Tork
2013-03-20, 10:53 PM
So Fighter fixes are all the rage, so I'll post mine.
Hit Dice: 2D10
Skills: as per Core, plus the fighter can pick one skill to add to his list as a class skill at 1st level. Any time the fighter gains a bonus fighter feat, they may also add one skill to their class list. If the fighter does not wish to add another skill, they can take Skill Mastery in any skill they have with a +3 bonus.
Attack: The fighter gets a bonus to hit equal to his class level.
Defense: The fighter gets a bonus to AC equal to his class level.
Protection: The fighter gets DR/- equal to his class level.
Pack Mule (Ex):[/B] Fighters are used to long journeys with a heavy pack and the use of a wide variety of weaponry and equipment. A 3rd level Fighter suffers no penalties for carrying a medium load, and may retrieve stored items from his person without provoking an attack of opportunity.
The Bigger They Are... (Ex):[/B] A true warrior knows that size is not the same thing as strength. Beginning at 4th level, when attempting a combat maneuver against a larger foe, a fighter gains a +4 bonus to opposed Strength checks, grapple checks, and the like, effectively cancelling out one size category's worth of difference.
At 8th level, this bonus improves to +8 against foes who are two size categories or more larger than him, effectively cancelling out two size categories worth of difference. Against foes one size larger than him, this bonus is still only +4. For example, a human fighter would have a +4 bonus to grapple checks against and ogre (large size), but a +8 bonus against a cloud giant (huge size).
Fight the Foe: Starting at 5th level, a fighter can make astounding moves to fight a foe. Once per day per class level, for a number of rounds equal to his class level, the fighter can move up to double their base move in any direction, as long as they do so to strike a foe. This movement is pure bonus movement for any round it is taken in, so the fighter still gets his normal movement and actions for a round. This even allows a fighter to attack flying foes.
Double Strike: At 6th level, a fighter may make two attacks as a standard action or on the end of a charge; the second attack does suffer a -5.
Forge Lore: A 7th level Fighter can produce magical weapons and equipment as if he had a Caster Level equal to his level.
Quickened Strikes (Ex): At 9th level, a Fighter is capable of performing a number of attacks in quick succession. Instead of being a full round action, a full attack is instead treated as a standard action. This means that the Fighter can take a move action in addition to a full attack each round.
Pounce: At 10th level the fighter gains pounce, as the creature ability; a fighter gains the ability to make a full attack at the end of a charge.
Versatile Actions (Ex):Versatile Actions (Ex): The fighter is an adept combatant, able to maximize the effectiveness of his every step and swing in combat. Beginning at 11th level, a fighter receives two standard actions on each of his turns, rather than a standard action and a move action. Each of the fighter's standard actions may be turned into move actions, as normal. This allows a fighter to make two attacks at his full base attack bonus each turn (provided he doesn't otherwise move except to make a 5-foot step), drink two potions, activate two spell completion items, and so on.
Lunging Attacks (Ex): At 11th level Fighters may add 5 feet to the reach of any of their weapons.
Shatter Barrier (Ex): At 15th level, the fighter's experience of dealing with magic allows her to defeat some magical protections. He can make a dispel check against any force effect(such as a wall of force or force cage) that she is adjacent to by making an attack(the attack just counts as used, he doesn't make an actual attack). This dispels as greater dispel magic, with no caster level limit, and uses the fighters HD as her caster level.
So did I cover the big things a fighter needs to be a fighter....that is, the ability to fight? Would this fighter still be a good fighter at high levels?
Other then the by class level bonuses, I like Fight the Foe the best. The idea that a fighter can move and strike a foe in any direction.
Hit Dice: 2D10
Skills: as per Core, plus the fighter can pick one skill to add to his list as a class skill at 1st level. Any time the fighter gains a bonus fighter feat, they may also add one skill to their class list. If the fighter does not wish to add another skill, they can take Skill Mastery in any skill they have with a +3 bonus.
Attack: The fighter gets a bonus to hit equal to his class level.
Defense: The fighter gets a bonus to AC equal to his class level.
Protection: The fighter gets DR/- equal to his class level.
Pack Mule (Ex):[/B] Fighters are used to long journeys with a heavy pack and the use of a wide variety of weaponry and equipment. A 3rd level Fighter suffers no penalties for carrying a medium load, and may retrieve stored items from his person without provoking an attack of opportunity.
The Bigger They Are... (Ex):[/B] A true warrior knows that size is not the same thing as strength. Beginning at 4th level, when attempting a combat maneuver against a larger foe, a fighter gains a +4 bonus to opposed Strength checks, grapple checks, and the like, effectively cancelling out one size category's worth of difference.
At 8th level, this bonus improves to +8 against foes who are two size categories or more larger than him, effectively cancelling out two size categories worth of difference. Against foes one size larger than him, this bonus is still only +4. For example, a human fighter would have a +4 bonus to grapple checks against and ogre (large size), but a +8 bonus against a cloud giant (huge size).
Fight the Foe: Starting at 5th level, a fighter can make astounding moves to fight a foe. Once per day per class level, for a number of rounds equal to his class level, the fighter can move up to double their base move in any direction, as long as they do so to strike a foe. This movement is pure bonus movement for any round it is taken in, so the fighter still gets his normal movement and actions for a round. This even allows a fighter to attack flying foes.
Double Strike: At 6th level, a fighter may make two attacks as a standard action or on the end of a charge; the second attack does suffer a -5.
Forge Lore: A 7th level Fighter can produce magical weapons and equipment as if he had a Caster Level equal to his level.
Quickened Strikes (Ex): At 9th level, a Fighter is capable of performing a number of attacks in quick succession. Instead of being a full round action, a full attack is instead treated as a standard action. This means that the Fighter can take a move action in addition to a full attack each round.
Pounce: At 10th level the fighter gains pounce, as the creature ability; a fighter gains the ability to make a full attack at the end of a charge.
Versatile Actions (Ex):Versatile Actions (Ex): The fighter is an adept combatant, able to maximize the effectiveness of his every step and swing in combat. Beginning at 11th level, a fighter receives two standard actions on each of his turns, rather than a standard action and a move action. Each of the fighter's standard actions may be turned into move actions, as normal. This allows a fighter to make two attacks at his full base attack bonus each turn (provided he doesn't otherwise move except to make a 5-foot step), drink two potions, activate two spell completion items, and so on.
Lunging Attacks (Ex): At 11th level Fighters may add 5 feet to the reach of any of their weapons.
Shatter Barrier (Ex): At 15th level, the fighter's experience of dealing with magic allows her to defeat some magical protections. He can make a dispel check against any force effect(such as a wall of force or force cage) that she is adjacent to by making an attack(the attack just counts as used, he doesn't make an actual attack). This dispels as greater dispel magic, with no caster level limit, and uses the fighters HD as her caster level.
So did I cover the big things a fighter needs to be a fighter....that is, the ability to fight? Would this fighter still be a good fighter at high levels?
Other then the by class level bonuses, I like Fight the Foe the best. The idea that a fighter can move and strike a foe in any direction.