A Monster for Every Season: Summer 2
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  1. - Top - End - #1
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    Default My Fighter {take a look see}

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    THis is only half of the Fighter that I use in my campaign world, Jiriku helped me out in some balacining issues ( and gave me the idea for the 7th level ability from his OWN fighter remix. FYI Jiriku is pretty much hard core, amazingly cool. the 2nd half deals with what amounts to maneuvers from the ToB. Tell me what you think, and if you look at the cap stone ability and say ' OMG WOW!" I am happy. I was intedning on just keeping this to myself but.. unforseen circumstances seem to have arisen. for now ignore the whole Martial Tactic column



    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Defense|Special|Bonus Feats|Martial Tactics

    1st|
    +1
    |
    +2
    |
    +1
    |
    +0
    |+0 | Power Attack Martial Aptitude(Weapon Focus) Challenge(Mettle) Parry| Bonus Feat |

    2nd|
    +2
    |
    +3
    |
    +1
    |
    +0
    | +1| Combat Focus (Guardian Glare) (Hardened)Threatening Presence| Bonus Feat |1st,1st

    3rd|
    +3
    |
    +3
    |
    +2
    |
    +1
    | +1| Combat Focus(Combat Defense) (Alertness) Second Wind| Tactical Feat |1st

    4th|
    +4
    |
    +4
    |
    +2
    |
    +1
    |+1 DR1/-| Martial Aptitude (Weapon Specialization) Abiding Aid Armor Mastery| Bonus Feat | 2nd

    5th|
    +5
    |
    +4
    |
    +2
    |
    +1
    |+2 | Combat Focus (Inherent Citadel) Instinctive Reflexes Shield Mastery| |2nd

    6th|
    +6/1
    |
    +5
    |
    +3
    |
    +2
    |+2 |Martial Aptitude (Greater Weapon Focus) Bulwark Shield Ally| Bonus Feat Tactical Feat |3rd

    7th|
    +7/2
    |
    +5
    |
    +3
    |
    +2
    |+3 |Mobile Combatant | |3rd

    8th|
    +8/3
    |
    +6
    |
    +3
    |
    +2
    |+3 DR2/-| Martial Aptitude(Greater Weapon Specialization) (Improved Critical)|Bonus Feat |4th

    9th|
    +9/4
    |
    +6
    |
    +4
    |
    +3
    |+3 | Combat Focus (Combat Evasion) Strategist| Tactical Feat |4th ,1st

    10th|
    +10/5
    |
    +7
    |
    +4
    |
    +3
    |+4 | Martial Aptitude(Weapon Mastery) | Bonus Feat |5th

    11th|
    +11/6/1
    |
    +7
    |
    +4
    |
    +3
    |+4 | Challenge (Daunting Challenge) | |5th ,2nd

    12th|
    +12/7/2
    |
    +8
    |
    +5
    |
    +4
    |+5 DR3/-| Defensive Mastery | Bonus Feat Tactical Feat |6th

    13th|
    +13/8/3
    |
    +8
    |
    +5
    |
    +4
    |+5 | Martial Aptitude (Weapon Supremacy) | |6th ,3rd

    14th|
    +14/9/4
    |
    +9
    |
    +6
    |
    +4
    |+5 | Battle Perception | Bonus Feat |7th

    15th|
    +15/10/5
    |
    +9
    |
    +6
    |
    +5
    |+6 | Counter Strike | Tactical Feat |7th ,4th

    16th|
    +16/11/6/1
    |
    +10
    |
    +6
    |
    +5
    |+6 DR4/-| Inescapable | Bonus Feat |8th ,1st

    17th|
    +17/12/7/2
    |
    +10
    |
    +7
    |
    +5
    |+7 | | |8th ,5th

    18th|
    +18/13/8/3
    |
    +11
    |
    +7
    |
    +6
    |+7 | Quicksilver Exertion | Bonus Feat Tactical Feat |9th ,2nd

    19th|
    +19/14/9/4
    |
    +11
    |
    +7
    |
    +6
    |+7 | | |9th ,6th

    20th|
    +20/15/10/5
    |
    +12
    |
    +8
    |
    +6
    |+8 DR5/-| Indomnitability|Bonus Feat |9th ,3rd [/table]






    GAME RULE INFORMATION
    Fighters have the following game statistics.

    Abilities: Strength is especially important for fighters because it improves their melee attack and damage rolls. Constitution is important for giving fighters lots of hit points, which they need in their many battles. Dexterity is important for fighters who want to be good archers.

    HIT DIE: d12


    CLASS SKILLS (4 + Int mod per level, x4 at 1st level)
    A fighter's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (Tactics) (Int), Listen (Wis), Martial Lore (Int), Ride (Dex), Spot (Wis)and Swim (Str).

    CLASS FEATURES
    All of the following are class features of the fighter.

    Weapon and Armor Proficiency: Fighters are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields (as well as tower shields).

    Bonus Feat: At 1st level, and every even-numbered fighter level thereafter, you gain a bonus feat, which can be any feat for which he qualifies.

    Tactical feat: At 3rd level and every third level afterwards A fighter gains a bonus tactical feat, for which he qualifies

    Defense{Ex}: As long as the fighter is not Stunned, paralyzed, unconscious or helpless he gains the indicated bonus to his AC, including touch. In addition he also gains DR 1/- at f4th level increasing by 1 every fourth level afterwards

    Power Attack: At 1st level a fighter gets Power Attack as a bonus feat.

    Parry: At 1st level a Fighter gets Parry (Combat Expertise) as a bonus feat.

    Challenge{Ex}: As a swift action, a Fighter can issue a challenge. Targets of this ability must have an Intelligence of 3 or higher and have a language of some sort. A fighter must have line of sight and line of effect to targets of this ability.

    At 1st Level, the Fighter gain the following benefits
    Mettle{Ex}: A Fighter can shout a challenge to all enemies within 30 feet, calling out for them to face him in combat. Opponents are forced to attack him with their ranged and melee attacks in preference to other opponents (save negates, Will DC 10 + 1/2 class level + Cha modifier). If the foe attacks by casting a spell or using a supernatural ability, he must target the Fighter or include him in the effect's area.

    At 11th level the Fighter gains the following Benefits
    Daunting Challenge{Ex}: A Fighter calls out a challenge to all opponents within 30 feet, striking fear in their hearts. Opponents are shaken (save negates, Will DC 10 + 1/2 class level + Cha modifier).

    Shield Mastery {Ex}: at 5th level a Fighter is able to put his shield to greater effect than others, as long as he holds a shield, he gains DR1/- plus an additional DR1/- for every 5th level afterwards, the Fighter also gets a Competence bonus to his Sheild’s AC equal to this number,. Starting at 9th level The Fighter can make Shield Bash attacks with a Tower Shield. At 13th level as long as the Fighter holds a shield opponents find it difficult to land a solid hit on the Fighter, the Fighter gains true miss chance equal to 10%.

    Vigilant Bulwark{Ex}: At 6th level, all squares that the Fighter threatens is treated as difficult terrain. His strict vigilance and active defensive maneuvers force his opponents to move with care. Creatures must pay double movement cost to move through squares of difficult terrain, and cannot run, charge, or make 5-foot steps through difficult terrain. This applies even to opponents who can normally ignore difficult terrain, as it is the Fighter and not the terrain itself that is the difficult part. As a secondary effect, opponents who attempt to tumble by the fighter to avoid Attacks of Opportunity, find that it much harder than otherwise, a Fighter adds his 5+ 1/2 his class level to the tumble DC. In addition, any opponent who moves through a Fighter’s threatened area and is successfully hit with an attack of opportunity is halted and can move no further that round.

    Shield Ally {Ex}: At 6th level, as an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage on yourself. The target takes the other half (rounded up) as normal, a Fighter can shield an ally from a spell as well


    Armor Mastery {Ex}: Starting at 4th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 7th level, you ignore the speed reduction imposed by heavy armor as well as increase the maximum Dexterity bonus by 1, as well as the ability to sleep in light armor with no penalties. Starting at 10th level there is no longer a Maximum Dexterity bonus for any armor you wear, as well as the ability to sleep in Medium Armor with no penalties.

    Strategist{Ex}: at 9th level a Fighter adds his Intelligence bonus, if any, to the following; AC against attacks of opportunity, his own Attacks of opportunity, confirmation of critical hits, and attacks against flanked opponents

    Martial Aptitude{Ex}: A fighter tends to focus on a particular weapon that best suits his fighting style. this shows in his ever increasing deadly efficiently in the particular weapon. He gaisn the named feats for that weapon, and only that weapon) at the levels indicated,


    Beginning at 2nd level, Combat Focus(Ex)
    At 2nd level a fighter enters a heightened combat state if he scores a successful, damage-dealing attack. This state lasts for 2 rounds, and can be triggered recurrently during those rounds, extending the duration. The fighter can only enter this state if the majority of his levels are in fighter, to prevent other classes from benefiting from this feature without keeping fighters from multiclassing.

    At 2nd level, the fighter gains these benefits
    Guardian Glare{Ex}: you penalize your attackers, giving them a -2 penalty to attacks against allies adjacent to you, with an additional -1 penalty for every 4 fighter levels you possess
    Hardened{Ex}: you gain a +2 bonus to Will saves against fear and charms, with an additional +1 bonus for every 4 fighter levels you possess

    At 3rd level you gain these benefits
    Combat Defense{Ex}: the fighter gains the uncanny dodge ability (as the ability of the same name). If the fighter already has uncanny dodge from another class, this does not stack with it, so they don't get anything more.
    As long as the fighter is in the combat focus state he gains the use of the Alertness feat.

    At 5th level
    Inherent Citadel{Ex}: the fighter gains a +1 Insight bonus to AC, and an additional +1 Insight bonus for every 5 fighter levels he possesses.

    At 9th level
    Combat Evasion{Ex}: the fighter gains a +2 bonus to Reflex saves and an additional +1 bonus for every 5 fighter levels beyond 9th.

    Second Wind {Ex}: At 3rd level, a Fighter has become hardened against the horror and din of battle and the debilitating effects of spells and is able to shrug off some wounds and detrimental conditions. As a swift action a fighter can heal himself for 2+ Con modifier as well as remove any and all of the following status effects; Dazzled, Fatigued, Exhausted, Shaken, Frightened, Panicked, Sickened, and Nauseated. A fighter may enact second wind a number of times per day equal to his constitution modifier, though at least 15 rounds must pass in between each use.

    Threatening Presence{Ex}: At 3rd level whenever a fighter damages an opponent with a successful attack, the action that they were attempting is interrupted (Interrupted means that the action immediately ends, except for movement). In addition, spellcasters can no longer cast defensively in any space you threaten. A concentration check at DC 10+1/2 class level+damage dealt to overcome being interrupted

    Abiding Aid{Ex}: At 4th level a fighter is considered as always using the aid another action on adjacent allies. However, you cannot use this ability to help with skill checks you do not have at least 4 ranks in.

    Mobile Combatant {Ex}: In the world of combat, speed determines the winner, and a skilled fighter embraces this, learning to deliver strikes swiftly and precisely even while on the move. Beginning at 7th level, a Fighter can make a full-round attack as a standard action.

    Instinctive Reflexes{Ex}: At 5th level a Fighter ability to take advantage of opening in his opponents gaps in defensive becomes preternatural. A Fighter may add his wisdom modifier to the number of attacks of opportunity he can make per round.

    Counter Strike {Ex}: At 15th level, a Fighter is able to take advantage of his foes successful attacks on himself. When damage by an attack the Fighter is able to retaliate with a ferocious blow. Upon the completion of such an attack the Fighter may make an immediate counter attack roll

    Battle Perception{Ex}: At 14th level, you gain True Seeing, as per the spell, regarding any foes you have successfully hit and/or damage. The range is limited to 10 Feet plus 5ft pet three fighter levels (rounded down)


    Defensive Mastery{Ex}: At 12th level a Fighter is able to when fighting defensively gain a +6 Dodge bonus to AC instead of the normal +2, he still suffers the -4 penalty to attacks. When taking a full Defense. he adds half his fighter levels as Dodge bonuses to what Full Defensive normally grants. In addition as long as the fighter is not Stunned, paralyzed, unconscious or helpless he gain a 20% true miss chance to all attacks against him,as long as he fights defensively or using the full defensive action. This stacks with the miss chance from Shield Mastery.

    Inescapeable{Ex}: At 16th level the fighter has become a veritable battle Juggernaut, able to do things others could only dream of, ignoring objects in his way. A fighter is able to Sunder Force Walls, and Bullrush his way through fogs.

    Quicksilver Exertion{Ex}: at 18th level the fighter has honed his battle reflexes to be superhuman, he gains the use of an additional swift action a round

    Indomnitability{Ex}: At 20th level a Fighter no longer automatically fails his saving throws or attacks on a natural 1. In addition a Fighter is able to act as normal for 2 rounds when reduced to 0 hit points or fewer, provided that his body remains more or less intact, before he succumbs to death.

  2. - Top - End - #2
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    Default Re: My Fighter {take a look see}

    Martial Tactics{Su} {Ex}

    A Fighter can at 2nd level start to learn various Boosts, Strikes, and counters. Starting by knowing two tier 1 tactics, and progressing following the above table. A fighter can only use a Martial Tactic if the majority of his Levels are Fighter, the exception being Tactics gained though the Martial Study feat. A Tactic labeled as a strike replaces an attack action. Martial Tactics in the same Progression line I.E. Elemental Blade>>Elemental Brand are over written by the higher Tier tactic. Each martial Tactic is useable only once in an encounter. All Martial Tactics that allow a save have their DC based on the following Formula 10+Martial Tactic Tier+Con Modifier.[/QUOTE]


    Tier 1
    Bolstering Voice: swift action - Allies gain a +2 bonus increasing by +1 for every 5th Level on their next action
    Blood in The Water: swift action - gain a +2 cumulative bonus to attack and damage for every successful critical hit or sneak attack. The bonuses are lost when the encounter has ended
    Counter Charge: immediate action - ruin opponents charge attack with an opposed attack roll, if successful move foe up to 10 feet in any direction
    Elemental Blade: {Su}swift action - add 1d6 +1/level (max 1d6+5) elemental damage (Acid, Cold, Electricity, or Fire. Once this choice is made it can never be replaced or changed) for 1 full round
    Lead The Attack: swift action - allies gain a +3 morale bonus to attacks against enemies you successfully damage for 1 round
    Nightmare Blade: strike - roll twice for an attack, take the lower of the results. If it is still a successful attack deal an additional 2 +1/level (max 22) damage
    Revitalizing Strike: {Su} successful attack heals the Fighter for 1d6 +1/level (max 1d6+5)

    Tier 2
    Elemental Riposte: {Su}immediate action - Attack of opportunity gains 2d4 /+1 (max 2d4+5) elemental damage (Acid, Cold, Electricity, or Fire. Once this choice is made is can never be replaced or changed)
    Foe Hammer: Strike - ignores 2 points of DR and hardness and deals an extra 2d4 /+1 (max 2d4+5) damage
    Frenzied Strike: strike - +2 bonus on attack and deals +2d4 +1/level (max 2d6+5) damage, suffer -4 penalty to AC. The penalty last 1 full round
    Hatchling’s Breath: {Su} successful attack also deals 2d6 +1/level (max 2d6+5) elemental damage(Acid, Cold, Electricity, or Fire. Once this choice is made it can never be replaced or changed) in a 15 foot cone. Reflex for half
    Shield Block: immediate action - grant a +3 shield bonus to adjacent ally. Requires an equipped shield
    Stone Hammer: strike - Successful attack deal an extra 2d4 +1/level (max 2d4+5) damage and immobilizes target for 1 round
    Tactical Strike: strike - attack deals +2d4 /+1 (max 2d4+5) damage and allies get to move 5 feet if successful
    True Aim: strike - Attack becomes a touch attack

    Tier 3
    Defensive Admonition: swift action - opponents who successful attack you provoke free attacks of opportunity from you, one attack per enemy limit this lasts one round
    Devastating Blow: swift action: next attack counts as 2 higher on the die roll but only for purposes of threatening a critical gain a +4 bonus on confirming a critical and deal an extra 2d6 +1/level (max 2d6+10) damage
    Elemental Blitz: {Su}swift action - Charging leaves a wall behind you that function as a Wall of Fire but of the respective element (Acid, Cold, Electricity, or Fire. Once this choice is made it can never be replaced or changed)
    Strength of The Mountain: strike - successful attack deals +2d8 +1/level (max 2d8+10) damage and gain DR 4/-, the DR lasts 1 full round
    Surge Strike: strike - successful attack removes 1 status effect
    Weapon Toss: strike - throw equipped weapon with a -4 penalty to deal an extra 3d6/+1/level (max 3d6+10) damage
    Wolf Strike: swift action - gain 1 additional attack with each weapon held. Shields count as a weapon for this purpose if the Fighter has improved Shield Bash
    Wolf Tactics: swift action - allies that flank an opponent with you gain +1 to attack for every 2 levels (max+5) and deal +1/level (max +10) damage, you gain the same bonus to attack

    Tier 4
    Elemental Brand: {Su}swift action - adds 3d6 +1/level (max 3d6+10) elemental damage for 1 full round
    Mark of Death: strike - successful attack paralyzes target for 1d3 rounds
    Mind Drain: strike - successful attack deals an additional 1d4 Wisdom damage
    Mountain Strike: strike - deals +3d6 +1/level (max 3d6+10) damage and target loses next move action
    Rallying Strike: {Su}strike - successful attack heals the Fighter for 3d6 +1/level (max 3d6+10)
    Soaring charge: {Su}swift action - fly at double base speed with perfect maneuverability while charging
    Steel Surge: strike - successful attack deal +2d10 +1/level (max 2d10+10) damage
    Strength Drain: strike - successful attack deals an additional 1d4 Strength damage
    Vitality Drain: strike - successful attack deals an additional 1d4 Constitution damage

    Tier 5
    Daunting Strike: strike - successful attack causes target to become shaken for 1d4+1 rounds, this counts as a Terror effect.
    Dazing Strike: strike - successful attack Dazes target for 1d4+1 rounds
    Directing Attack: - swift action - allies gain a +6 bonus to attacks against enemies you successfully damage for 1 round
    Dragons Breath: {Su}successful attack also deals 6d6 +1/level(6d6+15) in a 15 foot cone. Reflex for half
    Flanking Maneuver: strike - successful attack grants allies a free attack on flanked opponents
    Foe Mallet: strike - ignores 5 points of DR and hardness and eal an extra 6d4 +1/level (max 6d4+15) damage
    Inner Focus: immediate action - re-roll one save. This roll must be accepted even if it is worse than the original
    Lingering Strike: strike - successful attack deal an extra 3d6 +1/level (max 3d6+15) damage for the next 3 rounds
    Master of Tactics: swift action - give an ally who has acted already to act again on your initiative, Using this ability on yourself gives you 2 turns in a row
    Mountain Hammer: strike - successful attack deals extra 6d4 +1/level (max 6d4+15) damage and immobilizes target for 1 round
    Shield Blockade: immediate action - grant a +6 shield bonus to adjacent ally. Requires an equipped shield

    Tier 6
    Crushing Strike: strike - successful attack deals +4d8 +1/level (max 4d6+15) damage and target loses next standard action
    Hamstring: swift action - successful attacks deal an additional 3 Dexterity damage and reduce movement by 10 feet, this last for 1 full round, while the Dexterity damage stacks, the movement speed penalty does not.
    Mighty Throw: strike - throw a foe in a 60 foot line dealing 6d6 +1/level (max 6d6+15) damage to all in the area, including the target. The target is prone at the end of the line. Reflex for half
    Mongoose Strike: swift action - gain 2 additional attacks with each weapon held. Shields count as a weapon for this purpose if the Fighter has improved Shield Bash
    Rabid Strike: strike - successful attack deals +10d6 +1/level (max 10d6+15) damage but suffer a -7 penalty to AC. The penalty last 1 full round
    Strength of Iron: strike - successful attack deals +4d8 +1/level (max 4d8+15) damage and gain DR 7/-. The Dr last 1 full round
    War Leader’s Strike: swift action - every successful attack gives allies +3 bonus to attack and damage for 2 rounds

    Tier 7
    Assault: strike - successful attack allows allies who threaten the target a free attack that deals an additional +3d6 +1/level (max 3d6+20) damage
    Colossus Strike: strike - successful attack deals +8d6 +1/level (max 8d6+20) damage and knocks opponent back 5 feet
    Death in the Dark: strike - successful attack in the surprise round deals +10d6 +1/level (max 10d6+20) damage and foe is flat-footed for 1 additional round
    Elemental Armaments: {Su}swift action - adds 5d6 +1/level (max 5d6+20) elemental damage for 1 full round
    Elemental Rebuttal: {Su}immediate Action - attack of opportunity gains +8d4 +1/level (max 8d4+20) elemental damage
    Fervent Assault: swift action - make one attack at your highest BaB, each successful attack grants an additional attack at a -3 penalty
    Invigorating Strike: {Su}strike - successful attack heals the Fighter for 6d6 +1/level (max 6d6+20)
    Shield Counter: immediate action - successful shield bash cancel’s foe’s attack. Requires an equipped shield
    Swarm Tactics: swift action - allies gain a +5 bonus on attack against opponents adjacent to you for 1d4 rounds

    Tier 8
    Cognition Drain: strike - successful attack deals an additional 2d4+1 Wisdom damage
    Diamond Blade: swift action - by focusing all a fighter’s skill into one strike, sacrificing all others for 1 full round. A successful attack deal multiplicative damage. Sacrifice 3 attack deal quadruple damage, 1 attack for double damage, etc
    Foe Shatter: strike - ignores 8 points of DR and deals an extra 8d4 +1/level (max 8d4+20) damage
    Might Drain: strike - successful attack deals additional 2d4+1 Strength damage
    Quake Strike: strike - successful attack deals +6d8 +1/level (max 6d8+20) damage in a 5 foot radius and knocks all damage prone.
    Riven Hammer: strike - successful attack deal +8d6 +1/level (max 8d6+20) damage and stuns target for 1d3 rounds
    Shield Barricade: immediate action - grants a +9 shield bonus to an adjacent ally. Requires an equipped shield
    Wyrm’s Breath: {Su}successful attack also deals 10d6 +1/level (max 10d6+20) elemental damage in a 15 foot cone. Reflex for half

    Tier 9
    Finishing Move: swift action - a Fighter’s last successful attack in a round deals bonus rend damage as follows. Beings immune to critical take one quarter damage
    2 attacks 1d8+1
    2-3 attacks 2d8+3
    5-6 attacks 3d8+5
    7-8 attacks 4d8+7
    9-10 attacks 5d8+9
    11+ attacks 6d8+11

    Lightning Strike: strike - successful attack deals an additional 10d8 +1/level (max 10d8+20) damage in a 30 foot line. Reflex for half
    Perfect Strike: strike - successful attack deals +10d10 +1/level (max 10d10+20) damage
    Persistent Wound: strike - successful attack deal an extra 4d8 +1/level (max 4d8+20) damage for the next 3 rounds
    Strength of Mithril: strike - successful attack deals +10d8 +1/level (max 10d8+20) damage and grants DR 10/-, the DR lasts 1 full round
    Strike of Vitality: {Su}strike - successful attack grants heal spell on the Fighter
    Time Stands Still: swift action: gain 2 full attack actions[/QUOTE]

  3. - Top - End - #3
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    Default Re: My Fighter {take a look see}

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    2 new feats that go along with the fighter!


    Focused Combat[Tactical]
    Prerequisites
    Base Attack Bonus +3, The Combat Focus Class Ability
    Benefit
    The Fighter's Combat Focus state now lasts an additional round for a total of 3 rounds.
    Special
    A fighter may Select Focused Combat as a bonus Tactical Feat

    Martial Study [Comat]
    Prerequisite
    Base Attack Bonus +4
    Benefit
    When you gain this feat, you must choose one martial tactic you can use this martial tactic once per encounter. If your character has a full base attack bonus and is not a fighter consider him to be equal to a fighter of half the level for purposes of qualifying for a particular martial tactic. All other characters consider themselves to be a fighter of one third level. Martial Study does not allow one to have the same martial tactic more than once.

    Special
    A fighter can select Martial Study as a bonus feat.

  4. - Top - End - #4
    Troll in the Playground
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    Default Re: My Fighter {take a look see}

    Quote Originally Posted by Kenneth View Post
    Martial Tactics{Su} {Ex}
    ...and why not just give them a maneuver progression? Because then you'd have to balance the rest of the class against the ToB classes? Also, you tell us that higher-tier ones replace lower ones on that maneuver line, but don't give us the lines.

    Anyway, Counter Strike and Inescapable are missing some rules text, namely what happens after a "counter attack roll" and DCs for sundering walls of force and bull-rushing through Solid Fog.

    Your Reflex save is nonstandard; if you're shooting for the "medium" progression that's thrown around every so often it should be +1 + .4 per level rounded down, which ends at +9 bonus at 20th level.

    Second Wind is okay, and Battle Perception is neat.

    I don't think the Combat Bonus benefits need that trigger. They're not that useful outside of melee (aside from the Will save bonus), and I don't expect a Fighter to miss every attack in melee for 2-3 rounds straight. Drop the whole thing, except Guardian Glare.


    Honestly, it feels like you've tacked on a whole bunch of abilities with no real rhyme or reason to them. Nix the "defense" column and split the class into a couple of different ones (or a single class with ACFs), each with actual focus.

    Do you want a mobile, defensive fencer (Mobile Combatant, Counter Strike, Instinctive Reflexes) or a warrior that controls and challenges the enemy (Challenge, Vigilant Bulwark, Guardian Glare, Threatening Presence)? You've got some good ideas but the class seems all over the place.
    Last edited by Siosilvar; 2011-10-04 at 10:39 PM.
    ze/zir | she/her

    Omnia Vincit Amor

  5. - Top - End - #5
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    Default Re: My Fighter {take a look see}

    Well this Fighter for me was in teh works when 3rd ed came out and i noticed the HUGE disparity of power between the 2nd ed version of teh fighter and the 3rd ed, while wizards, druid and cleric got soem no so insignificant upgrades.


    Yes I am well aware that the MArtical Tactics are similar to Maneuvers. Heres soem basksroty on that, Originally I made the fighter work off of 'Warrior's Spirit' whihc if any body plays any MMOs is akin to a mana system. the major problem i found with that though is. Fightes tended to 'frontload' them and during the later parts of a dungeon was just not doing anything excpet the good old walk up and hit with sword bit. I wanted teh Fighter to have something that while was nice, was not as powerful as say.. having a spell tossing around every round like casters can.

    when TOB came out i was exhalted as the per encounter Maneuvers was precisely what I wanted I was semi dismayed that my created stuff was similar to a LOT of teh ToB stuff but... oh well. and yes some fo the Martial tacits are TOB maneuvers, some of them were really good.

    and as for whatI want formt eh Fighter.. All of teh above. I wanted to bring teh fighter back to his 2nd ed glory days. to me.. with wizards, clerics an sauch being able to fulfill every role imaginable.. why is the fighter exempt form that?

    Fighting.. that is what the Figher is all about. And a fight conists of many many roles. mobility, lock down, etc etc.

    THis may seem all over teh place to you. but to me i think having to decide over which fighter I want to be while in actually a fighter should be each and every single one of those. at least to some degree. feats and prestige classes of course putting them more in the realm of specilization.


    Also I apologize for missing text on some abilities. My groups tend to play more ah.. Cinematically as the most awesoem Jiriku put it. SO its reall hard to come up with actual mechanics for an ability when none exist in the game >:(

    Ive just always been the type of DM who says " well so you want to be a Sword and SHield fighter eh? well considerign that IS an iconic image of a warrior why not? just becuase WoTC was too short sighted to include abilities to support that role does not mean I am going to render you worhtless. (ive seen some DMs that literaly laugh in theri players face over wanted to play a 'gimped' role and not really considering that its more the concept than the amaxing stats one can get or powerful one can be.

  6. - Top - End - #6
    Firbolg in the Playground
    Join Date
    Apr 2005
    Gender
    Male

    Default Re: My Fighter {take a look see}

    Initial reactions:
    -Dude wtf is up with that medium save progression?

    then
    -*double take* woah look at how amazingly dippable Fighter 2 is now.




    It'll take longer to digest the whole thing. At first glance it seems a bit too strong in some areas, primarily in what it gets early on. But it is definitely more thought out than the average fighter fix around these parts.
    Last edited by Seerow; 2011-10-04 at 11:09 PM.
    If my text is blue, I'm being sarcastic.But you already knew that, right?


  7. - Top - End - #7
    Banned
    Join Date
    Jun 2011

    Default Re: My Fighter {take a look see}

    There I updated my fighter so its not so "front loaded'



    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Defense|Special|Bonus Feats|Martial Tactics

    1st|
    +1
    |
    +2
    |
    +1
    |
    +0
    |+0 | Power Attack Martial Aptitude(Weapon Focus) Challenge(Mettle) Parry| Bonus Feat |

    2nd|
    +2
    |
    +3
    |
    +1
    |
    +0
    | +1| Combat Focus (Guardian Glare) (Hardened)Threatening Presence| Bonus Feat |1st,1st

    3rd|
    +3
    |
    +3
    |
    +2
    |
    +1
    | +1| Combat Focus(Combat Defense) (Alertness) Second Wind| Tactical Feat |1st

    4th|
    +4
    |
    +4
    |
    +2
    |
    +1
    |+1 DR1/-| Martial Aptitude (Weapon Specialization) Abiding Aid Armor Mastery| Bonus Feat | 2nd

    5th|
    +5
    |
    +4
    |
    +2
    |
    +1
    |+2 | Combat Focus (Inherent Citadel) Instinctive Reflexes Shield Mastery| |2nd

    6th|
    +6/1
    |
    +5
    |
    +3
    |
    +2
    |+2 |Martial Aptitude (Greater Weapon Focus) Bulwark Shield Ally| Bonus Feat Tactical Feat |3rd

    7th|
    +7/2
    |
    +5
    |
    +3
    |
    +2
    |+3 |Mobile Combatant | |3rd

    8th|
    +8/3
    |
    +6
    |
    +3
    |
    +2
    |+3 DR2/-| Martial Aptitude(Greater Weapon Specialization) (Improved Critical)|Bonus Feat |4th

    9th|
    +9/4
    |
    +6
    |
    +4
    |
    +3
    |+3 | Combat Focus (Combat Evasion) Strategist| Tactical Feat |4th ,1st

    10th|
    +10/5
    |
    +7
    |
    +4
    |
    +3
    |+4 | Martial Aptitude(Weapon Mastery) | Bonus Feat |5th

    11th|
    +11/6/1
    |
    +7
    |
    +4
    |
    +3
    |+4 | Challenge (Daunting Challenge) | |5th ,2nd

    12th|
    +12/7/2
    |
    +8
    |
    +5
    |
    +4
    |+5 DR3/-| Defensive Mastery | Bonus Feat Tactical Feat |6th

    13th|
    +13/8/3
    |
    +8
    |
    +5
    |
    +4
    |+5 | Martial Aptitude (Weapon Supremacy) | |6th ,3rd

    14th|
    +14/9/4
    |
    +9
    |
    +6
    |
    +4
    |+5 | Battle Perception | Bonus Feat |7th

    15th|
    +15/10/5
    |
    +9
    |
    +6
    |
    +5
    |+6 | Counter Strike | Tactical Feat |7th ,4th

    16th|
    +16/11/6/1
    |
    +10
    |
    +6
    |
    +5
    |+6 DR4/-| Inescapable | Bonus Feat |8th ,1st

    17th|
    +17/12/7/2
    |
    +10
    |
    +7
    |
    +5
    |+7 | | |8th ,5th

    18th|
    +18/13/8/3
    |
    +11
    |
    +7
    |
    +6
    |+7 | Quicksilver Exertion | Bonus Feat Tactical Feat |9th ,2nd

    19th|
    +19/14/9/4
    |
    +11
    |
    +7
    |
    +6
    |+7 | | |9th ,6th

    20th|
    +20/15/10/5
    |
    +12
    |
    +8
    |
    +6
    |+8 DR5/-| Indomnitability|Bonus Feat |9th ,3rd [/table]






    GAME RULE INFORMATION
    Fighters have the following game statistics.

    Abilities: Strength is especially important for fighters because it improves their melee attack and damage rolls. Constitution is important for giving fighters lots of hit points, which they need in their many battles. Dexterity is important for fighters who want to be good archers.

    HIT DIE: d12


    CLASS SKILLS (4 + Int mod per level, x4 at 1st level)
    A fighter's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (Tactics) (Int), Listen (Wis), Martial Lore (Int), Ride (Dex), Spot (Wis)and Swim (Str).

    CLASS FEATURES
    All of the following are class features of the fighter.

    Weapon and Armor Proficiency: Fighters are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields (as well as tower shields).

    Bonus Feat: At 1st level, and every even-numbered fighter level thereafter, you gain a bonus feat, which can be any feat for which he qualifies.

    Tactical feat: At 3rd level and every third level afterwards A fighter gains a bonus tactical feat, for which he qualifies

    Defense{Ex}: As long as the fighter is not Stunned, paralyzed, unconscious or helpless he gains the indicated bonus to his AC, including touch. In addition he also gains DR 1/- at f4th level increasing by 1 every fourth level afterwards

    Power Attack: At 1st level a fighter gets Power Attack as a bonus feat. But only if Fighter is the very first class level.

    Parry: At 1st level a Fighter gets Parry (Combat Expertise) as a bonus feat. But only if Fighter is the very first class level.

    Challenge{Ex}: As a swift action, a Fighter can issue a challenge. Targets of this ability must have an Intelligence of 3 or higher and have a language of some sort. A fighter must have line of sight and line of effect to targets of this ability.

    At 1st Level, the Fighter gain the following benefits
    Mettle{Ex}: A Fighter can shout a challenge to all enemies within 30 feet, calling out for them to face him in combat. Opponents are forced to attack him with their ranged and melee attacks in preference to other opponents (save negates, Will DC 10 + 1/2 class level + Cha modifier). If the foe attacks by casting a spell or using a supernatural ability, he must target the Fighter or include him in the effect's area.

    At 11th level the Fighter gains the following Benefits
    Daunting Challenge{Ex}: A Fighter calls out a challenge to all opponents within 30 feet, striking fear in their hearts. Opponents are shaken (save negates, Will DC 10 + 1/2 class level + Cha modifier).

    Shield Mastery {Ex}: at 5th level a Fighter is able to put his shield to greater effect than others, as long as he holds a shield, he gains DR1/- plus an additional DR1/- for every 5th level afterwards, the Fighter also gets a Competence bonus to his Sheild’s AC equal to this number,. Starting at 9th level The Fighter can make Shield Bash attacks with a Tower Shield. At 13th level as long as the Fighter holds a shield opponents find it difficult to land a solid hit on the Fighter, the Fighter gains true miss chance equal to 10%.

    Vigilant Bulwark{Ex}: At 6th level, all squares that the Fighter threatens is treated as difficult terrain. His strict vigilance and active defensive maneuvers force his opponents to move with care. Creatures must pay double movement cost to move through squares of difficult terrain, and cannot run, charge, or make 5-foot steps through difficult terrain. This applies even to opponents who can normally ignore difficult terrain, as it is the Fighter and not the terrain itself that is the difficult part. As a secondary effect, opponents who attempt to tumble by the fighter to avoid Attacks of Opportunity, find that it much harder than otherwise, a Fighter adds his 5+ 1/2 his class level to the tumble DC. In addition, any opponent who moves through a Fighter’s threatened area and is successfully hit with an attack of opportunity is halted and can move no further that round.

    Shield Ally {Ex}: At 6th level, as an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage on yourself. The target takes the other half (rounded up) as normal, a Fighter can shield an ally from a spell as well


    Armor Mastery {Ex}: Starting at 4th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 7th level, you ignore the speed reduction imposed by heavy armor as well as increase the maximum Dexterity bonus by 1, as well as the ability to sleep in light armor with no penalties. Starting at 10th level there is no longer a Maximum Dexterity bonus for any armor you wear, as well as the ability to sleep in Medium Armor with no penalties.

    Strategist{Ex}: at 9th level a Fighter adds his Intelligence bonus, if any, to the following; AC against attacks of opportunity, his own Attacks of opportunity, confirmation of critical hits, and attacks against flanked opponents

    Martial Aptitude{Ex}: A fighter tends to focus on a particular weapon that best suits his fighting style. this shows in his ever increasing deadly efficiently in the particular weapon. He gaisn the named feats for that weapon, and only that weapon) at the levels indicated,


    Beginning at 2nd level, Combat Focus(Ex)
    At 2nd level a fighter enters a heightened combat state if he scores a successful, damage-dealing attack. This state lasts for 2 rounds, and can be triggered recurrently during those rounds, extending the duration. The fighter can only enter this state if the majority of his levels are in fighter, to prevent other classes from benefiting from this feature without keeping fighters from multiclassing.

    At 2nd level, the fighter gains these benefits
    Guardian Glare{Ex}: you penalize your attackers, giving them a -2 penalty to attacks against allies adjacent to you, with an additional -1 penalty for every 4 fighter levels you possess
    Hardened{Ex}: you gain a +2 bonus to Will saves against fear and charms, with an additional +1 bonus for every 4 fighter levels you possess

    At 3rd level you gain these benefits
    Combat Defense{Ex}: the fighter gains the uncanny dodge ability (as the ability of the same name). If the fighter already has uncanny dodge from another class, this does not stack with it, so they don't get anything more.
    As long as the fighter is in the combat focus state he gains the use of the Alertness feat.

    At 5th level
    Inherent Citadel{Ex}: the fighter gains a +1 Insight bonus to AC, and an additional +1 Insight bonus for every 5 fighter levels he possesses.

    At 9th level
    Combat Evasion{Ex}: the fighter gains a +2 bonus to Reflex saves and an additional +1 bonus for every 5 fighter levels beyond 9th.

    Second Wind {Ex}: At 3rd level, a Fighter has become hardened against the horror and din of battle and the debilitating effects of spells and is able to shrug off some wounds and detrimental conditions. As a swift action a fighter can heal himself for 2+ Con modifier as well as remove any and all of the following status effects; Dazzled, Fatigued, Exhausted, Shaken, Frightened, Panicked, Sickened, and Nauseated. A fighter may enact second wind a number of times per day equal to his constitution modifier, though at least 15 rounds must pass in between each use.

    Threatening Presence{Ex}: At 3rd level whenever a fighter damages an opponent with a successful attack, the action that they were attempting is interrupted (Interrupted means that the action immediately ends, except for movement). In addition, spellcasters can no longer cast defensively in any space you threaten. A concentration check at DC 10+1/2 class level+damage dealt to overcome being interrupted

    Abiding Aid{Ex}: At 4th level a fighter is considered as always using the aid another action on adjacent allies. However, you cannot use this ability to help with skill checks you do not have at least 4 ranks in.

    Mobile Combatant {Ex}: In the world of combat, speed determines the winner, and a skilled fighter embraces this, learning to deliver strikes swiftly and precisely even while on the move. Beginning at 7th level, a Fighter can make a full-round attack as a standard action.

    Instinctive Reflexes{Ex}: At 5th level a Fighter ability to take advantage of opening in his opponents gaps in defensive becomes preternatural. A Fighter may add his wisdom modifier to the number of attacks of opportunity he can make per round.

    Counter Strike {Ex}: At 15th level, a Fighter is able to take advantage of his foes successful attacks on himself. When damage by an attack the Fighter is able to retaliate with a ferocious blow. Upon the completion of such an attack the Fighter may make an immediate counter attack roll

    Battle Perception{Ex}: At 14th level, you gain True Seeing, as per the spell, regarding any foes you have successfully hit and/or damage. The range is limited to 10 Feet plus 5ft pet three fighter levels (rounded down)


    Defensive Mastery{Ex}: At 12th level a Fighter is able to when fighting defensively gain a +6 Dodge bonus to AC instead of the normal +2, he still suffers the -4 penalty to attacks. When taking a full Defense. he adds half his fighter levels as Dodge bonuses to what Full Defensive normally grants. In addition as long as the fighter is not Stunned, paralyzed, unconscious or helpless he gain a 20% true miss chance to all attacks against him,as long as he fights defensively or using the full defensive action. This stacks with the miss chance from Shield Mastery.

    Inescapeable{Ex}: At 16th level the fighter has become a veritable battle Juggernaut, able to do things others could only dream of, ignoring objects in his way. A fighter is able to Sunder Force Walls (at DC 32), and Bullrush his way through fogs.

    Quicksilver Exertion{Ex}: at 18th level the fighter has honed his battle reflexes to be superhuman, he gains the use of an additional swift action a round

    Indomnitability{Ex}: At 20th level a Fighter no longer automatically fails his saving throws or attacks on a natural 1. In addition a Fighter is able to act as normal for 2 rounds when reduced to 0 hit points or fewer, provided that his body remains more or less intact, before he succumbs to death.
    Last edited by Kenneth; 2012-01-10 at 09:34 PM.

  8. - Top - End - #8
    Banned
    Join Date
    Jun 2011

    Default Re: My Fighter {take a look see}

    Martial Tactics{Su} {Ex}

    A Fighter can at 2nd level start to learn various Boosts, Strikes, and counters. Starting by knowing two tier 1 tactics, and progressing following the above table. A fighter can only use a Martial Tactic if the majority of his Levels are Fighter, the exception being Tactics gained though the Martial Study feat. A Tactic labeled as a strike replaces an attack action. Martial Tactics in the same Progression line I.E. Elemental Blade>>Elemental Brand are over written by the higher Tier tactic. Each martial Tactic is useable only once in an encounter. All Martial Tactics that allow a save have their DC based on the following Formula 10+Martial Tactic Tier+Con Modifier.


    Tier 1
    Bolstering Voice: swift action - Allies gain a +2 bonus increasing by +1 for every 5th Level on their next action
    Blood in The Water: swift action - gain a +2 cumulative bonus to attack and damage for every successful critical hit or sneak attack. The bonuses are lost when the encounter has ended
    Counter Charge: immediate action - ruin opponents charge attack with an opposed attack roll, if successful move foe up to 10 feet in any direction
    Elemental Blade: {Su}swift action - add 1d6 +1/level (max 1d6+5) elemental damage (Acid, Cold, Electricity, or Fire. Once this choice is made it can never be replaced or changed) for 1 full round
    Lead The Attack: swift action - allies gain a +3 morale bonus to attacks against enemies you successfully damage for 1 round
    Nightmare Blade: strike - roll twice for an attack, take the lower of the results. If it is still a successful attack deal an additional 2 +1/level (max 22) damage
    Revitalizing Strike: {Su} successful attack heals the Fighter for 1d6 +1/level (max 1d6+5)

    Tier 2
    Elemental Riposte: {Su}immediate action - Attack of opportunity gains 2d4 /+1 (max 2d4+5) elemental damage (Acid, Cold, Electricity, or Fire. Once this choice is made is can never be replaced or changed)
    Foe Hammer: Strike - ignores 2 points of DR and hardness and deals an extra 2d4 /+1 (max 2d4+5) damage
    Frenzied Strike: strike - +2 bonus on attack and deals +2d4 +1/level (max 2d6+5) damage, suffer -4 penalty to AC. The penalty last 1 full round
    Hatchling’s Breath: {Su} successful attack also deals 2d6 +1/level (max 2d6+5) elemental damage(Acid, Cold, Electricity, or Fire. Once this choice is made it can never be replaced or changed) in a 15 foot cone. Reflex for half
    Shield Block: immediate action - grant a +3 shield bonus to adjacent ally. Requires an equipped shield
    Stone Hammer: strike - Successful attack deal an extra 2d4 +1/level (max 2d4+5) damage and immobilizes target for 1 round
    Tactical Strike: strike - attack deals +2d4 /+1 (max 2d4+5) damage and allies get to move 5 feet if successful
    True Aim: strike - Attack becomes a touch attack

    Tier 3
    Defensive Admonition: swift action - opponents who successful attack you provoke free attacks of opportunity from you, one attack per enemy limit this lasts one round
    Devastating Blow: swift action: next attack counts as 2 higher on the die roll but only for purposes of threatening a critical gain a +4 bonus on confirming a critical and deal an extra 2d6 +1/level (max 2d6+10) damage
    Elemental Blitz: {Su}swift action - Charging leaves a wall behind you that function as a Wall of Fire but of the respective element (Acid, Cold, Electricity, or Fire. Once this choice is made it can never be replaced or changed)
    Strength of The Mountain: strike - successful attack deals +2d8 +1/level (max 2d8+10) damage and gain DR 4/-, the DR lasts 1 full round
    Surge Strike: strike - successful attack removes 1 status effect
    Weapon Toss: strike - throw equipped weapon with a -4 penalty to deal an extra 3d6/+1/level (max 3d6+10) damage
    Wolf Strike: swift action - gain 1 additional attack with each weapon held. Shields count as a weapon for this purpose if the Fighter has improved Shield Bash
    Wolf Tactics: swift action - allies that flank an opponent with you gain +1 to attack for every 2 levels (max+5) and deal +1/level (max +10) damage, you gain the same bonus to attack

    Tier 4
    Elemental Brand: {Su}swift action - adds 3d6 +1/level (max 3d6+10) elemental damage for 1 full round
    Mark of Death: strike - successful attack paralyzes target for 1d3 rounds
    Mind Drain: strike - successful attack deals an additional 1d4 Wisdom damage
    Mountain Strike: strike - deals +3d6 +1/level (max 3d6+10) damage and target loses next move action
    Rallying Strike: {Su}strike - successful attack heals the Fighter for 3d6 +1/level (max 3d6+10)
    Soaring charge: {Su}swift action - fly at double base speed with perfect maneuverability while charging
    Steel Surge: strike - successful attack deal +2d10 +1/level (max 2d10+10) damage
    Strength Drain: strike - successful attack deals an additional 1d4 Strength damage
    Vitality Drain: strike - successful attack deals an additional 1d4 Constitution damage

    Tier 5
    Daunting Strike: strike - successful attack causes target to become shaken for 1d4+1 rounds, this counts as a Terror effect.
    Dazing Strike: strike - successful attack Dazes target for 1d4+1 rounds
    Directing Attack: - swift action - allies gain a +6 bonus to attacks against enemies you successfully damage for 1 round
    Dragons Breath: {Su}successful attack also deals 6d6 +1/level(6d6+15) in a 15 foot cone. Reflex for half
    Flanking Maneuver: strike - successful attack grants allies a free attack on flanked opponents
    Foe Mallet: strike - ignores 5 points of DR and hardness and eal an extra 6d4 +1/level (max 6d4+15) damage
    Inner Focus: immediate action - re-roll one save. This roll must be accepted even if it is worse than the original
    Lingering Strike: strike - successful attack deal an extra 3d6 +1/level (max 3d6+15) damage for the next 3 rounds
    Master of Tactics: swift action - give an ally who has acted already to act again on your initiative, Using this ability on yourself gives you 2 turns in a row
    Mountain Hammer: strike - successful attack deals extra 6d4 +1/level (max 6d4+15) damage and immobilizes target for 1 round
    Shield Blockade: immediate action - grant a +6 shield bonus to adjacent ally. Requires an equipped shield

    Tier 6
    Crushing Strike: strike - successful attack deals +4d8 +1/level (max 4d6+15) damage and target loses next standard action
    Hamstring: swift action - successful attacks deal an additional 3 Dexterity damage and reduce movement by 10 feet, this last for 1 full round, while the Dexterity damage stacks, the movement speed penalty does not.
    Mighty Throw: strike - throw a foe in a 60 foot line dealing 6d6 +1/level (max 6d6+15) damage to all in the area, including the target. The target is prone at the end of the line. Reflex for half
    Mongoose Strike: swift action - gain 2 additional attacks with each weapon held. Shields count as a weapon for this purpose if the Fighter has improved Shield Bash
    Rabid Strike: strike - successful attack deals +10d6 +1/level (max 10d6+15) damage but suffer a -7 penalty to AC. The penalty last 1 full round
    Strength of Iron: strike - successful attack deals +4d8 +1/level (max 4d8+15) damage and gain DR 7/-. The Dr last 1 full round
    War Leader’s Strike: swift action - every successful attack gives allies +3 bonus to attack and damage for 2 rounds

    Tier 7
    Assault: strike - successful attack allows allies who threaten the target a free attack that deals an additional +3d6 +1/level (max 3d6+20) damage
    Colossus Strike: strike - successful attack deals +8d6 +1/level (max 8d6+20) damage and knocks opponent back 5 feet
    Death in the Dark: strike - successful attack in the surprise round deals +10d6 +1/level (max 10d6+20) damage and foe is flat-footed for 1 additional round
    Elemental Armaments: {Su}swift action - adds 5d6 +1/level (max 5d6+20) elemental damage for 1 full round
    Elemental Rebuttal: {Su}immediate Action - attack of opportunity gains +8d4 +1/level (max 8d4+20) elemental damage
    Fervent Assault: swift action - make one attack at your highest BaB, each successful attack grants an additional attack at a -3 penalty
    Invigorating Strike: {Su}strike - successful attack heals the Fighter for 6d6 +1/level (max 6d6+20)
    Shield Counter: immediate action - successful shield bash cancel’s foe’s attack. Requires an equipped shield
    Swarm Tactics: swift action - allies gain a +5 bonus on attack against opponents adjacent to you for 1d4 rounds

    Tier 8
    Cognition Drain: strike - successful attack deals an additional 2d4+1 Wisdom damage
    Diamond Blade: swift action - by focusing all a fighter’s skill into one strike, sacrificing all others for 1 full round. A successful attack deal multiplicative damage. Sacrifice 3 attack deal quadruple damage, 1 attack for double damage, etc
    Foe Shatter: strike - ignores 8 points of DR and deals an extra 8d4 +1/level (max 8d4+20) damage
    Might Drain: strike - successful attack deals additional 2d4+1 Strength damage
    Quake Strike: strike - successful attack deals +6d8 +1/level (max 6d8+20) damage in a 5 foot radius and knocks all damage prone.
    Riven Hammer: strike - successful attack deal +8d6 +1/level (max 8d6+20) damage and stuns target for 1d3 rounds
    Shield Barricade: immediate action - grants a +9 shield bonus to an adjacent ally. Requires an equipped shield
    Wyrm’s Breath: {Su}successful attack also deals 10d6 +1/level (max 10d6+20) elemental damage in a 15 foot cone. Reflex for half

    Tier 9
    Finishing Move: swift action - a Fighter’s last successful attack in a round deals bonus rend damage as follows. Beings immune to critical take one quarter damage
    2 attacks 1d8+1
    2-3 attacks 2d8+3
    5-6 attacks 3d8+5
    7-8 attacks 4d8+7
    9-10 attacks 5d8+9
    11+ attacks 6d8+11

    Lightning Strike: strike - successful attack deals an additional 10d8 +1/level (max 10d8+20) damage in a 30 foot line. Reflex for half
    Perfect Strike: strike - successful attack deals +10d10 +1/level (max 10d10+20) damage
    Persistent Wound: strike - successful attack deal an extra 4d8 +1/level (max 4d8+20) damage for the next 3 rounds
    Strength of Mithril: strike - successful attack deals +10d8 +1/level (max 10d8+20) damage and grants DR 10/-, the DR lasts 1 full round
    Strike of Vitality: {Su}strike - successful attack grants heal spell on the Fighter
    Time Stands Still: swift action: gain 2 full attack actions

  9. - Top - End - #9
    Ogre in the Playground
    Join Date
    Dec 2006
    Location
    Brazil
    Gender
    Male

    Default Re: My Fighter {take a look see}

    Looks pretty tigth. I'll have, however, to be the annoying kid to point that this looks like a Knight(Player's 2) with Fighter's bonus feats, a few fixed bonus feats (kinda... why?), and with a mechanic similar to ToB's maneuver (I beliece at least the names were inspired in it). So, kinda an almagamation of several classes. I dunno, looks good. That high hit die, movement, and DR makes the Barbarian redundant, though.

    Member of the Hinjo fan club. Go Hinjo!
    "In Soviet Russia, the Darkness attacks you."
    "Rogues not only have a lot more skill points, but sneak attack is so good it hurts..."

  10. - Top - End - #10
    Titan in the Playground
     
    PaladinGuy

    Join Date
    Dec 2007
    Location
    UTC -6

    Default Re: My Fighter {take a look see}

    That's an ungodly number of feats... and a fantastic 1st-level dip. I'd consider going This Fighter 1/Warblade 19.

    Also, a medium save progression? What? No.

  11. - Top - End - #11
    Dwarf in the Playground
     
    SpaceBadger's Avatar

    Join Date
    Oct 2009

    Default Re: My Fighter {take a look see}

    Lots of interesting stuff here, will take some time to digest that I don't have right now, but noticed one thing on first impression. The Vigilant Bulwark ability makes the six threatened squares into difficult terrain, and one effect of this is that nobody can charge the fighter. That seems pretty extreme.

  12. - Top - End - #12
    Banned
    Join Date
    Jun 2011

    Default Re: My Fighter {take a look see}

    Quote Originally Posted by Roderick_BR View Post
    Looks pretty tigth. I'll have, however, to be the annoying kid to point that this looks like a Knight(Player's 2) with Fighter's bonus feats, a few fixed bonus feats (kinda... why?), and with a mechanic similar to ToB's maneuver (I beliece at least the names were inspired in it). So, kinda an almagamation of several classes. I dunno, looks good. That high hit die, movement, and DR makes the Barbarian redundant, though.
    THanks.. like is aid in my original post. this is a work that I did to make the 3rd ed fighter be as worthy of the name as he was in the older editions. Yeah a lot of similar things ( well some outight copied LOL) form the TOB. when I made mine and what I had after ToB came out is a difference of 30. I really liked some of the ToB things and thought ' man! why didn't I think of that '

    and There is no barbarian class in my cmpaign world, Ive never really thought of the barbarian as a class but as a style for a clas.. IMO you can be a barbarion cleric/ranger/fighter/paladin even..

    All I wanted to do was to make the fighter in 3rd ed be what the Fighter was previsuly.. a force to be reckoned with.

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