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Thread: Zman's Fighter Fix(3.5)

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    Firbolg in the Playground
    Join Date
    Apr 2012
    Gender
    Male

    Default Zman's Fighter Fix(3.5)

    Due to the number of Fighter Fixes that are floating around, I decided to try my hand at it.

    This may end up being part of a project to bring most of the classes to Tiers 2-4.

    Most would agree the base fighter is a poorly designed class. Here is my attempt to fix it, bringing it up to a High Tier 4 class. I'm not trying to reinvent the wheel, but simply make Fighter a more viable option. The goal is to give the fighter more options in and outside of combat and also to reduce the sever limitations put on the class.

    Modifications to the Basic Fighter are bolded below. The Base fighter still receives everything they would have before which primarily includes the fighter bonus feats as listed.

    Summary of Changes
    Spoiler
    Show
    The Fighter gains a Good Reflex Save, a better skill list, and more skill points per level. The Fighter also gains a few new abilities which include the ability to two dice for will saves, increase maximum Dex in armor and lower ACP. The Fighter also gains the ability to sacrifice Iterative attacks for an increased chance to hit and deal damage with their other attacks. The Fighter also gains the ability to make additional attacks as a standard and charge actions in addition to gaining an additional 5' step.


    Additions and Changes to the Fighter class.
    Table of Changes
    Custom
    {table=head]Level|BAB|Fort|Ref|Will|Special

    1st|+1|+2|+2|+0|Bonus Feat

    2nd|+2|+3|+3|+0|Bonus Feat

    3rd|+3|+3|+3|+1|Obstinate

    4th|+4|+4|+4|+1|Bonus Feat

    5th|+5|+4|+4|+1|Armored Comfort 1

    6th|+6/+1|+5|+5|+2|Bonus Feat, Measured Strike

    7th|+7/+2|+5|+5|+2|Quick Strike

    8th|+8/+3|+6|+6|+2|Bonus Feat

    9th|+9/+4|+6|+6|+3|Battlefield Movement, Obstinate 2x/day

    10th|+10/+5|+7|+7|+3|Bonus Feat

    11th|+11/+6/+1|+7|+7|+3|Armored Comfort 2

    12th|+12/+7/+2|+8|+8|+4|Bonus Feat

    13th|+13/+8/+3|+8|+8|+4|Obstinate 3x/day

    14th|+14/+9/+4|+9|+9|+4|Bonus Feat

    15th|+15/+10/+5|+9|+9|+5|Veteran

    16th|+16/+11/+6/+1|+10|+10|+5|Bonus Feat

    17th|+17/+12/+7/+2|+10|+10|+5|Armored Comfort 3, Obstinate 4x/day
    18th|+18/+13/+8/+3|+11|+11|+6|Bonus Feat

    19th|+19/+14/+9/+4|+11|+11|+6|Press the Advantage

    20th|+20/+15/+10/+5|+12|+12|+6|Bonus Feat, Legend

    [/table]

    Class Skills:
    Class Skills
    Skill Points at 1st Level: (4 + Int modifier) × 4
    Skill Points at Each Additional Level: 4 + Int modifier


    Alignment
    Any.

    Hit Die
    d10.

    Saves
    Fort:Good
    Ref: Good
    Will: Poor

    Class Skills
    The fighter’s class skills (and the key ability for each skill) are Balance(Dex), Climb (Str), Craft (Int), Gather Information(Cha), Handle Animal (Cha), Hide(Dex), Intimidate (Cha), Jump (Str), Knowledge Dungeoneering(Int), Knowledge Local(Int), Listen(Wis), Move Silently(Dex), Ride (Dex), Search(Int), Spot(Wis), Survival(Wis), Swim (Str), Tumble(Dex) and Use Rope(Dex).

    Skill Points at 1st Level
    (4 + Int modifier) ×4.

    Skill Points at Each Additional Level
    4 + Int modifier.

    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 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 (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). 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.

    Obstinate

    At Level 3 Fighter is truly stubborn, once per day they can choose to roll two will saves and take the better value. This decision must be made prior to the first save being attempted. At 9th, 13th, and 17th levels the Fighter gains another use per day of the Obstinate ability.


    Armored Comfort

    At 5th level the Fighter grows more comfortable in any armor that he wears, the Max Dexterity Modifier of the armor increases by 1 and the Armor Check Penalty of shields and armor is decreased by 1 for the fighter. This ability increases its bonus to Maximum Dexterity Modifier, and its reduction to Armor Check Penalty by an additional one at 11th and 17th levels for a total of +3 bonus to the Maximum Dexterity Modifier of any armor wornand a total bonus of -3 to the Armor Check Penalty of any armor worn or shield used at 17th level. The Fighter also ignores movement penalties for Medium Armor at 5th Level and Heavy armor at 11th level.

    As an added benefit the fighter also gains a competency bonus equal to his Armored Comfort Level to AC(+1 at 5th, +2 at 11th, and +3 at 17th level). This bonus also applies when unarmored.


    Measured Strike

    At 6th level the Fighter learns to measure his strikes to land powerful blows. When making iterative attacks the fighter can forgo an iterative attack to grant an untyped +5 bonus to hit and deal an additional d6 points of damage with each attack until the start of his next round. Any number of Iterative attacks can be sacrificed in this fashion. The decision to sacrifice an iterative attack must be made prior to making any attacks that round.


    Quick Strike

    At 7th level the Fighter cans the ability to make their first iterative attack when attacking as a standard action or as part of a charge. This grants the fighter a second attack on the charge. A two weapon fighter can use Quick Strike to attack with their off hand weapon instead of making an iterative attack.


    Battlefield Movement

    At 9th level the Fighter is more adept at moving around the battlefield, he now can take an additional 5' step per round. All of the standard rules for making a 5' step apply to this additional 5' step.


    Veteran

    At 15th level the Fighter is truly a veteran of battle, he doubles the critical threat range of any weapon he has Weapon Focus with. If the Fighter already benefits from an effect that doubles his critical threat range such as the Improved Critical Feat or Keen Weapon Enhancement he instead expands his critical range by one.


    Press the Advantage

    At 19th level the Fighter can swing with all of its attacks as a standard action and as part of a charge. This includes making all iterative attacks and off hand strikes.


    Legend

    At 20th level the Fighter is truly a legendary Combatant automatically confirming any critical threat with any weapon he has Weapon Specialization with.


    ACF's
    Spoiler
    Show


    Armored Mage

    Level: 1st
    Replaces: Medium and Heavy Armor Proficiencies, Shield Proficiencies except Light Shields.
    Gained: No Arcane Spell Failure in Light Armor or with Light Shields.


    Dungeon Delver

    Level: 2nd
    Loses: Fighter Bonus Feat
    Gains: Trapfinding(Knowledge Dungeoneering to find traps)


    Knight

    Level: 1st
    Replaces: Fighter Bonus feat at 1st, 2nd, and 4th level.
    Gains:
    1st: Mounted Combat, Born in the Saddle
    2nd: Ride-by Attack
    4th: Spirited Charge
    5th: Mount, as Druids Animal Companion(Good Progression). Must be a Light War Horse, Heavy Warhorse, Riding Dog, or other Similar approved mount.

    Born in the Saddle: the Knight adds 1/2 his Knight, to a minimum of 1, Level to Handle Animal and Ride Checks involving any animal he is attempting to use as a mount. A knight may always take 10 for Ride and handle Animal checks involving any animal he is using for a mount.


    Sword and Shield Style

    Level: 5th
    Loses: Armored Comfort
    Gains: Sword and Shield Style: Improve Shield bonus by 1, reduce Shield ACF by 1, +2 Damage with Single Handed Weapons(While using a Shield). Shield bonus applies to Touch AC. These bonus each improve by one at 11th and 17th levels.
    As an added benefit the fighter also gains a competency bonus equal to his Armored Comfort Level to AC(+1 at 5th, +2 at 11th, and +3 at 17th level). This bonus also applies when unarmored.


    Thug

    Level: 1st
    Loses: 1st Level Fighter Bonus Feat, Meadium and Heavy Armor Proficiencies, Tower Shield Proficiency.
    Gains: 6 Skill Points per level, Urban Tracking, and Quick Draw.


    Last edited by Zman; 2013-12-24 at 11:51 AM.