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View Full Version : D&D 3.x Class Return of the GitP Community Fighter Fix Attempt



toapat
2014-03-31, 10:42 PM
After looking back through my history i finally found the threads for this project, long lost. I bring it back to continue its abomnable evolution.

Original: Modified from the original (http://www.giantitp.com/forums/showthread.php?t=265354)
The Second: Found Here (http://www.giantitp.com/forums/showthread.php?265779-Another-Gittp-comunity-fighter-fix-attempt)

Rules:
1) Don't be a ****

2) Claim a turn before posting a change. This will establish a change-order based on who's claimed first. For example, Mike claims, then gets to work on his change, then Mindy claims and patiently waits for Mike while working on her own change, then John makes a change without waiting, then Mark claims, and patiently waits for Mike and Mindy. Mike sees John's change but notes that John didn't have a claim, so just ignores John's change and posts his change. Then Mindy posts hers, then Mark posts his. John, you should have been patient.

3) No More than 3 people can have a claim at a time. Mike claims, then Mindy claims, then Mark claims. John has to wait before making his claim. For fairness' sake, if you've made a claim, you can't make another claim for 4 hours. Further, if someone makes a claim, but then does not do anything, they're skipped after 1 hour.

4) How To Make Changes: on your turn... do what ever you want. If you think the fighter should be a wizard with an animal companion, by all means make it so.

4a) When you go to make a change, you can just ignore the version of the fighter posted last. So Mindy could ignore Mike's changes to the fighter, but if Mindy used them Mark has to use it, but can ignore Mindy's change. Mark could always edit it back to the version before Mike's changes, but that would require a change log for everything he did.

5) Polite discussion is encouraged, of course.

5a) If the discussion boils down to two conflicting views on what a fighter should be, stop after 2 post and responses.

7) Having made a change and posted it, please include it in an up-to-date table, list of fighter class features, a change log of all changes besides minor spelling errors, and if you insert abilities and/or change the text of existing abilities put the changes in red or another color.

8)We want this to be playable with just the SRD/online material, but also to be foward comepatable with the rest of 3.5. So adding maneuvers is cool as WotC has posted them all up online, but referencing a fighter ACF from races of some setting is not cool.

9) Use red to indicate changes to the class, this better helps people see what has changed


current version

The Fighter
Alignment: Any
Hit Die: d10

Class Skills: Balance, Bluff, Climb, Craft, Diplomacy, Handle Animal, Intimidate, Jump, Knowledge: Any, Listen, Profession, Ride, Search, Sense Motive, Spot, Swim and Use Magic Device.
Skill Points at 1st level: (4 + Int modifier)x4
Skill Points at each additional level: 4 + Int modifier



LevelBABFortRefWillSpecial Combat Style Feat CountPerfect War Skill

1st+1+2+0+2Combat Style, Perfect War Skill1+ 0

2nd+2+3+0+3Champion of a Thousand Battles, Uncanny Dodge2+ 0

3rd+3+3+1+3Weapon Mastery, Deadly Strike2+ 1

4th+4+4+1+4Rapid Repositioning (5ft/2 class levels), The Bigger they Are (1)3+ 1

5th+5+4+1+4Determination, Bonus combat style (3), Piercing Strike3+ 1

6th+6/+1+5+2+5Improved Uncanny Dodge, Glorious Combat Mastery4+ 2

7th+7/+2+5+2+5Swift Combat Style4+ 2

8th+8/+3+6+2+6Whirlwind Defense, The Bigger they Are (2)5+ 2

9th+9/+4+6+3+6Timing, Devastating Strike5+ 3

10th+10/+5+7+3+7 Bonus combat style (4), 6+ 3
11th+11/+6/+1+7+3+7 Versatile Actions 6+ 3

12th+12/+7/+2+8+4+8The Harder They Fall, Victor of Endless Wars7+ 4
13th+13/+8/+3+8+4+8Faster then thought7+ 4

14th+14/+9/+4+9+4+9Scatter Weaklings8+ 4

15th+15/+10/+5+9+5+9Bonus combat style (5), Shatter Barrier8+ 5

16th+16/+11/+6/+1+10+5+109+ 5

17th+17/+12/+7/+2+10+5+10Immediate Combat Style9+ 5

18th+18/+13/+8/+3+11+6+1110+ 6

19th+19/+14/+9/+4+11+6+1110+ 6

20th+20/+15/+10/+5+12+6+12Bonus combat style (6), Death Blow11+ 6


Class Features
All of the following are class features of the fighter.

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (not including tower shields).

Combat Styles: At level one, a Fighter creates two Combat Styles. To create a Combat Style, choose a one feat you qualify for.

At the beginning of each day, the Fighter chooses a Combat Style to be his active Combat Style. A Fighter has access to feats in a given Combat Style only when he has that Combat Style as his active Combat Style.

As a move action, a Fighter may shift his Combat Style to any other Combat Style he knows, changing his Combat Style feats to fit the feats granted by the new Combat Style. The fighter may also take this opportunity to draw or sheathe a weapon, and either retrieve and ready a shield or loose and stow it.

At every even level afterwards the Fighter adds an additional feat to each of his Combat Styles. He must meet all prerequisites for these additional feats, although he may use feats within a given Combat Style to qualify for these prerequisites (a Fighter with Power Attack as a normal feat and Cleave in his first Combat Style could take Great Cleave, but only in his first Combat Style. He would have to select a different feat for his other Combat Styles). Additionally, the Fighter can chose a Fighter Alternate Class Feature or an ability from the "fighter special abilities" list(see below) he meets the requirements for instead of a feat.

Dungeoncrasher (Ex)
Requirements: Strength 15
Effect: You excel at overwhelming traps, smashing through doors, and pushing aside your enemies. You gain a +2 competence bonus on saves and to your Armor Class when attacked by traps. You also gain a +5 bonus on Strength checks to break a door, wall, or similar obstacle.

In addition, you gain a special benefit when making bull rush. If you force an opponent to move into a wall or other solid object, he stops as normal. However, your momentum crushes him against it, dealing an amount of bludgeoning damage equal to 4d6 points + twice your Strength bonus (if any).

Flurry of Blows
Requirements: None
Effect: When taking a standard or full-round action to attack, you may make an extra attack at your highest base attack bonus; however, all attacks you make that round take a -2 penalty.

Insightful Blows
Requirements: None
Effect: You may add your Intelligence modifier to ranged and melee damage rolls.

Two-Weapon Flurry (Ex)
Requirements: Two-Weapon Fighting
Effect: Any time you may make a single melee attack, such as when attacking as a standard action or making an attack of opportunity, you may also make a single attack with your off-hand.

Extended Intimidate (Ex)
Requirements: Fighter level 4
Effect: A target you successfully
intimidate suffers lasting effects. Instead of ending when you leaves, as is normal for the Intimidate skill, the intimidation effect lasts for 24 hours after
your departure. Thereafter, the target’s attitude toward you shifts to unfriendly, but a lingering fear remains. Whenever you return to someone you have previously intimidated, you gain a +4 bonus on your Intimidate check to re-establish the effect.

Fast Grab
Requirements: Fighter level 4, Improved Grapple
Effect: After striking a foe up to one size category larger than you with an unarmed strike, flail, spiked chain, or similar weapon, you may attempt to start a grapple as a free action without provoking an attack of opportunity.
Special: At 8th level, you may use this ability on foes up to two size categories larger than you, and at 12th level, you may use it on any foe, regardless of size.

Master Archer
Requirements: Fighter level 4
Effect: You ignore wind effects when using ranged weapons, including spells like wind wall.

Elusive Attack (Ex)
Requirements: Fighter level 6
Effect: As a standard action, make one attack at your highest base attack bonus. Until the start of your next turn, you gain a dodge bonus to AC equal to one-third your fighter level, rounded up.

Improved Dungeoncrasher (Ex)
Requirements: Fighter level 6, Dungeoncrasher
Effect: The bonuses from your Dungeoncrasher ability when dealing with traps increase to +4, and the bonus on Strength checks to break
objects increases to +10. The damage you deal when bull rushing an opponent into a wall increases to 8d6 points + three times your Strength bonus.

Controlling the Field (Ex)
Requirements: Fighter level 6
Effect: The area you threaten doubles. In addition, all movement-- including five-foot steps and Tumble checks-- within your threatened area provokes attacks of opportunity. Spells and class features can't overcome this effect unless their caster level or class level is higher than your fighter level.

Pounce (Ex)
Requirements: Fighter level 6
Effect: You may make a full attack at the end of a charge.

Heroic Charge (Ex)
Requirements: Fighter level 8
Effect: When charging, you may move up to five times your speed.

Swift Demoralization
Requirements: Fighter level 8
Effects: You may use the demoralize opponent aspect of the Intimidate skill as a swift action rather than as a standard action.

Unstoppable (Ex)
Requirements: Fighter level 8
Effects: You permanently gain the benefits of a freedom of movement spell, except for the clauses that enable you to automatically resist and escape grapples.

Halting Attack (Ex)
Requirements: Fighter level 10
Effects: Any foe you strike with an attack of opportunity stops moving immediately, and cannot move for the remainder of their turn. If the attack of opportunity was provoked by an action, they must make a Fortitude save with a DC equal to 10 plus one-half your Fighter level plus your Strength modifier or have the action fail.

Counterattack (Ex)
Requirements: Fighter level 12
Effect: As a standard action, make one melee attack at your highest
base attack bonus. At any time before the start of your next turn, you can use an immediate action to make a melee attack (using your highest base attack bonus) against an enemy that attacks you in melee.

Crippling Strike
Requirements: Fighter level 12
Effect: As a standard action, you may make a crippling strike. Make a single attack. If it hits, you deal damage as normal, and the target must make a Fortitude save with a DC equal to 10 plus one-half your Fighter level plus your Strength modifier or take Strength or Dexterity damage (your choice) equal to your Strength or Dexterity modifier, depending on if your attack is melee or ranged.

Greater Flurry
Requirements: Fighter level 12, Flurry of Blows
Effect: When using Flurry of Blows, you may make a second attack at your highest base attack bonus.

Overpowering Attack (Ex)
Requirements: Fighter level 16
Effect: As a standard action, make one attack at your highest base attack bonus. That attack deals double damage, as do any other attacks you make before the start of your next turn.


At levels 5, 10, 15, and 20, the Fighter gains an additional Combat Style, with a number of feats equal to the number in his other Combat Styles, as though he had always had an additional combat style.

At level 7 the Fighter may shift his Combat Style as a Swift action. At level 17 the Fighter may shift his Combat Style as an Immediate action.

A Fighter may use the feats granted by his Combat Style to qualify for Prestige Classes and/or other feats, but he loses the benefits of these Prestige Classes and/or feats when in a Combat Style that does not grant him the needed prerequisites.

Perfect War-Skill (Ex): When selecting feats for their combat styles, a Fighter may ignore prerequisites involving other feats and ability scores.

For all purposes, a Fighter may use either their Perfect War-Skill bonus or their physical ability score modifiers, whichever would be higher. For example, a 12th level Fighter with a Dexterity of 8 would have a +4 bonus to their AC from Dexterity, would get +4 to their Reflex saves, and would get 4 additional attacks of opportunity if they took Combat Reflexes.

In addition, a Fighter of at least 3rd level adds the bonus listed in the Perfect War-Skill column to their BAB for the purpose of prerequisites; finally, if a feat gives a static numerical bonus, use the feat's bonus or the bonus from Perfect War-Skill, whichever is higher.

Champion of a Thousand Battles (Ex): A fighter lacks the extensive formal education of a wizard, but he knows how to kill. Beginning at second level, he may use a swift action to make a special Knowledge check with a bonus equal to his fighter level plus his Intelligence modifier to identify monsters and their special powers and vulnerabilities. In addition, he receives an insight bonus to attack and armor class against that type of creature, based on the result of his roll:

Check ResultBonus Granted
10-15+1
16-20+2
21–25+3
26–30+4
31++5

Uncanny Dodge (Ex): At 2nd level, a fighter retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a fighter already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Weapon Mastery (Ex): By third level, a fighter knows how to get the most out of his weapons. Any weapon he wields is treated as having an enhancement bonus equal to the bonus from his Perfect War Skill ability. Weapons lose this effective enhancement bonus at the end of the round after they leave his hands.

Deadly Strike (Ex): A fighter is adept at targeting her opponents' weak points and taking advantage of their weaknesses. Beginning at 3rd level, whenever the fighter hits a target, she deals bonus damage equal to half her class level for each of the following that apply:

The target is unconcealed, not fortified, susceptible to critical hits, and has a discernible anatomy.
The target is flat-footed, denied her dexterity bonus to AC, or is flanked by the fighter.
The target has no armour or natural armour bonus to AC, and has no substitute for armour (any special ability that confers a bonus to AC while the creature remains unarmoured is considered a substitute for armor).


Deadly Strike may be used with melee attacks, ranged attacks made within one range increment, and weapon-like spells used on targets within a range of 30 feet. Damage from Deadly Strike is assumed to be a mix of force- and precision-based damage, and as such, stacks with neither power attack nor with other sources of precision-based damage such as sneak attack.

Deadly Strike used with a weapon deals the same type of damage as the weapon used would deal, ignoring bonus damage. When used with a spell or other effect that deals hit point damage, it deals damage of the same type. Otherwise, damage from Deadly Strike is negative energy damage.

The Bigger They Are... (Ex): A true warrior knows that size is not the same thing as strength. Beginning at 4th level, when attempting a combat maneuver against a larger foe, a fighter gains a +4 bonus to opposed Strength checks, grapple checks, and the like, effectively cancelling out one size category's worth of difference.

At 8th level, this bonus improves to +8 against foes who are two size categories or more larger than him, effectively cancelling out two size categories worth of difference. Against foes one size larger than him, this bonus is still only +4. For example, a human fighter would have a +4 bonus to grapple checks against and ogre (large size), but a +8 bonus against a cloud giant (huge size).

Rapid Repositioning (Ex): The fighter is adept at reading the flow of battle and quickly repositioning herself to be in the right place at the right time. From 4th level onwards, she may move up to 5ft per two class levels as an immediate action. This movement may use any medium for which she has a corresponding speed.

If this class feature is used to interrupt another character's action, the movement granted becomes subject to an 'en passant' rule: the fighter is treated as occupying her original space, her destination space, and every space she passes through during her move. If she interrupted an attack that passed through one of these spaces, she grants cover to the target of that attack.

Note that a creature may be hit by attacks against which it conferred cover on another creature, even if it was not the original target.

Determination (Ex) : Beginning at 5th level, a fighter gains a bonus equal to half his class level to all Fortitude and Will saves to resist effects that would restrict his actions, including (but not limited to) death effects, petrification and polymorph effects, compulsion effects, and anything that would be blocked by the Freedom of Movement spell.

Piercing Strike (Ex) : Beginning at 5th level, if the fighter rolls enough damage for an attack that it is not completely negated by its target's hardness or damage reduction, neither hardness nor damage reduction may be applied to that attack.

Improved Uncanny Dodge (Ex): At 6th level and higher, a fighter can no longer be flanked. This defense denies a rogue the ability to sneak attack the fighter by flanking him, unless the attacker has at least four more rogue levels than the target has fighter levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Glorious Combat Mastery (Ex): A Fighter of at least 6th level treats every attack made by or against them as if it was using both a melee and a ranged weapon, and is both a melee and a ranged attack, selecting whichever is better for the Fighter in a given situation.

For example, if a 6th level Fighter has the Deflect Arrows feat, they can, once per round, make any attack against them, regardless of whether or not it is a ranged attack, automatically miss.

Whirlwind Defense (Ex): The fighter is adept at anticipating threats and reacting to defend herself from them.

As an immediate action, a fighter of 8th level or higher may protect herself against a single attack using a whirlwind defense.

A whirlwind defense grants omnidirectional improved cover to the character being defended, at no risk to the fighter. Additionally, each attack, spell, or other effect directed against a character protected by a whirlwind defense has a 50% chance of being denied line of effect altogether. Note that even though this is effectively a percentage chance for an attack to miss, it is not a miss chance.

If a fighter uses whirlwind defense against an attack of opportunity, the attack of opportunity automatically fails and is wasted unless the attacker can normally make attacks of opportunity against opponents with cover.

Whirlwind Defense is effective against incorporeal creatures, but unless the fighter has force attacks or a weapon that can strike incorporeal beings equally effectively, only grants ordinary cover against them, with no chance of interrupting line of effect.

Timing(Ex):At 9th level, a fighter knows just when to strike with his weapon. At any point during their turn, they can chose not to make an attack they would normally make. So in a full attack action, they can chose to not take one of the attacks. If they do so they can make the attack as a free action at any point until their next turn, at the same bonus as when they first tried to make the attack.

Devastating Strike (Ex): The fighter is adept at rising to the challenge when threatened by an enemy, but he is still incredibly dangerous when nobody pays attention to her.

Beginning at 9th level, as a swift action, she may deal +2 damage per class level to an opponent she has just hit with an attack. This damage is treated as if it came from Deadly Strike, and is subject to the same restrictions.

Additionally, a fighter of this level knows how to make better use of a creature's particular banes. She deals bonus damage equal to her class level each time she deals damage to an opponent from a source that is inimical to that opponent.

Any weapon or other item that inflicts damage or harm to a creature that it would not otherwise inflict, on the basis of that creature's identity, race, alignment, type, or subtype, is inimical to that creature.

...The Harder They Fall (Ex): By 12th level, a fighter is a master at redirecting a foe's force. When attempting a combat maneuver against a larger foe, he gains a bonus to opposed Strength checks, grapple checks, and so on equal to his opponent's size bonus.

This ability effectively replaces The Bigger They Are...

Versatile Actions (Ex): The fighter is an adept combatant, able to maximize the effectiveness of his every step and swing in combat. Beginning at 11th level, a fighter receives two standard actions on each of his turns, rather than a standard action and a move action. Each of the fighter's standard actions may be turned into move actions, as normal. This allows a fighter to make two attacks at his full base attack bonus each turn (provided he doesn't otherwise move except to make a 5-foot step), drink two potions, activate two spell completion items, and so on.

Victor of Endless Wars (Ex): Beginning at 12th level, the insight bonus from Champion of a Thousand Battles also applies to damage rolls and any check made as part of a combat maneuver attempt, such as opposed strength checks. In addition, if a fighter gets a result of at least 25 on his knowledge check, his attacks bypass that foe's regeneration, always doing lethal damage.

Faster than Thought (Ex): From 13th level onwards, a fighter may, as a swift action, enter a state of heightened awareness, during which she thinks so far ahead of her enemies that they are almost incapable of doing something that she cannot counter. The benefits of this class feature last until the start of the fighter's next turn.

While in this state of heightened awareness, the fighter protects the entire area within a radius of 5ft per two class levels of her.

Allies within this area, including the fighter herself, receive the benefits of whirlwind defense against all attacks, spells, and other hostile acts. Allies other than the fighter may forgo the whirlwind defense and claim total concealment instead. The fighter also threatens the entirety of her protected area.

Each time the fighter uses this class feature, she must make a DC 20 fighter level check or lose access to it for five rounds.

Scatter Weaklings (Ex): A Fighter of at least 14th level may choose to have any creature that they strike with a weapon of any sort, including their unarmed strike, lose any proficiencies that they have with weapons, armor, and shields.

This loss remains for as long as that creature remains within the Fighter's threatened area, or one round otherwise.

Shatter Barrier (Ex): At 15th level, the fighter's experience of dealing with magic allows her to defeat some magical protections. Her weapon can make a dispel check against any force effect(such as a wall of force or force cage) that she is adjacent to by making an attack(the attack just counts as used, she doesn't make an actual attack). This dispels as greater dispel magic, with no caster level limit, and uses the fighters HD as her caster level.

Death Blow (Ex): By 20th level, the fighter has become a master of combat - and of killing. Every successful attack made by the Fighter deals 1 point of Constitution damage.

In addition, a fighter that spends three consecutive rounds engaged in combat with a the same enemy has learned that enemy's weaknesses and can land a death blow. As a full-round action, he can make a single melee attack. If the attack hits, the target must make a Fortitude save (DC = damage dealt) or be immediately reduced to -1 hit points, or else immediately die if the target of the attack is a creature that can't be reduced to negative hit points (such as undead). If the target succeeds on the save, it still takes damage as normal. Regardless of whether the attack succeeds or fails, the fighter can't use his Death Blow on the same creature more than once in a 24 hour period.


(none of this is mine, i just missed this thread.)


Other Notes: new tables are ugly

toapat
2014-04-11, 06:17 PM
Did this really just reach a point where everyone was happy with it?

p.d0t
2014-04-11, 08:06 PM
What's the definition of "engaged in combat" for the level 20 ability?

Just skimming it, they basically just mashed all the martial classes together, upped the damage and got rid of feat prereqs. It might put them on par with wizard/cleric/druid but it's an inelegant mess.

toapat
2014-04-11, 08:18 PM
What's the definition of "engaged in combat" for the level 20 ability?

Just skimming it, they basically just mashed all the martial classes together, upped the damage and got rid of feat prereqs. It might put them on par with wizard/cleric/druid but it's an inelegant mess.

I think they might have defined the term somewhere, but my only involvement was to create 3 side columns to clean up the readability back in the day. one of said columns immediately trolled Seerow because he didnt look at the tbost he had taken from, and then was removed

you could lay a claim on the class and clean it up