has a caster level of 10 and any 5th level spell or lower required to make a magic item with the Craft Magic Weapons & Armor feat.
(Joke Feat)
Yo Dawg
I heard you like feats so I made a feat to change your feats so you can feat while you feat!
Pre-req: Fighter level 11
Benefit: You can interchange your fighter bonus feats with a full round action instead of an hour's preparation.
-The whole thing has been entirely redone at least twice now.
-Adaptability has taken the front stage, a useful renewable resource that can be used to power most of the new feats included in a way similar to turn attempts with divine feats.
-Fighter bonus feats are fewer but changeable, allowing you to interchange these new feats to give them all a try or focus on feat chains like TWF.
-Other class features are basic and small number boosts to round him out and fill in dead levels. He gets treated as bigger for tripping/disarming/bullrushing/etc, treats non-magic weapons as magic, improves ACP & Max dex on armor and gets a small bonus to init, spot and listen.
-Mettle, Battlefield mastery and the capstone are the exception to this. Mettle is as Hexblade, Battlefield mastery allows you to ignore dificult terrain and the capstone gives you a second swift action per turn to use on adaptability shenanigans or to put toward an extra move or standard action on your turn.