Deepblue706
2007-05-23, 07:57 PM
Okay, okay, before anyone gets pissed about ANOTHER person making a Fighter Fix, especially after so many people have given it a shot (some more successfully than others), let me apologize. I get the feeling that most people are going to think this version is pretty darn lame, but...hey, I can't let that stop me.
This version of the Fighter is purposely made to be simple, with many straightforward abilities, much drawn from what can be found in the core material. I know how much people around here loved BearsWithLasers' fix, and while I think he did a good job on it, the style of it seemed to exist outside the realm of other base classes, for me. I must note, however, I have not picked up the Tome of Battle, nor do I even have the PHB2 (But I will admit I have some vague knowledge of what is in both) - so it could be that I have an archaic point-of-view on all of this. Regardless, below is my shot at making a better Fighter class.
Fighter
Alignment
Any.
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), Ride (Dex), and Swim (Str).
Skill points at 1st level
(2 + Int modifier) x 4
Skill points at each additional level
2 + Int modifier
THE FIGHTER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Disciplined Defense, Endurance
2nd|
+2|
+3|
+0|
+0|Bonus Feat
3rd|
+3|
+3|
+1|
+1|Improved Armor Training
4th|
+4|
+4|
+1|
+1|Bonus Feat, Uncanny Vigor (1/day)
5th|
+5|
+4|
+1|
+1|Diehard, Stand Strong
6th|
+6/+1|
+5|
+2|
+2|Bonus Feat
7th|
+7/+2|
+5|
+2|
+2|Uncanny Dodge
8th|
+8/+3|
+6|
+2|
+2|Bonus Feat, Uncanny Vigor (2/day)
9th|
+9/+4|
+6|
+3|
+3|Superior Armor Training
10th|
+10/+5|
+7|
+3|
+3|Bonus Feat, Mettle
11th|
+11/+6/+1|
+7|
+3|
+3|Alacritous Ardor
12th|
+12/+7/+2|
+8|
+4|
+4|Bonus Feat, Uncanny Vigor (3/day)
13th|
+13/+8/+3|
+8|
+4|
+4|Improved Uncanny Dodge
14th|
+14/+9/+4|
+9|
+4|
+4|Bonus Feat
15th|
+15/+10/+5|
+9|
+5|
+5|Strength of Will
16th|
+16/+11/+6/+1|
+10|
+5|
+5|Bonus Feat, Uncanny Vigor (4/day)
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Heroic Effort
18th|
+18/+13/+8/+3|
+11|
+6|
+6|Bonus Feat
19th|
+19/+14/+9/+4|
+11|
+6|
+6|Final Stand
20th|
+20/+15/+10/+5|
+12|
+6|
+6|Bonus Feat, Uncanny Vigor (5/day)[/table]
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 all armor (light, medium, and heavy) and shields (including tower shields).
Disciplined Defense
At first level, the fighter is a well-trained combatant, possessing not only offensive prowess, but skill enough to deflect blows using weapons with which he is familiar. The Fighter gains a +1 competence bonus to AC when armed with a melee weapon with which he has designated a non-proficiency weapon-specific feat (ie Weapon Focus (Longsword), Weapon Specialization (Longsword), and Improved Critical (Longsword) would grant a total of +3 AC to a Fighter wielding a Longsword). The competence bonus granted is also granted to the fighter when resisting disarm attempts (But not when initiating disarm attempts, himself). Wielding multiple weapons does not cause bonuses to stack.
Endurance
At first level, the fighter gains the Endurance feat. If the fighter already possesses this feat, he may select a Fighter Bonus Feat that he qualifies for, instead.
Bonus Feats
At every even level, the fighter gains a bonus feat, which must be drawn from the feats noted as Fighter Bonus Feats.
Improved Armor Training
At third level, the fighter learns to move in his armor so well, that it becomes like a second skin to him. Maximum Dexterity bonus is increased by 1, and armor check penalties are lessened by 1, for all armors he wears. The benefits of Improved Armor Training do not stack with those of using armors made of special material that also reduce armor check penalties, or improve the maximum dexterity bonus of that armor, such as Mithral.
Uncanny Vigor(Ex)
Starting at fourth level, the fighter begins to show how much his disciplined endurance training can pay off. 1/day (and an additional 1/day every four levels), the fighter may chose to make a Fortitude save in place of any other save.
Diehard
At fifth level, the fighter gains the Diehard feat. If the fighter already possesses this feat, he may select a Fighter Bonus Feat that he qualifies for, instead.
Stand Strong(Ex)
At fifth level, the fighter has the ability to display true stamina and toughness in times of need. As a Move Action, he may expend one daily use of his Uncanny Vigor ability to gain the benefits of the spell False Life, as if cast by a spellcaster of half his fighter level (round down). Additionally, this ability surpresses Fatigue upon the user, for the length of its duration.
Uncanny Dodge(Ex)
Starting at seventh level, a fighter can react to danger before his senses would normally allow him to do so. The 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.
Superior Armor Training
At ninth level, the fighter has maximized his efficiency with movement in armor, granting himself an additional +1 Maximum Dexterity bonus to all armors he wears, as well as an additional reduction of Armor Check Penalty by 1. All armors he wears are also treated as one category lighter than normal for purposes of movement and other limitations: therefore, heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. The benefits of Superior Armor Training do not stack with those of using armors made of special material that also reduce armor check penalties, or improve the maximum dexterity bonus of that armor, such as Mithral.
Mettle(Ex)
From tenth level on, the fighter can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping fighter does not gain the benefit of mettle.
Alacritous Ardor(Ex)
At eleventh level, a fighter has trained himself to a point where he can apply what energy he has to grant himself a surge of speed and celerity. As a Swift Action, a fighter may expend one of his daily uses of the Uncanny Vigor ability to grant himself the benefits of Haste, as if cast by a spellcaster of half his fighter level (round down). When this ability expires, the Fighter immediately becomes Fatigued.
Improved Uncanny Dodge(Ex)
At thirteenth 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.
Strength of Will(Ex)
At fifteenth level, a fighter can display his resolve more through his actions in battle. As a Swift Action, a fighter may expend one of his daily uses of the Uncanny Vigor ability to grant himself the benefits of Freedom of Movement, as if cast by a spellcaster of half his fighter level (round down).
Heroic Effort(Ex)
At seventeenth level, the fighter gains the ability to summon to himself all of his courage, which allows him to make a glorious effort at whatever the battle calls for. As a Swift Action, a fighter may expend one of his daily uses of the Uncanny Vigor ability to grant himself the benefits of Greater Heroism, as if cast by a spellcaster of half his fighter level (round down). When this ability expires, the Fighter immediately becomes Fatigued.
Final Stand(Ex)
At Nineteenth level, the fighter gains the ability to summon to himself all of his body's might at once, granting him abilities that no doubt transcend the normal mortal limit. As a Move Action, a fighter may expend all of his remaining daily uses of Uncanny Vigor(must be at least one) to grant himself the benefits of False Life, Haste, Freedom of Movement, and Greater Heroism, all as if each is cast by a spellcaster of equal level, which instead last a number of rounds equal to half the fighter's class level (round down) + his CON modifier. When this ability expires, the Fighter immediately becomes Exhausted.
Note: No benefits that emulate spells stack with the actual spells cast upon the Fighter, nor do any of the benefits stack with themselves, as they are considered the same source. However, greater versions of the spells cast will override the weaker benefits.
------------------------------------
That's all I have. I hope I don't get lynched.
This version of the Fighter is purposely made to be simple, with many straightforward abilities, much drawn from what can be found in the core material. I know how much people around here loved BearsWithLasers' fix, and while I think he did a good job on it, the style of it seemed to exist outside the realm of other base classes, for me. I must note, however, I have not picked up the Tome of Battle, nor do I even have the PHB2 (But I will admit I have some vague knowledge of what is in both) - so it could be that I have an archaic point-of-view on all of this. Regardless, below is my shot at making a better Fighter class.
Fighter
Alignment
Any.
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), Ride (Dex), and Swim (Str).
Skill points at 1st level
(2 + Int modifier) x 4
Skill points at each additional level
2 + Int modifier
THE FIGHTER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Disciplined Defense, Endurance
2nd|
+2|
+3|
+0|
+0|Bonus Feat
3rd|
+3|
+3|
+1|
+1|Improved Armor Training
4th|
+4|
+4|
+1|
+1|Bonus Feat, Uncanny Vigor (1/day)
5th|
+5|
+4|
+1|
+1|Diehard, Stand Strong
6th|
+6/+1|
+5|
+2|
+2|Bonus Feat
7th|
+7/+2|
+5|
+2|
+2|Uncanny Dodge
8th|
+8/+3|
+6|
+2|
+2|Bonus Feat, Uncanny Vigor (2/day)
9th|
+9/+4|
+6|
+3|
+3|Superior Armor Training
10th|
+10/+5|
+7|
+3|
+3|Bonus Feat, Mettle
11th|
+11/+6/+1|
+7|
+3|
+3|Alacritous Ardor
12th|
+12/+7/+2|
+8|
+4|
+4|Bonus Feat, Uncanny Vigor (3/day)
13th|
+13/+8/+3|
+8|
+4|
+4|Improved Uncanny Dodge
14th|
+14/+9/+4|
+9|
+4|
+4|Bonus Feat
15th|
+15/+10/+5|
+9|
+5|
+5|Strength of Will
16th|
+16/+11/+6/+1|
+10|
+5|
+5|Bonus Feat, Uncanny Vigor (4/day)
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Heroic Effort
18th|
+18/+13/+8/+3|
+11|
+6|
+6|Bonus Feat
19th|
+19/+14/+9/+4|
+11|
+6|
+6|Final Stand
20th|
+20/+15/+10/+5|
+12|
+6|
+6|Bonus Feat, Uncanny Vigor (5/day)[/table]
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 all armor (light, medium, and heavy) and shields (including tower shields).
Disciplined Defense
At first level, the fighter is a well-trained combatant, possessing not only offensive prowess, but skill enough to deflect blows using weapons with which he is familiar. The Fighter gains a +1 competence bonus to AC when armed with a melee weapon with which he has designated a non-proficiency weapon-specific feat (ie Weapon Focus (Longsword), Weapon Specialization (Longsword), and Improved Critical (Longsword) would grant a total of +3 AC to a Fighter wielding a Longsword). The competence bonus granted is also granted to the fighter when resisting disarm attempts (But not when initiating disarm attempts, himself). Wielding multiple weapons does not cause bonuses to stack.
Endurance
At first level, the fighter gains the Endurance feat. If the fighter already possesses this feat, he may select a Fighter Bonus Feat that he qualifies for, instead.
Bonus Feats
At every even level, the fighter gains a bonus feat, which must be drawn from the feats noted as Fighter Bonus Feats.
Improved Armor Training
At third level, the fighter learns to move in his armor so well, that it becomes like a second skin to him. Maximum Dexterity bonus is increased by 1, and armor check penalties are lessened by 1, for all armors he wears. The benefits of Improved Armor Training do not stack with those of using armors made of special material that also reduce armor check penalties, or improve the maximum dexterity bonus of that armor, such as Mithral.
Uncanny Vigor(Ex)
Starting at fourth level, the fighter begins to show how much his disciplined endurance training can pay off. 1/day (and an additional 1/day every four levels), the fighter may chose to make a Fortitude save in place of any other save.
Diehard
At fifth level, the fighter gains the Diehard feat. If the fighter already possesses this feat, he may select a Fighter Bonus Feat that he qualifies for, instead.
Stand Strong(Ex)
At fifth level, the fighter has the ability to display true stamina and toughness in times of need. As a Move Action, he may expend one daily use of his Uncanny Vigor ability to gain the benefits of the spell False Life, as if cast by a spellcaster of half his fighter level (round down). Additionally, this ability surpresses Fatigue upon the user, for the length of its duration.
Uncanny Dodge(Ex)
Starting at seventh level, a fighter can react to danger before his senses would normally allow him to do so. The 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.
Superior Armor Training
At ninth level, the fighter has maximized his efficiency with movement in armor, granting himself an additional +1 Maximum Dexterity bonus to all armors he wears, as well as an additional reduction of Armor Check Penalty by 1. All armors he wears are also treated as one category lighter than normal for purposes of movement and other limitations: therefore, heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. The benefits of Superior Armor Training do not stack with those of using armors made of special material that also reduce armor check penalties, or improve the maximum dexterity bonus of that armor, such as Mithral.
Mettle(Ex)
From tenth level on, the fighter can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping fighter does not gain the benefit of mettle.
Alacritous Ardor(Ex)
At eleventh level, a fighter has trained himself to a point where he can apply what energy he has to grant himself a surge of speed and celerity. As a Swift Action, a fighter may expend one of his daily uses of the Uncanny Vigor ability to grant himself the benefits of Haste, as if cast by a spellcaster of half his fighter level (round down). When this ability expires, the Fighter immediately becomes Fatigued.
Improved Uncanny Dodge(Ex)
At thirteenth 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.
Strength of Will(Ex)
At fifteenth level, a fighter can display his resolve more through his actions in battle. As a Swift Action, a fighter may expend one of his daily uses of the Uncanny Vigor ability to grant himself the benefits of Freedom of Movement, as if cast by a spellcaster of half his fighter level (round down).
Heroic Effort(Ex)
At seventeenth level, the fighter gains the ability to summon to himself all of his courage, which allows him to make a glorious effort at whatever the battle calls for. As a Swift Action, a fighter may expend one of his daily uses of the Uncanny Vigor ability to grant himself the benefits of Greater Heroism, as if cast by a spellcaster of half his fighter level (round down). When this ability expires, the Fighter immediately becomes Fatigued.
Final Stand(Ex)
At Nineteenth level, the fighter gains the ability to summon to himself all of his body's might at once, granting him abilities that no doubt transcend the normal mortal limit. As a Move Action, a fighter may expend all of his remaining daily uses of Uncanny Vigor(must be at least one) to grant himself the benefits of False Life, Haste, Freedom of Movement, and Greater Heroism, all as if each is cast by a spellcaster of equal level, which instead last a number of rounds equal to half the fighter's class level (round down) + his CON modifier. When this ability expires, the Fighter immediately becomes Exhausted.
Note: No benefits that emulate spells stack with the actual spells cast upon the Fighter, nor do any of the benefits stack with themselves, as they are considered the same source. However, greater versions of the spells cast will override the weaker benefits.
------------------------------------
That's all I have. I hope I don't get lynched.