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    Colossus in the Playground
    Join Date
    May 2011
    Location
    My skills exceed yours!
    Gender
    Male

    Default Boosting the Fighter (3.5 Core, PEACH)

    Before I begin, Core is hereby defined as the Player's Handbook and the Dungeon Master's Guide. Because of that, there are very few feats or damage options for the fighters normal bonus feats. Keeping that in mind, please critique this build and help me fix it up.

    Additionally, this class fix is nowhere near as good as Ziegander's or jiriku's, and I acknowledge this. The two of them are geniuses and if you are interested in a true fighter fix (with all of the options of 3.5, not just Core) I strongly suggest you look at theirs instead of mine.

    Alignment: Any

    HD: d10

    Class Skills: The fighter's class skills are Climb, Craft, Handle Animal, Intimidate, Jump, Ride, and Swim

    Skill Points Per Level: 2+Int modifier (x4 at first level)

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|+1|+2|+0|+0|Combat Tactician, Bonus Feat

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

    3rd|+3|+3|+1|+1|Style Support

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

    5th|+5|+4|+1|+1|Skill Support

    6th|+6/+1|+5|+2|+2|Bonus Feat

    7th|+7/+2|+5|+2|+2|No Weak Spots (25%)

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

    9th|+9/+4|+6|+3|+3|Improved Style Support

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

    11th|+11/+6/+1|+7|+3|+3|

    12th|+12/+7/+2|+8|+4|+4|Bonus Feat, No Weak Spots (50%)

    13th|+13/+8/+3|+8|+4|+4|

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

    15th|+15/+10/+5|+9|+5|+5|Greater Style Support

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

    17th|+17/+12/+7/+2|+10|+5|+5|No Weak Spots (100%)

    18th|+18/+13/+8/+3|+11|+6|+6|Bonus Feat

    19th|+19/+14/+9/+4|+11|+6|+6|

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

    [/table]

    Class Features:

    Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons, all types of armor, and all shields (including tower shields)

    Bonus Feat (Ex): At 1st level, and every even level after that, the fighter receives a combat-oriented feat as a bonus feat. This feat is chosen from the Fighter bonus feats listed in the Player’s Handbook.

    Combat Tactician (Ex): A fighter is able to understand and train in complex combat maneuvers that would baffle other men. The fighter is able to ignore the Intelligence requirement for the Combat Expertise feat and any feat that has Combat Expertise as a prerequisite. He must still meet all other prerequisites for the feat.

    Style Support (Ex): A fighter is a combat specialist, able to understand and wield a weapon in unique ways that a normal warrior could never understand. At 3rd level, a fighter selects a specific type of fighting that will become the focus of his career. Once he selects this, he may not change it. He receives a bonus based on his selection:

    Two-Weapon Fighting – A 3rd level fighter who chooses to specialize in fighting with a weapon in each hand reduces the penalty on all his attack rolls by 2. (To a total penalty of 0, if he has the Two-Weapon Fighting feat and a light weapon in his off hand)

    Two-Handed Fighting- A 3rd level fighter who chooses to specialize in fighting with a weapon held in both hands adds twice his Strength modifier to his damage rolls with that weapon, instead of 1.5 times his Strength modifier.

    Sword and Board- A 3rd level fighter who chooses to specialize in fighting with a one-handed or light weapon and a shield may attack with both the weapon and the shield as a full-round attack, taking a -2 penalty to each attack roll, as if he had the Two-Weapon Fighting feat. (If the fighter actually has or later takes the Two-Weapon Fighting feat, this penalty is instead reduced to 0). If a fighter is using a tower shield, he instead gains the ability to deliver a shield bash with the tower shield. A tower shield deals 1d12 bludgeoning damage. It threatens a critical hit on a natural 20 and deals double damage if that critical is confirmed. If the fighter has the
    Improved Shield Bash feat, its effect applies to tower shields. (A fighter who chooses Sword and Board gains both effects of the Style, and applies the correct effects of the class feature based on the shield he is wielding at the time)

    One Weapon- A 3rd level fighter who chooses to fight with one light or one-handed weapon held in one hand and nothing in the other receives a +1 Dodge bonus to his AC equal to half his fighter level, rounded down.

    Unarmed- A 3rd level fighter who chooses to fight with his bare hands deals damage with his unarmed strikes as if he were a monk of his fighter level. This damage is nonlethal unless he has the Improved Unarmed Strike feat.

    Archery- A 3rd level fighter who chooses to focus on ranged combat does not provoke attacks of opportunity for firing a ranged weapon while threatened.

    Skill Support (Ex): A 5th level fighter is able to use his small group of skills more effectively. A 5th level fighter receives the following benefits. He may choose up to one per point of Intelligence bonus (minimum 1):

    Intimidate Support: A fighter who chooses to focus on his intimidation techniques may either use his Strength modifier in place of his Charisma modifier on all Intimidate checks, or may treat himself as if he were one Size category larger than he is for the purpose of Intimidate checks. The fighter may only choose one of these options and the choice cannot be changed later.

    Strength Support: A fighter who chooses to focus on his physical skills finds he is even more adept at them than he was. A fighter who chooses Strength Support ignores the armor check penalty for all his Strength-based skill checks.

    Animal Support: A fighter who chooses to focus on bonding with animals finds even the most stubborn stallion will calm down when he approaches. His stoic figure also allows him to stay saddled on wild animals. A fighter who chooses Animal Support receives a bonus on Handle Animal checks equal to half his class level, and a bonus to Ride checks equal to his total Fortitude saving throw bonus. (His base Fort + his Constitution bonus + any magical enhancements or penalties)

    No Weak Spots (Ex): A fighter’s armor is well-kept. It shores up his defenses and provides almost no opportunity for attacks. At level 7, a fighter wearing heavy armor receives a 25% chance to ignore the extra damage from critical hits and Sneak Attacks. At level 12, this bonus increases to 50%, and a fighter wearing medium armor has a 25% fortification. At level 17, a fighter wearing heavy armor is immune to the extra damage from critical hits and Sneak Attacks, a fighter wearing medium armor has 50% fortification, and a fighter wearing light armor has 25% fortification.

    Improved Style Support (Ex): At level 9, a fighter receives his next power-boost from his choice style.

    Two-Weapon Fighting: A 9th level fighter who specializes in Two-Weapon Fighting treats both weapons he wields as if they had the keen enhancement. If a weapon already has the keen enhancement, or if the fighter has the Improved Critical feat for that weapon, the fighter instead increases the weapon’s critical multiplier by 1.

    Two-Handed Fighting: A 9th level fighter who specializes in fighting with a weapon held in both hands deals 4 points of damage for every 1 point he subtracts from his attack rolls when using the Power Attack feat (This supercedes the normal damage bonus provided by the Power Attack feat). If the fighter does not have the Power Attack feat, he instead deals damage as if his weapon were one Size category larger.

    Sword and Board: A 9th level fighter who specializes in fighting with a weapon and shield gains the ability to taunt his foes. As a full-round action, the fighter may yell something offensive, or beat his shield loudly, or otherwise draw the attention of all foes within 60 feet of him. Depending on the method employed at the time, this is a language-dependent, sound-dependent, or sight-dependent ability. All foes who are affected must make a Will saving throw (DC 10+the fighter’s class level) or be forced to attack him and only him for 1 round per class level. If a monster takes damage from another source, it is allowed another Will save to attempt to shake off the effect, but otherwise, a monster will defend itself from other attacks, but will not fight back until the taunt has ended. If a fighter is surrounded by enemies and a monster who has failed its save against his taunt has no ranged attack options or reach, it will simply move as close as it can and stand perfectly still until it gains an opportunity to attack him or until the effect ends. Additionally, the fighter’s shield bonus to his AC doubles (this includes magical enhancement bonuses)

    One Weapon: A 9th level fighter who fights with a weapon held in one hand and nothing in the other hand gains the ability to deliver a focused blow. As a standard action, the fighter may make a single attack at his highest attack bonus. If he hits, he deals damage as normal and also produces another effect based on the type of damage dealt:

    Bludgeoning- The creature must make a Fortitude save (DC 10+damage dealt) or be dazed for 1 round. If the creature is immune to being dazed, it still must make the saving throw, and if it fails, its natural armor bonus (if it has one) is reduced by 5 for one minute. (To a minimum of +0)

    Piercing- The creature must make a Fortitude save (DC 10+damage dealt) or take 1 point of Constitution damage. If the creature is immune to Constitution damage, it must make the saving throw anyway. If it fails, it takes double damage from the attack (even if it is normally immune to critical hits)

    Slashing- The creature must make a Fortitude save (DC 10+damage dealt) or start bleeding from the wound profusely. Every round, a bleeding creature takes an additional 2 points of damage per wound. (Additional wounds from additional slashes stack) A creature without blood instead must make a Reflex save (DC 10+damage dealt) or provoke an attack of opportunity from all creatures that threaten it (including the fighter)

    Unarmed: A 9th level fighter who focuses on fighting with his bare hands may use his Strength modifier instead of his Wisdom modifier for determining the save DC of his Stunning Fist feat, and also treats his fighter level as if it were his monk level for determining his daily uses of the Stunning Fist feat.
    If the fighter does not have the Stunning Fist feat, he instead gains the Trip ability of the wolf with his unarmed strikes. Any time a fighter hits an opponent with his unarmed strike, he may make a Trip attempt against that enemy as a free action without a touch attack or provoking an attack of opportunity.

    Archery: A 9th level fighter who focuses on ranged combat treats his ammunition as if it were made of force. He ignores all damage reduction and the miss chance for incorporeal creatures with his ammunition.

    Greater Style Support (Ex): A 15th level fighter has mastered his chosen Style, and receives a great benefit for doing so.

    Two-Weapon Fighting: A 15th level fighter who specializes in fighting with two-weapons now deals full Strength damage with his off-hand weapon and whenever a foe provokes an attack of opportunity from him, the fighter may use that attack of opportunity to deliver a full-round attack, using as many iterative attacks as his BAB and feats let him.

    Two-Handed Fighting: A 15th level fighter who specializes in fighting with a weapon held in both hands may make full attacks at the end of a charge. Additionally, any foe the fighter hits at least twice in the same round must make a Fortitude save (DC= total damage dealt) or die instantly as if the fighter had cou’de’graced them. Creatures immune to death effects are immune to this effect.
    Sword and Board: A 15th level fighter who specializes in fighting with a weapon and shield adds his shield bonus (doubled, as per his Improved Style Support) to his touch AC and Reflex saving throws. The fighter also becomes immune to being grappled, bull-rushed, overrun, tripped, or disarmed.

    One Weapon: A 15th level fighter who specializes in fighting with a weapon in one hand and nothing in the other never provokes an attack of opportunity for any type of movement and also gains the ability to deliver two separate full-round attacks by consuming one full-round action. To do this, he must threaten at least two creatures, and must target the same creature for every attack in each full attack, but different creatures for the two full attacks themselves. (For example, if Tordok was wielding a rapier in one hand and holding nothing in his off-hand, and he was fighting both a centaur and a treant, and both were within reach of his weapon, he could consume a single full-round action to attack the centaur 3 times at +15/+10/+5 and the treant 3 times at +15/+10/+5)

    Unarmed: A 15th level fighter who specializes in fighting with his bare fists may make Disarm checks as a free action once per round without provoking an attack of opportunity. If both his hands are free and he uses them both, he treats his unarmed strike as if it were a two-handed weapon for the purpose of Disarm checks. If the fighter successfully Disarms an opponent, that opponent provokes an attack of opportunity from all creatures that threaten it, including the fighter.

    Archery: A 15th level fighter who specializes in fighting with a ranged weapon treats his Base Attack Bonus as if it were doubled for the purpose of iterative attacks, though he may never receive a higher bonus on the actual attack roll than his actual Base Attack Bonus. (So a 15th level fighter specialized in archery making a full-attack would get +15/+15/+15/+15/+10/+5). This benefit only applies when the fighter is using a ranged weapon.
    Last edited by NeoSeraphi; 2011-08-01 at 08:32 PM.

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