Nicrosil
2014-12-09, 05:39 PM
Yes yes I know Fighter homebrew number 9001...
Note that a lot of this was based by the good work of Jiriku (http://www.giantitp.com/forums/showthread.php?194834-3-5-Fighter-Remix-Doin-it-old-school), Grod the Giant (http://www.giantitp.com/forums/showthread.php?276280-GitP-Fighter-Fix-18343-3-Ziegander-Grod-Tag-Team-Action!), and Ziegander's Freelancer (http://www.giantitp.com/forums/showthread.php?328552-The-Freelancer-(What-the-Fighter-would-look-like-if-the-Rogue-didn-t-exist)-D-amp-D-3-5), as well as a myriad of other fighter homebrew I've seen, so credit where it's due!
This fighter is meant to be versatile, help his allies in combat, and deal a lot of damage.
Alignment Any
Hit Die d10
Class Skills The fighter’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering), Knowledge (History), Listen (Wis), Martial Lore (Int), Perform (Weapon Drill) (Cha), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).
Skill Points (4 + Int modifier) (X4 at 1st level)
Level
BAB
Fort
Ref
Will
Special
1st
+1
+2
+0
+2
Weapon Aptitude, Bonus Feat, Master Strike +1d6
2nd
+2
+3
+0
+3
Warrior of Legends, Bonus Feat
3rd
+3
+3
+1
+3
New Stratagem, Master Strike +2d6
4th
+4
+4
+1
+4
Bonus Feat, Weapon Prowess +1
5th
+5
+4
+1
+4
Master Strike +3d6
6th
+6/+1
+5
+2
+5
New Stratagem, Bonus Feat
7th
+7/+2
+5
+2
+5
Master Strike +4d6
8th
+8/+3
+6
+2
+6
Bonus Feat, Weapon Prowess +2
9th
+9/+4
+6
+3
+6
New Stratagem, Master Strike +5d6
10th
+10/+5
+7
+3
+7
Greater Legends, Combat Trick, Bonus Feat
11th
+11/+6/+1
+7
+3
+7
Master Strike +6d6
12th
+12/+7/+2
+8
+4
+8
Stratagem, Bonus Feat, Weapon Prowess +3
13th
+13/+8/+3
+8
+4
+8
Special Ability, Master Strike +7d6
14th
+14/+9/+4
+9
+4
+9
Bonus Feat
15th
+15/+10/+5
+9
+5
+9
New Stratagem, Master Strike +8d6
16th
+16/+11/+6/+1
+10
+5
+10
Combat Trick, Bonus Feat, Weapon Prowess +4
17th
+17/+12/+7/+2
+10
+5
+10
Master Strike +9d6
18th
+18/+13/+8/+3
+11
+6
+11
New Stratagem, Bonus Feat
19th
+19/+14/+9/+4
+11
+6
+11
Combat Trick, Master Strike +10d6
20th
+20/+15/+10/+5
+12
+6
+12
God of War, Bonus Feat, Weapon Prowess +5
Weapon Aptitude When the Fighter gains a feat that references a specific weapon, he can apply it to any weapon he wields. For example, Weapon Specialization (Greatsword) would apply to any weapon.
Bonus Feat At 1st level, and every even level after, the fighter gets a bonus fighter feat. He must meet all prerequisites for them. After 15 minutes of practice or once a day as a full round action he may retrain his feats, following all the feat retraining rules as normal.
Master Strike When a target is least suspecting it, the fighter can strike with extra oomph. When a target is denied its Dexterity bonus to AC, the fighter adds an extra d6 of damage to his roll. This damage is not multiplied on a critical hit. It does not affect creatures immune to critcal hits. The fighter's bonus damage increases by an extra d6 each odd level. This counts as a Rogue's Sneak Attack for the purposes of ACF's.
Warrior of Legends At second level, the fighter adds his Charisma bonus to all saving throws. If he succeeds a saving throw that has a partial damage on a success, the fighter instead takes no damage.
Stratagems At third level and three levels afterward, he selects a stratagem that he and his allies can act on. If the fighter or any of his allies within 60 feet who can see, hear, and understand him meet these conditions, they get a bonus to attack equal to the fighter's Weapon Prowess bonus and deal an extra d6 of damage.
Adjacent to a single enemy
Adjacent to two or more enemies
Adjacent to no allies
Adjacent to two or more allies
Enemy is flanked
Enemy is denied its Dexterity bonus to AC.
Target is two or more size categories larger than you
Target is two or more size categories smaller than you
The enemy has injured you within the last round
The enemy has yet to injure you in this encounter
The enemy is unarmed and possesses no natural weaponry
You are unarmed and possess no natural weaponry
You did not attack during the previous round
The enemy did not attack during the previous round
You are making an attack of opportunity
You are making a readied attack
You have moved at least 10 feet before making the attack
You have not moved more than five feet since the start of the last round
You are prone
Enemy is prone
You have yet to hit an enemy with an attack in this encounter
You have yet to miss an enemy with an attack in this encounter
You are on higher ground than your enemy
Your are on lower ground than your enemy
You have downed a creature within the past round
You have yet to down a creature in this encounter
Enemy has attacked an ally in this encounter
Enemy has yet to attack an ally in this encounter
You are at over half of your total hit points
You are at under half of your total hit points
You are under the effect of a condition
Enemy is under the effect of a condition
You and enemy are opposite alignments
Weapon Prowess: The fighter applies a bonus equal to one fourth of his fighter level, rounded down, to all rolls made with a weapon he wields.
Greater Legends: At 10th level, the fighter applies 1.5 his Charisma bonus to saving throws. Even on a failed saving throw, the fighter only takes half damage.
Combat Trick: At 10th level and every 3 levels after, the fighter learns a Combat Trick. He can perform Combat Tricks a number of times each encounter equal to his Charisma bonus + his Weapon Prowess bonus.
Parry: make an attack against an attack; if success make an AoO against the one you parried
Flurry Strike: make a full attack as standard action
Swift Strike: make 1 attack at highest BAB as swift action
Follow Through: iterative attacks take only a -2 penalty
Opportunist: if an ally attacks adjacent foe, you may make an AoO against foe
Skill Mastery: chose 3+Charisma bonus skills, get Skill Mastery for those skills
Bloodlust Resurrection: if an attack would kill you, you fly into a rage. +6 strength, dexterity, and constitution and 4 extra bonus points per HD. This lasts until you are reduced to 0 hit points, knocked out, or for 10+new Con modifier
Resilience: if under enchantment, get new saving throw
Inner Potential: enchant a number of items = Cha bonus + Weapon Prowess bonus with enchant equivalent to Weapon Prowess bonus. Enchantment lasts 24 hours.
Fight Dirty: After completing an attack, you may make a bull rush, charge, disarm, sunder, or grapple check, using your attack roll in place of the check made for that maneuver.
Past the Armor: The next successful attack bypasses damage reduction and energy resistance of all types.
Ultimate Defense: Until the end of your next turn, you assume a defensive posture. You may not make attacks of any kind while in this defense. You get a dodge bonus to AC and damage reduction equal to your Charisma modifier + Weapon Prowess bonus. This damage reduction stacks with other kinds of damage reduction.
Bonus Feat
Bonus Stratagem
God of War: At 20th level, a Fighter deals infinite cosmic damage. All your damage rolls deal maximum damage. Bonus damage granted to your allies by your stratagems also deals maximum damage.
So, this requires a lot of work. What do you think? Is there something obvious a fighter needs to have? Is the God of War capstone too much? What other stratagems and special abilities should I include? Please PEACH playground!
Note that a lot of this was based by the good work of Jiriku (http://www.giantitp.com/forums/showthread.php?194834-3-5-Fighter-Remix-Doin-it-old-school), Grod the Giant (http://www.giantitp.com/forums/showthread.php?276280-GitP-Fighter-Fix-18343-3-Ziegander-Grod-Tag-Team-Action!), and Ziegander's Freelancer (http://www.giantitp.com/forums/showthread.php?328552-The-Freelancer-(What-the-Fighter-would-look-like-if-the-Rogue-didn-t-exist)-D-amp-D-3-5), as well as a myriad of other fighter homebrew I've seen, so credit where it's due!
This fighter is meant to be versatile, help his allies in combat, and deal a lot of damage.
Alignment Any
Hit Die d10
Class Skills The fighter’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering), Knowledge (History), Listen (Wis), Martial Lore (Int), Perform (Weapon Drill) (Cha), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).
Skill Points (4 + Int modifier) (X4 at 1st level)
Level
BAB
Fort
Ref
Will
Special
1st
+1
+2
+0
+2
Weapon Aptitude, Bonus Feat, Master Strike +1d6
2nd
+2
+3
+0
+3
Warrior of Legends, Bonus Feat
3rd
+3
+3
+1
+3
New Stratagem, Master Strike +2d6
4th
+4
+4
+1
+4
Bonus Feat, Weapon Prowess +1
5th
+5
+4
+1
+4
Master Strike +3d6
6th
+6/+1
+5
+2
+5
New Stratagem, Bonus Feat
7th
+7/+2
+5
+2
+5
Master Strike +4d6
8th
+8/+3
+6
+2
+6
Bonus Feat, Weapon Prowess +2
9th
+9/+4
+6
+3
+6
New Stratagem, Master Strike +5d6
10th
+10/+5
+7
+3
+7
Greater Legends, Combat Trick, Bonus Feat
11th
+11/+6/+1
+7
+3
+7
Master Strike +6d6
12th
+12/+7/+2
+8
+4
+8
Stratagem, Bonus Feat, Weapon Prowess +3
13th
+13/+8/+3
+8
+4
+8
Special Ability, Master Strike +7d6
14th
+14/+9/+4
+9
+4
+9
Bonus Feat
15th
+15/+10/+5
+9
+5
+9
New Stratagem, Master Strike +8d6
16th
+16/+11/+6/+1
+10
+5
+10
Combat Trick, Bonus Feat, Weapon Prowess +4
17th
+17/+12/+7/+2
+10
+5
+10
Master Strike +9d6
18th
+18/+13/+8/+3
+11
+6
+11
New Stratagem, Bonus Feat
19th
+19/+14/+9/+4
+11
+6
+11
Combat Trick, Master Strike +10d6
20th
+20/+15/+10/+5
+12
+6
+12
God of War, Bonus Feat, Weapon Prowess +5
Weapon Aptitude When the Fighter gains a feat that references a specific weapon, he can apply it to any weapon he wields. For example, Weapon Specialization (Greatsword) would apply to any weapon.
Bonus Feat At 1st level, and every even level after, the fighter gets a bonus fighter feat. He must meet all prerequisites for them. After 15 minutes of practice or once a day as a full round action he may retrain his feats, following all the feat retraining rules as normal.
Master Strike When a target is least suspecting it, the fighter can strike with extra oomph. When a target is denied its Dexterity bonus to AC, the fighter adds an extra d6 of damage to his roll. This damage is not multiplied on a critical hit. It does not affect creatures immune to critcal hits. The fighter's bonus damage increases by an extra d6 each odd level. This counts as a Rogue's Sneak Attack for the purposes of ACF's.
Warrior of Legends At second level, the fighter adds his Charisma bonus to all saving throws. If he succeeds a saving throw that has a partial damage on a success, the fighter instead takes no damage.
Stratagems At third level and three levels afterward, he selects a stratagem that he and his allies can act on. If the fighter or any of his allies within 60 feet who can see, hear, and understand him meet these conditions, they get a bonus to attack equal to the fighter's Weapon Prowess bonus and deal an extra d6 of damage.
Adjacent to a single enemy
Adjacent to two or more enemies
Adjacent to no allies
Adjacent to two or more allies
Enemy is flanked
Enemy is denied its Dexterity bonus to AC.
Target is two or more size categories larger than you
Target is two or more size categories smaller than you
The enemy has injured you within the last round
The enemy has yet to injure you in this encounter
The enemy is unarmed and possesses no natural weaponry
You are unarmed and possess no natural weaponry
You did not attack during the previous round
The enemy did not attack during the previous round
You are making an attack of opportunity
You are making a readied attack
You have moved at least 10 feet before making the attack
You have not moved more than five feet since the start of the last round
You are prone
Enemy is prone
You have yet to hit an enemy with an attack in this encounter
You have yet to miss an enemy with an attack in this encounter
You are on higher ground than your enemy
Your are on lower ground than your enemy
You have downed a creature within the past round
You have yet to down a creature in this encounter
Enemy has attacked an ally in this encounter
Enemy has yet to attack an ally in this encounter
You are at over half of your total hit points
You are at under half of your total hit points
You are under the effect of a condition
Enemy is under the effect of a condition
You and enemy are opposite alignments
Weapon Prowess: The fighter applies a bonus equal to one fourth of his fighter level, rounded down, to all rolls made with a weapon he wields.
Greater Legends: At 10th level, the fighter applies 1.5 his Charisma bonus to saving throws. Even on a failed saving throw, the fighter only takes half damage.
Combat Trick: At 10th level and every 3 levels after, the fighter learns a Combat Trick. He can perform Combat Tricks a number of times each encounter equal to his Charisma bonus + his Weapon Prowess bonus.
Parry: make an attack against an attack; if success make an AoO against the one you parried
Flurry Strike: make a full attack as standard action
Swift Strike: make 1 attack at highest BAB as swift action
Follow Through: iterative attacks take only a -2 penalty
Opportunist: if an ally attacks adjacent foe, you may make an AoO against foe
Skill Mastery: chose 3+Charisma bonus skills, get Skill Mastery for those skills
Bloodlust Resurrection: if an attack would kill you, you fly into a rage. +6 strength, dexterity, and constitution and 4 extra bonus points per HD. This lasts until you are reduced to 0 hit points, knocked out, or for 10+new Con modifier
Resilience: if under enchantment, get new saving throw
Inner Potential: enchant a number of items = Cha bonus + Weapon Prowess bonus with enchant equivalent to Weapon Prowess bonus. Enchantment lasts 24 hours.
Fight Dirty: After completing an attack, you may make a bull rush, charge, disarm, sunder, or grapple check, using your attack roll in place of the check made for that maneuver.
Past the Armor: The next successful attack bypasses damage reduction and energy resistance of all types.
Ultimate Defense: Until the end of your next turn, you assume a defensive posture. You may not make attacks of any kind while in this defense. You get a dodge bonus to AC and damage reduction equal to your Charisma modifier + Weapon Prowess bonus. This damage reduction stacks with other kinds of damage reduction.
Bonus Feat
Bonus Stratagem
God of War: At 20th level, a Fighter deals infinite cosmic damage. All your damage rolls deal maximum damage. Bonus damage granted to your allies by your stratagems also deals maximum damage.
So, this requires a lot of work. What do you think? Is there something obvious a fighter needs to have? Is the God of War capstone too much? What other stratagems and special abilities should I include? Please PEACH playground!