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View Full Version : [3.5 D&D PEACH] Just another fighter fix (with factotum in the mix)



Darkweave31
2014-01-29, 01:42 AM
So this fighter homebrew was inspired by this thread (http://www.giantitp.com/forums/showthread.php?t=327976) on the forums. The biggest theme I got from that is that the fighter should be the smart warrior. One that is trained, experienced, and has a good head on their shoulders. All important qualities for someone who wants to come out of life or death combat in one piece. So, I thought on how to model that in a coherent class fix and the answer I came to was in the form of another fellow who uses their wits to get out of predicaments... the factotum.

So this new design, combined with a few new fighter feats (what's a fighter without special feats), will hopefully breath new life into the grizzled old fighter.

Goals for this fix:
1. Bring Fighter to tier 3

2. Accurately model the trained warrior while keeping features general enough for players to build around many different archetypes.

So without further ado, I present...

The Fighter

Hit Dice: d10
{table=head]Level|BAB|Fort|Refl|Will|Tactic Points|Class Features
1| +1| +2| +0| +2| 2| Unending Training, Battlefield Cunning, Cunning Combatant, Tactical Knowledge
2| +2| +3| +0| +3| 3| Unending Training, Worldly Experience
3| +3| +3| +1| +3| 3| Fight Smart, Defensive Tactics
4| +4| +4| +1| +4| 3| Offensive Tactics
5| +5| +4| +1| +4| 4| Unending Training
6| +6/+1| +5| +2| +5| 4| Leap into Action (Move action)
7| +7/+2| +5| +2| +5| 4| Veteran’s Modifications
8| +8/+3| +6| +2| +6| 5| Unending Training
9| +9/+4| +6| +3| +6| 5| Intercede
10| +10/+5| +7| +3| +7| 5| Tactical Opening
11| +11/+6/+1| +7| +3| +7| 6| Unending Training
12| +12/+7/+2| +8| +4| +8| 6| Leap into Action (Standard action)
13| +13/+8/+3| +8| +4| +8| 6| To the bitter end
14| +14/+9/+4| +9| +4| +9| 7| Unending Training
15| +15/+10/+5| +9| +5| +9| 7| Improved Defensive Tactics
16| +16/+11/+6/+1| +10| +5| +10| 7| Improved Offensive Tactics
17| +17/+12/+7/+2| +10| +5| +10| 8| Unending Training
18| +18/+13/+8/+3| +11| +6| +11| 8| Leap into Action (Full-round action)
19| +19/+14/+9/+4| +11| +6| +11| 8| Tactical Brilliance
20| +20/+15/+10/+5| +12| +6| +12| 10| Unending Training, Peerless Warrior, Tactical Genius[/table]
4+intelligence bonus skill points per level (x4 at 1st level)
Class Skills
Balance, Bluff, Climb, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Jump, Knowledge (all skills, taken separately), Listen, Profession, Search, Sense Motive, Spot, Swim, Survival
So you may notice a few things. First, the good will save. The Fighter is a trained warrior that should have a decent amount of discipline. The fighter should be brave and dependable. Second, more skill points and skills!!! Yes, he is a trained warrior, or at least has had his fair share of experiences to learn from. More out of combat fun to be had. Now the d10 hit die, I justify it by saying the fighter isn't the warrior that stops axes with his bare chest. The fighter is trained to block, parry, and avoid the brunt of an assault. Therefore, it remains a d10 hit dice.

Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Tactical Knowledge (Ex)
The fighter is an intelligent warrior who draws upon every ounce of their training, experience, and wit to come out of battles victorious, or at least alive. To represent a fighter’s tactical knowledge and cunning on the battlefield, she gains a number of tactic points which she can spend to activate her abilities. At the beginning of each encounter, she gains a number of tactic points determined by her level (see table).
So here's the factotum in the mix and what differentiates the playstyle of the fighter from the Warblade. A pool of per encounter points to spend on the fighter's features.

Cunning Combatant (Ex)
Starting at 1st level, before making an attack roll, damage roll, or saving throw, the fighter can spend 1 tactic point to gain a competence bonus on the roll equal to her intelligence modifier. Cunning Combatant does not require an action, and the fighter may use it as often as she wishes during her turn or others’ turns – provided that she has enough tactic points to spend. Because this ability provides a competence bonus it does not stack with itself.
Basically the same as the factotum ability. I chose it as a way to give the intelligent fighter ways to use their intelligence be it to spot a hole in their opponent's technique or to avoid the worst of a spell with some quick thinking.

Unending Training (Ex)
At 1st level, choose a fighter bonus feat. The fighter may spend 1 hour of training or meditation to change the feat chosen to another fighter bonus feat. A feat that is changed in this way can’t be a prerequisite for another feat the fighter has. The fighter must meet all the prerequisites for any new feat chosen with this ability. At 2nd level and every 3 levels thereafter, the fighter gains an additional fighter bonus feat. 1 hour of training can change any number of feats gained from this feature.
It's been done before, it'll be done again, but giving the fighter the ability to modify their training to adapt to the tactics they need each day is helpful. You'll notice they get fewer feats now. I felt it was justified by their more powerful abilities.

Battlefield Cunning (Ex)
Starting at 1st level, as a free action, once per round the fighter may choose a number of enemies equal to her intelligence bonus (minimum 1) that she can see to be the targets of her battlefield cunning for 1 round. If the enemy makes an attack, special attack, or casts a spell that does not target the fighter or moves in any way, it provokes an attack of opportunity from the fighter, even if the action would not normally provoke an attack of opportunity.
What's this? Some 4e-like defender mechanic!! Yes, the defender mechanic was one of the few things I liked about 4e so it has been worked in here. When a fighter focuses her attention on an enemy even the slightest opening in their defense will be exploited by the trained warrior.

Worldly Experience (Ex)
Starting at 2nd level, when making a skill check, the fighter can use ½ her fighter level in place of the number of ranks she has in the skill (even if that number is 0). The fighter can’t take 10 on checks when she uses worldly knowledge (to take 10 you have to use your actual ranks). If the skill doesn’t allow trained checks, the fighter must have at least 1 actual rank to attempt the check.
Is that Bardic Knack? Why yes. I see it as the many things a soldier or mercenary would pick up on throughout their travels and a opportunity for them to tell outlandish war stories that have a shred of truth. "You see, this one time in the dwarf lands I was separated from the main forces with only my trousers and my lucky fork..."

Fight Smart (Ex)
Starting at 3rd level, the fighter gains her Intelligence bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.
Smart fighters fight smart. pretty straightforward. The fighter uses his training, wits, and cunning to gain the upper hand on otherwise stronger opponents.

Defensive Tactics (Ex)
Starting at 3rd level, the fighter may spend a tactic point as a free action to gain her Intelligence bonus to AC and saving throws against attacks, special attacks, and spells from the targets of her battlefield cunning for 1 round.
Like cunning defense, only better because the fighter is actively drawing attacks to themselves. Force those enemies into a difficult situation.

Offensive Tactics (Ex)
Starting at 4th level, the fighter may spend 1 tactic point as a free action to gain her Intelligence bonus to attack and damage rolls made against targets of her battlefield cunning for 1 round.
A nice little boost for when you really want to pile on the damage to your target and give them even more incentive not to do anything that will provoke an attack of opportunity from you.

Leap into action (Ex)
Starting at 6th level, as a swift action, the fighter may spend 2 tactic points to take an extra move action. This ability improves as the fighter gains levels. At level 12 the fighter may spend 4 tactic points to gain a standard action. At level 18 the fighter may spend 5 points to gain a full-round action. Leap into action may be used only once each round.
A little weaker than cunning surge, but it gives you an extra move action right as you start making full attacks. Then continues to improve as you level until you're able to take two full round actions. Enjoy inflating the action economy!

Veteran’s Modifications (Ex)
Starting at 7th level, a fighter may spend 1 hour working on a weapon, shield, or a piece of armor to modify it to better fit their needs. After 1 hour the weapon gains a number of modification points equal to the fighter’s intelligence bonus which can immediately be spent on upgrades. This can be used a second time on a piece of armor, shield or weapon, but all upgrades from the first use are lost, replaced by new upgrades.
{table=head]Weapon upgrades|Cost
Improve critical range by 1| 1*
Improve critical multiplier by 1| 1*
+1 to critical confirmation rolls| .25
+1 to attack| 1
+1 to damage| 1
+10 range| 1
+1 to combat maneuver (Bull rush, disarm, feint, sunder, or trip)| .5
Close Quarters| 1
Quick Draw|1[/table]
*For each additional purchase of this upgrade increase price by 1 upgrade point per additional purchase (first purchase costs 1, second costs 2, third costs 3, and so on)

Improve critical range- improve the weapon’s critical range from 20 to 19-20 or from 19-20 to 18-20. The critical range cannot be increased further than 18-20
+1 to combat maneuver- The weapon gives the wielder a bonus on opposed roles while performing a specific special maneuver. Each maneuver is improved separately.
Close Quarters- A reach weapon with this upgrade can be used to attack adjacent foes. A non-reach weapon with this upgrade may be used in grapples
Quick draw- wielder is treated as having the quick draw feat for the purpose of this weapon

{table=head]Armor and Shield Upgrades|Cost
Damage Reduction +1/- (armor only)| 1
+1 AC| 1
-1 Armor check penalty| .5
-5% arcane spell failure| .5
+1 max dexterity| .5
+1 resist combat maneuver (trip, disarm, bull rush, overrun, or grapple)| .5
5 energy resistance (fire, cold, acid, lightning, or sonic)| 1
Touch AC (shield only)| Special*
Reflex Saves (shield only) |Special* [/table]
*Cost equals the AC of the shield including AC from any upgrades

Damage Reduction- grants the user of the armor damage reduction
+1 resist combat maneuver- The weapon gives the wielder a bonus on opposed roles while resisting a specific special maneuver. Each maneuver resistance is improved separately.
Touch AC- the shield’s AC bonus, not counting enhancement bonus, applies to touch
Reflex saves- while wielding the shield, the user gains a bonus to reflex saves equal to the shield’s AC bonus, not counting enhancement bonus.
Is this shiny or what? Inspired by Seerow's weapons, upgrades, and more (http://www.giantitp.com/forums/showthread.php?t=202722). I feel like any warrior that spends as much time training with their equipment as a fighter does would pick up a few things on how to get the most out of their armor and weapons. Not only that, but they can help out the entire party with this skill. Enjoy your newfound utility as master of mundane buffing!

Intercede (Ex)
Starting at 9th level, whenever the fighter damages a target of her Battlefield Cunning with an attack of opportunity, the target takes a penalty to attack rolls equal to the fighter’s intelligence bonus.
Just another way you ruin an enemy's day. Make anything they try cost them and exploit every opening they give you.

Tactical Opening (Ex)
Starting at 11th level, by spending 2 tactic points as a free action, the fighter can negate a single target’s spell resistance and damage reduction for 1 round.
Like cunning breach but better. Now you're creating an opening for the entire party to exploit.

To the bitter end (Ex)
Starting at 13th level, when the fighter would otherwise be killed by an effect, she may spend 4 tactical points to ignore the effect. An effect includes, but is not limited to, damage that would place the fighter at 0 hit points or lower, a spell that would instantly kill a target, and poison. If the effect is ongoing it is only ignored for 1 round. A fighter must rest for 5 minutes before using this ability again.
The fighter isn't just a cunning warrior, but a survivor. With quick thinking the fighter can now avoid an otherwise deadly effect and live to fight another day.

Improved Defensive Tactics (Ex)
Starting at 15th level, the fighter gains her Intelligence bonus to AC and saving throws against attacks, special attacks, and spells from the targets of her battlefield cunning. The fighter no longer needs to spend a tactic point to gain this benefit.
Draw attacks to you and defend against them. As Defensive tactics, but better now.

Improved Offensive Tactics (Ex)
Starting at 16th level, the fighter gains her Intelligence bonus to attack and damage rolls made against targets of her battlefield cunning. The fighter no longer needs to spend a tactic point to gain this benefit.
As offensive tactics, but better. Save those tactic points for when you really need them.

Tactical Brilliance (Ex)
Starting at 19th level, by spending 4 tactic points as a swift action, the fighter may alter her choices for unending training as if she had spent an hour of training. These choices last for a number of rounds equal to the fighter’s intelligence bonus (minimum 1), after which she regains the feat choices she had prior to the use of tactical brilliance.
Quickly change your style of fighting depending on the situation you are in. Perfect for a high level warrior with a good head for tactics.

Peerless Warrior (Ex)
The fighter has seen countless battles and whether they’ve won or lost, they’re still there to tell the story. Starting at level 20 the fighter can never be surprised. In addition the fighter can choose to take 10 on any attack roll.
Ahh, the capstone. I wanted to make it worthwhile without getting too... magic-y. So now this grizzled combat veteran is never surprised to see an ambush and can better control the flow of battle.

Tactical Genius (Ex)
Starting at level 20, all abilities that cost the fighter tactic points to use cost 1 less tactic point to a minimum of 1.
Added bonus!!! You can now fit more of your abilities into an encounter!

Darkweave31
2014-01-29, 01:43 AM
Reserved for feats. Please feel free to critique and give me ideas for improving the class and feats.


Champion’s Focus
Prerequisites: Fighter level 1, proficiency in selected weapon
Benefit: Select a weapon in which you are proficient. You gain +1 to attack with that weapon for each fighter feat you possess.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A fighter may select Champion's Focus as one of his fighter bonus feats.

Champion’s Specialization
Prerequisites: Fighter level 4, Champion's focus in selected weapon
Benefits: Select a weapon in which you are proficient. You gain +2 damage with that weapon for each fighter feat you possess.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A fighter may select Champion's Specialization as one of his fighter bonus feats.

Champion’s Defense
Prerequisites: Fighter level 2
Benefit: You gain a +1 dodge bonus AC for each fighter feat you possess. If you are wielding a shield, this bonus also applies to reflex saves.
Special: This counts as the dodge feat for the purpose of prerequisites. A fighter may select Champion's Defense as one of his fighter bonus feats.

Champion’s Reflexes
Prerequisites: Fighter level 2
Benefit: You may make a number of additional attacks of opportunity equal to your dexterity modifier plus the number of fighter feats you have. With this feat you may make attacks of opportunity while flat-footed.
Special: This counts as combat reflexes for the purpose of prerequisites. A fighter may select Champion's Reflexes as one of his fighter bonus feats.

Shorthand feats (some more shorthand than others)

No Hesitation: You can spend one more tactic point to use leap into action as immediate action.

Together: (Requires leap into action) You can spend twice the normal tactic points when using leap into action to give a number of allies equal to your intelligence bonus an extra action as well. If combined with no hesitation, double the cost after No Hesitation is applied.

Suppressing Fire: You may make attacks of opportunity with a ranged weapon against targets of your battlefield cunning as if you threatened them so long as they are within 1 range increment.

Intimidating Presence: You may use intimidate to make a demoralize check against all targets of your battlefield cunning as a standard action, or against one target as a swift action.

Press the Advantage: When you use tactical opening you may choose to affect all targets of your battlefield cunning.

Unbalancing Advantage: If you hit an enemy that was affected by tactical opening, it is considered flat-footed for 1 round

Wolfpack Tactics: When you use offensive tactics, all allies gain the bonus to attack and damage granted by offensive tactics, so long as they can see or hear you. If you have improved offensive tactics you must still spend a tactic point to grant allies this bonus.

Guardian’s Tactics: When you use defensive tactics, all allies gain the bonus to AC and saving throws granted by defensive tactics, so long as they can see or hear you. If you have improved defensive tactics you must still spend a tactic point to grant allies this bonus.