XionUnborn01
2014-02-22, 07:15 PM
Okay, so in -this thread- (http://www.giantitp.com/forums/showthread.php?t=327976) we've been working on some features of what a fighter needs and should have. I've assembled the features that I could establish well enough to make into class features.
I know that this class isn't going to be the end all, be all of fighters but I hope that it's in the realm of being fun, enjoyable, and relevant enough in pretty much every situation. While I'm not a great judge of placing things in tiers, I think this sits in the top of tier 4 or bottom of tier 3 though this is purely an estimate.
I tried to keep from front loading the class too much to avoid making it super dippable, though I guess a 2, 3 or even 4 level dip would be pretty good still.
Please give me feedback and critique what we've got, this isn't completely done but I want to get the playground's input on what it is so far. Without further adieu, I give you The Fighter version 321234059.527
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|Commander's Tongue, Bonus Feat, Powerful Presence
2nd|+2|+3|+0|+3|Bonus Feat, Powerful Speech, Spell Reflection, Dowsing Sense
3rd|+3|+3|+1|+3|Bitter Experience, Quick Thinking, Mettle, Calloused Warrior
4th|+4|+4|+1|+4|Warband's Knowledge, Weapon's Mastery
5th|+5|+4|+1|+4|Insightful Dodge, Combat Awareness (15ft), Veteran's Sight (15%)
6th|+6/+1|+5|+2|+5|Evasion,Distracting Defender
7th|+7/+2|+5|+2|+5|Wary Disbelief, Prime Target
8th|+8/+3|+6|+2|+6|Quick Command, Veteran's Sight (30%)
9th|+9/+4|+6|+3|+6|Combat Awareness (30ft)
10th|+10/+5|+7|+3|+7|Salvo of Strikes
11th|+11/+6/+1|+7|+3|+7|Veteran's Sight (45%), Legendary Strike
12th|+12/+7/+2|+8|+4|+8|Wary Eyes
13th|+13/+8/+3|+8|+4|+8|Combat Awareness (60ft), Gleaned Knowledge
14th|+14/+9/+4|+9|+4|+9|Veteran's Sight (60%)
15th|+15/+10/+5|+9|+5|+9|
16th|+16/+11/+6/+1|+10|+5|+10|
17th|+17/+12/+7/+2|+10|+5|+10|Combat Awareness (120ft), Veteran's Sight (75%)
18th|+18/+13/+8/+3|+11|+6|+11|
19th|+19/+14/+9/+4|+11|+6|+11|
20th|+20/+15/+10/+5|+12|+6|+12|Veteran's Sight (All Miss Chance), Ageless Veteran
[/table]
Commander's Tongue: At 1st level and every two levels thereafter, the fighter learns a new language. This can be any language other than secret languages.
Bonus Feat: Same as PHB.
Powerful Presence(Ex): At 1st level, A fighter may add his Strength modifier to his Intimidate checks whenever the target can see him.
Spell Reflection(Ex): At 2nd level, the fighter gains a +2 bonus to AC against spells and spell like abilities. At 5th level, if an enemy misses you with a spell or spell like ability, you can use an immediate action to reflect it back at them. The spell or ability attacks the original caster (who makes a new attack roll using the same modifier as the original attack).If it hits, the caster is subject to the normal effect of the spell or ability, though it's caster level is reduced by 4. You can use this ability a number of times equal to your Int modifier+1 (minimum 1). At 9th level, the effect no longer has it's caster level reduced and at 14th level, it's caster level is increased by 4.
Powerful Speech(Ex): At 2nd level, a fighter takes only half the penalty to intimidate for each size category smaller than the target he is. At 6th level, a demoralized opponent is demoralized for 1d4 extra rounds and you can demoralize an opponent from 15ft away. At 10th level you can demoralize as a move action and you no longer take penalties due to being smaller than your target. At 14th level, a fighter can intimidate targets immune to fear and the target's attitude no longer shifts to unfriendly or hostile after being intimidated. At 18th level a fighter can demoralize as a swift action and can use it from up to 30ft away.
Dowsing Sense(Sp): At 2nd level, a fighter is constantly under the effect of the Know Direction (http://www.d20srd.org/srd/spells/knowDirection.htm) spell. At 6th level a fighter can use Locate Object (http://www.d20srd.org/srd/spells/locateObject.htm) Int modifier times/day. At 12th level, a fighter can use Find The Path (http://www.d20srd.org/srd/spells/findThePath.htm) Int modifier times/day. These are spell-like abilities.
Calloused Warrior(Ex): A fighter's seen enough fighting in his time that he eventually becomes accustomed to certain tricks.
3rd level you gain immunity to fear and sleep effects.
6th level you gain immunity to paralysis and poisons.
9th level you gain immunity to all disease and petrification and you always know who targeted you with an spell, spell like ability, or other effect whether or not you succeeded the saving throw.
12th level you gain immunity to polymorph effects though you may be subject to a beneficial effect if you specifically allow it.
15th level you gain immunity to death effects.
18th level you gain immunity to mind effecting spells and if you are targeted with one, you may turn it back on it's caster causing them to lose their next turn if they fail a Wil save DC 10+1/2 HD+Int.
Quick Thinking(Ex): Starting at 3rd level, A Fighter gains his Int bonus on his Initiative checks in addition to his dex.
Bitter Experience (Ex): Upon reaching 3rd level, A Fighter may use their class level in place of their ranks for the purposes of all Listen, Spot, and Sense Motive checks.
Mettle(Ex): A fighter of 3rd level gains Mettle As a Hexblade.
Weapon Mastery(Su): At 4th level you choose any +1 special weapon ability. This applies to every weapon you wield as long as it could normally be applied to that type of weapon. At 8th level you may choose another +1 ability, at 12th and 16th level level you may choose any +2 ability, at 20th level you may choose any +4 ability. With any of these, you may choose to split up the abilities into lower level ones, for instance, at 16th level you may instead choose to get two +1 enchantments.
Warband's Knowledge(Ex): At 4th level, A fighter gains a +4 bonus on
Knowledge (nobility and royalty), Knowledge (history), and Knowledge (Geography).
Insightful Dodge(Ex):At 5th level, A fighter gains his Int bonus to AC
when he's not flatfooted or helpless.
Combat Awareness(Ex): A fighter has an uncanny awareness of his surroundings, this equates to Blindsense 15ft at 5th level, 30ft at 9th, 60ft at 13th, 120ft at 17th.
Veteran's Sight(Ex): At 5th level a Fighter reduces the miss chance
from any source, including blindness, darkness or incorporeality (assuming he can damage an incorporeal creature) by 15%. So a fighter attacking a displacer beast would have only a 35% miss chance. This increases by 15% at 8th, 11th, 14th, and 17th level until, at 20th level, all miss chances are negated.
All allies within 15 feet of the fighter gain half the benefit of this feature (rounded down) as the fighter directs and assists them.
Evasion(Ex): At 6th level a fighter gains evasion As a Rogue, though it functions in all types of armor.
Distracting Defender(Ex): Starting At 6th level, a fighter is treated as one size category bigger for the purposes of determining if he blocks line of sight or line of effect. At 13th level, a fighter is treated as two size categories bigger, and at 20th level he is treated is three sizes bigger.
Wary Disbelief(Ex): At 7th level A fighter gains a +5 bonus on saving throws against illusions and furthermore, may make a saving throw without interacting with an illusion provided it is withing 10ft per point of Int modifier.
Prime Target(Su): At 7th level, At the start of every encounter, any
enemy present with Int 3 or more must make a Will Save DC 10+1/2Fighter's Level+Str. Any enemy that fails must attack the fighter to the best of it's ability, without taking obvious unsafe action. For example, a creature would not charge through a group of enemies just to get to the fighter on the other side, but it would ignore closer opponents if the fighter is reachable. This ability lasts for 1d4 rounds, after which the target must save again. If the target is demoralized by the fighter, this ability lasts as long as the demoralization plus 1d4 rounds.
Quick Command(Ex): At 8th level The fighter's allies all gain a bonus to initiative equal to his Int modifier if they are within 20 feet.
Salvo of Strikes(Ex): At 10th level a fighter may use a full round action to unleash a barrage of attacks. He may attack a number of times equal to his iterative attacks granted from his BAB plus additional attacks equal to his Int modifier all extra attacks are at his highest BAB. He may move between each attack if he wishes but no more than twice his land speed total for the turn. A fighter is fatigued for 1d10 minutes afterwards. At 15th level, he may instead may make extra attacks equal to twice Int modifier. A fighter is now fatigued for 1d8 minutes afterwards instead. At 20th level, he may make extra attacks equal to three times his Int Modifier. A fighter is now fatigued for 1d4 minutes afterwards instead.
Legendary Strike(Ex): At 11th level, A fighter that strikes a creature with 8HD less than him with a melee attack can choose to either slay the creature outright or knock it unconscious. If he chooses to slay the creature, it gets a Fort Save DC 10+Fighter's Level+Str Modifier. If he succeeds he is Nauseated for Str modifier rounds. If the Fighter chooses to knock the creature unconscious, it must make a Wil Save DC 10+1/2Fighter's Level+Str Modifier. If he succeeds, he is dazed for Str Modifier rounds. This can only be used once per round. At 19th level, they can use this ability on any creature with 4hd less than them.
Wary Eyes(Ex): At 12th level, a fighter counts as always taking 10 on spot for anything within 30 feet. At 18th level, this increases to 60 feet.
Gleaned Knowledge(Ex):At 13th level, a fighter is treated as having 1 rank in any knowledge skill he hasn't invested ranks into.
Magic Warp (Sp): Starting at 16th level, the fighter can stop magic in their general area. They get [I]Antimagic Field (http://www.d20srd.org/srd/spells/antimagicField.htm)[/I as a spell-like ability, with the following exceptions: any ability created by the fighter and any equipment worn or used by the fighter is not subject to the field, the fighter can suppress the field as an immediate action but must spend a move action to re-activate it, and once per round the fighter can designate one target to be immune to the field for that round.
Ageless Veteran(Ex): At 20th level a fighter becomes immune to aging, magically or otherwise, he has no maximum age and incurs no further aging penalties but retains the bonuses he would gain. He is counted as an outsider whenever it would be beneficial to him and he gains Damage Reduction equal to his Strength score overcome by weapons with descriptors of both the fighter's alignment (a neutral alignment on either/both axis allows them to choose the type that overcomes their DR). A fighter also gains a Frightful Presence out to 30 feet that can be activated or deactivated as a free action.
I know that this class isn't going to be the end all, be all of fighters but I hope that it's in the realm of being fun, enjoyable, and relevant enough in pretty much every situation. While I'm not a great judge of placing things in tiers, I think this sits in the top of tier 4 or bottom of tier 3 though this is purely an estimate.
I tried to keep from front loading the class too much to avoid making it super dippable, though I guess a 2, 3 or even 4 level dip would be pretty good still.
Please give me feedback and critique what we've got, this isn't completely done but I want to get the playground's input on what it is so far. Without further adieu, I give you The Fighter version 321234059.527
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|Commander's Tongue, Bonus Feat, Powerful Presence
2nd|+2|+3|+0|+3|Bonus Feat, Powerful Speech, Spell Reflection, Dowsing Sense
3rd|+3|+3|+1|+3|Bitter Experience, Quick Thinking, Mettle, Calloused Warrior
4th|+4|+4|+1|+4|Warband's Knowledge, Weapon's Mastery
5th|+5|+4|+1|+4|Insightful Dodge, Combat Awareness (15ft), Veteran's Sight (15%)
6th|+6/+1|+5|+2|+5|Evasion,Distracting Defender
7th|+7/+2|+5|+2|+5|Wary Disbelief, Prime Target
8th|+8/+3|+6|+2|+6|Quick Command, Veteran's Sight (30%)
9th|+9/+4|+6|+3|+6|Combat Awareness (30ft)
10th|+10/+5|+7|+3|+7|Salvo of Strikes
11th|+11/+6/+1|+7|+3|+7|Veteran's Sight (45%), Legendary Strike
12th|+12/+7/+2|+8|+4|+8|Wary Eyes
13th|+13/+8/+3|+8|+4|+8|Combat Awareness (60ft), Gleaned Knowledge
14th|+14/+9/+4|+9|+4|+9|Veteran's Sight (60%)
15th|+15/+10/+5|+9|+5|+9|
16th|+16/+11/+6/+1|+10|+5|+10|
17th|+17/+12/+7/+2|+10|+5|+10|Combat Awareness (120ft), Veteran's Sight (75%)
18th|+18/+13/+8/+3|+11|+6|+11|
19th|+19/+14/+9/+4|+11|+6|+11|
20th|+20/+15/+10/+5|+12|+6|+12|Veteran's Sight (All Miss Chance), Ageless Veteran
[/table]
Commander's Tongue: At 1st level and every two levels thereafter, the fighter learns a new language. This can be any language other than secret languages.
Bonus Feat: Same as PHB.
Powerful Presence(Ex): At 1st level, A fighter may add his Strength modifier to his Intimidate checks whenever the target can see him.
Spell Reflection(Ex): At 2nd level, the fighter gains a +2 bonus to AC against spells and spell like abilities. At 5th level, if an enemy misses you with a spell or spell like ability, you can use an immediate action to reflect it back at them. The spell or ability attacks the original caster (who makes a new attack roll using the same modifier as the original attack).If it hits, the caster is subject to the normal effect of the spell or ability, though it's caster level is reduced by 4. You can use this ability a number of times equal to your Int modifier+1 (minimum 1). At 9th level, the effect no longer has it's caster level reduced and at 14th level, it's caster level is increased by 4.
Powerful Speech(Ex): At 2nd level, a fighter takes only half the penalty to intimidate for each size category smaller than the target he is. At 6th level, a demoralized opponent is demoralized for 1d4 extra rounds and you can demoralize an opponent from 15ft away. At 10th level you can demoralize as a move action and you no longer take penalties due to being smaller than your target. At 14th level, a fighter can intimidate targets immune to fear and the target's attitude no longer shifts to unfriendly or hostile after being intimidated. At 18th level a fighter can demoralize as a swift action and can use it from up to 30ft away.
Dowsing Sense(Sp): At 2nd level, a fighter is constantly under the effect of the Know Direction (http://www.d20srd.org/srd/spells/knowDirection.htm) spell. At 6th level a fighter can use Locate Object (http://www.d20srd.org/srd/spells/locateObject.htm) Int modifier times/day. At 12th level, a fighter can use Find The Path (http://www.d20srd.org/srd/spells/findThePath.htm) Int modifier times/day. These are spell-like abilities.
Calloused Warrior(Ex): A fighter's seen enough fighting in his time that he eventually becomes accustomed to certain tricks.
3rd level you gain immunity to fear and sleep effects.
6th level you gain immunity to paralysis and poisons.
9th level you gain immunity to all disease and petrification and you always know who targeted you with an spell, spell like ability, or other effect whether or not you succeeded the saving throw.
12th level you gain immunity to polymorph effects though you may be subject to a beneficial effect if you specifically allow it.
15th level you gain immunity to death effects.
18th level you gain immunity to mind effecting spells and if you are targeted with one, you may turn it back on it's caster causing them to lose their next turn if they fail a Wil save DC 10+1/2 HD+Int.
Quick Thinking(Ex): Starting at 3rd level, A Fighter gains his Int bonus on his Initiative checks in addition to his dex.
Bitter Experience (Ex): Upon reaching 3rd level, A Fighter may use their class level in place of their ranks for the purposes of all Listen, Spot, and Sense Motive checks.
Mettle(Ex): A fighter of 3rd level gains Mettle As a Hexblade.
Weapon Mastery(Su): At 4th level you choose any +1 special weapon ability. This applies to every weapon you wield as long as it could normally be applied to that type of weapon. At 8th level you may choose another +1 ability, at 12th and 16th level level you may choose any +2 ability, at 20th level you may choose any +4 ability. With any of these, you may choose to split up the abilities into lower level ones, for instance, at 16th level you may instead choose to get two +1 enchantments.
Warband's Knowledge(Ex): At 4th level, A fighter gains a +4 bonus on
Knowledge (nobility and royalty), Knowledge (history), and Knowledge (Geography).
Insightful Dodge(Ex):At 5th level, A fighter gains his Int bonus to AC
when he's not flatfooted or helpless.
Combat Awareness(Ex): A fighter has an uncanny awareness of his surroundings, this equates to Blindsense 15ft at 5th level, 30ft at 9th, 60ft at 13th, 120ft at 17th.
Veteran's Sight(Ex): At 5th level a Fighter reduces the miss chance
from any source, including blindness, darkness or incorporeality (assuming he can damage an incorporeal creature) by 15%. So a fighter attacking a displacer beast would have only a 35% miss chance. This increases by 15% at 8th, 11th, 14th, and 17th level until, at 20th level, all miss chances are negated.
All allies within 15 feet of the fighter gain half the benefit of this feature (rounded down) as the fighter directs and assists them.
Evasion(Ex): At 6th level a fighter gains evasion As a Rogue, though it functions in all types of armor.
Distracting Defender(Ex): Starting At 6th level, a fighter is treated as one size category bigger for the purposes of determining if he blocks line of sight or line of effect. At 13th level, a fighter is treated as two size categories bigger, and at 20th level he is treated is three sizes bigger.
Wary Disbelief(Ex): At 7th level A fighter gains a +5 bonus on saving throws against illusions and furthermore, may make a saving throw without interacting with an illusion provided it is withing 10ft per point of Int modifier.
Prime Target(Su): At 7th level, At the start of every encounter, any
enemy present with Int 3 or more must make a Will Save DC 10+1/2Fighter's Level+Str. Any enemy that fails must attack the fighter to the best of it's ability, without taking obvious unsafe action. For example, a creature would not charge through a group of enemies just to get to the fighter on the other side, but it would ignore closer opponents if the fighter is reachable. This ability lasts for 1d4 rounds, after which the target must save again. If the target is demoralized by the fighter, this ability lasts as long as the demoralization plus 1d4 rounds.
Quick Command(Ex): At 8th level The fighter's allies all gain a bonus to initiative equal to his Int modifier if they are within 20 feet.
Salvo of Strikes(Ex): At 10th level a fighter may use a full round action to unleash a barrage of attacks. He may attack a number of times equal to his iterative attacks granted from his BAB plus additional attacks equal to his Int modifier all extra attacks are at his highest BAB. He may move between each attack if he wishes but no more than twice his land speed total for the turn. A fighter is fatigued for 1d10 minutes afterwards. At 15th level, he may instead may make extra attacks equal to twice Int modifier. A fighter is now fatigued for 1d8 minutes afterwards instead. At 20th level, he may make extra attacks equal to three times his Int Modifier. A fighter is now fatigued for 1d4 minutes afterwards instead.
Legendary Strike(Ex): At 11th level, A fighter that strikes a creature with 8HD less than him with a melee attack can choose to either slay the creature outright or knock it unconscious. If he chooses to slay the creature, it gets a Fort Save DC 10+Fighter's Level+Str Modifier. If he succeeds he is Nauseated for Str modifier rounds. If the Fighter chooses to knock the creature unconscious, it must make a Wil Save DC 10+1/2Fighter's Level+Str Modifier. If he succeeds, he is dazed for Str Modifier rounds. This can only be used once per round. At 19th level, they can use this ability on any creature with 4hd less than them.
Wary Eyes(Ex): At 12th level, a fighter counts as always taking 10 on spot for anything within 30 feet. At 18th level, this increases to 60 feet.
Gleaned Knowledge(Ex):At 13th level, a fighter is treated as having 1 rank in any knowledge skill he hasn't invested ranks into.
Magic Warp (Sp): Starting at 16th level, the fighter can stop magic in their general area. They get [I]Antimagic Field (http://www.d20srd.org/srd/spells/antimagicField.htm)[/I as a spell-like ability, with the following exceptions: any ability created by the fighter and any equipment worn or used by the fighter is not subject to the field, the fighter can suppress the field as an immediate action but must spend a move action to re-activate it, and once per round the fighter can designate one target to be immune to the field for that round.
Ageless Veteran(Ex): At 20th level a fighter becomes immune to aging, magically or otherwise, he has no maximum age and incurs no further aging penalties but retains the bonuses he would gain. He is counted as an outsider whenever it would be beneficial to him and he gains Damage Reduction equal to his Strength score overcome by weapons with descriptors of both the fighter's alignment (a neutral alignment on either/both axis allows them to choose the type that overcomes their DR). A fighter also gains a Frightful Presence out to 30 feet that can be activated or deactivated as a free action.