PDA

View Full Version : Revamped fighter, opinions?



Flanking_Bonus
2008-02-13, 10:15 PM
Made this for a friend in a caster-heavy party. The flexible weapon section is based off house rules.


Special
1st Bonus Feat, Trained Proficiencies
2nd Bonus Feat
3rd Goad
4th Bonus Feat,
5th Armor Training -2
6th Bonus Feat, Weapon Style (Lesser)
7th
8th Bonus Feat
9th Improved Goad
10th Armor Training –4, Bonus Feat
11th
12th Bonus Feat, Weapon Style (Greater)
13th
14th Bonus Feat
15th Armor Training -6
16th Bonus Feat
17th
18th Bonus Feat, Weapon Style (Superior)
19th
20th Bonus Feat


Fighter Hit Dice: d10
The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (2 + Int Modifier) x 4.
Skill Points at Each Additional Level: 2 + Int Modifier
Armor and Weapon Proficiencies: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
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 2nd level and every two fighter levels thereafter. 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.
Trained Proficiencies (Ex): By spending at least eight hours a day for a week training using it, a Fighter gains proficiency with one exotic armor or weapon. Each day thereafter, the fighter must train at least an hour per day using the object to maintain this proficiency.
Goad (Ex): At 3rd level, a fighter gains the Goad feat whether meeting the prerequisites or not. Additionally, a fighter may substitute his strength for his charisma score for the Goad feat.
Improved Goad (Ex): At 9th level, a fighter may goad an opponent as a swift action. Additionally, the DC of your Goad’s Will saving throw is increased by +2.
Armor Training (Ex): A fighter reduces his armor’s penalty by 2 upon reaching 5th level. At 10th level, this increases to a 4-point reduction. At 15th level, this increases to a 6-point reduction
Weapon Styles (Ex): When a fighter takes a weapon focus or similar feat, it applies to a particular form of weapon rather than an individual type. Additionally, you gain a limited number of abilities based off the weapon’s style. To use these abilities, you must first train for a week to gain a trained proficiency with it, and train at least one hour per day thereafter. Finally, you may exchange the focus of any of your feats by gaining a trained proficiency in the new weapon (whether already proficient or not).
· Weapon (Axes, Hammers, and Heavy): At 6th level, you ignore the first –1 penalty of any power attack. At 12th level, you add double your strength modifier when using a 2-handed axe, hammer, or heavy weapon. At 18th level, you may ignore an amount of damage reduction equal to your strength modifier when making a power attack. Additionally, foes struck by your power attack have their shield bonuses reduced by half your strength modifier for one round after your attacks.
· Weapon (Bow and Crossbow): At 6th level, you treat all Bows as mighty weapons with a maximum strength modifier equal to 4+1 per 4 fighter levels and deal an additional point of damage, or attacks you make with a crossbow gain half your dexterity modifier in damage. At 12th level, you do not provoke attacks of opportunity for firing a weapon of this type in melee. At 18th level, your bow attacks with Manyshot only receive a –1 penalty per arrow beyond the second, and your crossbow attacks gain your full dexterity modifier in damage (or 1.5x if you have this ability another way).
· Weapon (Flexible Weapon): At 6th level, using a whip or similar flexible weapon does not provoke an attack of opportunity. Additionally, your attacks with flexible weapons may be subdual or lethal damage at your choice. At 12th level, you increase your bonus to disarm, trip, and grapple attempts by +2. At 18th level, you increase your bonus to disarm, trip, and grapple attempts to +4, and attacks you deal in a grapple gain one and a half times your strength modifier.
· Weapon (Light Blade): At 6th level, you gain a +2 bonus to initiative rolls, and deal an additional point of damage. At 12th level, your penalties for wielding 2 weapons are reduced by 1, and you deal an additional 2 points of damage. At 18th level, your bonus to initiative bonus increases to +4, and you add up to half your dexterity modifier to damage.
· Weapon (Long Blade): At 6th level, you gain an additional +2 bonus to armor class when fighting defensively. Additionally, you deal an additional 2 points of damage on attacks of opportunity. At 12th level, you reduce the penalty to attacks while fighting defensively by 1, and increase your damage on attacks of opportunity by 4. At 18th level, you reduce the penalty for fighting defensively by 2, and increase your damage on attacks of opportunity by 6. Additionally, spaces within your reach are treated as difficult terrain.
· Weapon (Polearms, Spears, and Lances): At 6th level you may set your weapon against a charge as an immediate action, and deal an additional 2 damage while mounted. At 12th level, you gain a +4 stability bonus against bulrush, trip, and similar attacks. Additionally, you may shorten or lengthen your grip on which spaces within reach you threaten as a free action. At 18th level, if you are charging or being charged, you increase your critical threat range by +1.
· Weapon (Sling and Thrown Weapons): At 6th level, you increase the range increment of these weapons by 5 feet, and you deal an additional point of damage with them. At 12th level, you increase your range increment with these weapons by 10 feet, and you may halve (or quarter if tiny) your strength bonus to damage to make throwing attacks as a ranged touch. At 18th level, you increase the critical multipler of all throwing weapons by x1.
At 6th level, you gain a +2 bonus to initiative rolls, and deal an additional point of damage. At 12th level, your penalties for wielding 2 weapons are reduced by 1, and you deal an additional 2 points of damage. At 18th level, your bonus to initiative bonus increases to +4, and you add up to half your dexterity modifier to damage.

Flanking_Bonus
2008-02-13, 10:19 PM
Also, having a weapon that fits 2 categories: IE: A greatsword fits both heavy and longblade can use either 1 of the 2 ability sets per round, but must train the 2 hours a day to keep the proficiency abilities for both.

Accountant
2008-02-13, 10:36 PM
I think this is a cool idea you have here. Revamped fighters are popular around these forums. Also, don't forget that there is a homebrew section (BAM (http://www.giantitp.com/forums/forumdisplay.php?f=15)!) for this kinda stuff.

Flanking_Bonus
2008-02-13, 11:00 PM
I think this is a cool idea you have here. Revamped fighters are popular around these forums. Also, don't forget that there is a homebrew section (BAM (http://www.giantitp.com/forums/forumdisplay.php?f=15)!) for this kinda stuff.

whoops, first&2nd post, so i didn't really look before i tossed it onto a random forum.

Miles Invictus
2008-02-14, 12:46 AM
At higher levels, the fighter should get access to a second Weapon Style, so he can effectively use ranged weapons without sacrificing his melee ability.

I don't think your variant is a perfect fix, but you've done one thing I like very much -- allowing the player to change some of his abilities. I'm in favor of anything that makes it harder to render a build useless

sonofzeal
2008-02-14, 01:59 AM
Two problems....

1) It's still "bottom heavy", meaning you get more benefit for the first levels than for the last ones. A true fix should reward people more for sticking with the class to the end, rather than just making it that much more dippable.

2) It still has "dead levels" that give nothing.


Oh, and you have "slings" and "polearms" twice each.

RedShift zX
2008-02-14, 01:48 PM
For a capstone ability, How about something like,

Made up name:

Fighters Fury
"You may use 1/2 (or 2/3) of your full attack as a standard action, 8 times per day, but no more than twice per encounter.

I honestly can't think of any good capstone abilities...and even this one seems a little overpowered in some situations.