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View Full Version : Carlsberg don't do Fighter Fixes...



Hazkali
2007-04-19, 04:18 PM
...but if they did, they'd probably be the best fighter fix in the world!

Okay, okay, the fighter has been "fixed" about a billion times. I just thought I might have a stab at it, so here it is, renamed "Mercenary".

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Mercenary

BAB: Good
Fort: Good
Ref: Poor
Will: Poor

Hit Die: d10

Class Skills

The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (warfare) (Int), Profession (Wis), Ride (Dex), Survival (Wis) and Swim (Str).

In addition, a mercenary may choose to make one of the following skills a class skill: Knowledge (Nobility), Diplomacy, Perform.

Skill Points at 1st level: (4 + Int Modifier) x 4
Skill Points at each level: 4 + Int Modifier

1st Tools of the Trade 1
2nd Improved Healing
3rd Mercenary Ability
4th Tools of the Trade 2
5th Heavy Blow 1
6th Mercenary Ability
7th Second Skin
8th Tools of the Trade 3
9th Improved Critical
10th Heavy Blow 2
11th Mercenary Ability
12th Tools of the Trade 4
13th Deadly Blow 1/day
14th Mercenary Ability
15th Heavy Blow 3
16th Tools of the Trade 5, Deadly Blow 3/day
17th Mercenary Ability
18th Improved Deadly Blow
19th Deadly Blow 5/day
20th Tools of the Trade 6, Heavy Blow 4

Class Features

Weapon/Armour Proficiency: Mercenaries have proficiencies with all types of simple weapons, martial weapons, armours and shields. They also have proficiency with one exotic weapon, chosen by the player at the time of creation.

Tools of the Trade (Ex): At 1st level, 4th level and every 4th level thereafter Mercenaries gain the Tools of the Trade ability. They gain a +1 competence bonus to attack rolls with one weapon of their choice. In addition, at 4th level and every level thereon they gain an additional +1 bonus which may be applied to one of the weapons to which they already have the Tools of the Trade Bonus. For example, Jim an 8th level mercenary has Tools of the Trade 3. He gains a +1 bonus to attack rolls with three different weapons, plus two +1 bonuses that he may choose to apply on two different weapons, giving him a +2, +2 and a +1 bonuses, or all on one weapon, giving him a +3, +1 and +1 bonus.

Improved Healing (Ex): Mercenaries add their constitution modifier (if positive) to the number of hit points they heal per night. If a situation causes them a multiple of the number of hit points they would normally heal (for example, full bed rest doubles the number), then this modifier is doubled also.

Mercenary Ability: The Mercenary gains an ability chosen from the list below. Some abilities have prerequisites. No ability may be chosen more than once unless stated.

Bonus Feat: The Mercenary may choose a bonus feat, from the following list: Blind Fight, Combat Reflexes, Dodge, Quick Draw, Point Blank Shot and Leadership. The Mercenary must have any prerequisites for the feat.

Feat of Endurance (Ex): The Mercenary may, once per day, increase his Strength score by 2 for one round. He gains all of the benefits of his increased strength modifier and also improved carrying capacity and any other benefit of strength 2 points higher.
A mercenary may choose this ability up to three times.

Mercenary Skill (Ex): The mercenary may choose one skill from the list of mercenary class skills. He may always take 10 on this skill, even if stress and distractions would stop him doing so normally. A mercenary must be of at least 14th level to choose this ability.

Always Armed (Ex): The mercenary is always a deadly opponent, even if armed with a table leg. He counts as proficient with improvised weapons, ignoring the -4 nonproficiency penalty normally associated with using improvised weapons. The mercenary still takes the penalty when trying to use weapons with which they are not proficient to full effectiveness, though.

Crippling Strike (Ex): If the Mercenary deals damage with a weapon for which the Mercenary has the Heavy Blow feat they may choose to deal 2 points of strength damage to their opponent. A Mercenary must be a minimum of 6th level to take this ability.

Debilitating Strike (Ex): If the Mercenary deals damage with a weapon for which the Mercenary has the Heavy Blow feat they may choose to deal 2 points of dexterity damage to their opponent. A Mercenary must be a minimum of 6th level to take this ability.

Painful Blow (Ex): When you deal damage to a foe, you may choose to attempt a painful blow. The foe must succeed on a Fortitude save of a DC 10 + damage dealt or be sickened (-2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). If they fail by more than 10 points, they are also nauseated (Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention). The effects last for 2d4 rounds. You may only make one painful blow per round. The minimum Mercenary level for this ability is 6th.


Heavy Blow (Ex): At 5st level, and every 5th level thereafter Mercenaries gain the Heavy Blow ability. They gain a +2 competence bonus to damage rolls with one weapon of their choice, for which they have the Tools of the Trade ability. In addition, at 10th level and every time after they gain an additional +2 bonus which may be applied to one of the weapons to which they already have the Heavy Blow bonus. For example, Jim an 15th level mercenary has Heavy Blow 3. He gains a +2 bonus to attack rolls with three different weapons, plus two +2 bonuses that he may choose to apply on two different weapons, giving him +4, +4 and a +2 bonuses, or all on one weapon, giving him a +6, +2 and +2 bonus.

Second Skin (Ex): At 7th level a Mercenary gains the second skin ability. He does not take any movement penalties for wearing armour.

Improved Critical: At 9th level, the Mercenary gains the Improved Critical feat for one weapon with which they have the Tools of the Trade ability.

Deadly Blow (Ex): At 13th level the Mercenary gains the Deadly blow ability. When the Mercenary deals damage to a foe using the Deadly blow ability, he may declare it a Deadly Blow. The foe must then make a Fortitude save DC 10 + 1/2 Mercenary level + amount of damage dealt or instantly die as if reduced to -10hp. Creatures immune to critical hits are immune to the Deadly blow ability. If the foe passes the fortitude test the attack does an additional 3d6 points of damage.
The Mercenary may use this ability once per day 13th level, three times per day at 16th level, and five times per day at 19th level.
At 18th level, the Mercenary may use this ability to target creatures normally immune to critical hits.

Mercenaries and Weapon Focus: Mercenaries may not take Weapon focus or any feat from the Weapon Focus feat tree (Weapon Focus, Greater Weapon Focus, Weapon Specialisation or Greater Weapon Specialisation) for any weapon with which they have the Tools of the Trade ability. When required as a prerequisite for feats or prestige classes, the following apply: Mercenaries count as having Weapon focus for any weapon with which they have a +1 Tools of the Trade ability. Mercenaries count as having Greater Weapon Focus for any weapon with which they have a +2 tools of the trade ability and 8 Mercenary levels. Mercenaries count as having Weapon Specialisation for any weapon with which they have a +2 Heavy Blow bonus. Mercenaries count as having Greater Weapon Specialisation for any weapon with which they have a +4 Heavy Blow bonus and 12 Mercenary levels.

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Innis Cabal
2007-04-19, 04:19 PM
eh? Ho-hum, as you said, one more fighter re-make to the pile

Lord Iames Osari
2007-04-19, 05:24 PM
This is a pretty weak class. I'm not sure how it stands up to the normal fighter, but most of the abilities are very weak.

For starters, the main thing fighters had going for them, their bonus feats, are gone. And the intended replacement, Mercenary Ability? I'm sorry, but it sucks, and here's why.

Bonus feats:up to 3, as opposed to the 11 granted to the original fighter. And the list of available feats sucks; all of them are mostly useful at low levels, and by the time you can take a 3rd bonus feat, none of them are worth it, except Leadership. Honestly, any mercenary who doesn't use his 6th level Mercenary Ability to pick up Leadership is an idiot.
Feat of Endurance: While it may prove useful in a few circumstances, this ability is quite weak. +2 Str for one round? *yawn* I can drink a potion of bull's strength and get +4 for much longer.
Mercenary Skill: Compared to Skill Mastery, which this is obviously based on, this is laughably weak. Tools of the Trade/Heavy Blow: Obviously a substitute for the Weapon Focus/Spec tree, which are not that great to begin with. Honestly, I'd much rather have the fighter's bonus feats.
Second Skin: This one is actually useful.
Imp Crit: Oh, yay. If I was a fighter, I could have had this feat one level ago.
Deadly Blow: Is incredibly weak for the level at which it's gained.

13th level Merc: Look! I can kill guys 10 levels lower than me in one hit!
13th level Wiz: *has been casting circle of death for 2 levels now* How is that impressive exactly?
13th level Clr: *casts Holy Word/Blasphemy/Dictum/Word of Chaos* Yeah, what's up with that?
13th level Rog:*sneak attacks for +7d6* I don't get it either. I mean, weren't they going to die in one hit anyway?

Hazkali
2007-04-20, 02:34 AM
I see your points.


I'm going to lift the cap of of bonus feats, and swell the list.
I didn't want Feat of Endurance to step too much on the Barbarian's toes. I still think it's applicable at lower levels.
Again, I didn't want Mercenary Skill to step on the Rogue's toes.
I like the idea of Deadly Blow so I'll see what I can do to tweak it. I don't think I'll give it earlier, just bring it up to scratch when it is gained. EDIT: okay, just checked out the spells you've mentioned. Okay, this ability is ludicrously weak.
The list of Mercenary Abilities is not a complete one yet. I'm still working on a couple of ideas.

Lord Iames Osari
2007-04-20, 02:45 AM
I see your points.

I'm going to lift the cap of of bonus feats, and swell the list.
I didn't want Feat of Endurance to step too much on the Barbarian's toes. I still think it's applicable at lower levels.
Again, I didn't want Mercenary Skill to step on the Rogue's toes.
I like the idea of Deadly Blow so I'll see what I can do to tweak it. I don't think I'll give it earlier, just bring it up to scratch when it is gained.
The list of Mercenary Abilities is not a complete one yet. I'm still working on a couple of ideas.
Not stepping on the toes of the barbarian and rogue is meritorious, but I don't think it's an important enough consideration to justify gimping the abilities the way you have.

I'll wait to see more options and how you fix the deadly blow ability before commenting further.

Hazkali
2007-04-20, 11:20 AM
Okay, some more options for the Mercenary ability:

Crippling Strike (Ex): If the Mercenary deals damage with a weapon for which the Mercenary has the Heavy Blow feat they may choose to deal 2 points of strength damage to their opponent. A Mercenary must be a minimum of 6th level to take this ability.

Debilitating Strike (Ex): If the Mercenary deals damage with a weapon for which the Mercenary has the Heavy Blow feat they may choose to deal 2 points of dexterity damage to their opponent. A Mercenary must be a minimum of 6th level to take this ability.

Painful Blow (Ex): When you deal damage to a foe, you may choose to attempt a painful blow. The foe must succeed on a Fortitude save of a DC 10 + damage dealt or be sickened (-2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). If they fail by more than 10 points, they are also nauseated (Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention). The effects last for 2d4 rounds. You may only make one painful blow per round. The minimum Mercenary level for this ability is 6th.

Lord Iames Osari
2007-04-20, 11:29 AM
These abilities are useful. I still feel that a lot of the class abilities would be better as feats, but that's neither here nor there.

On another note, you might want to think about inserting an ability of some kind at 18th level.

Hazkali
2007-04-20, 11:46 AM
I know, the gap sticks out like a sore thumb...

As for Deadly Blow I was thinking of having it similar to the finger of death spell, something like:

Deadly Blow (Ex): At 13th level the Mercenary gains the Deadly blow ability. When the Mercenary deals damage to a foe using the Deadly blow ability, he may declare it a Deadly Blow. The foe must then make a Fortitude save DC 10 + 1/2 Mercenary level + amount of damage dealt or instantly die as if reduced to -10hp. Creatures immune to critical hits are immune to the Deadly blow ability. If the foe passes the fortitude test the attack does an additional 3d6 points of damage.
The Mercenary may use this ability once per day 13th level, three times per day at 16th level, and five times per day at 19th level.
At 18th level, the Mercenary may use this ability to target creatures normally immune to critical hits.

Lord Iames Osari
2007-04-20, 11:55 AM
I gave my version of the fighter a save or die, but I based it off my redo of the monk's quivering palm. Gimme a sec...

Here it is:

Critical Expertise (Ex): Once per day beginning at 17th level, a fighter can make an attack that instantly kills its target. He must declare his intent to use this ability beforehand, and creatures immune to critical hits are immune to this ability. Otherwise, if the fighter successfully makes a melee attack and the target takes damage, the target must then make a Fortitude save against DC 11 + 1/2 the fighter's class levels + Wisdom modifier or die instantly. If the target succeeds on its save, it still takes triple the damage the fighter dealt. If the fighter acheived a critical hit using this ability, the target takes a -4 penalty on his save and takes quadruple damage on a success.

Hazkali
2007-04-20, 11:59 AM
I like the bits about -4 penalty on saves and making creatures immune to crits immune to the attack. I like.

Tweaking my last post now.

EDIT: Yay! My 100th post!

Hazkali
2007-04-21, 03:56 AM
Just adding this caveat with respect to Weapon Focus etc:

Mercenaries and Weapon Focus: Mercenaries may not take Weapon focus or any feat from the Weapon Focus feat tree (Weapon Focus, Greater Weapon Focus, Weapon Specialisation or Greater Weapon Specialisation) for any weapon with which they have the Tools of the Trade ability. When required as a prerequisite for feats or prestige classes, the following apply: Mercenaries count as having Weapon focus for any weapon with which they have a +1 Tools of the Trade ability. Mercenaries count as having Greater Weapon Focus for any weapon with which they have a +2 tools of the trade ability and 8 Mercenary levels. Mercenaries count as having Weapon Specialisation for any weapon with which they have a +2 Heavy Blow bonus. Mercenaries count as having Greater Weapon Specialisation for any weapon with which they have a +4 Heavy Blow bonus and 12 Mercenary levels.

Triaxx
2007-04-21, 05:03 PM
Personally, I'd take this until about seventh level, and then dump into Barbarian. Why? Because the moment I get seventh level, I can go Barbarian and duck under the movement penalties of armor.

Plus I can pick up Leadership, and Feat of Endurance, and then use my Barbarian rage, and a potion of bull's strength...