hamstard4ever
2007-11-22, 02:53 AM
I know it's been done to death, but I figured I'd take a stab at a fighter fix.
Fighter (again!)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Bonus feat
2nd|
+2|
+3|
+0|
+0|Combat specialization +1
3rd|
+3|
+3|
+1|
+1|Bonus feat
4th|
+4|
+4|
+1|
+1|Combat practice
5th|
+5|
+4|
+1|
+1|Bonus feat
6th|
+6/+1|
+5|
+2|
+2|Combat specialization +2
7th|
+7/+2|
+5|
+2|
+2|Bonus feat
8th|
+8/+3|
+6|
+2|
+2|Combat tutoring
9th|
+9/+4|
+6|
+3|
+3|Bonus feat
10th|
+10/+5|
+7|
+3|
+3|Combat specialization +3
11th|
+11/+6/+1|
+7|
+3|
+3|Bonus feat
12th|
+12/+7/+2|
+8|
+4|
+4|Combat mastery
13th|
+13/+8/+3|
+8|
+4|
+4|Bonus feat
14th|
+14/+9/+4|
+9|
+4|
+4|Combat specialization +4
15th|
+15/+10/+5|
+9|
+5|
+5|Bonus feat
16th|
+16/+11/+6/+1|
+10|
+5|
+5|Combat adaptation
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Bonus feat
18th|
+18/+13/+8/+3|
+11|
+6|
+6|Combat specialization +5
19th|
+19/+14/+9/+4|
+11|
+6|
+6|Bonus feat
20th|
+20/+15/+10/+5|
+12|
+6|
+6|Combat supremacy[/table]
Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 3rd level and every two fighter levels thereafter (5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums/
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.
Combat Specialization (Ex): At 2nd level, a fighter chooses an area of expertise to focus on. They may select one of the following categories of weapons: light weapons, one-handed weapons, two-handed weapons, natural weapons, thrown weapons, or ranged weapons. The fighter gains a +1 bonus on attack rolls and damage rolls made with a weapon from the selected category. At 6th level, and every four fighter levels thereafter, the bonus to attack and damage rolls increases by an additional +1, up to a maximum of +5 at level 18.
Combat Practice (Ex): A fighter trains relentlessly in the effort to master ever more difficult feats of martial prowess. Starting at 4th level, a fighter can spend 1 hour engaged in martial exercises in order to temporarily gain the use of one bonus fighter feat of their choice. They must meet all prerequisites of the selected feat normally to gain its benefits; additionally, if a chosen feat has a base attack bonus requirement, it must be equal to or less than the fighter's class level to qualify. The fighter may gain use of only one extra feat at a time in this manner, but they may spend another hour of practice at any time to select a new feat for this ability. The benefits of their chosen feat last for up to 24 hours after their practice session ends.
Temporary feats may be used to qualify for special abilities or magic items, but not for meeting the prerequisites to gain a permanent feat or enter a prestige class.
Combat Tutoring (Ex): A fighter of 8th level or higher can impart some of their training to their comrades. When the fighter spends an hour to use his Combat Practice ability, he may designate a number of allies to join in and participate alongside him, sharing the benefits. Each designated ally who participates in an hour of training with the fighter gains the benefit of one fighter feat as per the Combat Practice ability; each recipient may train for and receive the benefits of a different feat of their choice but all feats chosen must be feats for which the fighter would qualify using their Combat Practice ability (although they are not required to be the same as the feat the fighter chooses for their combat practice). The recipient(s) must still meet the prerequisites for their chosen feats as normal. Feats gained in this fashion otherwise act as though the recipients had gained them through use of the Combat Practice ability, including the limitation of one feat a time.
The fighter can train a number of characters per day equal to his Charisma bonus (minimum 1).
Combat Mastery (Ex): At 12th level, the fighter becomes so certain in their combat skills that they can strike reliably even in the heat of battle. When making an attack roll with a weapon of their chosen combat specialty, the fighter gains the ability to take 10 on their roll under any circumstances.
Combat Adaptation (Ex): At 16th level, the fighter's knowledge of combat techniques becomes so broad they can instinctively call upon even untrained skills. As a swift action, the fighter can choose to gain the use of any one fighter feat for a number of rounds equal to 1/2 their fighter level. The fighter must still meet the prerequisites for the feat, although they may use any temporary feats they currently possess for the purpose of gaining a temporary feat through this ability. Extra feats gained in this manner stack with each other and with any temporary feat gained through Combat Practice.
The fighter may use this ability a number of times per day equal to 3 + their Int bonus (minimum 1).
By choosing to expend two of their daily uses, the fighter can use this ability as an immediate action.
Combat Supremacy (Ex): Upon attaining 20th level, the fighter achieves truly unbeatable mastery in their chosen combat specialty. Whenever an enemy attacks a fighter with a weapon of the fighter's chosen combat specialty, the fighter may choose to treat the enemy's attack as if they had taken 10, automatically treating the enemy's attack roll as if they had rolled a 10. The fighter may not use this ability on attacks they would be denied their Dex bonus to AC against.
My analysis of this design:
Strengths:
It's fairly simple, which was one of my main goals. It gets to 0 dead levels without loading up on too many class abilities. A few of those abilities are admittedly moderately complex on their own, but two of the biggest class abilities, Combat Mastery and Combat Supremacy, actually revolve on simplifying resolution of game rolls.
A common element in simple fighter fixes is to roll in Weapon Focus/Specialization as freebies for the fighter in addition to the standard bonus feats. This does not seem ideal to me, though; while it is reasonable to give fighters the option to specialize in a weapon, it doesn't seem like it should be a defining feature of the class. The Combat Specialty progression gives benefits roughly similar to the Weapon Focus/Specialization tree (including some of the extensions from PHB II) but represents a more reasonable scope of specialization, in my opinion.
Combat Tutoring gives fighters a way to contribute to the party other than hitting things, while still maintaining the fighter's focus on feats. Admittedly it's mostly limited to helping other party members hit things, but hey, they'll appreciate your help. The limitation of having to meet double prerequisites does limit things somewhat, but if nothing else, you can spread around some Improved Initiative to anyone who doesn't have it.
I am of the opinion that a little bit of MAD is a good thing in a class design. Implementing Charisma for the Combat Tutoring ability means that fighters have a little more flexibility in viable ability score distribution; fighters who choose to put a little more emphasis on charisma get something handy to show for it, but fighters can still get by on dumping charisma without being crippled.
Combat Practice, and later Combat Adaptation, give the fighter some badly-needed flexibility without resorting to giving them buckets and buckets of feats.
I always somewhat disliked the quick and easy "two levels for two feats" fighter dip. I know it's hardly the most abusive dip strategy in the game, but it seems just a little too easy. Pushing back the 2nd bonus feat to level 3 counts as a very minor victory here but I still think it's a good idea.
Weaknesses:
It's still generic as hell. This was actually part of the idea, but I realize that's not everyone's cup of tea.
These fighters are still somewhat limited in tactical options. Combat Adaptation probably comes up as too little, too late.
This version leaves the fighter stuck in an in-between place balancewise: at high levels this fighter will still have incredible difficulty matching pace with a full caster, but outstrips most other combat classes by a good margin (Tome of Battle classes might be an exception, I haven't ever had a chance to examine the book closely). If I was to use this variation I'd plan on doing some tweaking to other classes to match anyhow, so this is not a big problem for me.
Any thoughts?
Fighter (again!)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Bonus feat
2nd|
+2|
+3|
+0|
+0|Combat specialization +1
3rd|
+3|
+3|
+1|
+1|Bonus feat
4th|
+4|
+4|
+1|
+1|Combat practice
5th|
+5|
+4|
+1|
+1|Bonus feat
6th|
+6/+1|
+5|
+2|
+2|Combat specialization +2
7th|
+7/+2|
+5|
+2|
+2|Bonus feat
8th|
+8/+3|
+6|
+2|
+2|Combat tutoring
9th|
+9/+4|
+6|
+3|
+3|Bonus feat
10th|
+10/+5|
+7|
+3|
+3|Combat specialization +3
11th|
+11/+6/+1|
+7|
+3|
+3|Bonus feat
12th|
+12/+7/+2|
+8|
+4|
+4|Combat mastery
13th|
+13/+8/+3|
+8|
+4|
+4|Bonus feat
14th|
+14/+9/+4|
+9|
+4|
+4|Combat specialization +4
15th|
+15/+10/+5|
+9|
+5|
+5|Bonus feat
16th|
+16/+11/+6/+1|
+10|
+5|
+5|Combat adaptation
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Bonus feat
18th|
+18/+13/+8/+3|
+11|
+6|
+6|Combat specialization +5
19th|
+19/+14/+9/+4|
+11|
+6|
+6|Bonus feat
20th|
+20/+15/+10/+5|
+12|
+6|
+6|Combat supremacy[/table]
Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 3rd level and every two fighter levels thereafter (5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums/
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.
Combat Specialization (Ex): At 2nd level, a fighter chooses an area of expertise to focus on. They may select one of the following categories of weapons: light weapons, one-handed weapons, two-handed weapons, natural weapons, thrown weapons, or ranged weapons. The fighter gains a +1 bonus on attack rolls and damage rolls made with a weapon from the selected category. At 6th level, and every four fighter levels thereafter, the bonus to attack and damage rolls increases by an additional +1, up to a maximum of +5 at level 18.
Combat Practice (Ex): A fighter trains relentlessly in the effort to master ever more difficult feats of martial prowess. Starting at 4th level, a fighter can spend 1 hour engaged in martial exercises in order to temporarily gain the use of one bonus fighter feat of their choice. They must meet all prerequisites of the selected feat normally to gain its benefits; additionally, if a chosen feat has a base attack bonus requirement, it must be equal to or less than the fighter's class level to qualify. The fighter may gain use of only one extra feat at a time in this manner, but they may spend another hour of practice at any time to select a new feat for this ability. The benefits of their chosen feat last for up to 24 hours after their practice session ends.
Temporary feats may be used to qualify for special abilities or magic items, but not for meeting the prerequisites to gain a permanent feat or enter a prestige class.
Combat Tutoring (Ex): A fighter of 8th level or higher can impart some of their training to their comrades. When the fighter spends an hour to use his Combat Practice ability, he may designate a number of allies to join in and participate alongside him, sharing the benefits. Each designated ally who participates in an hour of training with the fighter gains the benefit of one fighter feat as per the Combat Practice ability; each recipient may train for and receive the benefits of a different feat of their choice but all feats chosen must be feats for which the fighter would qualify using their Combat Practice ability (although they are not required to be the same as the feat the fighter chooses for their combat practice). The recipient(s) must still meet the prerequisites for their chosen feats as normal. Feats gained in this fashion otherwise act as though the recipients had gained them through use of the Combat Practice ability, including the limitation of one feat a time.
The fighter can train a number of characters per day equal to his Charisma bonus (minimum 1).
Combat Mastery (Ex): At 12th level, the fighter becomes so certain in their combat skills that they can strike reliably even in the heat of battle. When making an attack roll with a weapon of their chosen combat specialty, the fighter gains the ability to take 10 on their roll under any circumstances.
Combat Adaptation (Ex): At 16th level, the fighter's knowledge of combat techniques becomes so broad they can instinctively call upon even untrained skills. As a swift action, the fighter can choose to gain the use of any one fighter feat for a number of rounds equal to 1/2 their fighter level. The fighter must still meet the prerequisites for the feat, although they may use any temporary feats they currently possess for the purpose of gaining a temporary feat through this ability. Extra feats gained in this manner stack with each other and with any temporary feat gained through Combat Practice.
The fighter may use this ability a number of times per day equal to 3 + their Int bonus (minimum 1).
By choosing to expend two of their daily uses, the fighter can use this ability as an immediate action.
Combat Supremacy (Ex): Upon attaining 20th level, the fighter achieves truly unbeatable mastery in their chosen combat specialty. Whenever an enemy attacks a fighter with a weapon of the fighter's chosen combat specialty, the fighter may choose to treat the enemy's attack as if they had taken 10, automatically treating the enemy's attack roll as if they had rolled a 10. The fighter may not use this ability on attacks they would be denied their Dex bonus to AC against.
My analysis of this design:
Strengths:
It's fairly simple, which was one of my main goals. It gets to 0 dead levels without loading up on too many class abilities. A few of those abilities are admittedly moderately complex on their own, but two of the biggest class abilities, Combat Mastery and Combat Supremacy, actually revolve on simplifying resolution of game rolls.
A common element in simple fighter fixes is to roll in Weapon Focus/Specialization as freebies for the fighter in addition to the standard bonus feats. This does not seem ideal to me, though; while it is reasonable to give fighters the option to specialize in a weapon, it doesn't seem like it should be a defining feature of the class. The Combat Specialty progression gives benefits roughly similar to the Weapon Focus/Specialization tree (including some of the extensions from PHB II) but represents a more reasonable scope of specialization, in my opinion.
Combat Tutoring gives fighters a way to contribute to the party other than hitting things, while still maintaining the fighter's focus on feats. Admittedly it's mostly limited to helping other party members hit things, but hey, they'll appreciate your help. The limitation of having to meet double prerequisites does limit things somewhat, but if nothing else, you can spread around some Improved Initiative to anyone who doesn't have it.
I am of the opinion that a little bit of MAD is a good thing in a class design. Implementing Charisma for the Combat Tutoring ability means that fighters have a little more flexibility in viable ability score distribution; fighters who choose to put a little more emphasis on charisma get something handy to show for it, but fighters can still get by on dumping charisma without being crippled.
Combat Practice, and later Combat Adaptation, give the fighter some badly-needed flexibility without resorting to giving them buckets and buckets of feats.
I always somewhat disliked the quick and easy "two levels for two feats" fighter dip. I know it's hardly the most abusive dip strategy in the game, but it seems just a little too easy. Pushing back the 2nd bonus feat to level 3 counts as a very minor victory here but I still think it's a good idea.
Weaknesses:
It's still generic as hell. This was actually part of the idea, but I realize that's not everyone's cup of tea.
These fighters are still somewhat limited in tactical options. Combat Adaptation probably comes up as too little, too late.
This version leaves the fighter stuck in an in-between place balancewise: at high levels this fighter will still have incredible difficulty matching pace with a full caster, but outstrips most other combat classes by a good margin (Tome of Battle classes might be an exception, I haven't ever had a chance to examine the book closely). If I was to use this variation I'd plan on doing some tweaking to other classes to match anyhow, so this is not a big problem for me.
Any thoughts?