tzar1990
2013-08-04, 01:52 AM
Fighter Overhaul
Design Goals:
The first design goal was to give the fighter something more interesting to do in combat. Fighters can be interesting from a build perspective, certainly – Two-handed maulers are certainly different from crit-fishers with paired kukri – but in-game, they all too often wind up being one-trick ponies, whose trick is hitting things until they stop moving. As such, a variety of viable tactical options should be presented.
The second design goal was to give a sense of progress and urgency in combat – I find that it's more fun and interesting if you have to worry about conserving power and getting the best bang for your buck, rather than throwing your best move out there again and again.
The third goal was to maintain the core idea of the fighter. He's not calling upon the totems of his people like a barbarian, or the power of sheer Goodness, like a paladin. He's just a dude who knows how to fight – and he is damn well the best at it. Additionally, unlike the wizards and other spellcasters who risk blowing their load early and needing to rest eight hours to regain spells, he should be able to fight all day with nothing more than a few small breaks.
This is a work in progress: I need to balance talents against each other, and come up with more talents (at the moment, I have very little for archery support, and few talents badass enough to qualify for Advanced). Any feedback or advice you can give is very much appreciated!
Edits in red
Key Features:
Skill Points: The fighter receives 4+Int Modifier skill points per level, and adds Acrobatics and Perception to his skill list.
Stamina Pool: A Fighter has a pool of Stamina Points equal to his level plus his Constitution modifier. These can be spent to fuel Fighter Talents, and regained in the following manner:
Rest: While resting, a fighter regains one Stamina Point per minute
Pushing your limit: By choosing to gain the Fatigued condition at the end of their turn, a fighter may recover 1d6 points of of Stamina. If already fatigued, they may choose to become exhausted at the end of their turn to recover 1d12 points of Stamina. These conditions may only be recovered through rest, not through magical healing.
Fighter Talents: Rather than gaining a bonus feat every second level, the Fighter gains a Fighter Talent every level.
Combine Talents: Sometimes, multiple Fighter Talents may be used in a single round. Advanced Talents may be used only if the player has not activated any Talents previously this round. Moderate Talents may be activated provided the player has not activated any Advanced or Moderate talents previously this round. Basic talents may always be used, provided the player has activated no Advanced talents this round.
Identify Weakness: A Fighter may add his class level to all Knowledge checks made to determine a specific monster's weakness, and may make those rolls untrained. This feature replaces Bravery.
Raise the Army: In addition to being a skilled warrior himself, a fighter must also know how to raise others up to his level. Starting at level 4, a fighter may train a volunteer in the ways of war. For each full day spent training, the target may convert one level in Aristocrat, Adept, Expert, or Peasant into one level in Warrior. Beginning at level 8, the Fighter may target up to [level] individuals at once with his feature. At level 12, he gains the ability to train Warriors into Fighters.
Add the following paragraph to the end of the Fighter's Weapon Training class feature: Additionally, a fighter may also provide his companions with weapon training. By spending at least three hours in training with one or more companions, he may grant them proficiency with a single weapon for a period of one week. This weapon must be included in the fighter's selected weapon group. This ability may affect up to [level] individuals per use.
Fighter Talents
Basic:
Bunker Down
Prerequisite: Level 5
Cost: 2 Stamina
Type: Immediate Action
Trigger: You are caught within an Area of Effect spell or ability that allows for a reflex save.
Description: Treat your full AC as though it were the results of your reflex save against that spell or ability.
Counterattack
Prerequisite: Level 3
Cost: 2 Stamina
Type: Immediate
Trigger: An enemy within reach makes an attack against you.
Description: You may make an attack of opportunity against the attacking enemy. Your attack is resolved after theirs.
Special: This talent may be repurchased at level 12. The repurchase allows your Attack of Opportunity to resolve prior to the attack against you. Using the talent in this manner imposes a 4 Stamina surcharge.
Defend Ally
Prerequisite: None
Cost: 1 Stamina
Type: Immediate Action
Trigger: An attack either originates from or passes through a square adjacent to you
Description: You may substitute your AC for the AC of the attack's target. This ability may not be used against attacks targeting Touch AC.
Deflect:
Prerequisite: Level 3
Cost: 1 Stamina
Type: Immediate Action
Trigger: You are targeted with a non-magical ranged attack.
Description: You automatically avoid that attack. This talent suffers a 1 Stamina surcharge against touch attacks.
Special: At level 8, this talent may be repurchased. If repurchased, the user may also deflect magical ranged attacks and, at the DM's discretion, some supernatural abilities and spells (such as a blue dragon's line of Lightning, or a Lightning Bolt spell).
A second repurchase at level 15 allows the user to redirect the blocked attack at an enemy within range. Using the talent in this manner imposes a 4 Stamina surcharge.
Desperate Throw
Prerequisite: None
Cost: 1 Stamina
Type: Free Action
Trigger: Any
Description: For your next attack, treat the weapon you wield as a throwing weapon with a range increment of 15 feet. If it is a two-handed weapon, instead treat it as though it had a range increment of 10 feet.
Special: At level 5, this Talent may be repurchased. If repurchased, the talent remains active until the beginning of their next turn, rather than their next attack. Using it in this manner imposes a 1 stamina surcharge.
Follow-Through
Prerequisite: Level 4
Cost: 2 Stamina
Type: Free Action
Trigger: The user deals blunt or non-lethal damage with a one- or two-handed weapon.
Description: Knock the target back [Strength Score] feet, rounded down to the nearest five. If using a one-handed weapon, subtract five feet from the distance.
Open the Gap
Prerequisite: Level 3
Cost: 3 Stamina
Type: Swift Action
Trigger: The user damages an enemy with a standard attack or a full attack
Description: One adjacent ally may make an Attack of Opportunity against the damaged enemy
Special: This talent may be repurchased at level 9, allowing all adjacent allies to make an attack of opportunity against the damaged enemy. Using it in this manner causes it to be treated as a Moderate Talent, and imposes a 1 stamina surcharge. A second repurchase at level 15 allows all allies within 30 feet to make an attack of opportunity. Using it in this manner causes it to be treated as an Advanced talent, and imposes a 3 stamina surcharge.
Parry
Prerequisite: None
Cost: 1 Stamina
Type: Free Action
Trigger: Any
Description: Add your Strength Modifier to your AC against the next attack directed at you.
Special: This Talent may be repurchased at level 8. If repurchased, it may be activated after the attack is rolled, allowing the player to parry attacks that would otherwise strike him. Using it in this manner imposes a 2 stamina surcharge.
Precise Strike
Prerequisite: None
Cost: 1 Stamina
Type: Free Action
Trigger: Any
Description: Add your Dexterity Modifier to damage on your next attack
Special: This talent may be repurchased at level 8. If repurchased, the player may activate it twice on the same attack roll. Another repurchase at level 15 allows it to be activated up to four times.
Strike Weakness
Prerequisite: None
Cost: 1 Stamina
Type: Free Action
Trigger: You make an attack
Description: Ignore up to (Fighter Level) points of damage resistance possesed by the target.
Special: At level 7, this talent automatically upgrades. While using a two-handed weapon, the user may also ignore up to [Fighter Level] points of Hardness possessed by the target.
Moderate
Disarming Riposte
Prerequisite: Level 6
Cost: 2 Stamina
Type: Free Action
Trigger: An enemy attacks you, but fails to overcome your AC
Description: You may make a disarm check against your enemy as an attack of opportunity.
Special: This Talent may be repurchased at level 12. If repurchased, the user may make their disarm attempt prior to the resolution of the attack against them. Using it in this manner imposes a 4 Stamina surcharge.
Joint Crusher
Prerequisite: Level 8
Cost: 3 Stamina
Type: Standard Action
Trigger: The user is wielding a blunt weapon
Description: Make a single attack at your full attack bonus. If it lands, the user smashes one of the target's knees or elbows. Destroying the knee of a target quarters the speed of a bipedal target, or halves the speed of a quadrupedal target. Destroying the elbow of a target forces them to make a stamina check (DC of 10 + your level) each round or drop anything held in that arm. This effect lasts until the target receives an amount of healing equal to the damage dealt with the attack.
Parrying Stance
Prerequisite: Level 7, Parry
Cost: 3 Stamina
Type: Move Action
Trigger: The user is equipped with a one-handed weapon or with a shield
Description: Make a CMB check. You may treat the check result as though it were your AC until the beginning of your next turn. If no enemy attacks you before the start of your next turn, you are refunded two Stamina points.
Special: This Talent may be repurchased at level 12. If repurchased, the user may activate it as an Immediate Action, rather than a move action. Using it in this manner imposes a 2 Stamina surcharge on the talent.
Pinning Blow:
Prerequisite: Level 6
Cost: 2 Stamina
Type: Standard Action
Trigger: You are equipped with a Piercing weapon
Description: Make an attack at your full attack bonus. If the attack is successful, resolve damage normally and make a strength check. Your target is pinned to the ground or an adjacent object so long as your weapon remains embedded within them. They may escape either by succeeding at an opposed strength check against your result, by destroying the weapon, or by dealing enough damage to the object they are pinned to to grant it the broken condition. Attempting to free themselves by making a strength check causes them to take [weapon's damage dice] points of damage.
Ripping Wound:
Prerequisite: Level 7
Cost: 3 Stamina
Type: Standard Action
Trigger: You are equipped with a Slashing weapon
Description: Make an attack at your full attack bonus. If the attack is successful, the attack inflicts your weapon's damage dice in Bleed damage upon the target.
Scything Charge:
Prerequisite: Level 3
Cost: 2 Stamina
Type: Standard Action
Trigger: Any
Description: Make a charge attack. You may make a single attack at your full attack bonus against an enemy you pass during the charge.
Special: This Talent may be repurchased at level 10. If repurchased, the user instead make [dexterity modifier] attacks against adjacent enemies during their charge. No enemy may be targeted more than once. Using this Talent in this manner imposes a 2 Stamina surcharge.
Swift Leap
Prerequisite: None
Cost: 1 Stamina
Type: Swift Action
Trigger: Any
Description: Make an Acrobatics check for a long jump as a swift action (normally, jumping is a move action). If you use this at or before the beginning of your turn, and you moved at least ten feet on your previous turn, you count as having had a running start.
Take the Blow
Prerequisite: None
Cost: 2 Stamina
Type: Immediate Action
Trigger: An adjacent ally would be hit by an attack
Description: You switch places with your ally. The attack is resolved as though it targeted you, rather than your ally.
To the Ground
Prerequisite: Follow-Through, Level 7
Cost: 2 Stamina
Type: Free Action
Trigger: Knocking an enemy at least five feet back
Description: Make an opposed strength check against the enemy. If you win, the enemy is knocked prone. Additionally, if the enemy was flung into another target, that target must also make an opposed strength check against you, at a +5 bonus, or be knocked prone.
Advanced
Flawless Strike
Prerequisite: Level 6
Cost: 3 Stamina
Type: Standard Action
Trigger: Any
Description: Make a single attack at your full attack bonus. You may not make combat manoeuvres during this attack. Your attack targets touch AC rather than armoured AC
Special: This talent may be repurchased at level 12. If repurchased, the user may target an AC of 0 rather than touch AC. This imposes a 2 Stamina surcharge on this talent.
Flawless [Manoeuvre]
Prerequisite: Level 12, Flawless Strike
Cost: 5 Stamina
Type: Free Action
Trigger: Activating named manoeuvre
Description: When you purchase this Talent, name a single combat manoeuvre. When you use that manoeuvre, you may activate this talent. You may target a CMD of 0, rather than the target's CMD.
Flawless Defense
Prerequisite: Level 9
Cost: 3 Stamina
Type: Immediate Action
Trigger: An attack targets your AC or your Touch AC
Description: The attack misses. This Talent functions even against attacks that automatically hit, although it suffers an additional 2 Stamina surcharge when activated in response to a critical hit.
Design Goals:
The first design goal was to give the fighter something more interesting to do in combat. Fighters can be interesting from a build perspective, certainly – Two-handed maulers are certainly different from crit-fishers with paired kukri – but in-game, they all too often wind up being one-trick ponies, whose trick is hitting things until they stop moving. As such, a variety of viable tactical options should be presented.
The second design goal was to give a sense of progress and urgency in combat – I find that it's more fun and interesting if you have to worry about conserving power and getting the best bang for your buck, rather than throwing your best move out there again and again.
The third goal was to maintain the core idea of the fighter. He's not calling upon the totems of his people like a barbarian, or the power of sheer Goodness, like a paladin. He's just a dude who knows how to fight – and he is damn well the best at it. Additionally, unlike the wizards and other spellcasters who risk blowing their load early and needing to rest eight hours to regain spells, he should be able to fight all day with nothing more than a few small breaks.
This is a work in progress: I need to balance talents against each other, and come up with more talents (at the moment, I have very little for archery support, and few talents badass enough to qualify for Advanced). Any feedback or advice you can give is very much appreciated!
Edits in red
Key Features:
Skill Points: The fighter receives 4+Int Modifier skill points per level, and adds Acrobatics and Perception to his skill list.
Stamina Pool: A Fighter has a pool of Stamina Points equal to his level plus his Constitution modifier. These can be spent to fuel Fighter Talents, and regained in the following manner:
Rest: While resting, a fighter regains one Stamina Point per minute
Pushing your limit: By choosing to gain the Fatigued condition at the end of their turn, a fighter may recover 1d6 points of of Stamina. If already fatigued, they may choose to become exhausted at the end of their turn to recover 1d12 points of Stamina. These conditions may only be recovered through rest, not through magical healing.
Fighter Talents: Rather than gaining a bonus feat every second level, the Fighter gains a Fighter Talent every level.
Combine Talents: Sometimes, multiple Fighter Talents may be used in a single round. Advanced Talents may be used only if the player has not activated any Talents previously this round. Moderate Talents may be activated provided the player has not activated any Advanced or Moderate talents previously this round. Basic talents may always be used, provided the player has activated no Advanced talents this round.
Identify Weakness: A Fighter may add his class level to all Knowledge checks made to determine a specific monster's weakness, and may make those rolls untrained. This feature replaces Bravery.
Raise the Army: In addition to being a skilled warrior himself, a fighter must also know how to raise others up to his level. Starting at level 4, a fighter may train a volunteer in the ways of war. For each full day spent training, the target may convert one level in Aristocrat, Adept, Expert, or Peasant into one level in Warrior. Beginning at level 8, the Fighter may target up to [level] individuals at once with his feature. At level 12, he gains the ability to train Warriors into Fighters.
Add the following paragraph to the end of the Fighter's Weapon Training class feature: Additionally, a fighter may also provide his companions with weapon training. By spending at least three hours in training with one or more companions, he may grant them proficiency with a single weapon for a period of one week. This weapon must be included in the fighter's selected weapon group. This ability may affect up to [level] individuals per use.
Fighter Talents
Basic:
Bunker Down
Prerequisite: Level 5
Cost: 2 Stamina
Type: Immediate Action
Trigger: You are caught within an Area of Effect spell or ability that allows for a reflex save.
Description: Treat your full AC as though it were the results of your reflex save against that spell or ability.
Counterattack
Prerequisite: Level 3
Cost: 2 Stamina
Type: Immediate
Trigger: An enemy within reach makes an attack against you.
Description: You may make an attack of opportunity against the attacking enemy. Your attack is resolved after theirs.
Special: This talent may be repurchased at level 12. The repurchase allows your Attack of Opportunity to resolve prior to the attack against you. Using the talent in this manner imposes a 4 Stamina surcharge.
Defend Ally
Prerequisite: None
Cost: 1 Stamina
Type: Immediate Action
Trigger: An attack either originates from or passes through a square adjacent to you
Description: You may substitute your AC for the AC of the attack's target. This ability may not be used against attacks targeting Touch AC.
Deflect:
Prerequisite: Level 3
Cost: 1 Stamina
Type: Immediate Action
Trigger: You are targeted with a non-magical ranged attack.
Description: You automatically avoid that attack. This talent suffers a 1 Stamina surcharge against touch attacks.
Special: At level 8, this talent may be repurchased. If repurchased, the user may also deflect magical ranged attacks and, at the DM's discretion, some supernatural abilities and spells (such as a blue dragon's line of Lightning, or a Lightning Bolt spell).
A second repurchase at level 15 allows the user to redirect the blocked attack at an enemy within range. Using the talent in this manner imposes a 4 Stamina surcharge.
Desperate Throw
Prerequisite: None
Cost: 1 Stamina
Type: Free Action
Trigger: Any
Description: For your next attack, treat the weapon you wield as a throwing weapon with a range increment of 15 feet. If it is a two-handed weapon, instead treat it as though it had a range increment of 10 feet.
Special: At level 5, this Talent may be repurchased. If repurchased, the talent remains active until the beginning of their next turn, rather than their next attack. Using it in this manner imposes a 1 stamina surcharge.
Follow-Through
Prerequisite: Level 4
Cost: 2 Stamina
Type: Free Action
Trigger: The user deals blunt or non-lethal damage with a one- or two-handed weapon.
Description: Knock the target back [Strength Score] feet, rounded down to the nearest five. If using a one-handed weapon, subtract five feet from the distance.
Open the Gap
Prerequisite: Level 3
Cost: 3 Stamina
Type: Swift Action
Trigger: The user damages an enemy with a standard attack or a full attack
Description: One adjacent ally may make an Attack of Opportunity against the damaged enemy
Special: This talent may be repurchased at level 9, allowing all adjacent allies to make an attack of opportunity against the damaged enemy. Using it in this manner causes it to be treated as a Moderate Talent, and imposes a 1 stamina surcharge. A second repurchase at level 15 allows all allies within 30 feet to make an attack of opportunity. Using it in this manner causes it to be treated as an Advanced talent, and imposes a 3 stamina surcharge.
Parry
Prerequisite: None
Cost: 1 Stamina
Type: Free Action
Trigger: Any
Description: Add your Strength Modifier to your AC against the next attack directed at you.
Special: This Talent may be repurchased at level 8. If repurchased, it may be activated after the attack is rolled, allowing the player to parry attacks that would otherwise strike him. Using it in this manner imposes a 2 stamina surcharge.
Precise Strike
Prerequisite: None
Cost: 1 Stamina
Type: Free Action
Trigger: Any
Description: Add your Dexterity Modifier to damage on your next attack
Special: This talent may be repurchased at level 8. If repurchased, the player may activate it twice on the same attack roll. Another repurchase at level 15 allows it to be activated up to four times.
Strike Weakness
Prerequisite: None
Cost: 1 Stamina
Type: Free Action
Trigger: You make an attack
Description: Ignore up to (Fighter Level) points of damage resistance possesed by the target.
Special: At level 7, this talent automatically upgrades. While using a two-handed weapon, the user may also ignore up to [Fighter Level] points of Hardness possessed by the target.
Moderate
Disarming Riposte
Prerequisite: Level 6
Cost: 2 Stamina
Type: Free Action
Trigger: An enemy attacks you, but fails to overcome your AC
Description: You may make a disarm check against your enemy as an attack of opportunity.
Special: This Talent may be repurchased at level 12. If repurchased, the user may make their disarm attempt prior to the resolution of the attack against them. Using it in this manner imposes a 4 Stamina surcharge.
Joint Crusher
Prerequisite: Level 8
Cost: 3 Stamina
Type: Standard Action
Trigger: The user is wielding a blunt weapon
Description: Make a single attack at your full attack bonus. If it lands, the user smashes one of the target's knees or elbows. Destroying the knee of a target quarters the speed of a bipedal target, or halves the speed of a quadrupedal target. Destroying the elbow of a target forces them to make a stamina check (DC of 10 + your level) each round or drop anything held in that arm. This effect lasts until the target receives an amount of healing equal to the damage dealt with the attack.
Parrying Stance
Prerequisite: Level 7, Parry
Cost: 3 Stamina
Type: Move Action
Trigger: The user is equipped with a one-handed weapon or with a shield
Description: Make a CMB check. You may treat the check result as though it were your AC until the beginning of your next turn. If no enemy attacks you before the start of your next turn, you are refunded two Stamina points.
Special: This Talent may be repurchased at level 12. If repurchased, the user may activate it as an Immediate Action, rather than a move action. Using it in this manner imposes a 2 Stamina surcharge on the talent.
Pinning Blow:
Prerequisite: Level 6
Cost: 2 Stamina
Type: Standard Action
Trigger: You are equipped with a Piercing weapon
Description: Make an attack at your full attack bonus. If the attack is successful, resolve damage normally and make a strength check. Your target is pinned to the ground or an adjacent object so long as your weapon remains embedded within them. They may escape either by succeeding at an opposed strength check against your result, by destroying the weapon, or by dealing enough damage to the object they are pinned to to grant it the broken condition. Attempting to free themselves by making a strength check causes them to take [weapon's damage dice] points of damage.
Ripping Wound:
Prerequisite: Level 7
Cost: 3 Stamina
Type: Standard Action
Trigger: You are equipped with a Slashing weapon
Description: Make an attack at your full attack bonus. If the attack is successful, the attack inflicts your weapon's damage dice in Bleed damage upon the target.
Scything Charge:
Prerequisite: Level 3
Cost: 2 Stamina
Type: Standard Action
Trigger: Any
Description: Make a charge attack. You may make a single attack at your full attack bonus against an enemy you pass during the charge.
Special: This Talent may be repurchased at level 10. If repurchased, the user instead make [dexterity modifier] attacks against adjacent enemies during their charge. No enemy may be targeted more than once. Using this Talent in this manner imposes a 2 Stamina surcharge.
Swift Leap
Prerequisite: None
Cost: 1 Stamina
Type: Swift Action
Trigger: Any
Description: Make an Acrobatics check for a long jump as a swift action (normally, jumping is a move action). If you use this at or before the beginning of your turn, and you moved at least ten feet on your previous turn, you count as having had a running start.
Take the Blow
Prerequisite: None
Cost: 2 Stamina
Type: Immediate Action
Trigger: An adjacent ally would be hit by an attack
Description: You switch places with your ally. The attack is resolved as though it targeted you, rather than your ally.
To the Ground
Prerequisite: Follow-Through, Level 7
Cost: 2 Stamina
Type: Free Action
Trigger: Knocking an enemy at least five feet back
Description: Make an opposed strength check against the enemy. If you win, the enemy is knocked prone. Additionally, if the enemy was flung into another target, that target must also make an opposed strength check against you, at a +5 bonus, or be knocked prone.
Advanced
Flawless Strike
Prerequisite: Level 6
Cost: 3 Stamina
Type: Standard Action
Trigger: Any
Description: Make a single attack at your full attack bonus. You may not make combat manoeuvres during this attack. Your attack targets touch AC rather than armoured AC
Special: This talent may be repurchased at level 12. If repurchased, the user may target an AC of 0 rather than touch AC. This imposes a 2 Stamina surcharge on this talent.
Flawless [Manoeuvre]
Prerequisite: Level 12, Flawless Strike
Cost: 5 Stamina
Type: Free Action
Trigger: Activating named manoeuvre
Description: When you purchase this Talent, name a single combat manoeuvre. When you use that manoeuvre, you may activate this talent. You may target a CMD of 0, rather than the target's CMD.
Flawless Defense
Prerequisite: Level 9
Cost: 3 Stamina
Type: Immediate Action
Trigger: An attack targets your AC or your Touch AC
Description: The attack misses. This Talent functions even against attacks that automatically hit, although it suffers an additional 2 Stamina surcharge when activated in response to a critical hit.