Dalek Zek
2013-06-19, 03:15 AM
This build is meant as an replacement to the fighter out of 3.5 core. I like the build more than the one out the book, but I have no idea of all of it is balanced, and especially if the combat styles are a bit equal to each other. Please be brute in your comments, because it’s goin to be very hard to get all of the toolt right.
Also, for reasons not clear to me, my spell check tries to correct parts of this into Dutch (my first langue’s), so I am afraid there will be even more spelling errors then I normally make. My apologies.
Fighter
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0| bonus feat set
2nd|
+2|
+3|
+3|
+0| 1e combat style
3rd|
+3|
+3|
+3|
+1| Feat experience, 60min, 1 person
4th|
+4|
+x4|
+4|
+1| Offensieve style
5th|
+5|
+4|
+4|
+1| Defensive style
6th|
+6/1|
+5|
+5|
+2| Feat experience, 50 min, 2 people
7th|
+7/2|
+5|
+5|
+2| vetern
8th|
+8/3|
+6|
+6|
+2| 2e Combat style
9th|
+9/4|
6x|
+6|
+3| Feat experience, 40 min, 3 people
10th|
+10/5|
+7|
+7|
+3| Ofense style
11th|
+11/6/1|
+7|
+7|
+3| Defensce style
12th|
+12/7/2|
+8|
+8|
+4| Feat experience, 30 min, 4 people
13th|
+13/8/3|
+8|
+8|
+4| Great vetern
14th|
+14/9/4|
+9|
+9|
+4| 3e Combat style
15th|
+15/10/5|
+9|
+9|
+5| Feat experience, 20 min, 5 people
16th|
+16/11/6/1|
+10|
+10|
+5| Ofense style
17th|
+17/12/7/2|
+10x|
+10|
+5| Defensce style
18th|
+18/13/8/3|
+11|
+11|
+6| Feat experience, 10 min, 6 people
19th|
+19/14/9/4|
+11|
+11|
+6| Treu vetern
20th|
+20/15/10/5|
+12|
+12|
+6| 4e Combat style Combat mastery [/table]
HD : 1d10
skill points 4+int modifier per level, (4+int modifier)x4 ad level one
class skills : balance, climb, handle animal, jump, ride, swim, tumble,
bonus feat set
A level one fighter is just that, someone how has been getting into or has been trained fore fights her entire life. No one will call them self a fighter, inthea way a wizard or a druid will, but it is for many the first step to the discipline of physical combat.
Benefits: you may choose one of the following feat sets:
the disciplined soldier : will becomes good, iron will
the bastion : will becomes good, tower shield profency
the commando : spot, listen, hide and move silent become class skills
the athlete : tumble is a class skill, no armour check penalty to tumble fore light armour
the street fighter : weapon focus unarmed, improved weapon focus unarmed, weapon specialisation unarmed
the wild fighter : power attack, cleave
the champion : will becomes good, endurance, toughness
the scout : run, fast movement endurance
Special: a fighter may take these feats for her feat set even if she does not meet the requirements for them
combat style
from level two, a fighter starts building here special skills. She learns to use weapons beond the training of any other, but in one foremost is she without equal.
Benefits: each time a fighter gets a new combat style, she increases all combat styles she has by one step, and then takes the first step of a new one. The bonus count for all weapon given above them in the following list from which the fighter may choose.
swordsman: all swords
Versatile, that’s the key. Be able to fight defensively, aggressive, with multiple weapons or be able to go for massive damage
1e : combat expertise, improved critical swords
2e : ad twice strength modifier to damage with two handed swords, +1 for each light ore medium sword you wield as a shield bonus to AC
3e : all swords you can wiled in one hand get a -1 pnanalty fore two weapon fighting
4e : +4 compentence bonus to hit, +1 increased damage die for two handed swords, +2 for each light or medium sword you wield as a shield bonus to ac
axe man : all axes
It’s simple, maximum damage. It’s dos nothing for your defence, but you’ll kill your opponent faster than they can say ‘Swords are better than axes.’
1e : +1 increased damage die for all axes, ad twice strength modifier to damage for two handed axes.
2e : improved critical axes, +1 to the critical modifier of axes
3e : automatic critical thread on a charge, +2 critical range axes
4e : auto critical on a critical thread, +4 compentence bonus to hit, axes you can wield in one hand give -1 panalty for two weapon fighting
squire : all maces, flails and clubs
The club they say, is the dumbest of the weapons. Just a stick to hit with, but you know that it is the simplicity of the mace what makes it such a good weapon.
1e : +2 competent bonus to hit, exotic weapon profency dire flail, exotic weapon profency great club*
2e : +4 competent bonus to hit, any living creature you hit must make a fortitude safe equal to damage dealt or be stoned there next action, improved critical maces.
3e : +6 competence bonus to hit, any living creature you hit must make a fortitude safe equal to damage dealt or be stoned fore 2d2 rounds, +2 critical range.
4e : ignore all non-magical, shield and dex bonus to AC, +10 competence bonus to hit, +2 to the critical range
*: you may wiled masterwork great clubs in one hand
lancer : all spears and halberds
defend yourself and your friends, keep your opponents ad bay and make them come to you. Deal a lot of damage when they do so as well.
1e : set against charge*, +2 shield bonus to ac
2e : dire set against charge**, when fighting a mounted troop and wielding a halberd, you make an automatic improved disarm check, improved critical.
3e : +1 to critical modifier and critical range when set against charge, +4 to reflex safe to set against charge*, spears you can wiled in one hand count as light for two weapon fighting
4e : +4 copentnece bonus to hit, +6 compentence bonus to hit when set against charge, +8 to the reflex safe to set against charge, +2 to critical range when set against charge.
*: whenever you are charged you may make a reflex safe, if your safe is higher than the inactive of the charching creature, your spears count as being set against charge. (double damege)
**: ad twice you strenght modifior to damege when you use set against charge.
hammerist : all hammers
Win with a single blow, if you can’t, beat your opponent away from. Then, win with a single blow.
1e : power attack, when using power attack with an hammer, the attack counts as an automatic improved bull rush attack.
2e : dire charge, +1 to damage die of all hammers
3e : +4 damage when charching, +4 to the bull rush attempt.
4e : +2 compentence bonus to hit, when you make a successful charge attack on a living creature it gets bleeding one damage fore 2d6 rounds, +4 to the critical range when charching
archer : all bows and crossbows*
range is everything. Why wave around heavy metal things or wear clumsy metal suits if you can kill your opponent before they ever get to you., Okay, fair is fair, it is hard to learn.
1e : ad ½ strength modifier to damage with hand bows, ad ½ dex modifier to damage with crossbows
2e : ad full strength modifier to damage with hand bows, ad full dex modifier to damage with crossbows
3e : ad 1 ½ times strength modifier to damage with hand bows and 1 ½ times dex modifier to damage with cross bows, automatic critical if you hit some one who is within 20 feet, +1 to critical range and modifier for hand bows.
4e : ad twice strength modifier with hand bows, automatic critical if you hit some one who is within 40 feet, automatic it within 20 feat, +1 to critical modifier and range within 30 feet with hand bows.
*: an archer can only use these feats if she is wearing light or no armour.
Special: a fighter may make use of these ability’s only when wielding the weapon they count fore, and they only count for these weapons. A fighter may make use of these ability’s even if she does not meet all the requirements.
offensive style]
A well routed fighter can, if she wishes, develop fast and effective responses to situations
Benefits: each time you get a offensives style, you may take on of the following bonuses, or skip it to gain two defensive styles the next time you get a defensive style. The effects of the offensive styles stack with them self, but not with other bonuses.
- +1 to hit
- +1 to initiative
- +1 feat to your charge distance
- warmonger*
*: you may subtract any number of your attack modifier and devide this evenly amongst anny number of allies, routed down, They get this as a circumstance bonus to hit as long as the can hear and understand you.
defensive style]
A well rounded fighter knows when and how to duck or hide.
Benefits: each time you get a defensive style, you may choose one of the following bonuses. The effect of defensive style stack with them self, but not with other bonuses.
sergeant*, shield other**, uncanny doge: dex modifier to AC when flatfooted, +1 initiative, +1 to spot and listen,.
*: You may subtract any number from you AC and divide this evenly rounded down amongst any number of allies. The get a circumstance bonus to AC as long as they can hear and understand you.
**: you may as a full round action take all physicals attacks fore one ally
feat experience
Learning and mastering your feats is one thing, now you can also teach them to your frends and allies
Benefits: By teaching them shortly one person per three levels can learn to use one feat you have that is on the fighter bonus feat list for 15 hours, but they must meet all prerequisite. You may however replace replace prerequisites with extra training tome. Add the standard time times the number of feats needed. For example.
teaching great cleave without power attack and cleave:
level 1 : 60min + 60x2 = 180 min
level 18 : 10 min +2x10min = 30min
veteran
Having learnt how to survive in a career where this is by nature very hard to do, you have some tricks up your sleeves
Benefits: you may choose two of the following:
+1 skill bonus to reflex
+1 doge bonus
evasion
great veteran
You are getting good, and it shows
Benefits: you may choose two of the following
+1 skill focus to reflex
+1 doge bonus
improved evasion
Special: these bonuses stack with those of veteran, but you must have all prerequisites of these feats
true veteran
you are a battle hardened champion wordy of poems
Benefits: you may choose two of the following bonuses
+2 charisma
+2 on will safes
+1 doge bonus
greater evasion
Special: these bonuses stack with those of veteran and great veteran, but you must have all prerequisites for them
combat mastery
you truly are the most traint battel master there can be.
Benefits:you may have an unlimited number of base attacks. (you get an additional base attack, each time your lowest base attack becomes six, you’r no longer limited to four)
Also, for reasons not clear to me, my spell check tries to correct parts of this into Dutch (my first langue’s), so I am afraid there will be even more spelling errors then I normally make. My apologies.
Fighter
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0| bonus feat set
2nd|
+2|
+3|
+3|
+0| 1e combat style
3rd|
+3|
+3|
+3|
+1| Feat experience, 60min, 1 person
4th|
+4|
+x4|
+4|
+1| Offensieve style
5th|
+5|
+4|
+4|
+1| Defensive style
6th|
+6/1|
+5|
+5|
+2| Feat experience, 50 min, 2 people
7th|
+7/2|
+5|
+5|
+2| vetern
8th|
+8/3|
+6|
+6|
+2| 2e Combat style
9th|
+9/4|
6x|
+6|
+3| Feat experience, 40 min, 3 people
10th|
+10/5|
+7|
+7|
+3| Ofense style
11th|
+11/6/1|
+7|
+7|
+3| Defensce style
12th|
+12/7/2|
+8|
+8|
+4| Feat experience, 30 min, 4 people
13th|
+13/8/3|
+8|
+8|
+4| Great vetern
14th|
+14/9/4|
+9|
+9|
+4| 3e Combat style
15th|
+15/10/5|
+9|
+9|
+5| Feat experience, 20 min, 5 people
16th|
+16/11/6/1|
+10|
+10|
+5| Ofense style
17th|
+17/12/7/2|
+10x|
+10|
+5| Defensce style
18th|
+18/13/8/3|
+11|
+11|
+6| Feat experience, 10 min, 6 people
19th|
+19/14/9/4|
+11|
+11|
+6| Treu vetern
20th|
+20/15/10/5|
+12|
+12|
+6| 4e Combat style Combat mastery [/table]
HD : 1d10
skill points 4+int modifier per level, (4+int modifier)x4 ad level one
class skills : balance, climb, handle animal, jump, ride, swim, tumble,
bonus feat set
A level one fighter is just that, someone how has been getting into or has been trained fore fights her entire life. No one will call them self a fighter, inthea way a wizard or a druid will, but it is for many the first step to the discipline of physical combat.
Benefits: you may choose one of the following feat sets:
the disciplined soldier : will becomes good, iron will
the bastion : will becomes good, tower shield profency
the commando : spot, listen, hide and move silent become class skills
the athlete : tumble is a class skill, no armour check penalty to tumble fore light armour
the street fighter : weapon focus unarmed, improved weapon focus unarmed, weapon specialisation unarmed
the wild fighter : power attack, cleave
the champion : will becomes good, endurance, toughness
the scout : run, fast movement endurance
Special: a fighter may take these feats for her feat set even if she does not meet the requirements for them
combat style
from level two, a fighter starts building here special skills. She learns to use weapons beond the training of any other, but in one foremost is she without equal.
Benefits: each time a fighter gets a new combat style, she increases all combat styles she has by one step, and then takes the first step of a new one. The bonus count for all weapon given above them in the following list from which the fighter may choose.
swordsman: all swords
Versatile, that’s the key. Be able to fight defensively, aggressive, with multiple weapons or be able to go for massive damage
1e : combat expertise, improved critical swords
2e : ad twice strength modifier to damage with two handed swords, +1 for each light ore medium sword you wield as a shield bonus to AC
3e : all swords you can wiled in one hand get a -1 pnanalty fore two weapon fighting
4e : +4 compentence bonus to hit, +1 increased damage die for two handed swords, +2 for each light or medium sword you wield as a shield bonus to ac
axe man : all axes
It’s simple, maximum damage. It’s dos nothing for your defence, but you’ll kill your opponent faster than they can say ‘Swords are better than axes.’
1e : +1 increased damage die for all axes, ad twice strength modifier to damage for two handed axes.
2e : improved critical axes, +1 to the critical modifier of axes
3e : automatic critical thread on a charge, +2 critical range axes
4e : auto critical on a critical thread, +4 compentence bonus to hit, axes you can wield in one hand give -1 panalty for two weapon fighting
squire : all maces, flails and clubs
The club they say, is the dumbest of the weapons. Just a stick to hit with, but you know that it is the simplicity of the mace what makes it such a good weapon.
1e : +2 competent bonus to hit, exotic weapon profency dire flail, exotic weapon profency great club*
2e : +4 competent bonus to hit, any living creature you hit must make a fortitude safe equal to damage dealt or be stoned there next action, improved critical maces.
3e : +6 competence bonus to hit, any living creature you hit must make a fortitude safe equal to damage dealt or be stoned fore 2d2 rounds, +2 critical range.
4e : ignore all non-magical, shield and dex bonus to AC, +10 competence bonus to hit, +2 to the critical range
*: you may wiled masterwork great clubs in one hand
lancer : all spears and halberds
defend yourself and your friends, keep your opponents ad bay and make them come to you. Deal a lot of damage when they do so as well.
1e : set against charge*, +2 shield bonus to ac
2e : dire set against charge**, when fighting a mounted troop and wielding a halberd, you make an automatic improved disarm check, improved critical.
3e : +1 to critical modifier and critical range when set against charge, +4 to reflex safe to set against charge*, spears you can wiled in one hand count as light for two weapon fighting
4e : +4 copentnece bonus to hit, +6 compentence bonus to hit when set against charge, +8 to the reflex safe to set against charge, +2 to critical range when set against charge.
*: whenever you are charged you may make a reflex safe, if your safe is higher than the inactive of the charching creature, your spears count as being set against charge. (double damege)
**: ad twice you strenght modifior to damege when you use set against charge.
hammerist : all hammers
Win with a single blow, if you can’t, beat your opponent away from. Then, win with a single blow.
1e : power attack, when using power attack with an hammer, the attack counts as an automatic improved bull rush attack.
2e : dire charge, +1 to damage die of all hammers
3e : +4 damage when charching, +4 to the bull rush attempt.
4e : +2 compentence bonus to hit, when you make a successful charge attack on a living creature it gets bleeding one damage fore 2d6 rounds, +4 to the critical range when charching
archer : all bows and crossbows*
range is everything. Why wave around heavy metal things or wear clumsy metal suits if you can kill your opponent before they ever get to you., Okay, fair is fair, it is hard to learn.
1e : ad ½ strength modifier to damage with hand bows, ad ½ dex modifier to damage with crossbows
2e : ad full strength modifier to damage with hand bows, ad full dex modifier to damage with crossbows
3e : ad 1 ½ times strength modifier to damage with hand bows and 1 ½ times dex modifier to damage with cross bows, automatic critical if you hit some one who is within 20 feet, +1 to critical range and modifier for hand bows.
4e : ad twice strength modifier with hand bows, automatic critical if you hit some one who is within 40 feet, automatic it within 20 feat, +1 to critical modifier and range within 30 feet with hand bows.
*: an archer can only use these feats if she is wearing light or no armour.
Special: a fighter may make use of these ability’s only when wielding the weapon they count fore, and they only count for these weapons. A fighter may make use of these ability’s even if she does not meet all the requirements.
offensive style]
A well routed fighter can, if she wishes, develop fast and effective responses to situations
Benefits: each time you get a offensives style, you may take on of the following bonuses, or skip it to gain two defensive styles the next time you get a defensive style. The effects of the offensive styles stack with them self, but not with other bonuses.
- +1 to hit
- +1 to initiative
- +1 feat to your charge distance
- warmonger*
*: you may subtract any number of your attack modifier and devide this evenly amongst anny number of allies, routed down, They get this as a circumstance bonus to hit as long as the can hear and understand you.
defensive style]
A well rounded fighter knows when and how to duck or hide.
Benefits: each time you get a defensive style, you may choose one of the following bonuses. The effect of defensive style stack with them self, but not with other bonuses.
sergeant*, shield other**, uncanny doge: dex modifier to AC when flatfooted, +1 initiative, +1 to spot and listen,.
*: You may subtract any number from you AC and divide this evenly rounded down amongst any number of allies. The get a circumstance bonus to AC as long as they can hear and understand you.
**: you may as a full round action take all physicals attacks fore one ally
feat experience
Learning and mastering your feats is one thing, now you can also teach them to your frends and allies
Benefits: By teaching them shortly one person per three levels can learn to use one feat you have that is on the fighter bonus feat list for 15 hours, but they must meet all prerequisite. You may however replace replace prerequisites with extra training tome. Add the standard time times the number of feats needed. For example.
teaching great cleave without power attack and cleave:
level 1 : 60min + 60x2 = 180 min
level 18 : 10 min +2x10min = 30min
veteran
Having learnt how to survive in a career where this is by nature very hard to do, you have some tricks up your sleeves
Benefits: you may choose two of the following:
+1 skill bonus to reflex
+1 doge bonus
evasion
great veteran
You are getting good, and it shows
Benefits: you may choose two of the following
+1 skill focus to reflex
+1 doge bonus
improved evasion
Special: these bonuses stack with those of veteran, but you must have all prerequisites of these feats
true veteran
you are a battle hardened champion wordy of poems
Benefits: you may choose two of the following bonuses
+2 charisma
+2 on will safes
+1 doge bonus
greater evasion
Special: these bonuses stack with those of veteran and great veteran, but you must have all prerequisites for them
combat mastery
you truly are the most traint battel master there can be.
Benefits:you may have an unlimited number of base attacks. (you get an additional base attack, each time your lowest base attack becomes six, you’r no longer limited to four)