yarrowdeathbloo
2019-06-18, 05:50 PM
This is gonna be the first in a series of posts where I attempt to reduce the power gap in the classes within the 3.5e system and I figured where better to start then with the fighter. The goal of this series is not tomake every class as powerful as wizards clerics and druids (that would be silly) but rather to make each class sufficiently competent at it's role for martial characters this will be defined as being able to kill a balor demon 1 on 1 atleast 75% of the time only using materials from the PHB and the sourcebook the class comes from. I will also be going out of my way to devalue magic vs characters with classes with my tweaks to the martial classes as a minor way to nerf magic (and by extension psionic) users.
The Problems
So the fighter has a fair number of thing holding it back as a class most notably
Lack of class features
9 Dead levels
Lack of ways to contribute meaningfully outside of combat
While the last problem isn't exactly unique to fighters it is exasperated by the fact the fighter slowly becomes a subpar combatant at higher levels instead of feeling like a character who is more skilled at fighting than usual warrior.
Tweaks
Since the problem with the Fighter is a Lack of class features I suggest the following:
Class skills:
The Fighter now has base class skills of 4+int modifier/level
The Fighter also has Balance, Diplomacy, Hide, Knowledge(Architecture and Engineering), Knowledge(Geography), Knowledge(History), Knowledge(Nature), Knowledge(Nobility), Listen, Move Silently, Profession, Sense motive, Spot, and Survival added to its skill list.
Champion actions: at 3rd level you gain 2 Champion Points these can be spent on action granted by this class you regain spent Champion points every round(or 6 seconds when rounds do not apply). You gain an additional Champion point every at level 7 and every 4 levels thereafter. At 3rd level you gain the following champion actions.
Look out(Ex):As a swift action you can spend 1 Champion point to gain a +2 circumstance bonus on spot and listen checks, this lasts until you recover the spent point, you may choose not to recover the Champion point spent on this ability at the start of each round. The bonus granted by this effect is increased by 1 at 7th level and every 4th level after.
Frontman(ex): As a swift action you can spend 1 Champion point to grant yourself and all creatures within 15ft of you a +1 circumstance bonus on saving throws, this lasts until you recover the spent point, you may choose not to recover the Champion point spent on this ability at the start of each round. The bonus granted by this effect is increased by 1 at 7th level and every 4th level after.
Assist(ex): As an immediate action you can spend a Champion Point to grant a creature within 15 ft a +1 circumstance bonus on any skill check. This Bonus is increased by 2 at level 9, level 15, level 17 and level 19.
Parry(ex): At 5th level you learn how to better avoid getting hit. When you are attacked by an enemy you are aware of you may Spend 1 Champion Point to gain your bonus to hit with your current weapon minus your base attack modifier to your ac against that attack.
Counter Blow(ex): Also at 5th level you learn how to better punish your opponents mistakes in combat, whenever an enemy you threaten misses an attack against you, you can spend 1 Champion Point to make an attack against that creature.
Take aim(ex): When making a full attack with a ranged weapon you may choose to spend 1 Champion Point and give up any number of attacks beyond the first, if you do the damage of that attack is multiplied by the number of attacks you gave up +1.
Overwhelm(ex): Starting at 7th level As a swift action you can make a Trip, Grapple, Disarm, Sunder attempt.
Shift(ex):Starting at 9th level as an immediate action you can Champion Point to move 5ft.
Spell Resistance: Starting at 11th level you gain spell resistance equal to your Fighter level, you may choose to allow spells to ignore this resistance.
Mettle (Ex): At 13th level and higher, a 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.
Evasion (Ex): also at level 13 you gain evasion as the rogue.
Veteran Knowledge(ex): Starting at 15th level your knowledge of combat grants you a few abilities if you meet the prerequisites:
Knowledge (architecture and engineering) 15 ranks: When you are part of the construction of a fortification or building that construction takes 50% less time.
Knowledge (Geography) 15 ranks: While traveling creatures in you’re traveling with gain a +5ft circumstance bonus to movement and a +5 circumstance bonus on spot checks to notice natural hazards as well as saving throws to avoid injury from natural hazards.
Knowledge(History) 15 ranks: When in combat with a construct you and all friendly creatures within 60ft gain a +5 circumstance bonus on damage rolls and attack rolls against those constructs, additionally each morning you may make a dc 30 knowledge(history) check if you succeed you know the location of any forgotten Crypts, dungeons, armories, or similarly important structures in the local area.
Knowledge(nature) 15 ranks: You gain a +5 circumstance bonus on survival checks to find food and water additionally when scavenging for food you find double what you normally would. Also you gain a +3 circumstance bonus on spot and listen checks against Beasts, Magical Beasts, and plant Creatures.
Knowledge Nobility 15 ranks: You can get the audience of any Lords, Ladies, Kings, Queens or any similar figures at any moment, additionally when you know how to get on the good side of such figures gaining a +8 circumstance bonus on all diplomacy checks as well as a slightly obscure piece of knowledge about the individual in question.
Master Tactician(ex): Creatures capable of understanding your commands gain a +7 circumstance bonus on attack rolls and damage rolls against creatures and objects you order them to attack, a creature must’ve gotten the order directly from you or an individual you gave the order directly to in order to receive this benefit.
Martial Mastery (ex): Starting at 19th level your threat range is doubled.
Finishing Strike(Ex): Starting at 20th level when you damage a creature with less than half its maximum HP that creature must make a fortitude saving throw with DC equal to the damage taken or be reduced to 0hp.
The Problems
So the fighter has a fair number of thing holding it back as a class most notably
Lack of class features
9 Dead levels
Lack of ways to contribute meaningfully outside of combat
While the last problem isn't exactly unique to fighters it is exasperated by the fact the fighter slowly becomes a subpar combatant at higher levels instead of feeling like a character who is more skilled at fighting than usual warrior.
Tweaks
Since the problem with the Fighter is a Lack of class features I suggest the following:
Class skills:
The Fighter now has base class skills of 4+int modifier/level
The Fighter also has Balance, Diplomacy, Hide, Knowledge(Architecture and Engineering), Knowledge(Geography), Knowledge(History), Knowledge(Nature), Knowledge(Nobility), Listen, Move Silently, Profession, Sense motive, Spot, and Survival added to its skill list.
Champion actions: at 3rd level you gain 2 Champion Points these can be spent on action granted by this class you regain spent Champion points every round(or 6 seconds when rounds do not apply). You gain an additional Champion point every at level 7 and every 4 levels thereafter. At 3rd level you gain the following champion actions.
Look out(Ex):As a swift action you can spend 1 Champion point to gain a +2 circumstance bonus on spot and listen checks, this lasts until you recover the spent point, you may choose not to recover the Champion point spent on this ability at the start of each round. The bonus granted by this effect is increased by 1 at 7th level and every 4th level after.
Frontman(ex): As a swift action you can spend 1 Champion point to grant yourself and all creatures within 15ft of you a +1 circumstance bonus on saving throws, this lasts until you recover the spent point, you may choose not to recover the Champion point spent on this ability at the start of each round. The bonus granted by this effect is increased by 1 at 7th level and every 4th level after.
Assist(ex): As an immediate action you can spend a Champion Point to grant a creature within 15 ft a +1 circumstance bonus on any skill check. This Bonus is increased by 2 at level 9, level 15, level 17 and level 19.
Parry(ex): At 5th level you learn how to better avoid getting hit. When you are attacked by an enemy you are aware of you may Spend 1 Champion Point to gain your bonus to hit with your current weapon minus your base attack modifier to your ac against that attack.
Counter Blow(ex): Also at 5th level you learn how to better punish your opponents mistakes in combat, whenever an enemy you threaten misses an attack against you, you can spend 1 Champion Point to make an attack against that creature.
Take aim(ex): When making a full attack with a ranged weapon you may choose to spend 1 Champion Point and give up any number of attacks beyond the first, if you do the damage of that attack is multiplied by the number of attacks you gave up +1.
Overwhelm(ex): Starting at 7th level As a swift action you can make a Trip, Grapple, Disarm, Sunder attempt.
Shift(ex):Starting at 9th level as an immediate action you can Champion Point to move 5ft.
Spell Resistance: Starting at 11th level you gain spell resistance equal to your Fighter level, you may choose to allow spells to ignore this resistance.
Mettle (Ex): At 13th level and higher, a 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.
Evasion (Ex): also at level 13 you gain evasion as the rogue.
Veteran Knowledge(ex): Starting at 15th level your knowledge of combat grants you a few abilities if you meet the prerequisites:
Knowledge (architecture and engineering) 15 ranks: When you are part of the construction of a fortification or building that construction takes 50% less time.
Knowledge (Geography) 15 ranks: While traveling creatures in you’re traveling with gain a +5ft circumstance bonus to movement and a +5 circumstance bonus on spot checks to notice natural hazards as well as saving throws to avoid injury from natural hazards.
Knowledge(History) 15 ranks: When in combat with a construct you and all friendly creatures within 60ft gain a +5 circumstance bonus on damage rolls and attack rolls against those constructs, additionally each morning you may make a dc 30 knowledge(history) check if you succeed you know the location of any forgotten Crypts, dungeons, armories, or similarly important structures in the local area.
Knowledge(nature) 15 ranks: You gain a +5 circumstance bonus on survival checks to find food and water additionally when scavenging for food you find double what you normally would. Also you gain a +3 circumstance bonus on spot and listen checks against Beasts, Magical Beasts, and plant Creatures.
Knowledge Nobility 15 ranks: You can get the audience of any Lords, Ladies, Kings, Queens or any similar figures at any moment, additionally when you know how to get on the good side of such figures gaining a +8 circumstance bonus on all diplomacy checks as well as a slightly obscure piece of knowledge about the individual in question.
Master Tactician(ex): Creatures capable of understanding your commands gain a +7 circumstance bonus on attack rolls and damage rolls against creatures and objects you order them to attack, a creature must’ve gotten the order directly from you or an individual you gave the order directly to in order to receive this benefit.
Martial Mastery (ex): Starting at 19th level your threat range is doubled.
Finishing Strike(Ex): Starting at 20th level when you damage a creature with less than half its maximum HP that creature must make a fortitude saving throw with DC equal to the damage taken or be reduced to 0hp.