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2010-12-09, 04:39 PM (ISO 8601)
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The New Fighter- Still the Feat Boy, But Better
The Fighter
Hit Points: d10
Skills: (4+Int. Mod.) * (3 + level)
Class Skills: Balance, Climb, Craft, Gather Information, Handle Animal, Heal, Intimidate, Jump, Listen, Profession, Ride, Search, Spot, Survival, Swim, Tumble, Use Rope
{table]lvl.|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0|Bonus Feat, Weapon Attunement, Stylistic Learning
2|+2|+3|+0|+0|Bonus Feat
3|+3|+3|+1|+1|Fighting Spirit, Imposing Skill, Second Weapon Attunement
4|+4|+4|+1|+1|Bonus Feat, Field Controller
5|+5|+4|+1|+1|Elusive Attack, Improved Weapon Attunement
6|+6/+1|+5|+2|+2|Bonus Feat, Extended Charge
7|+7/+2|+5|+2|+2|Stylistic Learning
8|+8/+3|+6|+2|+2|Bonus Feat, Improved Field Controller
9|+9/+4|+6|+3|+3|Armor Specialization, Counter Attack
10|+10/+5|+7|+3|+3|Bonus Feat, Finer Weapon Attunement
11|+11/+6/+1|+7|+3|+3|Armor Attunement, Mettle
12|+12/+7/+2|+8|+4|+4|Bonus Feat, Shift Charge
13|+13/+8/+3|+8|+4|+4|Stylistic Learning
14|+14/+9/+4|+9|+4|+4|Bonus Feat
15|+15/+10/+5|+9|+5|+5|Greater Weapon Attunement, Pounce
16|+16/+11/+6/+1|+10|+5|+5|Bonus Feat, Overpowering Attack
17|+17/+12/+7/+2|+10|+5|+5|Greater Armor Attunement
18|+18/+13/+8/+3|+11|+6|+6|Bonus Feat, Greater Shift Charge
19|+19/+14/+9/+4|+11|+6|+6| Greater Mettle
20|+20/+15/+10/+5|+12|+6|+6|Bonus Feat, Weapon Apotheosis[/table]
Bonus Feats: These are drawn from the Fighter bonus feat list, at 1st level, then at every even level.
Weapon Attunement: (Ex) At 1st level, the Fighter chooses a weapon with which he is proficient. At the level he becomes applicable for any feat specifically for that weapon (Weapon Focus, Weapon Specialization, Greater Weapon Focus,Greater Weapon Specialization, Improved Critical, Melee/Ranged Weapon Mastery, and Weapon Supremacy) he gains it automatically.For example, at this level, he gains Weapon Focus for the secondary weapon, at 4th level, he gains Weapon Specialization with it, and so forth.
Stylistic Learning: (Ex) At 1st level, you select a style from the following list, and at appropriate level you gain certain benefits based on that chosen style and feats you have taken relating to it. The styles are Archery, Power Assailant, Two Weapon, Dueling, Mounted, and Spring Attacker.
Archery: At 1st level, if you select the Archery style, you gain Point Blank Shot as a bonus feat. At 7th level , if you have taken the Manyshot feat, Your penalties when using multiple arrows are halved. At 13th level, If you have taken Improved Precise Shot, the miss chance gained by opponents you are shooting at is reduced to 25%.
Power Assailant: At 1st level, if you select the Power Assailant style, then you gain Power Attack as a bonus feat. You must meet the prerequisites for this feat. At 7th level, if you have taken the Cleave feat, you gain a plus 1 bonus to hit and damage on all Cleave or Great Cleave attacks. You may also take 5-foot steps in between Cleave or Great Cleave attacks, starting at 7th level. At 13th level, if you have taken the Great Cleave feat, you may make a full attack against the opponent to be last in you Great Cleave chain, that is, the first one to not die. If he dies, you may not continue your Great Cleaving based on his death.
Two Weapon: At 1st level, if you select the Two Weapon style, you gain Two Weapon Fighting as a bonus feat. You must meet the prerequisites for this feat. At 7th level, if you have taken Improved Two Weapon Fighting, each hand’s penalty when fighting with two weapons is reduced by one, to a minimum of 0. At 13th level, if you have taken Greater Two Weapon Fighting, each hands penalties are reduced by another one, stacking with the previous bonus above, to a minimum of 0.
Mounted: At 1st level, if you select the Mounted style, you gain Mounted Combat as a bonus feat. You must meet the prerequisites for this feat. At 7th level, if you have taken the Ride By Attack feat, you and your mount don’t provoke attacks of opportunity from anyone threatening any part of you charges path. At 13th level, if you have taken the Spirited Charge feat, any opponent you make a Spirited Charge against is automatically flat-footed, and the attack deals triple damage instead (or quadruple for a lance).
Spring Attacker: At 1st level, if you select the Spring Attacker style, you gain Dodge as a bonus feat. You must meet the prerequisites for this feat. At 7th level, if you have taken the Spring Attack feat, your movement does not provoke any attacks of opportunity while springing. At 13th level, if you have taken the Bounding Assault feat, your target(s) are caught flat-footed by your Spring Attack(s).
Dueling: At 1st level, you gain Weapon Finesse as a bonus feat. At 7th level, you may apply your Dex bonus to damage when using a Finessable Weapon. At 13th level, you gain Sneak Attack with Finessable weapons at a rate of 1d6 per 3 Fighter levels.
Fighting Spirit: (Ex) At 3rd level, The Fighter gains his Strength modifier to Will saves, in addition to Wisdom.
Imposing Skill: (Ex) At 3rd level, The Fighter gains half his Fighter level on Intimidate and Diplomacy checks.
Second Weapon Attunement: (Ex) Every good Fighter knows enough to train with their backup weapon. At 3rd level, the Fighter chooses a weapon with which he is proficient. At the level he becomes applicable for any feat specifically for that weapon (Weapon Focus, Weapon Specialization, Greater Weapon Focus,Greater Weapon Specialization, Improved Critical, Melee/Ranged Weapon Mastery, and Weapon Supremacy) plus 2 he gains it automatically. For example, at this level, he gains Weapon Focus for the secondary weapon, at 6th level, he gains Weapon Specialization with it, and so forth.
Field Controller: (Ex) At 4th level, the Fighter gains Improved Feint when using an Attuned weapon. He also gains one of the following regardless of prerequisites: Improved Grapple, Improved Disarm, Improved Trip, Improved Bull Rush, Improved Overrun, or Improved Sunder.
Improved Weapon Attunement: (Ex) At 5th level, Your damage with your 1st attuned weapon goes up one die size.
Elusive Attack: (Ex) At 5th level, you gain this ability, as in the PHII, but without the loss of bonus feat.
Extended Charge: (Ex) At 6th level, your charges may be of twice the normal length, though the minimum distance remains the same.
Improved Field Controller: (Ex) At 8th level, with the Field Controller feat you selected at 4th level, you gain a plus 2 bonus on checks for that feat.
Counter Attack: (Ex) At 9th level, you gain this ability, as in the PHII, but without the loss of bonus feat.
Armor Specialization: The Fighter gains this as a bonus feat at 9th level.
Finer Weapon Attunement: (Ex) At 10th level, with the Weapon you chose to attune with 1st, you may use Combat Reflexes to make an AoO 1 more time than your Dex normally allows (if you possess that feat). You may also use Combat Expertise for twice the benefit (again, if you possess the feat). This happens at 10th level.
Armor Attunement: (Ex) At 11th level, with the armor type you chose for Armor Specialization at 5th level, you now take 1 less armor check penalty (to a minimum of 0), 1 more max. Dex. bonus, and 10% less arcane spellcasting failure (to a minimum of 0).
Mettle: (Ex) At 11th level, whenever a spell would allow a lesser effect on a successful Fortitude or Will save, you instead suffer no effect on a successful save.
Shift Charge: (Ex) At 12th level the fighter may shift the direction of his charge 45 degrees, or take a 5-foot step to the left or right of his path to avoid obstacles or to aid his approach. If the 5-foot step option is used, subtract that from his total allowed distance for his charge. You may only do this once per charge.
Pounce: (Ex) At 15th level, you may make a full attack at the end of a charge.
Greater Weapon Attunement: (Ex) At 15th level, you deal additional damage with your 1st attuned weapon equal to your Fighter level.
Overpowering Attack: (Ex) At 16th level, you gain this ability, as in the PHII, but without the loss of bonus feat.
Greater Armor Attunement: (Ex) At 17th level, your attuned armor provides you with 2 additional armor class.
Greater Shift Charge: (Ex) At 18th level, you may shift your charge as many times as you want in one charge.
Greater Mettle: (Ex) On a Will or Fortitude saving throw where there is a lesser effect on a successful save, you not only suffer no effect on a successful save, but now only suffer the lesser effect on a failed one.
Weapon Apotheosis: (Ex) At 20th level, you reach an almost magical talent with your 1st attuned weapon. You gain an additional attack to your full attack routine at your highest bonus when using that weapon. You are also impossible to disarm with your attuned weapon.
With this new version of the Fighter I'm trying to just make him able to do more things, by giving him some of the feats that are looked over, or taken for not much bonus, as well as opening up other options for him. Comments!?Last edited by ShiningStarling; 2015-06-27 at 10:33 AM.
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2010-12-09, 04:56 PM (ISO 8601)
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Re: The New Fighter- Still the Feat Boy, But Better
awesome avatar made by Trazoi
Totem Cleric:A divine fighter that uses a totem which empowers him.
I will not have as much acces to a computer so I will not post as much.
Spoiler
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2010-12-09, 05:10 PM (ISO 8601)
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Re: The New Fighter- Still the Feat Boy, But Better
Honestly, I don't understand the fascination with feat fighters. They are boring, and no matter what you do, they are only more or less big numbers and (mostly) full attacks 24/7.
Although this is somewhat stronger than the standard fighter, but that isn't saying much. It still has all the problems the core fighter has, and it doesn't do anything better. Also, this class really favors ubercharging, as double damage on a charge is insane with pounce (although it is still a 10 lvl dip in a very mediocre class).
Finally, there are still 9 dead levels and nothing to make you not take Zentharim fighter sub levels, which is something that should be alleviated.Last edited by Dead_Jester; 2010-12-09 at 05:10 PM.
The Age of Warrior, a ToB expansion.
Credits to Ninjaman for old Death Jester avatar.
Homebrew (feel free to PEACH)
Base Classes:
Fighter Fix, The Sublime Matador
Disciplines:
The Endless Play
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2010-12-09, 05:20 PM (ISO 8601)
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Re: The New Fighter- Still the Feat Boy, But Better
you haven't covered skill points per level or class skills, are they the same as the PHB fighter, or are they different?
I would have to advocate widening the fighter's skill set as part of your class, simply because 2+Int mod is too weak for any class IMO, and the fighter is lacking certain skills that would be really useful for doing his job... Listen, search, Spot and at least some of the knowledge skills for example.
I would actually drop the bonus feat at first level considering all the feats this class gives away with Weapon Attunement.Part of YugiohITPAvatar by Smuchmuch
Warning: This post may contain traces of nuts, madness and/or sarcasm, you have been warned.
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2010-12-09, 05:23 PM (ISO 8601)
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Re: The New Fighter- Still the Feat Boy, But Better
I make Zhentarim a standard feature for fighters, same with the weapon focus and combat focus (PHB2) feat trees.
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2010-12-09, 06:06 PM (ISO 8601)
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Re: The New Fighter- Still the Feat Boy, But Better
This looks a lot like the Pathfinder Fighter. Have you looked at that for influence at all? It's another feat-based fighter, but gets many fighter-only feats, and has the added class-specific bonuses of weapon and armor training.
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2010-12-09, 06:08 PM (ISO 8601)
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Re: The New Fighter- Still the Feat Boy, But Better
This mostly only gives Fighters more damage. Damage is not a problem. Fighters are good at that. The problem is, say, when the enemy can fly, or when they're invisible, or when they can control your brain and make you slaughter your allies. Fighters don't have a counter to that.
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2010-12-09, 06:11 PM (ISO 8601)
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Re: The New Fighter- Still the Feat Boy, But Better
This is even less of a fix than the Pathfinder fighter. You get a couple of terrible feats, can use a couple of less terrible feats slightly better. Making a feat fighter is never going to work unless you overhaul feats.
"Hey guys, 4th level! I got +2 to damage!"
"Oh, cool. I got the ability to shoot laser beams that never miss."
"You got that at first level."
"Oh, yeah, you're fight. I can make giant spiderwebs by gesturing and mumbling incomprehensibly now, I guess."
"****."Originally Posted by KKL
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2010-12-10, 04:21 PM (ISO 8601)
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Re: The New Fighter- Still the Feat Boy, But Better
For the record, this isn't SUPPOSED to be perfect. It's supposed to be the same old Fighter, just with more to do with his bonus feats and an ability or two.
However, it is also a rough draft, and comments and ideas would be greatly appreciated. Also just made a quick edit, trying to think of more to do with it, and will update with time.
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2010-12-10, 04:41 PM (ISO 8601)
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Re: The New Fighter- Still the Feat Boy, But Better
This fighter can't do more things, though. He can do the same thing as he always could slightly better: full attack. You haven't really made any inviable feats viable or opened up build options, because all this fighter has over the old one is more numbers.
Originally Posted by KKL
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2010-12-10, 05:14 PM (ISO 8601)
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Re: The New Fighter- Still the Feat Boy, But Better
Thanks for some advice, just added Stylistic learning.
More updates coming, in stlyistic learning, didn't have time today, and the new installments will NOT be more feats.
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2010-12-10, 05:24 PM (ISO 8601)
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Re: The New Fighter- Still the Feat Boy, But Better
So people complain you gave nothing but more feats... and you response is.... another bonus feat? :iiam:
A couple points of advice:
1) The Fighter needs a massive power boost to be in line with other classes.
2) The Fighter needs something to do with his actions besides just attack. There needs to be some sort of decision to make. Also something to use swift actions is highly desirable, so the Fighter can keep up in terms of action economy.
3) Dead levels are bad. They encourage getting out of the class when they come up. People want to feel more awesome with every level they get. When you gain a level and get nothing but +1 BAB and some hit points, it doesn't feel cool.
4) The first two levels of Fighter are fine. If you intend to go the route of stylistic learning have it come in at level 3 at the earliest. No need to make the Fighter 2 dip even more desirable.
But basically your whole fix is same fighter as always, plus double damage charge, 2 extra bonus feats, and flurry at level 20. If your intention is to keep the Fighter weak, that's fine, but most people trying to rework the Fighter are trying to bring it up at least on par with a warblade.If my text is blue, I'm being sarcastic.But you already knew that, right?
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2010-12-12, 10:44 AM (ISO 8601)
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Re: The New Fighter- Still the Feat Boy, But Better
Thanks again for help on this my 1st homebrew. i have now completely filled in the table! comments please
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2010-12-12, 12:17 PM (ISO 8601)
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Re: The New Fighter- Still the Feat Boy, But Better
i wonder what people expect from a Fighter, for me , he is supposed too hit hard and often, sustains heavy damages, maybe give some tactical bonus to allies; what else? ( he is not a jack of all trade able to solve every obstacles nor a spellcaster. )
if people think he is not enough powerful, give more feats, more AC , more Dmg, more MAGIC items.
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2010-12-12, 12:50 PM (ISO 8601)
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Re: The New Fighter- Still the Feat Boy, But Better
We expect the fighter to be reasonably effective and have genuine options in combat. As opposed to, you know, being made completely irrelevant by almost every other class with any melee viability and having only one viable option in combat (I shouldn't need to say it, but I will: full attack).
Originally Posted by KKL
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2010-12-12, 01:19 PM (ISO 8601)
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Re: The New Fighter- Still the Feat Boy, But Better
if people think he is not enough powerful, give more feats, more AC , more Dmg, more MAGIC items.
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2010-12-12, 01:35 PM (ISO 8601)
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Re: The New Fighter- Still the Feat Boy, But Better
my DM allowed the ToB classes with some houserules (no maneuvers prerequisites, an upgradeable chosen weapon and 1 feat at each level) , the player who enjoy his warblade thanks him a lot.
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2010-12-12, 02:45 PM (ISO 8601)
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Re: The New Fighter- Still the Feat Boy, But Better
If my text is blue, I'm being sarcastic.But you already knew that, right?
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2010-12-12, 03:12 PM (ISO 8601)
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Re: The New Fighter- Still the Feat Boy, But Better
Quote:
Originally Posted by umbrapolaris View Post
my DM allowed the ToB classes with some houserules (no maneuvers prerequisites, an upgradeable chosen weapon and 1 feat at each level) , the player who enjoy his warblade thanks him a lot.
I'm sure he does. That doesn't make the Fighter any more enjoyable.
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2010-12-12, 10:34 PM (ISO 8601)
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Re: The New Fighter- Still the Feat Boy, But Better
i think you should give lot of feats, i remember a book where the fighter has one additional feats every level in addition to the "normal" allotment of feats at every 2 levels, that means at every 2 levels he has 2 feats available which can be exchanged for a "special fighter-only feats". and each core fighter feats was redesigned to had a special effect usable only by fighter. the idea was not bad.
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2010-12-13, 06:18 PM (ISO 8601)
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Re: The New Fighter- Still the Feat Boy, But Better
I'm working on a fighter fix for an upcoming game, something I want to post on the boards before I use it, and was wondering if I could use your Weapon Attunement ability -- i think its an elegant way to give the fighter many of those essential feats that are nevertheless speedbumps on the way to even better feats.
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2010-12-14, 06:18 AM (ISO 8601)
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Re: The New Fighter- Still the Feat Boy, But Better
I'm working on a fighter fix for an upcoming game, something I want to post on the boards before I use it, and was wondering if I could use your Weapon Attunement ability -- i think its an elegant way to give the fighter many of those essential feats that are nevertheless speedbumps on the way to even better feats.
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2010-12-14, 07:44 AM (ISO 8601)
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Re: The New Fighter- Still the Feat Boy, But Better
The smite gives him his Strength modifier to hit?
Two things:
- This will give the stereotypical melee fighter BAB+Str+Str+Misc. for his attack roll (meaning it's double his Strength modifier).
- If someone makes a fighter who uses Weapon Finesse and dumps Strength, this will make them worse at hitting. Either change it to mirror that Paladin's wording ("adds his Strength bonus (if any) to his attack roll", though that needs some work) or give it a minimum bonus of +1.
Ideas for abilities (in no particular order):
- A bonus to combat maneuvers (bull rush, trip, grapple, etc.)
- The ability to choose between Dexterity and Strength for damage (improved Weapon Finesse, essentially).
- Extra reach so they can attack from further.
- Pounce.
- Longer charges so they can get to enemies quicker.
- Mettle.
- A secondary Weapon Attunement, so they can use those abilities with an alternate weapon (possibly with a penalty to their fighter level).
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2010-12-14, 04:30 PM (ISO 8601)
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Re: The New Fighter- Still the Feat Boy, But Better
New update made, Thanks to absolmorph for some ideas
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2010-12-14, 04:46 PM (ISO 8601)
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Re: The New Fighter- Still the Feat Boy, But Better
Hm...
Formatting. Bold the name of each class feature ( Weapon Attunement (Ex):, and so on).
Separate the different styles of Stylistic Learning.
That'll make reading over it for critique easier.
For actual features:
The Two-Weapon style is lacking. Allow them to make an attack with both weapons as an attack action. This allows them to use both weapons on a charge or when they have to move.
Mettle would fit well at 11.
A style that uses Weapon Finesse. Weapon Finesse as a bonus feat, Dex to damage at level 7 and something else. I'm not sure what would work well for that.
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2010-12-14, 07:38 PM (ISO 8601)
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Re: The New Fighter- Still the Feat Boy, But Better
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2010-12-14, 09:07 PM (ISO 8601)
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Re: The New Fighter- Still the Feat Boy, But Better
Why leave out Mettle? It makes the fighter better at resisting spells when he needs to, making it harder to to take him out with any Enchantment spells and making him less reliant on magical items or spells (Mindblank and similar).
I like Duelist. Even though it's not Feat synergy, it's still flavorful and handy (even though various enemies will be immune to Sneak Attack).
One thing I just noticed: You didn't include the skill list, skill points and proficiencies.
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2010-12-14, 11:22 PM (ISO 8601)
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Re: The New Fighter- Still the Feat Boy, But Better
Agreed that the fighter is already good at damage, and giving him more doesn't change much. He becomes crazy OP whenever damage is useful, and not much use when it isn't. If anything fixes like this only encourage the DM to create more encounters that stop the fighter from attacking rather than having half his encounters end instantly.
Last edited by ericgrau; 2010-12-14 at 11:23 PM.
So you never have to interrupt a game to look up a rule again:
My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
Printable Cardstock Dungeon Tiles and other terrain stuff (100 MB)
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2010-12-15, 06:24 AM (ISO 8601)
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Re: The New Fighter- Still the Feat Boy, But Better
Agreed that the fighter is already good at damage, and giving him more doesn't change much. He becomes crazy OP whenever damage is useful, and not much use when it isn't. If anything fixes like this only encourage the DM to create more encounters that stop the fighter from attacking rather than having half his encounters end instantly.
Why leave out Mettle? It makes the fighter better at resisting spells when he needs to, making it harder to to take him out with any Enchantment spells and making him less reliant on magical items or spells (Mindblank and similar).
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2010-12-15, 12:31 PM (ISO 8601)
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