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Rebonack
2013-11-10, 09:42 PM
'YAFF?' I hear you ask. 'What's YAFF?'

That would be 'Yet Another Fighter Fix'.

Spurned on by the 'Make a T1 Fighter' thread I decided to not make a T1 Fighter, but instead make a Fighter as close to lolcaster power as possible without actually reaching it whilst still feeling like a martial guy. Just a martial guy dialed up to 11. This guy will probably end up somewhere in High-T3/T3.

Start as a fighter-y guy and end as a warrior of legend. Of course the Wizards of the world still fully-out strip the Fighter late game, but I wanted the Fighter to actually thematically fit with other classes who boast potentially world-changing power.

So without further yammering...

The Mythic Fighter

Hit Dice: 1d10
Class Skills: Any ten skills are class skills for the Fighter
Skill points per level: 6+Int
Fighters get two good saves
Fighters get full Base Attack Bonus

Class Features
{table=head]Level|Special|Inherent Bonus|Enhancement Bonus|Check Multiplier
1st|Combat Style|+1|+0|x1
2nd|Bonus Feat|+1|+1|x1
3rd|-|+2|+1|x2
4th|Bonus Feat|+2|+2|x2
5th|-|+3|+2|x3
6th|Bonus Feat, Advanced Combat Technique|+3|+3|x3
7th|-|+4|+3|x4
8th|Bonus Feat|+4|+4|x4
9th|-|+5|+4|x5
10th|Bonus Feat|+5|+5|x5
11th|Advanced Combat Technique|+6|+5|x6
12th|Bonus Feat|+6|+6|x6
13th|-|+7|+6|x7
14th|Bonus Feat|+7|+7|x7
15th|-|+8|+7|x8|
16th|Bonus Feat, Advanced Combat Technique|+8|+8|x8
17th|-|+9|+8|x9
18th|Bonus Feat|+9|+9|x9
19th|-|+10|+9|x10
20th|Warrior of Legend, Bonus Feat|+10|+10|x10[/table]

Combat Style (Ex): At level one the Fighter chooses a single Combat Style that defines the fashion in which he fights.

Two-Handed Fighter: The Fighter's total reach increases by 5' while wielding a two-handed weapon.

Two-Weapon Fighter: The Fighter may attack with both his main-hand and off-hand weapon as a standard action and on iterative attacks. The Fighter suffers no penalties ToHit on these attacks.

Shield Fighter: While wielding a shield, foes attacking the Fighter must roll twice and use the lower value. Additionally the Fighter gains the Evasion class feature and applies his Shield AC to his Reflex Save. A Shield Fighter does not suffer a -2 penalty ToHit when wielding a Tower Shield.

Archer: If the Fighter hits with a bow or crossbow he deals 1 bonus damage for every point he exceeds the target's Armor Class by. Additionally, crossbows deal bonus damage equal to the Fighter's Dexterity modifier.

Duelist: While wielding a weapon that Weapon Finesse applies to the Fighter gains a bonus on attack and damage rolls equal to his Dexterity modifier.

Wrestler: The Fighter's unarmed attacks are treated as a Martial One-Handed weapon that deals 1d8 Bludgeoning damage with a x2 Crit multiplier. If the Fighter hits with an unarmed attack he may attempt to start a Grapple as a free action.

Iaijutsu Warrior: As a standard action or as an iterative attack the Fighter may draw a melee weapon, attack, and sheath it again. If the Fighter attacks in this fashion they may make a Bluff check against the target's Armor Class. If he succeeds this check the foe is flat footed against the attack and the attack deals 1d6 bonus damage. If the check fails the target isn't flat footed and the attack suffers a -2 penalty ToHit.

Physical Paragon (Ex): On all odd numbered levels the Fighter gains a cumulative +1 Inherent bonus to Strength, Dexterity, and Constitution. On all even numbered levels the Fighter gains a cumulative +1 Enhancement bonus to Strength, Dexterity, and Constitution.

Uncanny Skill (Ex): Starting at level one the Fighter gains a Competence bonus to all Dexterity and Strength checks (including Str and Dex based Skills) equal to his Fighter level. At Fighter level three this bonus increases to his Fighter level times two. At every odd level there after the multiplier increases by one step, to a maximum of times ten at Fighter level 19.

Bonus Feats (Ex): On every even level the Fighter gains a bonus feat drawn from the Fighter Bonus Feat list.

Advanced Combat Technique(Ex): At levels 6, 11, and 16 the Fighter may choose from a number of Advanced Combat Techniques.

Block: When a creature attacks the Fighter while he is wielding a shield he may make an opposed attack roll with his Shield Bonus as a bonus to hit. If he beats the creature's attack roll the attack is blocked and he may make an attack of opportunity against the creature.

Hulking Leap: The Fighter may make standing jumps without the usual penalty and their check result is doubled if they make running jumps. The Fighter may travel the full distance of the jump as a move action and never takes falling damage.

Iron Skin: Once per round the Fighter can make a Concentration Check as an Immediate action and negate an amount of damage equal to the check result. Alternately, the Fighter may make such a check in the place of a Saving Throw. If they succeed they fully negate all effects.

Peerless Weapon Specialist: Choose a single type of weapon. You gain a bonus on attack rolls equal to 1 plus one fourth your Fighter level and a bonus on damage rolls equal to 2 plus half your Fighter level when attacking with that type of weapon.

Spell Sunder: When the Fighter is targeted by a spell or spell-like ability he may make an attack roll opposed by the caster's Caster Level Check. If the Fighter wins this check then the spell is sundered as though counter-spelled.

Wall Runner: The Fighter may Climb at their full speed without penalty without using their hands. However, they must begin and end his turn on a level surface unless he has at least one free hand to climb with. Additionally, his base speed increases by 30' and he gains the benefit of the Spring Attack feat.

Weapon Ward: If a creature within your reach attacks one of your allies you gain an attack of opportunity against that creature.

Shield Smash: If you strike a foe with your shield they must succeed on a Fortitude Save (DC 1/2 Fighter level + Str mod) or be stunned for one round. Creatures immune to stunning instead take double damage.

Wind Cartwheel: The Fighter moves with such speed and agility that he becomes nearly invisible. He may move twice his base speed as a move action and takes no penalties on Tumble checks.

Cherry Blossom Dance: As a Full Round Action a Fighter may make a single melee attack against all foes within three times his base speed. Once the attacks are resolved he may end his movement at any unoccupied space within range. Taking this Technique requires Wind Cartwheel.

Cherry Blossom Nightmare: As a Full Round Action a Fighter may make a Full Attack against all foes within four times his base speed. Once the attacks are resolved he may end his movement at any unoccupied space within range. Taking this Technique requires Wind Cartwheel and Cherry Blossom Dance.

Knockback: As a Full Round action the Fighter make a single melee attack. If this attack hits they may make an opposed Strength check against the target as a free action. If the Fighter succeeds on the check the target is knocked ten feet and falls prone. For every 1 the Fighter overcomes the target's Strength Check by the target is knocked an addition 1 foot. This attack deals bonus damage equal to 1d6 per ten feet knocked, to a maximum of 20d6.

Improved Knockback: Knockback may be used as a Standard action rather than a Full Round action. Taking this Technique requires Knockback.

Shockwave: Knockback now makes an attack against all targets in a 30' Cone. Taking this Technique requires Knockback and Improved Knockback.

Constrict: You deal unarmed damage whenever you succeed on a grapple check. You're considered one size category larger for the purpose of grappling and carrying.

Foe Hammer: You can swing Pinned opponents as if they were a Martial weapon. You can also use objects as such weapons. Striking a creature with another creature deals weapon damage to both. You can use anything as a weapon so long as you have the Strength to lift it. You count as one size category larger for the purpose of grappling and carrying. Taking this Technique requires Constrict.

Damage is based on the size of the creature or object in the table below.
Object Size|Damage
Small|2d6
Medium|3d6
Large|4d6
Huge|6d6
Gargantuan|8d6
Colossal|10d6

Death Lock: Foes you have pinned are considered Helpless. You count as two size category larger for the purpose of grappling and carrying. Taking this Technique requires Constrict and Foehammer.

Storm of Steel: The Fighter may make a Full Attack as a Standard action.

Improved Storm of Steel: The Fighter may make two Full Attacks as a Full-Round action. Taking this Technique requires Storm of Steel.

Perfect Storm of Steel: The Fighter may make two Full Attacks as a Standard Action. Taking this Technique requires Storm of Steel and Improved Storm of Steel.

Perfect Strike: While wielding only Finesse weapons the Fighter may deal critical damage to creatures that are normally immune to critical hits. Additionally he may increase the Critical Range or the Critical Multiplier of his weapons by 3.

Improved Perfect Strike: While wielding only Finesse weapons the Fighter automatically confirms all critical hits. Additionally, he may increase the Critical Range or the Critical Multiplier of his weapons by 3. Taking this Technique requires Perfect Strike.

Flawless Perfect Strike: While wielding only Finesse weapons the Fighter may treat a Natural 1 as if it were a Natural 20. Additionally, he may increase the Critical Range or the Critical Multiplier of his weapons by 3. Taking this Technique requires Perfect Strike and Improved Perfect Strike.

Warrior of Legend (Ex): Upon reaching 20th level the Fighter becomes a Warrior of Legend. Once per day as a Standard action the Fighter may accomplish a physical feat of impossible difficulty. Leaping from one continent to another, ripping a mountain out by the roots and hurling it at an enemy army, punching the earth with enough force to create great fissures and canyons, slaying even the most powerful creature should he land a successful attack, or other such legendary actions.

For mechanical purposes treat this as a Miracle limited to physical effects.

Amnoriath
2013-11-10, 10:14 PM
You basically have another number hoarder walking away with a base +210 to every physical skill and check. The style and techniques are interesting but can almost be too much power immediately with no scaling effect. They are also very few in the career making mechanical versatility a bit of a problem. Also the capstone is just an absolute no as it doesn't have limitations and generally full wish/miracle effects are avoided like the plague. The bonuses need to be cut down and techniques to be piecemealed as well as increased.

nonsi
2013-11-11, 01:33 PM
Numbers are not what melees lack
Also, the capstone is ridiculous and pointless.


1. Lose the excess columns.
2. Lose/Replace the capstone.
3. Grant another Combat Style at 3rd and every 4 levels thereafter (so that the character is not a one-trick-pony).
4. Grant Advanced Combat Technique at 5th and every 4 levels thereafter (a bit more versatility + eliminating dead levels).
5. Reinstate 1st level bonus feat

That, along with your proposed skill improvement, will be a step in the right direction at making a decent class.


Btw, It's much more important for an archer not to provoke in melee than to pump up damage.

anacalgion
2013-11-12, 10:56 AM
'YAFF?' I hear you ask. 'What's YAFF?'

That would be 'Yet Another Fighter Fix'.

Spurned on by the 'Make a T1 Fighter' thread I decided to not make a T1 Fighter, but instead make a Fighter as close to lolcaster power as possible without actually reaching it whilst still feeling like a martial guy. Just a martial guy dialed up to 11. This guy will probably end up somewhere in High-T3/T3.

Sounds good to me.

Start as a fighter-y guy and end as a warrior of legend. Of course the Wizards of the world still fully-out strip the Fighter late game, but I wanted the Fighter to actually thematically fit with other classes who boast potentially world-changing power.

So without further yammering...

The Mythic Fighter

Hit Dice: 1d10
Class Skills: Any ten skills are class skills for the Fighter
Skill points per level: 6+Int
Fighters get two good saves
Fighters get full Base Attack Bonus

Ok. Lots of skill points. Feels a little heavy handed, but it could work. We'll see.

Class Features
{table=head]Level|Special|Inherent Bonus|Enhancement Bonus|Check Multiplier
1st|Combat Style|+1|+0|x1
2nd|Bonus Feat|+1|+1|x1
3rd|-|+2|+1|x2
4th|Bonus Feat|+2|+2|x2
5th|-|+3|+2|x3
6th|Bonus Feat, Advanced Combat Technique|+3|+3|x3
7th|-|+4|+3|x4
8th|Bonus Feat|+4|+4|x4
9th|-|+5|+4|x5
10th|Bonus Feat|+5|+5|x5
11th|Advanced Combat Technique|+6|+5|x6
12th|Bonus Feat|+6|+6|x6
13th|-|+7|+6|x7
14th|Bonus Feat|+7|+7|x7
15th|-|+8|+7|x8|
16th|Bonus Feat, Advanced Combat Technique|+8|+8|x8
17th|-|+9|+8|x9
18th|Bonus Feat|+9|+9|x9
19th|-|+10|+9|x10
20th|Warrior of Legend, Bonus Feat|+10|+10|x10[/table]

That is a fair number of dead levels, though you've got other columns. Not going to pass judgment yet.
Combat Style (Ex): At level one the Fighter chooses a single Combat Style that defines the fashion in which he fights.

Two-Handed Fighter: The Fighter's total reach increases by 5' while wielding a two-handed weapon.

Two-Weapon Fighter: The Fighter may attack with both his main-hand and off-hand weapon as a standard action and on iterative attacks. The Fighter suffers no penalties ToHit on these attacks.

Shield Fighter: While wielding a shield, foes attacking the Fighter must roll twice and use the lower value. Additionally the Fighter gains the Evasion class feature and applies his Shield AC to his Reflex Save. A Shield Fighter does not suffer a -2 penalty ToHit when wielding a Tower Shield.

Archer: If the Fighter hits with a bow or crossbow he deals 1 bonus damage for every point he exceeds the target's Armor Class by. Additionally, crossbows deal bonus damage equal to the Fighter's Dexterity modifier.

Duelist: While wielding a weapon that Weapon Finesse applies to the Fighter gains a bonus on attack and damage rolls equal to his Dexterity modifier.

Wrestler: The Fighter's unarmed attacks are treated as a Martial One-Handed weapon that deals 1d8 Bludgeoning damage with a x2 Crit multiplier. If the Fighter hits with an unarmed attack he may attempt to start a Grapple as a free action.

Iaijutsu Warrior: As a standard action or as an iterative attack the Fighter may draw a melee weapon, attack, and sheath it again. If the Fighter attacks in this fashion they may make a Bluff check against the target's Armor Class. If he succeeds this check the foe is flat footed against the attack and the attack deals 1d6 bonus damage. If the check fails the target isn't flat footed and the attack suffers a -2 penalty ToHit.

Ok. Most of these seem pretty good. Iajutsu Warrior feels silly though. I know it's how 3.5 likes to handle samurai but it feels silly.

Physical Paragon (Ex): On all odd numbered levels the Fighter gains a cumulative +1 Inherent bonus to Strength, Dexterity, and Constitution. On all even numbered levels the Fighter gains a cumulative +1 Enhancement bonus to Strength, Dexterity, and Constitution.

No. No. No. Also no. This is just numbers. Numbers - while alluring - are not going to fix the fighter, and will most likely just make him both broken and boring at the same time.

Uncanny Skill (Ex): Starting at level one the Fighter gains a Competence bonus to all Dexterity and Strength checks (including Str and Dex based Skills) equal to his Fighter level. At Fighter level three this bonus increases to his Fighter level times two. At every odd level there after the multiplier increases by one step, to a maximum of times ten at Fighter level 19.

Those are really big numbers. I think the exemplar just pooped himself. In other news, while flashy, these aren't really that great. Instead of a fighter that can actually contribute to say, social encounters, or who uses a mental stat or something more interesting, we get someone who can swim a million miles an hour. Bleh.

Bonus Feats (Ex): On every even level the Fighter gains a bonus feat drawn from the Fighter Bonus Feat list.

Nothing to say here.

Advanced Combat Technique(Ex): At levels 6, 11, and 16 the Fighter may choose from a number of Advanced Combat Techniques.

Block: When a creature attacks the Fighter while he is wielding a shield he may make an opposed attack roll with his Shield Bonus as a bonus to hit. If he beats the creature's attack roll the attack is blocked and he may make an attack of opportunity against the creature.

Hulking Leap: The Fighter may make standing jumps without the usual penalty and their check result is doubled if they make running jumps. The Fighter may travel the full distance of the jump as a move action and never takes falling damage.

Iron Skin: Once per round the Fighter can make a Concentration Check as an Immediate action and negate an amount of damage equal to the check result. Alternately, the Fighter may make such a check in the place of a Saving Throw. If they succeed they fully negate all effects.

Peerless Weapon Specialist: Choose a single type of weapon. You gain a bonus on attack rolls equal to 1 plus one fourth your Fighter level and a bonus on damage rolls equal to 2 plus half your Fighter level when attacking with that type of weapon.

Spell Sunder: When the Fighter is targeted by a spell or spell-like ability he may make an attack roll opposed by the caster's Caster Level Check. If the Fighter wins this check then the spell is sundered as though counter-spelled.

Wall Runner: The Fighter may Climb at their full speed without penalty without using their hands. However, they must begin and end his turn on a level surface unless he has at least one free hand to climb with. Additionally, his base speed increases by 30' and he gains the benefit of the Spring Attack feat.

Weapon Ward: If a creature within your reach attacks one of your allies you gain an attack of opportunity against that creature.

Shield Smash: If you strike a foe with your shield they must succeed on a Fortitude Save (DC 1/2 Fighter level + Str mod) or be stunned for one round. Creatures immune to stunning instead take double damage.

Wind Cartwheel: The Fighter moves with such speed and agility that he becomes nearly invisible. He may move twice his base speed as a move action and takes no penalties on Tumble checks.

Cherry Blossom Dance: As a Full Round Action a Fighter may make a single melee attack against all foes within three times his base speed. Once the attacks are resolved he may end his movement at any unoccupied space within range. Taking this Technique requires Wind Cartwheel.

Cherry Blossom Nightmare: As a Full Round Action a Fighter may make a Full Attack against all foes within four times his base speed. Once the attacks are resolved he may end his movement at any unoccupied space within range. Taking this Technique requires Wind Cartwheel and Cherry Blossom Dance.

Knockback: As a Full Round action the Fighter make a single melee attack. If this attack hits they may make an opposed Strength check against the target as a free action. If the Fighter succeeds on the check the target is knocked ten feet and falls prone. For every 1 the Fighter overcomes the target's Strength Check by the target is knocked an addition 1 foot. This attack deals bonus damage equal to 1d6 per ten feet knocked, to a maximum of 20d6.

Improved Knockback: Knockback may be used as a Standard action rather than a Full Round action. Taking this Technique requires Knockback.

Shockwave: Knockback now makes an attack against all targets in a 30' Cone. Taking this Technique requires Knockback and Improved Knockback.

Constrict: You deal unarmed damage whenever you succeed on a grapple check. You're considered one size category larger for the purpose of grappling and carrying.

Foe Hammer: You can swing Pinned opponents as if they were a Martial weapon. You can also use objects as such weapons. Striking a creature with another creature deals weapon damage to both. You can use anything as a weapon so long as you have the Strength to lift it. You count as one size category larger for the purpose of grappling and carrying. Taking this Technique requires Constrict.

Damage is based on the size of the creature or object in the table below.
Object Size|Damage
Small|2d6
Medium|3d6
Large|4d6
Huge|6d6
Gargantuan|8d6
Colossal|10d6

Death Lock: Foes you have pinned are considered Helpless. You count as two size category larger for the purpose of grappling and carrying. Taking this Technique requires Constrict and Foehammer.

Storm of Steel: The Fighter may make a Full Attack as a Standard action.

Improved Storm of Steel: The Fighter may make two Full Attacks as a Full-Round action. Taking this Technique requires Storm of Steel.

Perfect Storm of Steel: The Fighter may make two Full Attacks as a Standard Action. Taking this Technique requires Storm of Steel and Improved Storm of Steel.

Perfect Strike: While wielding only Finesse weapons the Fighter may deal critical damage to creatures that are normally immune to critical hits. Additionally he may increase the Critical Range or the Critical Multiplier of his weapons by 3.

Improved Perfect Strike: While wielding only Finesse weapons the Fighter automatically confirms all critical hits. Additionally, he may increase the Critical Range or the Critical Multiplier of his weapons by 3. Taking this Technique requires Perfect Strike.

Flawless Perfect Strike: While wielding only Finesse weapons the Fighter may treat a Natural 1 as if it were a Natural 20. Additionally, he may increase the Critical Range or the Critical Multiplier of his weapons by 3. Taking this Technique requires Perfect Strike and Improved Perfect Strike.

There! These! Yes! These are cool. Some are a little silly, but they're fun. I like them. They're unique. Good on you.

Warrior of Legend (Ex): Upon reaching 20th level the Fighter becomes a Warrior of Legend. Once per day as a Standard action the Fighter may accomplish a physical feat of impossible difficulty. Leaping from one continent to another, ripping a mountain out by the roots and hurling it at an enemy army, punching the earth with enough force to create great fissures and canyons, slaying even the most powerful creature should he land a successful attack, or other such legendary actions.

For mechanical purposes treat this as a Miracle limited to physical effects.

Please no. This is both vague (physical effects?) and kinda lazy.


Sorry, short on time. Not trying to be rude, just giving my honest opinion. I'll give some suggestions on fixing it later. Cheers.

Rebonack
2013-11-12, 11:33 AM
I'm vaguely amused that this awful thing is getting most of the attention out of the few baubles I've put together.

On the lots of skill points bit, to be fair I suspect that a zhentarim dungeon crasher Fighter with the skill selection system laid out here would be a pretty solid T4 at the very least. Depending on what skills he rolls with and what feat tricks he focuses on he might even be able to creep up to T3.

The goal here was to (in a somewhat absurd fashion) end up with a guy who could pull off the sort of stuff one might expect Samson or Hercules or even Sun Wukong might be able to do. Though sans the endless clones on Wukong. That would be rather silly.

Anywho!

I was considering breaking up the Advance Combat Techniques into a second category, Advanced Combat Styles. ACTs would be the one-shot abilities (Hulking Leap) while ACS would be the three-ability chains (Knockback, ect). The ACTs would be focused a bit more on utility and mobility and the Fighter would get (reasonable number here) of them.


Ok. Most of these seem pretty good. Iajutsu Warrior feels silly though. I know it's how 3.5 likes to handle samurai but it feels silly.

I don't disagree. It's more or less how the Sapphire Nightmare Blade maneuver works. Fits well with the Iajutsu Focus skill the Fighter could potentially pick up. I'm not terribly fond of that particular style of warrior myself, but I know some folks really like it and the mechanics already exist so why not make a Samurai that exists outside of the Samurai Tier?


Those are really big numbers. I think the exemplar just pooped himself. In other news, while flashy, these aren't really that great. Instead of a fighter that can actually contribute to say, social encounters, or who uses a mental stat or something more interesting, we get someone who can swim a million miles an hour. Bleh.

That's a possibility! Mostly I was thinking about how hilarious it would be to Bull Rush a Balor and send him careening backwards 200 feet or so.

anacalgion
2013-11-12, 12:45 PM
My biggest issue is that it looks boring. The problem with massive numbers is that it makes any encounter you are relevant for trivial, while the fighter is useless everywhere else. Basically, you made a flowchart of "can I contribute? If yes, auto win", which isn't fun to play.

Just to Browse
2013-11-12, 01:44 PM
I'm vaguely amused that this awful thing is getting most of the attention out of the few baubles I've put together.

It's because people like to comment on things they know about, and a lot of people know that fighters are bad.

Amnoriath
2013-11-12, 04:59 PM
I

That's a possibility! Mostly I was thinking about how hilarious it would be to Bull Rush a Balor and send him careening backwards 200 feet or so.

Except the problem is that they would be doing this all the time. As Anacalgion said any time this thing can contribute in anything physical it auto-succeeds at base. Even Hercules struggled against mighty monsters in hand to hand battle, this doesn't.

Rebonack
2013-11-12, 05:47 PM
So then, plan of action. Axe the super-skill boost thingy. Expand the utility, movement, and skill-based Fighter class features and make more of them available. Remove the capstone because it's dumb (seriously). And knock the ability score bonuses in half.

Why not just remove them?

Well...

+5 Inherent and +5 Enhancement essentially just replaces some items the Fighter would buy anyway. If we're looking to make a Mythic Warrior then it just feels a little more fulfilling to make it about it prowess and martial skill rather than how much magical swag he has.

Sure Wukong had his crazy multi-ton staff, but he had the innate strength to wield the thing, too.

Yes/no/rotten fruit?